Sunday, February 16, 2020

06.03 - Floundered Cog

    Update 7/3/2020
Click here for a PDF version of this adventure!
The waters leading to Black Hammock are deep and true - the current slow and lazy - but the course they take are winding and the bottoms treacherous. Smaller vessels have little trouble, but larger ones - especially the sea-goers with square sails - often need the services of rowed tugs. Such was the fate of one ship, the Fette Tante, carrying people and goods from more civilized lands. Having crested the Indigo River Lighthouse roughly one week ago, the brash crew found themselves sailing further north than advisable for a cargo cog - running aground some five miles north of the lighthouse.

As the waters of the high tide receded, the Fette Tante began to list - leaning first to starboard, then backwards: such that the prow was lifted a into the air. The crew raced to brace and batten as the ship began to slip into the mud, working into the evening and hoping to brave the tide until there was enough draft to break free... but when the sun rose, the ship was oddly silent.

Now, the Fette Tante, in addition to listing 30 degrees to her starboard side, reclines a full 50 degrees aft to bow - the prow jutting skyward a full 50 feet in the air. Her rear deck covered is moistened by the sea, even at the low point of the tide - how much longer she'll stay above the murk is a guess to anyone but the gods.

Situational Geometry

Note, the right hand side (starboard) is lower than the port side - thus, the decking is at approximately a 30 degree incline. This will not impact movement too much, but a character should be careful traversing it - and a character in armor may tire.

Additionally, the front (bow) is much higher than the stern - thus, the decking is at approximately a 50 degree incline upwards! Characters encumbered or in armor may have trouble, balance and falling may become an issue if fighting breaks out, and characters trying to move towards the bow - on any level - may find themselves climbing.

Top Deck

Scale: 5 ft.


A – Forecastle
The forecastle is comprised of a walking promenade with functioning railing along the curved prow of the ship. The extreme angle has caused anything that was here to fall aft-ward.

B – Topside Cargo
A section of space used for cargo covered in tarp and tied down. If the party opens this space during the day, they will encounter 2 Stirges (B, 43) that have taken shelter there. At night, the Stirges will be off hunting other prey.

The cargo being carried is preserved foodstuffs, primarily; but also a collection of silver plate-ware (1,000 gp) in a double-bound crate in the middle.

C – Main Deck
The main deck is primarily open space: with two relatively narrow walkways on either side of a gaping hole leading to the cargo hold. The area shaded is an 8 foot drop to the Main Hold (B) below.

D –Quarterdeck
The quarterdeck is littered with sailing folderol, having slid back along the vessel, and is partly submerged. Depth in numbered subsections is as follows, based on tide:
  1. Dry.
  2. 1 ft. deep, high tide; dry otherwise.
  3. 2 ft. deep high tide; 1 ft deep in transition, wet and slick at low tide.
  4. 4 ft deep, high tide; 3 ft deep in transition, 1 ft deep at low tide.
The door in the base of the Aftcastle (G) is stuck and leads to the Cargo Deck.

E – Estuary
Briney water, flowing slowly south. There are makeshift supports cannibalized from ship parts that appear to have been jabbed into the mud in attempt to keep the ship from tipping or sinking further - they are difficult to see, further back, and further foreward they no longer make contact with the hull - it having risen up beyond their length.

The area marked E1 is the extent of the water at high tide.
The area marked E2 is the extent of the water at low tide.

F – Salt Marsh
Sea oats and mud. Some folderol appears to have been tossed overboard and piled; perhaps to lighten the load and enable the ship to slip off the silt.

G – Aftcastle
A dry platform with tiller, 6 feet higher than the deck below, accessible via stairs on either flank. If it is daylight, a Horned Chameleon (B38) is sunning itself. It has swallowed a telescope worth 300 gp.

Cargo Deck

Scale: 5 ft.


A – Crew Quarters
Over a dozen hammocks hang awkwardly at an angle along regularly positioned posts. One hammock on the north-west side has a satchel in it, having been left there by its last occupant, containing a bracelet worth 80 gold pieces, a brass key, and a map of some unfamiliar isthmus.

There is a wall that separates this area from the Main Hold (B). In it are 2 Ghouls (B, 35) - unfortunate souls feeding on the corpses of sailors. Repine in the hammocks are a further 6 Zombies (B, 44) - if it is day, the Zombies will rest; motionless. If it is night, the Zombies will seek for flesh.

Most personal effects appear to have fallen into the walled groove between the Main Hold (B) and this area. There are 8 foot lockers, among which are mostly worthless personal belongings: but also two sapphires worth 10 and 80 gp; 70 sp in coin, and an antique statuette with a small crack in the face worth 60 gp.

B – Main Hold
The initial tethers for the cargo having been cut, crates and barrels have piled up in the south east corner of this room. Barrels contain either wine or pickles. Crates contain primarily textiles. Along the walls on either side are affixed 12 bladed weapons - scimitars, the like - presumably for warding off boarding actions.

If the characters search, two personal lockers can be found among the cargo. One is locked; the other has broken open - apparently in a fall. The locked locker contains a knife, a rabbit's foot, and 10 sp. 30 sp, a parchment with a Halfling poem on it, and a broken stringed instrument from the open locker can be found strewn about the cargo - under boxes, in niches, etc: but will take 1d3 turns to collect due to its disorganization.

On the south side, there are several grates that can be opened to access the Lower Deck. The longer grate to the east is pinned to the floor by crates and barrels. The longer grate to the west is heavy, but will open, leading to the Fore Partition (A). The smaller grate in the hall, beyond the mast, is stuck, but can be pried open by a strong character, leading to the Aft Partition (B). Water bubbles out of it if this occurs.

C – Galley
This room is dry, but smells like rotting meat. There is a cooking stove, a cutting area, and a stool that has fallen against the south east corner.

D – Officer’s Cabin
Two hammocks hang awkwardly at an angle with the ship's lean. Two wooden chests have slid against the far wall. Both contain naval attire, one contains a set of fine garments, tailored to a slight frame - would fit an average Elf - and a necklace worth 80 gp.

The other contains an antique and ornate compass that appears to be worth 100 to 200 gp. The compass, however, is cursed: for as long as a character carries it, the GM - when rolling to see if the party gets lost traveling in the wilderness - should roll 1d4 instead of 1d6.

E – Map Room
A large table and several book cases have slid against the south wall. The room has the scent of mold to it. Records and maps appear waterlogged; though one can be found in a waterproof case that details the route between the Indigo River Lighthouse and Black Hammock with moderate accuracy. If it is night, a group of 12 Bullywugs (Fiend Folio, 16) have taken refuge between here and in the Captain's Cabin (F).

At high tide, this room is submerged on the south wall with water trailing to 1 ft deep at the north wall.

F – Captain’s Cabin
A grand space - considering the other crew's accommodations - with a small bed, writing desk, and armoire. The armoire contains naval attire in addition to one set of fine garments sized to a male human. The writing desk contains the captains personal log and a lockbox. The lockbox contains several worthless (but shiny) trinkets and a small oil-painted portrait of a child.

G – Quartermaster’s Cabin
This space contains a cot, a writing desk, and several waterlogged, illegible ledgers. In the writing desk's locked drawer is a set of pens worth 10 gp and a rosary worth 30 gp.

This room is submerged.

Lower Deck

Scale: 5 ft.

A – Fore Partition
The the center of this room contains tightly bound barrels. The barrels contain drinking water - lightly spiked to keep the mildew at bay. Along either wall, there are mesh nets that bind various implements: primarily spare equipment. On the east side, it appears that these have been cut loose and what was stowed there is missing.

If it is day, 18 Bullywug (Fiend Folio, 16) are awkwardly rummaging through piles of loose equipment, fallen to the south east corner. One of them speaks common.

A secret door leads to section C. It is a section of keel, where the kelson arcs upward with the curvature of the prow. An Elf, Ranger, or otherwise woods-savvy individual may note that the wood is a different species - the grain and tone being slightly off; a sea-savvy type may question why the keel has a break in it at all; or other observers may note rough edges - the relative humidity having caused the plug to expand unevenly with the surrounding wood. It opens when a few wooden plugs are removed.

B – Aft Partition
This room contains crates, fallen against the back wall. There is a hole in the side of the boat - apparently cut into from the outside to allow ingress. If it is day, there are 2 Bull Sharks (X, 39) circling; if it is night, there is a ghost searching through the boxes: it is the ship's navigator, searching for his compass. He is incapable of physically touching the world, but appears to handle the crates anyway.

This room is submerged. The crates are waterlogged - but contain mail, textiles, and various farming implements.


C – Hidden Cache
Behind the secret door is a sizeable iron chest. When the door is opened, there is a 4-in-6 chance it will fall out, crashing onto the barrels 10 feet beyond, dealing 1d6 damage when it hits something.

The chest is locked. There is a concealed razor along the edge of the lock that is coated with poison - save vs. death if exposed. Inside is a ledger detailing the planned movements of several sister ships, a case of jewelry worth 600 gp, a pouch containing 8 rubies worth 120 gp each, and a coin purse containing 700 sp.

Wandering Monsters

The Fette Tante, having floundered in the fickle shallows of an estuary, is exposed to a variety of visitors as it slowly sinks into the mire. During the day, if the tide is out, the sun slowly bakes the brine into the mud, sea birds lazily riding above on updrafts above the haze; conversely, if the tide is in, a rush of life - frogs, fish, alligators, sharks - floods in alongside the semi-salty flow to take advantage of its cover. All the white, at night, an eerie disquiet emanates from the east: the water hiding a deep malevolence.
In the salt marsh, there is a 1-in-6 chance of an encounter roughly every four hours.If an encounter is rolled, determine vaguely when during that period it will occur by rolling a d4.
To determine the type of encounter, roll two dice:
  • During the night, the die rolled should be eight sided: a d8.
  • During the day, the die rolled should be six sided: a d6.
  • Depending on tide level, consult the correct column in the table.
  • During periods of transition, the manner in which this process is modified is left to the discretion of the GM.
...and consult the provided table.

Encounter Table

Roll      High Tide      Low Tide
2
1-4 Kelpie (FF, 55)
1-3 Algoids (FF, 11)
3
1-2 Giant Catfish (X, 35)
1-4 Trolls (X, 41)
4
1-3 Bull Shark (X, 39)
2 Assassin Bug (FF 12)
5
1 Crocodile (X, 29)*
1-4 Giant Crayfish (MM, 15)
6
2-7 Salt Water Termites (X, 40)
1-4 Giant Toads (X, 40)
7
6-48 Bullywugs (FF, 16)
3-24 Buccaneers (X, 35)
8
1-8 Sea Snakes (B, 42)
Insect Swarm (B, 37)
9
2-8 Drowned Sailors (as Zombie: B, 44)
3-12 Former Settlers (Skeleton, B, 42)
10
2-12 Harpies (MM, 51)
1-10 Stirges (B, 43)
11
3-24 Sahuagin (MM, 84)
1 Giant Hornet
12
1-6 Wights (B, 44)
1 Shambling Mound (MM, 87)
13
2-12 Giant Crabs (MM, 15)
1-6 Shadows (B, 41)
14
1 Coffer Corpse (FF, 19)
1 Groaning Spirit (MM, 50)
15
1 Will-o-Wisp (MM, 101)
1-4 Apparition (FF, 12)
16
1 Ghost (MM, 43)
1-3 Spectre (X, 39)
     * Roll for size:
1-in-6: Giant 2-in-6: Large 3-in-6: Standard

Page References
B - Moldvay Basic
X - Cook Expert
MM - AD&D Monster Manual
FF - Fiend Folio

Old Method - Retained for Purity

Characters aboard the Fette Tante have a 1-in-6 chance every hour for a wandering monster. To represent the shifting nature of the environment:
  • If the encounter occurs during the day, roll one die and add 1 to the result.
    If the encounter occurs during the night, roll two dice and sum the result.
  • If the encounter occurs when the tide is low, dice rolled should be four-sided.
    If the encounter occurs when the tide is high, dice rolled should be six-sided.
For periods of transition, the GM is encouraged to use their best judgement. Compare the result to the following to determine the nature of the encounter:
  1. One Kelpie (Fiend Folio, 55), curious as to what these man-things are up to, on 1-in-6; otherwise, one Bull Shark (X, 39)
  2. 3-24 Buccaneers (X, 35), come to plunder the Fette Tante
  3. One Giant Catfish (X, 35)
  4. One Crocodile (X, 29). Roll subsequently for size:
    1.  1-in-6: Giant
    2. 2-in-6: Large
    3. 3-in-6, normal
  5. 6-48 Bullywugs (Fiend Folio, 16) on patrol
  6. 2-8 Drowned Sailors (as Zombie: B, 44) 
  7. 1-4 Trolls (X, 41)
  8. 1-6 Shadows (B, 41); remembering these last five decades
  9. 1-4 Giant Toads (X, 40)
  10. 1 Spectre (X, 39); carrying the years in its conscience
  11. 1-3 Algoids (Fiend Folio, 11)

Timed Hazards

The Fette Tante is in a precarious position - one not destined to last long. The party will hear rumors of a shipwreck if they visit the Indigo River Lighthouse; or they are likely to see the shipwreck if they travel towards the Watchtower. However, if they choose to avoid it, or choose to come back later, the following hazards should apply:
  • After five day's time, a salvage team will have been sent to try to secure the wreck. This amounts to 12 sailors and 8 men at arms, who will be on the main deck or positioned about the salt marsh surrounding.
  • After eight day's time, the wreck will have sunk further into the murk. The entrance to the Fore Partition in the Lower Deck will be flooded; rooms C, D, E, F, and G on the Cargo Deck will be flooded; the flood lines on the Top Deck, Quarterdeck will move forward 10 feet and the Aftcastle will have moisture in transition and a few inches of water at high tide.
  • After 10 day's time, the list will increase to 45 degrees. In addition, the wreck will have a 1-in-6 chance every day to turn, rolling into the river and flooding all exits for anyone still within.

Quick Acknowledgement 

This adventure borrows from ideas and encouragement garnered from several anonymous enthusiasts. Thank you for your contribution; and thank you for the constructive commentary that I'm certain you'll continue to provide.


Game on, everyone!

-- Edited --
Edited for nautical terminology and for speelling.
I need to stop posting at midnight...

-- Edited Again: 3/22 --
Edited to clarify how the secret door works - or how I envisioned it to - and  to include the newer wandering monster table from 2/23's post.

2 comments:

  1. Very nice layout. This is an excellent adventure/resource. Thanks for creating it! :-)

    ReplyDelete

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