TEXT: 1 
   
  SHIPWRECK AT HAR‘S POINT 
   
  An Advanced Dungeons & Dragons Adventure for characters level 2-4. 
   
  by R. N. Bailey 
   
   
  Copyright © 2012 by R. N. Bailey 
  Author Contact (questions & comments): dungeoneersguild@yahoo.com 
   
   
  ―Shipwreck at Har‘s Point‖ is a 1st edition 
  Advanced 
  Dungeons 
  & 
  Dragons 
  adventure 
  designed for 4-6 player characters of levels 2-4 
  (about 12-16 character levels). Good-aligned 
  characters will manage better in this adventure 
  than other alignments since the player characters‘ 
  involvement largely depends on natural curiosity 
  and a willingness to help others over monetary 
  rewards. This adventure favors no particular 
  classes or races, but a ranger or a character with 
  tracking skills could prove useful. The plot of this 
  adventure is non-linear in nature and how it 
  unfolds largely depends on the actions of the 
  player characters with the simultaneous actions of 
  the major non-player characters. With so much of 
  the action dependent on timing, the Dungeon 
  Master will have to be familiar with the module 
  before play starts. 
  Since ships and boats feature in this adventure, 
  the Dungeon Master should reread and familiarize 
  himself 
  with 
  the 
  WATERBORNE 
  and 
  UNDERWATER ADVENTURES section of the 
  Dungeon Masters Guide (pp. 53-57) before 
  starting play. 
   
  The hamlet of Har‘s Point can be placed in any 
  campaign setting that features a temperate, 
  northern coastal community (similar climate to 
  New England or northern Europe). 
   
   Lower-Level Parties: DMs that wish to send 
  lower-level parties through this adventure 
  should strengthen the party with NPC help. 
  Some of the fisherfolk from Har‘s Point could 
  prove useful, but for the most part, these 
  people are not willing to risk life and limb 
  unless it is absolutely necessary. Alternately, 
  the party could meet and recruit adventurer 
  type NPCs on the way to the hamlet, or 
  possibly meet them in the Cod‘s Mouth Inn. 
  The DM should refrain from decreasing the 
  number of sahuagin band; with assistance 
  from the hamlet‘s fishermen they should not 
  prove too powerful to overcome. 
   
   Higher-Level Parties: DMs that wish to send 
  higher-level or more powerful parties through 
  this adventure should strengthen the number 
  monsters. An additional sahuagin priestess 
  (3rd level cleric) and a 50% to 100% increase 
  the numbers of sahuagin warriors will provide 
  a greater challenge. The DM could increase 
  the 
  number 
  companion 
  sharks 
  that 
  accompany the sahuagin priestess. Alternately, 
  the DM could have the fisherfolk of Har‘s Point 
  provide 
  less 
  assistance 
  in 
  the 
  final 
  confrontation (see Event 5). 
   
  Adventure Background 
  Recently, a bit of commotion has occurred in the 
  seaside hamlet of Har‘s Point. Two weeks ago 
  during a winter storm, a longship from a nearby 
  foreign land wrecked on a cluster of rock 
  formations called ‗The Giant‘s Throne.‘ It seems 
  that there were no survivors on the ship. A few 
  bodies washed up on shore, but it seems that 
  most of the unfortunate sailors probably drowned, 
  their bodies sucked out to sea by the relentless 
  ocean currents in this region.  
   
  Since then rumor has run rampant that the 
  wrecked ship carried a cargo of riches, most likely 
  silver and gold. However, with the rough seas 
  pounding the wreck continually, no fisherman has 
  dared get near it. The ship lies lodged on the 
  north side of the Giant‘s Throne. The veteran 
  fishermen from Har‘s Point believe that it‘s only a 
  matter of days—maybe even a week or two—
  before the waves break the ship apart and most of 
  it disappears below the waves. 
   
  But that‘s not all of the rumors circulating in 
  Har‘s Point. Another story some of the fisherfolk 
  have begun to tell is that of the spirits of drowned 
  sailors from the wreck that come upon the beach 
  
  2 
   
  at night to bury treasure. This, however, has not 
  stopped some of the villagers from combing the 
  nearby beaches hunting for this supposed buried 
  treasure. 
   
  For the DUNGEON MASTER 
  Unknown to the citizens of Har‘s Point the figures 
  they mistook for the spirits of the dead sailors are 
  really a band of sahuagin searching for a missing 
  religious artifact. The wreck of the ship proved 
  only coincidental with another event that took 
  place in the ocean depths just off the coast of 
  Har‘s Point. A week before the storm that wrecked 
  the longship, a band of sahuagin traveled a few 
  miles off the coast of Har‘s Point and 250‘ below 
  the sea. These fiends of the deep had just raided a 
  lizard man village some miles up the coast and 
  were headed back to their town located on the 
  ocean‘s floor 25 miles from the north-northwest of 
  Har‘s Point. With the band was a small contingent 
  of priestesses who carried with them a sacred 
  sahuagin relic, an object they call the Crown of the 
  Briny Deep. At some point the sack holding this 
  relic broke away from the harness of the priestess 
  charged with carrying it. It sank to rest on the 
  bottom of the straits in a kelp bed.  
   
  A few hours after the sahuagin passed, a selkie 
  named Yelola sought tasty oysters from the kelp 
  bed. However, her hunger was swiftly forgotten 
  when her sharp eyes spotted a shiny glint amongst 
  the kelp. Curiosity piqued, she swam over to the 
  glinting object and picked it up. It was a beautiful 
  crown made from mottled red and white coral. 
  She immediately put it in her mouth and sped 
  away to her undersea cave. There she secreted the 
  prize away with her other shiny bits of treasure. 
  Not until the sahuagin returned to their town 
  did they notice the relic missing. The priestess 
  charged with its safe transport was interrogated, 
  but little helpful information came from her. As 
  punishment her fellow priestesses devoured her 
  on the spot. The high priestess, Hasshoolap, 
  beseeched their deity, Sekolah, for information on 
  the relic‘s whereabouts. Days later, after many 
  communions, Hasshoolap discovered where it was 
  lost and who took it. Immediately, a warband led 
  by a favored lesser priestess was assembled and 
  sent to recover the item. A few days later the 
  warband discovered the selkie lair but failed to find 
  the relic even though they tore the cave apart in 
  their search. 
   
  As it happened Yelola returned to her lair only 
  to find two large sharks swimming about the 
  entrance. She waited nearby and out of sight, as it 
  was most peculiar to find sharks swimming about 
  her home. She knows sharks might pass by, but 
  they would never linger around the cave entrance. 
  She watched the group of sahuagin emerge an 
  hour later and swim off. However, they left the two 
  sharks to guard the cave. Sure that the sea devils 
  were after her, Yelola fled to an abandoned hut 
  located just off the beach a few miles from Har‘s 
  Point. Here she could wait for the sahuagin to 
  leave the area, before heading back to her home. 
   
  Currently 
  the 
  sahuagin 
  are 
  relentlessly 
  searching for the selkie and their stolen relic. They 
  cannot go back to their town in the depths without 
  it. And should they fail in their task their brethren 
  shall surely feast on their flesh as punishment. 
   
  Getting the Party There 
  Having the characters catch word of the rumors of 
  a shipwreck and reports of dead sailors roaming 
  the beach in search of their lost treasure is the 
  best method for drawing the characters into the 
  adventure. Most adventuring groups will jump at 
  any rumor of possible treasure. Alternately, the 
  characters could simply be passing through the 
  town en route to another adventure and hear of 
  the rumors at the hamlet. 
   
  The Hamlet of Har‘s Point 
  The party can reach the small seaside hamlet of 
  Har‘s Point by taking the Rolord Road west from 
  Aranford (the next largest town located ten miles 
  to the southwest). One hundred persons—nearly 
  all humans—reside here. Not much happens in 
  this lonely hamlet. Consisting of twenty-six stone 
  and wood buildings, the bulk of Har‘s Point‘s 
  residents engage in fishing and/or sea-related 
  occupations.  
   
  Har‘s Point citizens, 0-level humans: AC 10 (none); 
  MV 12; hp 6 each (men) or 3 each (women, 
  children, and elderly); THAC0 20; #AT 1; Dmg by 
  weapon type; SZ M; AL N. 
   
  The hamlet boasts a general supply store 
  (Building #12). A man named Bowstaff (0-level 
  human) runs the store. The store carries goods 
  from the clothing, provisions, and miscellaneous 
  equipment lists only (see BASIC EQUIPMENT 
  AND 
  SUPPLIES 
  COSTS 
  tables, 
  Player‘s 
  Handbook, pp. 35-36). Item‘s valued 1 gp or less 
  have an 80% chance to be found here; items 
  valued 2 to 5 gp a 60% chance; 6 to 8 gp a 40% 
  
  3 
   
  chance; 9 to 15 gp a 20% chance; 16 gp+ a 5% 
  chance.  
  Other businesses include a boatwright (run by 
  Feck and his two sons, Lom and Dorve) and a net 
  weaver (run by a couple named Wath and Aylin). 
  The hex marked ―B‖ on the Har‘s Point & 
  Vicinity map indicates the area where the villagers 
  ground their fishing boats overnight. A dozen 
  small boats are kept here (see area 1. The 
  Shipwreck for details on the local watercraft). 
  Har‘s Point‘s social activity centers on the Cod‘s 
  Mouth Tavern (Building #1). A small one-story 
  building of gray timbers and shale roofing, most of 
  the villagers frequent the tavern three, four, or 
  more times per week. The tavern keeper, a 40-
  year-old woman named Gessie (0-level human), 
  has run the tavern since her husband‘s death 
  some four years ago. During the day 2-7 patrons 
  will be found in the tavern; at night 4-16. The 
  food—mostly seafood—is good and inexpensive. 
  Patrons drink the dark house ale—the only 
  beverage sold in the tavern. Travelers can sleep in 
  the communal common room for 5 cp per night 
  (food and drink not included). 
  Other social activities in Har‘s Point center on 
  its small church dedicated to St. Ogarrish (or any 
  other sea-related deity the DM wishes to use). The 
  largest and sturdiest building in town, this stone 
  building holds about forty parishioners. An elderly 
  3rd-level priest named Holson has run the church 
  by himself for nearly forty years.  
   
  Holson, male half-elf, 3rd level cleric: AC 10; MV 
  12‖; hp 10; #AT Nil; SA spells; SD as half-elf; AL 
  NG; SZ M; S 6, D 7; C 8; I 10; W 14; CH 12. 
  Holson is 184 years old, 5‘ tall, 130 lbs. with grey 
  hair and pale blue eyes. He no longer fights in 
  melee as he is simply too old for that. He will use 
  his spells to assist the PCs if need be. His spells 
  memorized are:  
  First Level: cure light wounds, detect evil, 
  sanctuary 
  Second Level: augury 
   
  A retired 3rd-level fighter-turned-fisherman named 
  Kilmean has been the hamlet‘s mayor for six 
  years. Kilmean lives with his family—a wife and 
  two children—in a small house near the Rolord 
  Road. Seven days out of the week he works on his 
  boat, the Mellysa, with two other fishing hands. 
  The last day of the week Kilmean spends in 
  church, then conducts village business at the 
  Cod‘s Mouth Tavern in the evening. All village 
  business is deliberated with much fervor and with 
  much ale. Most of the time, however, business is 
  brief and the rest of the time is spent drinking and 
  telling stories. Temperamentally, Kilmean is quite 
  well-spoken for a rustic fisherman, dealing with 
  most problems that arise with even-handed 
  pragmatism. 
   
  Kilmean, male human, 3rd level fighter: AC 10 or 
  7 (ring mail); MV 12‖ (9‖ in armor); hp 29; #AT 1 
  (or 3/2 w/long sword); Dmg 1-8+2 long sword or 
  1-4 dagger; SA long sword specialization (+1 ‗to 
  hit‘/+2 to damage); AL N; SZ M; S 15; D 13; C 14; 
  I 10; W 13; CH 11. Kilmean is 34 years old, 6‘ tall, 
  and 180 lbs. with black hair. He has a suit of ring 
  mail and a long sword tucked away in a chest in 
  his home. He never brings these out unless the 
  town expects trouble. Otherwise, he simply carries 
  only a dagger for protection. 
   
  Dwelling Occupancy Roster 
  # 
  Building Type 
  Occupants 
  1 
  Tavern 
  (Cod‘s 
  Mouth) 
  1 M, 3 F 
  2 
  Home 
  2 M, 2 F 
  3 
  Home 
  1 M, 3 Ch 
  4 
  Business, boatwright 
  1 M, 1 F 
  5 
  Home 
  1 M, 2 F, 6 Ch 
  6 
  Home 
  2 F, 1 Ch 
  7 
  Home, vacant 
  – 
  8 
  Home 
  1 M, 1 F, 4 Ch 
  9 
  Church 
  1 M 
  10 Home 
  3 M 
  11 Home 
  2 M, 3 F 
  12 Business, 
  general 
  store 
  2 M, 1 F 
  13 Home 
  1 F, 4 Ch 
  14 Home 
  1 M, 1 F, 4 Ch 
  15 Home 
  1 M, 1 F, 1 Ch 
  16 Home 
  1 M, 2 F, 3 Ch 
  17 Home 
  1 F, 4 Ch 
  18 Home 
  1 M, 1 F, 5 Ch 
  19 Home, vacant 
  – 
  20 Business, net weaver 
  2 M, 2 F 
  21 Home 
  1 M, 1 F, 4 Ch 
  22 Home 
  2 M, 3 F 
  23 Home, vacant 
  – 
  24 Home 
  1 M (Kilmean), 1 F, 2 
  Ch 
  25 Home 
  2 M, 4 Ch 
  26 Home 
  1 M 
  M=male, F=female, Ch=child 
  
  4 
   
   
   
  Events 
  No linear occurring encounters exist in this 
  adventure. Instead, it is up to the players to 
  determine which actions they will take. This 
  determines what order the events and action 
  occurs. However, the DM is given a number of 
  events that must happen. These events help draw 
  the players into the story and ensure that the 
  action does not stagnate. No time frame is given 
  for these events to occur other than a general 
  order they should happen in.  
   
  HAR‘S POINT EVENTS LIST 
  Event 1: Rory and Gibble stay out looking for 
  treasure past sundown. The sahuagin band 
  captures one of the two (50/50 chance of either). 
  The other has a 4 in 6 (66%) chance to escape the 
  encounter. The sea devils take the captured one to 
  their temporary lair just off the coast and, after a 
  lengthy interrogation, eat him. This event should 
  occur within 24 hours after the party arrives in 
  Har‘s Point. See area 2. The Beach for details on 
  these two. 
   
  Event 2: A fisherman, Micauld (lives in Building 
  #26), does not return from the day‘s fishing. The 
  next morning some fishermen find his boat 
  washed on the rocks a couple hundred yards east 
  of Har‘s Point. His nets and a load of fish are 
  found, but Micauld is missing. PCs that inspect the 
  boat closely discover a number of coin-sized green 
  scales (sahuagin scales). Unknown to the PCs, or 
  anyone else in Har‘s Point, the sahuagin took him 
  from his boat after he stayed out just past 
  sundown. This event should occur a day or two 
  after event one. 
   
  Event 3: An unfamiliar woman arrives at the Cod‘s 
  Mouth Tavern. Anyone passing a Wisdom check 
  
  5 
   
  can sense that she seems uncomfortable and 
  frightened. This is the Selkie, Yelola (see The 
  Abandoned Hut for details). If the party does not 
  approach her, she will eventually approach them 
  to ask for help. This event should occur after the 
  party has done some initial exploring of the beach 
  or the wreck. 
   
  Event 4: The sahuagin kidnap 1-3 random 
  villagers from Har‘s Point to question them about 
  whereabouts of the selkie and the crown. They do 
  this about midnight, snatching any persons 
  walking outside (40% chance for success). They 
  try this tactic two nights in a row. Should this fail, 
  they attack a home that is relatively isolated from 
  the rest of the town (80% likely to succeed unless 
  stopped by the PCs; on a roll of 81% or greater the 
  attack fails and the village alarm is raised). 
  Kidnapped persons are taken to the selkie‘s air 
  cave (see The Undersea Cave) where they are 
  questioned, tortured, and then devoured. This 
  event can occur any time after events 1 and 2. 
   
  Event 5: In frustration the sahuagin assault Har‘s 
  Point just after midnight. First, they swim to the 
  beach and haul all the fishermen‘s boats out to 
  sea where they sink them. They place a shark 
  guard near the beach to attack any humans 
  entering the water. The sahuagin then creep into 
  the village and begin to attack its inhabitants two 
  or three houses at a time. There is a 25% chance 
  plus 5% for each building entered after the first 
  that the villagers are alerted (screams, dog‘s 
  barking, sounds of fighting, etc.) for every turn of 
  the attack. The men of fighting age (15 in all) grab 
  up their weapons: harpoons, daggers, hand axes, 
  clubs, and a few light crossbows and swords. This 
  takes 2-5 melee rounds. If Kilmean is alerted to 
  the attack, he directs all the women, children, and 
  elderly to the church for safety. He them organizes 
  a counter attack (takes 1-3 rounds). The sahuagin 
  will fight to the death. This event should happen 
  after all other events occur, the finale of the 
  adventure. 
   
  Information & Rumors in Har‘s Point 
  At some point the PCs might want to gather 
  information from the citizens of Har‘s Point. Below 
  is a summary of information that PCs can gather, 
  but simply do not give it out for free. The player 
  must work to befriend the villagers before they will 
  tell them any information. After all, they are armed 
  outsiders and the villagers might think that they 
  are in town simply to cause trouble.  
  Note: ‗Source‘ indicates whom the PCs must 
  ask to get the information, and ‗chance to know‘ 
  indicates the percentage chance that one of the 
  sources knows that bit of information. 
   
  TOWN RUMOR LIST 
  1. A ship wrecked on the Giant‘s Throne in a 
  storm a week ago. There appears to be no 
  survivors. Source: whole town. Chance to 
  know: 100%. 
   
  2. The ship is a Northman longship. It lies hung 
  up on the rocks out in the Giant‘s Throne. The 
  waves will probably destroy it soon, in a few 
  days‘ time. Source: fishermen. Chance to 
  know: 70%. 
   
  3. Eight bodies were found on the beaches north 
  of town the day after the wreck. The village 
  cleric, Holson, buried them just outside of 
  town in a sailor‘s cemetery. Source: whole 
  town or cleric. Chance to know: 70% for 
  townspeople or 100% for the cleric. 
   
  4. The bodies of the drowned sailors wore some 
  jewelry of Northman make. Gessie at the 
  tavern has a ring and an armband recovered 
  from one of the corpses. Source: whole town. 
  Chance to know: 40% for townspeople or 
  100% for Gessie. 
   
  5. Some fishermen tried to get to the wreck but 
  would not risk getting close because of the 
  powerful waves. Source: whole town or 
  fishermen. 
  Chance 
  to 
  know: 
  50% 
  for 
  townspeople or 90% for fishermen. 
   
  6. The ship was carrying a great amount of 
  treasure, most likely silver or gold bullion, or 
  possibly, valuable spices. Source: whole town. 
  Chance to know: 95%. 
   
  7. The dead spirits of the sailors walk on the 
  beach at night. They are looking for places to 
  bury their treasure. Source: whole town. 
  Chance to know: 50%. 
   
  8. Those that have glimpsed these spirits say 
  they travel in a big pack walking with a rolling, 
  side-to-side gait, much like an old sea hand 
  would walk. No has seen them up close, they 
  only say that they appeared as dark shadows 
  moving through the night. (Unknown to the 
  
  6 
   
  townspeople these are the sahuagin. The 
  reference to their gait is in regards to the 
  awkwardness of the sahuagin when moving on 
  dry land.) Source: whole town. Chance to 
  know: 30%. 
   
  9. Some villagers, including Rory and Gibble, are 
  combing the beaches for buried treasure. 
  Source: whole town. Chance to know: 40%. 
   
  10. An attractive young woman—naked and wet 
  from the sea with kelp in her auburn hair—was 
  seen walking on the beach toward Har‘s Point 
  right before sunset a few nights ago. She was 
  heading south. (This was the selkie after she 
  learned the sahuagin were in here lair.) Source: 
  whole town. Chance to know: 15%. 
   
  11. Someone stole a whole set of clothes hanging 
  from a clothesline a few days ago. (The selkie 
  stole these clothes not long after the sahuagin 
  raid.) Source: town women. Chance to know: 
  10%. 
   
  12. A stranger, a woman with auburn hair, bought 
  a pair of boots, a belt, and a short sword a few 
  days ago. She paid with odd silver coins 
  covered in verdigris. (After the sahuagin raid, 
  the selkie fetched coins she hid in a second 
  cave to buy these items. These were ancient 
  coins she gathered from a sunken ship.) 
  Source: Bowstaff, proprietor from the general 
  store.  
   
  The DM should use his best judgment when 
  determining when and how much information to 
  give a party. Above all, the DM must make sure 
  that the selkie, the sahuagin, and the nature of the 
  wrecked ship remain a source of mystery to the 
  party for as long as reasonably possible. 
   
   
   
  The Sahuagin Band 
  The sahuagin band has one goal: to find the selkie 
  and recover the crown. Secondary goals include 
  capturing the selkie to take back to their town for 
  punishment and kill anything—especially any air 
  breathers—that get in their way. However, the 
  sahuagin will not knowingly reveal their presence 
  to the local human populace. They prefer to 
  operate undercover by capturing those that they 
  believe possess valuable information. Bodies of 
  the slain will be taken into the sea and devoured 
  by the group. 
   
  During daylight hours the sea devils lay low in a 
  temporary undersea camp three miles due north 
  of Har‘s Point (marked by an ―X‖ on the Har‘s 
  Point & Vicinity map). Located in dense kelp beds, 
  
  7 
   
  the camp consists of underwater rock formations 
  that form shallow caves. A lone shark (5 HD; hp 
  30) patrols the camp during the day while the 
  sahuagin rest. Searching for the camp will require 
  magics to breathe water and protect from the cold 
  of the sea, so this it is unlikely that the party will 
  discover its location in the course of the 
  adventure. 
  At night the sahuagin scour the beaches, 
  moving roughly 100 yards further inland each 
  night after the party arrives in Har‘s Point. However 
  the hills just beyond the beach prevent from 
  traveling more than a quarter mile inland. Thus, 
  after four nights the band will have traveled as far 
  inland as they can go. The band concentrates on 
  searching mostly within 1 mile of Har‘s Point in 
  both directions, but will range as far as 6 miles 
  west to the village of Wesmere (pop. 75), and 2 
  miles east into the marshy coastal area. 
  The band has a 15% per night (non-
  cumulative) to discover the selkie‘s hut (see The 
  Abandoned Hut for details if she will be present). 
  However, 
  the 
  DM 
  should 
  pick 
  the 
  most 
  advantageous point in the adventure (such as after 
  the party has agreed to assist the selkie) for the 
  sahuagin to capture the selkie, if at all. 
  The party has a 10% chance each night to 
  encounter the band if they explore the beaches 
  past sundown. This chance is cumulative for each 
  night after the party arrives in Har‘s Point, as the 
  sahuagin become more desperate, moving closer 
  to the human settlement.  
   
  Should the band spot the PCs first, there‘s a 4 
  in 6 (66%) chance that they simply watch the party 
  from a distance for 1 turn before fleeing into the 
  sea. 
   
  Should the PCs attack the sahuagin while they 
  search for the selkie, they flee into the sea after 
  losing a quarter of their numbers, or if the 
  priestess is slain. 
   
  Sahuagin, female, 4th level lesser cleric: AC 5 (4 
  w/ring of protection +1); MV 12‖//24‖; hp 29; #AT 
  1; Dmg 2-8 bite; #AT 3, 5, or 1; Dmg 1-2/1-2 
  claws, 1-4 bite, (rake with rear claws for 1-4/1-4, 
  underwater only) or 2-8 trident; SA spell use, 
  command undead; INT high (14); AL LE; SZ M (6‘ 
  tall). The priestess has a Wisdom score of 14. She 
  is armed with a trident and wears a gold necklace 
  set with red coral (300 gp value) and a ring of 
  protection +1. She speaks a little of the Common 
  tongue. The two sharks that guard the selkie‘s lair 
  are her companions. Her spells memorized are:  
  First Level: command (x2), cause fear, cause 
  light wounds, darkness 
  Second Level: aid, hold person 
   
  Sahuagin males (12): AC 5; MV 12‖//24‖; HD 2 + 
  2; hp 16, 15 (x2), 14 (x3), 12, 11, 10 (x2), 9, 8; 
  #AT 3, 5, or 1; Dmg 1-2/1-2 claws, 1-4 bite, (rake 
  with rear claws for 1-4/1-4, underwater only) or by 
  weapon type; INT high (13-14); AL LE; SZ M (6‘ 
  tall). Six are armed with trident, net, and dagger; 
  four have spear and dagger; two have heavy 
  crossbow with a dozen bolts and dagger. The 16 
  hp male wields a dagger +2. Each male carries 1-
  6 platinum pieces and have a 10% chance to carry 
  1-4 pieces of polished coral (10 gp value each) 
  that are used by the sahuagin for currency. 
   
  1. The Shipwreck 
  The first thing the party will most likely do is check 
  out the wreck of the ship. They must do this 
  quickly, however. Each day after the party arrives 
  at Har‘s Point there is a cumulative 10% chance 
  that the waves destroy the ship. If this happens the 
  force of the waves smash the ship to pieces, with 
  the largest sinking 200‘ to the sea floor. 
  Unless the party has a boat of their own they 
  must buy a boat from a fisherman or hire one to 
  take them out to the ship. The curragh is a single-
  mast type of fishing boats constructed of wood 
  used in this region. They average 15‘ to 20‘ in 
  length and can hold up to 8 persons with gear 
  comfortably and a minimal crew of 2 (count as 
  ―large rowboat‖ except that it can hold up to 10 
  persons and 4000 gp weight; see the Wilderness 
  Survival Guide, p. 44, for details on watercraft). 
  The masts are small and they mainly rely on oar 
  power. With a minimum crew the ship captain will 
  insist the PCs help row. Should the party manage 
  to convince a fisherman to sell their boat, they will 
  not accept less than 400 gp. (This is their only 
  means of making a living after all.) 
  Due to the rough seas, characters with their 
  own vessel will not be able to even get within 200 
  yards of the Giant‘s Throne unless one or more 
  PCs possess the boating non-weapon proficiency. 
  To get near the wrecked ship the PC must make a 
  successful boating roll. Rolls failed by 4 or more, 
  or a roll of 19 or 20, means the boat hits a rock 
  and begins to sink in 2-7 rounds.  
  To maneuver a boat near the wreck so that PCs 
  can board it, the PC must make a successful 
  boating check. Rolls failed by 4 or more, or a roll 
  
  8 
   
  of 19 or 20, means a powerful wave capsizes the 
  boat flinging all aboard into the sea.  
  The DM should read the ―Capsizing and 
  Damage to Craft‖ and ―The Boating Proficiency‖ 
  sections of the Wilderness Survival Guide (p. 45) 
  for details on holding watercraft, and the 
  ―Swimming‖ section of the Dungeoneer‘s Survival 
  Guide (pp. 12-14) for details on holding one‘s 
  breath and moving in water. 
  Hiring a fisherman is the most expedient 
  method to get a party to the wreck. Fishermen will 
  not settle for less than 75 gp per trip, an even 
  share of any treasure found, and a guarantee that 
  if anything happens to their boat the party will 
  cover the expenses for repair or replace it (these 
  boats cost 60 gp each). If something happens to 
  the fisherman the party agrees to pay their family 
  (if any) the money and cover the costs of their 
  funeral or medical care. (If the PCs ask someone 
  in town for the name of a fisherman they might 
  hire, the first one that comes up is ‗old Merwhig‘. 
  The villagers say he‘s the best seaman in the 
  area.) All village fishermen make their boating 
  non-weapon proficiencies on a roll of 16 or less.  
  The spot where the ship wrecked is a 
  notoriously dangerous section of the coast located 
  four miles NNE of Har‘s Point. Here the current is 
  very strong and can easily smash a ship up against 
  the rock formations. Even worse, some rock 
  formations are not exposed above the waves and 
  can easily rip the bottom out of a vessel, or strand 
  it on top of the formation, or both. Smaller vessels 
  20‘ long or under in size can navigate the Giant‘s 
  Throne only with a captain that is familiar with the 
  area. 
  The Giant‘s Throne is 60‘ wide east to west, 30‘ 
  long north to south, and some 20‘ feet at its 
  highest point from the water‘s surface. Large 
  waves often crash into it and seemingly swallowing 
  the whole formation. The wrecked ship rests here, 
  bow to midsection thrust out of the water and 
  hung up on rocks. The latter half, including the 
  stern, lies submerged. Eighty feet long, the ship is 
  an advanced form of longship used by Northman 
  raiders (or similar type raiding culture). These 
  large ships have a small sternhouse, and a 7‘-high, 
  50‘-long cargo hold. This ship carried a crew of 
  twenty-five. 
  Broken at its base, the ship‘s mast is nowhere 
  to be found. The lower section of the ship up to 
  10‘ from the bow is ripped open from colliding 
  with the Giant‘s Throne. On the starboard side at 
  the midship waterline, a 6‘ long gash is seen torn 
  into the ship‘s planking.  
  The ship rocks with unsettling motion from the 
  powerful waves that smash into it. Because of this, 
  it‘s impossible for PCs to walk on the tilted deck 
  without any type of safety measure, be it ropes, 
  holding on to the rails, or some sort magical 
  method (e.g. spider climb). Those who to attempt 
  walk the ship without aid will probably be swept 
  into the sea by the waves. A person can attempt to 
  climb into the exposed cargo hold from the 
  Giant‘s Throne. To do this the captain of the boat 
  must make a successful boating roll, and the PC 
  entering the ship must make a successful 
  Dexterity check with a –1 penalty to Dex for each 
  AC of armor worn less than 10. Thus, those in 
  chain mail make their Dex check with a –5 
  penalty; any plusses from magic armor can add to 
  the Dex check. If either of those checks fail, 60% 
  of the time the character falls into the sea, 30% of 
  the time he falls into the boat (1-3 damage), and 
  10% of the time he lands on the rocks (1-4 
  damage and must immediately make a successful 
  Dex check with –4 penalty or get swept out to sea; 
  the character if safe if he does not try to move, but 
  once he does he must make another Dex check). 
  The ship did not carry a trove of treasure; it 
  carried mundane trade goods like urns of oil, 
  textiles, lumber, and foodstuffs. Inside the hold the 
  PC see pieces of broken planking and a few 
  corpses floating about. One corpse has a bronze 
  collar (10 gp value); another has a gold erring 
  (100 gp value) and 6 gp in his pockets. Those that 
  search around have a 25% to find a 10‖-long box. 
  Inside is a metal bottle with 4 applications of oil of 
  sharpness +3 (oily translucent silvery liquid with a 
  burning smell and foul taste) and a felt pouch 
  containing six moonstones (50 gp value each).  
   
  If the party visits the wreck during the day they 
  have a 30% chance to encounter the selkie here. 
  She comes to the wreck to search for treasure and 
  has already made a couple trips out here. Unless 
  surprised she flees, not sure of the PCs motives. If 
  this happens, the party has a 10% chance to 
  notice a seal come out from the gash in the ship 
  and flee toward the shore. This goes up to 50% if 
  anyone states that they are watching that section 
  of the ship. Those that spot the fleeing selkie have 
  only a 20% chance to notice her human-like 
  features (arm and leg-like flippers). 
  If surprised, Yelola will be inside the cargo hold 
  in 
  seal 
  form 
  looking 
  for 
  treasures. 
  She 
  immediately dives into the water and flees out the 
  
  9 
   
  submerged gash in the ship‘s hull. PCs inside the 
  cargo hold that pass an Intelligence check will see 
  her human-like arms. If she is surprised, however, 
  PCs do not have to make this check. 
   
  Yelola will not come to the wreck at night. PCs 
  that visit the wreck at night have a 20% chance to 
  encounter the sahuagin band if they have not 
  already been encountered on the shore. 
   
  Characters that enter the sea around or near 
  the ship (within 50‘ and/or to the seafloor below it) 
  have a 1-in-4 (25%) chance (or if the DM feels the 
  need for some action) per turn of a giant eel 
  attacking them. This eel visits the wreck to feed on 
  corpses, but will settle for a fresh meal. 
   
  Eel, giant: AC 6; MV //9‖; HD 5; hp 29; #AT 1; 
  Dmg 3-18 bite; INT non- (0); AL N; SZ M (20‘ 
  long). 
   
  2. The Beach 
  A pair of the villagers, Rory and Gibble, has been 
  combing the beaches west of town searching for 
  the supposed buried treasure. These two normally 
  make their living by fishing. However, since they 
  barely scrape out a meager living this way, the 
  thought of buried treasure, even if guarded by the 
  dead, proved too enticing. The PCs have a 25% 
  chance of encountering these fellows on the 
  beach looking for treasure. They carry with them 
  sacks and shovels. They will be standoffish, even 
  threatening, to anyone whom they believe is trying 
  to get in on their treasure action.  
  If the PCs befriend the pair they freely tell them 
  of the strange tracks they‘ve seen on the beach. 
  They describe them as the size of human 
  footprints, but wider with webbing and small 
  claws. The tracks are always found in large groups 
  that they estimate between 8 and 15 figures. 
  These tracks always come from the sea and 
  disappear into the sea. The tracks not only head 
  along the beach, but on the area beyond the 
  beach, where tall grasses grow among the small 
  sandy dunes and washed-up logs. Each day that 
  passes the tracks are seen to head further inland 
  (see The Sahuagin Band for details). 
  The pair will lead the party to a set of these 
  tracks, if the PCs ask them to. They, however, give 
  the party a stern warning to stay away from the 
  tracks. Not because they believe that danger 
  associated with them, but because they believe 
  that by following the tracks they will find where the 
  dead sailors bury their treasure. 
  Alternately, a party walking on the beach has a 
  20% chance (non-cumulative) per hour to run into 
  the tracks. This assumes that the weather is not 
  windy or rainy, and then the chance goes down to 
  10% per hour. 
  A party that follows these tracks and is actively 
  searching has an 80% chance to find a broken 
  sahuagin crossbow bolt. If they do not say they are 
  searching, then they have only a 20% chance to 
  stumble across it. The bolt lies amongst scattered 
  gray feathers and a small amount of blood. The 
  previous evening a sahuagin shot a skua (a type of 
  seagull) with his heavy crossbow and devoured it 
  on the spot. The bolt is constructed from a dark, 
  almost black wood, has thin, rigid, but flexible fins 
  (made from a type of cuttlefish bone), and tipped 
  with sharp coral. Unless they party has previously 
  encountered sahuagin they will not be able to 
  identify the bolt‘s origin. 
   
  Rory and Gibble, 0-level humans: AC 10 (none); 
  MV 12‖; hp 4, 3; #AT 1; Dmg 1-3 knife or 1-4 
  small club; AL N; SZ M; no special ability scores. 
   
  3. The Abandoned Hut 
  The selkie‘s temporary home—an abandoned 
  hut—lies in a marshy section of coastline four 
  miles southeast of Har‘s Point. Located ¼ mile 
  from the sea and ½ mile northeast from the 
  Rolord Road, the hut proves difficult to find as 
  small copses of trees block it from sight to all 
  further than 100 yards away. 
  Constructed from reeds and mud and barely 8‘ 
  in diameter, there is a 40% chance that the Yelola 
  will be present in the hut during daylight hours. 
  The other 60% of the time she is out fishing for 
  food or exploring the wrecked ship. At night there 
  is a 90% chance that the selkie is here.  
   
  The inside of the hut is sparsely furnished with 
  a bed, a chair, and a copper brazier used for heat. 
  Hidden in a cavity under the bed and covered with 
  a few boards and some dirt are a set of human-
  sized clothes (leggings, blouse, cloak, boots, and 
  a belt), a short sword, and a pouch with 40 sp 
  (ancient style coinage) and an agate (10 gp value). 
  If Yelola is traveling in human form she will have 
  all these items on her person. If the sahuagin 
  locate this hut, they have only a 20% chance to 
  discover the hidden cache. She will try to flee if the 
  PCs discover her hut, and will not fight them 
  unless attacked first. 
   
  If Yelola learns that the sahuagin have 
  discovered her hut, the DM must make sure that 
  
  10 
   
  she is not killed or captured, but escapes the 
  encounter. Once this happens, she immediately 
  goes to Har‘s Point and stays in the tavern‘s 
  common room. She believes that he will be safe in 
  the humans‘ village. 
   
  It is imperative that, after her initial skittishness, 
  the selkie befriends the PCs. Until then she 
  remains tightlipped about what she knows, as she 
  is not sure she can trust these strangers. Once 
  befriended the selkie tells the party of the sahuagin 
  that she believes are looking for her. She says that 
  she does not know why they seek her, as she has 
  not yet pieced together the connection between 
  the sea devils and the coral crown. She asks the 
  party if they will protect her. In turn she will give 
  the party a portion of her treasure from her secret 
  trove (see The Undersea Cave). 
   
  Yelola tells the party about the sahuagin raiding 
  her cave, the sharks guarding her cave lair, and 
  that the sahuagin combing the beach west of town 
  every night. She believes there to be at least a half-
  dozen of these creatures, but there might be more 
  hiding in the sea. She also thinks that they have 
  explored the wrecked ship. Of sahuagin (she calls 
  them ‗sea devils‘), all she knows is that they are 
  extremely ruthless and will not come on the 
  surface during daylight hours. 
  Given a few hours Yelola can retrieve 2 four-
  dose potions of water breathing that she has 
  stashed in a second underwater cave a ¼ mile 
  east of her undersea cave if the party has need of 
  such magics. (She will not stay in this cave for 
  safety reasons.)  
  Note that in addition to normal underwater 
  rules, PCs immersed in water must protect 
  themselves from the cold of the northern climate 
  sea. Those not exerting themselves and not 
  protected suffer 4 hit points of damage per turn 
  unless a successful Constitution check is made. 
  Those successful suffer only half damage. Those 
  exerting themselves and not protected suffer ½ of 
  damage (2 hp if the Con check fails, and 1 hp if it 
  does not). Note that damage occurs at the end of 
  the full turn. No mundane means of protection 
  from the cold of the sea exist. Magical protections 
  such as endure cold, ring of warmth, or similar 
  type spells and items, reduce all damages to 0.  
   
  Yelola, female selkie: AC 5 (10 in human form); 
  MV 12‖//36‖; HD 3 + 3; hp 20; #AT 1; Dmg 1-6 
  bite (in seal form) or by weapon type (in human 
  form); SA change into human; INT very (11); AL 
  N(G) ; SZ M (5‘ tall). 
  4. The Undersea Cave 
  The selkie‘s lair is located a mile-and-a-half down 
  the east coast from Har‘s Point, 60‘ down the high 
  bluffs that ring the town. An unencumbered 
  person (i.e. not in armor greater than studded 
  leather; encumbered characters must use a rope 
  to descend) can carefully climb down to the sea. 
  There is no beach at this point; the bluffs simply 
  disappear into the water. Forty feet under the water 
  a 6‘ wide cave forms the entrance to the selkie‘s 
  lair. 
   
  The sahuagin have placed two bull sharks to 
  guard the entrance. They are instructed to attack 
  anything bigger than a tuna (3‘ or so) that gets 
  near the cave. The stupid sharks have a 75% 
  chance to chase anything that fits that description 
  until it catches it. Crafty characters could lure the 
  sharks away to sneak into the lair. The sharks will 
  not enter the cave entrance. 
   
  Sharks (2): AC 6; MV //24‖; HD 5; hp 24, 22; #AT 
  1; Dmg 2-8 bite; ; INT non- (0); AL N SZ L (9‘ 
  long). 
   
  The tunnel beyond the cave entrance travels 45‘ to 
  open into the bottom a water-filled cave 10‘ long 
  and 15‘ wide with an 8‘ high ceiling. At the back 
  half of the cave a 3‘ wide tunnel in the ceiling 
  leads straight up 40‘ to a dry cave. This cave is 20‘ 
  long and 15‘ wide with an 8‘ high ceiling. The floor 
  is relatively smooth. The cave is lit by harmless 
  phosphorescent mold that that grows in 2‘ 
  patches and gives off a soft blue light. The selkie 
  had many furnishings, but the sahuagin trashed 
  the cave breaking, smashing, and ripping most 
  everything to pieces. The remains of a chair, 
  bedding, a rug, a tapestry, a lantern, jars of lamp 
  oil, crockery for foodstuffs, wine bottles, and a 
  small chest lie thrown about the cave. The chest 
  contained a set of clothing (dress, boots, belt, and 
  cloak) that lies on the cave floor shredded. Yelola 
  also had a small, velvet-lined box that kept a small 
  amount of treasure (for quick use and to throw off 
  intruders) that now lies with the rest of the junk. 
  The sahuagin took all valuables. 
   
  The secret door in the cave opens into a tunnel 
  4‘ wide. This leads 30‘ to a 10‘-wide dead end 
  cave. The stones that litter the floor conceal a 
  buried clay pot. Those searching this area must 
  state that they search for secret doors on the floor 
  to discover the pot. This pot holds the selkie‘s 
  treasure. It consists of 120 gp, 19 ep, 5 pp, 8 
  pearls (100 gp value each), three bronze bracers 
  
  11 
   
  (15 gp value each), a gilded pin (100 gp value), a 
  silver signet ring (50 gp value; appears to have 
  religious markings), and the Crown of the Briny 
  Deep.  
   
  The Crown of the Briny Deep 
   
  This crown of sahuagin make is a 10‖-diameter 
  ring of red coral mottled with white. This is affixed 
  to a cap made of pure gold. Weighing 8 lbs. it has 
  a 5,000 gp value if sold. Once per day, for 
  sahuagin priestesses only, the wearer of the crown 
  can bless a group of up to 100. This spell has a 
  duration of two hours. 
   
  If the PC have befriended the selkie, she will not 
  tolerate them digging up her treasure and taking it 
  for themselves. If the PCs take her treasure she will 
  no longer assist them unless they return the 
  treasure and give her at least 100 gp of additional 
  treasure as restitution for violating her trust. 
  The selkie does not realize the root problem 
  with the sea devils harassing her is the crown. 
  Because of this, Yelola will not mention the 
  crown‘s existence unless the PCs expressly 
  question her as to possible reasons why they want 
  her. Once she realizes the connection, she will 
  want nothing to do with the crown. She offers it to 
  the PCs. If they decline, she simply takes it one 
  evening and throws it on the beach west of Har‘s 
  Point for the sahuagin to find. However, this action 
  will not stop the monsters of the deep. They 
  continue to hunt for Yelola so they can take her 
  back to their undersea town for punishment for 
  ―stealing‖ their holy relic. 
   
   
  Concluding the Adventure 
  When the sahuagin band is defeated the 
  adventure is considered completed. However, this 
  will not end events for the selkie or Har‘s Point. 
  Hasshoolap, the sahuagin high priestess (8th level 
  cleric), will not rest until the Crown of the Briny 
  Deep once again lies within her scaly grasp. 
  Larger and larger bands of sahuagin will appear 
  on the coast looking for the relic. A very large 
  warband of sea devils will eventually assault Har‘s 
  Point killing or carrying off every villager.  
    If the crown ends up in the hands of the 
  villagers of Har‘s Point, the sahuagin will eventually 
  recover it when they assault and ultimately 
  decimate the near-defenseless hamlet. If the 
  villagers discover whom the crown belongs to, 
  Kilmean (or whoever is in charge, should be have 
  been killed during the course of the adventure) 
  and a crew of men will sail west out to sea about 
  20 miles and throw the crown into the sea. This, 
  they hope, will keep the sea devils from paying 
  them any more concern. 
   
  If the PCs do not discover the existence of the 
  crown and it stays in the selkie‘s possession, the 
  sahuagin will eventually successfully hunt her 
  down, slay her, and recover the crown.  
  Should the crown be in the possession of the 
  PCs 
  the 
  sahuagin 
  relentlessly 
  hunt 
  them, 
  attempting to strike if they on or are near any 
  coastal lands to recapture their lost treasure and 
  exact revenge. 
   
  Experience Points 
  Since this adventure has few monsters and 
  treasure for characters to accumulate experience 
  points, the DM should award points for how well 
  the party preforms. A party can collect none or all 
  of the following: 
   
   300 xp for keeping the sahuagin band from 
  destroying Har’s Point. 
   200 xp for defeating the sahuagin band. 
   200 xp if Yelola survives the adventure. 
   200 xp for determining that the Crown of 
  the Briny Deep is what the sahuagin are 
  searching for. 
   
  END. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Dragonsfoot/Modules/AD&D Adventure - Shipwreck at Har's Point.pdf