Hookfin Grotto
LocationMucklands Sandbox Campaign Setting · p.258
Open source p.258Hex 43.3. The secret hideout of the notorious Hookfin Horde PIRATES hidden behind the Giant Falls.
rumors
- The Hookfin Horde lives somewhere in the Giantstep Mountains. Not even the River Watch know where their base is.
- The Hookfin Horde kidnaps folks and sells them back for ransom. And if they don't get their asking price, they aren't afraid to kill!
AREA 1: THE WATERFALLS
A dozen marvelous cascading waterfalls line the mountainside like colonnades. It is difficult to hear over the roaring rush of the water.
- Finding the waterfall that Hookfin Grotto hides behind requires a Search Check. Poking around the wrong fall can result in an encounter with other Adversaries. Roll :
- 1. Bathing, territorial HIPPOGRUFFS (L1-B) charge.
- 2. A school of ravenous BARBECUDAS hunts the waters.
- 3. A sleeping GIANT (L5-C) rouses from its slumber.
- 4. Three Hookfin PIRATES (L3-G) ambush.
AREA 2: THE CAVE ENTRANCE
The bony jaw of a giant braying saberfish acts as an entrance threshold into the grotto. The rocky walls and ceilings beyond drip profusely as shin-deep water pools on the ground.
- Red rocks are on the other side of the threshold (Perception Check to notice it's actually blood).
- One of the saberfish teeth is a lever that deactivates a trap on the other side of the threshold. If not deactivated, whoever steps inside is hit by a spring loaded axe that swoops down from the ceiling (inflicts Dread).
- The crash of the waterfall echoes so loud that everyone is considered DEAFENED while in Area 2.
- A tripwire, twenty feet ahead, is very hard to see in the water. If tripped, it discreetly alerts the PIRATES in Area 5, causing PIRATES to appear in Area 3.
AREA 3: THE BRIDGE
A rickety wooden bridge with missing planks stretches over a 30-foot gap. Below the bridge is a river, but darkness obscures either side.
- The bridge leads to a torchlit antechamber preceding Area 5.
- A swarm of MUCKLAND BATS perched above are trained to attack anything that doesn't smell like fish.
- It's a 30-foot drop off the bridge, and a GATOR (L3-B) patrols the water.
- The river below stretches from Area 4 (left) to the mountains (right).
AREA 4: THE RIVER COVE
The river leads to a small torchlit cove where a riverboat decked out with artillery sits docked at a small pier along with several skiffs outfitted with sputter-rudders. Behind the pier is another cave exit.
- Five Hookfin PIRATES (L3-G) make repairs on the riverboat, mending its hull. Another PIRATE works on a sputter-rudder with mechanics tools.
- Only one of the skiff's sputter-rudders works.
- A cave behind the pier leads to Area 6.
AREA 5: THE BARRACKS
Wet stairs into the cave wind down into a room resembling a warmly lit tavern—except the floor is submerged in waist-deep water. Stone tables and chairs sit in the water, and a set of stairs go up to a balcony level with more wooden seating.
- If the alarm wasn't triggered in Area 2, PIRATES pack the barracks, drinking, gambling, and sharing tall tales. Finfolk sit on the bottom floor, while the few non-finfolk PIRATES sit above.
- A MANDRA woman, Nala Stickertoe, serves the rambunctious crowd. It is Howie Slippertail's love interest (p242).
- Captain Cateye (finfolk PIRATE L5-C) sits in the back at the largest table with a big grin. He's pleased with their latest haul, and surrounded by his most trusted of the horde:
- Wilko: Finfolk head GUARD (L4-B) of the Grotto.
- Slattery Dredge: A bulky bugbear PIRATE (L5-G) in a shrym diving suit.
- Renna the Spider: Finfolk corsair (PIRATE L4-B) known for stealing from the most tightly guarded riverboats.
AREA 6: THE DUNGEON
A dripping cavern with three rusty iron-barred cells built into the rock.
- Five villagers from Mandrell are locked in the cells.
- The keys to the cells are in the possession of Captain Cateye and Wilko.
AREA 7: THE HORDE'S HOARD
Locked behind iron bars of the last cell in Area 6, a huge cavernous chamber echoes the footsteps of the PCs. The Hookfin Horde has amassed an impressive treasure hoard stolen from River Barons and merchants alike, all piled in the center of the chamber.
- This is an Ancient Hoard (), full of rare items plundered from the River Barons.