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Monstrou Arcana
EVIL TIDE
BY BRUCE R. CORDELL
TABLE OF CONTENTS
Introduction . a Rateliff Reach a le
DM's Background ee Watch Towers old
Character Involvement Hooks .............2 The Story Unfolds seed
Damsel in Distress... The Sahuagin Raiders... oes
Debarking in Angleburg s......csssssssss6 The Sea Caves . seseeee eed
Sea Devils! 6 Upper Caves
Request For Aid ........ rey, (encounter areas 1 to 31) ..... see
Around the Isle .....+.++ 10 Drowned Caverns
tAngleburgiaeeg eee fevered (encounter areas 32 to 48)
Lychelle’s Shop . SIO Conclusion ....seseseeeeeeersee
Beacon House ...... oo 1 Areana
Chasm (Excavation Site)... sl Elasmobranchuvor
Crystal Springs Lake & Lake House 1 The Stone Which Abides
‘The Downs area) Surge
Greenroot Forest 2... esceeeceeee 12
Halfmoon Bay 12 Sidebar 1: Quick Water Rules...
Last House (Laurish Samprey) ...........12 Sidebar 2:
Plain of Yellow 14 Sahuagin Abilities and Strategies ..
CREDITS
Playtesters: Miranda Horner, John D. Rateliff, Keith Strohm, Skip Williams, and Steve Winter
‘Cover Art: Paul Jaquays:
Interior At Glen Michael Angus
Cartography Roy Bohol
Graphic Design: Eileen Mecha
Typerting Angelika Lokote
Sa Sr incoherence acc sae worn nary
EES ene eae eee eerie eens oy
US., CANADA, EUROPEAN HEADQUARTERS
ASIA, PACIIG & LATIN aAERICA Morrie Cone Belg
Wizards of the Coast, Inc. PB. 34
PO. Box 707 2300 Turnhout
Renton, WA 98057-0707 Belgium
“1-206-624-0933, +32 1444-30-44
Visit our website at http:/ /wwwtstine.com
ISBN: 0-7869-0678-2 9542XXX1501INTRODUCTION
“[Dark] zoaves break on the wet, black shore
Ina thunder of shattering spray—
But what care we ifthe storm gods roar,
And lash at the pane and claw at the door,
‘And twe sail atthe break of day?
A Tone gull cries like a poor, damned soul
That the waves have washed away...”
—L. Sprague De Camp & Lin Carter,
“Barachan Pirate Chant,” Conan of the Isles.
Enil Tide is the first of an adventure trilogy (continuing
with Night of the Shark and concluding in Sea of Blood)
that pits four to eight player characters of Sth- to 7th-
level against the shark-like race of marine-diwelling
humanoids called “sahuagin” by the air-breathing races.
‘The adventures that make up the sahuagin trilogy can be
played separately or linked together to form a seamless
epic-length adventure.
The sahuagin trilogy supports The Sea Devils, a
MONSTROUS ARCANA™ supplement, and also Of Ships
‘and the Sea, a core rules supplement providing in-depth
rules for marine adventuring. These two supplements
are not required to play out the sahuagin adventure
trilogy; only the three core rulebooks (Player's Handbook,
MONSTROUS MANUAL. tome, and DUNGEON
‘MASTER® Guide) are absolutely necessary. However, the
two indicated new sourcebooks provide invaluable, fas-
cinating, and immediately applicable supplementary
information concerning both sea devils and rules for sur-
viving under the wind-tossed waves.
The incipient adventure detailed in this module begins
as the PCs’ boat approaches a middling-sized island not
too terribly distant from the mainland, Although places
and individuals critical to the adventure are named and
described, the DM is of course free to change any and all,
‘names found herein so that Foil Tide and the subsequent
two adventures can be cohesively inserted into the ongo-
Sinaly, a word tothe wise DM: schuagin are implicitly
dangerous, nasty individuals whose awesome physical
prowess is only overshadowed by their fearsome intel-
lectual capacities. It should be a challenge for an average
group of PCs just to survive in the cold, air-deprived
depths of the sea, let alone successfully deny the devil
men their goals in their own watery territory. Not every
encounter can be dealt with merely through brute force;
diplomacy and intelligence are requisite traits if the PCs
hope to survive to adventure’s end.
DM4‘S BACKGROUND
Sahuagin have begun a fierce campaign of coastal
raids against the fishing village of Angleburg on Angler
Island. Although the raids appear wanton and seem to
serve no purpose other than to gather metal and capture
red-blooded food in the form of unfortunate villagers,
some investigation by the PCs reveals that the raids
serve to mask the sea devils’ real activities in the sea
caves below the cliffs of Angler,
‘An above-ground passage to the sea caves was
recently uncovered on Angler Island by a seaquake, and
subsequent investigation determined that many strange
carvings lie half-buried in the cavern walls below. The
origin of these strange carvings are unclear, and Lychelle,
an ambitious merchant of Angleburg, instigated an exca-
vation of the statuettes carved from serpentine (a vivid,
pure-green semiprecious stone) in an attempt to reach
the truth (and possibly reap some profit),
‘The team of excavators, including Lychelle, were
down in the sea caves when the initial sahuagin attack
‘boiled up out of the sea in the dark of the night. One of
the first things the sahuagin did was block off surface
access to the sea caves; thus, the fate of the trapped exca-
vators is unknown to the villagers. Furthermore, the con-
stant raids by the sahuagin have distracted the attention
of the air-breathers away from the submerged caverns, as
is the sea devils’ intent.
‘The heroes are likely to offer their aid to the citizens of
Angleburg as they attempt to repel the attacks of the
sahuagin raiders, but the PCs’ real task is to discover the
fate of Lychelle and the excavators, and bring them to
safety if any yet survive. If the PCs are successful in this,
they may learn more of the reason behind the sahuagin’s
interest in the sea caves, and what can be done to put a
stop to their foul designs.
CHARACTER INVOLVEMENT HOOKS
‘The reason for the PCs’ interest in Angler Island and
their initial presence on a sea-going vessel as this adven-
ture begins should be supplied by the DM if this adven-
ture is to be inserted into a campaign, or the DM can
choose one of the following adventure hooks to get
things rolling:
‘The player characters have just made an ocean cross-
ing from a distant continent. Their ship's supplies are
depleted, and ocean storms have damaged the hull of
the ship so that it requires repairs at the first possible
landing—which is, oddly enough, Angler Island,
‘= The player characters have been hired (for the sum of
200 gp apiece) by the wealthy merchant Norden Pan-
itker to protect his cargo of wool and peppers from
pirates and privateers as he transports it to the rich
island city of Angleburg.
‘One or more of the PCs originally hail from Angler
Island; they are heading home for a brief rest follow-
ing a succession of successful adventures.
‘The Potentate of Angleburg has sent messages to the
mainland requesting relief from the recent plague of
sea devil incursions. The Potentate has offered a
reward of 500 gp and salvage rights to any mercenary
band that can put an end to the raids.The PCs are traveling by knarr, a small cargo ship 65
feet long and 20 feet wide (or a suitable ship of their
own), near the coastline of the mainland but just far
enough away so that itis not visible on the horizon (a
distance of anything from 10 to 100 miles, depending on
the coastal terrain). Read or paraphrase the following to
any PCs who are assembled on deck as the last light of
day illuminates their destination: Angler Island.
Rose and gold vestiges of the day paint the sky like
the living interior of a mother-of-pearl oyster shell
The vivid colors contrast starkly with the endless
plane of dark water surrounding your craft. Blue-
edged clouds pile towards the roof of the sky in mag-
nificent thunderheads to the north, but their threat is
still minimal and far-off.
‘As a cool evening breeze blows in off the waves,
redolent with sea and salt, a cry goes up from the
‘bowsprit, “Man overboard!” A glance in the direction
of the wildly pointing finger of the lookout confirms
his message; a humanoid figure does indeed struggle
‘weakly in the wine-dark waves near the bow of the
ship. It cries out in a thin wail of supplication as the
‘undisputable silhouette of a shark’s fin breaks the sur-
face of the water, moving toward the struggling figure
with lethal speed.
‘The freeboard of the ship (the height of the ship’s side
above water) is about 10 feet. There is a dangling rope
ladder thrown over the side of the ship, but the figure
(closer scrutiny reveals it to resemble a female sea elf) is
at least 30 feet from the ladder and looks to be at the end
of her strength. Note that the water below the ship is 70
feet deep.
‘The crewmen are content to watch the scene unfold
with wide eyes. No one aboard the ship has fallen in, and
a tangle with a shark is something many sailors most
fear. Besides, many a sailor has fallen prey to sirens and
the like over the years, making them wary of strangers,
even those in distress. If the figure is to be rescued, itis
up to the PCs. Inaction on the PCs’ part equals a death
sentence for the woman in the water, as there are actually
three sharks in the water, only one of which has broken
the surface in its attack
‘The PCs have many options open to them if they try to
rescue the woman. They can attempt to throw a rope or
lasso the figure. They can attempt to fire missiles or
spells at the shark from the deck. They can jump into the
water to attempt a direct rescue, launch a row boat, or
take some combination of these actions. Refer to the
nearby sidebar, Quick Water Rules, for a brief rundown
of the salient points between characters and water.This is a good initial encounter for PCs who
do not have an accumulated store of water-related
J magic or much experience in this aquatic environ-
‘ment; it should serve to teach them how alien and dan-
gerouss.a conflict underwater really is for the unprepared.
The PCs have one full round of action while the visible
shark closes with the exhausted sea elf, attempting to
take a bite out of her at the beginning of the following
round. Any attempt to throw a rope to the figure requires
a successful Rope Use proficiency check (or a Dexterity
check at a-5 penalty for those without the Rope Use pro-
ficiency) in order to get the rope into her hands. A
Strength check by the elf (6; she is exhausted) allows her
to hold on long enough to be pulled to safety. An attempt
to lasso the elf allows her to forego a Strength check but
calls for a Rope Use proficiency check at a -3 penalty (or
a Dexterity check at a -8 penalty for those without the
proficiency). In either case, the shark gets one free attack
against her while she is being pulled to safety.
SIDEBAR 1: QUICK WATER RULES
‘Quick Water Rules are rough interpretations of the
in-depth rules explained in The Sea Devils and Of Ships
and the Sea. These rules are only for land-adapted PCs
and assume no magical assistance to breathing, vision,
‘or magical prevention of water resistance during com-
bat (such as items of free action confer).
Hold breath, prepared: % Constitution in rounds.
Hold breath, encumbered and/or exerting self: %Con-
stitution in rounds,
Hold breath, exerting and unprepared: /: Constitution
in rounds (minimum 1 round).
‘Swim, proficient & unencumbered: % land movement.
‘Swim, proficient & encumbered: land movement.
Swim, nonproficient & unencumbered: % land move-
ment.
Swim, nonproficient & encumbered: sink like a stone!
*Note: These figures detail underwater swimming rates.
‘Surface swimming occurs at the rates given in Chapter
14: Time & Movement in the Player's Handbook,
Underwater vision, clear water, day: approx. 60 feet to
80 feet; half this distance for every additional 50 feet
descended.
Underwater vision, turbid water, day: approx. 40 feet
to 60 feet; half this distance for every additional 50 feet
descended.
Characters who pepper the visible shark with
‘missiles and /or spells temporarily deflect the
shark's attention from its prey (note that objects just
breaking the surface of the water, like this shark,
have 90% concealment, which imposes a ~4 penalty
to all attacks launched against them from above the sur-
face). However, the two submerged sharks, protected by
the water from missiles and spells launched from above,
attack the elf in the following round. In her current state,
the elf is unable to defend herself.
PCs who attempt a direct rescue by diving into the
sea are also subject to attack by the sharks, who pass up
the sea elf in favor of more energetic prey. It takes at
least 1 round to doff armor for those so inclined, and
the DM is encouraged to keep in mind the Quick Water
Rules (for example, a fighter nonproficient in S
ming who dives in with his axe and armor is not only
going to sink but find that swinging his axe is quite dif-
ficult; a dirk, spear, or thrusting sword would be much
more advantageous).
Underwater vision, clear or turbid water, night: it's
dark!
Infravision: normal; images beyond this range are
smeared past recognizability.
‘Underwater hearing, complex messages: 10-foot range.
Underwater hearing, simple shouts: 60-foot range.
Underwater melee: only thrusting attacks are effective.
PCs are assessed a ~4 penalty to initiative and all
attacks suffer a ~4 penalty to hit. Additionally, all
weapon specialization effects are nullified. At DM’s
discretion, some weapons wielded by land-dwellers
inflict reduced damage (as described in Of Ships and
the Sea).
Underwater missiles: thrown weapons are ineffective;
crossbows and similar weapons operate at “e normal
range.
1
‘Underwater spell casting, verbal components:
sible to properly articulate sounds underwater while
water breathing; spells or items such as airy water, under-
‘water action, or free action are necessary. As an optional
rule, a kindly DM might allow a character to cast a spell
using air stored in the lungs, but this depletes the held
breath ina single round
Underwater spell casting, material components: many
‘material components are ruined by water; DM's discre-
tion required (or refer to detailed rules in Of Ships and
the Sea),Museio, sea elf: AC 5 (bracers of defense); MV 9,
swim 15; HD 3+1; hp 22 (currently 4); THACO 17
(15 with spear +1 and racial bonus); #AT 1;
Dmg 1d6+1 (spear +1); SA +1 attack bonus with
spears & tridents; SD 90% resistant to sleep and.
charm, can breath air for 1d4+2 minutes (or for 24
hours with her special bracers of defense AC 5);
‘SW weak from exhaustion and poison, lacks
infravision; SZ M (5 ft. tall); ML elite (13); AL CG;
XP 975, Str 12 (6), Dex 14 (7), Con 10 (5), Int 15,
Wis 14, Chr 11
Sharks (3): AC 6; MV swim 24; HD 7; hp 22, 23,
24; THACO 13; #AT 1; Dmg 344 (bite); SZ L.
(20 ft. long); ML average (10); Int non- (0); ALN;
XP 420 each,
If the PCs are unable to rescue Museio, the following,
information is obviously not available to them, although
they can learn many of these introductory points as the
adventure unfolds.
If the PCs are able to rescue to sea elf from the water,
they will find her addled and confused; she is suffering
from a lingering sahuagin poison which will finally kill
her within 1 turn unless the PCs discover she is poisoned
(Museio doesn’t know herself) and magically cure her. In
any event, between gasps she relays the following story
ina strongly accented version of Common that can be
read or paraphrased to the players in response to their
specific questions:
“My name is Museio, and I thank you for your aid.
My strength is nearly drained. I am a message-bearer;
it is my sworn duty to deliver messages between the
various sea elf communities.
“twas my poor luck to be taking advantage of the
swift Moray Current to speed a message to the north
when I noticed a band of the hated sahuagin at the
periphery of my sight, near yonder island.
“Curse me to the Maelstrom, I tried to get close
enough to spy on the sahuagin; they normally do not
hunt these waters. Taking advantage of a stand of sea-
weed, I closed the distance sufficiently to see and hear
a strange conversation between an elf-sized sea devil
and an overlarge, four-armed sahuagin lord such as I
had heard tales of but never seen before; its large size
indicates its many years of evil life.
“The smaller sahuagin queried the larger in its dis-
gusting, shark-like language, ‘And what of the final §
soal?”
The larger creas apesided nate Dees
Mother commands, The Stone Which Abides shall
be returned to the Throne of Teeth”
“Then my luck ran out, and I was sighted by the
smaller sahuagin; his lightning-quick response put a
barbed bolt in me before I could much more than
blink. Thank the Dolphin Goddess, [lost them in the
seaweed almost immediately, but their shark servants
must have been put on my blood trail... . If [hadn't
received your aid I would be dead now; that bolt took
‘more out of me than I would have thought...”
‘The PCs have time for a few questions before the secret
poison from the sahuagin bolt finishes off Musefo (unless
the PCs contrive to save her).
If asked, the sea elf estimates that her encounter with
the sahuagin took place two hours ago much nearer the
island, However, a concerted search of that specific area
on the PCs part fails to discover any sahuagin,
‘Museio has never heard the term “Deep Mother”
before (and neither have the PCs—or, for that matter,
most sahuagin!), nor has she ever heard of "The Stone
Which Abides.” A legend lore spell or a successful History
proficiency check recalls two obscure bits of seemingly
‘unconnected data: 1) the item referred to by the sahuagin
is remembered only in the oldest of sea-myths as the
name of some long-lost idol of a now long-forgotten sea-
dwelling race, and 2) "The Stone Which Abides” occurs
in an old saying of forgotten meaning, “The Stone Which
Abides woas lost that the sea might live.”
Finally, the sea elf wonders if the sahuagin’s reference
to the “Throne of Teeth” might not be a sea-devil city of
significant size. However, Museio is only speculating.
If the PCs neutralize the sahuagin poison within
‘Museio’s blood, she could make a welcome temporary
ally to the PCs’ cause (her magical bracers allow her to
breathe and endure the air for 24 hours), but under no
circumstances does Museio offer to lend additional sea
elf aid beyond her own person. If the PCs do not ask
‘Museio for her personal aid, she thanks them for their
timely and invaluable assistance and begs leave to
depart and deliver her memorized message (concerning
news of an upcoming fishing tournament) to a sea elf
community far to the north.DEBARKING IN ANGLEBURG
Read or paraphrase the following text as the PCs
approach the only visible bay of the small island of
‘Angler. If there is not sufficient daylight, modify the
description accordingly, concentrating on sounds and
smells that carry over the water from the dark mass that
looms ahead, lit only by a few beacons and scattered
house lights.
The island’s habitable portion thrusts up from the
sea in the cold, wet rock of unassailable sea-cliffs.
‘White mists shroud the heights of the cliffs, cloaking
large portions of the island with an air of damp
secrecy. To the north, a massive waterfall pours down
a cliff face worn concave by centuries of passing
water, finally crashing into the ocean in an enduring
explosion of fine spray.
‘A few miles south of the waterfall, the coastline
‘curves inward as the heights of the cliffs drop gradu-
ally down to sea level, forming an immense bay in the
shape of a half moon. Nestled into the eastern margin
of this sheltered bay is a small city, a dense collection
‘of wooden and stone construction clustered most
thickly near the edge of the water, growing sparser
deeper inland. Three large docks of stone and count-
less smaller wooden piers stretch out into the calm
water of the wide bay from the city’s edge, providing
stable moorings for hundreds of fishing boats, as well,
as the odd skiff, cog, or longship.
The southern arm of the bay curves back toward
the northern edge, forming a relatively narrow pas-
‘sage into the bay. Perched atop the cliffs on either side
of the strait are formidable watch towers of stone,
‘monitoring passage into the bay.
‘The Watch Towers signal the Dock Guard via mirrors
in the event any unfamiliar ships pass the strait into
Halfmoon Bay (a large beacon fire still makes this trick
possible during the hours of night). Normally, foreign
ships which have come into port in the past are merely
assessed a docking fee of 10 gp per day, while unfamiliar
ships are met by a levy of 15 Dock Guards (in case of
trouble) accompanying the pierwarden, who informs
them about the fee and collects a one-time 50-gp Dock
Privileges fee. In light of the recent sahuagin incursions,
30 men-at-arms (mostly fishermen and townspeople
drafted during the current emergency) now constantly
patrol the piers, while 30 more remain on alert in the
waterside Dock Guard barracks. Still, business is busi-
ness, and fees are still assessed despite the current state
of emergency.
‘The PCs should be introduced to the overt threat of the
raids immediately, especially if they arrive in twilight (as
the DM should contrive to arrange, unless the players
specifically make plans to the contrary).
SEX DEVILS!
As the PCs’ boat pulls close to one of the 100-foot-long,
15-foot-wide stone piers (as directed by the pierwarden
with signaling torches and shouted directions), a sortie of
ten sahuagin attack. Having taken advantage of the PCs"
entry into the harbor by secretly swimming beneath their
ship, they burst from the water like hideous leaping fish,
landing upon the dock with tridents posed for conflict.
Simultaneously, five additional sahuagin leap from the
water onto the railing of the characters’ ship in one
graceful leap.
While the Dock Guards issue forth to deal with the ten
sahuagin on the stone pier, the PCs on deck must repel
the five on their ship. The crew of the ship attempts to
assist, but their efforts alone are inadequate to deal with
the threat. If necessary, the DM can sketch out a rough
ship-deck surface that measures 65 feet long and 20 feet
wide, broken up with the masts, boxes, and the forecastle.
‘The sahuagin on board the ship attack until dead or
until they fail a morale check. By the time the ship-board
sahuagin are dealt with, the Dock Guards (who concen-
trate solely on repelling the landing party) have driven
off seven of the sea devils on the dock but have suffered
several casualties and are themselves on the verge of
breaking morale. Only the charisma and direction of the
pierwarden keep them at their post, and should she fall
or be seriously injured they will break and run. The PCs
can really put themselves in good, not just with the pier-
warden but with the Potentate of Angler herself if they
jump to the aid of the Dock Guard in repelling the
remaining three above-water sahuagin.
This encounter introduces the PCs to sahuagin in
an environment familiar to the PCs (air). The experi-
ence should give the PCs false confidence in their
ability to deal with the sharkfolk—from which theywill no doubt be rudely wakened in later conflicts
with the sahuagin in their own watery domain,
‘Note that while on land sahuagin cannot bring
their 2 feet-claw attacks to bear; only their bite and tri-
dent attacks (or 1 bite and 2 claws if disarmed) are
possible above water.
Sahuagin warriors (15): AC 5; MV 12, swim 24; HD
242; hp 16 each; THACO 19; #AT 2; Dmg 1d4 (bite)
71d6+1 plus poison (poisoned trident); SA/SD/SW
standard sahuagin (see sidebar page 13); SZ M (6 ft.
tall); ML steady (12); Int high (13-14); AL LE; XP
175 each.
Dock-Guards (30): AC 7 (leather and shield); MV
12; HD 1-1; hp 5 each; THACO 20; #AT 1; Dmg 146
(truncheon); SZ M (5% feet tall); ML unsteady (6);
Int average (8); ALN; XP 15 each.
Marly Rynnow, Pierwarden (Fighter, 2nd level):
AC3 (studded leather, shield, Dexterity bonus);
MV 12; HD 2; hp 13; THACO 19 (17 with short sword
of quickness or throwing daggers); #AT 1 (short
sword) or 2 (throwing daggers); Dmg 14642 (short
sword of quickness) or 1d4 (throwing daggers); SZ M
ft. tall; ML champion (16); AL CG; XP 120. Str
13, Dex 17, Con 12, Int 12, Wis 7, Chr 16. Personal-
ity: quick, impulsive, brave, friendly. Marly is the
17-year-old daughter of the Potentate, currently
getting some “hands-on” experience to prepare her
for future responsibilities.
If the PCs manage to retain the bodies of slain sahua-
agin (the sahuagin try hard to retrieve fallen comrades),
they discover 10 gp in pearls per body in small net-like
pouches. If the PCs manage to capture living sahuagin,
they do not willingly divulge any information even if
tortured (in any event, a PC would have to be able to
speak the whistle-click language of sahuagin and sharks
to interrogate their captives). However, if magical means
are used to extract information, these sahuagin know
only that the raids of the mainland were ordered by the
captain of the foraging party, Jaagisertan, who com-
mands approximately 60 sahuagin. If questioned about
the large, four-armed sahuagin described by Museio,
these captured sahuagin do not know his name but have
seen him talking to Jaagisertan. If forced to conjecture,
captured sahuagin assume this to be a lieutenant of one
of the sahuagin princes.
REQUEST FOR AID
PCs who have specifically come to Angler Island in
response to requests for aid posted on the mainland
(see page 2) have no trouble setting up an appointment
to speak with Potentate Kara Rynnow (especially if they
befriended the pierwarden in the preceding encounter).
Otherwise, the PCs’ exploits at the docks are sufficient to
bring an envoy of the Potentate to wherever the PCs
lodge for the evening (be it parent's home, inn, or flop-
house; see "Angleburg” on page 10), The envoy informs
the characters that they are invited to the offices of
Potentate Rynnow posthaste so that they can hear a pro-
posal which has the potential to benefit them greatly.
The appointment with the Potentate takes place in a
large stone building located near the center of Angle-
burg. The building is decorated with fanciful sculptures
of sea nymphs, dolphins, and fish of fantastic size
attempting to swallow elaborate galleons of fanciful
design. The PCs are led down a long hall, past various
town official’s offices on either side, to a large conference
chamber in the rear of the building.
‘The conference chamber is fairly stark, but elegantly
so. A large wooden table holds enough chairs for all the
PCs, as well as two additional chairs where two people
sit, a boy and a woman. On the wall behind the two, a
large map of Angler Island is displayed (as shown on the
included Map of Angler Island). The table is bare except
for a single small statuette carved of some greenish stone
(serpentine).
‘As the PCs enter, the woman, apparently in her forties,
stands and introduces herself as Potentate Kara Rynnow.
She is dressed in sea-green robes and wears many pieces
of tasteful coral and pearl jewelry. When the PCs are
seated, read or paraphrase the following story that
Potentate Rynnow relates:
“Two months ago the island trembled in the grip of
a seaquake born in the depths. A great wave fol-
lowed, but the cliffs and strait of Halfmoon Bay pro-
tected from severe inundation. The effects
of the quake not only created the great ocean wave
but also: achasm near the center of the island,
at the base of the Near Downs.
“As if an omen of the trouble to follow, the next
‘week was one of unsurpassed fishing, bringing record
catches; never had the waters seemed so generous
with marine bounty. With nets bursting, Igave
thought to the new fissure on the mainland. The sal-
vager Lychelle took my commission to take her team
into the chasm; this serpentine figure was brought outright before the sea devils boiled up out of the sea!
“Sahuagin! Long have I feared them, but all my.
sea surveillance assured me that the nearest habita-
tion of the sharkfolk was far, far from here ... but
they are here now! Perhaps the recent bounty of fish
has drawn the foul devil-men from their normal
watery hunting grounds?
“Whatever their origin, this evil tide must end! Half
‘our fishing fleet has been scuttled, and the average
fisher avoids putting to sea, fearing a sahuagin attack
on the open water—and rightly so. Our supplies
dwindle, and the sea-devil incursions grow bolder
with each passing tide, Will you help me put an end
to these raids?”
Potentate Rynnow offers the PCs a fee of 100 choice
pearls (each worth 20 gp) harvested from the reef beyond
Rateliff Reach if they can put an end to the sahuagin raids.
‘The Potentate also informs the PCs that they can rely
on the help of her old friend Laurish Samprey if they
need it. Samprey lives alone, save for his apprentice, Nod
(Rynnow points to the boy seated at the table, who nods).
Both Samprey and Nod live on Dolphin’s Point, the most
northerly portion of the Island. Potentate Rynnow
informs the PCs that Samprey is a Fathomer (a wizard
specializing in water magics, introduced in Of Ships and
the Sea), whose expertise could be invaluable if the PCs
hope to take on the sahuagin under the sea. She says she
was about to send the apprentice back with a request of
aid from Laurish, but now that the player characters are
here Nod could also show them the location of the col-
lapsed chasm on his way back to his master’s domicile.
If the PCs question Rynnow about the excavation and
the figure brought up out of the earth, the Potentate
informs the PCs tartly that she’s had the more pressing,
problem of the raids to think about. The chasm collapsed
five days ago, and the excavators probably died quickly.
Because of the constant threat at the docks, Rynnow has
been unable to mount a serious effort to dig out the pas-
sage to the sea caves and recover the bodies, all the able-
bodied folk of the town having been drafted into the
Dock Guard until the sea-devil raids subside. Note that if
the PCs do not question the Potentate about the excava-
tion, they should still see the site on their way to the
Fathomer’s house; Samprey can later supply them with
the foregoing information.
‘The small carving on the table appears to be a human-
oid carved in serpentine, but time has worn the item
almost smooth, so that itis impossible to determine the
figure’s race. Determined study has a 45% chance to
reveal that the faint mouth of the figure seems circular
and vaguely lamprey-like (and thus not similar to
sea devils in any obvious way). The figure is one of
many similar carvings that the excavators brought
up from the sea caves; the rest reside at Lychelle’s
shop in the Markets (see page 11). This statuette in
particular is worth about 3 gp. Potentate Rynnow offers
it to the PCs if they have inquired about the excavators in
hopes that they might make some use of it.
At this time, Potentate Rynnow does not connect the
collapse of the chasm with the sea-devil raids. She has
seen sahuagin raids before and expects to weather this one
as well. Sahuagin have a history of raiding for land-forged
‘metals and other booty, as itis difficult to make such items
while underwater. Unfortunately, the collapse of the cav-
em and the raids are part and parcel of a single sahuagin,
operation, and if the raids are allowed to continue they
will serve as the distraction they were intended as, allow
ing the sea devils to fulfill their nefarious designs. The PCs
have a chance to determine what is actually occurring
only if they manage to enter the underground warrens.
If Museio did not join the PC group, the DM may have
Marly Rynnow join them at this time. While she is brave
and competent, she is not really experienced enough as
yet to undertake such a mission, possibly putting the PCs
under some pressure to keep her alive in tough spots.
Play her as a good person to have on your side when the
chips are down, but also as someone who's ina little
over her head without realizing it. Naturally, the Poten-
tate will be extremely upset if her daughter gets Killed or
seriously maimed while adventuring with the party and
will investigate to make sure the tragedy was not caused
by carelessness or inattention on the PCS’ part.
Potentate Kara Rynnow (Fighter, Sth-level): AC 6
(bracers of defense); MV 12; hp 35; THACO 15 (14
with long sword +1); #AT 1; Dmg 148+1 (long sword
+1); SD luckstone; SZ M (5 ft. 6 in. tall); ML elite (13);
AL CG; XP 650. Str 13, Dex 12, Con 15, Int 10, Wis
16, Chr 14. Personality: shrewd, no-nonsense, impa-
tient, practical.
Nod (apprentice Fathomer, zero-level): AC 10;
MV 6; hp 2; THACO 20; #AT 3; Dmg 143 (darts);
SZ M (4 ft.8in. tall); ML elite (14); AL LG; XP 15.
Str 10, Dex 12, Con 13, Int 14, Wis 10, Chr 9. Spells:
cantrip. Personality: silent, observant, clever. Laur-
ish Samprey’s ten-year-old apprentice never speaks
to strangers, answering all questions by pointing,
shaking his head, shrugging, etc. Player characters
may assume that he is mute whereas in fact he is
merely taciturn.Map of Angler IslandAROUND THE ISLAND
If the PCs accept Potentate Rynnow’s charge, they may
investigate the various locations named upon the map;
each location is described in the chapter below. Some of,
the locations investigated will be more helpful than
others in finally steering the PCs towards a successful
entry into the sea caverns. If the PCs accept Nod asa
temporary guide, the apprentice can escort the PCs to
any spot on the island, including the location of the col-
lapsed dig and the Last House itself, where Laurish Sam-
prey’s aid can be sought when it becomes apparent that,
underwater exploits are necessary to find Lychelle.
Itshouldn’t be too difficult for PCs who express even a
‘modicum of interest in the excavation to learn the loca-
tion of Lychelle the Salvager's shop or to learn that
Lychelle brought up at least a dozen other figurines
which probably still reside there, leading inquisitive PCs
to want to check out this location.
ANGLEBURG
Angleburg is a fishing city of some 1500 people, the only
city on Angler Island, taking advantage of the natural pro-
tection offered by both the high cliffs surrounding most of
the island (averaging a mostly vertical height of 700 feet)
and the enclosing bay. The Potentate’s family is a noble
‘one, and rules by virtue of land rights granted by main-
land powers. The various Merchants’ Guilds, when united
by some issue (such as stopping sea-devil raids that sadly
cut into profits), between them hold power almost equal to
the Potentate's; thus, keeping them disunited most of the
time is a major goal of the Potentate’s policy.
The majority of the citizens make their living by fishing
and pearling, while a few renowned shipwrights craft a
variety of different styles of ships to order. Due toa
steady trade with the mainland and various distant ports,
the Angleburg Markets offer a wide range of both com-
mon and esoteric items at inflated prices (2x standard
rates). By contrast, fresh fish and other sea-harvested cui-
sine are plentiful, with great variety at bargain prices.
Visitors to the city can choose from a variety of seaside
hostels and inns whose characters differ. A favorite of
many who visit Angleburg often is Leroi’s Sweetclover
Inn, where black-bearded, blue-eyed Leroi brews a mean
Redhawk Ale, the taste of which is rumored to have
brought a smile even to the lips of Guiruis the Sea Prince.
Additionally, the accommodations at the Sweetclover inn
are clean and can be had at a reasonable price (2 gp per
head a night).
Lychelle’s Shop
‘One of the many shops in the Angleburg Markets,
Lychelle’s shop is not necessarily distinctive for being
closed, as many of the shops are feeling the sting of the
constant sahuagin raids. However, the PCs’ attention
may be drawn to a figure dressed in disheveled clothes
who sits slumped in dejection on the porch, turning a
‘small shell over and over in his hands.
This is Lychelle's father, Ulogar, who sits dejected and
despairing on the step in mourning for his daughter's
Joss; the shell is one she gave him as a child. If the PCs
‘question him at all concerning the excavation, read or
paraphrase the following information as told by Ulogar:
“Lychelle was always an overly curious lass, even.
‘when just a child. As an adult, she refuses to take up
the honorable profession of fishing or sea-trade which
‘supports us on Angler Island; instead she captains a
‘small salvage boat, attempting to make her way by
reclaiming treasures seized by the waves. Bad luck,
that. I told her a thousand times if I told her once: the
‘sea doesn’t like to give up its secrets. When news of
that new chasm opening up in the hills reached
Lychelle, she immediately gathered her crew—all those
impetuous gallivanting friends of hers, don’t know
‘what she sees in them—and rushed off to investigate.
“Anyway, she found a bunch of sea caves which
apparently run below the island. Many of the caves are
‘drowned in sea water, but some few of them appar-
‘ently drain with the low tide at midnight, allowing
Lychelle to access them safely. Almost immediately,
‘chelle discovered strange bunches of litte statues
carved in green stone half-buried in the walls and
floors of the caverns. They must have been very, very
old to come to be encased in the stone that way. No one
around here could even begin to guess at where they
came from, or who carved them. Worn as they were,
they were like nothing I ever seen before, and I've trav-
led a fair bit in my time. Lychelle speculated that they
might be artifacts of the drowned city of Carsall, or
even relics of the legendary land of Lunia, said to lie
along the coast ofthe fabled Silver Sea.
“Excited, Lychelle formed a team of excavators to
remove as many of the objects as could be reached
above the water line. Then disaster struck, and the
‘opening to the chasm collapsed while ‘chelle and a
team of excavators were below, in the sea caverns!
‘Soon as I learned the news, I began to assemble a
team to dig out the delvers. But as my cursed luck
‘would have it, it was that very day that a band of
sahuagin breached the bay and began to scuttle the
fishing fleet and slay any citizens of Angleburg whose
misfortune it was to be too close to the docks!
“1 go up each day and dig as best as I can, but I'm
only one old man, and it's cursed slow work. Every-
cone else around here is so wrapped up in this sea-
devil business that they've no time to help an old man
find out what's become of his poor daughter and her
friends! Can you young-uns help me discover
Lychelle’s fate?”Jn payment for undertaking his request, Ulogar offers the
PCs the 12 carvings that the excavators unearthed before
the accident. Ifthe characters express an interest in the stat-
uuary, he plays on this and hints that there were many more
of the strange statuettes still waiting to be brought up from
the newly discovered caves below the island; perhaps a
great fortune awaits those wiho can find it?
The twelve figures are all of serpentine but are rather
small, each worth only 1 to 4 gp. Many of the statuettes
are in very poor condition, but enough detail remains to
determine that some seem to be more-or-less human or
humanoid in outline (it’s impossible to identify the race),
while others appear to be merely disembodied heads.
Determined study of all the statuettes reveals that one of
the humanoid figures seems to be metamorphing into an
eel-like configuration.
If detected for, this particular statuette (henceforward
to be referred to as the Eel Key; it has a valuable role to
play in the Drowned Caverns in area 48) radiates magic.
Identification spells or the like reveal that it is a magical,
key to some as-yet-unknown lock.
BEACON HOUSE
‘The Beacon House is perched atop a 750-foot cliff look-
ing out over the wind-tossed sea. The house serves as a
lighthouse to warn off ships who stray near the island in
the dark of night. The lighthouse is normally manned
only by old Helen, whose grandchild Kris daily buys
supplies from the Angleburg Markets.
CHASM (EXCAVATION SITE)
‘The chasm opened up at the feet of the Near Downs in
the violent shaking caused by the recent seaquake (the
seaquake was precipitated by the machinations of the
Deep Mother mentioned by Museio; more on this in later
adventures!).
Direct investigation of the site reveals a depression like
a sink-hole some 20 feet wide near the top but narrowing
to only a few feet in diameter near the 15-foot-deep floor,
which is composed of packed rock and sand. Scattered
around the collapsed chasm are various items related to
excavation, including shovels, picks, brushes, and drop
cloths. There is a large abandoned tent where the excava-
tors apparently rested; it contains nothing other than
rather forlorn-looking abandoned personal belongings. It
should be abundantly clear to adventurers that Ulogar’s
efforts have produced very little effect.
Players who decide to excavate and try to reopen the
collapsed hole can remove 125 cubic feet (a cubic hole, 5
feet to each side) in one hour if the PCs dig in shifts. The
chasm, since collapsed by the sea devils is filled with
sand and rock to a depth of 30 feet. Thus, it would take a
team of determined excavators 6 hours to dig down past,
the loose rubble, whereupon they would break through
into a shaft like an old stone well that leads down another
40 feet or so to a rough tunnel. Partially smoothed and
0
shored up by the excavation team, this tunnel leads west
towards area 18 of the Upper Caves (see the map on the
inside front cover and the description of the tunnel on
age 20). Unless the PCs have some engineering or min-
ing skill and take proper precautions (carrying rock and
sand removed from the hole a good distance away,
shoring up the hole at regular intervals, et), the excava-
tion may collapse on them. There is a base 15% chance
that the hole will collapse at a depth of 20 feet, a 20%
chance of collapse at 25 feet, and a final 25% chance of
collapse immediately before the excavation breaches the
shaft; the DM may adjust this up or down depending on
the precautions or carelessness of the diggers. Characters,
‘caught in the hole when it collapses will be buried, suffer-
ing 1d6 points of damage for every 10 feet of depth the
pit had reached before it collapsed. Worse yet, any who
‘were more than 5 feet below the surface will begin to suf-
focate (see the Quick Water Rules on page 4 for how long
a buried PC can survive before asphyxiation sets in). PCs
who have access to the dig spell significantly decrease the
time spent in excavation; in such a case, the chance of the
hole collapsing is as given in the spell description.
‘Questions by the PCs to the citizens of Angleburg,
‘uncover vague rumors that the chasm was deliberately col-
lapsed from below (once the shaft has been reached, a suc-
cessful Mining or Engineering check, or a Wisdom check at
a -5 penalty, will garner the same information). Deter-
mined questioners have a 35% chance of tracing these
rumors to an excavator named Salish who at the time of
the disaster was taking a break from the dig in his usual
tavern, Cat's Claw Hideaway (run by the no-nonsense but
beautiful tavernkeeper Deelisa). Salish is a drunkard, but
swears up and down that he saw dark shapes moving and
shining eyes like sharks in deep trenches of the sea caves;
that’s why he felt the need of a “litle restorative.” Salish
knows no more but sticks to his statement, emphatically
and repeatedly insisting that itis true.
CRYSTAL SPRINGS LAKE
& LAKE HOUSE
Crystal Springs Lake is fed from below by a natural
spring of the same name. The water is clear, clean, and
cold. Much of it pools to form the lake, but the overflow
constantly washes over the cliff to the west, forming the
magnificent Crystal Falls, visible many miles from the
shores of Angler Island. The Lake House next to the lake
is where the Water Bearers’ Guild jars the water in clay
pots, selling them down in the market in large quantities.
In addition to the chasm that allowed Lychelle’s exca-
vators into the subterranean sea caves, the sahuagin have
also discovered that there is an entrance beneath the
Crystal Springs Falls, below sea level (see the Cross-
section sketch on the inside front cover). PCs who apply
logic to the situation when they learn that the excavation
site may have been artificially collapsed from below
could speculate that the sahuagin are responsible. From
this conjecture, it only stands to reason that the sahuaginmust have a second point of access to the sea caves, most
likely underwater. Those PCs who take advantage of this
theory will find it significantly less dangerous to enter
the séa caves through the Crystal Falls entrance than
through the original chasm.
THE DOWNS
Both the Near Downs and the Razorback Downs
appear as tumbling grass-covered hills, mostly barren of
trees or bushes. Large rocks protrude from the worn-
down hills, giving the downs their rough appearance;
this is especially true of the Razorbacks. Rabbits,
gophers, snakes, and the occasional fox can be seen on
the downs.
GREENROOT FOREST
A dense tangle of bushes and palms around the edges
of the forest gives ground further in to mainly coniferous
trees adapted to the environment. A huge variety of bird
life lives within the forest, as well as mice, weasels, the
‘occasional wild pig, and perhaps even a remnant of the
original monkey population,
HALFMOON BAY
‘The waters of the bay are calm, protected by the tower-
ing cliffs of the strait. Even during stormy weather, the
water within the bay is still navigable to larger ships;
only exceptionally bad conditions would scuttle a ship
inside the bay.
Fishing within the bay is not allowed; the bay serves
merely as a gateway for the hordes of fisherman who
issue forth each day to try their nets on the open seas—or
did, before the sahuagin came.
LAST HOUSE
(LAURISH SAMPREY)
Built on the edge of Dolphin’s
Point, the Last House looks 800 feet
down a sheer cliff to the crashing,
‘waves of the sea. The Fathomer Lau-
trish Samprey makes the lower levels
of this 5-room lighthouse his home
(his apprentice Nod also lives here).
‘The PCs must come to the Last
House if they wish Samprey’s aid
When the PCs come calling, the
Fathomer cordially invites the party
into an eccentrically-decorated room.
at the base of the lighthouse. Here
are sights to warm any sea-lover’s
heart: oddly-shaped aquariums
filled with all manner of sea-life,
stuffed swordfish and small sharks,
and windows that look just like
12
portholes offering a view over the cliff. They will find
Laurish Samprey a grizzled old fellow who smells of salt
and dresses more like a sea captain than a wizard; when-
ever the topic turns to anything sea-related, Samprey
waxes poetic with purple prose. They'll also get to meet
the wizard’s familiar, an energetic sea otter named
Scratch.
‘Samprey answers questions concerning the sahuagin
cautiously; his studies of the sea have not yet touched
upon sea devils. The DM may choose to divulge limited
information about sahuagin in general, especially if a
copy of The Sea Devils MONSTROUS ARCANA is avail-
able. The Fathomer has not guessed that the sahuagin
raids may only be a diversionary tactic.
Laurish can be persuaded to aid the PCs through loans
of sea-adapting magical equipment, as a special favor to
“Kara” (ie, the Potentate). To get ahold of these magical,
items, the PCs must agree to just a few points: 1) The
items must be returned (including any unused potions),
2) Any information of possible interest to Laurish (i.e.,
sea-lore of all types) must be preserved for the Fathomer,
3) Samprey must be reimbursed 10% of any undersea sal-
vage recovered while using the loaned magical items. At
the DM’s discretion, Samprey could also demand as his
fourth condition that the PCs allow him to accompany
them on their quest, so that he can learn first-hand more
about the mysterious sea devils, as well as keep an eye
‘on his goods,
The Fathomer could make a welcome addition to the
PCs’ party, not only because of the contribution of his
magical items and spells, but also because of his general
knowledge of the sea and the underwater area surround-
ing Angler Island in particular. As an NPC, at no point
should Laurish’s knowledge advance a plot point in this
or later adventures if the PCs have the capacity to do so
themselves; he is present to round
outa party and give them a better
chance of survival against the odds
they will soon face.
‘The items the wizard makes
available to the PCs should follow
the strategy of minimal assistance.
For example, if there are six PCs, at
Teast two of them should have to
rely on a companion’s item or spell
to bestow the ability to breath
water, provide an airy environ-
ment, etc. It goes against the phi-
osophy of this adventure to make
the PCS utterly at home in the
depths, they should be constantly
worried as to when a particular
spell or potion might lapse. For
example, a fighter enclosed in a
magician’ airy water spell must try
to keep in mind the range of the
spell’s effects, even in the heat of
melee, or suffer the consequences,If the PCs have items of their own which also serve to
ameliorate the effects of being submerged in water, the
following ist of items should be reduced accordingly.
Suggested items that Laurish makes available to the
PCs are 10 potions of water breathing (4 doses per vial), 2
scrolls of protection from water (as an optional rule, the DM
might decide that contriving to read these scrolls under-
water rockets those affected to the surface), 1 scroll of
polymorph self (for those willing to take on the form and
characteristics of a water-breathing creature), a ring of
swimming (does not confer ability to breath water!), an
‘apparatus of Kioalish (holds up to two PCs; its air can be
recharged by an airy water spell), a decanter of endless water
(fresh water can repel saltwater-adapted creatures, plus
its geyser makes a great underwater jet!) a cloak ofthe
‘manta ray, and an amulet of airy water (affects wearer and
surrounding water to a 10-foot radius with airy water;
power automatically activates when placed underwater).
Laurish Samprey, Wizard, 10th level (Fathomer):
AC 2 (bracers of defense AC 5, Dexterity bonus);
‘MV 12, swim 12; hp 33; THACO 17 (14 with staff of
striking); #AT 1; Dmg 1d6+3, +6, or +9 (staffof
striking, depending on the number of charges
expended) or 1d (dirk); SA spellcasting, opponents,
suffer 1 penalty to saving throws against his water-
based spells; SD +1 bonus to saving throws against
water-related spells, +2 bonus to proficiency checks
in aquatic applications; SW -2 penalty to all saving
throws against fire-related spells, -2 penalty to all.
proficiency checks in non-aquatic applications; SZ M
ft. 11 in. tall); ML steady (12); AL NG; XP 2,000.
Str 10, Dex 17, Con 15, Int 16, Wis 13, Chr 13. Non-
‘weapon Proficiencies: Animal Lore—marine (16),
Direction Sense (14), Fishing (12), Herbalism (14),
Navigation (14), Seamanship (18), Singing—sea
chantey (13), Swimming (10), Underwater Naviga-
tion (14), Weather Sense (12). Special Equipment: ring
of free action, helm of underzoater action, waterproof
spellbook & component pouch, staff of striking
(G7 charges), plus any of the items listed above
which were not given to PCs. Personality: enthusias-
tic and energetic about everything relating to the
ocean, the original “salty dog,”
Spells (5/5/4/3/3): Ust—magic missile (x4), tears of
the alligator* (converts 10-foot-radius sphere of salt-
water to freshwater for 7 rounds); 2nd—Jorget,
invisibility, knock, withstand water* (waterproofs 1
target and target's possessions for 1 day), wizard
lock; 3rd—pressure resistance* (protects target from
crushing water pressure for 11 tums), suggestion,
‘water breathing; 4th—charm monster, Evard’s black
tentacles, polymorph self, Samprey's sensible sea sphere
(creates a sphere of breathable air around target's
head for %shour per level); 5th—airy water, conjure
‘water elemental, transmute rock to mud.
“Spells introduced in Of Ships and the Sea
13
SIDEBAR 2:
SXHUAGIN ABILITIES
AND STRATEGIES
This section gives the DM a quick rundown on
‘many of the traits and strategies (as introduced in The
Sea Devils) which make sahuagin arguably the most
dangerous undersea race still swimming the seas.
'*'SA: the poison on sahuagin tridents causes the vic-
tim to suffer 10 additional points of damage and
lose consciousness on a failed saving throw. On a
successful save vs, poison, the target remains con-
scious but still loses 5 hit points.
‘='SD: exceptionally keen senses, Sahuagin have supe-
rior vision and hearing over that of land-adapted
creatures. They can scent blood in the water like a
shark (to a distance of a mile or more). Lateral lines
allow them to detect vibration from any movement,
while specialized pits can detect the neuro-
electrical activity of any being with a central ner-
vous system. Basically, sahuagin can act with no
penalty against invisible creatures, ignore illusions,
and pursue foes with deadly efficiency within a 30-
foot radius even in the densest silty murk! This is
especially important during a conflict, when blood
and stirred-up silt begin to fog the water. Every 2
rounds of combat in an enclosed space under such
conditions cause the PCs to suffer a cumulative -1
penalty to attack rolls, up to a maximum penalty of
=4 (Dexterity bonuses to Armor Class also bleed
away at the rate of 1 point per round—you can’t
dodge what you can’t see coming). By contrast, the
sahuagins’ superior senses allow them to ignore
these penalties.
‘SW: bright light harms sahuagin eyes. This trans-
lates into a -2 penalty to saving throws against
light-based attacks. Sahuagin also suffer a2
penalty to saving throws against magical fires and
suffer one extra point of damage per die of magical
fire damage.
‘* Sahuagin are fiendishly clever, and the DM should
play them this way.
‘Ifthe PCs attack but then retreat, the sahuagin
replace posted sentries.
‘If the PCs penetrate to a central position, the sahua-
gin may try to cut off their escape route.
‘PCs using airy water are susceptible to being
yanked out of the area of effect with either a tri-
dent, net, or simply a grab.
‘Sahuagin always target magic users first—they fear
and hate magic, always responding aggressively to
neutralize it whenever they encounter spellcasters.
continued on page 14continued from page 13
‘= Sahuagin can use nets against any creature within
10 yards; nets ignore AC benefits given by armor
(Dexterity bonuses still apply). Unarmored targets
are immobilized; armored targets (or beings with a
natural AC of 5 or better) with a Strength of at least
16 can escape with a successful opposed Strength
check against the sahuagin wielding the net.
‘*Sahuagin who successfully strike opponents with
their trident-attacks can opt to hold the weapon in
place instead of making further attacks. The weapon
remains lodged in the victim (inflicting 146 points of
‘damage per round) until he or she can win an
opposed Dexterity check against the sahuagin (the
sahuagin adds its opponent's AC score to the charac-
ter’s Dexterity for purposes of the opposed check).
‘These examples are just a few of the many strategies
that the DM is free to use on behalf of the sahuagin
against the poor PCs.
OPPOSED ABILITY ROLLS
‘An opponent trapped in a net or impaled on a trident
‘can try to escape during its normal place in the initiative
‘order. Each combatant rolls a 420 and compares the
result to the tested ability (Strength for nets; Dexterity
for tridents).
‘~ Any number equal to or less than the ability score
indicates success.
‘* A roll of 20s an automatic failure.
' Ifboth creatures fail, the sahuagin’s opponent
remains trapped.
‘= Ifthe sahuagin succeeds and the opponent fails,
the opponent remains trapped.
‘= If the opponent succeeds and the sahuagin fails,
the gets free.
‘+ Ifboth the opponent and the sahuagin succeed,
compare the opposed rolls. The creature with the
highest successful number wins the roll. Ifthe
has the higher number, he gets free. If
the sahuagin has the higher number, the opponent
remains trapped. Ifthe die roll results in a tie the
opponent also remains trapped.
Scratch, sea otter familiar: AC 5; MV 12, swim 18;
HD 141; hp 9; THACO 19; #AT 1; Dmg 143 (bite);
SZ (2 ft. long, plus tail); ML average (10); Int aver-
age (9); AL NG; XP 35,
Laurish offers the use of his small sailing yacht, if nec-
essary. The ship, the Stormbird, can hold up to twelve
people in its large below-deck cabin, He keeps it moored
‘ona hidden beach accessible by a steep stair carved into
the rock of the cliff directly below the Last House.
“4
PLAIN OF YELLOW
Yellow-green grasses grow in thick profusion on this
high plain. A few years ago, a consortium of five Angle-
burg fishermen who lost their boats in the waters pooled
their remaining funds to buy a half-dozen head of milk
cows, which they graze on the yellowish grass. The fish-
ermen and their families get by on the distinctive yellow
milk they sell fresh daily in the Angleburg market, but
it’s difficult and constant labor just to make ends meet
and keep their families fed.
RATELIFF REACH
This crooked finger of rock points towards one of the
best pearling beds in the nearby seas, Only the privileged
Diving Guild has permission to harvest these waters,
paying a double tithe (20%) from their profits to the
Potentate, who uses it for the benefit of the city and
island as a whole.
‘The raiding sahuagin do not let the opportunity these
pearling beds represent pass them by; since the raids
have begun, 1-in-4 pearling ships have been attacked by
the sea devils. Only two or three of the ships so attacked
‘managed to return to harbor, with the results that the
Diving Guild is no longer sending out ships.
PCs who hear tell of this may wish to personally inves-
tigate. For every two hours spent in the water or on ship
in the waters off Rateliff Reach, there is a 25% chance that
a party of 10 sahuagin attempt to scuttle the boat.
‘Scuttling (attacking a ship's hull directly in an attempt
to sink the vessel) is a rather time consuming process for
most creatures. Six man-sized creatures can inflict 142
points of hull damage per round if appropriately armed.
‘Teams of less than six creatures can still inflict damage,
but they suffer a one-round delay for every creature
missing. Thus, it would take a band of five sahuagin two
rounds to inflict 1d2 points of Hull damage. Use the
Hull Point configurations found in Of Ships and the Sea to
determine how long the PCs’ ship stays afloat. Otherwise
assume the sahuagin will scuttle the ship in 3 turns.
Sahuagin warriors (10): See page 15 for stats,
WATCH TOWERS
‘The Watch Towers are similar to the lighthouse con-
struction of both Beacon House and the Last House.
However, a contingent of 10 specially-trained Dock
Guards man each of these towers, monitoring for foreign
ships (the fear of pirates is a strong one). Ballistae and.
catapults mounted in the towers on top of the 300-foot-
high cliffs effectively cover the strait and have a base
30% chance of scuttling any ship attempting to illegally
enter or leave Halfmoon Bay.THE STORY UNFOLDS
‘The PCs have many options open to them following
their initial talk with Potentate Rynnow. If the party
wishes to investigate the island, the material presented,
above should be sufficient to generate interesting game
play. Besides the meeting with Samprey, the most impor
tant locations the PCs might investigate are the chasm,
Lychelle’s Shop, and the base of Crystal Falls.
PCs who do not tumble to the truth immediately may
make many plans, including direct confrontation of raid-
ing sahuagin, stealthy spy missions to the sahuagin’s
underwater base of operations, or the questioning of pos-
sible sea-devil captives. The DM should allow adventur-
cers to take these plans as far as he or she likes. See “The
Sahuagin Raiders” below for a framework of information
if the adventure initially moves in this direction.
Asa precaution against just such tactics, however, the
sahuagin baron has arranged things so that the raiders
are a separate band of sea devils from those who tem-
porarily occupy the sea caves; the raiding sea devils have
not even been informed that the sea caves exist!
If the PCs deduce that the constant raids are merely a
cover for whatever goals the sahuagin are pursuing in the
sea caves, reward them with 300 XP each. Additionally,
the PCs could deduce from the fact that the chasm was
collapsed from below that there must be a second entrance
to the sea caves. With this knowledge, they could subse-
quently find the hidden entrance below the Crystal Falls
and use it instead of merely digging back down into the
collapsed chasm. This exercise in logic (which proves the
safer course) should earn each PC 500 XP (reduce this to
100 XP for PCs who just chance upon the Crystal Falls
entrance to the sea caves through exhaustive searches
rather than as an end product of logical deduction).
In the end, the PCs must enter the sea caves somehow
if the plot is to advance. If they enter by digging out the
chasm, refer to area 18 of the Upper Caves map. If they
center through the entrance under the falls, see area 1 and.
the Cross-section sketch of the Upper Caves map. Both
sections of the Sea Caves (the Upper Caves and the
Drowned Caverns) are mapped on the inside front and
back covers, respectively, of this adventure; the keyed
areas are described in the chapter “The Sea Caves.”
THE SAHUAGIN RAIDERS
A band of 20 sahuagin nightly raid the bayside boats,
shops, and inns. Many of these establishments have been
evacuated as a result, and their employees drafted into
the Dock Guards. After each raid, all sahuagin who sur-
vive the expedition return to their base (see below), car-
rying the bodies of any fallen comrades with them.
Day or night, every two hours spent in the sea or on ship
brings with ita (noncumulative) 25% chance that a party of
10 sahuagin attack the boat (see page 14 for tactics).
‘The foraging sahuagin’s base of operation is atop a
coral ridge 1 mile to the south of the island, at a depth of
(60 feet. A huge 50-foot-diameter net has been strung,
above one section of coral to provide a temporary struc-
ture; the net also provides 75% camouflage against
casual observation. The accumulated booty of the raids is
collected in a separate net at the center of the concealed.
area (some 50 Ibs. of esoteric iton items, all protected by
a coating of special rustproof oil). Sixty sahuagin make
up the foraging party, but the DM should make appro-
priate downward adjustments to this total number as the
PCs inflict losses on individual raiding parties. At any
‘one time, there are two raiding parties (of 10 sahuagin
each) absent from the base. Lieutenant Jaagisertan can
always be found here, as can Quintesaal the priestess
and her four sharks. Note that all the sahuagin in the
base believe that raiding Angler Island is an end in itself
(as well as great sport). Only the lieutenant and priestess
have suspicions that some larger plot lies behind it, and
neither knows exactly what it is. Both Jaagisertan and
(Quintesaal take their orders from the mysterious four-
armed mutant K'thstraam, a baron in his ow’ right as
well as a direct emissary of the sahuagin King Laang-
foranen in the submerged City of Abiding Hunger.
Sahuagin warriors (60): AC 5; MV 12, swim 24;
HD 242; hp 16 each; THACO 19; #AT 2 (above
water) ot 4 (underwater)Dmg 1d4 (bite)/146+1
plus poison (poisoned trident) or 1d4 (bite)/1d4
(rake) /1d4 (rake)/1d6+1 plus poison (poisoned tri-
dent); SA/SD/SW standard sahuagin (see sidebar
page 13); SZ M (6 ft tall); ML steady (12); Int high
(13-14); AL LE; XP 175 each.
Lieutenant Jaagisertan: AC 5; MV 12, swim 24;
HD 343; hp 27; THACO 17; #AT 4; Dmg 1d4
(bite)/1d4 (rake) /1d4 (rake) /146+2 plus poison
(poisoned trident, Strength bonus); SA/SD/SW.
standard sahuagin (see sidebar page 13); SZ M
(6 ft 4 in. tall); ML Champion (15); Int high (14);
ALLE; XP 270.
Priestess Quintesaal: AC 5; MV 12, swim 24;
HD 343 (Cleric, 3rd level); hp 25; THACO 17; #AT 4
or 1; Dmg 1d4 (bite)/1d4 (rake)/1d4 (rake)/1d6+1
plus poison (poisoned trident) or by spell; SA/SD/
SW spells, standard sahuagin (see sidebar page 13);
SZM (6ft.6 in. tall); ML steady (12); Int high (14);
AL LE; XP 420, Spells: bless, cause fear, curse, dark-
ness; aid, Spell-like ability: charm shark (once per
day).
Sharks (4): AC 6; MV swim 24; HD 7; hp 37, 34, 38,
45; THACO 13; #AT 1; Dmg 3d4 (bite); SZ L (10 ft.
long); ML steady (11); Int animal (1); ALN; XP 420
each.THE SEA CAVES
Many portions of the sea caves below Angler Island
are naturally occurring, the result of millennia of water
and tidal activity on soft limestone. However, at some
distant point in the far past, before even Angler Island
‘was thrust up from the sea by aeons of crustal tectonics,
a sea-dwelling race unremembered by the present-day
islanders artificially created chambers below the sea for
obscure purposes. Only broken relics and idols of stone
and serpentine now remain in these half-submerged cav-
ems to haunt the imagination of any who discover them.
Unless specifically stated to the contrary, all the caves
are cold and lightless, requiring the PCs to use artificial
light sources if they wish to see. The sahuagin encoun-
tered within the cave know only that they are on a spe-
cial secret mission under the command of Baron
K’thstraam, who takes his orders directly from the King,
Most of the sahuagin suspect that the strange carved fig-
ures and the artificial chambers that make up many of
the Drowned Caverns are very important to the King,
but none of the sahuagin know why, nor are they likely
to speculate before outsiders, especially hated “air-
breathers.”
THE UPPER CAVES
‘The caverns described in rooms 1 to 31 constitute the
Upper Caves. As indicated on the map, some sections of
the cave and tunnels are dry, some half-filled with water,
and some completely submerged. Unless noted other-
wise, each dry cavern is some 15 feet high. The half-sub-
merged caverns are roughly the same height, but the
lower 7 feet of those areas is covered by water, leaving
only 7 feet of breathable air above.
Tides. This adventure assumes that the “dry” cav-
ems remain that way only during low tide. As the
‘moon changes position in the sky, so also does the
water rise and fall, almost completely submerging
the caves every 12 or 24 hours. During high tide,
only some six inches of breathing space remains in
the dry caves, unless specifically noted otherwise
(eg, the ledges in areas 15 and 24). The DM is free to
ignore the effects of tides, or arrange some other sys-
tem on a different cycle if multiple moons exist in his
or her campaign world,
1. Crystal Falls Entrance
In the cliffside beneath the crashing flow of the Crystal
Falls, some 15 feet below sea level, lies the opening to the
rough, 10-foot-diameter tunnel leading to area 1. The tur-
bulent influx of water from above has a 35% chance per
round of tumbling any swimming creature into cliff rock
for 1d4 hit points of damage. This chance is reduced to
25% for proficient swimmers and to only 10% for sea-
adapted creatures such as sahuagin. Any creature
attempting to swim through the opening must make at
least one check.
Because sahuagin detest fresh water, and the falls pro-
vide plenty of it, they must swim through the underwa-
ter opening as quickly as possible and are unable to place
‘guards near this source of freshwater. However, they are
confident that the Anglers will never discover this open-
ing to begin with, being fully occupied by the raids.
PCs who discover the opening find a completely sub-
‘merged tunnel that runs for at least a mile and a half into
the cliffside with much wending and curving, Read or
paraphrase the following text to those PCs who follow
the tunnel to its end and break the surface of the water in
area 1:
‘You break the plane of cold water into a damp,
dripping cavern of heavy rock, half-drowned with
seawater. The watermarks of centuries scribe the cav-
em walls with horizontal bands, but the stalactite-
infested ceiling 7 feet above the water also holds some
variety of luminescent fungus which provides soft
light for the entire chamber.
‘In the center of the cavern, a miniature island of
bare rock rises above the waterline, worn smooth
‘except for the occasional divot. To the east, a beach of
solid rock apparently gives off onto two dark but dry
tunnels. A haif-submerged tunnel, only partially lit by
the glowing fungus, leads off to the south.
‘There are no sahuagin sentries in this chamber; fresh-
‘water seepage from the outer fails gives the water an
‘unpleasant tang, Besides the exit and the three visible
tunnels, there is another completely submerged tunnel in
the floor of the cavern to the southeast of the miniature
atoll. The tunnel, completely filled with salt water, pro-
vides the only access to the areas of real interest to both
sahuagin and PCs alike.2. Grotto
A simple cavern opens up from the tunnel. The
glowing fungus above provides sufficient light to
illuminate the school of hundreds of small yellow
and red fish which dart within the water among thick
strands of slowly waving seaweed.
The saltwater fish migrate in and out with the tides
throughout the sea caves, finding tasty morsels among
the many sessile (stationary) organisms which have
taken root in the storm-protected caverns.
3. Empty Cave
Nothing of any interest can be discovered in this
chamber, although it might make a good hiding place for
PCs fleeing sahuagin, at least until the tide comes
4. The Porch
This cavern has obviously been smoothed through
repeated exposure to water, but it’s dry now, albeit a
bit damp. Besides the passage you entered from, two
separate tunnels lead off from the cavern to the north,
both of which look to slope upward sharply. A faint
light glimmers from down the passage to the left!
This chamber marks the edge of the territory that
Horace (see area 7) claims as his domicile. While this
‘outer cavern floods periodically, the tunnels and con-
nected rooms to the north are above the tide line; only a
‘major storm will inundate them.
A serious search of the chamber turns up scratches in
the rock, as if something heavy had been dragged
through the chamber towards the north.
5. Wet Larder
‘The water-smoothed cavern at the end of the
ascending tunnel, dimly lit by luminescent fungus,
widens enough to hold a dark pool of still water,
roughly 20 feet in diameter, in its center. Scattered
around the edges of the pool are heaped the bones of
hundreds of dead fish.
The thick, turbid waters of the pool are 30 feet deep
and hold the odd “snack” for when Horace doesn’t feel
like venturing into the sea for his meals. The pool is
stocked with an esoteric variety of fish, as well as a deli-
cacy that Horace is saving for a “special occasion”: a
large octopus! Unfortunately, the octopus has grown
since first stocked, amply fed by the other denizens of
the pool; it’s now an even bet as to whether the octo-
pus wouldn't turn the tables on Horace if given the
chance. The octopus rests at the bottom of the pool,
attacking any investigators who probe the murk.
Giant Octopus: AC 7; MV 3, swim 12; HD 8; hp 60;
THACO 13; #AT 7; Dmg 1d4 x6 (tentacles)/2d6
(bite); SA constriction (2d4 hp per round), 75%
chance tentacle pins one (50%) or both (25%) of vic-
tim’s arms (constricted victim suffers a -3 penalty
to attacks if only one arm is free and a~1 penalty
even if both are free); SD camouflage (90% unde-
tectable), ink cloud (40 feet by 60 feet by 60 feet);
SZ L (11 feet across); ML elite (13); Int animal (1);
ALN; XP 2,000.
6. Squalid Foyer
This rough chamber is apparently only infrequently
subject to tidal inundation. Wooden barrels sit in
stacks about the periphery of the cave, while a table
and stool (both obviously crafted of pale driftwood)
stand near the northern exit. A clay cup and mug sit
unattended upon the table top.
Even in his present lycanthropic state, Horace still
enjoys frequent bouts of drinking. This chamber is filled
with the fruits of a recent theft by Horace of an outbound
trading vessel exporting 26 kegs of Leroi’s Redhawk Ale
(as can be seen stamped on all the barrels still left in the
chamber). Only 12 of the barrels still contain any ale, and
all of it is tainted with the acrid tang of saltwater. PCs
who investigate this chamber have a 50% chance of wak-
ing the sleeping Horace in area 7 unless they are
absolutely silent.
7. Horace’s Bedchamber
Furs, seaweed, and the occasional garment are
bunched together in the western portion of this stone
chamber, forming a rude mattress, Against the north
wall stands a large wooden chest. Opposite the chest,
shallow stone shelves in the wall hold a variety of
carvings—mostly driftwood, although a few of
appear to be of greenish stone. In the eastern portion
of the chamber, a large rusted knife lies atop a drift-
‘wood stool pulled up to a large pile of unworked
wood.
Horace the lycanthropic seawolf is 50% likely to be
here, sleeping off his last drinking bout (although he
may have awakened if the party was overly loud in the
v7previous chamber). Horace was once an Angleburg,
\ “fisherman but now suffers under the curse of lycan-
thropy (tied to his pendant). Shunned by his fellows,
Horace now ekes out a living in secret, lairing here
under the island,
The seawolf is aware of the sahuagin infestation in the
deeper portions of the caves but has decided to let them
be so as not to draw attention to himself. However, he
does shift into seawolf form and attack any land-
dwelling creatures (such as the PCs) on sight, for fear of
the secret of his existence being divulged. Note that since
Horace’s lycanthropy is caused by a cursed magical item,
his bite does not infect the target with the disease,
although there’s no need to tell the characters that. If the
PCs attempt to talk to the seawolf, the DM may wish to
allow the seawolF to listen; a temporary alliance between
the lycanthrope and the adventurers has a better chance
of clearing the sahuagin from the caves than either alone.
‘There are 17 wooden carvings (by Horace) of various
sealife; their quality is quite good and they would fetch 1
to4 gp per piece. There are three serpentine statuettes of
vague humanoid figures that Horace has collected from.
other portions of the sea caves; the lycanthrope has no
knowledge whatsoever of their origin.
‘The chest is locked (Horace has the key) and trapped
with eel venom which inflicts 26 hp of damage on unsus-
pecting looters (save for half-damage). The chest is filled
with beautiful oyster shells (of no value) and a couple of
the lycanthrope's better carvings (worth 10 gp apiece). A
pouch in the midst of the shells holds two gold rings, each.
worth 45 gp, and a single 10-gp pearl.
If the PCs steal any of Horace’s statues or treasure,
the seawolF (if he still lives) stalks the party with the
intention of killing the offender and retrieving his
belongings. On the other hand, praising his carvings is
the best way to open any negotiations with this unpre-
dictable creature.
Horace, seawolf: AC 5; MV 9, swim 12; HD 942;
hp 56; THACO 11 (bite) or 9 (long sword, Strength
bonus); #AT 1 or 2; Dmg 3d4 (bite) or 142 (bite)/
148+3 (long sword plus Strength bonus); SD
harmed only by silver, cold iron, or magical weap-
ons; SZ M (6 ft. 5 in. tall) or L (13 feet long);
ML elite (13); Int average (9); AL CE; XP 1400.
Str 18/62. Special Equipment: amulet ofthe dripping
‘wolf (inflicts possessor with seawolf lycanthropy)..
8, Empty Cavern
this bare, waterstained
18
9. Submerged Cavern
‘Seawater completely fills this large cavern. Dank @%
strands of some strange sea-growth cling to the ceil-
ing, moving like hair in a subtle current. Gray cave
fish dart amongst the seaweeds, hunting prey even in
these lightless caverns.
This is off the main route of the sahuagin’s interest.
However, there is a 20% chance that a lone sahuagin has
wandered to this cave in search of a quick bite (see
sahuagin stats under area 13).
10, Half-submerged Cavern
More glowing fungi coat the ceiling of this half-
drowned cavern, apparently providing sufficient light
for the thick growth of reedy vegetation which breaks
the surface of the water here. Ripples and dimples on
the water's surface indicate a profusion of cave life
beneath,
A fragile ecosystem between glowing fungi, sea reeds,
cave fish, and waterbugs has sprouted in this unlikely
spot; of great interest to someone like Laurish Samprey,
but incidental to the plot.
11. Empty Cavern
‘A search of this bare cavern confirms the first impres-
sions of observers: this place is empty.
12, Almost Empty Cavern
This cavern seems as bare and dry as many of the
other sea caves, but a determined search reveals a reposi-
tory of three serpentine statues embedded in the stone
wall of the cavern. These statues are as enigmatic as the
others previously described in the text but are even,
worse for wear and would probably only fetch a single
gold piece if retrieved and sold.
13, Sahuagin Sentries
This submerged cavern initially merely resembles a
chance widening in the tunnel. However, it also serves as
the invading sahuagin’s sentry position nearest the Crys-
tal Falls entrance. Unless the PCs go to extraordinary
lengths to conceal their presence, (ie., use no light, make
absolutely no noise, and somehow mask their neuro-
electrical emissions), the sentries detect them. Remember
that sahuagin can sense neuro-electrical activity within a
30-foot radius, just like sharks, and that this, combined
with their acute sense of smell and ability to sense
minute vibrations in water, makes them exceedinglydeadly hunters even in the most turbid water,
‘The three sahuagin rest lightly in lounge nets
(similar to underwater hammocks) nestled into the
curve of the cavern, just out of sight of oncoming
traffic. If possible, two of the sahuagin attack an advane-
ing party or its scout from surprise while the third rushes
towards the northeast at its full swimming movement
rate to raise the alarm; its goal is area 30. Ifthe sentry
reaches this goal (it takes it approximately 3 rounds), it
takes a single round to deliver its message, returning 3
round later (a total of 7 rounds since it departed) with a
contingent of 15 reserve sahuagin and 3 sharks to
attempt to slay the PCs. The general alarm has now gone
up, and as long as the PCs continue to fight, 1d4 addi-
tional sahuagin continue to arrive every other round
from both this level and the Drowned Caverns below
until a total of 10 additional sahuagin appear. Allin all, it
might be best if the PCs flee or hide (although wounded
PCs leave a distinct blood trail in the water easy enough
for the sahuagin to track).
‘Sahuagin warriors (3): AC 5; MV 12, swim 24;
HD 242; hp 16 each; THACO 19; #AT 4; Dmg 1d4
(bite)/1d4 (rake)/1d4 (rake)/1d6+1 plus poison
(poisoned trident); SA/SD/SW standard sahuagin
(Gee sidebar page 13); SZ M (6 ft. tall); ML steady
(12); Int high (14); AL LE; XP 175 each.
14, Trophy Display
‘This cavern measures at least 60 feet from east to
west and is perhaps 30 feet wide, holding a slender
atoll of dry rock at its center. The stale green light
from the dripping ceiling illuminates ghastly trophies
piled upon the miniature island: a half-dozen rotting
human skulls!
‘Watermarks band the cavern’s sides, illustrating the
ebb and flow of the tides. The mouths of five tunnels
break the otherwise smooth walls—one to the south,
‘one to the southeast, one to the northeast, and two to
the north,
This cavern is a nexus of sorts. While every access
point leading to this cave has at least one sentry post
guarding it, no guards are specifically stationed here.
Only the piled, flesh-stripped heads of six of the original
twenty excavators trapped in the caves hints of the
sahuagin’s presence (study of the skulls reveals obvious
tooth and bite marks scarring the bone itself; sahuagin
are voracious eaters!).
‘Two additional passages into this chamber are not
obvious. The entrance from the southwest is below the
19
water level, while the narrow channel leading to
area 30 is concealed below the waterline with natural-
looking rocks. The sahuagin may use this hidden
route to cut off fleeing PCs if the opportunity presents
itself
15. High Ledge
The half-submerged tunnel continues to the north.
‘However, at this point the ceiling height briefly rises
0 25 feet above the surface of the water. To the east,
the wall rises 15 feet above sea level to what appears
to be a 30-foot-wide ledge; details of the ledge are
impossible to ascertain from the water's surface.
‘The high ledge remains dry in times of high tide. This,
particular ledge holds nothing but bare stone.
16. Low Ledge
‘The ledge thrusting above the water level to the north
is similar in most respects to the ledge described in area
15, However, this ledge is only 5 feet above the water's
surface and sadly holds the bedraggled and drowned
body of an excavator who escaped from the sahuagin’s,
initial attack. Unfortunately, the tide caught the
exhausted fellow here and he was unable to save him-
self
‘The body, wedged into a rocky crevice, is that of
Reigan, who served Lychelle as lead excavator. A search
through his rotting belongings uncovers a pouch filled
with 37 gp, two small, rough, enigmatic serpentine carv-
ings worth 1 to 4 gp apiece, and an unmarked potion of
healing.
17, High Ledge
‘The ledge thrusting above the water level here is simi-
lar to the ledge described in area 15, including its 15-foot
height above the surface of the water. A search of the dry
ledge reveals 15 serpentine carvings (each worth 1 to 4
gp). Many of the small figures on this ledge appear more
eel-like than humanoid,
18. Chasm Entrance
Ifthe PCs dig out the collapsed chasm—see page 11—
they discover a shaft like a stone well (with plenty of
handholds and footholds), leading down to a rough tun-
nel lined with old stone. Dwarves and others with
stoneworking skill will not be able to recognize which
race created this tunnel, only that it is very, very old and
has obviously been repaired and shored up in places by
the excavation team (at the DM's option, the excavators,
may also have left plenty of ropes and pulleys behindthat help PCs descend the shaft in safety). The tunnel
rns for only 250 feet before turning sharply to the south
into a large, water-filled cavern:
‘The tunnel comes to an abrupt halt at the edge of a
subterranean cavern apparently filled with seawater.
‘Asa horrible stench of rot assails you, you spy two
bloated human corpses floating languidly in the still
pool. Even from a distance it is no feat to determine
that these poor victims were savaged terribly; some
body portions are missing entirely!
As shown on the map, only a portion of this cavern
remains above water; the rest is completely submerged
by the sloping rocky ceiling. The bodies are indeed those
of two unlucky excavators left here by the sahuagin as a
vivid warning against any who might try to penetrate
further into the cavern’s secrets. Nothing of any value
remains with the poor floating victims.
A narrow passage, only 3 feet wide and 6 feet tall, con-
nects this chamber to the cavern immediately to the west
(area 20; one of three areas so labeled on the map). Rocks
have been cunningly placed so that the passage is not
only blocked but concealed as well. Note that removing,
the rocks automatically alerts the sahuagin sentries in the
next chamber, who prepare an ambush against the first
PC(s) through the orifice.
20
19. Deadfall
This cavern is filled to a depth of 7 feet with seawater;
the air-filled portion rises 7 feet above the water's sur-
face (as in every half-filled area in the Upper Caves
unless specifically noted to the contrary). The sahuagin
have placed yet another bobbing body of an unfortunate
excavator against the south wall. Its foot is actually
lodged in a fissure in the wall so that it does not change
Position with the tide. More importantly, this body is|
rigged with a hidden line; if the body is turned over or
tugged, the line pulls taut on a keystone in the ceiling,
causing a ton or more of rock to come crashing down
(even if submerged during high tide). Players in the
chamber each take 346 points of damage and have a 85%
chance to be trapped beneath the fallen rock, requiring a
successful bend bars/lift gates roll to shift free. Charac-
ters pinned underwater will drown unless aided; see the
sidebar on page 4.
20, Sahuagin Sentries
Each of the three caverns labeled as area 20 contain
five sahuagin guards (fifteen total). The sentries in each
of these rooms are out of direct line of sight from each,
previous chamber and initially set ambushes for
approaching player characters; remember that water is a
3D environment and that sahuagin can surround lone
PCs not only on all sides but from above and below as
well. Additionally, the sound of conflict and smell ofblood in the water draws at least two sahuagin from
the adjacent sentry position (unless separated by a
concealed passage).
Itis likely that PCs moving from area 18 to area
20 can only send one character at a time forward through
the narrow (3-foot-wide) channel; this character receives
the full brunt of the attack from the five waiting sahua-
gin. Play up frenzied, thrashing, churning foam gener-
ated by the initial attack, and the subsequent blood of
their companion back-flowing through the channel; this,
should give pause to the next in line, even the most
stout-hearted.
If the PCs retreat after an initial attack, the sahuagin
reset their defense in one of the three sentry chambers to
include a concealed net over the entire floor. Two sahua-
gin will wait around a bend in the adjacent passage hold-
ing concealed ropes which, when pulled taut, catch the
net about a group of advancing PCs. PCs caught in the
net lose Dexterity bonuses until they can saw or break
their way out (if they can... ), with the assembled
sahuagin spearing the netted victims at will all the while.
Sahuagin warriors (15): AC 5; MV 12, swim 24;
HD 2+2; hp 18 cach; THACO 19; #AT 4; 1d4 (bite)/
1d4 (rake)/1d4 (rake) /1d6+1 plus poison (poisoned
trident); SA/SD/SW standard sahtagin (see side-
bar page 13); SZ M (6 ft tall; ML steady (12);
Int high (13-14); AL LE; XP 175 each.
21. Is This The Way?
Because of the concealed passages, the obvious route
through the sea caves leads to this partially submerged
cavern. A small beachhead of bare rock shows the
unmistakable marks of clawed feet; perhaps the sea dev-
ils use this route? Beyond the bit of dry land is a pool
roughly 20 feet in diameter. What appears to be a slow
whirlpool visibly swirls the water in the center of the
pool. A thin channel of seawater connects the pool to the
contiguous waters of the sea; while the current thus cre-
ated is noticeable, itis not strong enough to create any
danger except to someone in the pool immediately next
to the whirlpool itself. This strange phenomena was cre-
ated by the recent seaquake, and in time it will subside.
But until then it makes an excellent trap that the sahua-
agin make full use of.
Sure enough, if any item is thrown out into the pool, it
{goes around just a few times before itis sucked into a 4-
foot-diameter orifice. PCs who think that this is an
entrance to deeper inhabitable regions make a lethal mis-
take if they jump in; the whirlpool plunges them down a
narrow tube of twisting stone as the water moves faster
and faster. The tube descends for miles, finally plunging
a
any and all objects caught in the flow into a reservoir
of fiery mantle. The water bursts into steam within
just seconds, and PCs are incinerated just as quickly
unless they possess magic enough to navigate magma
and breathe superheated steam and sulphur. While this,
whirlpool could prove potentially fatal to PCs, it does
offer them one benefit they may never even become
aware of: the current it sets up pulls any scent of spilled
blood in the water of rooms 18 to 20 down the whirlpool,
so that every sahuagin in the caves are not necessarily
alerted when the PCs strike their first blow.
22, Wet Rock
The still water is separated ahead by the rising
hump of a damp rock squarely situated in the center
of this cavern. The green glow from above shows the
rock to be a smooth and vivid green, quite unlike the
surrounding rock of the sea caves.
‘The rock described above is a huge, water-smoothed
chunk of unworked serpentine. The millennia of crustal
movement have brought a deposit of it up closer to the
surface than the other unworked fragments; it was from
such masses that the enigmatic figures were carved in
strange eons by mysterious ancients. This rock weighs
several tons and is lodged into the rock of the cave; a
party of normal means would be hard-pressed to recover
it. Ir might be worth as much as 1,000 gp to the right
buyer, ifit could somehow be brought out intact and
transported to the mainland. Note, however, that the ser-
pentine boulder is considerably larger than any of the sea
caves’ exits, making it literally more trouble than it’s
worth.
23. Pearl Bed
This cavern is half-filled with seawater and, like many
of the caverns, is softly lit by glowing fungus on the cei
ing. PCs who penetrate the murky water discover a
dense bed of mollusks (some twenty in all). Those will-
ing to take the time to open each clam have a 5% cumula-
tive chance of discovering a single pearl of surpassing
size and quality, worth 400 gp to the right buyer!
24, Ledge
‘The ledge thrusting above the water level to the east is
in form similar in most respects to the ledge described in
area 15, including its 15-foot height above the surface of
the water. A search of the dry ledge reveals faint signs of
recent passage to those who make a successful Tracking,
proficiency check25. A Survivor
In what would otherwise be a completely bare
cavern lies a human figure dressed in rags,
hunched up in the deepest recess of the south wall.
Fish bones and clam shells litter the area about the
figure, as well as a bladder-pouch. As you approach,
the man cries out in alarm and staggers to his feet,
brandishing the broken haf of a spear,
This is Olmes Oakham, one of the excavators lost in
the chasm collapse, Olmes is severely dehydrated (salt
‘water is nonpotable, of course) and teetering on the brink
of sanity after witnessing the fate of most of the rest of
his team at the hands of the sahuagin; hungry sea devils
are not too particular about whether their meal has
ceased moving before they begin to dine!
While raving and mostly incoherent, Olmes has some
information the PCs may manage to pry from him (espe-
cially if they give him a drink of fresh water!), perhaps
just by patiently listening as he talks to himself:
‘>The sahuagin in the sea caves are only interested in
the green stone figures.
‘2 The outer raids serve only as a distraction for the
sahuagin in the sea caves.
‘= Many of the excavators were eaten alive by the
sahuagin (at this point, Olmes breaks down and
sobs). However, at least five, including Lychelle,
were being kept prisoner (very uncharacteristic for
sahuagin!) at the time that Olmes escaped. The pri
oners were being held in a large room further to the
east (area 31).
‘= The sahuagin kept questioning ‘chelle about some-
thing called The Stone Which Abides, apparently a
large carving hidden somewhere in the Drowned
Caverns that lie deeper below Angler Island.
‘Olmes can provide directions to the fissure leading to
the Drowned Caverns (area 31),
‘*'The bladder is filled with “chuvor,” some sort of hor-
rible concoction that allows humans to breathe water;
(Olmes swiped it when escaping (in fact, one dose of
elasmobranchucor; see the Arcana section at the end of
the adventure).
(Olmes is really in no condition to aid the party, as will
be readily apparent from his pathetic, feeble condition.
Rescuing him and escorted him safely to the sur
face gains each PC an award of 150 XP. If forced to
accompany the party, Olmes screams in terror and
flees at the first sight of sahuagin (his reason has
finally snapped, and he flees into unbreathable water
if that is his only option).
‘Olmes (Fighter, 1st level): AC 10; MV 6 (exhaus-
tion); HD 1; hp 4 (normally 10); THACO 20; #AT 1;
Dmg 1d3 (spear shaft); SW exhausted, distraught,
dehydrated; SZ M (6 ft. tall); ML unreliable (4);
ALN, Str 16 (8), Dex 14 (7), Con 15 (8), Int 11 (6),
Wis 10 (5), Che 11 (6).
26. Tripline
A half-flled cavern not unlike many of the others
within the caves, this one contains a dangerous secret: a
hair-thin tripline flush with the waterline. If PCs trigger
this trap, the line unbalances the pile of shells and flat
rocks piled upon the rise of dry rock in the center of the
cavern. The shells and rocks plop resoundingly in the
water, alerting the sahuagin sentry in area 28 that some-
thing approaches,
27. Caves
Both of the caverns keyed to this number on the map
hold 1 to 6 serpentine carvings (worth Id4 gp each)
caught in the floor, walls, and ceiling.
28, Lone Guard
This crossroads holds a single sahuagin who remains
constantly vigilant for any movement, sound, scent,
vibration, electrical activity, or light in the tunnel leading,
to area 26. If alerted in any way, it immediately signals
the two sahuagin in area 29, who in turn signal the 20,
additional sahuagin in area 30 that intruders may be
rear. While the sahuagin in area 30 respond (see entry 30
for details and sahuagin stats), the guard remains atten-
tive in case invaders move quickly down the corridor.
29, Two Guards
‘The two sahuagin guards stationed here act as con-
duits for possible signals passed from the guard in area
28 to the warriors in area 30, and vice versa.
30, Warriors On Call
Twenty sahuagin (and three sharks) reside here while
the sea devils maintain a presence in the sea caves. These
sahuagin rotate through the various sentry positions
detailed in the Upper Caves, so that the number of
guards posted in each position remains constant,
although individuals may vary. There are a total of 41sahuagin assigned to the Upper Caves; the DM should
keep track of sahuagin mortality, as the sea devils will
have trouble finding replacement guards in the short
term. Note that almost all the sahuagin in the entire cave
complex are in the Upper Caves; a dangerous psychic
phenomena known as The Singer in Darkness (see area
42) has proved fatal to so many sahuagin warriors that,
Baron K’‘thstraam has posted the bulk of his forces here,
beyond the reach of its deadly call
‘A huge sleep-net covers the ceiling of this chamber,
providing a comfortable point for resting sahuagin to
attach themselves to a loose tether and enjoy a refreshing
nap. Also attached to the ceiling net are over two dozen
ink-bladders (carefully harvested from giant octopi)
which the guards in this chamber grab if alerted to
invaders. When punctured, a spherical cloud of ink
‘opaques the water in a 5-foot radius; multiple bladders
sum their area of effects. When used against PCs, the ink-
cloud allows the sahuagin to operate with no penalties,
while players operate as if in complete darkness (4
attack penalty, no Dexterity bonus to AC). Magical light
cannot penetrate this murk; only time (5 minutes) dis-
perses the ink in calm water.
If given a signal from the sentries posted in area 29,
half of the assembled sahuagin issue quietly into area 14
via the concealed passage, while the other half leave the
cavern by the obvious exit to the south, The two groups,
attempt to catch invaders between them and thereby
exterminate the trapped targets. If, on the other hand,
intruders find the concealed underwater passage in area
and enter this room that way, half the sahuagin
guards engage the PCs and attempt to repel or destroy
them, while the other half exit to the south and attempt
to circle around behind them via areas 29, 28, and 26. In
either case, at least one of the alerted sahuagin attempts
to carry a message down the fissure in area 31, eventu-
ally making his way to area 48 to warn Baron K’thstraam
of the interlopers.
Sahuagin warriors (20): AC 5; MV 12, swim 24;
HD 242; hp 18 each; THACO 19; #AT 4; 1d4 (bite)/
1d4 (rake)/1d4 (rake)/1d6+1 plus poison (poisoned.
trident); SA/SD/SW standard sahuagin (see sidebar
page 13); SZ M (6 ft tall); ML elite (14); Int high
(13-14); AL LE; XP 175 each.
Sharks (3): AC 6; MV swim 24; HD 7; hp 40, 36, 32;
THACO 13; #AT 1; Dmg 3d4 (bite); SZ L
(10 ft. long); ML steady (11); Int non- (0); ALN;
XP 420 each,
31. Access to The Drowned Caverns
A greater profusion of the luminescent ceiling fun-
gus reveals a sea cavern larger than any you have pre-
viously seen. Water fills a large portion of the cavern,but a ledge only a few feet above the waterline
creates a wide shelf of dry rock to your left as you
enter. Thrust into the rock are two thick wooden.
‘posts. Each post contains three heavy cords which
hang limply; however, their placement suggests that
‘once these cords were used to tether or bind objects—
or people.
The bare atoll was used by Baron K’thstraam to bind
the six excavators chosen to live (this includes Lychelle!);
those excavators who were not so fortunate were eaten in
sight of their former teammates. The dry rock flooded
with every high tide, but K’thstraam kept the air-breath-
ing humans alive with judicious doses of rancid elasmo-
branchuvor (see the Arcana section at the end of the
adventure), administered each time at the last minute. If
the surviving excavators’ prospects were not so dim any-
‘way, the DM might invite the PCs to speculate on the
psychological repercussions of seeing your friends and
teammates messily murdered, and eaten, then almost
drowning ona twice-daily basis.
Inany case, the surviving prisoners are no longer here,
having been moved before the PCs first entered the sea
caves. The PCs may hope to find them in the deeper cav-
cers, but K’thstraam has actually moved them out of the
‘sea caves altogether to a location detailed in Sea of Blood,
Beneath the water's surface, in the southeastern por-
tion of the chamber, a 10-foot-wide fissure plunges down
500 feet. This eventually opens out into room 32 and is
the only means of access to the Drowned Caverns,
THE DROWNED CAVERNS
The caverns described in rooms 32 to 48 constitute the
Drowned Caverns. All the rooms, caves, and tunnels
here are completely submerged in seawater at all times.
Due to the proximity of a magma pipe (an upsurge of
fiery mantle), the water in the Drowned Caverns is
uncomfortably hot, and surface dwellers penetrating this
far down become exhausted twice as quickly as they
otherwise might.
32. Shattered Dome
The water-filled fissure finally empties into a
smooth spherical chamber at least 50 feet in dia
meter. Your attention is caught immediately by the
transition between the rough, broken walls of the fis-
sure and the obviously artificial greenish tiles which
cover every surface of the sphere; the recent seaquake
24
has apparently unearthed chambers buried so
deeply in the earth that itis difficult to even esti-
‘mate how long ago it must have been constructed!
Ina few places, the tile is rippled or missing, pos-
sibly damaged by the subtle movements of the earth
over time. Besides the fissure, two 10-foot-diameter
circular shafts access the chamber, one to what you
think is the north and the other to the south.
An ancient submarine race long ago lived and delved in.
the ocean depths, possessed of technologies wholly
unlike those known in the present day. Their identity,
character, goals, and final disposition are unguessed by
even the most scholarly sea-sages, and even the sahua-
gin’s prodigious racial memories cannot recall them to
mind. In fact, every sahuagin present within the sea
caves wonders at King Laangforanen’s interest in the
ancient carvings and artificial structures discovered
under Angler Island. Only Baron K’thstraam seems to
know what is actually going on, and his plans do not
include explanations to the troops (or hated scaleless air-
breathing surface-dweller intruders, either)
PCs who study the tiles easily determine them to be of,
serpentine, the same stone as the carven figures discov-
ered above. Any character with stoneworking or mining,
skills can tell their great age, but not identify their
crafters. The tunnels are not tiled, but their perfectly cir-
cular construction has a fused look, suggesting that the
tunnels were perhaps melted rather than bored.
This chamber is empty, but excessive noise or activity
here draws the attention of the two hunting sharks on
patrol in rooms 37 to 39
33. Permutation
The slippery smooth tunnel is interrupted to the
south, where a fissure has bisected the artificial bore,
creating a crossroads.
Characters proceeding any further down the corridor
toward room 37 will be detected by the giant sharks
(megalodons) therein unless they take precautions at this
point (douse lights, keep silent, etc.)
34, End of the Line?
The rough, twisted fissure narrows to only a foot in
width and height. However, study of the narrow channel
indicates that something may lie beyond; those who can
contrive a passage through the narrow straits are able to
access area 35.mee
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35. Overlooked Cavern
This chamber was not investigated by the sahuagin
initially because it was not easy to reach, and then
because Baron K’thstraam deemed that he had found
that which he sought in room 48.
‘A few relics reside here, half-caught in the rock, simi-
lar to the carvings found scattered in the Upper Caves
and Lychelle's shop but in better condition. In addition
to 10 fine carvings depicting strange heads bearing circu-
lar, tooth-filled maws (each worth 30 gp), there isa fully-
rendered carving 6 feet high in serpentine of what is
unmistakably an elf! An elf in the party (including
Museio, if she accompanied them and has survived this,
far), or anyone familiar with the different subraces of
elves, thinks that the carven figure looks very strange:
the elf depicted looks like a blend between a High Elf
and a Drow! Questions as to the age of the archaic fig
urine could, at the DM's discretion, lead some to specu-
late that the figure represents an example of what elves
looked like prior to the surface elf /Drow split. This fig-
ure is worth at least 500 gp to human or demihuman col-
lectors, and three times that in an elven community.
36. Empty Cave
‘The fissure ends here in an empty sea cave. If the PCs
have some means of escaping detection and surviving
underwater for long periods, this might be a good place
to rest, hide, and formulate plans.
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37, Fractured Sphere
This chamber is tiled and spherical like room 32. How-
ever, the southern portion of itis simply missing (when
plate tectonic activity thrust up Angler Island and these
ancient chambers beneath, not all the rooms came along;
of those that did, not all survived intact
Two giant sharks swim back and forth from this
chamber to room 39 in a constant patrol (live food from
the sea is regularly fetched by sahuagin so that these
two massive creatures do not have to compromise their
patrol). Undue activity may have already drawn them
to the party—otherwise, the PCs encounter them here
as the sharks viciously attack any unauthorized (non-
sahuagin) intruders. If the encounter takes place in one
of the circular hallways, note that only one of these
giant sharks can effectively fight in the same width of a
hallway simultaneously. It is only a myth that sharks
must always move forward to breath; also, sharks can
swim backward (albeit at a movement rate of 5) if nec-
essary, s0 tactics based on either of these misconcep-
tions will fail. A fight with the sharks almost certainly
draws the attention of the sahuagin sentries located in
area 40,
Giant sharks (2): AC 5; MV swim 18; HD 11; hp 65,
66; THACO 9; #AT 1; Dmg 4d4 (bite); SA swallow
human-sized creatures whole (on any attack roll
that succeeds by rolling 4 or more greater than theminimum needed to hit); SZ H (17 ft. long);
ML elite (13); Int semi (2); AL N; XP 3,000 each.
38. Membranous Boundary
‘The perfect smoothness of the tunnel is broken here
by a6-foot-diameter irregularity. Investigation reveals a
tunnel leading off to the south, just visible through the
barely translucent membrane which completely blocks
the passage. This strange, greenish material pulls and
stretches but does not break even if a magical blade or
destructive spell is used against it. Baron K’thstraam has
not been able to penetrate the barrier, a stll-potent relic
from millennia past.
This membrane organically parts if the eel-man key
described in Lychelle’s Shop (see page 11) is touched to
ity nothing else suffices. If the Eel Key comes within 10
feet of the door, the key begins to visibly glow, even
through the gaps in a pack or pouch. If the PCs have not
retrieved the Eel Key from the shop, the DM may wish to
provide a hint to struggling PCs regarding the fact that
the excavation team was said to have removed some of
the artifacts from the site prior to the sahuagin incursion.
Perhaps one or more of these artifacts could prove useful
if in the party's hands?
If the PCs part the membrane with the Eel Key, they
find that the passage beyond continues for 30 feet before
it is abruptly truncated by solid rock. If they close the
membrane behind them this could be a safe, if tempo-
rary, shelter from sahuagin pursuit.
39, Fractured Sphere
This chamber is tiled and spherical like room 32, but a
large portion of itis collapsed and shattered. Broken tiles
lie scattered across the floor, and where the tile is stripped
bare seaweed and other seawater growths have sprung up.
This chamber serves as one end of the short patrol
route used by the megalodons described under entry 37.
40. Resistant Sahuagin Sentries
Not many of the common sahuagin have been able to
resist the siren call described under entries 41 and 42; in
fact, besides Baron K’thstraam, only a handful dare stay
in the Drowned Caverns for any length of time.
‘The three sahuagin stationed here have proven resis-
tant, however, and wait in ambush for the PCs if any
make it past the two megalodons, Under normal circum-
stances, the sahuagin’s superb senses detect the
approach of the PCs. The sahuagin each down a dose of
celasmobranchuvor; two prepare the ambush while one
rushes towards area 48 to warn K’thstraam that the inter-
lopers are persistent, and that he must be prepared. This
messenger returns in exactly 10 rounds to launch a fierce
26
frontal attack upon the PCs, whether they are
engaged with his comrades or have moved on else-
where. The sahuagin stats below take into account
the effects of the shark-derived elixir (elasmobranchu-
vor-enhanced abilities are highlighted in bold).
Sahuagin warriors (3): AC 3; MV 12, swim 24;
HD 242; hp 27 each; THACO 17; #AT 4; Dmg 1d4
(bite)/1d4 (rake) /1d4 (rake)/1d6+1 plus poison
(poisoned trident); SA/SD/SW elasmobranchuvor,
standard sahuagin (see sidebar page 13); SZ M
(6 tall); ML elite (14); Int high (13-14); AL LE;
XP 420 each.
‘Special Equipment: 1 bladder of ‘chuvor each,
3 doses remaining per bladder.
41. Do You Hear That?
‘The rough, broken fissure leading northeast breaks
into what appears to be the beginnings of one of the
artifical tunnels. Issuing from the mouth of the dark
‘tunnel isa lilting, alien song, quiet and somehow
plaintive. Someone is singing in the darkness beyond.
A psychic tug manifests as a strangely compelling
song when any sentient creature comes within 20 feet of
the shaft. Creatures who are in any way shielded from
the effects of psionic attacks do not hear the strange
music and may wonder what their companions are talk-
ing about.
Creatures who hear the song and decide to investigate
the tunnel and its contents are free to do so. Only those
creatures who can hear the song but decide to tun away
and leave the tunnel must make a successful saving,
throw vs. spell or be compelled to investigate further.
Arguments from companions are not enough to sway
those caught by the allure of the exotic psychic melody.
‘The compulsion lasts until the victim has either investi-
gated the farthest reaches of room 42c or is forcibly
removed from the sea caves for a period of at least 12
hours.
42a, Outer Vestibule
This chamber is spherical and contains the same
dimensions and general features as room 32, except for a
torn membrane-door to the west. Like the membrane
described in area 38, the membrane here once controlled
access through the door. However, the Singer in Dark-
ness (see below) has managed to reach forth its power
over the centuries and finally rend the barricades. The
‘mental music seems louder here, and apparently has its,
source through the rent door.Parting the gently waving tatters of the membrane
allows the PCs to see into room 42b. The effects of
NAL the psychic call described in area 41 are the same
here; those that willingly investigate are not ensor-
celed, but those who decide to turn back must make a
saving throw vs. spell, but this time with a1 penalty
due to proximity.
42b. Atrium
This serpentine-tiled chamber merely serves as an
intermediate area between the outer vestibule and the
Singer in Darkness. The membrane-door in the west is
rent just as in the previous chamber; pushing aside the
tatters allows a view of room 42c. The effects of the psy-
chic song are even stronger in this chamber, requiring a
saving throw vs. spell at a -2 penalty for those who
finally decide to turn back.
42c. The Singer in Darkness
This spherical, serpentine-tiled chamber holds a 5-
foot-diameter shaft in the center of the lower bowl. A.
faint glimmer of green light weakly spills over the lip of
the shaft, but the source of the glow remains hidden
‘The light is sufficient to backlight the silhouettes of at
least half a dozen mummified bodies and skeletons
that lie broken and rotting about the periphery of the
shaft. The bodies and bones appear to be those of
sahuagin!
‘The marine race that once abided here knew strange
lores and practiced now-forgotten arts, One of the prod-
ucts of such knowledge was the creation of an autonomic
entity (a meld of psionic and magical energy) which con-
trolled many functions within the complex; a pseudo-liv-
ing supervisor of sorts, With the abandonment of the
complex, most of the functions the entity once oversaw
ceased to have meaning, and with the subsequent depri-
vations of time the once-extensive complex has been
reduced to just a few broken, shattered chambers (as
shown on the Drowned Caverns map). The entity, bound
to fist-sized lump of serpentine fused to the bottom of,
the 10-foot-deep shaft in this chamber, has lost contact
With the tiled chambers it once supervised. And with this
loss of its reason for existence, it has lost most of its san-
ity as well. In the centuries since, it has evolved into a
malignant, hate-filled, pseudo-undead relic whose only.
Yj
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Teg esability is to draw the life out of any living creature
which it can catch in its psychic snare.
Any creature that does not willingly peek over the
edge of the shaft to view the unquiet lump of glow-
ing serpentine must make a saving throw vs. spell at a
-3 penalty. Those that fail this save can’t help but take a
quick peek over the edge of the ominous well.
Achieving eye contact with the serpentine lump at the
bottom of the shaft vitalizes the malign entity: a psionic/
ethereal eel-like pseudopod of glowing plasma extrudes
from the serpentine lump, then unerringly strikes the
viewer with blinding speed. In an instant, every iota of
moisture is forced out of the victim’s body in a cata-
strophic, unstoppable evil tide! Death is immediate, and
the suddenly-loosed spirit does not rest in peace but
rather is caught up and devoured by the malign entity.
No save is allowed (although magic resistance is applica-
ble) for those who are not in some way psionically
shielded. Once a spirit is devoured, there is no returning
it to the desiccated body; itis simply gone.
This chamber is a horrible place, and PCs foolhardy
enough to ignore the warning provided by all the dead
bodies lying around the shaft deserve what they get. If
the PCs do not look in the shaft, but instead rifle through
the remains, they discover 36 pearls worth an average of,
10 gp apiece, a bladder of elasmobranchuvor, a dwarven-
forged dagger +1, and a triton-forged trident +1.
43, K’thstraam’s Quiet Place
This widening of the fissure has been hung with a very
large net-hammock, from which dangle various small,
bone tools, hooks, and even one or two human skulls.
Baron K’thstraam comes to this quiet spot occasionally,
away from the heat and effort of room 48 and apart from
the lesser sahuagin who dare not brave the Caller in
Darkness. Such is his dedication to fulfilling his mission,
however, that he is extremely unlikely to be found rest-
ing here. In the unlikely event that the PCs have pene-
trated to this point without K’thstraam becoming aware
of it, there still only a 10% chance that they might find
him retiring in the hammock. The baron’s stats are listed
under room 48.
A thorough search through the hammock turns up the
bone items mentioned above, as well as a pouch contain-
ing 10 pearls (each worth 20 gp), a necklace strung alter-
nately with human finger bones and shark's teeth, a
bladder of harvested octopus-ink (when punctured, the
ink inside opaques the water in a 10-foot-diameter area,
dispersing in 5 minutes), and a ring of jasmine odor taken
from one of the excavators (changes the body odor of the
wearer to a pleasant jasmine scent).
28
44. Does It Feel Warmer?
This portion of the rocky fissure appears unre-
markable. However, the temperature of the water is
noticeable even warmer here than the already abnor-
mally high ambient temperature. From this point to
room 46, the high temperature of the water accelerates
‘exhaustion; strength and vigor is quickly eroded in such
conditions (in game terms, 1 hit point is lost for every
three hours spent in this overwarm water).
45, More Excavation
‘The termination of this length of tunnel holds a
motherlode of the strange serpentine carvings. Many
have obviously already been removed, while at least a
dozen more remain half-embedded in the rock walls of
the fissure. It requires at least 1 turn of effort to chisel and
break a carving from the rock, but once freed the 4-foot-
long carvings of vague humanoids are each worth 50 gp.
46. I's Definitely Warmer!
‘The water temperature is really heating up now; heat-
leakage through the water from room 48 is even more
pronounced. For every hour spent in either room 46,
room 47, or the tunnel between without a break in cooler
‘water, 1 hit point is drained from PCs and unprotected,
sahuagin alike!
Inall other respects, this spherical chamber is much
like that described under room 32.
47, 99% of Inspiration is Perspiration
This chamber is much like the others that you have
previously encountered in these drowned caverns,
except that this one is bisected by the walls of a much
larger spherical chamber to the west. In the center of
this convexly-bulging wall is a membrane-door that
has been tom asunder. The end of a large tube-shaped
object of nauseating color protrudes from the hole left
by the ruptured door.
It took over a month of constant tearing with his tri-
dent Surge for Baron K’thstraam to penetrate the door-
‘membrane; he was spurred on by a dim glimpse of his
final goal just visible in the huge chamber beyond. When
he finally did break through, he was almost dismayed by
the rush of boiling water which burst forth. However,
sahuagin are nothing if not practical and inventive (as
sahuagin are wont to say, “We are sufficient to any task;
only the inadequate fail”). After only a week of crafty
labor by himself and 20 other sahuagin, K’thstraam was
able to create an insulative sheath from the lower diges-
tive tracts of two whales, one inside the other. The waterelemental bound to the baron’s trident has been
charged with the task of insuring that cool water
constantly flows through the thin boundary
between the two layers of the sheath. However,
before taking up its current task, it was commanded by
K’thstraam to rig the sheath in the boiling water of room
48 (see below).
The double-walled sheath is between 10 and 15 feet in
diameter and 100 feet long, although because of kinks
caused by the turbulent water beyond it only traverses a
stretch of some 80 feet. The end protrudes a few feet into
room 47, but the sheath is wide enough and the fit snug
enough that relatively litte of the super-heated water
from the Place of Keeping bleeds out into this chamber.
‘The whale’s intestines are held taut by fish-gut cords
secured by the water elemental to various places along the
walls of room 48, However, the onganic tube writhes and
pulsates from strong water movement within the contigu-
ous chamber, making it impossible to stand in the tube or
to see any great length down it. The elemental continually
forces relatively cool water from this outer chamber
between the layers of the tube, so that any living creature
within is protected from the boiling water found there.
It is assumed that PCs enter into the mouth of the tube,
rather than trying to slide around it and enter into room
48 unprotected. Note that tampering with the tube in this
fashion sends out squirts of boiling water that cause 2d8
points of scalding damage to anyone within 15 feet of the
doorway, which should quell any further investigation
along these lines.
48. The Place of Keeping
‘The fluctuating interior of the almost transparent
sheath pulsates under the pressure of the boiling
‘water just beyond the double-layered walls of whale’s
gut, Strategically attached cords are just visible on the
exterior of the straining membrane, trailing off
through the bubbling water in weblike profusion
above, below, and to both sides, holding the interior
of the tube distended enough for you to swim
through, surrounded beyond the thin membrane by a
vast open area of superheated seawater.
‘The far end of the sheath is not visible; bends,
bulges, and twists are constantly passing up and
down the length of sheath due to the pressure of the
outer water. It's like being inside a giant caterpillar as
it inches its way along. As you move further in, you
‘can catch glimpses ahead of what appears to be
another of the strange greenish membrane-barriers;
however, this one appears intact. A dark, unmoving
shape is visible beyond it,
29
The sheath described in room 47 extends through
the open space of this huge spherical chamber from.
the entrance to the center, kept “inflated” by the lines
described above as well as by the insulative current of
cooler water flowing between its two layers. The far end
connects flush against a free-floating but immovable
bubble of membrane just like that described in area 38
Within the membrane is The Stone Which Abides; see the
Arcana section at the end of the adventure.
Conditions outside the sheath: boiling water. A coil of
‘magma passes within a few feet of this huge spherical
chamber, keeping the water here in a state of continual
and extreme heat. Any character who contrives to enter
this chamber outside of the sheath and lacks magical pro-
tection from heat is instantly broiled, scalded to death in
seconds . .. too bad, because sahuagin like their food rare.
Just as he was finally able to pierce the membrane lead-
ing into this chamber from room 47, K’thstraam is now
worrying away at the membrane which protects The
Stone Which Abides. If given enough time, he succeeds,
and removes the statue to a safe holding place out at sea
in preparation to moving it to the Throne of Teeth, as com-
manded by King Laangforanen in the name of the Deep
Mother. In this case the raids finally cease on the island.
above, after much damage and destruction is wrought.
Even then, itis still possible for the PCs to track the statue
down in Night ofthe Shark if the DM desires, although the
better solution is to make certain that the PCs arrive in
time to stop K’thstraam from achieving his goal.
If the four-armed sahuagin baron has not been alerted.
to the PCs’ approach (hard to believe), he is diligently
scraping his mighty trident Surge (see Arcana, page 32)
back and forth across the ancient membrane encapsulat-
ing the statue. In the more likely event that K’thstraam
anticipates the PCs’ arrival, he downs a dose of ‘chuvor
and then waits unseen in a fold of the pulsating sheath,
gripping his trident in one hand and an ink bladder in
each of his other three. When the PCs approach to within
10 feet of his hiding place, he steps free of the fold while
simultaneously squeezing the ink-bladders; the real bat-
tle has just begun!
There are a few points the DM should keep in mind
ina conflict within the flexible organic tube suspended
within boiling water. The sheath is relatively narrow
(some 10 feet in diameter at this point), making it
extremely difficult for PCs to swim around the four-
armed baron and attack him from the rear. In the agi-
tated water within the sheath, the murky ink only
obscures the PCs’ vision for 1d4+1 rounds. Of more
potential concern to PC and sahuagin alike, each attack
roll with a piercing or slashing weapon which misses its
intended target by 5 or more runs the risk of putting ahole in the insulative sheath! Attackers who make
their saving throws vs. death magic avoid this
grievous error; a failed save indicates that boiling
water is now spurting into the interior of the
sheath, inflicting 1d4 hit point per round to any within
10 feet of the rent, Note that the damage from multiple
slashes in the sheath is cumulative.
K’thstraam pursues PCs out of the tube if they flee.
‘The baron uses the various powers of the almost artifact-
level magical trident Surge as he deems it prudent; other-
wise he is content with his flurry of rabid attacks.
Hopefully, the characters are able to put up a sufficient,
fight to challenge the enraged, eight-foot-tall sahuagin.
However, the DM should avoid allowing the PCs to kill,
off this major NPC if possible; when reduced to 20 hit
points or less, the Baron draws himself up and booms
forth the following in a distorted, hissing voice:
“*Scaleless! Thou hast won this bout, mayhap, but
soon shalt the victory be mine! Yea, I go now to
assemble such a sally of mine people as shalt raze this
island entire into the sea; no air-breather, ne great nor
small, shalt be left on live above when I return me to
retrieve The Stone Which Abides!”
With this impassioned speech, the four-armed
sahuagin is gone in a burst of bubbles!
CONCLUSION
Ifall has gone well, the surviving PCs should be able to
recover the statue from the membrane with the applica-
tion of the Eel Key. Moving The Stone Which Abides
from the sea caves may require alittle rope-work with a
block and tackle, winch, and effort, but itis certainly pos-
sible to bring The Stone Which Abides to the surface.
‘Once there, the PCs have to decide what to do with it.
Ifthe Potentate is told of the baron’s threat, she deems
that the safest course is to remove the statue from the
island immediately. That way, the sahuagin have no
ireason to invade. The Potentate further reasons that it
should probably be brought to a land-locked nation on
the mainland far, far from the sea, where the sahuagin
could never reach it.
Alternately, the PCs might speculate along similar
lines all on their own, or pethaps they feel it might be a
‘wise course of action to simply dump the thing in the sea
ata great distance from the island. In either event, the
31
Having divulged some important information in the {J
course of his rather theatrical threat, K’thstraam used {4
Surge to magically escape to a place of safety. The
baron will return to haunt the PCs in future adven-
tures; for now, he has left them one nasty parting shot by
recalling the water elemental who keeps the whale-gut
sheath insulated with cooler water. The temperature
within the sheath begins to rise at once, and PCs without
‘magical protection from heat will take 1d4 points of
damage per round, starting two rounds after the baron
departs
Baron K'thstraam: AC 3; MV 12, swim 24; HD 747;
hp 60 (normally 50); THACO 8 (claw /rake/bite,
Strength bonus) or 5 (trident +3, Strength bonus);
#AT 6; Dmg 143 (claw)/143 (claw)/1d6 (rake)/146
(cake)/1d6 (bite)/1d10+10 (trident +3, Strength
bonus); SA Surge (on a natural 20, trident’s target
suffers full damage and then has his or her remain-
ing hit points reduced by hall), free action (courtesy
Surge), elasmobranchuvor, standard sahuagin (see
sidebar page 13); SZ L (6 ft. tall; ML champion
(16); Int high (14); AL LE; XP 1200 o¥ 2000. Str 19
(43 to attacks, +7 to damage).
Special Equipment: 3 bladders of octopus-ink, 3
bladders of elasmobranchuvor, Surge (trident +3; see
Arcana, page 32).
goals of the evil race have been temporarily balked, even
though no one knows why the sahuagin are so interested
in the ancient relic. Each PC should be awarded 1,000 XP,
especially if the DM wants to utilize the remaining two
adventures in the sahuagin trilogy.
If the DM intends to continue playing through the
sahtagin adventure trilogy, Evil Tide comes to a close as
the PCs make preparations to put to sea as chaperons to
‘The Stone Which Abides, either to move it safely to the
mainland, sell it for a profit, or simply dump it in the
depths of the sea safely away from Angler Island. The
adventure continues in Night of the Shark!Elasmobranchuvor. This elixir is distilled from the
oil-rich liver of sharks in combination with rare under-
water plant life in just the right measure. The secret of
elasmobranchuvor distillation is known only to a very few
sahuagin priestesses, and the potion is only completely
energized by the blessings of Sekolah.
Elasmobranchuvor is in some respects similar to the
healing ointment sometimes applied by sahuagin to heal,
grievous wounds, except that this elixir (sometimes
abbreviated to ‘ciuor) is taken internally, healing sahua-
gin 1d4+8 hit points per dose. If maximum hit points are
exceed, the elixir temporarily adds the additional hit
points to the sahuagin’s maximum (these extra hit points
are lost first if the sahuagin is struck in combat). Elasmo-
branchuvor also raises sahuagin Morale by +2, confers a
+2 bonus to all attacks, and decreases the sahuagin
imbiber’s natural AC to 3. The additional effects (besides
simple healing) last for 1 tun and then fade.
While standard sahuagin healing ointment merely irri-
tates surface dwellers and sea mammals, elasmobranchu-
vor affects air-breathing creatures as a potion of water
breathing with an effective duration of 12 hours per dose.
Unfortunately, the viscous liquid is a fetid, rancid con-
coction that surface dwellers can only choke down with
a successful Constitution check (or if forced, of course),
after which imbibers are at -3 to all actions (attack rolls,
damage, saving throws, and ability checks) while the
water breathing effect lasts. It is unknown what effect, if
any, repeated exposure to ‘chuvor would have on an air-
breathing humanoid. However, common sahuagin have
heard tell of experiments on captive humans in the City,
of Abiding Hunger; the results were apparently “inter-
esting,”
‘The Stone Which Abides. Upon close inspection, this
life-sized statue appears to be carved of serpentine. The
statue is that of a seated humanoid figure holding a
smaller humanoid figure draped over both arms. Due to
aeons of erosion, the detail is so poor that itis difficult to
make out either figure’s race; however, close study
implies subtle eel-like characteristics to both of the
principles.
The statue reveals a faint aura of magic if detected for
but does not seem to be able to manifest any power other
than remaining impervious to chipping or breaking. Nei:
ther the most magical of weapons (not even Surge!) nor
the most destructive of spells is able even to mar the
smallest portion of the statue's surface. The most power-
22
ful magical probes reveal only that the stone
“sleeps”; its true power has not yet manifested . ..
The Stone Which Abides is obviously a very valuable
piece, regardless of its true origin and purpose (which
are revealed later in the sahuagin trilogy); the statue
would likely fetch over 600 gp to the right collector. The
sahuagin would give any price for it, including hostages,
seized especially for that purpose, but the PCs would be
very unwise to give the sea devils anything they wanted
so badly.
Surge. Surge is the little-known companion weapon to
the legendary trident Wave (detailed in the 1979 adven-
ture White Plume Mountain and described on page 847 of
the ENCYCLOPEDIA MAGICA™, Vol Ill). However,
while Wave was consecrated to Poseidon, Surge is conse-
crated to a demigod of the sea possessing eel-like attrib-
tutes whose power has lapsed for so many millennia that
the deity’s name (Anguileusis) has been forgotten by all
save the Deep Mother and the trident itself
Surge isa lawful neutral trident +3, inflicting 1d10+3
points of damage per successful attack. It has an Intelli-
gence of 14 and an Ego of 20. Its special purpose is death
or disfigurement to all who do not revere Anguileusis.
Anyone wielding the trident who refuses to revere
‘Anguileusis must check Ego against Surge any time the
wielder’s combined Wisdom and Intelligence total drops
below 20 (see the intelligent weapon rules in the DMG);
if Surge gains mastery, it forces the wielder to toss the
weapon into the nearest naturally occurring body of salt
water. If this means a journey of many days, so be it.
Surge allows its wielder to require three tasks a year of
a water elemental (of 12 HD) bound to the trident. It also
confers free action and water breathing upon the wielder
and once per day can make the wielder immune to normal
‘weapons (ie., only weapons of +1 of better bonus can
injure the wielder), duration 1 turn. If the wielder pre-
pares a safe haven, twice per month the trident can magi:
cally transport him or her there if the spot picked is
within 2 miles and if both the embarkation point and the
safe haven are under saltwater. Surge telepathically com-
:municates in the common tongue and in the languages of
all sea creatures.
Finally, on an attack of a natural 20, Surge superhy-
drates opponents with excess seawater in addition to its
normal damage—after computing normal damage, halve
the victim’s remaining hit points as his or her tissues
swell and burst with too much salty fluidDrowned CavernsD Pasi trary!
ungeons&. Dragons:
Monstrou Arcana
For four to eight charters of levels 5-7
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iors NTs tn TOPCO) Pra age! or
YOU SHOULD BE AFRAID OF THE WATER...
When the sun sinks low, the sea devils rise dripping from the dark
PER Me MCMC ane Chr more rent
like a promise in their rabid eyes, and the blood of their prey paints their
OEE UTR cee aa
Night after night they come, slaying all who stand in their way.
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