Difference between revisions of "Winged Vulture"
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Sorry lads, there's no room to sit inside today. It's a beautiful day, I'll have some food and drink brought outside for you. We have a special on fish and chips, thanks to them gnomes who caught one off the coast up north. It'll cost you an extra 100,000 gold, though. I need the money to buy my castle. Lord Whistlerock of Havelock's Keep. That's a grand one. | Sorry lads, there's no room to sit inside today. It's a beautiful day, I'll have some food and drink brought outside for you. We have a special on fish and chips, thanks to them gnomes who caught one off the coast up north. It'll cost you an extra 100,000 gold, though. I need the money to buy my castle. Lord Whistlerock of Havelock's Keep. That's a grand one. | ||
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If questioned about the gnomes.... | If questioned about the gnomes.... | ||
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Moving the kelp, reveals a sizable stone with two brass plates anchored to it. The first is in some unintelligable language, the other is in common. | Moving the kelp, reveals a sizable stone with two brass plates anchored to it. The first is in some unintelligable language, the other is in common. | ||
− | <div style="text-align: center; border: 0px dotted gray; font-style: italic;"> | + | <div style="text-align: center;"><div style="border: 0px dotted gray; font-style: italic; display: inline-block;"> |
''Merfolk from their watery home'' <br> | ''Merfolk from their watery home'' <br> | ||
''By pirate's hand and sword drove'' <br> | ''By pirate's hand and sword drove'' <br> | ||
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''Pirate's code and commoner's fear'' <br> | ''Pirate's code and commoner's fear'' <br> | ||
''Beware all who enter here'' <br> | ''Beware all who enter here'' <br> | ||
− | </div> | + | </div></div> |
Diving into the pool will reveal, a large metal wheel protrudes from what looks like a round metal door. | Diving into the pool will reveal, a large metal wheel protrudes from what looks like a round metal door. | ||
Latest revision as of 14:18, 24 February 2017
Type | Dungeon |
---|---|
Status | Explored March 884 TA |
Location |
near the Land of Bogs and the Little People |
Hex | 3110 |
Campaign | Dragonsford Campaign |
Adventure # | 86 |
Introduction
It is springtime, and the snows have melted off the roads and the ice has disappeared from the bay. The party gathers for lunch, as usual, at the Wicked Lady Pub. Normally, the pub is busy at noontime, but today there are no tables to be found. Sitting at your table is a group of eight gnomes dressed in rough cloaks and sandals. Two other tables are filled with similarly-clad gnomes. They eat in huddled silence. One gnome is dressed in finer robes with leather boots, a small walking staff and a small cloth bag sitting next to him. Upon your arrival the barkeep, Dugal Whistlerock, hurries over.
If questioned about the gnomes....
DM's Notes
There are actually three parts to this adventure: the gnome ship, the Winged Vulture (sunken ship), and the complex underneath Havelock's keep.
The gnomes are actually what they appear to be. However, their leader is looking for more than just gold. He is seeking a small medallion in the shape of a mermaid. This medallion is rumored to control merfolk. And a small group of merfolk near Dragonsford could help harvest a special kelp from the sea that is thought to provide magical healing powers.
The first twist is that the sunken ship is home to the merfolk (see Magic cards), who do not yet know of the existence of the medallion. They were drawn to the ship by the gold and other finery there, although they mysteriously do not remember their past further back than 100 years. The Winged Vulture does indeed hold a good deal of Janvel's treasure. If disturbed, the merfolk will move to take over Havelock's Keep.
The complex underneath Havelock's Keep was once the royal dwelling for the king of the merfolk. They were driven off by Janvel when he captured the medallion which controlled them. He used the medallion to make them forget about their home and enslave their spirits to guard his submersible boat. Ironically, the merfolk eventually came to inhabit the ship where Janvel's body lies (with the medallion). Since they were commanded to forget, they don't know about the medallion.
Room 1: The Cave Entrance
Inside the kelp are two large blue crabs who will move to attack the party if they enter. They will not leave the cave until high tide, and they can be tricked with food. There is no treasure here.
Room 2: Upper Merfolk Entrance
Careful examination shows a set of man-made steps carved into the north wall. These lead up to a small niche. The niche has a makeshift rock bench just large enough for one man to sit on. A skeleton faces away from the party, its skull resting on a large rock outcropping in the southern end of the niche.
Moving the kelp, reveals a sizable stone with two brass plates anchored to it. The first is in some unintelligable language, the other is in common.
Merfolk from their watery home
By pirate's hand and sword drove
Janvel's curse made spirits slaves
Inside deep and watery graves
Pirate's code and commoner's fear
Beware all who enter here
Diving into the pool will reveal, a large metal wheel protrudes from what looks like a round metal door.
Turning the wheel will cause the door to spring open, filling a dark room below with the water from the pool.
Room 3: Upper Wheel Room
Turning the left valve will cause the dungeon level below to be pumped clear of water in about 10 minutes. - sounds like rushing air.
Turning the right value will cause the dungeon level below to be flooded with the water from above in about 10 minutes. - sounds like rushing water.
Make sure the ceiling or floor is closed, as appropriate.
Room 4: The Merfolk King's Retreat
Careful examination reveals a secret passageway in the north wall.
Room 5: Dining Hall
Two merfolk spirits will move to attack. Male merfolk spirits can be harmed only by magical weapons and spells. They fight either by passing through party members (doing 2d6 and making them choke on water) or by their song of charming (1th level). If a party member does not move, they will choke to death in 2d4 rounds.
There is also a strangely shaped mother of pearl plate here. #2
Room 6: Throne Room
Careful examination shows a slot cut in the top of the stone, a broken plate of mother of pearl is wedged into the slot. #1
Careful examination reveals a secret door in the southern wall.
The stone was why this place was built, although its powers can only be activated by the merfolk in the sunken ship. The merfolk spirits will not enter this room.
Putting the plate together magically fuses the pieces. When placed in the slot, a projection appears on the throne. A translucent merfolk spirit sits wearing a crown. His eyes are downcast as he sits before the party. Looking up, he mimes the following actions.
- Smiling and looking out over his people.
- Covering one eye (pirate) bows.
- Smiling shaking hands.
- Covering one eye and snatching something.
- Smiling, looking down, clutching his chest.
- Frowning hands together as in shackles.
This is repeated three times. Then the merfolk king melts back into the rock.
Room 7: King's Bedroom
Careful examination reveals a pearl necklace of very fine craftsmanship is hidden in the kelp.
There is also a strangely shaped mother of pearl plate here. #3
Room 8: Harem
If entered, four female merfolk spirit banshees will attack. They fight either by passing through party members (doing 1d6 and making them choke on water) or by their song of charming (4th level). If a party member does not move, they will choke to death in 2d4 rounds. Female merfolk spirits can be harmed only by magical weapons and spells.
Careful examination reveals twenty large black pearls hidden in the kelp of the shells. There is also a strangely shaped mother of pearl plate here. #4
Room 9: Kitchen
Two merfolk spirits will move to attack. Male merfolk spirits can be harmed only by magical weapons and spells. They fight either by passing through party members (doing 2d6 and making them choke on water) or by their song of charming (1th level). If a party member does not move, they will choke to death in 2d4 rounds.
Room 10: Passageway
Room 11: Barracks
If the party enters this room, four undead guards rise and move to attack the party.
Room 12: Guard Room
If the party enters this room, four undead guards rise and move to attack the party.
Room 13: Entrance to the Lower Chamber
Room 14: Lower Wheel Room
Turning the left valve will cause the dungeon level below to be pumped clear of water in about 10 minutes. - sounds like rushing air.
Turning the right value will cause the dungeon level below to be flooded with the water from above in about 10 minutes. - sounds like rushing water.
Make sure the ceiling or floor is closed, as appropriate.
Room 15: Lower Chamber
The metal box contains the Beaker of Air. This is needed to keep the boat filled with oxygen. It is also needed to run the wheel rooms.
The Winged Vulture
The merfolk who live here fight with shells with sharpened edges that are formed into knives. They do normal damage and require a saving throw at 5th level versus poison or the affected body part turns into a fish part using the following table for 1d4 days:
Roll | Human | Merfolk |
1-5 | Right Arm | Flipper - no weapon, shield, etc. |
6-10 | Left Arm | Flipper - no weapon, shield, etc. |
11-14 | Chest | Scales - can't breathe air, must breathe water |
15-19 | Legs | Tail - no armor, boots, etc. |
20 | Head | Fish head - can't breathe air, must breathe water - no spells or talking!!! |
Room W1: Captain' Cabin
Merfolk Captain
Room W2: First Mate's Cabin
Merfolk Lieutenant
Room W3: First Wench's Cabin
Room W4: Officer's Dining
Room W5: Galley
Room W6: Seaman's Birth
Two Kelpies will move to attack here.
Room W7: Seaman's Mess
Two Kelpies will move to attack here.
Room W8: Cargo Hold
Careful examination shows a small passageway leading down from the eastern wall.
Hold is home to the treasure and the bulk of the merfolk.
Janvel's body: a gold medallion etched with a merfolk, "Hand" Sword of Janvel - Sword + 4 allows the wielder to have Water Breathing with 40 charges, Eye-patch of Janvel - able to cast True Seeing with 10 charges, in a pocket - a pair of ivory dice with ruby and emerald pips.
The chest has the following riddle on it:
Pieces of Eight, The Sailor's Gate,
The Number Said, Or This Gold's Lead.
8, 11, 14, 9, 12, 5 ...
The chest contains: Potion of Water Breathing, platinum and gold chess set, 1000 platinum pieces. Scattered about the floor are: 30,000 silver pieces, 120,000 gold pieces, ruined paintings and bolts of regal cloth.
The merfolk are 6th level fighters. The males use their knives, the females also sing with a song of charming (4th level).
Room W9: Underbelly
A giant octopus will move to attack here.
The Tavish Gn'all
Room G1: Captain' Cabin
Room G2: First Mate's Cabin
Room G3: First Wench's Cabin
Room G4: Officer's Dining
Room G5: Galley
Room G6: Seaman's Birth
Room G7: Seaman's Mess
Room G8: Cargo Hold
Careful examination shows a small passageway leading down from the eastern wall.
Room G9: Underbelly
Salvage Gnomes
The leader is Zamish, a 15th level magic user who is adept at casting breathing spells. The workers are 6th level fighters.
Epilog
If the party returns the medallion to the king, then he will help them (assuming that his castle is returned), allowing the party to use the submarine in the future.
Monsters
Large Blue Crab (2) |
Treasure
King's Pearl Necklace (1000 gp) |