Redscar Reloaded
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This is a reloaded version of the adventure The Secret of Redscar. It is not the original...
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SW1 – The Secret of Redscar Posted on September 7, 2012 by Bryce Lynch
by Bill Barsh for Pacesetter Games & Simulations Swords & Wizardry Levels 5-7 Redscar was not the most notorious or successful pirate in his time so when he and his ship disappeared, few 6/28/2015 8:47 AM
SW1 – The Secret of Redscar | tenfootpole.org
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gave it consideration. But a map has come into your possession that details the location of Redscar’s last target—a hidden temple of a forgotten sea god. Now, standing on the windswept cliffs overlooking a turbulent sea, your discerning eye has detected a cave mouth rising just above the crashing waves. Hidden inside that ominous cave is the Secret of Redscar! Pirates! I HATE pirates! I LOATHE THEM! They rank right up with smugglers as stooopid enemies. Fortunately this adventure has no pirates in it. The cover shows pirates. The blurb talks about pirates. But no pirates. Kind of anyway. Yeah! What it does have is a pretty interesting little OD&D adventure. It might work well as a stand alone or as a sub-level to a megadungeon. TREASURE BATH! Er, I mean TREASURE MAP! These were a solid staple of adventure gaming once upon a time. A simpler time, when fighters were known as Fighting Men and murder hobos roamed the land in search of gold and magic. As time passed the venerable treasure map lost its place. Adventurers were now about Saving the World and Doing Good instead of a pretext for getting together with your pals, drinking some beer, and reclaiming lost treasure. I miss treasure maps. I’m glad to see one appear as the hook in this adventure. Hiding a treasure map in the last haul is a great way to get the players involved in the next adventure. Anyway, the players find a treasure map that the pirate Redscar once briefly owned. Following it takes them to a sea cave where the adventure begins. This all takes place in two and half pages of introductory text. There’s a lot of background presented in that section which is duplicated in the adventure of not needed. It does lay out the various factions in the caves (Factions! Yeah!) but otherwise there’s a bit too much text here. The factions are great through! There’s a wide variety of opponents, they make sense and work well together. The dungeon is small, eighteen encounter keys in an ‘L’ shaped map that has corridors & rooms branching off of it with no wandering monsters. The map is overly simple and some vermin on a wandering table would have been a nice addition. Gotta drain those party resources and keep them from camping out!
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Onward! The dungeon has roughly four areas. There are the natural caves that have some opportunistic inhabitants: a sea troll and sea ogres primarily. While the encounters are rather simplistic they do work together. The troll comes to the ogres aid and the ogres to the troll. In addition the ogres sort of launch themselves out of their pool like missiles in order to knock people over. That’s kind of a neato little effect. This section also has a great little hidden treasure feature. VERY old school and very cool to see it. I like the kind of variety that brings up. A hidden spot so classic that its guaranteed to bring a wash of nostalgia when/if the players find it. Dungeon dressing indeed! The next section has some skeletons guarding a temple. These are the pirates, or what’s left of them, cursed for all eternity to guard the merman temple because of their desecration. Yeah, it’s just some skeletons pirates, uh, a lot of them that can’t be turned, but I still like it! The whole “can’t be turned” thing is getting old though. It brings up one of the great dilemmas in D&D. Undead are classic D&D monsters and skeletons are the most classic of all but they are completely ineffective against a party with a cleric. Either you have to put in a boss undead at the high end of the clerics turning power or you have to make them unable to turn for some reason. This goes back at least as far as module B2 where the undead wore amulets that made them harder to turn. I wish there was a better solution. Oh, there’s also a nice bit of warning in this area: the corpse of a mind slayer being eaten by tiny hermit crabs! Oooooouuuuu, Gross! And a decent warning … After a bit of excavation the party will break in to the lost city that the temple was a part of. The chief opponent here is another mind slayer and his minions. There’s likely to be a big ass battle in the city streets. There’s also a nice little obscure treasure for a thinking party located in a secret wine cellar. There are two other encounters in this section to finish things out. One if with a demon and the second is with a sea serpent. The demon encounter takes up an entre page of text and is WONDERFUL. It’s a classic OD&D demon encounter, or what I think one is anyway. There’s foreshadowing. There’s a bound demon. Everyone KNOWS something bad is going to happen if you fuck with it. Someone is going to fuck with it. The dungeon dressing is great, the special text is great, is 6/28/2015 8:47 AM
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hugely evocative, and it screams classic D&D. The sea serpent finishes the module off and is just a big boss fight. But oh man, the demon encounter! The wizard in Tower of the Stargazer is one of my favorite parts of that module and this completely outdoes that. Very 70’s. Very cool. Mind Slayers, aquatic ogres and sea trolls are not exactly new monsters. The Blood Urchins are though, or at least obscure enough that I don’t recognize them. That’s nice and should cause the players a good little freak out when they show up. They have missile weapon also which should cause the players to retreat and think up some plan to destroy or bypass them, which is a nice little addition to the usual hack and slash. The mundane treasure is pretty mundane, coins and the like for the most part although there are a couple of items, like silver chains, that the party can strip off the walls and steal. I like a good variety in mundane treasure since it makes things a lot more interesting for the players. I’ve also found that a party is much more likely to keep/wear/use mundane treasure when it actually gets a description. Go Figure! The magic items are a mix of boring book items like sword +1 and potion of healing and more interesting book items like a rope of entanglement or horn of blasting. There’s a nice dagger +1/+3 vs humanoids that glows red when humanoids are near. Now THAT’S a magic item! I suspect the party will keep that for a long time to come, even when they find ‘better’ items. It’s not the weirdest module I’ve seen this year and it’s not the one with the most OD&D feel but it does a pretty decent job of creating an OD&D feel. I’d not hesitate to use this as a sub-level to a megadungeon or use it as written and expand upon it to create a larger environment for exploration. There are plenty of potential hooks to helps the DM do that: mind slayers, dwarves, mermen temples, lost cities, shafts in to the earth. I’m pretty sure I’m going to keep this one. 0
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ADVENTURE FLOW: 1. Black Tom's Treasure Map 2. The map will guide them as far as the island. After that, they explore the caverns beneath. The chests will be filled with utterly ordinary items. However, there's a strange fishy smell beyond the boulder at the extreme right end of the map. 3. Exploring beyond that boulder will bring them into the Sepulchre of the Abyss. Pirate skeletons are guarding it. Let them open a few urns before the walls shake and a section collapses, bringing them into an abridged version of the lost city. 4. Run Velth, except the Inn is reduced to rubble, and inhabited by some nasty or other.
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Sepulchre of the Abyss
Rooms
This religious site is on the abyssal plain at the bottom of the sea and is rumoured to store vast wealth and secrets. Especially devout cultists once went there to prepare themselves for the transition to their deity’s watery domain… through ritual self-mummification. Treasure hunters can enter this place by stepping through a stone portal likely found in a remote coastal cave or an abandoned beach cabin. Such a gate only functions on specific nights, such as under a New Moon.
2. Antechamber: T:3/6. Two semi-circular stairs descend to a huge pile of bones (mix of human & fish).
1. Entry portal: T:0/6. PCs appear here on a circular dais that faces eerie statue of a four-faced humanoid goddess. Good beings will feel intense cold & dread. Two small staircases descend on either side.
3. Library: T:2/6. 100s of waterproof scrolls line the walls; a successful search finds one that accurately answers 1d3 specific questions about its topic: 1. Aquatic flora & fauna 4. Ghost ships & curses 2. Sea gods & demigods 5. Oceanic monsters 3. Sunken ruins 6. Ports & harbours
Environmental Description The magically carved walls are made of black marble. The only dim light source comes from glowing spongy algae that cover the floor (and produces fresh air). Everything is perpetually wet, cold, & smells like the sea. There is a constant sound of trickling water & ghostly chanting. The outside ocean is extremely cold & the pressure is lethal.
4. Gallery: T:1/6. The floor is at a disorienting angle: only slow, careful movement is possible. Taking time to study the detailed mural on the wall gives a PC +1 to their Wisdom score but also a random insanity. 5. Shrine: T:4/6. On an altar made of coral is a bowl with the words: “blood & flesh for insight”. Filling it with either will reward a vision that reveals a major secret or hidden truth in the campaign. The grim banner on the wall behind it causes magical fear.
Once for each room, roll to determine its terrain, amount of flooding, & a random monster:
Terrain
(1d3)
1. Flat, mosaic floor: inspecting the pattern causes nausea & sickness on a failed save vs enchantment. 2. Uneven and rocky: moderately difficulty terrain.
Treasures
3. Jagged and broken: very difficult terrain.
Each room has a chance in 6 of containing one of these fabulous and weird items (e.g. T:1/6 means that there’s a 1 in 6 chance of finding a treasure):
Flooding*
(1d3)
* Changes every time a room is entered. 1. None: no effect. 2. Low: movement is noisy, +1 extra monster 3. High: movement is sluggish, +2 extra monsters
Monster
(1d6)
These strange, vicious creatures are translucent & dotted in bioluminescent blues & greens. They are all hungry. 1. Deep Ghoul (hides easily; always surprises) 2. Terror Eel (strong & fast; automatically grapples) 3. Blood Worm (lightning fast paralyzing bite) 4. Black Star (acidic & poisonous tentacle attack) 5. Vampire Squid (envelops & drains endurance) 6. Hell Shrimp (Vorpal pincer strike; armour piercing)
1.Amphora – this potion restores all 3.Coral Mask – while worn you can lost hit points but has a permanent breathe underwater; vision is poor side effect (can reverse with sorcery) 4.Strange Incense – inhaling the 1. Become 7 or 2d6 years older smoke counters poison & paralysis. 2. Become 7 or 2d6 years younger 3. A body part (e.g.: hand, eye, leg 5.Ancient Gold Idol – offering it at a etc.) becomes scaly (player’s choice) shrine will earn a deity’s good favour 4. Same as 3, but GM’s choice for 7 days & 7 nights. Highly valuable to temples & clerics. 2.Giant Clam – Force open to find a weird jewel pendant (minor value). 6.Sea Lotus petals – ingesting these The wearer is initially perceived as removes a curse or a disease but friendly by all aquatic humanoids. causes vivid hallucinations. 2015 One Page Dungeon designed by Joel Bethell http://www.nemoslounge.com This work is licensed under a Creative Commons Attribution-Share Alike 3.0 Unported License http://creativecommons.org/licenses/by-sa/3.0/.
6. Meditation Chamber: T:3/6). Five platforms surround a well overflowing with live coral. There is a mummy sitting on one of the platforms: it should be described ominously as if it’s about to move at any moment (but it won’t: it’s harmless… or is it?). 7. Embalming Room: T:4/6. Dozens of large, empty funerary Urns & a table made of petrified wood. Beneath the table are 3 desiccated “failed” mummies. 8. Urn Chamber: T:0/6. There is a huge statue of a goddess with eels for limbs; her eyes seem to follow any intruders. There are 35 sealed Urns all around the room; each one contains one of the following: 1. Mummy (harmless) 2. Tome (see Library) 3. Random Treasure
4. Mummy (lethal) 5. Random Monster 6. Acid Trap
If an urn is opened (which can only be done by breaking it), it begins to “sweat” a dark green slime. Once 15 are opened, all the other rooms flood to a high level & the entire structure shakes with regular tremors, like a vast heartbeat. All rooms spawn new monsters. Good luck!
Velth, City
of
By Corwin Riddle
Traitors Background
Long ago, in a war forgotten by even the most learned bards, a king called upon the mountain city of Velth to assist in battle. However, the citizens of Velth had become powerful and wealthy and had much to lose, so, believing victory to be impossible, they turned against their king and countrymen at a pivotal point in the war, barricading themselves in the mountains and abandoning their oaths of loyalty. The war raged on. Eventually, the king’s armies were defeated, and he mortally wounded. For abandoning their kingdom in its most dire hour, the king cursed the city with his last breath, offering his soul and lineage to the gods if they would deliver justice. As the story goes, Velth disappeared from the mountaintop, along with its residents, treasure, and every trace of its existence. Hundreds of years passed, and the city of traitors was forgotten… until now. Deep below the surface, in the darkest caverns, a city sits alone, suspended by colossal stone chains above an abyss—abandoned by the world. Some say the city was slowly rebuilt, others claim it simply appeared. Regardless, rumors tell of the mysteries within: unspeakable horrors, priceless treasures—all waiting for any brave enough to enter the City of Traitors.
WEST
Conditions
in Velth Many of the buildings have been reduced to rubble, leaving most of the streets impassable. Creatures have burrowed caves and tunnels all over the floating island, allowing passage between the city’s larger areas. The outside is dimly illuminated by various bioluminescent plants, fungi, and organisms; some buildings are lit by torches, but darkness is pervasive.
Point of Interest Special Event Points
of Interest 1. Shackled Pass: A rickety wooden bridge is attached to one of the giant stone chains and provides entry to the city. There are words and images scratched into the stone in several languages as a warning to turn back. 2. Guard Quarters: A large portcullis opens into a poorly-lit courtyard, where 4 Dark Elves confront the PCs and demand an outrageous toll for entering the city. They will attack if refused, threatening to feed you to The Hungerer. 3. Watchtower: Another 3 Dark Elves wait in the top of the tower, and signaled the PCs’ arrival to their friends in (area 2). If the PCs killed the others, they wait in the shadows to ambush—otherwise, they refuse entrance. There is a small chest here containing appropriate gp. 4. World’s End Inn: A makeshift inn and den for travelers. A ladder leads up to a 15’ high loft, filled with hay and covered in darkness. 5. Cavernous Passage: Lit by bioluminescent fungi, the passage has an extremely low ceiling of 4’ and is covered with stalactites. The floor is covered with a thin layer of murky water and centipedes. If the PCs are quiet, they can hear voices up ahead. 6. Hunting Grounds: A group of 4 Dark Dwarves are arguing about how to divvy up the possessions of The Hungerer’s latest victim. They flee to (area 8), and the PCs can hear screaming coming from (area 7). 7. The Hungerer’s Lair: Bones litter the island of the cavern, which is filled with murky water, 3’ high. Hanging from the ceiling is an Elf, shackled in chains. If released, he warns the PCs to stay away from the water and the Wrathful King, who haunts the tower. If asked about The Hungerer, he tells the PCs that it dislikes fire. 8. City Square: Four enormous statues of Velth’s (former) leaders tell a noble version of their defection with plaques. ‘TRAITORS’ is written in blood all over the statues, which provide cover. The 4 Dark Dwarves retreated here and wait in the darkness for the PCs to pass the statues, attacking from the shadows. 9. Sewers: A grate in the back of a supply room leads to the sewer tunnels, which are ancient and unused, but a slippery slime covers the bottom. 2’ wide ledges follow the perimeter of the sewer. A Giant Snake is just inside, and may or may not attack, depending on the PCs’ actions.
10. Tomb of Traitors: Inside are elaborate sarcophagi containing the city’s traitorous leaders, who haunt the room as a group of 8 Ghosts and Wraiths. Written on the tombs is a curse upon them, condeming them to eternal suffering; if the sarcophagi are destroyed, the ghosts perish for good and the PCs will anger the Wrathful King. 11. Sewage Controls: A two story building. The basement contains levers to disable the sluice trap (event C). The top level opens to a roof, letting the PCs see a glowing tower (area 14), and a strange waterfall coming from above (area 12). 12. Shadow Falls: A giant waterfall rains down from above, though its source is too far to be seen. In the water behind it, PCs can see a ledge covered with something glittering—it’s armor from dead adventurers. The Hungerer, a Giant Aquatic Worm, attacks. If they survive, they find an appropriate level magic weapon on the ledge. 13. Armory: Stripped of any valuable items long ago, the room is crowded with rusty weapons, making it difficult to traverse. There are 3 Suits of Armor, which attack if disturbed. If killed, one becomes a piece of magic armor. 14. Market Row: The ancient and abandoned bazaar, filled with rubble, debris, and derelict buildings. A group of mindflayers frequently hunt here, since many adventurers pause to search the buildings for treasure. 15. Forgotten Gate: The original entry to Velth now overlooks an abyss and provides towers that reach the great wall. The area is a nesting ground for 2 Giant Spiders, and is cluttered with eggs. The spiders dwell on the underside of the city and might come up if the eggs are destroyed or the PCs alert them. 16. The Undermaw: A gaping chasm of the abyss, covered with many rickety wooden and rope bridges. A clan of 6 Goblins hides nearby, and has a Large Troll at their disposal. They will attack the PCs once on the bridges. 17. Great Wall: An ancient wall, 30’ high, is mostly destroyed, though a guardroom is intact. Someone barred the doors, which are now splintered and broken open. 18. Crystal Village: A pile of glowing crystals pulse within a circle of hatched houses. The crystals weaken any mortals near them, and a group of 3 Mindflayers attack the PCs, assisted by 10 Humanoid Slave Minions.
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19. Vault of Scrolls: An ancient library, though most of the books and scrolls are now dust. The PCs will find some texts detailing the war and betrayal, and 2 spell scrolls. 20. Courtyard: Patrolling a murky and glowing fountain is a group of 6 Small Water Elementals. If the fountain is disturbed, a Large Water Elemental emerges, forbidding entrance to the Wrathful King’s sanctum. 21. Tower of the Wrathful King: Haunting the tower is the king who cursed Velth, a powerful Undead Being, watching over the city to ensure their eternal torment. He objects to the PCs’ presence, especially if they destroyed the tombs in (area 10), and attacks, calling 5 Ghostly Guards of dead soldiers. If defeated, the PCs will find treasury gems and a powerful magic weapon.
Special Events
A. If the PCs linger or take a rest here, 5 Halfling Thieves return, and will try to rob and kill the PCs. B. The water here is 10’ deep, the walls 20’ high. If the PCs try to swim down the canal, The Hungerer may attack. C. A sluice trap triggers, closing the gate and filling with water. The PCs must find the release lever to escape. D. The gate is locked, but noisy, and triggers a 3 Mindflayer ambush if the PCs attempt to gain entry through it. E. The wall begins to collapse, creating a pit trap below.
Random Encounters (Roll 2d6) 2 3 4
1d8 Giant Centipedes. 2d4 + 2 Goblins scavenging bodies for weapons. 1d6 Human Descendants living in Velth, trying to take back the city from all the monsters and adventurers. 5 2 Elven Adventurers, fleeing from the city, warning to stay away from the waterfall and The Hungerer. 6 3d4 Giant Bats, trying to lift one of the PCs away. 7 1 Mindflayer Scout, fleeing to warn others. 8 3 Wights, wandering the city in torment. 9 2d6 Humanoid Slave Minions, digging a pit trap. 10 3 Ghostly Heralds, muttering of the city’s former glory. 11 1d6 + 3 Fungal Monsters. 12 1d4 Dark Elf Messengers, carrying a letter for the Wrathful King, pleading for permission to kill ghosts.
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