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ADnD Monstrous Arcana - Sahuagins - Evil Tide

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100% found this document useful (1 vote)
107 views36 pages

ADnD Monstrous Arcana - Sahuagins - Evil Tide

AD&D Module

Uploaded by

Alex Fer Vinif
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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jappiubsesscel ues Dragons bitssated eb T Gromer et ’ Monstrou Arcana By BRUCE R. CORDELL D 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 Syn tic over tau he sapere ee OS TOR es any Wise fucose” Deere ooo soa Se Uae Sey ‘end iwc adie ny Rado of ode a Ss yo nse cb Ue ees nd ey rl ea ‘uated rai Wir Cat, nd ats Ti al snd da i cpr oh id Sn of eA ‘ppd run! ara or sk ced heen pod wah hes wen pana Te US, CANADA, EUROPEAN HEADQUARTERS ‘ASIA, PACIFIC, & LATIN AMERICA, ‘Wizards of the Coast, Belgium ‘Wizards of the Coast, Ine PBS P.O. Box 707 2300 Turnhout ‘Renton, WA 98057-0707 Belgium "1-206-624-0933 43214449044 Visit our website at http:/ /wwwtsrinc.com 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 Dolphin If 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 dishev EE 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