Sunken Ship
LocationMucklands Sandbox Campaign Setting · p.243
Open source p.243Hex 33.6. A seafaring galleon that sailed from the Scalawag Strand, up through Quagmash, into River Country, all the way to Blunder Crick during a storm that flooded much of the Mucklands some generations ago. The ship is said to be haunted with the dead crew who, as the legend tells, struck the back of a sleeping dragon, evoking its terrible wrath. To this day, few venture there for fear of GHOSTS, and the DRAGON.
LEVEL 1: THE BROKEN DECK
The ship is large and utterly destroyed, literally split in two as if struck with an axe by an angry giant. The masts rise from the ruin like towering, splintered tree trunks, and the deck is sloped, uneven, and covered in slime.
- The deck is littered with unsafe, uneven ground and holes busted through the floor that fall 15 feet into the stowage.
- MUCILLUSKS cover every inch of the deck making the likelihood of slipping much greater.
LEVEL 2: CAPTAIN'S QUARTERS
Shabby, water-rotten room, cluttered with old loot, strewn everywhere. Two BOUNTY HUNTERS shuffle through the mess.
- Apparent items in the room include: rusty weapons, boarding axes, chests of tarnished silverware, and other Mundane items.
- The Captain's Loot is still hidden behind a smelly taxidermy shrimp the size of a small dog. It's an Old Hoard that also contains a Magic item—The Farseer: a spyglass that can zoom in on a target up to 6 miles away with crystal clear clarity.
- Jung the Snare and Burbar the Beast of Gragholler were sent by Frowl in Capstan (p192) to find Cork the quortle.
- Jung (SPITHRA L5-C) is from a small, subterranean village south of Ryloch in the Used T'Be Forest. She is famed for binding her prey in webs.
- Burbar (BOUNTY HUNTER L6-B large) is a bugbear, hired by Jung as a precaution because she heard Cork was dwimmercrafty. Burbar's family in Bugbear Holler are bootleggers that make illegal rascal cider.
- If the PCs appear to be on a similar job, they offer to split the reward for Cork, and if not, they stop the PCs here and now.
LEVEL 3: THE STOWAGE
Beneath the deck of the Sunken Ship is a muddy, slick and disgusting hold of rotten plants, river barnacles, and smelly rigging left over from the shipwreck. Barrels line the walls surrounding a huge sinkhole in the center of the room.
- The sinkhole leads into a cavern beneath the hull of the ship. There's a ladder attached, but it's a booby trap: the rungs have been partially cut so as to snap when someone uses it, alerting Bork the quortle with a series of attached bells.
- The 12 untapped barrels are filled with TROLL whisky. Clearly important to the PIRATES, the barrels are chained up behind panels of steel that managed to survive the wreck.
- The whisky (pronounced wusky by TROLLS) is two hundred year old Haverbridge, a famous and delicious vintage (pouch of Gold Coins per barrel).
- There's a 2-in chance that a barrel is filled with LIGHTNING EELS (L3-B).
LEVEL 4: THE SINKHOLE
A claustrophobic, muddy tunnel, with dug out shelves that hold knickknacks. A glow-worm lantern dangles at the far end from a small room.
- At the end of the tunnel is a homey room with a single table, and a quortle reading a book with her back turned. It is Cork the quortle. Behind her is another dark tunnel.
- Cork is considered a wild child, a youngster with a gift for talking to animals, even controlling them.
- She's hiding in the Sunken Ship fully aware that Frowl wishes to see her, but Cork did some digging and discovered that Frowl is kidnapping dwimmercrafty folks!
- Some say Frowl is a WITCH, and maybe not even an actual boggart.
- Cork warns the PCs that if they have any ties to Frowl, they should cut them.
- If Jung and Burbar are present, or if the PCs try to persuade or capture Cork, she unleashes her dragon, which dwells in the tunnel behind her.
- Cork has mostly pacified the DRAGON (L6-C) named Azurzag, but can make the creature attack on command.
- HEROIC TITLE ACHIEVEMENT: Save Cork and help her put an end to Frowl's plot.
- The Dwimmercrafty•. PC learns a spell from Cork (see Spells table in Core Rulebook) that can be used once per session.