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Foxtail Grotto: Original Map by Dyson Logos Words by Vance Atkins

The pirates of the Meteor used Foxtail Grotto as their hideout, but were killed by a green dragon that had taken up residence. The surviving crew member Barnaby Crood is hiding in the grotto, mad from his ordeal. The dragon and slain pirates have since reanimated as undead. Exploring the grotto, PCs may find remnants of the pirate crew including their sunken ship, supplies, quarters, and a treasure map leading to more riches. However, they risk attack from the mindless undead dragon and other wandering undead within the cursed caverns.

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0% found this document useful (0 votes)
99 views3 pages

Foxtail Grotto: Original Map by Dyson Logos Words by Vance Atkins

The pirates of the Meteor used Foxtail Grotto as their hideout, but were killed by a green dragon that had taken up residence. The surviving crew member Barnaby Crood is hiding in the grotto, mad from his ordeal. The dragon and slain pirates have since reanimated as undead. Exploring the grotto, PCs may find remnants of the pirate crew including their sunken ship, supplies, quarters, and a treasure map leading to more riches. However, they risk attack from the mindless undead dragon and other wandering undead within the cursed caverns.

Uploaded by

Drago Rinato
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Foxtail Grotto

Original Map by Dyson Logos (https://dysonlogos.blog/)


Words by Vance Atkins (http://leicestersramble.blogspot.com)

F oxtail Grotto is rumored home of the pirates of the coastal raider “The Meteor,” captained by the
charismatic Captain Hyacinth Tremayne. The pirates prey upon traders and passenger ships of
the inland sea, and evade capture through expert seamanship and generous bribes, making coastal
patrolling almost as lucrative as piracy...
Background:
While the pirates were gone on an extended raid, a green dragon discovered the grotto and made a
nest in the back of the cavern. The pirates were surprised by the creature upon their return as they
were preparing to unload their ship. The crew fought, and in the chaos, they managed to somehow
slay the dragon, but with heavy losses, and significant damage to their ship. While assessing the
damage, the survivors were surprised as the dragon, and their slain crewmates, reanimated and
arose...

1 Foxtail Grotto
Why are the PCs even creeping around here:
1. They have been tasked to pursue Captain Tremayne and her crew of miscreants.
2. The pirates haven't been seen recently, and this may be an opportunity to filch their ill-gotten
gains.
3. The PCs stumble upon the grotto while sailing the area.
4. A storm or other event has damaged their ship, requiring them to take shelter for repair.
General features and information:
The Inlet (Area 1) may be navigated with caution. A shallow-draft boat (galley or longship) may beach,
otherwise the grotto must be accessed by small boats or swimming. The primary cavern (Areas 2-6,
12, 13) floor is typically sandy and ceilings are 20-40 feet in height. The inner hideout (Areas 7-11)
features rough-hewn stone walls and a smooth stone floor, with ceilings of 10-12 feet in height. The
two undead officers will be encountered in their respective quarters, if they aren't encountered as
wandering monsters. Any slain PCs or NPCs arise after 1d2 turns as HD-1 undead (minimum 1HD).
1. “The Meteor”: A sunken galley is visible in the inlet, its mast and part of the deck visible. The
boat is heavily damaged and at first glance, appears to have been scavenged. Navigation near
the boat requires a skill check by whoever is navigating/steering to avoid ensnaring submerged
ship's structure or rigging (1d8 hull damage, 1d2 turns to work free). Diving the wreck will yield
modest salvage from the crew's last raid (6d20 gp worth of mundane goods and valuables).
2. Marooned Sailor: Barnaby Crood (1HD (1hp), AC 9/10, dmg 1d4/dagger) hides among stacked
stones and broken crates in a shallow cavern. He is the sole survivor of The Meteor's crew.
Crood is starved, raving, and mad. His belongings consist of a few broken crates, formerly
scavenged supplies, now empty. If calmed and fed he may attempt to describe the revenant
dragon and situation in single words and broken language, as well as the lucrative treasure.
3. False Treasure Stash: A red-painted trapped chest (poison needle, save at +2) was left as a lure
for the incautious. It is filled with rocks and rags.
4. “Beach”: Tracks and drag marks provide evidence of a large beast. A few rended,
dismembered remains poke up from the sand.
5. Ship's Stores: A store of planks and spare rigging for ship repair are stashed on a sandbar.
These may be useful if the PC's ship has taken damage while investigating The Meteor or other
hazards.
6. Hideout Entrance: The side cavern contains a crate of mundane supplies and nothing else of
note. The dragon can squeeze into the entrance but can't fit through the door to Room 7,
below.
7. Crew Quarters: Beyond the entrance to hideout is the area used as mess and general quarters
for the crew while in “port.” Six sea chests and bedrolls, part of the crew's equipment, remain
here. Each sea chest holds sailors' clothing and pouches containing 2d6 sp and 1d8 gp.
8. Quartermaster's Quarters: Quartermaster Kresten Bjerre's room contains a tidy bed and sea
chest. The sea chest contains spare clothing and ledgers of loot, pay, and supply inventories.
On the east wall is a locked, trapped chest ('Burning hands' rune: 4hp dmg, 5' range): 425 gp,
1074 sp, Potion of cure light wounds, two vials of holy water. The key to bypass the rune is
around the neck of the dead quartermaster.

2 Foxtail Grotto
9. Main Hall: An open cavern contains a few casks of passable wine, stools, and benches. The
walls have been scratched with sailors' names and prayers for good sailing and copious loot. A
watch room with an arrow slot is off the west side of the room. If the door is not closed, the
dragon may attempt to gas the main room if it senses the living within.
10. Captain's Quarters: Formerly the quarters of Captain Hyacinth Tremayne, the room is
furnished with a small desk and stool. Behind a tapestry (50gp) is the captain's bed and small
wardrobe. Hidden in the desk is a treasure map, and under the bed is a locked chest with 838
gp and 464 sp.
11. First Mate's Quarters: The room of First Mate Caradoc Penaluna is furnished with a bed, two
stools, and a narrow desk. A secret door to north (notice mismatched stonework to detect)
opens to Room 13 (allowing potential escape or counter-attack against the dragon). Sitting on
the desk is massive yellow topaz mounted in a silver and dark wood stand (500gp). Hidden in
the desk are a Wand of Paralyzation (2 charges) and three scrolls (shield, detect invisible, light).
12. Buried Eggs: Covered in sand, 1d3 green dragon eggs may be found by careful digging. The
eggs are viable and will hatch in 1d4 weeks if not damaged.
13. Undead Green Dragon: (7HD, AC2/17, atk: 2x claw (1d6), 1x bite (2d8), breath weapon 3x/day,
50' diameter poison cloud, damage = current hp [reduced potency: save at +2 for half
damage], undead resistances). The dragon will arise 1d3 turns after explorers make landing
and come limping out of its cavern. It is mindless, no longer capable of communication or
spells, drawn out only to destroy living creatures by some residual instinctive protection of its
clutch. The dragon ignores the undead.
14. Underground River: Waters from the river have been tainted by some necromancy, causing
those killed in the caverns or inlet to arise as revenants. If anyone drinks from the river, they
must save vs poison, or risk reanimation at the time of death.
Wandering Critters:

Water (attacks anyone in


D6 Land
water, otherwise visible)
Eel (1+1HD, AC 7/12, atk: 1d3 Zombie Sailors (2HD, AC 8/11,
1-2
bite (1d6)) atk: 1d8, attacks last)
3-4 Shark (3HD, AC 6/13, atk: Bat (normal, swarm) (1d4hp, AC
bite (2d4)) 6/13, atk: nil, PCs caught in swarm
-2 to attack rolls, no spellcasting)
Octopus (3HD, AC 6/13, atk: Crab, Giant (3HD, AC 3/16, atk: 2x
5
4x tentacle (1d4)) pincer (1d6))
6 Zombie Shark (2HD, AC Undead Officer (see below)
6/13, atk: bite (2d4),
undead resistances)
Undead Officers:
Captain Hyacinth Tremayne: 3HD, AC 7/12, Atk 1d6+1 (Hand axe +1), opal necklace (50gp)
Quartermaster Kresten Bjerre: 3HD, AC 6/13, Atk 1d8, key to chest in Room 8, bypasses rune

3 Foxtail Grotto

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