Friday, December 13, 2024

The Sinister Secret of Zenopus' Tower – Part 3: The Sea Caves

In Part 1, I reconfigured the Manor House from U1 Sinister Secret of Saltmarsh. In Part 2, I adapted the Sample Dungeon from Holmes Basic. Next, I took the excised map sections from both and created a Sea Caves level. Part of this level (the explored part) serves as the pirate base. Another dungeon level—derived from Zach Howard's excellent Forgotten Smugglers' Caves—exists between the Dungeon level and the Sea Caves, and I incorporated several areas from that into the Sea Caves level as well. I'll cover the full FSC level in an upcoming post.

By this point in the campaign, I had a pretty solid sketch map of the bluff's macro-area, showing the exterior orientations/positions of the house, the tower, the gardens and estate wall, and the not-so-obvious areas such as the sea cave entrances and a "muddy mound" in the salt swamp below the bluff. 

More importantly, by the time I got to mapping out the Sea Caves level, I had already shared the sketch map with the players, who did a really good job scouting out the whole area before delving too deep. This locked in the positions of certain sea cave entrances that had to connect with the finished Dungeon level map.

To start with, I took the bluff coastline from my sketch map and aligned it to the 4:1" grid on a blank Photoshop canvas (24" x 24", 7200 x 7200px). Then I took the sea cave segments I carved out of U1, the Sample Dungeon, and FSC, and aligned their grids to my map grid. I then reoriented and repositioned the segments to fit the bluff layout. 

I wanted the U1 sea caves to point west, to match the repositioned west wing of the manor from which the pirates signal their ship and guide the longboats into shore. I also increased the map scale for the U1 piece from the original 5' per square to 10', same as with the manor maps, to open the spaces up a bit. Green arrows indicate where the original sea caves will connect with the sea.

Here's what the "starting map" looked like when I was done:

Sea Caves Conversion – Map 1 (scale = 10')

The lighter gray area in this map represents the ground mass in which the caves exist, while the darker gray area represents open sea. The gaps in the coastline are sea cave entrances, several of which have already been sighted by the party (and one of which had been superficially explored via rappelling from the cliff above).

Being at the base of the bluff, the Sea Caves level occupies much more ground than the levels above, making for a larger map area. This gives me a lot of room to expand the pirates' operation, add in new (unexplored caves), and build connections to other sections of the overall dungeon, including to the naga's lair from N1 Against the Cult of the Reptile God, which I have integrated as simply another section of the ancient subterranean complex Zenopus was exploring. The "muddy mound" in the swamp is the entrance to the naga/troglodyte lair.

In the original Sample Dungeon, the sea entrance to area M lies off the map: "to the west about 500 feet." Obviously, the cave now faces south, but I reduced the length of the sea tunnel to ~100 ft. The sea cave in U1 (area 30) "opens directly to the sea," so I set the fragment right at the bluff's edge. In the main entrance to FSC, the back of the seemingly dead-end cave is a tunnel, mostly concealed by "a pile of boulders, coated in barnacles and seaweed, that rises from the water line." 

To entice the players to explore the FSC area, I put the pile at the back of an unusually-long (100') sea cave. This also gave me some extra padding space for the FSC map, which I had to really cut up and spread out to fit the larger area and connect properly with the levels I'd already finalized. A final change to this portion of the FSC map: In the original, the wereshark's lair (area 10) sea entrance was underwater, and his lair is difficult to find from the dungeon-side as well.

He's such a great NPC though, so I wanted to increase the chances of the party encountering him. I connected his main sea access to one of the sea cave entrances instead. The party has already discussed renting boats to explore the sea caves on multiple occasions, so there is a good possibility they will meet him. If they don't kill him, I intend for him to be able to provide some aid to the party, including info about the fish-folk society that once lived in these caves. There will also be a way on this level to cure the lost sailor of his wereshark curse and allow him to return to his family in the town of Saltmarsh.

The Sample Dungeon says nothing about the effects of tides, but both U1 and FSC do, so I established high water marks for all three entrance caves, and made the entrance to the wereshark's lair navigable only at low tide. All other sea cave entrances (at the moment) are shallow, dead-end spaces with nothing of interest. I've thought about developing a new, submerged level located below the Sea Caves level and accessed via these "dead-end" caves, to further explore the fish-folk material from my expansion areas. I have no immediate plans, however. 

Once the pieces were in place, I redrew new outlines for them. Zach created his FSC cave maps using an abstract, flowchart style (in Excel, I think), which is a clever, functional approach that is easy to parse at a glance. I often use a similar, hand-drawn approach to sketching out a dungeon design, usually squares for rooms and circles for caves, with lines in between. It's a great visualization tool. But I like to draw, too, and I often run on VTT, so I always create finished, dimensionally-accurate maps. In this case, I turned his abstract boxes and lines into rough, curving tunnels and cave walls, but kept the dimensions as close to the original map as possible.

In addition to these dungeon pieces, I added three other known connections to the upper levels: the cellar stairs from the manor (area M21), the pit shaft from area D2j on the Dungeon level, and the staircase from D26, also from the Dungeon level. From these now-fixed points, I'll be adding new caverns and tunnels, and adapting the original dungeon keys. I'll also connect this level with the troglodyte caves in the naga's lair from N1 (to the east, off this map). Unlike the other levels, most of this level key is my original material.

I darkened the bluff background to match the Dungeon level and nudged some of the FSC locations to fit the map better. With the new outlines drawn, the starting map now looks like this:

Sea Caves Conversion – Map 2 (scale = 10')

My next goal for the map was to connect the three pirate/smuggler areas: both sets of sea caves and the staircase up to the manor's cellar. The antagonists were "smugglers" in both original adventures, but making them"pirates" gives off a more direct, predatory vibe. It's a subtle difference, but my players will key in faster to taking on pirates than they will smugglers (who might just be minding their own business while skirting the law).

To accomplish this, I'll need a passage and series of caves to cut diagonally across the map. This will leave me with a big map section to fill to the north and east, and two smaller map regions to fill in the center and west. The big map section will be an area of caves as yet unexplored by the pirates, that connects to a bizarre temple to a piscine god in the west, via some flooded tunnels and chambers in the center. The unexplored caves will also feature some troglodytes, servants of the naga who are here to kidnap pirates (and adventurers!) to bring as offerings to their queen. This section will also be where the Sea Caves level connects with the N1 dungeon (area N19).

After a few rough sketch attempts and some trial-and-error, I ended up with this expanded Sea Caves map:

Sea Caves Conversion – Map 3 (scale = 10')

My level key is quite long since much of this material is either customized from the original or created from whole cloth, so I'm putting all of it behind the cut.

The general backstory for Sanbalet and his pirates involves the history of this site. Fifty years ago, Sanbalet was a boy serving as a deckhand aboard a smugglers' ship. The wizard Zenopus lived in the tower at the top of the bluff and allowed the smugglers to use the sea caves as their base. In turn, the wizard employed the smugglers to deliver supplies and slaves for digging, and then transport the mysterious artifacts he pulled out of the dungeon to interested buyers abroad.

One night, while young Sanbalet was aboard the ship anchored just offshore, the wizard's tower erupted in green flame and the entire bluff shook as though struck by a thunderclap. The force of the explosion was so great, it broke the ship's mast and buckled her starboard timbers. A rescue was attempted, but the surviving crew aboard the damaged ship found most of the tunnels collapsed and their fellow smugglers dead. Many more were surely trapped within the caves, but the survivors had no means to dig them out. The crew made repairs and sailed away to new ventures.

Decades later, Sanbalet wrested control of the smuggling operation from his predecessor. He returned here to resume operations in the sea caves, appropriating the manor's cellars as a secure headquarters. For the past two years, Sanbalet has sought the forgotten caves while managing his gang's activities.

LEVEL DETAILS

Except where noted, the passages and caverns on this level are all natural and decline to the sea. Passages are ~7–12 ft. wide x 6–9 ft. high; caverns are 10–15 ft. high. The walls are wet and slimy; the floors are damp stone, but piled with sand and dotted with puddles. The pirates have lain coarse straw matting along the main tunnels and caves they use.

  • Light: All caves/passages are UNLIT unless indicated otherwise. Those areas marked with one or more ‘t’s indicate spaces lit by a torch in a wall bracket. Caves S3, S5, and S17 are exposed to daylight (the pirates conceal their lights when working in S3 and S17 at night).

  • Alertness: If the pirates are unaware of an intrusion, they are in their keyed positions the first time the party enters this level. If alerted, their positions change as they execute Sanbalet’s orders. They will attack outsiders on sight. Sanbalet assumes any party members are agents of Vexler the Thaumaturgist.

  • Swimming/Drowning: Because some areas are flooded or submerged, there is a good chance the party will find themselves entering the water at some point, willingly or no. I'm fairly strict on swimming while encumbered, especially while wearing armor, because drowning is a lot easier (and happens faster) than many people realize.

    Labyrinth Lord offers only some vague guidelines about a % chance to drown (suggesting 90% for heavily-armored swimmers and 10% for lightly-armored). The AD&D PHB literally mentions swimming ONCE, under the spell Airy Water. The DMG has a good drowning % guideline for the gear one carries (2% for every 5 lbs. of equipment, treasure, etc.), but it relies on characters knowing their exact load-out's weight, which all of my players are terrible at tracking. You also roll only once per hour (!) and Gary claims one can swim in leather or padded armor but I have my doubts about that.

    In any case, I have a house-ruled mechanic that I have used for many years, adapted for various systems, that boils down to: Anyone can swim in normal clothing, but if encumbered or wearing armor of any kind, they sink to the bottom until the encumbrance is removed (shedding belts, backpacks, etc. only takes 1 round).

    A character can hold their breath for 1d4 + (CON / 3) rounds. When their breath gives out, they take 1d10 damage each round thereafter and must save vs. Breath (at -1 cumulative per round) or fall unconscious and likely drown. Removing armor takes 12 rounds minus base AC score (including shield, if applicable); thus, in AD&D, removing chain and shield  (AC 5) = 7 rounds.

  • Doomed Pirates’ Path: A dotted line on the map winds through areas of the hidden caves section of this level. This indicates the path that a group of greedy pirates took recently after one of them discovered the hidden ledge in the passage between S18 and S19. They decided to explore the caves without telling their comrades in the hope of grabbing the best treasure for themselves.

    The tracks are growing faint due to the constant water and shifting-sand floor. Anyone searching an area containing the dotted line may find the tracks as a secret door (or a ranger may apply their skill). Starting at the ledge, seven sets of boot prints are visible. These lead to area S21, where two pirates were killed. From there, the remaining five pirates ran through S22 into S24, where a third was killed. Four pirates ran to S25, slowed their pace, and then moved though S26, S27, and toward S28. There, three sets of tracks disappear, while a fourth turned and fled to S31 where the trail ends (a clue to the hidden ledge).

WANDERING MONSTERS

The encounter chance and type will vary, depending on whether it occurs in:

  • The pirate caves (1–2:6 chance per 3 turns in areas S3 and S10–S19):
    1d6     Encounter
    1
         The pirate boss, Sanbalet, plus 1d4 pirates (S16)
    2      1–3 huge rock crabs* (S8)
    3–4      2–4 pirates (S11)
    5      2x gnolls (S18)
    6      1–3 pirates plus 1–2 gnolls

  • The hidden caves (1–2:6 chance per 6 turns in areas S20–39). There are NO wandering encounters in areas S1, S2, and S5.
    1d6      Encounter
    1
         1–3 piercers (S39)
    2      1–4 zombie locathah (S22)
    3–4      1–3 huge rock crabs* (S8)
    5      2–5 troglodytes (S31)
    6      1x blindheim (S33)
  •  The flooded caves (1:6 chance per 6 turns in areas S40–S43, and S45. There are NO wandering encounters in areas S44 and S46–S50.
    1d6      Encounter
    1
         1x wereshark* (S45)
    2      1–4 zombie locathah (S22)
    3–4      1–3 huge rock crabs* (S8)
    5      1–3 reef sharks* (S7)
    6      A school of tiny, stinging jellyfish (2–8 damage, save vs. Breath for half)

*These creatures were created by Zach Howard for his Forgotten Smugglers' Caves adventure. I'll link to them individually in the key below (including awesomely original Erol Otus artwork).

SEA CAVES KEY
  • I re-keyed the entire level. Sea Caves locations are keyed with the letter 'S'.

  • Areas S1–S3 are the original smugglers' sea caves in the Sample Dungeon. Areas S14–S17 are the original smugglers' sea caves in U1. Areas S5–S9 are pieces of the Forgotten Smugglers' Caves. The rest (S20–S50) are my own creations.

  •  S1 (orig. L) is unchanged from the Sample Dungeon, including the ambushing giant crab.

  •  S2 (orig. K) is unchanged from the Sample Dungeon. Characters caught in the stream on the Dungeon level (D13) end up here.

  • S3 (orig. M) is mostly unchanged from the original, except I converted the ep treasure to gp (I don't use electrum coins) and changed Lemunda the Lovely's background from the daughter of a local noble to a member of the "lost adventuring party" rumor I gave players at the start of the campaign. 

    When the party hired a female (randomly-rolled) sellsword in town, I had them name her and one of them came up with "Lenore." Given the similarity of the names, I decided that Lenore was searching for her sister, Lemunda. Lenore ended up dying tragically in the naga's lair, but the players have vowed to discover Lemunda's fate.

    I also updated the giant octopus to Labyrinth Lord specs and gave it a lair (located where "octopus" is labeled on the map) and some treasure:

    Scattered among various pirate bones and rotting leather sacks are 1,233 cp, 4,200 sp, 674 gp, 12x gems (3x 10, 5x 50, 2x 100, 1x 250, 1x 500 gpv), and 6x jewelry (1x 50, 4x 100, 1x 500 gpv). A rusty iron box contains 1,200 silver bars (3 gpv ea.)

    Finally, I added a hidden ledge to (sort-of) reconnect the basement of Zenopus' tower (area D7, orig. area S in the Sample Dungeon) to the sea cave section of that dungeon. In the original, the door from area S led to area I, which contained the bronze face and sundial puzzle, and then beyond that connected to area L (one of the sea caves). Here, the addition connects to the main cave. The ledge itself is keyed as area S4.

  • S4 (new) is a hidden ledge (12 ft. high, find as concealed door) overlooking S3. On the back wall, a passage leads to a staircase up to D7. The pirates are unaware of this area. Vexler the Thaumaturgist (D6) uses it to spy on their activities.

  • S5 (orig. area 1 in FSC) is mostly unchanged other than fiddling a bit with the tidal depths (to match something I established elsewhere). I also wrapped the original description of area 2 into this location.

  • S6 (orig. area 3) is unchanged, except now the tunnels to the N and E slope up to areas F1 and F2 on the Forgotten Caves level, while the W tunnel slopes down to S8/S43. Check out that Erol Otus carrion crawler in the original post!!

  • S7 (orig. area 10) is mostly unchanged save for some minor adjustments to fit the new map orientation. I also have the cave dimly lit by phosphorescent fungus on the ceiling instead of sunlight through cracks. The biggest changes I made were to the origin for the room's occupant: Mar Nes, the former crabber now reluctant wereshark (again, that Erol Otus illustration...wow!) Even so, my changes aren't too drastic:

    A successful crabber from the village, Mar Nes entered S7 in search of the marvelous rock crabs that scuttle over the sea-wracked base of this bluff. Amazed by the sea cave within, he explored further, entering S9. While setting a crab trap in that cave, he was attacked and bitten by a were-shark (from S45). He fended it off with his lucky silver knife but became cursed with lycanthropy.

    Fearing harm might come to his family, he abandoned his life in town and returned to these caves to live as a recluse. Though cursed, he maintains a fair degree of control over his condition, occasionally returning to the village in human form while wearing a disguise. He earns money for his family by selling old treasures from shipwrecks and leaving the coins on their cottage porch. He always remembers to place pretty seashells on his beloved granddaughter’s windowsill.

    Mar Nes can be relieved of his curse if the party returns the plaque from F4 to the statue in S50.

    I love this NPC's backstory and hope my players meet him eventually. Also, the "cave sharks" in the original have been renamed "reef sharks" and lost 1 HD for some reason. Don't remember why I did that or if was just a transcription error on my part, but that's what I listed them as throughout, so I'm keeping it as-is.

  • S8 (orig. area 8) is mostly unchanged, save for some map adjustments. The "rocky beach" is now a ledge 5-ft. above the water. I consider the "sea-changed" lurking on the reef to be Sanbalet's former smuggler comrades who became trapped in the caves and languished here. I increased the original 1:10 chance for a sea-changed to have pearlescent eyes to 1:4 so as to boost the treasure take.

    There are now some rock crabs on the reef and cave bottom as well, mainly as a source for wandering monsters:
    Scores of crabs live in this cave, but most are too small to pose a threat to the party. Every turn of activity spent on the reef or bottom, however, attracts the hungry attention of either 2–4 large rock crabs or 1–3 huge rock crabs.
    I also embellished the "calcified footlocker" to give a clue about other areas found on this level. The treasure within remains as in the original, however:
Barely visible in the middle of the reef is an ornate stone chest covered in calcification (immovable unless the reef around it is destroyed). The lid also won’t open without prying tools. The swirling carvings on the chest are alien in design but suggestive of a sea / water theme. The box is a relic of the locathah society that once lived in these caves (see S47).
  • S9 (orig. area 9) is mostly unchanged, though I included more rock crabs on the bottom (as above) and added a submerged tunnel connecting this chamber to other areas of the level. The wide passage at the top of the ledge/waterfall is area F18 on the Forgotten Caves level (orig. area 11).

  • S10 (new) – The stone stairs down from D11/M21 become rougher and more natural, damp and uneven. They land in a wide tunnel sloping noticeably to the S. The wet-sandy floor is covered with coarse grass matting, which the pirates laid down to improve footing while hauling contraband back and forth. (This is an adapted general description of the sea caves from U1, the note about the matting in particular.)

  • S11 (new) borrows a section from the original U1 area 28: a potential encounter with three pirates carrying contraband to area S10. The main cave is new, however—a second pirates' barracks.

    I haven't established how many total pirates are in the gang, as I imagine some of them are always at sea, while the rest are either transiting to or from the these caves for R&R. Rough estimate would be 40–60 men. If the party chews through several dozen pirates over the course of the adventure, I'll consider the gang pretty much wiped out, especially if Sanbalet and/or the ship's captain and his commanders (S13) are killed.

    In the off-chance that the Sea Ghost is at anchor when the party arrives (see S13), approximately half its crew of 20 pirates (9–12) and most of its command staff is ashore and resting in areas S11 and S13. In any case, if the party avoids/kills the initial pirate encounter without raising an alarm, they see torchlight and hear raucous voices in the cave ahead:
    Within the open cave (15 ft. high ceiling hung with short stalactites), four scruffy-looking men sit around a barrel playing cards and drinking rum near the N wall. Next to them is a large steamer trunk. Two dozen cots line the S wall of the cave, near a large pot-bellied stove and a box of coal.

    The pirates are drunk and engaged in their gambling, so the party can get the drop on them. The gambling pot is 64 cp, 22 sp, and 7 gp, along with a gold tooth (3 gpv) and a pair of silver bangle bracelets (6 gpv ea.) One pirate wears a spy-glass in his belt, a second has 3 gold earrings (10 gpv ea.), a third has a Potion of Healing in a clay flask. The trunk holds 6x torches, 2x coils of hemp rope, 12x iron spikes, a bullseye lantern, and 2x flasks of oil.

    On a side note, I've added a reference to stalactites (and stalagmites) to most keyed caves to remind myself to repeat that detail when I describe the area to the players. I want to get them used to hearing about the presence of stalactites in case they encounter piercers or come into the piercer cave (area S39).

    After defeating the pirates and exploring the cave, the party may notice two points of interest. One is the niche to the NE, where...

    ...the pirates are clearing an obviously collapsed passage. Digging tools and a wheelbarrow filled with rocks sit idle for now, but Sanbalet believes access to the Forgotten Caves may be found through this obstruction. It will take another 16 man-hours of excavation to clear the path.
    Part of Sanbalet's reasoning is due to the second interesting thing the party may notice...
    ...bizarre wall carvings emerge from behind the collapsed rubble: A processional of fish-headed men holding offering bowls marches out of the corridor on the N wall, wrapping around and continuing W. Once inside the NW corridor, the processional appears on both walls, then turns S and marches directly to D12.

    These carvings are a recurring motif in the Sea Caves and provide clues to not only help a clever party navigate certain areas, but also lead them to discover an entire secret area of the level.

  • S12 (new) is a wide passage carved with various reliefs. A branch to the S off the main passage ends in a 10-ft. high ledge looking down into a water-filled pit. In the ceiling is a square, stone-lined shaft. This area is a vertical junction connecting the Sea Caves to the Dungeon level, as well as providing an underwater route to a hidden area.

    The wall carvings depict the fish-man processional (see S11) as it marches southward then disappears into the murky water of the pit (15 ft. deep and filled with sea water). At the bottom, a submerged tunnel leads to S45. The 8x8 ft. ceiling shaft ascends ~50 ft. to area D2j.

  • S13 (new) is a dry cave, divided into private "rooms" by heavy curtains hung from the 10-ft. high ceilings. Each is a well-appointed sleeping area, with floor rugs, a wooden tick with straw mattress, and a steamer trunk for personal belongings. Several cots near the entrance are for any pirate guards and/or the bosun. In the open area between the curtains is a heavy table surrounded by stools (and covered with unwashed dishes and the remains of recent meals).

    This cave serves as the temporary quarters for the pirate-captain and his command staff whenever they come ashore for a few days after a raid. This allows me to (potentially) use the Sea Ghost NPCs and material from U1 without getting into all the lizard-man smuggling bits that lead into U2 and U3, which I'm not using for this. My write-up assumes the captain and command crew to be away at sea most of the time, but provides a chance for them to be present (1:6 per week) along with additional pirate crew, adding to the difficulty of defeating the gang.

    If the Sea Ghost is in anchorage just offshore, then 1–3 of the command crew (Captain, First Mate, Bosun, or Magic-User) are in this cave, along with several pirate guards (L2 fighters) and half the normal crew complement of 20 sailors). The remaining pirate leader(s) remain aboard ship with the rest of the crew, prepared to set sail at the slightest sign of the authorities.

    In the original module, the Captain, First Mate, and Bosun are too samey—all three wear wear chain mail, use a long/broadsword, and have 17 STR—so I gave each one unique stats and weapon/armor selections. The first-mate has a sadistic monkey pet and I also made the lizard-man's pseudo-dragon from the original into the companion (but not familiar) of Punketah the Conjurer. As in the original module, I provided a possibility for the creature to bond with a PC if Punketah is killed.

    Oddly, the module doesn't get into the working relationship between Sanbalet and Punketah, so I gave the ship's magic-user a backstory: He is a relatively new crew member, recruited by Sigurd as a counterbalance against Sanbalet’s magic. Sanbalet tolerates him for now, but doesn’t trust him and intends to get rid of the rival caster to steal his spellbook and magic wand. Punketah wants to help Sigurd wrest control of the pirate gang from Sanbalet and find out why the illusionist is so interested in finding these lost caves.

    The captain’s area has a second table carved with a nautical map of the local coastline for 200 miles in either direction. Settlements, fortifications, and trade routes are indicated, as are the locations of successful raids. I have an idea of this maybe transitioning to the old Judges Guild module, Thieves Fortress of Badabaskor, re-imagined as an island pirate haven, and this table map may lead that way.

  • S14 (orig. area 25 in U1) is unchanged—it appears to be an empty cave, but a large green slime is on the ceiling.

  • S15 (orig. area 26) is unchanged—an empty cave.

  • S16 (orig. area 27) is largely unchanged. Unless alerted or encountered elsewhere, the illusionist Sanbalet is here counting contraband inventory with a pirate assistant and two gnoll laborers.

  • S17 (orig. area 30) is unchanged—a sea cave with a rowboat.

  • S18 (new) is a dwelling spot for the gnolls, something left out of the original module. I also increased their total number by two. A pile of filthy, lice-ridden blankets on the E wall is bedding for the gnolls who are under Sanbalet’s hypnotic thrall. This is not a spell, but non-magic mesmerism (see M22). The gnolls obey his orders without question, and cannot be coerced or charmed into betrayal.

    Unless encountered elsewhere, there is a 1–2:6 chance that 1–2 gnolls are here (75% chance asleep). Sleeping gnolls will not immediately notice the party’s presence as pirates move through the cave often. If the gnolls become aware of the party, they begin barking, but the pirates probably ignore the noise.

  • S19 (orig. area 29) is mostly the same, though covers a larger area with more of the pirates' long-term stores in addition to the contraband. the number of pirates here is also random. In the passage to area S18, a ledge to S39 is hidden 15 ft. above the floor (find as concealed door).

  • S20 (new) is the beginning of the hidden caves portion of this level. The stairs from D26 land at the E end of a cavern with a sandy floor and a 15 ft. high ceiling hung with stalactites. The smashed remains of several wooden casks and crates are piled against the E wall.

  • S21 (new) is a seemingly empty cave with a 20-ft. high ceiling hung with dripping stalactites; the floor bristles with stalagmites. A dozen piercers lurk among the stalactites.Two rotting pirate corpses lie near the middle of the cave. Both pirates have dull cutlasses and daggers, and a total of 34 cp, 61 sp, and 12 gp. One pirate wears a gold necklace (35 gpv), while the other has a curiously-ornate wooden pegleg that is actually an appropriated Wand of Light.
  • S22 (new) is an intersection of tunnels that widens into a nondescript cave. There is a 1:6 chance per turn they spend here that a woman’s voice calls out from the SW tunnel (S23): “Who’s there? Please help me!

  • S23 (new) is a cave filled with a dark pool of briny water. A flame-haired mermaid named Leira dwells within the pool. She was trapped here long ago when the tunnel to S40 collapsed. She desires to return to the ocean but cannot leave the cave on her own (she "drowns" in reverse, only able to survive out of water for 10 rounds before requiring saves to stay conscious). 

    If the party offers to find a way to return her to the ocean, Leira hands over her +1 Coral Dagger (non-metal; weighs 0.5 lb.) and kisses the character with the highest CHA, granting them Water Breathing for 24 hours. She can and will give further kisses, but warns the party that they risk falling under her magical thrall and staying with her forever if they accept any more (she cannot prevent this).

  • S24 (new) is a damp cave that sits at the top of two steeply-sloping passages (~15 ft. elevation change). The cave is split into two sections by a narrow connecting passage, but both are filled with a profusion of purple-tinged fungus: 1–3 ft. tall stems with bulbous, frilled caps sprouting from a lush carpet of bluish-purple mycelium. It is obvious that something blundered through the center of this cave in recent days, as a clear path through the fungal carpet has been smashed underfoot (the doomed pirates' route as they fled the piercer attack).

    Several mastiff-sized boring beetles munch away at the fungal growth in the S section of the cave. They hiss and grind their carapaces menacingly if anyone gets too close, but do not become aggressive unless attacked or bothered. There is no way past them without going through the fungus beds, however.

    In the N section of the cave, the skeleton of a hapless pirate lies among the fungus. It wears rusted chain mail, but an untarnished silver cutlass lies next to it. The skeleton is surrounded by a stalk of violet fungi with 3x branches (each 3 ft. long). Anyone coming close enough to grab the cutlass is subject to the fungi’s attacks. I use a hit location chart to track the fungi's rotting attacks, with loss of limbs probable and instant death possible, but not automatic.

    The silver cutlass is +1/+3 vs. undead. The skeleton wears a silver bracelet (10 gpv); a rotted leather sack underneath it holds 432 gp and a large topaz (500 gpv).
  • S25 (new) is a natural cave. The walls here and in both passages to the E and W are carved with strange reliefs depicting more of the fish-man processional (S11), marching from E-to-W. To the W, the passage has collapsed entirely as the carvings disappear into the rubble.

    An altar carved from the natural rock stands against the N wall. Hollowed out of its surface is an octagonal niche (9-in. wide, 3-in. deep). If the statuette from S41 is replaced in the notch, the altar begins to glow with flickering blue light, making the carved figures on the wall appear to move. Over the next three rounds, the entire chamber, including 60 ft. of each passage exiting the cave, fills with cool, saline mist that rises from the sandy floor (visibility 40 ft.)

    Anyone in the mist cloud at this point becomes soaked; any open flame sources will go out (torches become useless; lantern wicks take 1–3 hours to dry and be usable again). After one turn, the mist cloud evaporates and the altar stops glowing. Those spending at least 5 rounds in the mist feel refreshed and energized, almost hyper-aware: They are healed for 2–7 hp and gain +1 to Surprise and Initiative rolls for the next 2–8 turns. This power can be activated once/day.

  • S26 (new) is a horseshoe-shaped, gallery-like cavern, with a 15-ft. high ceiling hung with stalactites; water drips constantly here like light rain. Anyone passing through the cave is quickly soaked. The water trickles to the N, forming a pool at the bend in the cavern.

    The rough cave walls in this area are covered with a variety of reliefs. Starting in the E leg of the cave, the carvings depict fish-men variously hunting, swimming, and fighting with crab-men, sharks, and giant octopi. As one moves N and then W toward S25, the figures line up and process down the passage holding offering bowls (as in S10).

    The pool of water is clear and mostly fresh, though saltier than normal. It is ~2.5 ft. deep at the N wall, where a statue of a robed fish-man wearing an ornate headpiece and holding a scepter capped with a sphere is carved from the rock wall. The sandy floor of the pool’s bottom is littered with 100 pearls. Each turn of searching yields 2–8 pearls (roll 1d10: 1 = tiny (10 gpv); 2-5 = small (50 gpv); 6-9 = medium (100 gpv); 10 = large (150 gpv).

    Should the sphere of one of the silver scepters from S35 be touched to the statue's stone sphere, the character doing so can suddenly sense the direction of area S50 (as the Locate Object spell), though they learn nothing else from the sensation. This only works for the first character to touch the spheres together. When the spell expires, the scepter bearer (or another bearer) can touch the spheres again and the sensation returns, but much weaker and only lasting 1 turn. Thereafter, this effect can only be repeated 1/day, lasting the full normal duration.

  • S27 (new) is a wide cave with a low (10 ft.) ceiling hung with short stalactites; the floor likewise bristles with stubby stalagmites. To the N, a wide sandy slope descends sharply (~20 ft.) into an adjacent cave area below. A person at the top of the slope can only see into the first 10 ft. of the lower cave.

    A lone blindheim hides here among the stalagmites (surprises on 1–3). A lime-encrusted chest is ensconced among the stalagmites on the NW wall. Its padlock is rusted shut, but the rotting wood breaks apart easily. It contains 500 silver bars (1 gpv ea.) and 500 electrum bars (5 gpv ea.)

  • S28 (new) is marked by a horrific stench that starts well down the passageways leading to it. Anyone who has encountered troglodytes before (as my players now have in the current campaign) will recognize the odor. 

    The natural cave is unremarkable save for its occupants, a pair of slimy troglodytes that squat in the N tunnel mouth and keep an eye on the S tunnel. They are alert and will notice lights approaching (in which case, both withdraw to S29 to warn the others).

  • S29 (new) is a troglodyte outpost. The cave has a 15-ft. high ceiling hung with stalactites and is filled with a foul stench. Otherwise, the cave itself is unremarkable. The naga has sent her minions to these caves to capture pirates (or other humans) and bring them before her. 

    Seven troglodytes (not including the guards at S28 and S30) rest here, preparing to take a pair of new captives back to their lair (the E passage leads to area N19 in the naga’s lair). The “leader” of this group (the trog with the most hp) wears a gold chain and medallion inset with a large amethyst (750 gpv). The edges of the medallion are engraved with a message (in an ancient, forgotten script); when translated, it reads: “Ever to the sea; and to the deeps, sink eternally.”

    In the NE part of the cave lie two unconscious pirates, captured recently by trog ambushers. The men will awaken with 1 hp but are overcome by the stench and rendered helpless. Their names are “Salty Stu” and “One-ball McGint,” and they are loyal to Sanbalet.

  • S30 (new) is another trog guardpost. Both southerly tunnels leading to this cave are filled with a foul odor. The natural cave is unremarkable save for a trio of troglodytes that huddle in the NE tunnel mouth eating a slain pirate (though not much remains). They are supposed to be watching the area, but their bickering over a tattooed arm has made them inattentive (surprised on 1–4). When alerted, two trogs engage the party while a third races to S29 to raise the alarm.

  • S31 (new) seems like a nondescript tunnel, but a ledge is hidden 12 ft. above the floor here (find as a concealed door if the area is searched). The doomed pirates' path leads here then vanishes. Also note that the W approach to this area is ripe with troglodyte stench (S28, S30).

    The ledge opens into a small cave with a 2–3-ft. high ceiling—little more than a horizontal crack in the cave wall. Wedged into the back of this deep niche is the rotting corpse of a terrified pirate who climbed up here while fleeing the trogs and died of his many wounds. A duffel bag is slung over his shoulder; a moldy burlap sack is clutched in one putrid hand.

    Disturbing the corpse exposes a patch of bluish-purple mycelium plastering the “crack” behind the body, growing from spores the pirate stirred up while racing through area S24. From the patch springs a small violet fungus with 2 branches. 

    The duffel bag contains a pick, two spades, a mallet and 12x iron spikes, 4x torches, and a 50-ft. coil of hemp rope. The burlap sack contains an 18-in. high platinum statuette of the fish-man god standing on an octagonal base and holding a trident. Its eyes are aquamarines, while the trident’s fork is set with a huge yellow chrysoberyl (total = 5,700 gpv).

  • S32 (new) is partitioned off by a damp curtain of kelp and strips of scaly fish skin covering the wide N entrance to this cave. The curtain hangs from the 15 ft. high ceiling by fish-bone hooks wedged into cracks. Within the cave, the ceiling is hung with dripping stalactites and the sandy floor is covered in small puddles, but it appears otherwise unremarkable.

    In the presence of any sort of light, the walls of the cave appear natural and rough. In the absence of light, however, the walls are covered with glyphs, symbols, and characters painted in phosphorescent ink and arranged in careful columns and sections. To a character with infravision, the ink’s natural yellow glow takes on a variety of colors (inferring deeper spiritual meaning to a knowledgeable viewer). The writings are remarkably resistant to removal.

    The language is that of the locathah–the society of fish-men who once inhabited these caverns. When translated, the writings read as standard religious texts, venerating a pantheon of aquatic gods with names that cannot be pronounced by human vocal organs.

  • S33 (new) is a natural cavern divided into N and S halves by a low-ceilinged (6-ft. high) accessway. The N half of this cave is unremarkable except for the stench of troglodytes near the passage to S30, and a damp curtain of kelp and strips of scaly fish skin (as S32) covering the accessway on the S wall. The S half is identical to area S32 except for a ceremonial font (3-ft. high) made of seashells standing in the center of the cave.

    The shells are cemented together by unknown excretion. The base holds a 3-ft. diam., tureen-style silver bowl (250 gpv if chiseled from the shell casing; requires 2–4 turns and makes noise). The basin is filled with clear water (~1 gallon) in which tiny silver minnows dart about.

    When water is drawn from the bowl, any minnows caught in the scoopful vanish. If the drawn water is consumed, it is briny though not unpleasant, but nothing happens. When drunk straight from the basin, however, the water confers the benefit of a Bless spell for the next 2–8 turns, after which the drinker becomes drowsy and falls into a deep sleep for 1–4 turns. This power can be conferred 1/day per drinker.

    If seen and translated, the symbols in this cave are focused on the veneration of a sea serpent-like god.
  • S34 (new) also features more wall carvings of the fish-man processional, identical to those in S11, marching to the SE tunnel. The cave is otherwise empty.

  • S35 (new) is a burial cave. At high tide, the S end of this cave floods, forming a large pool and concealing the tunnel to S36 below the water's surface. The rough walls are covered with carved reliefs depicting more fish-man processionals marching toward the S end of the cave. Four sarcophagi carved from massive chunks of rose-colored coral stand against the E and W walls. At the south end of the cave, a half-dozen misshapen figures kneel hunched over in a semi-circle, motionless and facing S.

    Carved into the wall above each sarcophagus (and integrated into the processional reliefs) is a separate figure depicting a fish-man priest (?) wearing elaborate headgear and brandishing a radiating scepter (like the statue at S26). Three of the sarcophagi hold the desiccated bones of a fish-man wearing an ornate crown of silver filigree studded with dozens of pearls (1,500 gpv ea.). The crowns’ swirling patterns are alien in design but suggest sea/water motifs. Each dead priest also clutches a silver scepter (3-ft. long, 2-in. diam.) capped with a 6-in. diam. silver orb (500 gpv ea.)

    The fourth sarcophagus (SW) holds an identical fish-man priest, but one whose corrupt soul was warped by the strange magics of this place, transforming it into a wight upon death. When the lid is removed, it rises and attacks any intruders. The scepter it brandishes radiates an aquamarine glow in a 30 ft. radius, affecting the wight’s allies within it as a Bless spell (+1 to attack, damage, and effective HD vs. turning), while any enemies in the area suffer the reverse. None of the scepters can be made to emit the radiance by a party member, but anyone who holds (not merely possesses) any of the four scepters gains Water Breathing (as spell).

    The kneeling figures are decomposing fish-men. When the high tide comes in and they are inundated with water, the figures rise and march about the room as zombies. Otherwise, they only become active if “damaged,” or if called to action by the wight. Note that if the zombies become active as the result of an attack, the wight also emerges from its sarcophagus 2–4 rounds later.

  • S36 (new) is completely submerged at high tide, concealing the entrance from S35. At low tide, shallow pools of seawater cover the floor, with a large pool at the south end. The rough walls are carved with many reliefs depicting processionals of fish-men who march toward the S end of the cave. They present offering bowls as they march. Among the dozens of "regular" fish-men, about 1:12 figures are of the "priestly" form as seen in S35.

    Near the pool’s edge, a 3-ft. high carved stalagmite cradles an enormous conch shell. The stalagmite is carved to resemble an arcing, grouper-like fish with huge sapphires for eyes (1,250 gpv ea.) The conch shell rests perfectly in its open mouth. Nearby wall carvings show one of the "priest" fish men blowing a conch shell as a sinuous sea serpent emerges from the water to devour a “regular” fish-man sacrifice. If the conch horn is blown, the sea serpent in S37 awakens and enters this cave in 3–6 rounds.

  • S37 (new) is a flooded cave that can only be accessed by the two fully-submerged tunnels from S36 and S38. The cave has a 15 ft. high ceiling and the water depth is 3 ft. at low-tide, 9 ft. at high tide. The natural walls are carved with reliefs of a procession of fish-men priests (no "regulars" are present). They march toward a statue of the same piscine god from D19 carved from the rock of the S wall.

    A huge bedding-mound of debris (smashed chests, casks, urns, etc.) and treasure (gold and silver coins, jewelry, gems, items) is piled up against the E wall. Atop it sleeps a coiled mass of shimmering scales—the legendary sea monster known to local sailors as Agnar the Boatwrecker.

    I used the standard sea serpent from LL, but gave it a breath weapon: once/turn, it can discharge a 100 ft. diam. cloud of cold mist (visibility = 10 ft., does 1–2 damage per round, lasts 4–9 rounds). I also gave it an order of battle: When reduced to 60% (22 hp), it retreats into the submerged W portion of the cave, where it tries to limit the party’s attacks against it. If reduced to 30% (11 hp), it tries to flee through an exit hole on the cave floor, hidden beneath the water in front of the statue.

    The creature has terrorized these shores for centuries, but only becomes active for a few months every 9–12 years or so. It is hibernating currently and has not been seen in more than 10 years. Should the party awaken it but fail to kill it, the serpent will begin preying on local shipping again, with particular fury this time after having its lair violated by petty humans.

    The creature was also held sacred by the fish-men who once inhabited these caves in the distant past, and they placated it with regular sacrifices. Sea serpents in the book have no treasure class, but I gave this one a roll on the type XVIII row to reflect the creature's many years of preying on merchant vessels. Results: 9,905 sp; 3,230 gp; 3x blue spinels (250 gpv ea.), a fist-sized topaz (750 gpv), a dozen assorted rings and bracelets (gold and silver, 1,800 gpv total), a platinum and aquamarine necklace (1,300 gpv), a scroll tube carved from a narwhal’s horn containing a Scroll: Scare (2nd MU), a Potion of Walrus Strength (as frost giant), a Ring of Command Plant, and a scrimshawed orca’s tooth (acts as a Cube of Frost Resistance).

  • S38 (new) is an apparent dead-end maze of passages/caves, partially submerged beneath salt water (1–2 ft. at low tide, 7–8 ft. at high). The ceilings in the tunnels are 10–12 ft. high. Lurking in the water, however, are a dozen zombified locathah and 8 large electric eels. A submerged tunnel to S37 may be discovered to the SE.

  • A waterlogged chest is submerged on the northernmost wall of this area. It contains 1,232 sp, 960 gp, 12x gems (4x 10, 3x 50, 3x 100, 1x 250, 1x 500 gpv), a gold ring (100 gpv), a pearl brooch (200 gpv), a silver and amethyst buckle (200 gpv), a gold and sapphire bracelet (500 gpv), and a sealed scroll tube with a “treasure map” that points to the entrance to the naga’s lair in the swamp.

  • S39 (new) is another seemingly empty cave with a 12-ft. ceiling hung with constantly-dripping stalactites. A briny stench wafts from the S, where a pool of sea water laps feebly on a sandy beach. Old fish bones litter the floor.

    Any light or noise in this area may (1–2:6 each turn) draw the attention of 1–4 zombie locathah from S38. The W passage leads to a hidden ledge 15 ft. above the floor of the passage between S18 and S19. A spike has been (recently) hammered into the floor, to which a hemp rope is tied. The rope was drawn up, however, by a band of greedy pirates who discovered the ledge (see Doomed Pirates' Path in the Overview).

  • S40 (new) is a flooded cave mostly filled with a pool of briny water. The ceiling is ~12-ft. high at the center and ~6-ft. high at the outer walls. The pool is ~15 ft. deep in the middle, ~8 ft. deep at the outer walls. Many small cave fish dart about, and tiny crabs scuttle across the sandy bottom.

    Hidden 4 ft. below the surface, a shelf of several dozen humongous oysters lines the NW wall. The bivalves open and close rhythmically as the seawater swirls in the pool. Shimmering pearls can be seen within some of the shells as they open.

    Trying to grab a pearl requires making a save vs. Breath. If failed, no pearl is recovered and there is a 1:6 chance that the shell clamps down (this chance increase by +1 per 2 points the save fails by). A trapped victim can hold their breath (see Level Details) and try to pull loose by making an Open Doors check at –2 (though the effort costs them an additional round of breath). Someone can assist the trapped character, negating the penalty and adding any STR mod to the trapped character’s escape roll. A total of 10 pearls can be recovered (1d10): 1–4 = medium (100 gpv); 5–7 = large (150 gpv); 8–9 = huge (300 gpv); 10 = black (reroll size on 1d8 and triple the base value).

    Near the bottom of the SW wall is the wide mouth of a submerged tunnel (5-ft. high). The current is strong near the tunnel mouth (pushing in as high tide approaches or drawing out with the low tide).

  • S41 (new) is a dead-end. If the party uses a light source here, they see the flashing reflections of hundreds of gold coins littering the sand in the S portion of the cave. Incautious party members will be surprised by the giant eel in S42 on 1–4. There are, indeed, more than 350 gp scattered about the floor among the remains of a smashed wooden coffer. A human skull with three platinum teeth (5 gpv ea.) is also found.

  • S42 (new) is the lair of a giant eel that hides in the dark cave. Unless the party takes precautions, it will attack anyone entering S41 at a bonus to Surprise.

  • S43 (new) is an empty cave with a sandy floor covered in seashells. A pool of briny water takes up the N half of the cave. The pool sinks to 10 ft. deep on the N wall, where a submerged passage leads into the flooded caves.

  • S44 (new) at first glance seems to be an empty alcove in the tunnel's bend. If searched, however, a faint glow from above reveals a hole that opens into an air-pocket cave—a low-ceilinged (4–5 ft. high) rocky shelf. In the absence of light, the chamber is dimly lit by strange symbols on the wall that emit a ghostly yellow glow. At the S end is a sarcophagus made of green and pink coral striated coral. 

    The symbols are painted on the wall in phosphorescent ink (see S32). Translated, they describe paeans to a great fish-man leader whose name is unpronounceable. The sarcophagus is filled to the rim with murky water, beneath which is hidden a kelp-shrouded locathah mummy. It only emerges and attacks when someone disturbs the water. Rather than a standard mummy’s rotting disease, the locathah mummy inflicts the same calcification curse as the “sea-touched” (S8). The mummy will pursue the party relentlessly while they remain in the Sea Caves (even awaiting their return, consumed with vengeance, should they leave).

    The mummy wears a fishbone belt hung with gold plates set with jewels (1,200 gpv). Covering the bottom of the water-filled sarcophagus are the mummy’s burial goods: 2,970 cp and 5,104 sp. Four sealed urns contain Potions of Growth, Healing, Human Control, and Sweet Water.

  • S45 (new) is only accessible via a pair of submerged tunnels. The walls of the passage from S12 are carved with reliefs of the fish-man processional; mingled in about every dozen figures is one of the fish-man priests wearing ornate headgear and holding a scepter aloft.

    About 10 ft. below the surface, both passages open into a 30-ft. deep, water-filled chasm. The stalactite-covered ceiling is 20-ft. above the water's surface and supported by a half-dozen thick columns of natural rock. A shallow shelf along the W and S walls reduces the water’s depth to ~2 ft. The walls of the W portion of the shelf are carved with reliefs of the fish-man processional, culminating at a grand staircase roughly hewn from the living rock. The barnacle-covered stairs ascend to a set of stone double doors.

    The chasm depths are the domain of a pair of weresharks and a school of 8 reef sharks. These weresharks were cursed long ago and have lost all semblance of their human selves, though they retain their hybrid form (one of these bit Mar Nes the Crabber from S7). Their eternal duty is to guard the doors to S46.

    They attack with rusty cutlasses and ragged nets (a hit ensnares the wereshark’s target—the victim is +2 to be hit and cannot move away until they escape either by making an Open Doors check, or by using their attack to cut the net with a knife or dagger). If the party possesses and visibly brandishes ALL FOUR silver scepters from S35, the reef sharks swim away while the weresharks exit the pool, ascend the staircase, and open the doors without fail (see below).

    The stone doors are 12-ft. high x 8-ft. wide and carved with alien designs suggestive of sea/water motifs. In the center of each (at 6-ft. height) is the 2-ft. diam. sculpted face of an open-mouthed, grouper-like fish. Within the back of the fish’s mouth is a bronze pull-ring. Both rings must be pulled at the same time by different individuals (or one giant-sized person), requiring an Open Doors check to do so for each.

    If successful, the massive doors swing open effortlessly. Failing to open them properly causes hidden blades within the stone fish mouths to snap together for 2–9 damage. Anyone caught in the trap must also save vs. Breath for each limb, or the limb is severed off completely (the character continues losing 1d4 hp for each round without medical attention, and must make a Survive Shock roll or fall unconscious for 1–6 turns).

  • S46 (new) is a wide corridor, notable for being roughly-hewn to right angles instead of natural cavern rock. A tall (12 ft.) archway stands at the far end. The walls are carved with elaborate reliefs. depicting the fish-man processional, with both “regular” and priestly figures, but the backgrounds are also decorated with undulating alien designs suggesting a sea/water motif. The floor is tiled in a colorful mosaic of similar swirling and wave-like designs. The mosaic consists of more than 200,000 tiles of white and blue quartz, lapis lazuli, malachite, and turquoise. It would take hundreds of man-hours to extract it all, but the pieces of semiprecious stone are worth a total of 20,000 gp.

  • S47 (new) is a cavernous room, roughly-hewn but finished. The archway from the entrance hall opens onto the top platform of a grand staircase that descends 10 ft. to the chamber floor. The chamber is dimly lit by a cool purplish-green glow emanating from a reservoir of clear water in the center. Reflections from the water’s gentle rocking flicker on the 25 ft. high ceiling, which is supported by thick columns carved with intertwining, tentacle-like designs. Between the columns, a dozen misshapen figures (decomposing fish-men shrouded in "robes" of dried kelp) surround the pool, slumped next to the water, motionless.

    Another grand staircase rises to an identical archway on the NW wall, while to the S, a third staircase ascends to another arch, this one closed by stone doors. The reliefs from S46 continue into this chamber, moving along all four walls to converge at the S doors. Though it cannot be seen from either E/W stair platform, a hemispherical alcove to the N holds a dramatic, 12-ft. high statue—a massive block of carved green and purple coral depicting two sinuous fish creatures with leonine heads and claws. The creatures are rampant, locked in mortal combat.

    The reservoir is a square-cut pool, the level of the (salt) water being even with the chamber floor. Dozens of floating eyes (MM) inhabit the reservoir pool. Anyone looking into it risks being stunned after catching a glimpse of these fish. No details about the reservoir pool may be ascertained visually without making a save. Below the surface, the reservoir is a shaft that plunges into darkness. Its walls are a coral reef, identical to that found in S8. The source of the reef's emanations are magical in nature, as this shaft grazes the Elemental Plane of Water. Hundreds of colorful anemone cling to the reef wall, swaying in the gentle current. Sinuous eels and tiny cave fish (other than the floating eyes) dart about the reef's numerous nooks and crannies. Many small crabs scuttle about. 

    The shaft is more than 80 ft. deep with a sandy bottom. The floating eyes do not swim below 40 ft. At the very bottom is a hollow in the reef wall, inhabited by an octopus that is perfectly camouflaged (find as secret door). It is old and wise, and regards the party's presence without fear. If a way can be found to communicate with the creature, it tells the character the entire history of this place. If the character communicating with the octopus concludes their contact in peace, they find the experience strangely calming and insightful upon reflection, gaining +10% of their current XP total.

    NOTE: When the altars in S49 are activated, the following changes occur to the room for the next 4 hours, after which the chamber returns to its original state:

    • The doors to S50 now stand open. The doors in S46 have closed and cannot be opened manually from this side.

    • The reservoir overflows, filling the room to the top platform of the staircases in 5 rounds. The coral reef stops glowing, so the room is now dark and the water is murky.

    • The floating eyes are now loose in the room and gather around the party members’ location(s). Each round that someone examines the water or is in combat with a creature in the water, they must save vs. Petrification or be stunned for the round. A character in combat can avert their gaze to avoid this effect, but they fight at a –4 penalty.

    • The decomposing fish-men become zombie locathah that wander about the chamber floor. Anyone swimming in the water has a 1:6 chance per round of encountering 1–3 zombies. Anyone standing on a stair platform has a 1–2:6 chance per turn of attracting 2–4 zombies; if light sources are present, the chance is automatic and 1–3 additional zombies arrive every 2–4 rounds until all 12 are accounted for.

    • It can’t be seen from the E/W stair platforms, but the statue of the battling sea-creatures is missing. The figures have become real sea lions that now prowl the room below the water’s surface. They are immune to the floating eyes' stunning effect and will attack anyone in the water or adjacent to it on the platforms (especially if the target is already engaged with the zombie locathah). They strike by surging from the water (Surprise on 1–4), making their attacks, and then withdrawing below the surface again.

      Labyrinth Lord and Advanced LL don't have a sea lion entry (I guess for OGL reasons). The MM's version is a pretty simple monster design, unfortunately, that does nothing interesting with the theme. The description even mentions they have a "loud bellowing roar" but leaves it at that. "Sharks with claws," basically, so I created my own, giving its roar a fear effect: Save vs. Paralysis or be immobilized with fright for 1 round (as Hold Person). They can use their roar once per turn.

  • S48 (new) is another rough-hewn hall, this one devoid of any wall carvings (or mosaic floor). At the far end is a hemispherical alcove containing a statue of cast bronze depicting a figure with the nude body of a maiden but also the head and claws of a lobster. She stands on a round pedestal of coral, engaged in an exotic dance; both clawed arms and her right foot point to the passageway to the N. Surrounding the statue's base are hundreds of skeletal fish.

    A secret compartment may be detected in the statue’s base, but no means of opening it is apparent. Any attempts to tamper with it or force it open (including by damaging the statue or pedestal) cause the statue to animate with the screeching of metal and attack.
    Animate bronze statue (AC 5; MV 30(10); HD 4; HP 26; AT 2 claws; D 2–12/2–12; SA a claw that hits entraps the target: roll Open Doors at –1 to break free; auto. 2–12 damage).

    When either altar is activated, the statue animates and changes positions. Depending on which altar was activated first, the corresponding claw now points to the ceiling, while the other claw points to the corridor to the remaining, dormant altar. Her foot now rests on the opposite knee. 

    NOTE: When both altars in S49 are activated, both claws point to the ceiling. The secret panel on the statue’s base opens, revealing the treasure inside: A wide, scalloped clamshell bowl filled with 100 white pearls (60x small (50 gpv), 25x medium (100 gpv), 10x large (150 gpv), 5x huge (300gpv)) resting on a folded mound of glistening black leather —a Cloak of the Manta Ray.

  • S49 (new) consists of two, mostly identical chambers: a rough-hewn, unadorned corridor spirals inward to a cul-de-sac containing an altar-like growth of brain coral. As the party approaches within 15 ft., the coral altar begins to pulse with a purplish-green glow. Anyone touching the coral in any way except by using one of the silver scepters from S35 must save vs. Spells or suffer a “sea-change” mutation (1d8):

    1
    The character grows gills. They can breathe water normally but can only breathe air for 4 hours + 1 hour per CON modifier, after which they begin to asphyxiate, dying 1–4 turns later.
    2
    The character’s skin becomes covered in fishy scales that constantly flake off unless kept wet (–6 to CHA).
    3
    The character’s fingers and toes become webbed, allowing them to swim with their full normal movement.
    4
    One of the character’s arms turns into a large crab’s claw, providing a natural attack that does 1–10 damage (plus STR mod). The claw arm cannot be used to wield a weapon or shield, however.
    5
    The character’s face takes on the visage of a large grouper as their body slowly transforms over 6 months, at the end of which they become a full locathah. They also feel an immediate compulsion to take the trident in S50 upon seeing it.
    6
    The character’s mouth widens and becomes filled with rows of razor-sharp teeth. Their lower jaw can unhinge, giving them a vicious bite attack that does 2–9 damage (plus STR mod).
    7
    The character forms a hard external carapace, giving them an unarmored AC of 6 (or an armored bonus of +4 to base AC).
    8
    Pearls form inside the character’s mouth. Every month, 0–3 pearls can be extracted (roll 1d6 for each): 1–3 = tiny (10 gpv), 4–5 = small (50 gpv); 6 = medium (150 gpv).

    Touching the brain coral altar with one of the silver scepters properly activates it as the glow flares, then goes dark. When both altars are activated, changes occur in areas S46, S47, and S48, and area S50 becomes accessible.

  • S50 (new) is the temple's inner sanctum. The stone doors open into an oddly-shaped chamber with rough-hewn walls carved with reliefs of the fish-man processional (all these figures being “priests”). The chamber walls rise 15-ft. high, then angle to meet at a sharp peak 25 ft. above a raised circular dais (2-ft. high) in the center of the floor. The central dais is surrounded by four smaller, semicircular platforms (1 ft. high). To the N, curved walls project into the room, enclosing a side chamber which is accessed by a tall (9-ft. high) archway.

    The central dais is more of a basin, as all but a 1-ft. wide lip of hewn stone surrounds a pool of clear water that descends into darkness. This pool is actually a portal to the Elemental Plane of Water. Anyone swimming down far enough will find themselves likely trapped there. The smaller platforms are of hewn rock and unremarkable save for a carved (3-ft. high. 1 ft. diam.) plinth in the center of each, with a round notch cored out of the top. Each notch fits one of the silver scepters from S35 perfectly.

    When all four scepters are inserted into the plinth notches, the stone doors to S47 close and become Arcane-locked (cast at 15th level) as the central pool begins to bubble and churn. The scepters also become difficult to remove from the plinths, requiring an Open Doors check at –1. A Dispel Magic, Knock, or Shatter spell will also dislodge a scepter.

    Three rounds later, a water weird appears. It expects a living sacrifice; if one is not offered within 3 rounds, it attacks a random character in the room (even reaching into the N chamber). After drowning a sacrifice, the weird makes a Reaction roll:

    Friendly
    It churns up a “gift” (see below), then departs.

    Indifferent It departs.

    Neutral It pauses 1–3 rounds to see what the party does, then rolls a new Reaction (at a cumulative –1 to the result).

    Unfriendly/
    Hostile
    It attacks a new target.

    Unless the party can kill the weird, the only way to defeat it is to remove all four scepters. If the weird develops a Friendly reaction to the party, it gorges forth a stone coffer, which it deposits on the chamber floor, then it withdraws back to its plane. The coffer contains: 7,157 gold coins of unknown minting (1 gpv ea.) and 11 gems (2x10, 2x25, 1x50, 2x75, 2x500, 1x750, 1x1000 = 3,010 total gpv)

    –In the side chamber to the N is a 9-ft. high, bronze-cast statue depicting the same fish-god seen elsewhere. It is festooned with dried kelp, netting, seashells, bits of coral, and desiccated fish. A low (1-ft. high) stone bench with several small objects resting upon it stands before the statue, while a barnacle-encrusted “iron” ship’s anchor and a golden trident are propped against the statue’s base. Spread across the floor of the chamber are thousands of fish bones, shark jaws, and empty shellfish carapaces (it is not possible to simply approach the statue, bench, or items without stepping on something).

    The three items on the bench table are small plaques (4x5x0.5 in.) carved of mother-of-pearl and fitted into thin slots on the bench's surface. They are identical to a plaque found in area F4 (orig. area 7) of the Forgotten Caves, which is carved with mysterious symbols and the image of a wereshark. These plaques are carved with images of a lobster-goddess (S48), a sea anemone with a face and tiny hands at the ends of its tentacles, and a squid-like creature with a nautilus shell, a crab's chitinous legs, and a menacing third eye. 

    The existing plaques are fitted into slots 1, 2, and 4 on the bench; slot 3 is empty. If the plaque from F4 is returned here to its slot, the curse of the weresharks is lifted. If the two weresharks in S45—former smugglers from back in Zenopus' day—were left alive, they die of extreme old age. Mar Nes, however, still has a few years left in him, and he returns to full human form.

    Surprisingly, the anchor only weighs 50 lbs. When cleaned, it will be seen to be made of mithril and engraved with elven runes—an Anchor of Stability. Any water-going vessel bound to this item is impervious to damage from weather effects or wave action while anchored. In even the foulest weather conditions, the anchored vessel only rocks gently.

    In the hands of any creature, the trident is a +2 Trident of Warning. In the hands of a naturally water-breathing humanoid, it gains an Impaling ability (double damage on a natural-20 attack roll). In the hands of a locathah, the magic bonus increases to +3 and the weapon gains sapience: 8 INT, communion with the bearer, detects invisible or hidden, Telekinesis (200 lbs.)

____________________

That's the end of the Sea Caves level. My players haven't made it here yet, though they rappelled down from the bluff to scout out the second cave entrance from the left (next to the S3 entrance), so they are aware of the sea caves' existence. They have fought some pirates in the manor cellar (M21) and found the secret stairs down to this level, but have not explored that direction any further.

In my next post in this series, I'm going to back out and discuss the Estate Grounds map now that I've established where the various entrances to the levels are located. This map is actually the first interaction with the site the party is likely to have. Then I'll review my adaptations of the Forgotten Smugglers' Caves and the naga's lair from N1. The final piece will be my writeup for the town of Saltmarsh.

When it's all done, I'll provide a link to download the full-sized maps and actual writeups for all this material, sort of like the fan-made expansion of B4 Lost City, spearheaded by Demos Sachlas from OSR Grimoire.

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The Sinister Secret of Zenopus' Tower – Part 3: The Sea Caves

In Part 1 , I reconfigured the Manor House from U1 Sinister Secret of Saltmarsh . In Part 2 , I adapted the Sample Dungeon from Holmes Basi...