Double the Treasure, Double the Trouble
Adventures in the Mucklands · p.50
Open source p.50adventure tone: derring-do
A dangerous, daring, heroic Level 3+ adventure
(The Lord of the Rings / The Hobbit / The Princess Bride).
No extracted maps for this adventure — the map is in the source book: Open source p.50
Sections (8)
background p.51
What's better than plundering one shipwrecked treasure? Plundering TWO shipwrecked treasures! Word on the high seas is that a pair of famous pirate ships, the Mermaid Chum treacherous Razor Ruin Reef. Rumor has it, they were both carrying big scores of stolen gold. Getting all that treasure won't be easy. Apparently, a truly terrifying creature lives in the lagoon at the center of the reef. It's up to the PCs to investigate the dangerous coral reef, explore the shipwrecks, and hopefully find some treasure without meeting their doom.
travel procedures p.51
Ellshy sails the PCs through the Shipwreck Straits for a full day before they spot the two stranded ships on the horizon. Even though her skiff is light and can maneuver in shallow water, Ellshy is unable to navigate into the Razor Ruin Reef. It's just too full of razor sharp coral. The PCs will have to swim. Plus she's heard a in the reef. Ellshy and the PCs sail in from the top right corner of the map. They move 1 Hex at a time, which takes about an hour (one-sixth of a Travel Turn). and the Picaroon Doubloon, have crashed into the lurks somewhere KRAKEN
where the pcs come in… p.51
On the way to Hornswoggle Port (by land or by sea) the PCs hear rumors of the two shipwrecks and their treasure hoards. If the PCs inquire about passage to Razor Ruin Reef, no sane captain will agree to endanger their ship on such a voyage. But the quortle, Ellshy Snapper, is no sane captain! Ellshy offers the PCs passage to the reef, in exchange for a 60/40 split of any treasure they find. She tells the PCs they'll need a way of navigating the Razor Ruin Reef outside of the boat. Luckily she has just the solution: Shellmets, helmets made of whiffer turtle shells that allow the wearer to breathe underwater for an hour at a time. She asks to meet at the docks just before sunrise the following day.
ELLSHY SNAPPER
An old sun-cracked quortle with a busted up skiff that barely floats, Ellshy is known among the pirates and sailors of the Scalawag Strand as a wily smuggler and blockade runner. Traits: Schemer, impatient, cracks wise. Motivation: Get rich without doing all the dirty work.
the lagoon p.53
The jagged coral maze surrounds a tranquil 100' deep lagoon. An enormous serene waters he calls home. Whenever the PCs move into a new Hex in the lagoon, they must make a Sneak Check or be noticed by Dracuid.
During the day
- The water is vibrant blue and serene.
- Kindle krill (tiny glowing fish) nibble on the reef around the outer edge of the lagoon.
- Dracuid sleeps in his burrow, but is easily awoken by disturbances in the calm lagoon water.
At night
- The kindle krill gather in the lagoon as a massive undulating school. They dance and sing (sounds like gentle, dampened hum) and illuminate the lagoon in a soft purple light. Their glowing heat warms the lagoon.
- Dracuid wakes and moves to the surface to feed on the partying krill before vigilantly patrolling his domain. named Dracuid prowls the KRAKEN
DRACUID, THE KRAKEN OF RAZOR RUIN REEF
Dracuid is a powerful, hulking shadow that deftly navigates the Shipwreck Straights. The razor sharp reef cannot cut his tough skin, cannonballs cannot bruise him, and there are no predators capable of challenging his mighty strength. Dracuid's tentacles can easily crush the biggest ship and his multiple eyes can see perfectly in the darkest of waters. He strikes fear in the hearts of even the most intimidating creatures. But once you get to know him, Dracuid is actually a really nice guy. Dracuid moved into the Razor Ruin Reef thinking there would be lots of other creatures to become friends with, but he isn't having much luck, especially with the recent arrivals of the two pirate ships. Dracuid is frustrated by the unresponsive skeletal crew of the Picaroon Doubloon. And the ghosts aboard the well, a kraken can't be friends with anyone that's afraid of water—it just won't work.
- Traits: Intimidating, very friendly, super needy.
- Motivation: Make lifelong friendships.
the reef p.53
The shallow reef (the Hexes surrounding the lagoon) is a maze of colorful, razor sharp coral. Navigating the waters and reef surrounding the lagoon is treacherous. Roll on the Reef Encounter Table whenever the PCs move into a new reef Hex. See Bestiary Vol. 1 for Adversary entries.
REEF ENCOUNTER TABLE
| d12 | Result |
|---|---|
| 1 | Hungry LIGER SHARK (L5-B). |
| 2 | A group of CRAWLBADS (6xL3-G, 1xL4-B) defend a nest of eggs. |
| 3 | BARBECUDAS encircle the PCs. |
| 4 | Three REEF NYADS (L2-B) ambush! They are fascinated by the PCs' shoes. |
| 5 | FROST JELLIES float by, making the water freezing cold. |
| 6 | Getting close to a rare boom-boom polyp causes the coral to expand rapidly, before exploding in a burst of boiling water. Athletics Check: On a 5-, PC suffers Dread. |
| 7 | Make a Nimbleness Check to avoid being scraped by Razor Ruin coral for Dread. |
| 8 | A strong undercurrent drags the PCs into a new Hex. Roll to determine the direction (1 = North, 4 = South, etc.). |
| 9 | A group of friendly SELKIES dart around the edges of the reef. They wonder why the PCs would come to such a dangerous part of the sea. |
| 10 | A safe sandbar. |
| 11 | Nuppy, a lost FINFOLK clings to a clump of coral. He would greatly appreciate directions out of the Razor Ruin Reef. Before the PCs get a chance, he darts away, terrified as the ground shakes and the current stirs: “The shadow! It's close by! Doom comes for us all!” |
| 12 | Chandler, a sunbathing KRABRAK, is a chilled-out surfer who shreds the swells near the reef. He assumes the PCs must be extreme thrill-seekers to be snorkeling in the Razor Ruin Reef, but warns of a “most uncool creature” living in the lagoon. If asked, he describes a safe path through the coral (PCs continue to their destination without rolling on the Reef Encounter Table). |
meeting dracuid p.54
Dracuid curiously investigates any unusual movement in the lagoon. He eagerly (some would say over-eagerly) greets newcomers in an attempt to make new friends, staring them down with huge, investigating eyes and excited, booming introductions.
- “Greetings, little people. What brings you to this wonderful lagoon? Would you like a tour? What's your favorite color? Do you like kindle krill? Oh! Will you stay for supper? I think you should stay forever! We can be best friends!”
- Dracuid tries his hardest to get to know the PCs and keep them in the lagoon at all costs. He blocks their escape with his huge tentacles, negotiates deals for treasure, and even guilt trips the PCs with tears and lonely sob stories. Anything to get them to stay, forever and ever.
- “Why is everyone so afraid of me? I'm a really nice guy, promise!” The ground shakes, currents shift, and coral cracks as Dracuid's tentacles swing about.
- “You're just like those dumb ol' dead pirates. Only caring about gold and their stupid ships. What about friendship?! Isn't that worth more than some silly coins and planks of wood?! Wouldn't you rather have a big, huge, wonderful friend like me?” It's difficult to anger Dracuid into attacking. But if the PCs act truly unkind, he rages in a fit of tears, grabs the PCs, and throws them all the way out of Razor Ruin Reef. Mermaid Chum,
adventure conclusion p.57
Ellshy Snapper is asleep in her skiff, patiently waiting for the PCs' return. If they come back empty handed, she'll demand payment—anything of value, before returning to Hornswoggle Port. She also wants her shellmets back. Dracuid will gladly help the PCs complete the pirate captains' quests, as he's glad to be rid of them, but only if they agree to stay in Razor Ruin Reef forever. If the PCs can convince Dracuid to let them leave in an amicable way, he remains their staunch ally, protecting them from danger wherever he can in the Shipwreck Straits. Both captains maintain their side of the bargain (pirate's honor!) if the PCs can complete their quests.
pirate treasure table p.57
| d20 | Result |
|---|---|
| 1 | Silver. pouches worth. |
| 2 | Gold! pouches worth. |
| 3 | Lots of Gold! pouches worth. |
| 4 | Small chest of Gold. 2 pouches worth. |
| 5 | Big chest of Gold. 4 pouches worth. |
| 6 | Ancient Coins! 2 pouches worth. |
| 7 | Shining Emerald. Worth 3 pouches of Gold. |
| 8 | Gleaming Ruby. Worth 2 pouches of Gold. |
| 9 | Luminous Pearl of the Great Clambini. PC immediately gains a Stat Boost. |
| 10 | Barrel of Stalwart Glog. Drink to gain to Vigor Skills and to Knack Skills for the session. |
| 11 | Adorned Spyglass. Grants to Perception and Search Checks made from a distance. |
| 12 | Fate's Patch. Eyepatch that allows the wearer to see a moment into the future. Once every session, roll : the result is the outcome of the PC's next action, if taken. |
| 13 | Miss Opal's Necklace. Turns a single Complete Failure into a Complete Success, then breaks. |
| 14 | Deathcheater Ring. Grants Advantage to Resist Wounds and Defy Death Checks. |
| 15 | Lucky Key. Can unlock any door. 3 Charges. |
| 16 | Waterproof Torch. A torch that does not extinguish when wet. |
| 17 | Gurt's Leg. A wooden pirate leg great for smashing stuff! Inflicts +2 Dread. |
| 18 | Swash-Buckler. Small shield that grants to Nimbleness. |
| 19 | The Double Cross. A Relic dagger with a basket hilt. Rolling a 1–2 is considered a Critical Hit. Rolling a 12+ is a Critical Miss. |
| 20 | Treasure Map. Leads to MORE TREASURE! Roll 2 Treasures. |
Rooms (8)
hex 1: the picaroon doubloon p.55
An imposing ship painted black with a skeletal carved figurehead. The main mast and sail are missing, appearing as though it was snapped clean off, stranding the ship. Ten mindless SKELETONS (5xL3-G, 5xL3-B) stand idly on the deck. Their skeletal captain paces back and forth near the helm.
CAPTAIN ASH PICKERING
A skeleton with a fancy, gold-feathered captain's hat, peg-leg and hook hand. The skeleton's beard is actually the legs of a hermit crab, the real Ash Pickering. The crab is operating the skeleton like a puppet and is not undead. Captain Ash commands her skeletal crew with authority and discipline. They follow her in every direction. What she says, goes! Dracuid “attacked” their ship, snapping the mast and sail, sending it to the bottom of the lagoon when Ash explained they were just passing through. They've been stranded since.
- Traits: Brash, controlling, true swashbuckler.
- Motivation: Retrieve the broken mast. Captain Ash will part with half the treasure in her hold (Roll six times on the Pirate Treasure Table) if the PCs can return the mast and sail without Dracuid noticing.
hex 2: broken mast and sail p.55
Bones are scattered all over the lagoon floor, the broken mast resting peacefully amongst the carnage. Dracuid has been obliterating any skeletons trying to carry the mast out of the lagoon. The sail (black with a white painted skull) has drifted closer toward the Kraken's Burrow (Hex 6), gently floating near the sea floor. A camouflaged (L6-B) watches the PCs. If they approach the mast or sail, it makes itself known, SCUMSEER demanding they hand over an item of deep personal value. If they refuse, it shrieks, alerting Dracuid while it disappears from sight.
hex 3: poo cave p.55
The water is murky around the entrance to a large but shallow cavern. This is where Dracuid uses the bathroom. Three voracious (2xL3-B, 1xL3-C) guard the cave. These slimy creatures eat Dracuid's dung and filter the MUNGS water as best they can. They take their job very seriously, are highly territorial, and don't like to share their food. Dracuid doesn't enjoy their company. He finds their obsession with his poo unpleasantly weird. A small pile of undigested treasure lies within the cave (roll twice in the Pirate Treasure Table).
hex 4: the mermaid chum p.56
A massive green and silver painted ship with translucent, spectral sails has been lifted out of the water and grounded on the jagged reef. A crew of twenty ghostly PIRATES (L5-G), made up of every folk, defend the ship by shooting phantasmal cannonballs at anyone approaching by boat (Mettle Check to avoid suffering Dread from fright). Swimmers are safe to approach, but won't be let aboard without drying off and speaking with the captain first.
CAPTAIN VINCENT BOUDREUX
The ghost of a wug with thick sideburns, a long, fancy green jacket, and four blunderbuss pistols on his hip. Two hundred years ago Vincent broke the heart of a powerful named Beryl Ballast. Now he commands a crew bound in death, WITCH cursed to sail the Scalawag Strand for eternity. Ghosts can't swim, obviously, so they're all afraid of the water.
- Traits: Greedy, distrustful, comically scared of the water.
- Motivation: Find the treasure and cure the curse! If the PCs agree to return it, he will reluctantly allow them to keep any Magic items they find, but absolutely no Gold Coins.
The Curse and the Kraken
The only way to break their curse is to obtain a ridiculous sum of gold (100 pouches worth). After a season of piracy around Terror Island, a storm blew them into the Razor Ruin Reef where they encountered the kraken. Once Dracuid learned the ghosts were afraid of water, he lifted the Mermaid Chum out of the lagoon and placed them onto the reef. Unfortunately, the move cracked the hull and the entire treasure trove went spilling into the lagoon. The Mermaid Chum retaliated with cannons! The crew watches the lagoon closely. If they see the PCs try to steal the treasure, they fire on them.
hex 5: treasure trench p.56
Gold Coins and treasure chests from the Mermaid Chum have spilled into the deepest part of the lagoon. The narrow trench is dark and cold. Roll on the Pirate Treasure Table up to six times to determine what treasure the PCs can find. Carrying treasure out of the trench during the day causes a bright reflection in the clear blue water, alerting Dracuid to the PCs' presence. An EXAJELLY (L5-C) drifts through the trench, slowly eating loose Gold Coins.
hex 6: kraken's burrow p.56
A wide open stretch of sand at the center of the lagoon. During the day, Dracuid settles into the floor of the lagoon, letting the silty base cover him like a blanket. The burrow becomes a large sandy hill in the middle of the lagoon. At night, any activity in the flat, sandy burrow is clearly visible from adjacent hexes.
hex 7: coral clump p.56
A colorful grove of pocked coral sprouts from the lagoon floor. A gang of five PCs, threatening violence. Bolton, Elektra, Flash, Sparky and Zazz are relentless bullies that talk a big game. If they stir up too much trouble, especially if they shock the water, Dracuid takes interest. The cowardly lightning eels will scurry back into the safety of the Coral Clump. If they had legs, their tails would be securely tucked between them! LIGHTNING EELS (L2-B) surround the
hex 8: captain's rest p.57
The barnacle-covered wreckage of another, smaller pirate ship sprawls across the bottom of the lagoon. It's been here for decades. The remains of Captain Goldtooth Gibbons are chained to the mast. He is wearing a crimson captain's hat and jacket and has a single shining gold tusk. A piece of leathery parchment is stuck to his chest with a dagger. It reads: “Greed leads to a watery grave. - Mutineers of the Golden Rascal.” Only one piece of treasure (roll on the Pirate Treasure Table) remains in the hold of the crumbling ship.