Chapter 1 - The Shipwreck
· The
PCs bringing the part for the sub-sea motivative engine are shipwrecked.
· The
PCs return to their employer Bigbog
· The
PCs are made to recover the part by Bigbog
Chapter 2 - Rescuing the missing part from the seafloor
· Preparations
for recovering the part and Althanar puts his plans into action
· The
search begins
· The
merchant-wizard's agents try to steal the part
· The
PCs gain control of Athanar's ship but Althanar steals the part
· The
PCs return to Procampur
Chapter 3 - The merchant-wizard Althanar and the theft of submarine
· The
PCs discover the gnome Bigbog is dead and search his lab for clues.
· The
PCs discover the nature of Bigbog's work and the various investors.
· The
PCs discover that ships from merchant companies are attacked by
the kraken.
· The
PCs discover that Althanar is one of the investors and that only
one of his ships has been destroyed.
Chapter 4 - The PCs track
down the missing submarine
· The
PCs visit Althanar and after a battle discover the whereabouts
of the submarine.
· The
PCs discover the nature of the kraken and the method of control
from Althanar's lab and the submarine pen.
· The
PCs use the submarine to find the kraken and control it, taking
it back to its lair and putting it to sleep once more.
Chapter 1 - The Shipwreck
The Shipwreck and Wayrock
The PCs are on a mission to bring back a rather strange looking
device to a gnome called Bigbog, an inventor of some renown and
a resident of Procampur on the coast of the Sea of Fallen Stars.
The device is a crystal with several metal tubes protruding from
it. The wizard who constructed it for the gnome was very vague
about its purpose other than it was a form of protection. Bigbog
has promised 100gp each to the PCs on safe delivery of the part.
After about 10 days at sea the PCs are awoken in the night by
the shouts of the men on deck. It would seem that a storm is whipping
up and their help may be needed. The PCs should be reminded that
in a storm anything that is not tied to them or the ship is liable
to be lost so anything they take on board may be lost. Once the
PCs are on deck they see that the crew is literally fighting to
keep the ship from floundering on rocks to port. Suddenly an enormous
shearing sound and a huge upheaval as the ship hits something
quite solid. Some of the crew are thrown overboard and others
race for the starboard side to jump to relative safety. The ship
sinks in 5 minutes to the sea floor 70 feet below.
Any equipment the PCs did not bring to the deck will have sunk
with the ship.
The PCs awake on a beach of the Wayrock in the Sea of Fallen Stars
and remember struggling in the sea for sometime before everything
became a blank. It will take a while for each PC to find the others
and some of the crewmen.
The Wayrock houses a small fishing community and the PCs can hire
a fishing boat to take them to Lyrabar.
Lyrabar to Procampur
On route between the two towns the merchant-wizard Althanar uses
his minions to ambush the PCs believing that they are still in
possession of the submarine part.
Whilst the PCs are travelling on a road through the Grey Forest
a man approaches them on foot and asks for directions to Lyrabar.
He seems furtive and studies each of the PCs carefully. He leaves
with muttered thanks.
The man is a spy for Althanar. He was not able to see the part
which his master described and has therefore decided to attack
the PCs when they next camp.
When the PCs camp for the night they will be attacked by 4 thieves
who will use pickpocket, move silently and hide in shadows to
steal the part. When they cannot find it they steal as many weapons
as possible before 4 fighters attack from the nearest trees. These
fighter will try to keep at least one PC alive to torture.
5th Level Thieves (4); AC 5; hp 23,22,24,25; #At 1; Dmg 1-8;PP
50%,MS 40%,HS 31%
5th Level Fighters (4); AC 5; hp 45,37,35,32; #At 3/2; Dmg 1-10+2
The thieves will obviously not find the part.
The PCs should now realise that there is another party interested
in the submarine.
Back in Procampur
Once the PCs reach Procampur they will need to visit the gnome
Bigbog and explain the loss of the part.
Bigbog will not be pleased and demand that the PCs recover the
missing part (their contract will not be fulfilled until that
time). He will not divulge the nature of the part and will only
give the PCs seven days to recover it. He mutters things about
field tests and life's work etc.
If the PCs are not willing to recover the part he will increase
the payment to 150gp each When the PCs agree to the mission Bigbig
will provide the PCs with potions of water-breathing.
Chapter 2 - Rescuing the missing part from the seafloor
Hiring a ship
The PCs can hire several boats to
take them to the sea around Wayrock. Althanar, however, has different
plans He has been watching the PCs movements since they returned
to Procampur and is determined to retreive the missing part but
likes the irony of letting the PCs risk life and limb to recover
it.. He makes one of his ships available to the PCs through one
of his agents who offers the ship at a hugely discounted rate.
The PCs set sail (see map) and will arrive back near the Wayrock
in approx. 4 days of sailing. The captain who has been instructed
to aid the PCs until they recover the part and then take it from
them using whatever force necessary.
When the PCs ship anchors they will be in the general area of
the wreck and it will take them approx. 1d6 hours to determine
the exact location using sight from the surface.
Searching the Wreck
The wreck is perched on a ledge some 70 feet below the surface
(see map). It can be reached in 4-5 rounds of swimming. A rope
attached to the ship will be given to the PCs to enable them to
find their way back to the ship on the surface.
The ship has recently been found by a Deepspawn who has started
to build its nest. It has spawned several sea creatures (3 large
sharks and a giant eel) which are now guarding the entrance to
the breached hull. It has thoroughly checked the ship for magical
items and has the part in its collected treasure.
If the PCs wish they can avoid the sharks and eels to enter the
cabin in which they left the sub part. They will however find
that the part is gone (along with anything they may have left
here). They will have to investigate further.
Ship Areas
1 - This area of hull is awash with a loose pile of gold and silver
coins. Beneath the coins lies the Deepspawn. It has begun making
preparations to guard the entrance to its lair but these are not
complete.
Deepspawn AC 6; hp 103; THAC0 7; #At 6 ; Dmg: Bite x3 3-12, Weapons
Long Sword +2, Short Sword +1, Mace +3 MR 77% SA Spells (p53)
2.3 - Guest Cabins - This room is where the PCs will have stayed
on their journey. There are three bunks in each cabin with various
chests of drawers and a wardrobe. Much of the other contents are
floating free in the room.
4 - This room was used by the First Mate of the ship and his lifeless
body floats in the room and is being eaten by an Eye of the Deep.
The Eye has been here several days and does not realise that the
Deepspawn has arrived.
Eye of the Deep - AC 5; hp 75; #At 3; Dmg 2-8, 2-8, 1-6; SA Spells
(p21)
5 - Galley - This tiny galley was used to feed those on board.
The cook's body floats lifeless in the centre of the room and
vegetables and other foodstuffs float through the room.
6 - The Captain's Cabin - there is a large air-pocket at the top
of this room and several maps and other objects are floating on
the surface. There is a large desk which is attached to the desk
and it's drawers contain approx. 50gp and a scroll of protection
from sea-monsters.
The Main Encounter
Entrance to the hold can be gained either through the breach in
the hull or through the hatch. If the PCs try to enter the breach
they will be immediately attacked by the sharks and octopus (the
PCs might find this a strange alliance) and only then can they
gain access to the hold.
If they enter through the hatch they will have a chance to investigate
the hold and the pile of treasure. Sitting atop the pile are the
missing part (and other equipment can be seen in the pile). If
the PCs try to remove any of the items the deepspawn attacks followed
by its spawn who attack from the rear in round 3.
Large Sharks (3), AC 6; hp 32,34,37 THAC0 15; #At 1; Dmg 2-8
SA Swallow whole (p118)
Eel (1), AC 6; hp 30; THAC0 15; #At 1; Dmg 3-12 (p118)
Once the PCs drop the Deepspawn to less than 40hp it will try
to escape hurling its weapons at the PCs and trying to throw up
as many coins as possible. It will then swim away (if possible)
and plot to have its revenge at some later time.
The pile of treasure contains approx. 10,000gp, 3,000sp. All the
PCs lost items are here plus the missing sub part.
Back on the Ship
Once the PCs return to the surface the captain will put Althanar's
plan into action. He will order that his men surround the PCs
and take them prisoner. He demands that the PCs hand over the
missing part and if they refuse they will be killed.
If the PCs refuse they are attacked by the captain, the first
mate and the boatswain along with 5 other sailors. The rest stand
back to watch the outcome of this first assault but will take
an occasional swing at any PC who comes too close.
Captain - level 6 fighter AC 2 (Bracers of defence); hp 56; Dmg
1-10+3 (Two-handed Sword) THAC0 12
First Mate - level 5 fighter AC 5 (Chain Mail); hp 45; Dmg 1-8+2
(Battle Axe) THAC0 13
Boatswain - level 7 fighter AC 4 (Bracers of defence); hp 65;
Dmg 2-8 (Harpoon) THAC0 14
Sailors (5) - level 2 fighters AC 9; hp 12; Dmg 1-6 (short swords)
THAC0 19
If the PCs defeat this first wave of assault they are given a
wide berth by the rest of the sailors. If ordered to they will
sail the ship back to Procampur and then flee for any other ship.
If the PCs offer them payment of any sort (such as the gold in
the wreck of the Pride of Procampur) they will be extremely helpful
and inform the PCs of the owner of the boat and any other information
the PCs might wish to know about seafaring, the merchant trade
in the Sea of the Fallen Stars or the pirates.
On the return voyage the spy from the forest who has been on board
as a member of the crew will inform Althanar via a clairaudience
session that the PCs have taken over the ship. Althanar will teleport
to the ship and will take the part by whatever means necessary.
Chapter 3 - The merchant-wizard
Althanar and the theft of submarine
Bigbog is Dead
When the PCs return without the part to Bigbog's lab they will
find it in disarray. The machinery has been smashed and the gnome
is lying close to death in a pool of blood. He will only be able
to tell the PCs that a group of ogres broke in and demanded his
research. He says that his dream will never be fulfilled and that
he would have liked to have seen the fishes.
He then dies.
The PCs will now be able to gain access to the inner lab where
the Sub was kept. A clue to its nature will be the outlet to the
docks at one end and the empty trestles in the centre of the room.
Several blueprints give the real picture and show the schematics
of the submarine (see pictures). If the PCs are curious about
the investors they can find a list of parties who have sponsored
Bigbig's endeavour - all are entrepreneurs and businessmen, among
them is Althanar.
Tracking down the Investors
The PCs can track down the investors and as they do so will hear
stories of ships being lost. As they search over the course of
a week they will hear stories of pirates and whirlwinds but mostly
they will hear about a dreaded sea-monster the Kraken which has
arisen once more.
Chapter 4 - The PCs track
down the missing submarine
By the time they get to visiting Althanar the town of Procampur
will be living in great fear and several of the businessmen they
have visited will point out that many of the ships were merchant
vessels and people are being ruined by this destruction.
Areas in Althanar's Dock
1 - The main dock warehouse is filled with cargo waiting to be
loaded. There are barrels and crates stacked against the walls
of the warehouse and there are several dockhands moving cargo
about. An observant PC (roll vs intelligence) may notice that
the dockhands are simply moving crates from one side of the warehouse
to another. There is a cover over the sea entrance to the dock
warehouse which conceals the submarine.
2 - The outer office is manned by a clerk who will put several
scrolls and parchments aways in a drawer when the PCs enter. He
will then show them into see Althanar.
The paper detail the plans of other shipping companies over the
next few weeks and several maps one of which is the location of
a deep sea trench to the SW of Procampur.
3 - Althanar's Office - Althanar is seated behind a large desk
which obscures a trapdoor and stairs which lead to the lower level
of the warehouse. When asked about the loss of ships and the monster,
Althanar will say that he has lost only one ship and he feels
that the Gods are smiling on him.
If the PCs question him about the submarine or inform him of Bigbog's
death he will act surprised and will deny knowledge of a submarine
saying that Bigbig told him he was working on a method of propulsion
for merchant ships and that is why he was eager to invest.
If he is pushed too far and asked what is under the cover in the
dock (or similar badgering) he will teleport himself to the lower
level and wait to see if the PCs follow.
Lower Level
4 - The stairs leading down to this level are guarded by 2 ogres.
These ogres will fight to the death.
Ogres (2) AC 5; hp 34, 32; #At 1; Dmg 2d4 + 6 (two-handed swords);
THAC0 17
5 - The main dock gives a clear view of the submarine suspended
in a cradle just above the water. The are two seadoors which give
access to the outside. There is a large set of double doors to
the right as the PCs descend the stairs and crates stacked up
to the left. There are 4 more ogres here who will attack the PCs
if the first wave fail.
Ogres (4) AC 5; hp 31, 32, 28, 24; #At 1; Dmg 2d4 + 6 (two-handed
swords); THAC0 17
6 - This is a storeroom.
7 - Althanar hides behind these crates and will uses spells to
try and disable PCs when they are fighting the ogres. If the ogres
look like they will lose he casts a fireball into the centre of
the warehouse and then departs using a teleport spell. He plans
to deal with the PCs later once he has returned for the submarine.
Unfortunately this sets off several crates of explosive and combustible
material which explode 1d4 per round for 3 rounds doing 4d8 points
of damage (save vs wands for half) to anyone withine 30 feet.
The PCs will need to get out quickly and hopefully they will use
the submarine. The seadoors can be opened but the lever is locked.
The PCs can gain entrance to the sub via a gangplank to the hatch.
The PCs will now need to try to work out how the sub is controlled
(give PCs the control panel diagram). They will notice that the
part they gave is now embedded in the panel near one of the buttons.
They will notice that there is something extra attached to the
sub and facing out of one of the portholes. This is the rod used
to control the Kraken.
Once the PCs have worked out the controls they can take the submarine
to Bigbog lab or to another dock. They still have to work out
what the rod device does. They can try to get the rod examined
by the local mages guild or use a legend lore spell themselves.
Try will discover after a few days that the rod is used to control
the Kraken and was believed to been destroyed when the Kraken
was put to sleep some 300 years earlier. They will be able to
discover that the devive works by telepathy with the user.
Whilst they are doing this they hear that the attacks on ships
are still continuing. This will hopefully lead them to the conclusion
that the Kraken has broken its control from the rod.
Putting the Kraken back where it belongs
Should the PCs decide not to try and stop the Kraken then the
attacks continue until several high level mages charm the monster
and put it back to sleep.
If they do decide to lure the Kraken back to its lair they will
be faced not only with the Kraken but several of its ancient minions
who have become active since the Kraken's return.
The PCs must descend into the deep sea trench. When they are within
300 feet of the lair the Kraken will emerge and send his minions
to attack the sub. The Kraken now has a particular dislike for
the submarine knowing what hold it can have other him. The minions
are a Morkoth who will attack the submarine with its beak and
a giant octopus who will try to crush the submarine in its tentacles.
Morkoth (1) AC 3; hp 45; #At 1; Dmg 1-10; THAC0 13; SA Hypnosis
SD Spell Reflection
Octopus (1) AC 7; hp 67; #At 7; Dmg 1-4(x6), 2-12; THAC0 13 SA
Contriction does 6 hp damage per round. (p271)
If these minions are destroyed then the Kraken itself will attack.
The PCs must try to charm the Kraken otherwise they will not survive
the Kraken will grip the submarine and crush it easily thus end
the adventure.
Kraken (p331)
If the PCs successfully charm the Kraken then they can command
it to enter its lair and sleep.
Once the PCs return to Procampur they may wish to give Althanar's
identity and description to the authorities and Althanar will
be watching them closely from now on, perhaps attacking each one
when they are alone.