e - the breakwater
This narrow strip of wet, icy, rough black rock presents a considerable movement hazard, providing the characters have no means of flight. Swimming would result in checking for hypothermia, as well as the 3-in-6 risk of being dashed against the rocks for 1d6+1 damage. Even if flight is available, the characters will have to contend with high winds. Clambering along the rocks, the characters will progress at ⅓ their usual movement rate. Unless the characters come up with a means of safely traversing the rocks, for every 100 yards traveled they will also need to make a dexterity check or a dexterity based saving throw (DM’s choice - the saving throw will allow higher level characters to make use of their experience in navigating obstacles) to avoid falling and tumbling down the jagged rocks for 1 point of damage. Rolling a 1 on the save (or a 20 on the check) will result in the character tumbling into the rough, frigid water, with the risks mentioned above. For every 2 turns spent on the breakwater, the DM also rolls for waves. The waves will be 1d12 feet in height, with a 2-in-6 chance of damaging ice chunks. Ice chunks will do 1d6-1 damage to everyone on the breakwater (0 pts. min.) with a dexterity based save allowing half damage.
At the point labeled ‘e’ on the map, there is a submerged cave. It is home to 2d6 crabmen. In the cave there will also be a number of females equal to twice the number of males, young equal to the number of males, giant crabs as pets equal to ⅓ the number of males, several sandy areas of buried eggs, and 1d6 individuals undergoing molting. The molting crabmen (and/or women) are currently soft-skinned and buried up to their necks in sand for protection. There is an area of trapped air inside the cave, which includes the sandy molting area. If characters fall into the water near here, crabmen guards will take them to the trapped air within their cave and revive them with a distasteful but effective algae dish. They are distrustful of humans, due to the nature of the villagers, but will return kindness with kindness, potentially providing provisions (fresh water, oysters, mussels, lobster, mushrooms, and a nourishing but bland unbaked kelp & algae ‘bread’.) The crabmen are familiar with the evil influence of the Sea Mother, and wish she and her brood were not on the island, but they have so far avoided confrontation.
If met randomly on the rocks, the crabmen will be cautious, but if befriended can guide the characters safely along the breakwater (they will be guided through areas blocked in one way or another from wave action, and will only need to roll one more save or ability check.) They will be accompanied by giant crab pets equal to ⅓ their number. They will warn characters against the wisdom of visiting the ‘haunted tower,’ but will point out the old rowboat grounded on the rocks at the end of the breakwater if the characters are determined to go out there.
breakwater random encounters - 1 in 6 chance, rolled every turn
1 - 2d6 crabmen (Fiend Folio)
2 - 1d4 giant crabs (Blackmoor, Monster Manual I)
3 - giant clam
4 - small pool, 50% for poison urchins
5 - strangleweed (Monster Manual I)
6 - bits of old wrecked boat, 25% chance for lockbox/treasure chest
7 - driftwood
8 - angry seabirds, diving and pecking forces an immediate falling check