Frequency: Rare No. appearing: 2-12 Armour class: 3 Move: 9” Hit Dice: 3 Percentage in lair: Nil Treasure type: Nil No. of attacks: 2 Damage per attack: 2-8/2-8 Special attack: Nil Special defences: Nil Magic Resistance: Standard Intelligence: Non- Alignment: Neutral Size: L (4’ + diameter) THAC0: 16 XP value: 35 + 3/hp
This adventure takes place in shallow waters just off the coast of an area of wilderness. Some time ago, a ship carrying treasure was sunk, either by natural or unnatural means. Many of the crew were killed in the wreck or struggled ashore only to fall prey to the humanoid raiders who roam just inland.
The ship itself is about half a mile off the coast, a hundred feet down, lying upright. The loot is stowed in two compartments in the hold and is stored in chests. Water has seeped into most of them, ruining any items that would be spoiled by immersion. (the DM can decide who owned the treasure and where its original destination was)
All the party has to do to recover the loot is to find a way to descend the hundred feet, enter the wreck and bring the chests to the surface. Unfortunately, their efforts will be hampered by two things:
Firstly, there are two guardians aboard the ship. The crew knew about them but not what they were and the impact of the ship hitting the bottom and the effects of the sea water have opened their caskets; they are Underwater Mummies, much as their dry-land counterparts but their bandages are treated with a resinous pitch-like substance that renders them immune to the effects of immersion and gives them a horrible black colouration. Holy water and fire have no effect on them but neither do they have the rotting effect. They will attempt to grapple their victims and drown them or stun them into unconsciousness so that they will die in that fashion.
Secondly, the ship and the surrounding waters have become the hunting grounds of a pack of giant crabs. There are eight of them and they are quite vicious hunters, surprising on a 1-4 of a d6. Their territory extends out of the water and onto the beach, including some caves in the crumbling cliffs. Some of those caves have scattered bones, the remnants of the drowned sailors which have been dragged back to land and eaten by the crabs. A few pathetic coins or trinkets may be lying with the bones.
DG note – oddly enough, the Giant Crab does not seem to appear anywhere on the Outdoor Encounter Tables in the DMG, even the Marine ones. If the DM wants to roll up some encounters while the party work out a way of getting down to the ship, the Salt Water Shallow Waters/Coastal Waters/Small Inland Seas table can be used
Benbo, 3rd level Fighter/4th level Thief - he who dares.
Galzor, 4th level cleric - mysteriously disappeared along with the Third and his coffin.
Zanurax, 3rd level thief (recovering from being partly eaten by a lion and has now gone to join Merlin)
Olaf, 4th level dwarven fighter, now returning to his clan halls
Merlin, 3rd level thief (called away on the business of the Thieves' Guild)
Adthar, 4th level fighter - currently both an Ettin and a statue
Elador, nth level magic-user - called away on special assignments but will act as mentor and adviser to the team
Galadeus, 2nd level ranger - drowned and then eaten by a shark.....aaaaaand he's BACK! aaaaaaaaand he's dead again.
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from the Lulu download page for The White Box S&W from BHP
"This game is unlike chess in that the rules are not cut and dried. In many places, they are guidelines and suggested methods only. This is part of the attraction of Advanced Dungeons and Dragons"
Over halfway to 90, I started playing AD&D when the Police were a cool band and Punk was wild. I am a father to a ten-year-old Junior Grognard and have now managed to establish a five-strong gaming group made up of him and four of his friends, ages ranging from 10 to 11. Solidly Old-School.
High fives and natural 20s to you all!