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The Tarwell

Lv 1-3 ▶ Run in Live DM

Shots in the Dark #1 · p.39-40 · 3p

Open source p.39 ↗
Run 0/5 visited· 4 fights left

The Tarwell
A level 1-3 Shadowdark adventure by Sam McKay
Abandoned for a century, these tar works were once vital to the local ship building industry. Now the facility's pipes are leaking into the town's water supply and monsters have nested in its winding halls.
4
1
2
3
RANDOM ENCOUNTERS

Details
1-2
ocktars crawl along the walls
3-4
A broken pipe sprays tar on a random
PC. DC 12 DEX or coated in tar.

No extracted maps for this adventure — the map is in the source book: Open source p.39 ↗

Rooms (5)

1 Main Room · Giant Ocktar,Ocktar,Tentacle p.39 ↗

1. MAIN ROOM

5
Steps lead down into a rough-hewn stone chamber. The walls are lined with hissing pipes that drip with hot tar forming puddles. A large pool of tar in the back of the room bubbles and churns.
• Intruder alert. 2 tentacles emerge from tar puddles when a creature enters the room. They feel around blindly for intruders. The tentacles retreat when defeated or if the giant ocktar emerges.
• Large Pool. This pool is the source of the tar. By shutting off 3 valves in other corridors, the pool can be drained and the tar leaks stopped.
Draining the pool exposes the giant ocktar. It attacks the adventurers when they return this room. 300 gp lies at the bottom of the pool.

Foes tap HP · attacks roll
  • Giant Ocktar AC 14 HP 15 LV 3 N
    2 tentacle +2 (1d6)
  • Ocktar AC 10 HP 5 LV 1 N
    1 bite +1 (1d6)
  • Tentacle AC 10 HP 9 LV 2 N
    1 slam (near) +1 (1d6)

open full entry →

2 Egg Room · Ocktar p.39 ↗

2. EGG ROOM

A valve on the wall of this room is crusted in ocktar eggs that must be cleared before it can be turned
• Those close to the eggs when they are broken are sprayed with yolk.
▶ This smell enrages ocktars.
During combat they attack anyone covered in yolk first.

Foes tap HP · attacks roll
  • Ocktar AC 10 HP 5 LV 1 N
    1 bite +1 (1d6)

open full entry →

3 Wrench Room p.39 ↗

3. WRENCH ROOM

A broken pipe sprays tar all around this room.
• A blackened corpse clutches an unusually clean wrench that functions as a mace.

open full entry →

4 Rock Fight Room · Ocktar p.39 ↗

4. ROCK FIGHT ROOM

A large valve on the back wall of this chamber is blocked by 3 ocktars fighting over a rock.

Foes tap HP · attacks roll
  • Ocktar AC 10 HP 5 LV 1 N
    1 bite +1 (1d6)

open full entry →

5 Puddle Room · Giant Ocktar,Ocktar,Tentacle p.39 ↗

5. PUDDLE ROOM

A tarnished valve in the center of this room is surrounded by a wide puddle of tar.
The Tar
Creatures coated in tar become extremely flammable. If you are exposed to an open flame (such as holding a torch) take fire damage each round until the flames are put out. Removing the tar safely and painlessly takes 10 minutes.
OCKTAR
A land dwelling octopus with a bulbous, black head sack.
AC 10 HP 5 ATK 1 bite () MV near (climb) S +0 D C I W
Ch AL N LV 1
Tar Spray. DC 12 DEX or 1 damage and covered in tar.
TENTACLE
A thick black tentacle with sticky suckers.
AC 10 HP 9 ATK 1 slam (near) ()
MV none S +2 D C I W Ch
AL N LV 2
Grab. DC 12 STR or held. DC 12 STR on turn to break free.
GIANT OCKTAR
A gigantic land octopus covered in rough asphalt plates.
AC 14 HP 15 ATK 2 tentacle ()
MV near S +2 D C I W Ch -
2 AL N LV 3
Tar Spray. DC 13 DEX or 2 damage and covered in tar.

Foes tap HP · attacks roll
  • Giant Ocktar AC 14 HP 15 LV 3 N
    2 tentacle +2 (1d6)
  • Ocktar AC 10 HP 5 LV 1 N
    1 bite +1 (1d6)
  • Tentacle AC 10 HP 9 LV 2 N
    1 slam (near) +1 (1d6)

open full entry →