CONSEJO DE SEGURIDAD NUCLEAR
14. Cumplimiento resoluciones del informe anterior
The large cave mouth at the end of the Teeth is some 15m wide and 20m high. The mass of footprints you
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have noticed on the sandbank heds off into the darkness of the cave.
Roll for another random encounter at this stage. The footprints in the sand have been made by the villagers of Gullet Hollow dragging the wreck of The Rogue Princess into the cave.
The cavern leads on for another 100m and then the party will see a green luminous light ahead. If they approach closer, they see that it is coming from a vast underground chamber, its rocks illuminated by brilliant green phosphorescent lichen hanging in swathes from the ceiling. The floor of the chamber is filled with water. To the party’s amazement they see the battered hulk of a merchant ship floating in the cavern. All its masts are broken and the rigging hangs in loose knots of rope; rocks of the reef have smashed the hull in.
If Rakehell is still alive he will call out to the ship, his voice strange and forlorn on the deserted beach. Slowly people will appear on the deck of the ship. He stops shouting when he sees that his ex- crew members are moving unnaturally slowly. Their eyes stare blankly at their former captain.
The party will have to fight the 6 zombie crew- members (Bestiary, p. 87) to get onto the main deck of the ship, which tilts at an angle. Someone might also try climbing through the rear stern window and into the captain’s cabin where the chest containing the final piece of the crystal is meant to be.
Zombies
Health Points:
1st Zombie: 18 4th Zombie: 16 2nd Zombie: 21 5th Zombie: 17 3rd Zombie: 25 6th Zombie: 20
Rakehell’s former crew have no more love for their captain now than they did when alive. The foul weeds of the sea bottom cover their bodies and their skin is puckered and white where it shows through the remains of their rock-torn clothes.
The chest containing the Crystal in the captain’s cabin is missing. There is nothing else of interest in the cavern.
A tunnel winds away into the interior of the island at the back of the cave. After a while the party will reach a junction where the passage splits in two. The main shaft continues to the right and a smaller passage leads off to the left. After continuing down the passage to the left for 50m the party will find themselves at the bottom of St Crispin’s well. The bottom of the well is covered with corroded coins. They are no longer of any real value apart from 5 gold crowns that can be salvaged. There is a dirt-caked jewel casket on a ledge just inside the well, but the casket is now empty. It once held the relic, a small bit of St Crispin’s tibula, that conferred the healing properties on the well. The relic is now in the pagan shrine further on down the main shaft of the cavern.
The passage continues for a further 50m and then splits again, the smaller split being on the right-hand side this time. If the adventurers follow the smaller of the passages they will find themselves in a pagan shrine room. A flayed stingray skin is stretched above a barnacle-encrusted altar on which are displayed various human bones. Offerings of rotting fish are laid out on the floor. The piece of St Crispin’s bone from the well is concealed in a vat of stinking fish oil to one side of the room.
The villager who has run on to warn the ritual priest of the party’s approach will burst through the tunnel leading to the village as the party are search- ing this room. He is dressed in white robes and is clutching a harpoon. The harpoon is flecked with
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a weak poison that causes paralysis if a character is wounded.
Villager
Rank: 1st
attack 11, Harpoon (2d4, 4 points) Armour Factor 0 defence 5 evasion 3 magical defence 3 Health Points 4
Even if the party finds the fragment of bone in the oil jar, they will not necessarily know that it is a relic. It will, however, give off a strong aura of magic as well as an unpleasant smell! If the bone is returned to the casket at the bottom of the well, then the spring which feeds the well will suddenly burst into life again, filling the bottom of the well with water. The water, if drunk, will restore 1 HP to a wounded or sick character per day.
There is also a jar filled with the paralysis poi- son that the villager had on the end of his harpoon; this will be sufficient for another three doses to be applied to the edges or ends of a weapon.
The tunnel continues on to the edge of a huge underground chamber. It is here that the villagers sacrifice victims to the Kraken in thanks for the
wrecked ships that are cast onto the shores of the island. The party will hear ritual chanting from a long way down the central shaft. Eventually they will see a black-robed priest in front of an altar just above the water level at the bottom of the hole. He is illuminated by a single white beam of light descending down the central sinkhole of the island. He holds a glittering knife in one hand. Strapped to the altar in front of him is the only other surviving crewmember of the Rogue Princess, the first mate, Benton. The priest holds the beautiful orange glow- ing crystal in his right hand.
When the party arrives, he has nearly finished his ritual incantation. Even now the Kraken is rising up from the depths of the ocean underneath the surface of water in the sinkhole. The priest lays the glowing crystal across the chest of the sacrifice and turns to walk back down the tunnel in order to avoid the giant wave caused by the surfacing of the Kraken. He will see the torches of the party if they have not already doused them. If the party-members have put out their torches they will surprise the priest as he makes his way back down the passageway.
Priest
5th-rank Sorcerer
attack 12 AF 0 defence 6 evasion 4 magical attack 19 19 Magic Points magical defence 9 Health Points 9
Ten rounds will elapse before the Kraken (see the
Bestiary, p. 40) surfaces to take its sacrifice. Three
rounds before it arrives the party will feel a violent tremor as something gigantic moves up from the depths beneath their feet and the water at the edge of the pool will begin to wash over the edges. If the party does not vacate the scene then the Kraken will break the surface of the pool, causing a minor tidal wave to rush down the tunnel. The tidal wave will move at the rate of 2m per second. Anyone caught in it must roll under their Strength on d20 or be knocked off their feet and swept down the tunnel, taking 1d6 damage.
The Kraken
32 Health Points
The Kraken will attempt to snatch the victim and the crystal laid across the victim’s chest if possible. If any characters disturb it in taking the sacrifice, it will attack them as well.
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