Finally getting back to this series after reviewing thirty submissions for Ben Gibson's Adventure Site Contest 2, including my own submission. No winner(s) have been announced yet as the final reviews continue to trickle in, but I'll certainly post the big announcement when it happens (should be soon).
In Part 1, Part 2, and Part 3 of this series, I described several of the major pieces of a kilodungeon I smashed together from various old adventures: specifically the Manor House and Sea Caves from U1 Sinister Secret of Saltmarsh and the Sample Dungeon from the Holmes Basic Rulebook. Part of the Sea Caves level borrowed a few rooms from a third dungeon—Zach Howard's excellent Forgotten Smugglers' Caves. This post will cover the remainder of that dungeon, which is situated between the Zenopus Dungeon level and the Sea Caves.
Since Zach has already written up this entire thing on his own blog, I don't want to repeat too much here if I can help it. Instead, I have received the author's permission to reference his material so I'll simply cover the things I changed or added to suit my own purposes. I didn't change very much of the content, as the adventure is already well-designed; I simply reworked the map to fit the other levels, and integrated the material into my backstory of the site, tweaking a few things here and there to make it better fit the overall dungeon concept.
The original Forgotten Smugglers' Caves (FSC) is an add-on to Holmes' Sample Dungeon, taking the details of the smugglers' cave and imagining a whole hideout, abandoned long ago due to a curse perhaps laid upon the caves by Zenopus himself. The Sample Dungeon sits below the seaside village of Portown in the original writeup, and characters can find info about the FSC there.
I incorporated some of Zach's intro material into my rumors table for Saltmarsh, merging the groups of smugglers from the Sample Dungeon and U1 into a single band of pirates. Another party motivation provided in his adventure is a fisherwoman named Fenza the Fearless (perhaps related to Lemunda the Lovely?), who has discovered a mysterious cave that she needs help exploring. I placed Fenza as an NPC in Saltmarsh, but so far my players have not met her.
The additional background of the FSC describes how the destruction of Zenopus' tower collapsed the entrances to these caves, blocking them off from the outside world for years. In describing Sanbalet's backstory in Part 3, I kept the detail of the tower exploding in green flame (an event which Sanbalet witnessed as a young deckhand) and collapsing the "forgotten" caves. Though Zenopus, the pirates' former benefactor, never emerged from the wreckage of his tower, the smuggling operation eventually resumed from the Sea Caves. Sanbalet never "forgot" the old caves and its treasures, however, and when he wrested control of the pirate operation from the former boss, he began the task of finding a way back in.
This is Zach's map for his adventure, but of course I needed to reconfigure it to match up with the other maps. First, I turned his map 90 degrees counter-clockwise, then inverted the whole thing left-to-right. After moving rooms 1–3 and 8–10 of the FSC to the Sea Caves level, I reoriented several of the rooms to connect to both the Sea Caves level below and my additions to the Sample Dungeon level above.
Overall, I left as much of the level's original orientations as possible, though I removed the maze layout and truncated the long distances of some of the original hallways so as to fit the confines of the sea bluff that contains the site. This was the scratch map I began working from:
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Forgotten Caves Conversion – Map 1 (scale = 10') |
As this level is about midway up the height of the bluff, the overall "interior" space is slightly diminished from the Sea Caves level below it. The natural boundary of this level (the thick, solid black line) represents a roughly 20 ft. increase in elevation from sea level (the band of lighter shading beyond it. The shaded caves are the pieces of the FSC that were moved to the Sea Caves level.
From the scratch map, I drew a sketch map with my new orientations, and rekeyed the entire level to follow a different flow of progression. When completed, the sketch map looked like this:
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Forgotten Caves Conversion – Map 2 (scale = 10') |
Though I didn't need to, I gave the map a third pass to make it more cavernous in appearance and better match the look of the rest of the maps. The final map looks like this:
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Forgotten Caves Conversion – Map 3 (scale = 10') |
Changes and Additions
Dungeon locations are keyed with the letter 'F'. Thus, the adventure key for the Forgotten Caves level begins in the original adventure's location 4, which I rekeyed as area F1.
- F1 and F2 (originally FSC area 4 and area 5) are unchanged (other than directional indicators).
F3 (orig. area 6) is mostly unchanged, though I set the bat population to 40 and expanded the bucket map to include areas F2 to F7, with an indication of the secret passage in F7.
- F6 (orig. area 22) is mostly the same, though I gave the paintings and rugs some descriptions and treasure values:
The paintings and rugs are of fine quality. The paintings depict: a battered ship on a stormy sea (painted by a master, 1,200 gpv), a coastline (500 gpv), a nude maiden reposing with a fan (500 gpv), and a portrait of a grim-looking seaman (150 gpv). The six exotic rugs are from a port in the far east (250 gpv ea.)
Anyone looking upon the portrait of the seaman must save vs. Petrification or be cowed and forced to turn away from his penetrating gaze. Trying and failing a second time causes the PC to lose one point permanently from their Prime Requisite score and be unable to look at the painting thereafter (a Remove Curse spell restores the lost ability score).Anyone rolling a nat-20 on either save notices a hidden map in the painting's image. The map points to a secret location down in the swamp below the manor bluff: a cairn of stones covering a huge chest containing 12,838 gold coins (1 gpv ea.)
I also added a sleeping area cordoned off by an elaborate painted screen of teak wood weighing 80 lbs. and being extremely fragile, but worth 1,200 gpv. Finally, I established hard treasure values for the various books and curios which have a dice range in the original version (increasing some of the values above the given range to boost xp take).
F7 (orig. area 21) is mostly unchanged, though I put the dice dragon's nest beneath a pile of broken chairs and established the values of its gem "hoard."
F8 (orig. area 24) is unchanged.
F9 (orig. area 25) is mostly unchanged, except that I increased the trap damage to 2–7 and added a save to avoid double damage and the severing of the character's hand (a callback to the one-handed skeleton in area F7/FSC 21). I also reduced the number of sarcophagi from 13 to 11, and added the following detail to give the party a little hint in resolving the pirate's curse:
The nameplate on the coffin in the “newest” sarcophagus has been scratched off and is illegible. Carved into the lid above it is a new name: “Mot Daxor” (see F15).
F10 (orig. area 17) is unchanged, although I moved the details of the brick wall to its own location (F12).
F11 (orig. area 19 and area 20) is unchanged, except the trapdoor now opens onto the Sample Dungeon level (area D17). I also added a detail about scratch marks on this side of the trapdoor, as though someone was clawing at it. This is a hint to the grim fate of the original pirates who were trapped in these caves when the tower of Zenopus blew up and collapsed the other exits.
F12 just contains the brick wall details from original area 17.
F13 takes most of the material from original area 15 and moves it to the map location of original area 14. I also designed a siderail for the second cart, allowing the smugglers to keep two carts running the full length of the rails without having to offload one and reload the second cart at the mid-point.
F14 contains the rest of the material from original area 15.
F15 (orig. area 13) is unchanged.
F16 (original area 18) is mostly unchanged, though I described the cavern's phosphorescent glow as being green-tinged and magically nourishing to the plants growing here. I also added a detail that the glowing fungus could be scraped off and used as a makeshift torch for an hour or so. Finally, I changed the "reptilioid" statue to a fish-folk one instead, to tie in to the ancient school that once lived in the Sea Caves below, limited its ability to teach spells to 3rd-level or lower, and made the choice of taught spell random (though not one the player already knows).
F17 (original area 12) is largely the same, though I made the gem-polishing effect automatic, turning a rough stone worth 1–10 gp into a polished gem worth double that value, with a 1:6 chance of being worth five times the value instead. I limited the number of stones that could be found by searching around the pool to 30, and reduced the chance of attracting the slurry while searching to 1:10 per turn.
I also added a detail that the ceiling fungus cast a bluish-white light and that:
If damaged by anything other than fire (which kills it), the entire patch releases a rain of oily sap that covers everything in the room. The sap can only be washed off with alcohol, and continues glowing for the next 12–48 hours (treat as Faerie Fire for the duration).
- F18 (original area 11) is mostly unchanged, except I added a detail that the ceiling fungus here glows red (harmless but sinister-looking), and I require PCs trying to ford the stream or move down the channel to roll their Strength or less on 1d20 each round. If they ail, they lose their footing and get swept downstream to the Sea Caves level. I also made the stones on the stream floor the same as the quartz in F17.
And that's it for this level, a fun little side jaunt that just tied nicely into the other pieces I'm using for this dungeon. Thanks to Zach for letting me delve into it here.
I forgot that in my previous post in this series, I stated that this one would cover the Estate Grounds but I did the Forgotten Caves instead. The next post will definitely be the Estate Grounds and then the naga's lair from N1. The final piece will be the town of Saltmarsh.