jappiubsesscel ues Dragons
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’ Monstrou Arcana
By BRUCE R. CORDELLD Advanced
unseons& Dragons
Monstrou Arcana
EVEL 1 De
BY BRUCE R. CORDELL
TABLE OF CONTENTS
Antrodaclon 5.50355 ca0s odovees don cto Rateliff Reach ... ol
DM's Background faite Watch Towers... Mt
Character Invoivement Hooks ..-- +2 The Story Unfolds .. 45
Damsel in Distress . ‘The Sahuagin Raiders... 15
Debarking in Angleburg ‘The Sea Caves ...
Sea Devils! ‘Upper Caves
Request For Aid (encounter areas 1 to 31) .....-.. Hee ii
‘Around the Isle Drowned Caverns
Angleburg s! Ace (encounter areas 32 to 48) .
Lychelle's Shop .-..2....2.6 +10 Conclusion ........046
Beacon House TD AreanaViyevedoe40b
‘Chasm (Excavation Site) u Elasmobranchicoor
Crystal Springs Lake & Lake House n The Stone Which Abides
‘The Downs . 2 Surge
Greenroot Forest y 12
Halfmoon Bay ... i 12 Sidebar 1: Quick Water Rules... 4
Last House (Laurish Samprey) 12 Sidebar2:
Plain of Yellow .. 4 Sahuagin Abilities and Strategies .... «13-14
CREDITS
Design: Brice R. Cordell
Editor: John D. Rateliff
Playtesters: Miranda Homer, John D. Ratliff, Keith Strohm, Skip Williams, and Steve Winter
Cover Art: Paul Jaquays
Interior Art: Glen Michael Angus
Cartography: Roy Boholst
Graphic Design: Eileen Mecha
‘Typesetting: Angelika Lokotz
{3D YANCED DUNGEONS DRAGONS DUNGEON MASTER nT pte ars ona he MONSTROUS ARCANA,ECNCLOFEDA
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US, CANADA, EUROPEAN HEADQUARTERS
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ISBN: 0-7869-0678-2 ‘9542XXX1501“[Dark] waves break on the
Ina thunder of shattering
But what care we ifthe storm gd
‘And lash atthe pane and clate atthe de
‘And we sal atthe break of day?
A lone gull cries like a poor, dammed soul \®.
‘That the waves have tonshed away...”
—L. Sprague De Camp & Lin
““Barachan Pirate Chant,” Conan of the
Epil Tide is the first of an adventure trilogy (continuing!
with Night ofthe Shark and concluding in Sea of Blood)
level against the shark-lke race of marine-dwelling
>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
epiclength 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-iossed 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
znames found herein so that Evil Tide and the subsequent
two adventures can be cohesively inserted into the ongo-
ing campaign.
Finally, a word to the wise DM: sahuagin 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 ifthe
hope to survive to adventure’s end.
that pits four to eight player characters of 5th- to 7th- K
x
A
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 cay
sulbmns wa
S
sec oferta te
.as they attempt to repel the" ‘of the
staiders, but the PCs’ real task is to discover
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 atthe 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 ashe transports it tothe rich
city of Angleburg.
‘or more of the PCs originally hail from Angler
they are heading home fora brief res follow-
‘a succession of successful adventures.
PPotentate 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
bband that can put an end to the raids.DAMSEL IN DISTRESS
‘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 ofthe day paint the sky like
ceeling ieee ‘of a mother-ol-peatl oyster shell.
‘The vivid colors contrast starkly with the endless
plane of dark water surrounding your craft, Blue
‘edged clouds pile towards the roof ofthe sky in mag
nificent thunderheads tothe north, but their threat is.
still minimal and far-off,
‘Asa cool evening breeze blows in off the waves,
redolent with sea and salt, ery 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 figuee does indeed struggle
‘weakly in the wine-dark waves near the bow ofthe
ship: Iteries out in a thin wail of supplication as the
uundisputable silhouette ofa 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 ofthe 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
(loser 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. Ifthe figure is to be rescued, its
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.
sThe PCs have many options open to them if they try to
Westie the woman. They can attempt to throw a rope or
laggo 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
‘ake some combination of these actions. Refer to the
‘eaiby sidebar, Quick Water Rules, for a brief rundown
of theisalient points between characters and water.This is a good initial encounter for PCs who
Y) do not have an accumulated store of water-related
magic ot much experience in this aquatic environ-
‘ment; it should serve to teach them how alien and dan-
| gerous 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 a3 penalty (or
1a Dexterity check at a8 penalty for those without the
proficiency). In either case, the shark gets one free attack
against her while she is being pulled to safety.
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 Swim-
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).Museio, sea elf: AC5 (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 (6 tt. 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; MY swim 24; HD 7; hp 22, 23,
24; THACO 13; #AT 1; Dmg 3d4 (bite); SZ L
(10 ft. ong); ML average (10); Int non- (0); ALN;
XP 420 each.
Ifthe 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
froma 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:
‘The PCs have time for a few questions before the secret
poison from the sahuagin bol finishes off Museio (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
cn 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
Abies was lost that the sea might lve.”
Finally, the sea elf wonders ifthe sahuagin’s reference
to the “Throne of Teeth” might not be a sea-devil city of
significant size. However, Museio is only speculating.
Ifthe 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 4 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.Ae
he
DEBARKING }
Read or paraphrase the following text as the PCS” a
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 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 merel
assessed a docking fee of 10 gp per day, while unfa
ships are met by a levy of 15 Dock Guards (in case of,
) trouble) accompanying the pierwarden, who inform
| them about the fee and collects a one-time 50-gp
Privileges fee. In light of the recent sahuagin in
30 men-at-arms (mostly fishermen and townspeop
drafted during the current emergency) now constant
ACTS
wv
cifically Hak
SA Wha
eA Devi
\ PCs" boat pulls close to one of
vide stone pet (as directed
ts
ot
‘water onto the railing of the’
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. Ifnecessary, 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
orbe seriously injured they will beak and run. The PCs
‘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-
tence should give the PCs false confidence in their
0 deal with the sharkfolk—from which they(
Ke
will no doubt be rudely wakened in later conflicts
with the sahuagin in their own watery domain.
YE® 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): AC5; MV 12, swim 24; HD
242; hp 16 each; THACO 19; #AT 2; Dmg 1d (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): AC7 (leather and shield); MV.
12; HD 1-1; hp 5 each; THACO 20; #AT 1; Dmg 1d6
(truncheon); SZ M (5ifeet 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 1d6+2 (short
swoord of quickness) or 144 (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.
Ifthe PCs manage to retain the bodies of slain sahua-
gin (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 downa long hall, past various
town official's offices on either side, to a large conference
chamber in the rear of the :
‘The conference chambers fairly stark, but elegantly
so. A large wooden table holds enough chairs for all the
Cs, 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
(Gerpentine),
As the PCs enter, the woman, apparently in her forties,
stands and introduces herself as Potentate Kara Rynnow.
She is dressed in séa-green robes and wears many pieces
of tasteful coral and pearl jewelry. When the PCs are
seated, read ot paraphrase the following story that,
Potentate Rynnow relates: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 See), 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
CD ae tld
eae
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 tse 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 tomake 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
havea chance to determine what is actually occurring,
only if they manage to enter the underground warrens.
If Museio did not join the FC 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 in alittle
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, 5th-level): AC 6
(bracers of defense); MV’ 12; hp 35; THACO 15 (14
with long sword +1); #AT 1; Dmg 1d8+1 (long sword.
+1); SD luckstone; SZ M (6 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; #4T 3; Dmg 143 (darts),
SZM (A 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 Island
Last House DolphinIf the PCs accept Potentate Ryn’
investigate the various locations named
each location is described in the chapterb
the locations investigated willbe more help! .
others in finally steering the PCs towards s
entry into the sea caverns, If the PCs accept Nod aia.
temporary guide, the apprentice can escort the PCs 6%)
any spot on the island, including the location of the ol: Su
lapsed dig and the Last House itself, where Tara
pprey’s aid can be sought when it becomes apparent that
underwater exploits are necessary to find Lychelle. |
It shouldn’t be too difficult for PCs who express even 4
modicum of interest in the excavation to learn the loca-
\
Spa
“A
tion of Lychelle the Salvager’s shop or tolear that ©
Lychelle brought up atleast a dozen other figurines
which probably stil reside there, leading inquisitive
to want to check out this location. \
ANGLEBURG
Angleburg isa 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 virtueof land rights granted by main-
land powers. The various Merchants’ Guilds, when united
by some issue (such as stopping sea-devil raids that sadly
ccut 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 ofthe citizens make their living by fishing
and pearling, while a few renowned shipwrights craft a
variety of different styles of ships to order. Due to a
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
are clean and can be had at a reasonable prigg
head a night). F
Lychelle’s Shop
‘One of the many shops in the Angleburg Mark
Lychelle’s shop is not necessarily distinctive for
closed, as many of the shops are feeling the sti
constant sahuagin raids. However, the PCs’ att
‘may be drawn toa figure dressed in dishevEE ale
Inpayment for undertaking his request, Ulogar offers the
PCs the 12 carvings thatthe excavators unearthed before
the accident. Ifthe characters express an interest in the stat-
‘uary, he plays on this and hints that there were many more
of the strange statuettes sill waiting to be brought up from
the newly discovered caves below the island; perhaps a
‘great fortune awaits those who 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 ofthe 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.
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
1
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 ofthe tunnel on
page 20). Unless the PCs have some engineering or min-
{ng skill and take proper precautions (carrying rock and
sand removed from the hole a good distance away,
shoring up the hole at regular intervals, etc.), the excava~
tion may collapse on them. There isa base 15% chance
that the hole will collapse at a depth of 20 feet, a 20%
chance of collapse at 5 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 ofthe 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 tothe citizens of Angleburg
uncover vague rumors thatthe 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
a5 penalty, will gamer 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
tavemn, Cat's Claw Hideaway (run by the no-nonsense but
beautiful tavernkeeper Deelisa). Salish is a drunkard, but
swears up and down that he sew dark shapes moving and
shining eyes like sharks in deep trenches ofthe sea caves;
that’s why he felt the need ofa “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
ppots, selling them down in the market in large quantities.
In addition to the chasm thet allowed Lychelle’s exca-
vvators 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 sahuagin‘must 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 sea 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 pethaps 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 isstill 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-
rish 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
portholes offering a view over the lift. 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 tums to anything sea-related, Samprey
waxes poetic with purple prose. They'll also get to meet
the wizards 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” (je., the Potentate). To get ahold of these magical
items, the PCs must agree to usta 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.
‘Theitems the wizard makes
available to the PCs should follow
the strategy of minimal assistance.
For example, if there are six PCs, at
Jeast 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 ete, 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 ina
magician’s airy water spell must try
to keep in mind the range of the
spell’ effects, even in the heat of
melee, or suffer the consequences.Ifthe PCs have items of their own which also serve to
ameliorate the tecteolbelnboutnensed Rocke the
following list 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
‘ight 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 Kwalish (holds up to two PCs; its air can be
recharged by an airy water spell), a decanter of endless water
(Greah water can repel saltwater-adapted creatures, plus
its geyser makes a great underwater jet!) a cloak ofthe
‘manta ray, and an amulet of airy woater (affects wearer and
surrounding water to a 10-foot radius with airy wnter;
Power automatically activates when placed underwater).
Laurish Samprey, Wizard, 10th level (Fathomer):
AC2 (bracers of defense AC 5, Dexterity bonus);
‘MV 12, swim 12; hp 33; THACO 17 (14 with staffof
striking); #AT 1; Ding 14643, +6, or +9 (staff of
striking, depending on the number of charges
expended) or 1d4 (dirk); SA spelicasting, 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
(Gt. 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 Proiciencies: Animal Lore—marine (16),
Direction Sense (14), Fishing (12), Herbalism (14),
‘Navigation (14), Seamanship (18), Singi