Soldshort's Folly

A d20 System Adventure for Four Level 2 Characters, by Timothy Emrick

Introduction

This adventure can serve as a bridge between Death in Freeport (1st-level party) and Terror in Freeport (3rd-level party). It assumes that the DM is owns and is familiar with Death in Freeport, and that the party did not kill Scarbelly, the orc captain from that adventure. You will need Death in Freeport for the orcs' statistics.

This adventure was originally written for a D&D campaign set in H.P. Lovecraft's Dreamlands, and makes references to places found in that dimension. See the Call of Cthulhu (CoC) sourcebook, The Complete Dreamlands, for further background information. The small island chain just south of Rinar was used as the Serpent's Teeth, home of Freeport.

The island described here is adapted from "The Privateer's Diary" adventure in The Bermuda Triangle sourcebook for CoC. "Soldshort's Folly" summarizes the most important details borrowed from that adventure, but the GM may want to look at that book for further ideas, as well as the original maps.

Background for the DM

About two years ago, the gnome scholar Panorin Soldshort found a sailor's diary moldering in a bookstore in Hlanith, and bought it for his haphazard collection of travelogues. He soon realized that the book was more than a simple crewman's record, but instead belonged to the Freeport pirate captain Quentin "Hellcat" Cantor, who was a dire plague on the Cerenarian and Southern Seas for many years, until his mysterious disappearance about 200 years ago. The diary gave many revealing details about the Hellcat's last few voyages (including a daring raid on Panorin's hometown of Rinar!). The book also hinted at his contacts with monstrous sea races and at the location of his long-lost hoard, and contained many passages in code that promised to throw more light on these secrets. Panorin spent a few months in the libraries of Celephais researching cyphers. When he finally cracked the code, he learned that the hoard was almost certainly buried on an island in the Serpent's Teeth, and he resolved to find the fabled treasure himself. He proceeded to Freeport, and began to search the library of the temple of Nasht [God of Knowledge] for help locating the island. When he had narrowed the possibilities to three, he began to inquire about a crew to take him to these islands. He found the gnomish vessel, the Dusk Walker, captained by Xyrthana Seaskipper, to be perfect for his quest.

The bookish gnome, however, lacked the proper canniness necessary to survival in Freeport, and word of his inquiries spread through the docks. Most of the sailors laughed at the audacity of this half-pint landlubber thinking he could divine the Hellcat's secrets. Not even Cantor's greedy contemporaries, the great Drac and Francisco, were able to root out the hiding place. Most of the crews contented themselves with the thought that even if the fool found something, he lacked the sense to properly hide and guard it when he returned to Freeport, and would be easy pickings.

Only one pirate captain, the orc Scarbelly, gave enough credence to "Soldshort's Folly" to follow the gnome out of port in his own ship, the Bloody Vengeance. Scarbelly knows enough of the tales of the Hellcat to know that Cantor was a black magician and had almost certainly laid a curse on his hoard. He has a healthy dislike for wizards and magic, but felt that the wizard Kenzil (who recently hired him to acquire a magic staff) would pay handsomely for the more obviously arcane portions of the Hellcat's hoard. Scarbelly's one true worry was the old pirate's curse, so he planned to let Soldshort find the treasure and fall prey to the curse, then take the gnomish ship by surprise.

Panorin did indeed find the correct island, and the crumbling seafort described in the diary. While the gnomes searched for the treasure, the Bloody Vengeance dropped anchor on the far side of the island, and sent scouts to spy on the gnomes' progress. When the spies reported that the expedition appeared overly excited about something found in the fort, Scarbelly ordered the attack.

The landing party from the Dusk Walker was taken by surprise and quickly defeated by the more powerful orcs. Scarbelly had given orders to subdue as many of the crew as possible, but let it be known that he only truly cared that Soldshort was left alive. Soldshort, Xyrthana, and the ship's wizard, Olodak, were taken prisoner, and the other five gnomes slain. Two orcs were knocked out by the wizard's spells, but none were seriously injured in the ambush.

Three crew members had been left behind to guard the Dusk Walker: the fighter Aralynn, the rogue Jantor, and an elven monk, Loraerris. The two gnomes had siblings in the landing party, so when they heard sounds of battle, they insisted on attempting a rescue. They managed to overcome an orc sentry, and wound a few others, but were driven off before they could free any survivors. Meanwhile, Scarbelly had sent a small party of orcs to seize the Dusk Walker, so the three would-be-rescuers were forced to hide in the island's marshy region to lick their wounds.

When Olodak revived, he was able to regain mental contact with his raven familiar, Pitch (who had fled upon his master's capture), and sent the bird to find his friends. Pitch reported on their status, as well as that of the orcs (whose language he spoke), but he was unable to get close enough to his master to help him escape. Olodak then hatched a desperate plan: He would send Pitch back to Freeport (several leagues away, well out of range of his link). The wizard (and his familiar) knew a shipwright who had helped build the Dusk Walker, who might be able to find help for its crew.

This shipwright, Marora, was a very unusual half-orc: first of all, she was rather petite, comely and learned for her race, and second of all, she had recently become a druid because of her love of the sea and its creatures. Pitch found her, and after her spells restored his strength, he gave a detailed (if somewhat disjointed) account of the ship's misadventures. Marora has approached Brother Egil of the temple of Nasht for help. Egil knew a little of Panorin's research, but was unable to help Marora directly. He did, however, know of a group of heroes (the PCs) who had recently proven themselves in Freeport.

The Half-Orc's Plea

Brother Egil will send word to the PCs that he has had a request for help for which he thinks they might be well suited. He wants to arrange a meeting with the PCs, and introduce them to Marora. The half-orc woman will then explain how Pitch came to find help for Olodak, and that she fears for the safety of the surviving crewmen. She gathers that they seeking a hidden treasure hoard, and feels that the Dusk Walker's crew would gladly part with some of it if succored. She knows something of Scarbelly's reputation (see Death in Freeport), and has a healthy fear of the man. If she could just get a brave party to help her friends, though, she would welcome the opportunity to foil the pirate. To her, he embodies the worst parts of both the orcish race and Freeport's own heritage.

If the party is willing to help, Marora has the use of a small ship for the rescue mission. She feels confident that with Pitch's help, she can find the island. She doesn't consider herself much of a fighter, and thinks she would help most by piloting the rescue ship, helping the party use Olodak's raven (who speaks Orc) to spy on the pirates, and using her spells and wilderness lore to cover the party's presence. Her ship cannot hold many passengers, so if they are able to rescue more than one or two of the survivors, they will need to liberate the Dusk Walker.

Under Sail to the Hellcat's Island

When the party boards Marora's ship, they can see for themselves that it is small but seaworthy. Marora can man the ship by herself if necessary, but prefers to have at least one or two assistants. She will ask if any PCs know how to handle a ship, and will enlist their help with the sails. Even if no PCs have Profession (Sailor), the DM may wish allow them to make Wisdom checks to determine whether they catch on to her orders quickly enough to be more help than hindrance. (See also the "Cooperation" rules in the Player's Handbook, p. 62.)

Marora also has another ally who will join the ship after it leaves the harbor: Ooh-ah, a porpoise she has befriended. This companion will stay near the ship, and will defend Marora if she is attacked while in the water. He will also go to the aid of any friendly character who falls into the water and appears to be hurt or unable to swim.

The journey to the island should go uneventfully, unless the DM wishes otherwise. In that case, see the Player's Handbook, p. 74, about the Swim skill, and the Dungeon Master's Guide, pp. 85-86, about "Water Dangers." Possible random encounters at sea (or in the coastal waters around the Hellcat's island) include:

After several hours' sailing, the ship will reach the island where the Bloody Vengeance attacked the Dusk Walker.

The Lay of the Land

The Hellcat's Island is irregular in shape, about one-quarter of a mile long north to south and a bit over half that wide east to west. The southern third of the island is marshy, with thick vegetation. The middle third of the island is rocky, except for the 100 feet or so nearest the shore. The northern third is covered in scrub, which extends a short ways onto the rocky area in the island's center. The ruined seafort is located at the island's highest point (about 50 feet above sea level) at the northern edge of the rocky area, and is surrounded by scrub. It is easily visible from anywhere on the island.

There are three safe places to anchor a ship near the island. The safest harbor, and the one closest to the fort, forms a notch in the northern shore, and is surrounded by sandy beach. The Dusk Walker is anchored here. The fortress is a mere 100 feet from the water on this side, about half of which is beach and the rest scrub. However, the ground is quite steep under the fortress's north wall, and the entrance is located on the south side, facing the interior of the island.

The Bloody Vengeance is anchored in the next best location, a small inlet halfway down the island's eastern side. The western side of the island also has a small inlet that allows a ship to come close to shore, but provides the least cover from storms of the three approaches. This western location may be the best place for Marora and the PCs to come ashore, as it is out of direct line of sight from the Bloody Vengeance, and the climb to the fortress is not too difficult.

The Bloody Vengeance

Use the description of the Bloody Vengeance, and the statistics of its orcish crew, as given in Death in Freeport (pp. 11-13, 24-25). Because the island has no docks, the orcs have added a small ship’s boat to their gear for this voyage. This is essentially a large rowboat, about 15 feet long and holding 4-5 people.

Creatures: Aggro (Ftr2, hp 18), 3 orcs (Ftr1, hp 2, 6, 9). Two orcs are always awake and on watch: one in the crow’s nest, one on the forecastle. The other two orcs sleep below decks until either the shift changes or the alarm is given.

Treasure: The staff of defense has been delivered to Kenzil, but otherwise the orcs’ treasure is unchanged. They have not yet transferred any booty from the island to their ship.

The Dusk Walker

For the Dusk Walker, use the Bloody Vengeance deck plans as a model. The Dusk Walker is much shorter (about 55 ft. long), with a smaller forecastle and two small cabins in the aftcastle. (For those with access to Dragon Magazine #116 [December 1986], the paper model of a cog in that issue would serve perfectly.)

The Dusk Walker once had a ship’s rowboat, but the orcs found it shortly after their ambush and stove in its hull. The remains still lie on the beach, at the point nearest the ship. The orcs have delayed looting the gnomes' ship because their numbers are already thin from guarding both the prisoners and their own ship. Therefore, the following treasure has not yet been removed from theDusk Walker:

Treasure: Xyrthana and Olodak share one of the two cabins. A locked pay chest can be found here; it holds 110 gp, 90 sp, and 80 cp. A separate "emergency box" holds 2 flask of holy water (25 gp each), 3 doses of antitoxin (50 gp each), and three healer's kits (50 gp each). Olodak's spellbook (see Appendix: NPCs) is hidden in a secret compartment (Search DC 20) in the wall.

Random Island Encounters

If the characters spend a great deal of time exploring the island, feel free to have them meet some of the indigenous wildlife. Whether these encounters will be violent or not will depend largely on the party's actions, and how easy or hard a time the DM thinks they are having. Some possible encounters include:

    • Bat (10-40): CR 1/10; see Monster Manual, p. 193.

    • Boar (1): CR 2; see Monster Manual, p. 194.

    • Caiman [crocodile] (1): CR 2; see Monster Manual, p. 195.

    • Lizard (1): CR 1/6; see Monster Manual, p. 198.

    • Lizard, Giant (1): CR 2; see Monster Manual, p. 198.

    • Monkey (10-40): CR 1/6; see Monster Manual, p. 198.

    • Snake, Constrictor (1): CR 2; see Monster Manual, p. 201.

    • Snake, Tiny Viper (1): CR 2; see Monster Manual, p. 201.

The Fortress

The fortress is a square tower, 50 ft. on a side, of which the first floor is largely intact and the second floor is gone except for the northwest corner. A one-story structure half the size of the tower extends from the south wall, and a 50 ft. square courtyard extends from the east wall. There is one arrow slit for each 25 ft. stretch of exterior wall on the ground level.

The remaining six orc crewmen are here to guard the prisoners: two in the courtyard, one on the remains of the second floor, three off duty inside. Scarbelly spends most of his time at this camp, so that he can interrogate Soldshort at his leisure.

Ground Floor

Courtyard: This 50 ft. by 50 ft. space is surrounded by a crumbling stone wall with arrow slits. The outer door (in the south wall) has fallen, and a 30-40 ft. length of the northeastern corner has collapsed completely. Near this fallen section is a large stone slab that covers a grave shared by three (normal) skeletons. An intact door leads to the ground floor of the tower.

Creatures: Two orcs (Ftr1, hp 4, 6). These orcs are on guard duty, but will be less than perfectly alert, especially during the day.

Tower (East Room): The door from the courtyard opens onto a 30 ft. by 50 ft. room filling the eastern side of the tower. A staircase (going up to the second floor) is in the northeast corner, a double door leads to the smaller western room, and a single door leads to the southern room. Most of the ceiling of the East Room has fallen in, covering the floor with debris. Enough of this debris has been cleared recently (by the gnomes) to open the doors to the other two rooms. The southeast corner has been cleared enough for the orcs to throw down bedrolls.

Creatures: Three orcs (Ftr1, hp 2, 4, 8). These orcs are off duty, and will be sleeping (or otherwise resting) unless an alarm has been given. They are paranoid enough to sleep in armor, with weapons close to hand.

Tower (West Room): This 20 ft. x 40 ft. room also contains a large amount of debris, consisting of rocks fallen from walls and ceiling, and scrub growing in the sunlit gaps. The gnomes have discovered and uncovered a trapdoor by the south wall; this opens to a ladder down to an earthen tunnel. Captain Scarbelly has claimed this room as his own, and the orcs have piled equipment taken from the gnomes in a heap near the trapdoor.

Creature: Scarbelly (Ftr3, hp 31).

Treasure: Besides Scarbelly's personal gear (see Death in Freeport), the following gear was taken from the gnomes after the battle:

From Panorin: light mace (1d6, x2), the Hellcat's diary.

From Xyrthana: leather armor (+2 AC), shortsword (1d6 [-1 Str], 19-20/x2), light crossbow (1d8, 19-20/x2, range 80 ft.) with 8 quarrels, key (to the Dusk Walker's pay chest); potion of charisma, coral necklace (70 gp; found in this room and not yet identified as Deep One manufacture).

From Olodak: club (1d6 [+1 Str], x2, range 10 ft.), light crossbow (1d8, 19-20/x2, range 80 ft.) with 9 quarrels, arcane spell scroll (5th-level caster: summon monster I, dispel magic), spell component pouch.

From slain gnomes: 3 suits leather armor (+2 AC), 3 daggers (1d4, 19-20/x2, range 10 ft.), 1 halfspear (1d6, x3, range 20 ft.), 1 morning star (1d8, x2), 2 shortswords (1d6, 19-20/x2), 1 hand crossbow (1d4, 19-20/x2, range 30 ft.) with 10 bolts.

South Room: This 30 ft. x 50 ft. room was originally a storeroom, and contains a large amount of debris, consisting of fallen rocks and long-rotted supplies. Several rusted and broken weapons can be found buried in the mess, all ruined beyond use. Some of the debris has been moved, but the room has not yet been cleared in any systematic way. This room holds the three captured gnomes (see below), and the bodies of their five dead comrades: Wilorin Smilebeard (male, War1), Alivor Littleknight (male, War1), Unavyre Lightouch (female, Exp1 sailor), Hannda Beestinger (female, Sor1), and Norster Stonecrusher (male, Exp1 cook); Alivor and Jannda were siblings to Aralynn and Jantor, respectively.

Creatures: Panorin (Exp2, hp 11), Xyrthana (Brd2, hp 1*), Olodak (Wiz2 illusionist, hp 3*). See Appendix: NPCs. *Xyrthana and Olodak are suffering from wounds taken in the battle. Panorin took only subdual damage, which has healed.

Upper Floor

Most of this 50 ft. by 50 ft. room has collapsed, leaving only a small piece of intact floor (about 30 ft. by 20 ft.) and wall on the west side. Originally, the center of each wall sported a large window, but only one frame is still intact. If a character climbs onto the roof of the South Room, they may cross the 15 ft. space to the "safe" section of this floor by making Climb checks (DC 5) or Balance checks (DC 15) to keep from falling off--or through!--the crumbling stonework.

Creature: One orc (Ftr1, hp 6). This orcs is on guard duty, but will be less than perfectly alert, especially during the day.

Cellar

Tunnel: This 8-ft. wide earthen tunnel ends after 40 ft. at a strong wooden door with a lock (DC 25 to Open Lock, DC 23 to force open). Several sets of footprints lead to the door, but a Search or Track check (DC 10) will reveal that none passed through the door. The gnomes were attempting to open this door when the orcs attacked, so no one on the island has yet seen the rest of the cellar.

Lab: The locked door opens on a 40 ft. by 40 ft. workroom that reeks of must. All characters must make a Fortitude check (DC 13) each hour they remain here or be violently nauseated. Treat the effects as the stinking cloud spell; award XP as for a CR 2 trap. The walls, floor and ceiling of this room are faced with stone.

Papers and jars cover the single large work table. The jars are sealed, and contain a murky liquid. They are labeled as organs taken from a "Go-Ha." The papers are in the Hellcat’s hand. (Panorin will recognize it as such, as will anyone who examines the diary.) They contain notes on the physiology and language of the "Go-Ha." One sheet is actually an arcane spell scroll with a singlewater breathing spell (caster level: 5th).

Four mahogany doors line the north wall. All are padlocked (DC 25 to Open Lock, DC 23 to force open) except for Door #3. Doors #1, 2 and 4 open into 10 ft. by 10 ft. cells faced with stone.

Door #1: This cell is empty. Scratches on the wall indicate that something large and dangerous was once kept here.

Door #2: Anyone making a successful Listen check (DC 15) at this door will hear a strange splashing sound behind it. The cell beyond contains a 35 ft. deep well, filled 15 ft. deep with murky, stale water. A strange flapping sound can be heard. A Spot check (DC 15, or higher for insufficient light) will reveal a humanoid creature chained to the bottom of the well. It has broken one of its two chains, but looks extremely weak and thin. It makes no real move, but is alive. Any character who manages to see it clearly should make a Will save (DC 20) or suffer one point of temporary Wisdom damage.

This is one of the creatures that the Hellcat called a "Go-Ha." A successful Knowledge (Arcane) check (DC 20) will inform the character that it is a Deep One. If the party frees the Go-Ha, it will be grateful (if treated well) and might prove a useful ally on this or future adventures. (Give the party XP whether they kill it or free it.) However, it is evil, so any such relationship will be a two-edged sword. If the DM allows, a druid, cleric or paladin might be able to convert it to a non-evil alignment and/or religion, after much time and effort.

Creature: the weakened Deep One: CR 2; Medium-sized monstrous humanoid: HD 3d8-3; hp 10; Init -1; Spd 30 ft., swim 40 ft.; AC 14 (-1 Dex, +5 natural); Atk +4 melee (1d4+1, claws); SQ amphibious (able to survive indefinitely on land), darkvision (60 ft.); SV Fort +2, Ref +2, Will +3; Str 13, Dex 9, Con 8, Int 13, Wis 11, Cha 8; Hide +3, Knowledge (Nature) +5, Listen +6, Move Silently +3, Spot +6, Swim +14; Alertness; Great Fortitude; AL NE; See Appendix: New Monsters for the statistics of a normal, healthy Deep One.

Door #3: This door is not locked. It leads to stairs that go some 40 ft. down, to an underwater tunnel carved out of the bedrock. See "The Sea Cave," below, and the Dungeon Master's Guide, pp. 85-86, about "Water Dangers."

Door #4: This cell contains the remains of one of the Hellcat’s victims: a skeleton dressed in burnt rags and soot-blackened jewelry. A simple gold chain (25 gp) and a fine silver signet ring (40 gp) are still intact. A Knowledge (Local) skill check (DC 20) can identify the ring’s device as belonging to one of Sea Lord Francisco’s senior officers, one Captain Prodov. Prodov was one of the few men brave enough to publicly condemn the Hellcat as a necromancer, and vanished shortly after his enemy did.

The Sea Cave

The underwater tunnel twists and turns, leading mostly north and slowly but steadily down. After about 300 ft., it abruptly bends upward. This vertical shaft is about 30 ft. long, and straight enough to let daylight from above be seen at its base.

A Spot check (DC 15) at the base of the vertical shaft will allow a character to see a glint of light reflecting off an object mostly buried in the silt that covers the tunnel floor. This item is a trident crafted entirely of metal that, if properly cleaned, is revealed as a masterwork weapon. This trident is actually of Deep One manufacture, and has been enchanted as a trident of fish command (32 charges remaining; see Dungeon Master's Guide, p. 190).

The top of the shaft opens into the open water of the sea, about 100 ft. off shore and 30 ft. below the surface. Halfway up the shaft is a side cave, about 20 ft. deep and 5-10 ft. wide. Two sea ghouls (lacedons) have taken up residence in this nook. They will eagerly attack any living creatures detected within the tunnel.

Creatures: Lacedons (2): CR 1; Medium-sized undead (aquatic); HD 2d12; hp 13, 13; Init +2 (Dex); Spd 30 ft., swim 30 ft.; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d6+1 and paralysis, bite), +0 melee (1d3 and paralysis, 2 claws); SA paralysis (DC 13 Fort save or paralyzed 1d6+2 minutes), create spawn; SQ undead, +2 turn resistance; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 16; Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7; Multiattack, Weapon Finesse (bite); AL CE; see Monster Manual, p. 97.

Treasure: The lacedon's cave contains the Hellcat’s surviving treasure, wrapped in multiple oilskins and packed into four chests:

Chest #1: 400 gp; a large brass mug with jade inlays depicting sea creatures (400 gp).

Chest #2: 3,000 sp; a pouch with 3 gems (tiger eye [12 gp], moonstone [80 gp], white pearl [300 gp]).

Chest #3: 30 pp; a fine ebony mask carved into the likeness of a demonic feline (70 gp); 2 thunderstones (30 gp each); a masterwork scimitar (315 gp); a human-sized chain shirt (100 gp).

Chest #4: A book entitled On Compelling the Services of Things From Beyond; a stone tablet; and a bundle of papers. See Appendix: New Magic about the book. The stone is for use with the new spell Contact Deep One described in that book. The bundle of papers contains the Hellcat’s notes on the Go-Ha (Deep One) language. These are more complete than the notes in the workroom, and will allow a character to buy Speak Language (Go-Ha) with earned skill points. They also contain the 3rd-level wizard spell water breathing, in spellbook form (not a scroll).

Rewards

Besides the experience and treasure to be gained in this adventure, the party may gain some or all of the following benefits:

Untrained sailors who helped crew a ship, either on the voyage to the island or on the return home to Freeport, may use unspent (or new) skill points to gain one rank in Profession (Sailor).

If the party succeeds in rescuing the prisoners, they will have gained a good reputation among part of the transient population of Freeport (i.e., Panorin, the Dusk Walker's crew, and their close associates). But even these new friends can't protect them long against what awaits them in Terror in Freeport and Madness in Freeport...

Adventure Seeds

    • If Scarbelly survives, the party will have gained a bitter enemy. If he is slain but Agrro survives, the first mate will assume command and try to build his own reputation to rival Scarbelly's. Other surviving crewmen (if any) will bear a grudge against the PCs, but will likely avoid them out of fear, unless led by Aggro.

    • The Dusk Walker needs to replace nearly half of its crew. PCs may be recruited if they express any interest in work as a sailor. The gnome ship will likely get into more trouble on future voyages.

    • The diary Panorin found mentions a fifth chest, which contained both papers and treasure of a more personal nature to the Hellcat. However, this chest is no where to be found on the island. Likewise, the Hellcat's body has yet to be found. Is he truly dead, or alive (or undead) thanks to his necromanctic arts?

Appendices