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Shipwreck Straits

Location

Mucklands Sandbox Campaign Setting · p.319

Open source p.319

A perilous stretch of jagged rocks and small islands, spanning from Hornswoggle Port, circling Shipwreck Island, all the way to Lookout Island. Countless ships have met their demise over the years, resulting in an incredible amount of flotsam and jetsam washing up on the shores of Shipwreck Island.

modifiers
  • Travel Checks
  • Wandering Intruder Chance
wandering intruders

##### shipwreck straits

  • 1. Pirates
  • 2. Frost Jellies
  • 3. Guards (Mucklands Trading Co.)
  • 4. Liger Sharks
  • 5. Zombie Barnacles
  • 6. Squidgeons
rumors
  • Many unfortunate ships have sunk in the Shipwreck Straits where the thick fog conceals jagged rocks.
  • The Shipwreck Straits are treacherous, but are popular among PIRATES outrunning Trading Co. vessels.
quests

LIGHT BENEATH THE LIGHTHOUSE

Locals tell stories about a haunted lighthouse on a lonely rock in the northern Shipwreck Straits that glows with light at midnight although no one operates it. Rumor has it that vengeful specters wail and curse, devouring the soul of anyone foolish enough to disturb them. PIRATES in Hornswoggle Port would surely respect anyone that ventures inside.

  • Sounds of rattling bones echo from the lighthouse, emanating from a basement hatch. The sound only gets louder the deeper the PCs go.
  • A winding set of wet stairs leads into a dark chamber where a dozen pairs of colorful shoes sit in front of a locked door. Bypassing the door leads into a huge, dark tunnel, drippy, musty, and old.
  • A hundred yards away, at the far end of the tunnel is a pinhole of light. The tunnel teems with CONQUEROR CRABS and BLINKING CAVE-INCHERS squirming in the mud. Along the walls there are two rooms.
  • Room 1: A SKELETON (L7-B), dressed like a sailor, is chained to a wall and trying to break free. If released, the SKELETON ignores the PCs and wanders off aimlessly, but attacks if attacked.
  • Room 2: A ghostly monkey chitters as it laces a colorful shoe. Approach the monkey and it disappears. Once it does, the sound of rattling bones intensifies.
  • At the end of the tunnel is another locked door with light pouring through the frame. The door is difficult to unlock (9+), and knocking or making a racket summons a pirate GHOST (L4-C) who slides open a security slot and peers through. Unless the PCs wear the shoes they found, the GHOST demands to know why the PCs haven't changed their shoes.
  • If the PCs all change their shoes, the GHOST softens up, introducing himself as Bird Brain Barney. He invites them to go bowling. The rattle of bones sounds were actually a group of ghostly pirates bowling. If the PCs break in without wearing the shoes, the group of GHOSTS (L4-G, 2×L3-B) attack.
  • Either way, they insist the PCs bowl with them for the fate of their souls (best 5 out of 7 Athletics Checks).
  • If the PCs win, Bird Brain says they can rummage through the Old Hoard (). He also reveals that he and the others died in a shipwreck and went to the wrong lighthouse, but they're stuck here for all time. He really misses his best mate, a bird named Tweeters.
  • If the PCs lose, they are CURSED with ghostly chains. The PCs feel like their limbs are shackled, suffering Disadvantage on Athletics and Nimbleness Checks.