1.04.0 The Cape

Date: 12th of Khythpi 1349 (5)

When the party travels back to Corenthal by sea, the wind and weather brings the ship near home on a rainy night. As the ship nears the cap, the rain develops into a storm. Visibility decreases significantly. The ship begins to take heavy rolls (DC 10 acrobatics check to move downslope, DC 5 acrobatics check to not fall while moving downslope) and washes across the bow (DC 12 acrobatics or strength to not fall prone; prone characters are washed 2d6 squares in the direction of the surge; DC 17 reflex to catch from going overboard).

The Captain yells that he needs to find the cape, lest they run aground or miss their chance to seek shelter around its southern side.
At 360 feet, the perception DC is 31
At 300 feet, the perception DC is 25
At 240 feet, the perception DC is 19
At 180 feet, the perception DC is 13
At 120 feet, the perception DC is 7
At 60 feet, the perception DC is 1

If the cape isn't spotted by 240 feet, the captain has no chance of steering the ship away from the cape before the ship is dashed against the rocks. The captain must succeed 4 consecutive shiphandling [profession(sailor)] checks, DC 18, to steer the ship away from the cape and around to the safety of calmer waters on its far side.

Swim checks in stormy water are DC 20.

Back in town, the party may learn that several years ago, a lighthouse was planned to be built on Cape Corenthal, but the construction site was abandoned when a dragon was found to be living in a cave in its cliffs.

Party heads out to the cliff on the 20th of Khythpi

The party returns to Corenthal, and returns to the cliff on the 23rd of Khythpi

Dagobras is raped by an ogre and conceives twins on the 24th of Khythpi.

Party takes three captive orcs to Reosin Isle to quarry stones for the lighthouse.

Party returns to the cape on the 28th of Khythpi.

Party returns to train, and returns to the cape on the 5th of Agruthgom, then goes back to town in the evening.

Party returns to the dungeon on the 7th of Agruthgom.

Party returns to Corenthal on the 8th of Agruthgom.

Party returns to the dungeon on the 9th, and returns to town that night with an unconscious Halfling.

Party returns to the dungeon on the 12th of Agruthgom after restoring the halfling and resupplying.

Party returns to Corenthal late in the evening of the 12th.

The Cape

Room 1

The entrance to the Cape Corenthal caves is filled with seawater even at low tide. A misty haze fills the mouth, despite the waves below. Stalactites grip the 20-some foot high ceiling. The entrance funnels down to a beach to its rear right side, but a wider water cavern can be seen through two openings to the left. If the party continues on to the back of this cavern, they will find their exit cut off behind them by a Sea Dragon entering from Room 2

Room 2

This misty room has a high 20-foot ceiling and is divided roughly in half between a submerged section and a sandy beach. There is a huge Sea dragon here. (It's really an illusion… hehehe)

Room 3

This room has a foul smell. The arched ceiling reaches up 20 feet. There is a slimy coating on the walls. A hole in room 42 drains into the ceiling of this room. The haze seems to extend back into this room as well. An odd medium sized plant seems to be growing out of the rock on the far side. It is a Basidirond (CR 5) Treasure: 200 ƒ, 1 tanner, 1 crown, 1 lapis lazuli (8 G), 1 potion (delay poison).

Room 4

This room is an extension of the natural cave. It seems to be inhabited by a number of crabs. Some Medium Giant Crabs (CR 2) are hiding in the recesses of the rocks inside.

Room 5

This room is behind a heavy locked (and trapped) iron door. It is barred on the outside. Its ceiling is 30 feet tall (floor of room 43) Its floor is covered with stalagmites whose tops have been sharpened, making them rather spikey.

Poison Dart Trap CR 3
Type Mechanical Perception DC 20 Disable Device DC 30
Effects
Trigger Touch Reset None
Atk +10 ranged (1d3 plus Violet Venom)

Room 6

the sea breeze rushes into this room. A glance up reveals why. The ceiling extends up 60 feet. The chimney varries from 15-20 feet in diameter and is rough stone. It is infested with cave fishers (CR 2).

Room 7

At the end of a long underwater tunnel.

Room 8

At the end of a long underwater tunnel.
Three Skum (CR 2) were here, most likely will join the battle with the Aboleth, if it occurs.

Hall 8a

Empty Hallway.

Room 9

Empty Room.

Room 10

Empty Room.

Room 11

Five Skum (CR 2) were here, most likely will join the battle with the Aboleth, if it occurs.

Hall 11a

Empty Hallway

Room 12

Two Skum (CR 2) were here, most likely will join the battle with the Aboleth, if it occurs.

Hall 12a

Empty Hallway.

Room 13

Three Skum (CR 2) were here, most likely will join the battle with the Aboleth, if it occurs.

Room 14

Two Skum (CR 2) were here, most likely will join the battle with the Aboleth, if it occurs.

Hall 14a

Empty Hallway.

Room 15

Three Skum (CR 2) were here, most likely will join the battle with the Aboleth, if it occurs.

Room 16

Three Skum (CR 2) were here, most likely will join the battle with the Aboleth, if it occurs.

Room 17

Three Skum (CR 2) were here, most likely will join the battle with the Aboleth, if it occurs.

Room 18

Three Skum (CR 2) were here, most likely will join the battle with the Aboleth, if it occurs.

Hall 18a

Empty Hallway.

Room 19

Three Skum (CR 2) were here, most likely will join the battle with the Aboleth, if it occurs.

Room 20

At the top of the chimney. Two wooden doors serve as exists.

Room 21

Contains stores of foods. Primarily fungi and seaweed, as well as some suspect dried meats.

Room 22

This room has orcs.

Room 23

Secret passage down to room 56

Room 24

This room has orcs.

Room 25

Contains two ogres. They'll rape you.

Room 26

Also contains two ogre rapists.

Room 27

Pit trap falls down to room 52

Room 28

Contains an ogre and the ogre patriarch.

Room 29

Contains orcs.

Hallway to Room 30

Contains orc sentries.

Room 30

Pit trap falls down to room 43

Room 31

There are orcs here.

Hallway to Room 32

There are orcs here.

Room 32

Weapon stores for the orcs. There are falchions and javelins here, and a few other odds and ends, including a mimic.

Room 33

Orcs.

Hallway to room 34

A few orcs here set up to ambush.

Room 34

There's an unpleasant odor of urine and feces in this room. A number of holes in the floor are ringed with filth and slime. Some poorly constructed benches cover some of them. Inspection of the benches and walls reveal multiple instances of pornographic graffiti as well as orcish runes, which, if any of the party reads orcish are equally lewd, some mentioning names of orcs of particular interest at performing some of the tasks there described. The phallus is featured rather ubiquitously in the decor of this room, interspesed at times with depictions of orcs in various compromising positions.

Room 35

Orcs.

Room 36

There's a suit of armour lying on the ground (Gelatinous cube.)
+2 Chain Shirt of electricity resistance.
Treasure: 410 p, Silver chain belt with jade buckle (730 G), Dragon hide boots (500 G), flask (acid), MW Shortbow, MW heavy mace, thieves' tools, tanglefoot bag.

Room 37

Gibbering Mouther.
Treasure: 103 G, 1 cr, 1 copper bar, Ebony harp (640 G), tapestry (470 G), silver-plated scabbard for short sword (580 G), Fine clothing (108 G).

Room 38

empty.

Room 39

This room is filled with cobwebs, and contains 3 Giant black widow spiders. No treasure.

Room 40

This room contains two gelatinous cubes.
Treasure: 226 ƒ, 3473 p, 3 halfcrowns, 2 cr, bladderpipe, flask (acid), MW shortspear, vial (antitoxin), disguise kit, MW light hammer

Room 41

This room contains two gelatinous cubes.
Treasure: 21 ƒ, 1 gr, 1 copper bar, thunderstone, vial (antitoxin), smokestick, flask (acid), thieves' tools, shawm, 4 sunrods, suit of chainmail, suit of studded leather, morningstar, gnome hooked hammer, sickle.

Room 42

There's a small drain near the back wall of this room.
This room contains a dead (poisoned) orc. nothing valuable remains.

Room 43

This room has a trap in the floor. 30-foot drop to Room 5. There is also a trap in room 30 that drops down to this room.

Spiked Pit Trap CR 3
Type Mechanical Perception Check DC 20 Disable Device Check DC 20
Effects
Trigger Location Reset Manual
30-ft deep pit (3d6 falling damage);
pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each);
DC 20 Reflex avoids; multiple targets (all targets in a 10-ft square area)

Hall 43a

Double Wall Scythe Trap CR 5
Type Mechanical Perception Check DC 20 Disable Device Check DC 20
Effects
Trigger Touch Reset Automatic
Atk +20 melee (2d4+6/x4), +20 melee (2d4+6/x4)

Hall 43b

Empty Hallway

Room 44

This room has been overgrown by yellow mould.

Yellow Mould CR 6
Type Poison Fortitude Save DC 15
Frequency 1/round for 5 rounds
Effect 1d3 Con damage Cure 1 save

Room 45

This room contains two centipede swarms that spill out as soon as the door is opened.

Room 46

This door is locked with a good lock (DC 30) which is trapped by a poison dart trap and an acid arrow trap

Poison Dart Trap CR 3
Type Mechanical Perception DC 20 Disable Device DC 30
Effects
Trigger Touch Reset None
Atk +10 ranged (1d3 plus Violet Venom)
Acid Arrow Trap CR 3
Type Magic Perception DC 27 Disable Device DC 27
Effects
Trigger Proximity (alarm) Reset None
Spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

Inside is a stashed treasure hoard.
7102 p, 583 ƒ, 64 £, 1 halfcrown, 2 groats, 3 marks, 4 copper bars, 1 brass bar, 3 bronze bars, 4 gems (alexandrite{600 G}, tiger eye turquoise{9 G}, moonstone{50 G}, deep blue spinel{700 G}), folding boat, 2 flasks (holy water), flask (alchemist's fire), thunderstone, 2 tanglefoot bags, vial (antitoxin).

Room 47

This room's rear wall is damaged (100/360 HP) only 2' thin (Perception DC 25) and may be broken down (Hardness 5) to room 54
Some treasure:
6 groats, 6 marks, 4 copper, MW light steel shield, silver holy symbol of Brione—Knowledge(Religion) DC 15 reveals as a warrior god of the (northern) barbarians.

Hall 47a

The door to this hall is rigged with a falling block trap

Falling Block Trap CR 5
Type Mechanical Perception DC 20 Disable Device DC 20
Effects
Trigger Location Reset Manual
Effect Atk +15 melee (6d6); multiple targets (all targets in 10-ft. square)

Room 48

This is an ancient torture room. There are skeletons manacled to the wall, chains, torture tables, metal straps, finger screws, head screws, torture bondage gear, saw horses, spiked wheels, whips, and a brazier in the middle of the room.
MW torture tools.
Also, there are 4 poltergeists (CR2)

Room 49

An extension to the torture room. There are 3 wights (CR3)
211 ƒ, 8 crowns, 4 groats, 8 copper bars, 1 brass bar, 2 gems (yellow topaz{500 G}, obsidian{7 G})

Room 50

Is a very small room about 7 feet in diameter. Stepping in triggers a pit trap that actually drops the character into the sea outside.

Hall 50a

Empty Hallway
Perception check DC 20 reveals an odour of decay.

Room 51

Both Doors are locked (good: DC 30) and armed with Electricity arc traps

Electricity Arc Trap CR 4
Type Mechanical Perception DC 25 Disable Device DC 20
Effects
Trigger Touch Reset None
Electricity arc (4d6 electricity damage, DC 20 reflex save for half damage) multiple targets (all targets in a 30' line)

Hall 51a

Empty Hallway

Room 52

Is the floor to a pit trap from room 27. There is a destrachan in here.

Room 53

Has 3 shadows (CR3)

Room 54

This room's rear wall is damaged (100/360 HP) only 2' thin (Perception DC 25) and may be broken down (Hardness 5) to room 47.

There are a pile of dessicated bodies in the corner. Hiding in these is a Mummy (CR 5)
Treasure:
56 £, 4 Marks, 1 gem (lapis lazuli{7 G})

Room 55

This large room has a domed ceiling and is empty save for a carved set of stone double doors on its eastern wall.

Hall 55a

Empty Hallway

Room 56

Secret passage up to room 23. (DC 20)
This room is haunted by the spectre (CR7) of a dead barbarian chief who was tortured and killed by umoritian soldiers.
884 ƒ, 2 silver dollars, 12 copper bars, silver holy symbol of Eo

Room 57

Hall 57a

Is hidden by a secret door (DC 25)

Room 58

Locked at both ends by a good lock (DC20)
The stench of filth is overwhelming in this room. It is occupied by an Otyugh.

Hall 58a

Empty hallway. DC 15 check reveals an odour of decay.

Room 59

The door is locked with a good lock (DC30)
This room contains the remains of ruined statues and rubble. after the party enters, a pair of basilisks appear. (CR 5)
Treasure: coins: 24£, 5 crowns, 10 copper bars.

Hall 59a

Empty Hallway. DC 25 check at the southwestern edge reveals a secret door.

Hall 59b

This hallway slopes: perception DC5.

Room 60

Contains a Xorn (CR6)… actually, it is hiding in the earth outside the room but glides in when it senses the party.
Treasure: coins: 600ƒ, 1 platin, 1 bronze bar; 2 gems: 600G alexandrite, 600G blue spinel.

Hall 60a

Empty hallway.

Room 61

An empty room.

Room 62

Locked with a good lock (DC30)
Contains a Wyvern (CR6)
Treasure: Pipes of sounding, tree feather token, +1 heavy steel shield.

Room 63

Locked with a good lock (DC30)
Contains a Seugathi (CR6)
Treasure: MW short sword; wand(Magic Missile) {31} lvl3; coins: 429ƒ, 72G, 3 groats, 5 brass bars; 8 gems: 60G jet, 60G moonstone, 800G black pearl, 600G alexandrite, 500G yellow topaz, 300G aquamarine, 14G banded agate, 90G coral; arcane scroll(silent image); +1 heavy steel shield; potion(cure light wounds); 1 flask (alch. fire).

Hall 63b

Locked with an average lock (DC25)

Room 64

Door is locked with a very good lock (DC35)
Contains treasure: coin: 376G, 11036p, 5 tanners, 27 copper bars; 5 gems: 300G black pearl, 80G pink pearl, 7G tiger eye, 600G alexandrite, 7G malachite; 3 minor items: potion (guidance), bird feather token, potion (jump).

Hall 64a

Door is trapped

Wyvern Arrow Trap CR 7
Type Mechanical Perception DC 20 Disable Device DC 20
Effects
Trigger Location Reset None
Atk +15 ranged (1d6 plus wyvern poison/x3)

Room 65

Contains a Black pudding (CR7)

Hall 65a

Empty hallway

Hall 65c

Falling Block Trap CR 5
Type Mechanical Perception DC 20 Disable Device DC 20
Effects
Trigger Location Reset Manual
Effect Atk +15 melee (6d6); multiple targets (all targets in 10-ft. square)

Room 66

Locked with a good lock (DC 30)
Trapped with a Flame strike trap

Flame Strike Trap CR 6
Type Magic Perception DC 30 Disable Device DC 30
Effects
Trigger Proximity (alarm) Reset None
Spell effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half); multiple targets (all targets in a 10-ft radius cylinder)

Contains a Bulette (CR7)
No treasure.

Hall 66a

Empty hall

Room 67

Locked with a very good lock (DC35)
Trapped with a fireball trap

Fireball Trap CR 5
Type Magic Perception DC 28 Disable Device DC 28
Effects
Trigger Proximity (alarm) Reset None
Spell effect (fireball, 6d6 fire damage, DC 14 Reflex save for half); multiple targets (all targets in a 20-ft radius burst)

Contains a Chimera (CR7)
Treasure: coin: 42G, 9368p, 4 groats, 5 tanners; 4 art: 5000G jeweled orichalcum ring, 1100G silver and sapphire bottle stopper, 1500G emerald on gold chain, 70G gold ring; 4 minor.

Hall 67a

Empty Hallway
There is a pit trap falling down 10 feet to Hall 86a

Pit Trap CR 1
Type Mechanical Perception Check DC 20 Disable Device Check DC 20
Effects
Trigger Location Reset Manual
10-ft deep pit (no falling damage);
DC 20 Reflex avoids; multiple targets (all targets in a 10-ft square area)

Room 68

Contains a Redcap (CR6)
Treasure: leather armour, medium scythe, 86G

Hall 68a

Room 69

Contains a Redcap (CR6)
Treasure: leather armour, medium scythe, 103G

Room 70

Contains a Redcap (CR6)
Treasure: leather armour, medium scythe, 668s

Hall 70a

Room 71

Contains a Redcap (CR6)
Treasure: leather armour, medium scythe, 3 gems: 1 aventurine (40 G), 1 brown spinel (110 G[Danilor thinks it's 80G]), 1 fire opal (1000 G)

Hall 71a

Fall trap down to Hall 76a

Room 72

Contains two Redcaps (CR6)
Treasure: leather armour (x2), medium scythe (x2), 662ƒ

Hall 72a

empty hallway

Room 73

Locked with a excellent lock (DC 40)
Has secret passages or fall traps down to room 2
Redcaps' treasure horde:
30£, 91 G, 3 halfcrowns, 1 mark (gold coin), 3 castles (gold coin), 19 brass bars, 5 bronze bars, 5 art (artistically etched silver bowl (150G), gold hourglass set with garnets (4000G), two small wool tapestries (100G, 140G), silver platter (90G)), +1 breastplate, potion (purify food & drink), 3 minor items: brooch of shielding, +1 throwing stick, MW cold iron longsword.

Room 74

Contains a Redcap (CR6)

Room 75

Treasure:
140 G, 972 ƒ, 16 copper bars, 5 bronze bars, ocarina, 4 sunrods, 2 flasks (acid), ceremonial orichalcum dagger with a blue diamond in the pommel (1100 G), potion (purify food and drink).

Room 76

Locked with a very good lock (DC 35)
Trapped with a wyvern arrow trap

Wyvern Arrow Trap CR 7
Type Mechanical Perception DC 20 Disable Device DC 20
Effects
Trigger Location Reset None
Atk +15 ranged (1d6 plus wyvern poison/x3)

This room contains a Gorgon (CR 8)

There is a secret door at the back of the room leading to room 75.

Hall 76a

Empty hallway. Trap ceiling at the end leads to Hall 71a.

Room 77

This room contains a Gray Render (CR 8)

Hall 77a

The door to this hallway is locked with a good lock (DC 30)
This Hallway contains a Pugwampi Gremlin (CR 0.5), the bonded creature of the Gray Render

Room 78

This room contains a Bodak (CR 8)

Hall 78a

Empty Hallway.
Double-Doors are locked with an average lock (DC 25)

Room 79

Door is locked with an average lock (DC 25)
This room contains a Young Dragon (Medium); Breath Weapons: Primary BW 60ft line 4d6 acid; Secondary BW 30ft cone 3d10 Fire (CR 8); HD 7d12 (89)
Str 19, Dex 13, Con 20, Int 13, Wis 13, Cha 15
AC 21, touch 11, flat-foot 20 (+1 Dex, +10 Natural)
Fort +13, Ref +6, Will +7
Attacks: 1 bite +14 1d8+6; 2 claws +13 1d6+4; 2 wings +8 1d4+2
Feats: Weapon Focus (Bite)
This dragon has a beautiful pattern of orange and blue scales.

Hall 79a

Empty hallway. Pit trap at the end falls to Room 7.

Pit Trap CR 1
Type Mechanical Perception Check DC 20 Disable Device Check DC 20
Effects
Trigger Location Reset Manual
10-ft deep pit (no falling damage);
DC 20 Reflex avoids; multiple targets (all targets in a 10-ft square area)

Room 80

Door is locked with a superior lock (DC 40)
Door is trapped with a hail of arrows trap

Hail of Arrows Trap CR 9
Type Mechanical Perception Check DC 25 Disable Device Check DC 25
Effects
Trigger Visual (arcane eye) Reset Repair
Atk +20 ranged (6d6); multiple targets (all targets in a 20-ft line)

Treasure: 35853 p
2469 s, 1259 ƒ, 131 G, 243 £, 1 tanner, 5 halfcrown, 15 copper bars, 9 bronze bars, 3 billon bars, 1 jet (90 G), 1 chrysoprase (60 G), 1 violane (400 G), 1 silver pearl (90 G), 1 black star diopside (100 G), 6 minor art, 1 flask (holy water), 1 3-keyed oboe, 1 vial (antitoxin), 1 arcane scroll (expeditious retreat, bull's strength, locate object), 1 oil (shillelagh), 1 potion (hide from undead), 1 potion (endure elements), 1 +1 greataxe, 1 heavy bluesteel shield

Room 81

This large room has a central pillar supporting the ceiling. There are three Rock Trolls (CR 6) and a Guardian Lion (CR 6) in it.

Room 82

There are two cloakers (CR 5) in this room.

Hall 82a

Empty Hallway

Hall 82b

Empty Hallway

Room 83

Hall 83a

Door is locked with a very good lock (DC 35)

Room 84

this room is mostly occupied by a Black Pudding (CR 7)

Hall 84a

Empty Hallway

Rooms 85 - 98 are the secret hide-out of Lonat, the Three-Farthing Sorceror.

Room 85

Food storage. Bags of flour, grain, cheese, meat and vegetable preserves.

Room 86

Storage room. This room contains barrels of good fresh water.

Hall 86a

Empty Hallway

Hall 86b

Empty Hallway

Room 87

Kitchen

Hall 87a

Empty Hallway

Room 88

Bedroom.

Room 89

Library.

Room 90

Guest Room.

Room 91

Study.

Room 92

Teleportation Room.

Room 93

Wide Hall.

Hall 93a

Empty Hallway.

Room 94

Alchemical Laboratory.

Room 95

Bath Room.

Room 96

Empty Room.

Room 97

This room and the surrounding hallway is covered with fungus and underground mushrooms of all sorts.

Room 98

Sorceror's Treasure.

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