TEXT: FM004LL
  AN ADVENTURE
  FOR 4–6 CHARACTERS OF 4TH to 6TH LEVEL
  FOR USE WITH LABYRINTH LORD™ AND SIMILAR GAMES
  INCLUDING THE ADVANCED EDITION COMPANION™
  Labyrinth Lord™ is copyright 2007–2009, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™ 
  are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord™ Trademark 
  License 1.1 available at www.goblinoidgames.com.
  ©2010 Faster Monkey Games™
  www.fastermonkeygames.com
  Cover art by Steve Zieser
  by Jeff “Bighara” Sparks
  Wrack & Rune
  
  2
  Labyrinth Lord’s Introduction
  The party seeks the parts of a stone golem, sunk in a 
  shipwreck in foggy waters haunted by a “vanishing island” 
  that is really an enormous dragon turtle. The beast will 
  destroy anyone foolish enough to face it, but just maybe 
  the PCs can get what they need out from under its nose.
  Wrack & Rune takes place in and near the village 
  of Wrack on the coast of Eel Bight. The adventure is 
  recommended for four to six characters of 4th to 6th level.
  Player’s Introduction
  As part of his new tower on Cobble Point, Meldime 
  the wizard wants a stone golem, so he commissioned an 
  articulated statue from the dwarfs. The ship delivering the 
  pieces is overdue and the delay will soon cause problems 
  with the tower’s construction. The wizard hires the PCs to 
  ﬁ nd out about the missing ship and, if they can, see to it 
  that the statue arrives as soon as possible. 
  Meldime offers a scaled reward of 5,000 gp for solid 
  information about the statue. After 10 days, the reward 
  drops 500 gp per day to a minimum of 1,000 gp (see 
  Timeline, p13).  In addition, if the party can deliver the 
  statue in good condition, he will give one magic item 
  to each party member (up to six total) from a small 
  collection (see Delivering the Statue, p10).
  The Lady Elaine failed to arrive at Bay City almost a 
  week ago. News from Scuttleton reports the ship passing 
  by in good time, ten days ago, but it never appeared off 
  Cobble Point three days later as expected. Even with the 
  adverse conditions that make for slow sailing along the 
  coast this time of year, it’s been too long.
  Meldime sends the party to start inquiries at Wrack, a 
  wretched ﬁ shing village on Eel Bight with a view of the 
  open sea. The characters arrive in late afternoon, with 
  the sun already setting behind the hills and the fog heavy 
  over the water. Battered docks line the rocky shore and a 
  collection of ramshackle cottages string up into the steep, 
  bracken-covered hills above the Bight.
  Eastern Valnwall
  Wrack & Rune works in any fantasy campaign, and ﬁ ts 
  into the Eastern Valnwall campaign setting from Faster 
  Monkey Games™ (fastermonkeycage.wordpress.com).
  Eel Bight lies east of the much larger and less dangerous 
  Cobble Bay. Most storms of the Minor Sea blow past the 
  Bight, but the treacherous currents, steep cliffs, and shoal 
  water offer few good harbors. The weather runs to damp 
  and foggy and the rocky shores support little agriculture. 
  The Bight does provide prime ﬁ shing for slime eels, an 
  unattractive but tasty creature used in local cuisine, such 
  as the eel-and-seaweed pasty known as “tangle pie.”
  Eel is the largest town on the Bight, a ﬁ shing and trade 
  port on the east side. Eel has a regular cargo ferry to 
  and from Barge Bay: faster than overland shipping, and 
  avoiding the eerie elf settlement of Feyport. 
  Feyport is the Alfpine elves’ main trading post with the 
  outside world, hosting a brisk business with merchant 
  ships seeking worked goods from the Wood Elf realm. 
  Local humans mistrust the elves.
  Barge Bay is a bustling township on the western 
  coastline, a center for ofﬂ oading cargo to be shipped 
  overland to prosperous Bay City.
  Wrack is a tiny ﬁ shing village of about 500 souls to the 
  south of Barge Bay, just before the southern cliffs begin. 
  Wrackers are known as a superstitious and unfriendly 
  lot. The menfolk pole small punts out among the rocks, 
  casting nets and dredging eel pots. Other Wrackers raise 
  goats, grow what they can in the rocky soil, and gather the 
  bladderwrack that chokes the shallows: a nourishing but 
  bitter seaweed that gives the town its name. Their town 
  has few visitors beyond the occasional tinker or merchant. 
  EEL
  BIGHT
  THE MINOR SEA
  Wrack
  Cobble
  Point
  BAY
  CITY
  Feyport
  Barge
  Bay
  Eel
  COBBLE 
  BAY
  Eel Bight and Vicinity  
  (after Proctor)
  One hex = 10 miles
  WRACK & RUNE
  ©2010 Faster Monkey Games™
  Author: Jeff “Bighara” Sparks
  Editor: Shelley Harlan
  Layout & Additional Editing: Joel Sparks
  fastermonkeygames.com
  
  3
  I: Gathering Information
  There is an inn by the docks, the Scarlet Pilchard, and a 
  temple on the hill. Everything else is just a ﬁ shing village.
  The Scarlet Pilchard
  The town’s only inn is a worn building with a small 
  barn behind it that serves as a stable. A signboard with 
  faded red lettering hangs from a trident-shaped pole 
  above the door.
  Unknown to anyone, the verdigris-coated pole is a 
  trident of  ﬁ sh command (AEC104, 15 charges), washed up on 
  shore years ago. The Pilchard’s owner, Lyrt Finn, would 
  sell it for 50 gp, unless he ﬁ nds out its magical nature.
  The inn boasts four rooms (1 sp per night) and a 
  hayloft (5 cp each for up to 10 occupants). A peat ﬁ re 
  dimly illuminates the stuffy taproom and its handful of 
  small tables and stools. A counter by the kitchen door 
  serves as the bar. The room smells of peat smoke, sour 
  beer, cooked cabbage, wet wool, and ﬁ sh. Between late 
  afternoon and nine or ten at night, 2d6 locals hunch 
  together, nursing their mugs of thin, sour beer (5 cp). The 
  inn also serves a nightly meal (1 sp), usually ﬁ sh chowder 
  with kelp and tubers, pickled beets or cabbage, coarse 
  bread, and plain, brined cheese (Renneton Hard White). 
  Lyrt and his wife Lila, both thin-faced and taciturn, 
  own and operate the Pilchard. Like other Wrackers, they 
  have little to say to strangers, though they accept anyone’s 
  coin. The Finns employ two: Tog, a young potboy and 
  stable lad, and a slatternly barmaid called Snaps. Tog is 
  a dull lad of ten. Snaps is twenty-something and pretty 
  enough in a coarse way (CHA 13). She lives in a small 
  room behind the kitchen, and while not exactly a whore, 
  she sometimes takes a few silvers for a trip to her bunk 
  after hours (3 sp – CHA bonus). Those taking advantage 
  of her “hospitality” must make a successful CON roll or 
  develop an embarrassing rash.
  Rumors at the Scarlet Pilchard
  Chatting with the locals in the Pilchard can provide 
  information, but it’s an uphill climb. The Wrackers, while 
  sullen and distrustful, won’t refuse a free drink, and 
  eventually the PCs can prise some information out of 
  them. For every hour a PC tries to gather information, he 
  spends 2d4 sp and makes a CHA check at a –1 penalty. 
  A success yields a rumor from the table below. Italicized 
  rumors provide especially useful information and the 
  referee may wish to choose those rather than roll, or else 
  put them in the mouth of Renly (see below).
   
  d8 
  Result
  1 
  Evil spirits, known as “Reef Devils,” haunt 
  the rocks near the Spit. (False)
  2 
  A ship was seen in the mists off  the Spit ten nights 
  ago. (True)
  3 
  The Reef Devils are kindly if you show them 
  respect by releasing one ﬁ sh from each catch. 
  (False)
  4 
  A horribly ugly ﬁ gurehead was found in the shallows 
  yesterday. (True)
  5 
  Folk in Barge Bay are part ﬁ sh. They plot 
  with the elves against the Duke. (False)
  6 
  Morton and his crew are no 
  ﬁ shermen. They’re smugglers, 
  or worse. (True)
  7 
  Nanny Wiltwane is a witch 
  who turns people into 
  goats. (False)
  8 
  Wrack was built over 
  ancient pirate treasure, 
  but every time I try to dig 
  it up, they take away my 
  shovel ’til I’m sober. (True; 
  see Pirate Treasure, p5) 
   
  
  4
  The Rune of Keyshilan
  An old ﬁ sherman with an eye patch sits by the ﬁ re 
  at the Pilchard, nursing his beer in a palsied hand. He 
  squints at the PCs and recites a strange verse in a loud but 
  quavering voice:
  “When vernal sun lights on the mists,
  And wave by warmth again is kiss’d,
  Comes Keyshilan of  gold and green,
  Old home to fairy folk unseen.
  As the year doth turn to fall,
  And fogs a-bighting lend their pall,
  The lords and ladies make their trek,
  Beneath the waves to Shiriyak!”
  A hush falls as the locals glare at the PCs and the old 
  man. Then they turn ostentatiously away. Asked about the  
  rhyme, they dismiss it as a bit of doggerel about the foggy 
  seasons.
  The old man’s name is Renly, and since becoming 
  fuddled with age, he goes out on the water less and less 
  often. His grandson, Tog, works at the Pilchard to pay for 
  Renly’s food and drink. If asked, Renly relates the legend 
  of Keyshilan and Shiriyak. The Wrackers don’t like Renly 
  talking so much, but other than telling the PCs not to 
  listen to his ravings, they do nothing to stop his chatter. 
  The old man can also offer any of the essential rumors 
  from the chart above.
  The Legend of Keyshilan and Shiriyak
  Around the fall and spring equinoxes, when fogs 
  often cover the Bight, an island periodically appears, 
  shrouded in mist and never in quite the same place. The 
  stories call it Keyshilan, the summer home of the fey. 
  Most of the year, the isle cannot be seen or found, but 
  in the fall it unveils itself to let the fair folk travel to their 
  undersea winter kingdom of Shiriyak. It reappears with 
  the spring mists to welcome the fey back to its shores. 
  Locals fear to venture out onto open water during these 
  times, ﬂ eeing the island if it appears. Legend says the fey 
  capture those who stray too close to Keyshilan. Certainly, 
  many ships come to grief during those mists, and 
  Wrackers believe the fey are to blame. To the Wrackers, 
  the word “fey” can mean anything from “elf” to “spirit” 
  to “elemental”.
  The Truth
  The isle of Keyshilan is actually an enormous 
  DRAGON TURTLE (LL72). It emerges biannually to hunt, 
  scooping up whole swarms of ﬁ sh and attacking things 
  like whales, giant squids, and merchant ships. The creature 
  smashes any vessels it can catch, eating the crew and 
  taking any valuable cargo for its hoard. It uses the fogs, 
  aided by its steam breath, to disguise its true nature and to 
  better ambush prey.
  The dragon turtle follows a regular pattern, coming 
  out three times each spring and fall: Once at the spring 
  tide ﬂ ood before each equinox, two weeks later at 
  the ﬂ ood nearest the equinox, and ﬁ nally at the ﬂ ood 
  afterwards (see Spring Tides, p13). The deep spring tides 
  allow the huge beast to reach hunting grounds usually too 
  shallow for its bulk. On each emergence, it hunts the high 
  tides for three days, then returns to its cave to rest. After 
  this four-week period, it sleeps for nearly six months.
  The dragon turtle destroyed the Lady Elaine with 
  all hands, just off the Spit, during the spring tide ﬂ ood 
  of the full moon, eight days before the party comes to 
  Wrack. The statue pieces sank to the bottom with the 
  wreckage. The dragon turtle will emerge again in three 
  days’ time, at the new moon’s spring tide ﬂ ood on the 
  autumnal equinox.
  Shrine of the 
  Sea Gods
  Wrack’s sole temple, 
  a small stone building, 
  squats atop a cliff 
  overlooking the town 
  and the sea. The only 
  priest is frail, old Father 
  Ladoc of the Sea Gods. 
  He wears faded blue-green 
  robes and a wave-shaped 
  silver holy symbol. (Pierre 
  Ladoc: Cleric 2, AL N, AC 9, 10 
  hp, spells: cure light wounds, remove fear).
  Ladoc seldom leaves the temple, which holds only a 
  shrine for prayers and a loft for him to sleep in. Ladoc 
  holds a prayer service every day at sunset, but it is sparsely 
  attended. The villagers bring him food and ﬁ rewood 
  occasionally, but otherwise attend temple mainly for 
  weddings or funerals.
  
  5
  Ladoc knows his sermons are not popular, so he tries 
  to serve his ﬂ ock in other ways. Ladoc offers healing for 
  free (though donations are appreciated). He reserves two 
  potions of  extra-healing for emergencies.
  Ladoc is no adventurer. He spends most of his day 
  cleaning the temple, praying, or just watching the sea. If 
  the PCs treat him civilly he is perfectly happy to spend 
  time talking. He has seen Keyshilan many times and can 
  recite the Rune, but offers no theories about the nature 
  of the island. He did see a ship in heavy fog several nights 
  ago, but he can’t recall exactly where. He can consult 
  his journals about the sighting and give a bearing; clever 
  players who also get a direction from Nanny Wiltwane, 
  below, might triangulate and come close to the wreck.
  As part of his training as a sea priest, Ladoc learned 
  how to keep scrupulous ship’s logs. For years, he has 
  recorded what he’s seen out on the Bight. He has records 
  of things like passing vessels, shipwrecks, tides, lunar 
  phases, weather, and sightings of Keyshilan. He also has a 
  depth chart of the local waters (Soundings Chart, p15). 
  PCs speciﬁ cally looking for a pattern can ﬁ nd the 
  correlation between Keyshilan and the spring tides with 
  the journals and two hours’ research (see The Truth, p4). 
  Simply reading over the journals in general can yield the 
  same results, but requires three successful INT rolls at 
  one roll per hour.
  Father Ladoc can also offer a strange item to help the 
  PCs. Years ago, he healed a wounded sailor. In gratitude, 
  the man gave Ladoc a potion of  sea change (see New Magic, 
  p10). All Ladoc knows is what the sailor told him: the 
  white pills change you into a sea creature and the pink 
  ones change you back. There are three pills of each color.
  Pirate Treasure
  Unknown to anyone, a fabulous treasure lies hidden 
  beneath the temple. Over a hundred years ago, the 
  infamous pirate Nacor buried a stone chest on the cliff. 
  He coated the chest in molten lead to prevent magical 
  detection. Before Nacor returned to claim the booty, he 
  died at sea. The temple was built on the site years later, 
  and Nacor now lurks underground as a GHOST (AEC127). 
  The undead spirit cannot enter the hallowed temple, but 
  attacks anyone who digs down to the chest and touches it. 
  Inside are 10,143 sp, 6,020 ep, 934 gp, 523 pp, four black 
  pearls worth 500 gp each, and a diamond necklace worth 
  8,000 gp. Chest, coins, and the lead coating weigh 650 lbs. 
  together, the whole buried 20' below the temple ﬂ oor.
  Nanny Wiltwane
  “Nanny” Wiltwane lives up in the hills behind the 
  village, near the goat pastures. Some call her a witch, but 
  without much concern. Nanny is really just a harmless 
  old widow. Nanny’s place offers an excellent view of the 
  Bight. On the evening that the Lady Elaine went down, 
  she saw the ship’s lantern in the fog; it seemed to strike 
  Keyshilan and sink. What’s more, if lucid, she can point 
  out the bearing to where the ship disappeared: southwest 
  of Devil’s Knob. (See Wreck Map, p15.)
  Nanny’s mind tends to wander as she putters about. 
  For every hour spent talking with her, a PC may roll on 
  the table below. Nanny doesn’t care much about money, 
  but helping with the chores, or offering a gift like food 
  or useful items gives +1 on the roll, higher results being 
  better. A result of 0 or less means she says nothing or just 
  goes and babbles to her goats, speaking to them as if they 
  were people. Threats, or several people talking at once, 
  frighten and confuse her, causing a –1 penalty for an hour. 
  If the browbeating continues she becomes incoherent for 
  the rest of the day.
  d8 Result
  1 
  She confuses a PC with a long-dead relative,  
  “Chippy,” and tells him to milk the goats.
  2 
  She confuses a male PC with “Gregor” whom 
  she thinks is there to re-thatch the roof. She acts 
  coy and ﬂ irts, while worrying that her husband 
  will come home and catch them together.
  3 
  She tells a story that starts out about the night the 
  Lady Elaine sank, but quickly goes off-topic about 
  a lovely tangle pie she made for Father Ladoc.
  4 
  She remembers the ship sinking but gets 
  distracted and decides to make tea instead.
  5 
  She recites the legend and Rune of Keyshilan, 
  saying that the isle often appears near the Spit.
  6 
  She murmurs, “I can’t count the number of 
  times I’ve seen that isle, the full moon shining 
  down and the ﬂ ood breaking on the rocks. ’Tis a 
  magical sight!” Then she dozes off for a minute, 
  waking with no memory of what she said.
  7 
  She starts an argument with her dead husband 
  Walford. She says the ship sank just west of 
  the Knob, while “Wally” claims the wreck was 
  northeast of the Spit and at least four miles out. 
  (She is right, “Wally” is wrong.)
  8 
  She remains lucid enough to tell what she saw 
  and point out where the ship sank.
  
  6
  Reg’s Store
  Reg owns the town’s only dry good shop. He is a 
  middle-aged widower. His daughter, Chloe, helps in the 
  store. She is sixteen, pretty, and shy. Reg is very protective 
  of her and suspicious of male customers who pay her too 
  much attention. There is little in the inventory to interest 
  adventurers. Reg stocks no armor or weapons, save a few 
  ﬁ sh knives and harpoons (treat as daggers and javelins). 
  He does have things like salted ﬁ sh, rope, lamp oil, and 
  2d4 crocks of bightbalm.
  Bightbalm is a type of swimming grease made 
  locally with a lanolin-like extract from goat ﬂ eece. When 
  slathered directly onto the skin and hair, it helps to 
  insulate swimmers from cold water. One application lasts 
  for a full day, unless rubbed off by clothing or washed off. 
  Swimmers wearing bightbalm do not have to make CON 
  rolls against the waters’ chill (see The Waters, p7). Two gold 
  buys a crock with enough balm for three human-sized 
  applications. Unfortunately, bightbalm’s scent attracts the 
  interest of any nearby aquatic predators, causing them to 
  target the wearer ﬁ rst. The Wrackers, apart from Morton 
  and his crew, are unaware of this fact.
  The Docks
  A collection of ramshackle docks clutters the rocky 
  beach in town. During the day, most of the small ﬁ shing 
  craft are out among the shallows. A few Wrackers on 
  shore repair nets or sort through their catch.
  By the docks is a small cottage with a hideous 
  ﬁ gurehead propped outside the door. Lee, a young 
  ﬁ sherman, found the ﬁ gurehead in the shallows and 
  believes it will bring him good luck. He does not want to 
  sell it. However, dissatisﬁ ed with his life in Wrack, Lee 
  joins the party as a hireling if asked.
  You see the top ﬁ ve feet of  a battered ﬁ gurehead, apparently 
  snapped off  by some terriﬁ c impact. The wood bears a 
  crudely carved design of  an old woman’s clown-like face with 
  staring eyes and a cruel smirk. Someone—in a misguided 
  attempt to make it look friendlier—painted rosy spots on 
  the cheeks, nose, and chin. The whole is badly damaged.
  Those deliberately examining the damage can make 
  WIS rolls to notice two curious marks across the beam, 
  deep, straight, parallel, and about three feet. Rangers, 
  druids, and those who succeed at an INT roll recognize 
  them as the marks of gigantic claws.
  Morton and Crew
  Though most other vessels are out ﬁ shing, a larger 
  craft ﬂ oats idle at the end of the longest dock: the 
  Sea Vulture, owned and operated by Captain Morton. 
  Characters inspecting all the craft note the Vulture’s sturdy 
  derrick and winch, supporting heavy nets. 
   Captain Morton is a seedy man weathered by years 
  on the water. He wears a battered sea cloak and smokes 
  foul cigars rolled from the local seaweed. He carries a 
  functional-looking knife and cudgel at his belt, but wears 
  no other weapons or armor. He is greedy and cunning, 
  with expert knowledge of the local waters. 
  Several years ago, Morton came across a derelict hull, 
  larger than the common punts but still shallow enough of 
  draft to glide above reefs. Morton immediately considered 
  possibilities beyond eel ﬁ shing. He repaired the vessel 
  and named her the Sea Vulture, and does a business in 
  salvage and smuggling, including standing arrangements 
  with certain sea captains who wish to land select goods 
  discreetly. From time to time, he and his crew sail the 
  Vulture up to Barge Bay to enjoy some of their gains. 
  Morton’s crew consists of three disreputable-looking 
  men named Briar, Sooty, and Quirkis. The trio handles 
  the Sea Vulture with a graceless efﬁ ciency and is loyal to 
  Morton. Quirkis acts as mate when necessary. Treat the 
  crew as PIRATES (LL87). They are unarmored, but each 
  carries a club and a dagger (ostensibly for killing and 
  gutting ﬁ sh). Morton is a 3 HD pirate with 20 hp.
  Even without the dragon turtle, the local waters 
  are dangerous. The Sea Vulture often prowls the sites of 
  wrecks, looking for salvage. Sometimes Morton even 
  earns a fee by pulling a grateful survivor off the rocks. 
  He and his crew don’t indulge in casual murder, but they 
  aren’t squeamish either. 
  At the time of the PCs’ arrival in Wrack, the Sea 
  Vulture has already been searching for the Lady Elaine for 
  several days. Morton knows that a ship went down near 
  the Spit recently, but he and his crew haven’t found it yet. 
  They have been searching too close to shore, assuming 
  the ship hit the rocks and went down near the shallows.
  Statistics for the Sea Vulture appear on p12.
  
  7
  If the party wishes to hire the Sea Vulture and her 
  crew, Morton drives a hard bargain. He becomes curious 
  about what the characters are after, and gauges his price 
  on how much he thinks they can afford. He initially asks 
  for a share of the salvage, but will accept as low as 25 
  gp per day plus expenses. Morton is a greedy man, but 
  clever. He will be quick to put together any hints the 
  PCs let drop. He also recognizes that he and his crew are 
  probably no match for them in a ﬁ ght.
  Morton and his crew have seen Keyshilan on 
  occasion, but steer well clear. They don’t believe in fairies, 
  but they also don’t believe in unnecessary risks. Morton 
  refuses to sail when the island is spotted. If already on the 
  water, he wishes to return to shore immediately, unless his 
  employer comes across with substantial hazard pay.
  II: On and in the Water
  Hazards of the Bight
  Monsters
  Most sea life ﬂ ees deep water when the dragon turtle 
  hunts. Fishing in the shallows actually improves, as marine 
  life crowds closer to shore, though most Wrackers miss 
  the bounty as they hide at home from mists and “fey.” 
  Some predators and scavengers remain in open water to 
  feast upon the dragon turtle’s leftovers. 
  Aquatic Encounters (1 in 6 chance, once per hour)
  1d10 
  Result
  1–3 
  MAKO SHARKS (1d6, LL95)
  4–6 
  BULL SHARKS (2d6, LL95)
  7–9 
  GIANT EELS (1d4, AEC123)
  10 
  GIANT CRABS (1d2, LL68)
  The Waters
  Eel Bight’s shallows are cold, rocky, and choked with 
  slimy bladderwrack. When present, fog reduces visibility 
  to 2d6 x 10 yards. Boating is tricky here. The ﬁ shing 
  punts have only 1' to 2' draft (the depth the hull extends 
  underwater). Any craft with deeper draft is at serious risk 
  from rocks and reefs. Moving slowly and taking frequent 
  soundings might allow a ship to creep in close, but once 
  the marked depth is less than the ship’s draft, there is a 
  50% chance per round to run aground. A vessel running 
  aground takes 1 shp (structural hit point) damage for 
  each 10 feet per round of move, multiplied by  its draft in 
  feet. For example, a ship moving at 120' per round with 
  a 6' draft would take (12 x 6 =) 72 shp of damage! This 
  is a deathblow for most vessels. The Soundings Chart (p15) 
  shows average depths along the coast; these vary to 5' 
  deeper at high tide and 5' lower at low tide, or +10'/–10' 
  during the powerful spring tides.
  South along the coast from Wrack is a rocky, 100' tall 
  promontory known as “the Spit.” The waters below the 
  Spit are shallow, treacherous, and feared. 
  The water in autumn is cold. Swimming or otherwise 
  getting soaked requires a CON roll unless somehow 
  protected. Characters who fail their rolls are chilled and 
  have a –1 penalty to all rolls until they can shift clothes 
  and warm up. Anyone chilled for more than a turn must 
  make another CON roll or catch the Wrack Hack. The 
  symptoms set in after 1d3 hours and the illness lasts 1d6 
  days. The virus is like a bad cold, causing ﬁ ts of coughing 
  and a fever. Those afﬂ icted are at –2 to all rolls and at 
  half movement.
  A cup of Captain Morton’s spicy grog gives the 
  drinker a +2 on his rolls against the chill or sickness, but 
  they must make a save vs. poison for each drink to avoid 
  intoxication. The spirits are much stronger than normal 
  liquor (100 proof+, treat as lamp oil for inﬂ ammability). 
  Each failed drinking save causes a cumulative –1 penalty 
  to all rolls for 1d3 hours.
  Swimming and Drowning
  The basics of swimming are covered in the core rules 
  (LL46). A normal, unencumbered human swims at 20' per 
  round. For more detail, use the following optional rules.
  While swimming, characters get no DEX bonus to 
  AC, –4 to hit, and must have at least one hand free to 
  move. Ranged weapons do not work underwater, except 
  spears and tridents at half normal ranges.
  
  8
  A character slowed by encumbrance or wearing metal 
  armor (LL44) begins to sink at 10' per round. He must 
  remove the encumbering items before trying to swim 
  back to the surface. He can hold his breath for his CON 
  score in rounds. If he takes damage, he must make a 
  save vs. death or lose 1d6 rounds’ worth of air. Once the 
  character runs out of air, he begins to drown. A drowning 
  character is incapacitated and must save vs. death every 
  round or die. However, if someone brings a drowned 
  character into the air and forces the water from his lungs 
  within ﬁ ve minutes, he can make a Resurrection Survival 
  roll (AEC5) to resuscitate. The recovered character has 
  1 hp and cannot beneﬁ t from healing spells of under 4th 
  level. He is also at risk of catching the Wrack Hack (p7).
  Searching
  If the PCs spent their time in Wrack proﬁ tably 
  gathering information, they will know to search near 
  Devil’s Knob. Otherwise, they will be looking for the 
  proverbial needle in a haystack. Searching the entire Bight 
  would take weeks.
  The smashed remains of the Lady Elaine lie in 
  120' of water on a rocky seaﬂ oor coated in gritty sand, 
  approximately 200' southwest of Devil’s Knob and about 
  a mile east of the Spit. All six pieces of the statue rest 
  among the wreckage.
  Finding the wreck requires diving. Diving down to the 
  wreck’s depth is exhausting. For an inexperienced diver, it 
  requires a WIS check to force himself to the bottom. On 
  returning the the surface, a diver must make a CON roll 
  or be too tired to dive again for an hour. The third time 
  this happens, he is done for the day. 
  With daylight above, people near the bottom can see 
  10' through the murky water. At night it is pitch black, 
  with the full moon weeks away. Even magic light gives 
  only 30' visibility, and infravision does nothing at all. 
  Aquatic creatures can see twice as far as humans.
   If searching within sight of the location of an item 
  on the Wreck Map (p14), each normal diver gets one 
  search roll per hour to spot the wreck or statue piece.
  A character in aquatic form, or otherwise not needing 
  to hold his breath, can dive indeﬁ nitely without needing 
  WIS or CON rolls. Each such aquatic searcher within 
  sight of the correct hex gets a search roll every turn.
   
  Search Rolls
  A search roll is a WIS check, modiﬁ ed by the State 
  of the Wreckage table below when looking for the ship’s 
  remains, or by the Sand Cover table when looking for 
  statue parts. The Labyrinth Lord might give further 
  bonuses for especially clever search methods, such as 
  thorough patterned sweeps.
  Both State of Wreckage and Sand Cover change over 
  time, as the currents of the Bight stir and ﬂ ow. On Day 1, 
  the ship remains Mostly Intact, with all statue parts close 
  together and only Partially Covered with sand. For every 
  day thereafter, the LL rolls for Drift: 
  d12 
  Drift
  1–6 
  No change.
  7–8 
  Sand Cover increased: 1d3 pieces covered 
  one more stage by sand.
  9–10 
  Scatter: 1d3 pieces move 1d4 hexes in a 
  random direction.
  11 
  State of the Wreckage deteriorates one step 
  as the Lady Elaine breaks further apart.
  12 
  Sand Cover reduced: currents uncover 1d3 
  pieces by one stage.
  Scatter: Roll a d6 for the direction on the hex 
  map. If the direction and distance bring it up against an 
  obstacle like the ship or the rocks, then it stops there. A 
  Completely Buried piece will not scatter, and any piece 
  that does scatter starts over at Partially Covered. 
  The Rise of  Keyshilan
  When the dragon turtle comes out to hunt, its 
  massive form churns the waters, causing 1d4 rolls on the 
  Drift table each day. See Timeline, p13.
  The Pieces (d6):
  1 
  Right arm (1,000 lbs.)
  2 
  Left arm 
  (1,000 lbs.)
  3 
  Head 
  (500 lbs.)
  4 
  Torso 
  (1,500 lbs.)
  5 
  Right leg 
  (1,000 lbs.)
  6 
  Left leg 
  (1,000 lbs.)
  
  9
  State of  the Wreckage: Modiﬁ ers to search rolls 
  when initially hunting for the wreck, and when ﬁ nding it 
  again if necessary.
  State of  Wreckage 
  Search Modiﬁ er
  Mostly Intact 
  –1
  Broken  
  –2
  Fragments 
  –4
  Vestiges  
  –8
  Devil’s Knob: This small, rocky spur usually lies 
  three feet or so below the surface, kicking up breakers in 
  rough seas but not itself visible. At low tide, the Knob 
  appears, a jagged boulder about four feet in diameter and 
  sticking up a foot or two. During low spring tide, it can 
  protrude as much as seven feet (see Time and Tide, p13). 
  It takes an hour to reach the Knob from shore. From a 
  sighting of the Knob, and with good information, PCs 
  can more easily ﬁ nd the wreck of the Lady Elaine.
  At the Wreck
  Once the wreck is found, divers make search rolls to 
  hunt for individual pieces of the statue, modiﬁ ed by how 
  much sand covers the piece. It takes one turn per stage to 
  dig a statue piece out enough to secure ropes or grapples. 
  A Completely Buried part cannot be found by looking.
   
  Search 
  Excavation
  Sand Cover 
  Modiﬁ er 
  Time
  Uncovered 
  0 
  1 turn 
  Partially Covered 
  –2 
  2 turns 
  Mostly Covered 
  –4 
  3 turns 
  Completely Buried 
  n/a 
  4 turns
  Ten GIANT CRABS (LL68) prowl the wreckage, 
  provoked to a feeding frenzy by the dragon turtle’s 
  hunting. The crabs’ spiny shells blend with the rocks, 
  allowing them to surprise on a 1–4, and 1d4 crabs rush 
  anyone swimming into the immediate area of the wreck. 
  They target injured victims, or those wearing bightbalm, 
  by preference. Anyone hit by a crab must make a STR roll 
  to break free of the pincer before moving, at –1 for every 
  additional crab that hits. Blood in the water forces an 
  Aquatic Encounter check every turn.
  The crabs pick a man-sized corpse to bones and 
  shredded gear in an hour. Stone or metal items can make 
  a save vs. death at the character’s level to remain intact.
  Salvage
  Once the PCs locate the statue’s pieces, it’s up to 
  them exactly how to raise them. The LL can make the 
  challenge as complex as he wants. Possible factors include 
  weather, tides, predators, currents, the depth of the wreck, 
  and—of course—the dragon turtle. Some of what is 
  included below assumes the party is working with the Sea 
  Vulture, but can be adjusted to ﬁ t the circumstances. 
  Each normal hemp rope can lift 450 pounds of cargo. 
  A silk rope can lift 750 pounds. The braided hawsers 
  on the Sea Vulture can handle 2,000 lbs. Once a diver 
  attaches ropes to a piece of the statue, it requires 1 point 
  of Strength for every 20 pounds to lift or haul the pieces 
  up. A winch, like the one on the Sea Vulture, multiplies the 
  total Strength by three. It takes one turn to haul a piece up 
  from the bottom and get it into the boat.
  The Sea Vulture holds its crew of four plus another 
  2,000 lbs. in cargo capacity. Each additional person, with 
  gear, adds 200 lbs. for a lightly-equipped man, 150 lbs. for 
  a female or elf, or 100 lbs. for a halﬂ ing, plus 50 lbs. for 
  anyone who insists on wearing heavy armor. Most parties 
  will not all ﬁ t on board with the huge golem torso, so they 
  will have to decide whom to leave behind.
  Even if the party doesn’t hire Morton, he watches 
  them carefully, wondering what they seek. If he learns 
  of the multiple statue parts, he tries to secretly recover 
  one himself. For each 3 hours at the site without PC 
  interference, he has a 25% chance to retrieve one of the 
  remaining pieces of the statue. He will wait for the party 
  to cease operations, then cautiously approach them to 
  “ransom” the piece for 1,000 gp. It won’t take much to 
  talk him down to 200 gp.
  
  10
  Flavor Piece 1: Keyshilan 
  If the party is still in Wrack or on the Bight when the 
  dragon turtle re-emerges, at some point they will see it 
  in the fog. Sightings are fairly typical. Every Wracker has 
  seen the isle at some time or another. They consider it an 
  ill omen, but accept it as a fact of life.
  As you look out over the Bight, you see the outline of  
  an isle where none was before. The mist makes details 
  impossible to see. It is just a silhouette above the water, the 
  size and distance indeterminate. A few moments later, the 
  fog thickens and the isle is gone.
  Flavor Piece 2: Dragon Turtle
  Should the party dare the waters of Eel Bight when 
  the steam-fog rises and the dragon turtle hunts, the LL 
  may wish to reveal Keyshilan’s true nature.
  There is a hissing splash from farther out on the Bight. 
  Through the mist, you can see a whale breaching. As it 
  arches its back in the air, a second shape looms up out of  
  the water. A massive reptilian head rises followed by a long 
  scaly neck. The beast dwarfs the whale and snaps it up 
  like a cat with a rat. You can hear the whale’s huge spine 
  crack as the creature bites down. An enormous domed shell 
  breaks the surface behind the head and neck. The beast 
  shifts its grip on the dead whale and plunges back under the 
  water, leaving no trace except for the whale’s blood in the 
  water. The fog closes in a moment later.
  Captain Morton, or anyone else with the PCs, will 
  immediately try to ﬂ ee to shore. It will take the strongest 
  encouragement to get them to go back out or remain on 
  the Bight after seeing the dragon turtle.
  Wrackers greet news of the monster with skepticism. 
  No one has ever claimed to have seen it before, and 
  the locals don’t trust outsiders, or even Morton when it 
  comes to it.
  Epilogue: Delivering the Statue
  Assuming the characters salvage the statue 
  successfully, how the PCs get it back to Meldime is up 
  to them. The wizard pays them whatever remains of the 
  cash reward. For partial delivery, he offers another 500 gp 
  per piece of the statue, but no magic items. If they bring 
  all six pieces, each PC may choose one item from the list 
  below (or a list preferred by the LL):
  Boots of  Speed
  Chain mail +2
  Figurine of  Wondrous Power (Bronze Griffon)
  Rod of  Striking, 10 charges
  Rope of  Climbing
  Sword of  Wounding +1
  New Magic
  Potion of Sea Change
  This potion comes in two parts: the change pill and 
  the antidote. Swallowing one of the pearl-like white pills 
  changes the character into a random aquatic creature, 
  similar to the polymorph spells. An antidote pill, which 
  looks like a bright pink ﬁ nger-bone, changes the subject 
  back to normal. Some creatures may have difﬁ culty 
  swallowing the antidote without help.
  The table below determines the imbiber’s new shape. 
  LLs may wish to check off the result and re-roll if it 
  comes up again on a future dose, increasing the variety. 
  Armor, clothing, and equipment do not change; failure 
  to remove them ﬁ rst may cause damage to the wearer or 
  the items. Only the dolphin, Sahuagin, and hippocampus 
  forms can talk; only Sahuagin can cast spells.
  d8 
  Result
  1 
  SEA EEL (AEC123)
  2 
  Large Octopus (see New Creatures) 
  3 
  MAKO SHARK (LL95)
  4 
  GIANT CRAB (LL68)
  5 
  NARWHAL (LL102)
  6 
  Dolphin (see New Creatures)
  7 
  SAHUAGIN (AEC135)
  8 
  HIPPOCAMPUS (AEC128)
   A character keeps the same saves and hit points, but 
  ﬁ ghts as the creature, not his class or level. He gains all 
  physical abilities of the new species, but not knowledge or 
  languages.
  Without the antidote, the change lasts indeﬁ nitely. 
  The effect resists dispel magic as if cast by a 12th level 
  ï
  ï
  ï
  ï
  ï
  ï
  
  11
  magic-user. For every 24 hours that a character maintains 
  his aquatic form, he must save vs. spells or forget his 
  old form and life, swimming off to live among his “own 
  kind.” The antidote will always work, even years later, 
  assuming the transformed character can be found.
  New Creatures
  DOLPHIN
  No. Enc.: 
  2d10
  AC: 
  4
  Move: 
  240' (80') swim
  HD: 
  2+2
  Attacks: 
  1 (slam/bite)
  Damage: 
  1d8/1d4
  Save: 
  F4
  Morale: 
  10
  Hoard Class: nil
  XP: 
  47
  Dolphins are marine mammals closely related to 
  whales. They average 6'–8' long, 170 pounds, and are 
  usually found in shallower seas. They eat ﬁ sh and small 
  squid. Dolphins are intelligent and playful. They can dive 
  up to 300' underwater, hold their breath for half an hour, 
  and jump up to 10' out of the water. 
  Dolphins usually travel in pods of a dozen or so, with 
  the males protecting the females and the young. They 
  are generally friendly toward humans. Stories abound 
  of sailors rescued from drowning by the creatures. 
  Dolphins hate sharks and will often ﬁ ght them if they 
  feel threatened or see a person or dolphin being attacked 
  by sharks. If there are several dolphins, some may form a 
  protective ring around the victim while others attack the 
  shark. Dolphin fear and revile the Sahuagin.
  LARGE OCTOPUS
  No. Enc.: 
  1d2
  Move:  
  90' (30') swim
  AC:  
  6
  HD: 
  4
  Attacks: 
  8 (tentacles) or 1 (bite)
  Damage: 
  1d3 (tentacle)/1d4
  Save: 
  F2
  Morale: 
  6
  Hoard Class: nil
  XP: 
  575
  More timid than its giant cousin, this creature preys 
  on crabs and big ﬁ sh but ﬂ ees anything larger than a 
  human. It can reach up to 6' with its tentacles. Each 
  tentacle that hits constricts the victim, dealing 1d3 damage 
  per successive round and imposing a cumulative attack 
  penalty of –1. For instance, a character held by four 
  tentacles suffers 4d3 damage per round and –4 to hit. A 
  tentacle can be cut off by a blow inﬂ icting at least 4 hp 
  damage. A large octopus will attempt to escape if losing 
  an encounter, spraying a 15' radius cloud of black ink to 
  obscure its retreat and swimming away at its “running” 
  speed of 90' per round. Octopuses also have the ability 
  to change their skin tones, similar to a chameleon. When 
  lying motionless, an octopus has a 5 in 6 chance of going 
  unseen or attacking by surprise. 
  
  12
  The Sea Vulture
  Sea Vulture: Small Coastal Vessel
  Req. Crew: 2; Feet/Round: 90' sail/30' row; 
  Miles/Day: 60/12; Cargo: 2,000 lbs.; AC: 9; 35 shp
  The Sea Vulture is a clinker-built hull, 35' long and 10' 
  wide, with a single lateen-rigged sail and a stern tiller. The 
  Sea Vulture’s normal draft is 2'. At her maximum cargo 
  capacity of 2,000 pounds, the draft is 4' and her speed is 
  halved. Overloading the boat risks swamping the sides 
  and sinking her.
  A pair of sweeps (20' long oars) allow rowing or 
  poling. The simple stern hoist with block and tackle can 
  lift up to one ton with its 300' long, 12" thick cable. The 
  winch grants a STRx3 multiplier (see Salvage, p9).
  Captain Morton keeps the supply locker well stocked 
  with sailing gear and equipment including lanterns, oil, 
  rope, cargo nets, a spare sail, grappling hooks, marker 
  buoys, harpoons, rations, and drinking water. Morton also 
  keeps a cask of high proof, spiced grog “to ward off the 
  chill” (see The Waters, p7).
  The Dragon Turtle
  “Keyshilan”, the Dragon Turtle: Move: 90' (30'), 
  swim; AC: –2; HD 30 (188 hp); Attacks: 3 (2 claws, bite); 
  Damage: 1d8/1d8/1d6 x10; Save: F15; Morale: 10; XP: 
  9,500; Hoard Class: XV
  This massive beast is a powerful example of its breed. 
  It is big enough that it cannot support its bulk out of 
  water at all and can only move by swimming in at least 
  50' of water. Dragon turtles can breathe water as well as 
  air. It is vicious, cunning, and always hungry. It has little 
  interest in parley, but is of human-level intelligence (INT 
  13) and speaks Common as well as Draconic. 
  The dragon turtle’s lair is east of the Spit, in a cave 
  100' underwater on the side of the drop-off. Inside is 
  a gigantic underwater chamber, just big enough for the 
  creature to turn around. In the center of the ﬂ oor is a 20' 
  wide hole going down 25'. Inside lies the monster’s hoard. 
  When it sleeps, its body totally covers the pit.
  In the hoard, a sealed scroll case contains a map to 
  the treasure chest buried under the Shrine of the Sea 
  Gods (p4). The map was drawn before the town or 
  temple were built, but several landmarks, like the Spit, are 
  clearly marked.
  
  13
  Time and Tide
  Much of this adventure depends upon a timeline 
  that the PCs have little control over. Not only does their 
  reward reduce with every wasted day, but also the dragon 
  turtle’s imminent return will make success even harder to 
  achieve. List of events:
  Day 1: Players arrive in Wrack.
  Day 4: The dragon turtle emerges to hunt again, 
  coming and going from its lair for three days.
  Day 5: The autumnal equinox.
  Day 6: The dragon turtle returns to its lair and rests 
  until the next spring tide ﬂ ood begins on Day 18.
  Day 9: Last day for full cash reward from Meldime. 
  Day 17: Meldime’s reward drops to minimum.
  Day 18: Dragon Turtle emerges one last time for a 
  few days before sleeping through winter.
  Day 19: Spring tide ﬂ ood of the full moon. 
  Spring Tides
  Spring tides have nothing to do with the spring and 
  fall seasons. A spring tide is an exceptionally strong tide 
  that occurs twice every month, at the new and the full 
  moon. During spring tide, the high tide (ﬂ ood) is higher 
  and the low tide (ebb) is lower. The Timeline treats the 
  period of each spring tide as lasting three days.
  The spring tide ﬂ ood of the new moon coincidentally 
  falls on the equinox this year.
  High and Low Tides
  It is hardly necessary to adhere to these times 
  exactly. PCs may want to know approximately when 
  the ebbs and ﬂ oods occur for things like ﬁ nding Devil’s 
  Knob, navigating shallows, or predicting the appearance 
  of Keyshilan. The Timeline follows a 24-hour clock, 
  counting the day the PCs arrive in Wrack as Day 1. Since 
  the adventure takes place near the equinox, the days are 
  neither particularly long nor short. Dawn is around 6:30 
  and dusk is about 19:30. Low tide, naturally, falls halfway 
  between high tides.
  TIMELINE
  Day 
  High Tides / Notes
  –10 
  Lady Elaine spotted from Scuttleton
  –9 
  Spring Tide (full moon)
  –8 
  Lady Elaine destroyed by dragon turtle
  1 
  6:00, 18:26 PCs arrive in Wrack
  2 
  6:53, 19:20
  3 
  7:46. 20:13
  4* 
  8:40, 21:06
  5* 
  9:33, 22:00 Equinox; Spring Tide (new moon)
  6* 
  10:26, 22:53
  7 
  11:20, 23:46
  8 
  12:13
  9 
  0:40, 13:06
  10 
  1:33, 14:00 Reward drops to 4,500 gp
  11 
  2:26, 14:53 Reward 4,000 gp
  12 
  3:20, 15:46 Reward 3,500 gp
  13 
  4:13, 16:40 Reward 3,000 gp
  14 
  5:06, 17:33 Reward 2,500 gp
  15 
  6:00, 18:26 Reward 2,000 gp
  16 
  6:53, 19:20 Reward 1,500 gp
  17 
  7:46. 20:13 Reward 1,000 gp (minimum)
  18* 
  8:40, 21:06
  19* 
  9:33, 22:00 Spring Tide (full moon)
  20* 
  10:26, 22:53
  21 
  11:20, 23:46
  22 
  12:13
  23 
  0:40, 13:06
  24 
  1:33, 14:00
  25 
  2:26, 14:53
  26 
  3:20, 15:46
  27 
  4:13, 16:40
  28 
  5:06, 17:33
  *DRAGON TURTLE ACTIVE: 1d4 Drift rolls (p8) 
  per day on Days 4, 5, 6, 18, 19, 20.
  
  14
  Statue Pieces
  (1) Right Arm 
  (2) Left Arm
  (3) Head 
  (4) Torso
  (5) Right Leg 
  (6) Left Leg
  One hex = 10'
  Lighter-colored rocks are 5' to 10' tall; darker ones 10'–30' 
  tall. The dark center peak of Devil’s Knob stands 137' 
  above the sea floor, breaking the surface during low tide.
  Wreck of the Lady Elaine
  
  15
  Soundings Chart (from Father Ladoc’s Journal)
  
  16
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  10 Copy of this License: You MUST include a copy of this License with every
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game
  Content using the name of any Contributor unless You have written permission
  from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms
  of this License with respect to some or all of the Open Game Content due to
  statute, judicial order, or governmental regulation then You may not Use any
  Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply
  with all terms herein and fail to cure such breach within 30 days of becoming
  aware of the breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such
  provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors
  Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E.
  Gary Gygax and Dave Arneson.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of the
  Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric
  Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD
  Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams,
  Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and
  JD Wiker.
  END OF LICENSE
  COPYRIGHT NOTICE: 
  "Wrack & Rune" Copyright 2010, Faster Monkey Games™; Author: Jeff Sparks.
  Labyrinth Lord™ is copyright 2007–2009, Daniel Proctor. Labyrinth Lord™ and 
  Advanced Labyrinth Lord™ are trademarks of Daniel Proctor. These trademarks 
  are used under the Labyrinth Lord™ Trademark License 1.1 available at 
  www.goblinoidgames.com.
  Cover art by Steve Zieser, used by license.
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - FM004LL Wrack & Rune.pdf