## The Old Galleon *The old galleon lurches skyward out of the sand, perpetually climbing up to the crest of a mighty wave that will never break. A makeshift doorway has been gnawed into the hull where it meets the shore, granting access to the ship's interior. Within it, debris litters a path that descends steeply down into the sand, leading to the labyrinthian burrows below.* ![[the-old-galleon.jpg]] ### Goliath Crab Burrows Carved with a meticulous technique, the walls of the burrows have been made hard as stone. Approximately 50 goliath crabs call this intricate and winding network of caves their home, though it is rare that more than 20 occupy it at a time as they are often foraging, hunting, or otherwise engaged on the surface. All the same, it has become a micro-ecosystem, hosting other monsters that have developed a symbiotic relationship with the goliath crab—including the ferocious sea serpent, which maintains a den to rear its young here under the relative protection of the burrows. ![[lair-of-the-old-galleon.png]] #### Tables ##### Wandering Monsters There is a 1-in-2 chance that the party will encounter a wandering monster in this area. Game masters should perform a wandering monster check every 30 in-game minutes spent in this area. | Roll | Monster | | ---- | ------------------------------------------------------------------- | | 1-2 | 1-3 [[Monsters#Goliath Crab\|goliath crabs]], patrolling the burrow | | 3-5 | 1 [[Monsters#Slimes\|sea slime]], digesting its recent meal | | 5-6 | 1 [[Monsters#Zombie\|crazed sailor]], skulking the burrow | | 7-10 | 1d5 [[Monsters#Wolf\|wild dogs]], scavenging for an easy meal | **Note:** if at any point the party creates or causes a loud sound, roll 1d10: on a roll of 3 or lower, the king crab awakens from his slumber and prepares himself for battle in A3. ##### Treasures The burrows hold in their depths a number of valuables hoarded by the crabs, who are obsessed with shiny or otherwise metallic objects. In addition to the treasures indicated in the rooms, an especially high perception check may yield the discovery of additional treasures: in this event, use the table below to determine what. | Roll | Treasure | | ---- | -------------------------------------------- | | 1-2 | leather pouch containing 1d10 silver coins | | 3 | Pink pearl (15 gp) | | 4-5 | Rusty axe (+1 damage; breaks on a roll of 1) | | 6-7 | A random [trinket] | | 8 | Minor [magical item] | | 9 | 1d5 gemstones (worth 10-50 gp each) | | 10 | snakeskin pouch containing 1d10 gold coins | --- #### **A1: Entrance (Ship’s Stern)** *The tunnel opens into a dark, sandy chamber. Wooden beams protrude from the ceiling, and the air smells of salt and decay. Water drips rhythmically from the ceiling, while driftwood and broken barrels litter the floor.* Many years ago, giant crabs carved out this intricate burrow system, their building technique leaving its sandy walls hard as concrete in the process. **Monsters:** - 1-in-5 chance of 1d5 [[Monsters#Wolf|wild dogs]], scavenging for scraps of food **Treasure & Items**: - Rusty cutlass - 1d5 small gemstones (10 gp each) - 1d5 pieces of *magical driftwood* (casts light like a torch when held) --- #### **A2: The Scavengers’ Den** *The small chamber is filled with broken chests, netting, and tattered sails. The floor is uneven, with small pools of brackish water dotting its surface.* The smaller crabs use this room to store less valuable items that don’t glitter; chunks of half-eaten meat can often be found here. **Monsters**: - 1-in-2 chance of 1d5 [[Monsters#Wolf|wild dogs]] (if the pack has not already been encountered in A1) **Treasure & Items**: - Cracked hourglass, whose sands shift restlessly (if the bearer of the hour glass dies, whatever action caused their death is undone, after which the hourglass shatters into a hundred pieces) - Tattered map fragment (leads to a treasure buried on the seaside cliffs of hex 0404) --- #### **A3: The Hoard** *The chamber is large and its ceilings vaulted some 15 feet. In its center lies a vast pile of glittering treasure, serving apparently as a makeshift nest. Even the walls of this place glint with riches, embedded in the sand in a seemingly decorative manner.* The crabs’ obsession with shiny objects has led them to amass much of their treasure here, where the goliath crab king almost never leaves. **Monsters**: - [[Monsters#Goliath Crab|The Crab King]] – a massive crab (twice the size of the average giant crab), its shell studded with coins and jewels - 1d5 [[Monsters#Goliath Crab|goliath crabs]], on guard duty **Treasure & Items:** - Countless gold coins, scattered across the room - Magical shell amulet (grants +1 Toughness and up to 1d10 minutes of underwater breathing) - The galleon captain’s signet ring (worth 50gp) - 1 random [[Random Trinkets#1d100 Magical Trinkets|magical trinkets]] --- #### **A4: The Pit** *The narrow tunnel descends sharply, and loose rocks and debris make travel treacherous.* **Traps**: - The tunnel opens into a small, square room where a collapsing floor trap drops victims into a shallow pit filled with brackish water (**perception check 10** to spot the loose ground; climbing out of the trap requires a successful **power check 6**) **Monsters**: - 1-3 [[Monsters#Slimes|sea slimes]], soaking in the pit **Treasure & Items**: At the bottom of the shallow pit, the following items - A tarnished locket (inside is a sketch depicting the old galleon’s captain and his family) - A broken spear --- #### **A5: The Hatchery** *Several inches of water covers the rocky floor of the chamber, and the stench of decay is almost unbearable—owing to several large piles of half-rotted fish.* **Monsters**: - 1d5 female giant crabs, tending their eggs - 1d10 young giant crabs - **Note:** Neither monster is inclined to fight, but if intruders dwell too long, they will attempt to drive them out. **Treasure & Items**: - Ancient compass (always points to true north) - 1d5 vials of unstable healing elixir - Crystal shard (known on the island as an aetherium shard, and amplifies spellcasting) --- #### **A6: The Black Pool** *The tunnel descends rapidly, leading to a murky pool of black water, its depths impenetrable to the eye.* The flooded pit is an underwater entrance to the burrows used by the sea serpent that has made its den in A7. **Monsters**: - 1-in-5 chance the [[Monsters|sea serpent]] is lurking just below the surface of the water --- #### A7: The Serpent's Den *The small cavern is dark and dank, the air filled with the rank scent of reptile and death. Bones litter the jagged floor.* The two entrances to the den are hidden behind large rocks (**perception check 8**). Inside, the walls are smooth, as if having been worn down over the years by the slithering of a massive scaly body. **Monsters:** - 1-in-2 chance the [[Monsters|sea serpent]] is sleeping dreamlessly here - **Treasure & Items**: - Battered flute (charms snakes & serpents, lulling them into a deep trance that lasts for 1d10 rounds) - Serpent's molt (a shimmering, iridescent snakeskin that can be fashioned into magical items, e.g. boots, cloaks, etc.) - **Note:** Any magical benefits conferred by these items should be determined by the game master. ---