TEXT: 1
  WRECK ASHORE
  A Short Adventure for Four 
  1st-Level Player Characters
  CREDITS
  Design:
  Robert Wiese
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Todd Gamble
  Web Production
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
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  Wreck Ashore is a short D&D adventure for four 1st-
  level player characters (PCs). The scenario takes place
  on and around a swampy peninsula that juts out from a
  longer stretch of coastline. Along one side of this
  peninsula stretches a dangerous reef. Just offshore on
  the reef side stands a lighthouse built to warn ships of
  the danger. At the base of the peninsula on the side
  away from the reef is a small port town called Seawell.
  To get a good feel for this area, look at a map of
  Florida and imagine that the state is only about 50
  miles long and 50 miles wide. The lighthouse is just off
  the coast near St. Augustine, and Seawell lies on the
  coast just south of Tallahassee. This peninsula juts out
  from a longer coastline.
  The scenario can be placed on any coastal peninsula
  that features a reef. As always, feel free to adapt the
  material presented here as you see fit to make it work
  with your campaign.
  PREPARATION
  You (the DM) need the D&D core rulebooks, including
  the Player’s Handbook, the Dungeon Master’s Guide,
  and the Monster Manual to run this adventure. Fea-
  tured monsters include alligators, snakes, and panthers
  (leopards). To make the scenario more realistic, you
  might also want to read up on the terrain of Everglades
  National Park. This scenario utilizes the D&D v.3.5
  rules, but it can easily be used with the 3.0 rules as well.
  To get started, print out the adventure. Read
  through the scenario at least once to familiarize your-
  self with the situation, threats, and major NPCs. Text
  that appears in shaded boxes is player information that
  you can read aloud or paraphrase for the players at the
  proper times.
  ADVENTURE
  BACKGROUND
  Though small, Seawell is a prosperous trading town
  with a good location on the coast. Next to it is a long
  peninsula that features mostly swamplike terrain. The
  most dangerous inhabitants of this peninsula are
  lizardfolk, but several kinds of reptiles, amphibians,
  mammals, and birds dwell there too. Most of these
  creatures don’t bother the town, and Seawell’s militia
  is experienced at repulsing raids by the more
  aggressive lizardfolk. 
  A large reef extends the entire length of the penin-
  sula on the side away from Seawell. This great wall of
  coral is a favorite site for fishermen, but it has always
  presented a serious hazard to ships approaching from
  that direction. Thus, about 45 years ago, the people of
  
  2
  Seawell built a lighthouse on a small promontory near
  the reef, about 200 yards from the shoreline. Operated
  by a family who lived inside it, this lighthouse ensured
  that ships could easily steer clear of the reef.
  A few weeks ago, a group of pirates who had been
  unsuccessful on the seas decided to try a different
  tack—luring ships to their doom. After killing the
  lighthouse keeper and his family, the pirates built a
  high wooden tower on the beach about 200 yards from
  the lighthouse, then lit a fire atop it. Captains using this
  false “lighthouse” to navigate ran aground on the reef,
  and the pirates rowed out to steal the foundering ships’
  cargo and claim the wrecks as salvage. They murdered
  the crews as well, so that no one could spread the story
  of the false lighthouse. So far, three ships have fallen
  victim to these pirates, and the people of Seawell are
  beginning to wonder what has happened to them.
  Thus far, however, they have not been able to mount
  an investigation. To keep the townsfolk away from the
  site for as long as possible, the pirate captain has been
  stirring up a small group of lizardfolk that live on the
  peninsula. Emboldened by the pirates, these creatures
  have begun raiding Seawell and its environs in earnest. 
  ADVENTURE SYNOPSIS
  The characters must head for the lighthouse by either
  land or sea, fighting off various swamp denizens along
  the way. Once they arrive at the lighthouse, they dis-
  cover that the operators have been murdered and the
  light extinguished. From there, they must locate the
  pirate camp and the false lighthouse and put a stop to
  the renegades’ plan.
  ADVENTURE HOOKS
  The PCs may come to Seawell for any number of rea-
  sons. As the DM, it is your job to decide how best to
  involve them in the adventure. You can use the follow-
  ing hooks to spur your imagination, modifying them as
  necessary to fit your campaign or the characters.
  • The PCs live in Seawell and have been expecting a
  shipment of merchandise that has not arrived.
  • The characters come upon Seawell in their travels
  and hear about the problems plaguing the town in a
  tavern. They also might see a sign offering employ-
  ment to anyone willing to brave the swamps.
  • The PCs are on a ship bound for Seawell from the reef
  side. The ship runs aground, and its crew is attacked
  by pirates. If you decide to use this approach, the PCs
  encounter the pirates first, then the false lighthouse,
  and finally the swamp denizens while working their
  way overland to Seawell.
  BEGINNING THE
  ADVENTURE
  Unless the PCs came to this area aboard a ship that has
  foundered, the adventure begins when they reach Sea-
  well. There they can find out about the current situa-
  tion from any of the townsfolk.
  SEAWELL
  Seawell is a small but prosperous trading town on the
  seacoast, nestled into the base of a peninsula. If you’re
  using the FORGOTTEN REALMS Campaign Setting, you
  could place it near the peninsula just south of the
  Spider Swamp, in southern Calimshan. In the world of
  Greyhawk, you could either fit Seawell into the Hold of
  the Sea Princes, or place it on the Wild Coast between
  Safeton and Fax. Either location would require extend-
  ing a swamp across the peninsula.
  Since the town is near enough to the peninsula to
  attract occasional lizardfolk attacks, it maintains a well-
  trained militia for protection. Even so, however, Sea-
  well retains the feel of a small, bustling port town
  rather than a military post.
  Two problems plague Seawell at present: the
  increased hostility from the local lizardfolk and the
  continued absence of all ships expected from the direc-
  tion of the reef. Anyone in town can provide the PCs
  with basic information about these issues. If they seem
  uninterested in the missing ships, the mayor
  approaches them upon finding out that they are adven-
  turers. He offers them 50 gp each, plus all the treasure
  they find, to find out what happened to the ships and
  resolve the problem. 
  The characters are not really needed to deal with the
  lizardfolk raids, since the militia has thus far been able
  to repulse the attacks. They can, of course, strike out on
  their own through the swamps in search of lizardfolk
  to attack, but such a trek is beyond the scope of this
  adventure. Doing so, however, might provide them
  with clues about the pirates, since they have been in
  close contact with some lizardfolk tribes.
  If desired, the characters can hire a guide (expert 1
  with maximum ranks in Survival) to take them
  through the swamp for 1 sp per day. They can also find
  a 1st-level druid or ranger who consents to guide them
  for an equal share of any treasure found.
  The characters can take either of two routes to get to
  the lighthouse. The sea passage (encounter B) is both
  faster and less dangerous than the overland route
  across the peninsula (encounter A).
  
  3
  A. THE PENINSULA
  The “swamps” that cover the peninsula are not swamp-
  land in the classic sense. They do, however, support the
  kinds of creatures that generally lair in swamps.
  THE ECOLOGY
  During the wet season, water from a lake farther
  inland flows over the grassy peninsula to the sea.
  The result is a river many miles wide but only about
  2 feet deep, hidden for the most part by tall grasses.
  Though not impassable, the peninsula is quite dan-
  gerous during this time because of the alligators,
  snakes, birds, and other swampland creatures that
  roam its waters.
  During the dry season, the water recedes, leaving
  most of the ground dry. When the water level begins to
  drop, the alligators dig deep pits known as solution
  holes to trap the remaining water. A typical solution
  hole measures about 20 feet across and is home to one
  or more alligators, plus some fish, turtles, snakes, and
  birds throughout the dry season.
  The peninsula is dotted with stands of trees growing
  on raised areas known as hummocks. A typical hum-
  mock measures about 300 feet across, but some are as
  large as 800 feet in diameter. Trees grow thickly on the
  hummocks, providing shelter for large predators such
  as panthers. During the dry season, the hummocks
  serve as a refuge for other kinds of animals as well.
  The characters arrive during the dry season, after
  most of the animals have retreated to the hummocks or
  the solution holes. Birds, however, can still be found
  just about everywhere.
  MOVEMENT
  Plenty of game trails cross the peninsula, making pas-
  sage relatively easy during the dry season. Assuming a
  speed of 30 feet and no forced marching, a typical band
  of adventurers can travel 18 miles a day without getting
  lost via such trails. At this speed, characters can reach
  the lighthouse in just under three days. Horses can tra-
  verse the peninsula with no trouble, but the townsfolk
  recommend against taking them there, since they usu-
  ally fall prey to hungry panthers at night.
  ENCOUNTERS
  Use the Random Encounter Table for temperate
  swamp in the Dungeon Master’s Guide to determine
  encounters on the peninsula. Check every hour while
  the PCs are moving overland, and every time they find
  a hummock or solution hole. Check every four hours
  while the party is camped.
  The following optional encounters may be used
  whenever they become appropriate.
  A1. Lizardfolk (EL Variable)
  A tribe of lizardfolk that makes its home near the end
  of the peninsula has been raiding the area around Sea-
  well for some time. Recently, they have been more
  aggressive in their raids at the pirates’ behest. If you
  want to bring these lizardfolk into the adventure, or if
  the PCs wander too far down the peninsula, use the
  base lizardfolk statistics given in the Monster Manual
  to create raiding bands for encounters.
  A2. Alligator (EL 2)
  Use this encounter if the PCs decide to poke around in
  a solution hole.
  Creature: An alligator lies hidden in a solution
  hole, shielded by the reeds that grow inside it. As long
  as no one disturbs its hole, the alligator is content to
  remain there, taking 10 on its Hide check. It defends
  its hole against any intrusion, but it otherwise ignores
  the PCs. 
  D Alligator: hp 22; see Monster Manual page 271
  (crocodile statistics).
  Tactics: A successful DC 33 Spot check is required
  to see the alligator before it moves. (Thus, for 1st-level
  characters, the alligator is virtually invisible until it
  attacks.) 
  If its hole is disturbed, the alligator waits until a foe
  comes within 20 feet, then charges to the attack, using
  its swim speed. At the end of the charge, it bites the
  target character and uses its tail slap attack on anyone
  else who happens to be within reach. The alligator
  fights to the death to defend its hole, but it doesn’t
  pursue the PCs if they retreat.
  A3. Constrictor Snake (EL 2)
  Various kinds of snakes slither around all over the
  peninsula. 
  Creature: A constrictor snake is sunning itself on a
  game trail. 
  D Constrictor Snake: hp 19; see Monster Manual
  page 279.
  Tactics: Thanks to its natural coloration and the
  detritus on the ground, the snake is effectively hidden
  (DC 21 Spot check to see it before it attacks). The snake
  attacks the first character to come within 5 feet, biting
  and constricting on a successful hit. If it manages to
  constrict a foe, it fights to the death. If not, it slithers
  away (using the withdraw action) after its first attack.
  Once the snake reaches the nearby undergrowth, it has
  total cover and concealment.
  A4. Vipers (EL 2)
  Vipers nest in various hidden areas, but they particu-
  larly like hummocks, where fallen trees provide good
  cover.
  
  Creatures: The PCs may disturb a nest of small
  vipers when they find a fallen tree blocking the trail, or
  while searching for a campsite, firewood, or water. 
  D Small Vipers (4): hp 4 each; see Monster Manual
  page 280.
  Tactics: When the PCs disturb the tree trunk or log
  under which the vipers lie hidden, the creatures
  explode out of hiding and bite anything within reach.
  After this initial attack, they slither off into the under-
  growth (using the withdraw action), where they have
  total cover and concealment.
  A5. Panthers at Rest (EL 2 or 4)
  Panthers often hide in the hummocks during the day.
  Any PCs who venture into these copses of large trees
  may disturb the big cats.
  Creatures: One or two panthers have bedded down
  for the day in a thicket of young trees, where they are
  well hidden (DC 26 Spot check required to see them). 
  D Panther (1 or 2): hp 4 each; see Monster Manual
  page 274 (leopard statistics).
  Tactics: The cats give a warning snarl when the party
  comes within 10 feet of them. The PCs can escape with-
  out a fight if they leave without delay. Otherwise, the
  cats charge and use their pounce attacks. Each panther
  fights until reduced to 9 or fewer hit points, then flees.
  A6. Hunting Panthers (EL 2 or 4)
  Panthers may attack the PCs in their camp at night,
  especially if they leave food out or bring animals (such
  as mounts) onto the peninsula with them. 
  Creatures: One or two panthers stealthily approach
  the PCs’ camp in search of food.
  D Panther (1 or 2): hp 4 each; see Monster Manual
  page 274 (leopard statistics).
  Tactics: The hunting cats use their Hide and Move
  Silently skills to creep within about 30 feet of the PCs
  (DC 21 Spot or Listen check to notice the cats before
  they attack). As soon as they are in position, the pan-
  thers use their pounce attacks. If the characters have
  mounts or other animals with them, the cats attack
  those creatures first. Each panther fights until reduced
  to 9 or fewer hit points, then flees.
  B. THE SEA PASSAGE
  The characters can also reach the lighthouse by sea.
  Taking a ship around the peninsula requires less time
  than the overland route and is also less dangerous
  because fewer encounters occur. If you would rather
  make the characters walk through the swamp, you can
  just rule that no ships are available.
  A small coastal sailing vessel can make about 50
  miles a day, so it can get around the peninsula in just
  two days. The local fishermen don’t like to be on the
  water at night because of the reef, so they anchor in
  coves when the sun goes down. 
  The journey is rough but uneventful while the char-
  acters are aboard ship. If they get off the ship for any
  reason (even while it stands at anchor during the
  night), they have one of the numbered encounters
  (DM’s choice) detailed in encounter A.
  C. A BAD 
  NEIGHBORHOOD
  The terrain around the lighthouse and the pirate camp
  consists of sand dunes dotted with patches of tall grass
  and trees. The dunes form a raised area between the
  beach and the swamp, which shields the beach from
  the view of anyone approaching from the peninsula. 
  If PCs came overland, they can see the tops of the
  lighthouse and the pirates’ wooden tower above the
  trees only after ascending the dunes. If they came by
  ship, they can see the entire setup from afar. But they
  must disembark some miles distant from the light-
  house and pirate camp because the reef allows no safe
  landing any closer than that. They can get to shore by
  swimming or via a small lifeboat, then hike toward the
  buildings.
  Creatures: The pirates regularly dispatch two-person
  teams to patrol the area. These patrols clear the area of
  predators and lizardfolk and ensure the security of the
  camp.
  A local tribe of lizardfolk is also clandestinely
  watching the beach. These lizardfolk are not the ones
  that have been raiding Seawell. This tribe distrusts the
  pirates, whose patrols have clashed with their hunting
  and foraging parties in recent days. Furthermore, these
  lizardfolk were on good terms with the lighthouse
  keepers, who made an effort to get along with them.
  Fearing that the presence of the pirates means some-
  thing has happened to their friends at the lighthouse,
  they send occasional lone scouts to check out the area. 
  Regardless of how the PCs get to the dunes, they
  meet both the pirates and the lizardfolk (DM’s choice as
  to which group is encountered first) shortly after arrival.
  C1. PIRATE PATROL (EL 1)
  When walking a patrol, the pirates follow the trails
  through the area, walking at a brisk pace. Characters
  can spot them 70 to 100 ([1d4+6] × 10) feet away.
  Creatures: The pirates patrol in groups of two.
  D Pirate/Wrecker Crew (2): Male or female human
  warrior 1; CR 1/2; Medium humanoid; HD 1d8+1; hp 5;
  Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base
  Atk +1; Grp +3; Atk +5 melee (1d6+3/18–20,
  4
  
  5
  masterwork cutlass) or +4 ranged (1d8/19–20, master-
  work light crossbow); Full Atk +5 melee (1d6+3/18–20,
  masterwork cutlass) or +4 ranged (1d8/19–20, master-
  work light crossbow); AL LE; SV Fort +3, Ref +2, Will
  +1; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
  Skills and Feats: Intimidate +3, Profession (sailor)
  +3, Swim +6; Dodge, Weapon Focus (cutlass).
  Possessions: Masterwork cutlass (treat as a scimitar),
  masterwork light crossbow, 20 bolts, potion of cure
  light wounds, potion of mage armor, potion of jump,
  potion of endure elements, explorer’s outfit, 38 gp.
  Tactics: Upon meeting any humanoids other than
  lizardfolk, the pirates assume (probably correctly) that
  the group has come from Seawell. They dash to oppo-
  site sides of the trail, take cover, and loose crossbow
  bolts at the intruders. They keep firing for 2 or 3
  rounds, or until their foes close to melee range, then
  withdraw through the undergrowth in opposite direc-
  tions. The pirates have no stomach for a fair fight, and
  even less for a battle in which the odds are against
  them. They surrender as soon as the characters manage
  to catch up with them.
  Development: A captured pirate pretends to be
  tough, but a successful Intimidate check (opposed by
  the pirate’s Wisdom check +1) makes the prisoner
  reveal all he knows about the pirates’ activities in the
  area—which is pretty much everything (see encounter
  E for details).
  If one or both of the pirates escape, they make their
  way back to the pirate camp as quickly as they can.
  They move cross-country, so they might not beat the
  PCs back there (see encounter B for details).
  C2. LIZARDFOLK SCOUT (EL 1)
  Lizardfolk scouts usually stick to the undergrowth near
  the trails, moving parallel to them. Having developed a
  healthy respect for the pirates’ crossbows, they stay
  quiet and hidden as much as they can. 
  Each PC can make a DC 10 Spot check to see the
  scout when she is 40 feet away. A –1 penalty applies to
  the check for each 10 feet of distance between the PC
  and the scout.
  Creature: Each lizardfolk scout works alone, doing
  her best to keep the pirates under surveillance and
  ambushing them if she can.
  D Lizardfolk Scout: hp 11; see Monster Manual
  page 169.
  Tactics: Like the pirates, the scout assumes that
  the PCs have come from Seawell. She further
  assumes that they are hostile and decides to make a
  show of force.
  The scout begins by hurling a javelin into the
  dirt in front of the lead PC and commanding the
  characters (in Common) to halt. If they obey, she
  demands to know what they are doing in the area.
  If they attack, she drops her shield and flees to the
  nearest waterway, where she escapes by swimming
  underwater.
  Development: If the PCs converse with the scout,
  she tells them that the lighthouse keepers haven’t been
  seen for six weeks. She also can give the characters a
  general layout of the pirate camp (see encounter E) and
  a description of their activities. The scout also warns
  the PCs about the pirate patrols in the area.
  If the characters capture the scout, they get more or
  less the same information as they would have by con-
  versing with her.
  If the PCs have not yet attacked the scout, they can
  use a Diplomacy check to persuade her to join in an
  attack on the pirate camp. Her starting attitude is indif-
  ferent if the PCs have been rude or menacing toward
  her, or friendly if they have been polite and open. To
  win her aid, they must shift her attitude to helpful (see
  page 72 in the Player’s Handbook).
  If the PCs tell the scout that they have already met
  the pirate patrol and allowed one or two pirates to
  escape, she gladly contacts the rest of the tribe. Once
  altered, the tribe prevents the escaping pirates from
  returning to their camp.
  D. THE LIGHTHOUSE
  Standing about 60 feet tall, the lighthouse dominates
  the promontory on which it stands. A sea wind always
  blows around the lighthouse, even when there is none
  at the shoreline.
  The lighthouse is the home of Mirval Kojar (human
  male expert 4), his wife Stenna (human female com-
  moner 5), and their two sons, Mirval Jr. and Kolin
  (both human male commoners 2). The Kojars also have
  another son, but he left about three years ago to see the
  world.
  The pirates slew all four of the Kojars and left their
  bodies in the lighthouse to rot. The corpses have been
  there for nearly six weeks, and the whole lighthouse
  now smells of death and decay. 
  A short key follows, but there is no treasure left
  here. The pirates took everything of value from the
  lighthouse when they killed the family.
  D1. LIGHT CHAMBER
  Read or paraphrase the following when the PCs enter
  this chamber.
  
  6
  
  7
  A large oil-powered lamp provided the light, and the
  mirrors and lenses in the housing reflected and ampli-
  fied it. The pirates smashed both the lamp and the
  housing and removed all the oil.
  D2. MIRVAL JR.’S BEDROOM
  Each of the two children had his own bedroom, since
  the lighthouse was quite spacious.
  Mirval Jr.’s body lies decaying in a corner of the room,
  covered by discarded clothes. The books on the bed are
  about astronomy, Mirval’s chief interest.
  D3. PLAYROOM 
  Mirval Jr. and Kolin played together in this chamber
  while their parents tended to business. 
  A thin patina of dust covers everything here.
  D4. KOLIN’S BEDROOM
  This chamber is the bedroom of Kolin, the younger son.
  The corpse is that of Kolin, who was killed when the
  pirates sacked the lighthouse. The wardrobe is filled
  with clothes for a small boy.
  D5. STORAGE 
  Linens, oil, and other nonfood items were stored here,
  but the pirates looted the chamber to augment their
  own supplies. Nothing is left here now except empty
  and broken crates.
  D6. SITTING ROOM 
  Mirval and his wife Stenna relaxed here after the day’s
  work was done.
  The bag contains Stenna’s knitting.
  D7. EXTRA BEDROOM
  This room once belonged to the Kojars’ oldest son.
  After he left to seek his fortune, the room was con-
  verted into a second spare bedroom.
  The books in this room are all about seafaring and
  oceangoing vessels.
  D8. COMMON WORKROOM
  The Kojars used this chamber to repair furniture, fix
  the light housing, and make new items of wood, glass,
  and metal.
  The tools here are for woodworking, glassblowing, and
  metalwork.
  D9. EXTRA BEDROOM
  This chamber is furnished exactly like area D7, except
  that there are no bookshelves.
  D10. MASTER BEDROOM
  This room was where Mirval and Stenna slept.
  Stenna’s body lies in the corner by the bed.
  D11. STORAGE
  This chamber was devoted to storage of outerwear,
  including boots and rain gear of all sorts. 
  A double bed dominates this room. Beside it stand
  an open, empty wardrobe and a night table with a
  lamp. Clothes are strewn everywhere. The smell
  of death hangs heavy in here.
  Tool racks are mounted on the walls of this room,
  and large tables occupy the center.
  This chamber contains an adult-sized bed and an
  empty wardrobe, plus bookshelves whose con-
  tents now lie scattered on the floor. 
  A comfortable-looking sofa and two upholstered
  chairs make this room seem cozy and inviting. In
  front of the sofa is a small table, and bookshelves
  line the wall. Most of the books now lie heaped on
  the floor. Beside one of the chairs is a small bag
  with knitting needles protruding from it.
  The stench is overpowering in this room. Its
  source is easy to see—a child’s corpse lies rotting
  amid scattered toys on the floor. A small bed
  stands against one wall, and beside it is an open
  wardrobe, its contents scattered about the floor.
  A window on the outer wall lets in the sunlight.
  This room is filled with furniture sized for both
  adults and children. Boxes of toys and books line
  the walls, and hobby horses and toy carts stand
  here and there.
  A putrid stench like that of rotting bodies fills this
  chamber. On one side of the room stand an open,
  empty wardrobe and an adult-sized bed with
  books lying open atop it. More books fill the
  shelves along the walls, and a telescope stands
  beside the window. Clothes litter the floor.
  The broken shards of a glass housing litter the
  floor of this chamber at the top of the lighthouse. 
  
  8
  D12. BATHROOM
  This chamber contains four pits that go through the floor
  into the ground. Herbs are normally used to sweeten the
  air, but they have not been replaced for the past six weeks.
  D13. ENTRY ROOM 
  This room is the entryway to the lighthouse.
  Four pairs of boots stand along the wall. The cloaks that
  once hung on the hooks, however, are gone.
  D14. PANTRY
  This room is filled with row upon row of shelves that
  once held food stores. The pirates looted most of these
  supplies.
  D15. KITCHEN AND DINING AREA
  The family ate in a corner of the kitchen.
  The dishes and pots from the cupboards are gone,
  looted by the pirates.
  E. THE PIRATE CAMP 
  (EL 4)
  The pirates have built a campsite just off the beach on
  the lighthouse side of the peninsula. Their light tower
  is out in the open on the beach, but their tents and
  semipermanent structures are concealed in the bushes
  off to the side. 
  The pirates wrecked and salvaged a ship two days before
  the PCs’ arrival. After slaying the crew and looting the ship,
  they burned the wreck; thus, no trace of it is visible from
  the beach or above the water’s surface. The pirates are still
  in the process of sorting the loot, figuring out what they
  have, and deciding what to do with it. Except for the
  patrols, most of them stick fairly close to the camp. 
  NORMAL PIRATE ACTIVITIES
  The pirates’ regular activities include the following.
  • Inventorying and Appraising Loot. The pirates have
  dragged most of the goods they took from the
  lighthouse and all the goods salvaged from the
  wrecked ship into their campsite. During the day,
  four pirates are usually engaged in sorting, appraising,
  and recording the loot under the captain’s supervi-
  sion. 
  • Hiding Loot. When they’re finished with the sorting,
  the pirates pack their stolen goods in barrels and
  bury them above the high tide mark. At any given
  time, two pirates are busy packing barrels and two
  more are hauling a packed barrel off somewhere to
  bury it.
  • Patrolling the Area. This patrol is in addition to the
  one in encounter A. Two pirates (either two crew
  members or the first mate and a crew member) are
  always on patrol, except at mealtimes. The patrol
  searches for tracks and keeps an eye out for
  unwanted visitors, such as survivors of wrecks or
  lizardfolk. The first mate directs these patrols and
  occasionally goes out himself. Patrols cover a circular
  area about 200 yards around the camp, but the pirates
  investigate anything suspicious that they see, even if
  it is farther away. They keep the camp informed as to
  their movements outside the base area, and a second
  patrol comes looking for any missing crew members
  after 1 hour. 
  • Preparing Meals. At mealtimes, one or two pirates
  cook under the pavilion. The whole crew eats
  together, so patrols are suspended during meals.
  • General Activities. Pirates not engaged in any other
  activity gamble, repair equipment, read, or pursue
  other leisure activities during the day.
  • Nighttime: At night, the pirates light the false light,
  and one of them remains atop the tower as lookout.
  Those not on patrol sleep in the tents.
  There are always pirates in the camp unless a wreck is
  being salvaged. When they discover the PCs depends
  on how quiet and discreet the characters are while
  exploring the area. Use your judgment here, and make
  use of Spot and Listen checks. 
  PIRATES ON ALERT
  Any pirate scouts who escaped from an encounter with
  the PCs try to return to the camp by an overland route.
  The trip takes at least a day, and the pirates are subject
  to the same dangers from the swamp as the PCs are.
  The characters, however, can make the same trip in just
  a few hours using the trails. As noted earlier, the char-
  acters can also enlist the aid of the local lizardfolk to
  stop the pirates from returning to the camp.
  If any pirate who has seen the PCs manages to
  return to camp, the pirates post one or two extra guards
  in the camp and stop their patrols. If no attack is
  A stone oven dominates one wall of this room.
  Nearby stands a sink, and cupboards line the
  walls, their doors hanging open. One corner holds
  a table and five chairs.
  A small table beside the outer door holds two oil
  lamps. On the opposite wall are hooks for cloaks,
  and boots are lined up underneath them. A chair
  stands in the corner.
  
  9
  forthcoming within a day, the captain, first mate, and
  two crew members set out to confront the PCs.
  HANDLING THE PIRATES
  This encounter can be extremely dangerous for the
  PCs. If they try to attack all the pirates at the same time,
  they face an EL 4 encounter that will probably kill
  them, though they might just pull through if they sur-
  prise the pirates or if they’ve managed to recruit the
  lizardfolk scout. The captain alone is a challenge for a
  1st-level party (see The Pirates, below). Thus, the PCs
  have to find clever ways to handle this encounter.
  Below are some options they might use.
  • Get Help from Seawell. The PCs can go back to
  Seawell, explain that pirates are camped on the beach,
  and recruit some help. They should be able to get
  enough militia people together to help them defeat
  the pirates, especially if they have watched long
  enough to know their enemies’ true strength. If the
  PCs were spotted, however, the pirates are ready for
  trouble.
  • Divide and Conquer. The characters may choose to
  wear down the pirates by taking out small groups of
  them and then retreating to rest. The party has ample
  opportunity to make such attacks as the pirates go
  about their daily business. But if they allow any pirate
  they have attacked to escape, the pirates will be on
  their guard.
  • Get Help from the Lizardfolk. To make this option
  work, the characters must already have befriended the
  lizardfolk scout. In that case, they can raise a large
  enough force to help them defeat the pirates, as noted
  above.
  THE PIRATES
  The PCs can encounter the pirates anywhere within
  the camp area. How exactly that encounter occurs
  depends on how the PCs decide to approach the camp
  (see Handling the Pirates, above).
  Creatures: The camp is home to Erqua Ashilim and
  her crew of cutthroats. The band consists of Erqua, her
  first mate Svingal Stonefist, and six crew members—
  though only two crew members are actually in the
  camp at any time.
  D Erqua Ashilim, Pirate/Wrecker Captain: Female
  human ranger 1/sorcerer 1; CR 2; Medium humanoid;
  HD 1d8 plus 1d4; hp 6; Init +2; Spd 30 ft.; AC 12, touch
  12, flat-footed 10; Base Atk +1; Grp +2; Atk +3 melee
  (2d4+1/18–20, masterwork falchion) or +4 ranged
  (1d8/[TS]3, masterwork composite longbow); Full Atk
  +3 melee (2d4+1/18–20, masterwork falchion) or +4
  ranged (1d8/[TS]3, masterwork composite longbow);
  SQ favored enemy (humans +2), wild empathy +2; AL
  LE; SV Fort +3, Ref +5, Will +3; Str 12, Dex 15, Con 10,
  Int 14, Wis 10, Cha 13. Height 5 ft. 9 in., weight 170 lbs. 
  Skills and Feats: Concentration +3, Hide +6, Jump
  +5, Knowledge (geography) +6, Listen +4, Search +6,
  Spellcraft +4, Spot +4, Survival +4, Swim +5, Use Rope
  +6; Combat Reflexes, Point Blank Shot, Track.
  Favored Enemy: Erqua gains a +2 bonus on her
  Bluff, Listen, Sense Motive, Spot, and Survival checks
  when using these skills against humans. She gets the
  same bonus on weapon damage rolls against humans.
  Wild Empathy (Ex): Erqua can use body language,
  vocalizations, and demeanor to improve the attitude of
  an animal (such as a bear or a monitor lizard). This abil-
  ity functions like a Diplomacy check to improve the
  attitude of a person. Her bonus on the check is +2. The
  typical domestic animal has a starting attitude of indif-
  ferent, while wild animals are usually unfriendly.
  Erqua and the animal must study each other for 1
  minute. This ability can also be used to influence a
  magical beast with an Intelligence score of 1 or 2, but
  Erqua takes a –4 penalty on the check.
  Sorcerer Spells Known (5/4; save DC 11 + spell
  level): 0—acid splash, detect magic, mage hand, read
  magic; 1st—mage armor, sleep.
  Possessions: Masterwork falchion, masterwork com-
  posite longbow, 20 arrows, cloak of resistance +1,
  potion of cure light wounds, potion of mage armor,
  potion of jump, explorer’s outfit, spell component
  pouch, two tanglefoot bags, 8 gp.
  D Svingal Stonefist, Pirate/Wrecker First Mate:
  Male dwarf rogue 1; CR 1; Medium humanoid; HD
  1d6+3; hp 6; Init +2; Spd 30 ft.; AC 14, touch 12, flat-
  footed 12; Base Atk +0; Grp +1; Atk +2 melee (1d8+1,
  masterwork morningstar) or +3 ranged (1d8/19–20,
  masterwork light crossbow); Full Atk +2 melee (1d8+1,
  masterwork morningstar) or +3 ranged (1d8/19–20,
  masterwork light crossbow); SA sneak attack +1d6; SQ
  darkvision 60 ft., dwarf traits, trapfinding; AL NE; SV
  Fort +3, Ref +4, Will +1; Str 13, Dex 15, Con 16, Int 10,
  Wis 12, Cha 6. Height 4 ft. 3 in., weight 164 lbs.
  Skills and Feats: Balance +6, Craft (metalworking)
  +2, Craft (stoneworking) +2, Hide +6, Jump +5, Listen
  +5, Move Silently +6, Search +4, Spot +5, Tumble +6;
  Combat Reflexes.
  Dwarf Traits: Svingal has a +1 racial bonus on attack
  rolls against orcs and goblinoids, a +2 racial bonus on
  saves against spells and spell-like abilities, a +2 racial
  bonus on Fortitude saves against all poisons, and a +4
  dodge bonus against giants. He also has stonecunning
  (+2 racial bonus on checks to notice unusual stone-
  work; can make a check for unusual stonework as
  
  10
  though actively searching when within 10 ft. and can
  use the Search skill to find stonework traps as a rogue
  can; intuit depth) and stability (+4 bonus on ability
  checks made to avoid being bull rushed or tripped
  when standing on the ground). In addition, Svingal has
  a +2 racial bonus on Appraise checks and Craft or Pro-
  fession checks related to stone or metal (already fig-
  ured into the statistics above).
  Trapfinding: Svingal can use the Search skill to
  locate traps when the task has a DC higher than 20. 
  Possessions: Leather armor, masterwork morning-
  star, masterwork light crossbow, 20 bolts, potion of
  cure light wounds, potion of mage armor, potion of
  jump, potion of endure elements, explorer’s outfit,
  thieves’ tools, 55 gp.
  D Pirate/Wrecker Crew (2): Male or female human
  warrior 1; CR 1/2; Medium humanoid; HD 1d8+1; hp 5;
  Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base
  Atk +1; Grp +3; Atk +5 melee (1d6+3/18–20, master-
  work cutlass) or +4 ranged (1d8/19–20, masterwork
  light crossbow); Full Atk +5 melee (1d6+3/18–20, mas-
  terwork cutlass) or +4 ranged (1d8/19–20, masterwork
  light crossbow); AL LE; SV Fort +3, Ref +2, Will +1; Str
  15, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
  Skills and Feats: Intimidate +3, Profession (sailor)
  +3, Swim +6; Dodge, Weapon Focus (cutlass).
  Possessions: Masterwork cutlass (treat as a scimitar),
  masterwork light crossbow, 20 bolts, potion of cure
  light wounds, potion of mage armor, potion of jump,
  potion of endure elements, explorer’s outfit, 38 gp.
  Tactics: Should it come to a fight, the pirates mass
  together and attack from a distance with ranged weap-
  ons and spells. After one or two volleys of projectiles
  and spells, the pirates close to melee range. They
  haven’t been taking any prisoners lately, but they give
  the PCs a chance to surrender if the opportunity pres-
  ents itself. (The pirates suspect that the PCs are a cut
  above the ordinary seafarers they’ve been fighting
  recently, and they figure they can collect a ransom or
  force some kind of service from them.) If the PCs
  refuse to surrender or have the upper hand in the fight,
  the pirates fight to the death, since they know that’s the
  fate that awaits them if captured. 
  Development: The PCs must defeat all the pirates
  before they can safely examine the loot.
  Treasure: In addition to their personal possessions,
  the pirates have collected a considerable amount of loot.
  Their stash includes twelve casks of salted meat (1 gp
  each), eighteen casks of wine and other spirits (18 gp
  each), twenty-eight bales of cloth (10 gp each), three
  casks of glassware (15 gp each), fifteen hundred copper
  ingots (30 pounds, 15 gp each), nineteen casks of oil (2 gp
  each), and fifteen casks of herbs and spices (25 gp each).
  KEY TO THE CAMP
  The points of interest within the pirate camp are
  detailed below.
  E1. The Tower
  The false light tower is situated about 30 feet from the
  shoreline and 20 feet from the edge of the bushes that
  conceal the pirate campsite. The structure is basically a
  60-foot-tall, skeletal tower with a ladder attached on the
  side nearest the campsite. It measures 25 ft. square at
  the top and slopes outward toward the ground. The top
  supports a great fire basin made of stone and metal, as
  well as a pile of wood. Beside the structure stands a
  winch that the pirates use to haul wood and other sup-
  plies to the top of the tower. 
  The pirates burn a fire in the basin at night to simu-
  late the light of the lighthouse. The tower is generally
  manned only at night, but the pirates sometimes use it
  as a surveillance platform during the day. Those on top
  of the tower can stay out of sight of people on the
  ground just by staying low.
  E2. The Campsite
  The pirate camp is located 40 feet from the tower, about
  20 feet beyond the edge of the bushes. They cannot see
  the shore from their camp, but they rely on the noise of
  a wreck to know when a ship has grounded on the reef.
  The campsite consists of four 15-foot-by-15-foot tents
  for sleeping, a central area with a 20-foot-square wooden
  pavilion under which the pirates cook their meals, and
  three wooden buildings, each 15 feet by 10 feet, that
  they use for storage. The structures are well built
  because the pirates worked on this camp for weeks
  before lighting the false lighthouse fire for the first time.
  E3. Boats
  Two large rowboats, each equipped with four oars,
  stand on the beach. The pirates use these to row out to
  the reef and salvage wrecks.
  CONCLUDING THE
  ADVENTURE
  Whether or not the PCs had help, they become heroes in
  Seawell after vanquishing or driving off the pirates. They
  receive the promised payment, if any, and free room and
  board for a week. Others in town who know where
  heroes are needed point them in the direction of further
  adventures, but they are always welcomed in Seawell.
  FURTHER ADVENTURES
  If you wish to expand on this adventure, just assume
  that Erqua was in league with, or working for, some
  
  11
  other villain. A clue in her possessions can lead the
  characters on a quest for the power behind the pirates.
  If the PCs choose to stay in the area for a while, they
  could become involved with the local lizardfolk in any
  of several ways. The hostile tribes might decide to start
  a real war with Seawell, and the characters might be
  called upon to stop the threat. Or perhaps the lizardfolk
  need help to deal with a threat deep in the swamp. In
  such a case, the PCs could find themselves aiding the
  creatures that the town views as enemies.
  ABOUT THE AUTHOR
  Robert Wiese began playing D&D with the blue boxed
  set (the one after the original three small pamphlets).
  He has campaigned through three and a half editions
  of his favorite roleplaying game, and he has tried Call
  of Cthulhu and some other games as well. Through it
  all, he has learned that a great DM makes a great cam-
  paign, so he is happy to assist great DMs with little
  ideas such as this adventure. He led the RPGA Net-
  work through the tough times and now works at UNR
  as a biochemical researcher. Life is very full between
  studies, work, pets (three dogs, three cats, a fish, a frog,
  a toad, and two rats), and gaming, but he always puts
  his wife and his faith first.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/D&D 3.5 Adventures/Wreck Ashore.pdf