Shots in the Dark #1 · p.13-16 · 3p
Open source p.13Ill-Gotten Gains
A level 1-2 adventure by Michael Kuhns (CritFail Press)
The pirates of the Vermin Wake lair in the fallen temple of Avarice, the forgotten God of Greed. Raiding their hideout while they scour the seas promises to yield countless pilfered riches…
FEATURES & ENTRANCES
Light. Area 1: Exterior. Area 2-5, 9, 10:
Lit by pirates. Area 6-8: Total darkness. Walls. Natural rock, cut to look like laid stone. Entrances.
Narrow canyon access (Area 1), sea access (Areas 1, 5, 6, 9/10.)
Avarice
Long-forgotten chaotic god of greed. Offers power and wealth, but always extracts a price.
Sundered his own temple when he believed his adherents had become complacent.
RANDOM ENCOUNTERS
Details
1
3 Pirates. In Area 1-5, 9, 10: on patrol. Area 6-8: looting.
2
2 Shadows. Vengeful spirits of Avarice’s lost priesthood.
1 Berserker. Failed user of a
Debtor’s Amulet. Seeks the statue of Avarice in Area 8.
3
3 Cultists of Avarice, seeking his forgotten temple. Believe the pirates are unworthy of their lord.
4
Clinking Coins. Sounds of hundreds of coins clinking together in the next room.
5
Storm Surge. Waves crash against the cliffs forcing water into the ruin. DC 12
DEX or damage and torches doused.
6
Unsafe. Check for encounters every
3 crawling rounds.
No extracted maps for this adventure — the map is in the source book: Open source p.13
Rooms (10)
1 Beach p.13
1. BEACH
Stone arch extends into the cliff side. Smaller opening, 10 ft above waterline in opposite cliff face.
Wooden rowboat sits beached in the sand.
• Stone Arch. Leering face of a horned humanoid on keystone.
• Boat. Wooden dingy with 2 wooden oars, 30 ft of rope.
• Beach. Littered with shells/rocks.
1:6 chance of finding a pearl (40 gp). Only found once.
10 The Trophy Room p.13
10. THE TROPHY ROOM
6 empty plinths around the room perimeter. A jeweled scabbard lies on the floor.
• Plinths. Once held the greatest treasures in Avarice’s hoard.
▶ Five treasures have been stolen since the temple’s collapse.
Only Goldbane remains (Area 8).
▶ Each plinth contains a plaque naming and describing the treasure.
▶ Missing treasures could be future adventure hooks.
• Scabbard. The missing scabbard of the only remaining treasure, Goldbane (Area 8). Worth 50 gp.
▶ Whispers. Avarice calls all who hold it to Area 8.
Debtor’s Amulet
A bronze amulet with the leering face of a horned humanoid stamped on it.
Benefit. If reduced to 0 HP you will return to full HP after 1 hour.
Also works if placed on a corpse dead less than one hour.
Curse. 1:6 chance of losing one’s entire personality and becoming a fanatical adherent of Avarice. Each time you return to full HP, the curse’s chance of activating increases by 1 (2:6, 3:6, etc.).
2 Pirates Bunk House p.13
2. PIRATES BUNK HOUSE
Moldy straw mattresses on floor.
Lidded barrels in corners. Faded murals on walls.
• 10 Mattresses. Each hides gp.
• Barrels. Salted meats and hard tack. 10 rations in each room.
• 2 pirates (SD 243) in each room.
3 Room Of Repose p.13
3. ROOM OF REPOSE
3 empty sockets along the wall. 3 stone biers in room’s center.
• Sockets. Made to hold Debtor’s
Amulets.
• Biers. 1 berserker corpse, other biers empty.
▶ Berserker (SD 199) wears
Debtor’s Amulet
▶ Awakens after 3 crawling rounds, unless removed.
Pirates
Led by the wererat Grimbul, who pledged himself and the pirates
(against their will) to Avarice. They have not provided sufficient tribute since then. Out raiding at the adventure’s start.
• 4:6 chance of pirate’s return per hour of play
• Pirate Ship. Led by Grimbul
(wererat SD 263), 4 pirates (SD
243), 4 thugs (SD 259).
Grimbul wears a Debtor’s Amulet
(p. 16).
▶ Treasure. 49 gp, 15 sp, 88 cp, scroll of floating disk (SD 61).
4 Chamber Of Thirst p.13
4. CHAMBER OF THIRST
Large well in the center of the room. Ceramic carafe rests on the well’s edge.
• Well. 3 ft high stone well, 10 ft diameter, water level is 1 ft from the top of the wall.
▶ Water is clean spring water.
• Carafe. If used to scoop water, it becomes salty like seawater, though it looks the same.
▶ If water from carafe is consumed, DC 15 CON or 1 point of damage and the need to drink again. DC 12 WIS or repeat
CON save.
5 Warehouse p.13
5. WAREHOUSE
Crates, chests, and barrels. A pier extends into the water. A pirate is sorting the stolen goods.
• Crates/Barrels. 8 javelins, 6 spears, 40 arrows, 2 longbows, 10 daggers
▶ Containers and weapons carry the King’s Seal. (stolen, difficult to fence)
• Chests. 67 gp, 114 sp, 205 cp, 3 potions of healing
• Pier. Pirate ship returns here (not shown on map).
▶ Ship. Longboat, single deck, the
Vermin Wake.
6 Hall Of Vestments p.13
6. HALL OF VESTMENTS
Collapsed ceiling, impassable, well- dressed pirate corpse.
• Corpse. Brom. Wears Vestments of Avarice: gilded robe (65 gp), jewel studded crown (120 gp), gold ring (75 gp).
• Vestments. Cursed garments: 5:6 chance of ceiling collapse if they leave the room. DC 12 DEX or damage.
7 The Grand Cathedral p.13
7. THE GRAND CATHEDRAL
Vaulted ceiling, collapsed in some areas. Smashed pews. Large pile of treasure in the center. Dozens of skeletons on the ground.
• Treasure. A permanent illusion.
▶ Feels real to the touch, can be placed in Gear Slots.
▶ Vanishes when leaving chamber.
• Skeletons. 2 skeletons (SD 251)
rise and attack if treasure is taken.
8 Avarice p.13
8. AVARICE
Horned humanoid statue made of black marble. Treasure piled at its feet.
• Horned Humanoid. Statue of
Avarice, God of Greed.
▶ Avarice can speak to PCs through the statue.
▶ He wishes to end the deal made with the pirates.
▶ Allows PCs to take the treasure if they slay Grimbul.
• Treasure. 131 gp, 282 sp, 421 cp, 2 emeralds, Debtor’s Amulet,
Longsword (Goldbane, cursed, burned by the touch of gold).
▶ Curse. If treasure is taken without permission, all coins 10x as heavy (10 coins take 1 gear slot)
After PC’s speak with Avarice roll to see if pirate ship returns (see p. 14).
9 The Lookout p.13
9. THE LOOKOUT
Large crossbow looking out to sea.
A sleeping human thug leans against it.
• Crossbow. Floor mounted.
▶ Fires large metal bolts. damage. 3 bolts available.
▶ 18+ STR required to carry it.
• Thug. (SD 259) Felton is sleeping off a hangover from last night.