D&D 3 (A) - Shoals of Intrigue PDF

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Shoals of Intrigue
A SHORT ADVENTURE
FOR FOUR 8TH-LEVEL
PLAYER CHARACTERS
CREDITS
D esi gn : R obert Wi ese
E di ti n g: Pen n y Wi lli am s
T ypesetti n g: N an cy Walker
C artograph y: R ob L azzaretti
Web Producti on : Juli a M arti n
Web D evelopm en t: M ark A. Ji n dra
G raph i c D esi gn : Sean G len n , C yn th i a Fli ege
B ased on th e ori gi n al D U N G E O N S & D R AG O N S

gam e by E .
G ary G ygax an d D ave Arn eson an d on th e n ew edi ti on of th e
D U N G E O N S & D R AG O N S gam e desi gn ed by Jon ath an Tweet,
M on te C ook, Ski p Wi lli am s, R i ch B aker, an d Peter Adki son .
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered
trademarks owned by Wizards of the Coast, Inc. The d20 logo is a
trademark owned by Wizards of the Coast, Inc. All Wizards characters,
character names, and the distinctive likenesses thereof are trademarks
owned by Wizards of the Coast, Inc.
This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein
is prohibited without the express written permission of
Wizards of the Coast, Inc.
2003 Wizards of the Coast, Inc. All rights reserved.
Made in the U.S.A.
This product is a work of fiction. Any similarity to actual people, organizations,
places, or events is purely coincidental.
This Wizards of the Coast game product contains no Open Game Content.
No portion of this work may be reproduced in any form without written permission.
To learn more about the Open Gaming License and the d20 System License,
please visit www.wizards.com/ d20.
Sh oals of I n tri gue i s a sh ort D & D adven ture for four 8th -level
ch aracters. T h i s adven ture can be i n corporated i n to an y style
of cam pai gn , but a si gn i fi can t porti on of i t takes place un der-
water. T h us, th e PC s sh ould h ave som e m ean s of un derwater
survi val.
PREPARATION
You th e D M ) n eed th e core books, i n cludi n g th e Players
H an dbook, th e D U N G E O N M AST E R s G ui de, an d th e M on ster
M an ual. Fam i li ari ze yourself wi th th e m alen ti , a sah uagi n th at
resem bles an aquati c elf, from th e M on ster M an ual, an d wi th
th e rules for un derwater com bat from th e D U N G E O N M AST E R s
G ui de, before begi n n i n g play.
You can place th i s adven ture i n an y area of your cam pai gn
world wh ere a volcan i c i slan d ch ai n i s located n ear a well-
populated seacoast. Adapt th e m ateri al gi ven h ere as you see
fi t to m ake i t work wi th your cam pai gn world.
To get started, pri n t out th i s adven ture i n cludi n g th e m ap) .
Sh oals of I n tri gue uses th e Volcan o D epth s m ap from th e
M ap -a-Week web colu m n h ttp ://www.wi zard s.com /
dn d/i m ages/m apofweek/Volcan o_depth s_H I .jpg) , wh i ch h as
been i n cluded wi th th i s adven ture. You m i gh t also wan t a m ap
of th e H awai i an i slan d s for u se i n th e later p art of th e
adven ture.
ADVENTURE
BACKGROUND
Poli ti cal ten si on s ten d to ru n h i gh am on g coastal ci ti es
com peti n g for trade, resources, an d m i li tary con trol of th e sea.
I n th i s sort of si tuati on , espi on age becom es i n valuable as a
m ean s of keepi n g tabs on ri val ci ti es. An d wh en i n form ati on
becom es a valued com m odi ty, spyi n g becom es a lucrati ve an d
som eti m es even a respected professi on .
Such h as been th e case i n Flun dspoor, B lakem i re, an d
n ei gh bori n g port ci ti es for som e years n ow. E ach ci ty s over-
lord m ai n tai n s spi es i n every n earby ci ty to keep abreast of th e
oth er rulers acti vi ti es. Si n ce th e use of spi es i s so com m on -
place, th ere i s n o sti gm a attach ed to th e professi on . C aptured
spi es are gen erally treated well i n capti vi ty an d ran som ed
back to th e ci ti es for wh i ch th ey work rath er th an bei n g put to
death or subjected to barbari c tortures, as th ey m i gh t be i n
oth er realm s. After all, everyon e h as spi es, an d to treat
an oth ers agen ts poorly would i n vi te si m i lar treatm en t for
on e s own spi es i f th ey were caugh t.
T h i s ven eer of ci vi li ty does n ot stop th e overlords from
tryi n g to root out forei gn spi es, n or does i t slow th ei r efforts
to preven t forei gn spi es from di scoveri n g th ei r secrets. I f
an yth i n g, th e overlords work h arder to keep secrets th an
rulers i n oth er areas do si m ply because th ey kn ow th at th ere
are plen ty of ski lled agen ts tryi n g to bypass th ei r securi ty
m easures. Som e rulers vi ew m ai n tai n i n g securi ty as a gam e i n
wh i ch each m ove i s won or lost by luck or ski ll or paran oi a.
2
Vari ous th i rd parti es li vi n g on an d aroun d th e sea also h ave
an i n terest i n th e welfare of th e port ci ti es. Som e, such as
pi rates, si m ply seek to accum ulate as m uch wealth as possi ble
before th ei r capture or reti rem en t. O th ers en deavor to m an i p-
ulate th e rulers an d th e m erch an ts an d exert con trol over
coastal affai rs from beh i n d th e scen es.
T h e h obgobli n Jun parrt i s on e of th e latter sort. H i s plan i s
to sti r un rest am on g th e port ci ti es an d dri ve th em to war wi th
each oth er. O n ce th ei r resources are depleted an d th ei r over-
lords dead or dri ven out, th e h obgobli n can m an euver h i s own
agen ts on to th e vacan t seats of power an d rule th e en ti re coast
from beh i n d th e scen es. To th at en d, Jun parrt h as i n structed
h i s followers to i n terfere wi th trade an d th e passi n g of i n for-
m ati on between th e ci ti es as m uch as possi ble. B y den yi n g th e
overlords th ei r custom ary i n form ati on , h e h opes to m ake
th em n ervous en ough about on e an oth ers i n ten ti on s th at th e
sm allest spark wi ll i gn i te a war. Jun parrt h as con tacts wi th th e
pi rates wh o prey on th e coastal trade as well, an d h e plan s to
use th ose alli es both to profi t duri n g th e com i n g war an d to
support h i s ch osen can di dates as successors to th e curren t
rulers.
T h e ci ty of Flun dspoor h as been arm i n g for a n aval
cam pai gn over th e last th ree m on th s, pri m ari ly because th e
overlord of th at ci tya m an n am ed K ali n n i s con cern ed
about pi rates th ough h e would also dearly love to exten d h i s
con trol of th e waters . H e i s i n terested i n form i n g an alli an ce
wi th O verlord B rash i k M uloon of B lakem i re to defeat th e
pi rates on ce an d for all. Fi guri n g th at B rash i k would be m ore
li kely to beli eve th e i n form ati on i f i t cam e from on e of h i s
own spi es, O verlord K ali n n let i t be kn own th at h e was i n ter-
ested i n an alli an ce. Sure en ough , on e of M uloon s spi es
n am ed Ph odri pi cked up th e i n form ati on an d th en took
passage on th e F ai th ful L ady, a m erch an t sh i p h eadi n g to
B lakem i re.
B ut th e sh i p n ever arri ved. O verlord M uloon kn ew th at
Ph odri carri ed cruci al i n form ati on regardi n g Flun dspoor an d
was traveli n g aboard th e F ai th ful L ady. Wh en both sh i p an d
sp y m ysteri ou sly d i sap p eared , M u loon becam e m ore
con cern ed th an ever about wh eth er K ali n n s expan di n g m i li -
tary forces m i gh t th reaten th e future of h i s ci ty.
ADVENTURE HOOKS
T h e adven ture can begi n i n th e ci ty of B lakem i re or i n an y on e
of th e oth er coastal ci ti es, depen di n g upon h ow you wi sh to
get th e PC s i n volved. B elow are som e suggesti on s for adven -
ture h ooks.
BEGINNING IN BLAKEMIRE
D i rect E m ploym en t: O verlord M uloon h i res th e PC s to
fi n d th e lost spy an d escort h i m safely back to B lakem i re.
H e offers an appropri ate fee, h alf i n advan ce an d h alf on
th ei r successful return . H e also gran ts th em th e use of a
sh i p from h i s fleet for th e m i ssi on . Success could gran t
th e PC s perm an en t status as th e overlord s speci al agen ts,
i f you wi sh to gi ve th e party a n ew base of operati on s.
BEGINNING ELSEWHERE
R eward: O verlord M uloon h as posted a reward i n all th e
n ei gh bori n g ci ti es for th e capture of th e pi rates wh o
attacked th e m erch an t sh i p Fai th ful L ady. At least on e
pi rate m ust be taken ali ve to earn th e reward. N o oth er
i n form ati on i s readi ly avai lable; th e PC s m ust follow wh at
clues th ey can an d seek out th e vi llai n s on th ei r own .
Sh an gh ai ed: Wh i le th e PC s are out dri n ki n g an d carous-
i n g on e even i n g, pi rates secretly drug th ei r dri n ks or
attack th em as th ey h ead back to th e i n n . T h e ch aracters
awaken to fi n d th em selves i n ch ai n s aboard a sh i p. T h e
pi rate captai n gi ves th em th e ch oi ce of a tour of duty
wi th h i s crew or D avy Jon ess locker. I f th e PC s ch oose to
serve, th e sh i p s pri est places a m ark of justi ce spell upon
th em to en sure th at th ey keep th ei r word. T h e sh i p i s
curren tly h eaded for th e wreck of th e F ai th ful L ady,
h opi n g to con duct a lucrati ve salvage operati on .
M i sdi rected M essage: T h e PC s recei ve a m essage from
Ph odri by m i stake because on e of th em looks li ke th e
i n ten ded reci pi en t perh aps a si bli n g, a rom an ti c i n ter-
est, or a busi n ess associ ate) . T h e m essage says, Wi ll m eet
you beh i n d th e statue i n O rlon Park at m i dn i gh t on th e
n i gh t of th e quarter-m oon today i n your cam pai gn ) . I f
th e PC s take th e bai t, n o on e appears to m eet th em at th e
appoi n ted ti m e because Ph odri n ever return ed h om e.
Altern ati vely, a ri val wh o som eh ow foun d out about th e
m eeti n g appears i n stead wi th a ban d of street tough s,
an d a fi gh t en sues. A qui ck search of th e oppon en ts after
th e PC s prevai l reveals th at th e attackers cam e from
Flun dspoor i n search of a spy.
I f th e PC s track down th e N PC wh o sh ould h ave
recei ved th e m essage, th ey can learn th e spy s i den ti ty
an d h i s travel plan s. Ph odri s i n ten ded con tact i s qui te
con cern ed about h i s di sappearan ce an d asks th e PC s to
locate h i m i f th ey h ave n ot already an n oun ced th ei r
i n ten ti on to do so. I f th ey h ave, th e ch aracter m ay ask to
accom pan y th em i f you wan t an N PC wi th th e party.
BEGINNING THE
ADVENTURE
Wh i ch ever m eth od you use to get th e PC s i n volved, th ey wi ll
n eed a sh i p to p roceed , si n ce P h od ri was lost at sea.
D epen di n g on th e h ook used, th ey m ay already be on a sh i p
Sh an gh ai ed) , h ave on e provi ded D i rect E m ploym en t) , or
n eed to h i re on e.
Assum i n g th at th ey were n ot sh an gh ai ed, th e PC s can ask
aroun d town a bi t an d perh aps fi n d out som e useful i n form a-
3
ti on before em barki n g on th e m i ssi on . A ch aracter can gai n
each pi ece of i n form ati on below by aski n g i n th e i n di cated
area an d m aki n g a successful bardi c kn owledge, C h ari sm a,
D i plom acy, G ath er I n form ati on , or I n ti m i date ch eck at th e
gi ven D C . T h ey do h ave to ask speci fi c questi on s to get th e
correspon di n g i n form ati on ; don t just gi ve th e players all th e
results th at apply on a successful ch eck.)
AROUND TOWN
All coastal ci ti es em ploy spi es to watch th e oth ers. T h ere
are a n um ber of spi es from Flun dspoor operati n g i n si de
B lakem i re. Spi es are gen erally well treated i f captured, so
i f th i s spy was captured by a ri val ci ty, h e wi ll probably be
foun d ali ve D C 1 0) .
Pi rates operate i n th e seas n ear th e coastal ci ti es. Pi rates
gen erally h ave n o i n terest i n passen gers on sh i ps, on ly i n
th e goods th ey carry D C 1 2) .
R um or h as i t th at Flun dspoor i s expan di n g i ts n avy
because O verlord K ali n n plan s to attack B lakem i re an d
oth er ci ti es between th e two D C 1 4) .
AT THE PORT
Sh i ps from Flun dspoor to B lakem i re usually take a
certai n route th at passes by a ch ai n of i slan ds about on e-
th i rd of th e way from B lakem i re. I n form ati on on th e
i slan ds m ust be suppli ed from your cam pai gn world.)
T h e i n ten ded route of th i s parti cular sh i p would be
avai lable from th e Port of Flun dspoor, wh ere th e sh i p
sai led from G ath er I n form ati on D C 1 6 or D i plom acy
D C 1 9) .
T h e F ai th ful L ady carri ed a cargo of rum an d cloth ,
d esti n ed for a ci ty farth er d own th e coast th an
B lakem i re. I t also carri ed th ree passen gers: Ph odri , a
m erch an t, an d th e daugh ter of a n oble wh o li ved i n
Flun dspoor. I t h ad a crew of twen ty-seven , plus a captai n
G ath er I n form ati on D C 1 8) .
Wh en th e PC s reach th e si te of th e sh i pwreck, proceed to
E n coun ter A.
ENCOUNTER A:
THE WRECK OF
THE FAITHFUL LADY
T h e Fai th ful L ady curren tly li es ben eath 35 feet of water at a
spot about th ree days sai l from B lakem i re, wi th i n si gh t of a
sm all ch ai n of i slan ds. O n e of th ese i slan ds h ouses Jun parrt s
secret lai r. See T h e I slan d C h ai n an d Volcan o, below, for m ore
i n form ati on on th e i slan ds.)
Som e days ago, a sm all grou p of sah u agi n an d sh ark s
waylai d th e vessel, di stracti n g th e crew wi th com bat wh i le
an oth er ally of Jun parrt warped th e sh i p s h ull from below. T h e
attack occurred i n deeper waters, but th e captai n turn ed th e
sh i p toward th e i slan d ch ai n as soon as i t began to si n k. Wh en
i t reach ed a h i dden reef, i t fi n ally wen t down .
T h e F ai th ful L ady n ow li es subm erged n ext to th e coral
reef on wh i ch i t foun dered. T h e cen tral m ai n m ast just barely
breaks th e surface; th e rest of th e sh i p i s un derwater. T h e top
of th e coral reef h as an average depth of 21 feet, but i t ri ses to
on ly 3 feet below th e surface at i ts h i gh est poi n t. B ecause h e
kn ows of th e reef, th e captai n of th e PC s sh i p refuses to
approach very closely; th us th e PC s m ust ei th er swi m or fly
about 40 feet from th ei r sh i p to th e wreck si te.
T h e m i n i on s of Ju n parrt h ave form ed a work party to
salvage wh at th ey can from th e wreckage. L ed by th e m alen ti
drui d M edji l, th ey are curren tly at work n ear th e h ole i n th e
bottom of th e h ull. T h ese creatures can n ot be seen from above
or from th e deck of th e wrecked sh i p; th e PC s can spot th em
on ly by approach i n g th e base of th e sh i p from ei th er th e
i n si de or th e outsi de.
As soon as th e PC s get close en ough to see th e wrecked
sh i p, ei th er from above or from un derwater, read or para-
ph rase th e followi n g aloud.
Ah ead i s vessel you seek, lyi n g on th e floor of th e
sea. T h ough i t li sts to on e si de, th e n am e F ai th ful
L ady i s clearly vi si ble on th e bow. From th i s
di stan ce, th ere appears to be n o dam age to th e sh i p
i tself.
pqqqqrs
THE FAITHFUL LADY
The Faithful Ladyis a caravel measuring approximately
52 feet long and 21 feet wide at the beam, with a total
height of 62 feet from crows nest to bottom of hull. It
has a forecastle and a sterncastle, each with two cabins
and a deck above. Its main hold is accessible through
a large covered hole in the main deck and also via a
small trapdoor and stairway in the sterncastle.
Before meeting its doom at sea, the ship had a
crew of twenty-seven, plus a captai n and three
passengers: Phodri , t he merchant , and t he
nobles daughter. The sterncastle housed the cap-
tain, the mate, and the ships cleric. The forecas-
t l e housed t he passengers. The crew sl ept i n
bunks tied into the side of the ship in the main
hold, above a narrow ledge built around the edge
for access. Stowed beneath each bunk was a trunk
to hold the crew members clothing and personal
possessions. There was just enough room to walk
on the ledge past a sleeping crewperson, if one
was careful.
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4
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UNDERWATER MOVEMENT AND COMBAT
Land-based creatures can have considerable diffi-
culty when fighting in water. Water affects a crea-
tures Armor Class, attack rolls, damage, and move-
ment. In some cases, a creatures opponents may
get a bonus to attack the creature. The effects are
summarized below.
Fire: Nonmagical fire (including alchemists fire)
does not burn underwater. Spells or spell-like
effects with the Fire descriptor are ineffective
underwater unless the caster makes a successful
Spellcraft check (DC 15 + spell level). If the check
succeeds, the spell creates a bubble of steam
instead of its usual fiery effect, but otherwise the
spell works as described. Supernatural fire effects
are ineffective underwater unless their descriptions
state otherwise.
The surface of a body of water blocks line of effect
for any fire spell. If the caster has made a Spellcraft
check to make the fire spell useful underwater, the
surface still blocks the spells line of effect. For
example, a fireball cast underwater cannot be
targeted at creatures above the surface.
Attacks from Land: Characters swimming, float-
ing, or treading water on the surface, or wading in
water at least chest deep have one-quarter cover
against melee or ranged attacks from opponents on
land. Land-bound opponents who have freedom of
movement effects ignore this cover when making
melee attacks against targets in the water. A
completely submerged creature has one-half cover
against opponents on land unless those opponents
have freedom of movement effects. Magical effects
are unaffected, except for those that require attack
rolls (which are treated like any other effects) and
fire effects.
Ranged Attacks Underwater: Thrown weapons
are ineffective underwater, even when launched
from land. Other ranged weapons take a 2 penalty
on attack rolls for every 5 feet of water they pass
through, in addition to the normal penalties for
range. Any sort of ranged weapon that is specifi-
cally made for use underwater ignores these
restrictions.
Underwater Visibility: Submerged or swimming
creatures may also gain concealment from the
water, depending on how clear it is. Even perfectly
clear water (such as that at the site of the wreck)
obscures vision (including darkvision) beyond 200
feet. A creature in perfectly clear water has one-quar-
ter concealment at 50 feet (10% miss chance), one-
half concealment at 100 feet (20% miss chance),
three-quarters concealment at 150 feet (30% miss
chance), and nine-tenths concealment at 200 feet
(50% miss chance) and opponents cannot use sight
to locate it.
pqqqqrs
Combat Adjustments for Water
Slash or Bludgeon Clawor Tail
Condition
1
Attack/Damage Attack/Damage Movement Off-Balance
Freedom of movement Normal/ Normal Normal/ Normal Normal No
Has a swim speed 2/ Half Normal Normal No
Successful Swim check 2/ Half
3
2/ Half Quarter or half
2
No
Firm footing
4
2/ Half 2/ Half Half No
None of the above 2/ Half 2/ Half Normal Yes
5
1. Water modifiers apply when swimming, wading in water at least waist deep, or walking along the bottom.
2. The speeds given are standard for the Swim skill (you can move one-quarter your speed as a move action or one-half your speed as a full-round
action). To avoid the off-balance penalty (see note 5), you must attempt a Swim check (DC 5 + the DC for the water) as a move-equivalent action.
If you succeed, the off-balance penalty is negated until your next turn.
3. A creature without a freedom of movement effect or a swim speed makes grapple checks underwater at a 2 penalty, but it deals damage normally
when grappling.
4. Creatures have firm footing when walking along the bottom, braced against a wall, or the like. You can walk along the bottom only if you carry
something to weigh you down. The amount of weight required depends on your size, as follows: Fine, 1 lb.; Diminutive, 2 lb.; Tiny, 4 lb.; Small,
8 lb.; Medium-size, 16 lb.; Large, 32 lb.; Huge, 64 lb.; Gargantuan, 128 lb.; Colossal, 256 lb. The items you carry to weigh yourself down cannot be
bulky or buoyant.
5. An off-balance creature loses its Dexterity bonus to Armor Class, and any opponent gains a +2 bonus on attack rolls against it.
5
T h e PC s m ust con ti n ue th ei r i n vesti gati on un derwater. Wh en
th ey get close en ough to see th e m ai n deck, read or paraph rase
th e followi n g i n form ati on aloud.
Wh en th e PC s approach th e deck, go to E n coun ter B : A Tasty
M orsel. Sh ould th ey try to gi ve th e deck a wi de berth an d
approach th e h ull i n stead, go to E n coun ter C : Work Party.
ENCOUNTER B:
A TASTY MORSEL (EL 6)
Wh i le approach i n g th e deck of th e wrecked sh i p, each PC
m ay m ake a Spot ch eck D C 1 8) to see th e scrag lurki n g i n th e
reef. I f an yon e i s successful, read or paraph rase th e followi n g
text aloud. O th erwi se, th e fi rst kn owledge th e PC s h ave of th e
creature i s wh en i t attacks.
C reatures: T h e creature i s a m ari n e troll kn own as a scrag.
DScrag: h p 67; see M on ster M an ual, page 1 80.
T acti cs: T h e scrag kn ows th e PC s are h ere because of th ei r
m oti on th rough th e water, an d i t m oves to attack th em as soon
as th ey com e wi th i n 20 feet of th e deck. I t exh i bi ts n o parti c-
ular strategy. T h e scrag retreats i f i t i s i n real dan ger of bei n g
ki lled, or i f i t can grapple on e of th e PC s an d drag h i m or h er
off for a later m eal.
D evelopm en t: T h e ch aracters can con ti n ue explori n g th e
sh i p on ce th ey di spatch th e scrag.
T h e D eck: All th e bodi es on th e deck are th ose of th e sh i p s
crew. T h ere are twen ty-seven i n all, i n cludi n g th e on e bei n g
devoured by th e scrag.
F orecastle C abi n 1 : Ph odri an d th e m erch an t sh ared th i s
cabi n duri n g th e voyage. A successful Search ch eck D C 1 0)
reveals som e correspon den ce th at th e spy was worki n g on
wh en th e sh i p was attacked. M ost of th ese soaked pages are
un fi n i sh ed letters of n o i m portan ce to th e adven ture, an d
m ost are i llegi ble because of water dam age. O n e m i ssi ve,
h owever, i s a letter addressed to O verlord M uloon . B ecause i t
h as been tucked away i n Ph odri s sea ch est all th i s ti m e, i t h as
suffered th e least dam age of th e lot. T h i s letter refers to a
larger docum en t wh i ch h as been taken to Jun parrt s lai r wi th
th e oth er treasure from th e sh i p) th at evi den tly detai ls th e
recen t bu i ld u p of n aval p ower i n F lu n d sp oor an d th e
surroun di n g areas.
T h e m erch an t was a spi ce dealer of n o great i m port to
an yon e. H e was m oderately wealth y, but all th e valuables h e
h ad wi th h i m h ave already been taken away by th e work party
see E n coun ter C ) . H i s rem ai n i n g belon gi n gs con si st pri m a-
ri ly of con tact li sts an d i n voi ces relati n g to h i s busi n ess.
T h e corpses of Ph odri an d th e m erch an t are n ot on board
th e sh i p. T h ey were taken to Jun parrt s lai r alon g wi th th e
sh i p s valuables an d cargo.
F orecastle C abi n 2: T h e n oble s daugh ter occupi ed th i s
cabi n . M edji l, th e leader of th e work party see E n coun ter C ,
below) slew h er by ri ppi n g out h er h eart wi th h er claw an d
eati n g i t. R ead or paraph rase th e followi n g aloud wh en th e
PC s en ter th i s area.
H i dden un der th e bun k i s about 300 gp worth of jewelry.
M edji l was i n too m uch of a h urry to search th i s area th or-
ough ly wh en sh e cam e th rough h ere.
H old: T h e m ain h old is m ostly em pty n ow, except for th e
looters. I f th e ch aracters en ter it, go to E n coun ter C : Work Party.
ENCOUNTER C:
WORK PARTY (EL 8)
Wh at th e PC s see of th e work party depen ds on h ow th ey fi rst
approach th e area wh ere th e creatures are worki n g. I f th e
ch aracters scout aroun d th e base of th e sh i p from th e outsi de,
read or paraph rase th e followi n g i n form ati on aloud.
I f th e PC s en ter th e sh i p s h old from th e deck, read or para-
ph rase th e followi n g i n form ati on i n stead.
T h e sh i p li sts to on e si de, an d n ow th e reason th at
i t san k i s obvi ousth ere i s a great h ole i n th e
bottom of th e h ull. O ut of th e h ole sh uffles a
h u m an oi d fi gu re carryi n g a large crate. I t i s
followed by a secon d, an d th en a th i rd. Swi m m i n g
above th em are two aquati c elves, wh o seem to be
supervi si n g wh atever th e h um an s are doi n g.
T h e corpse of a fem ale h um an floats i n th e water
th at fi lls th i s cabi n . H er face i s frozen i n an expres-
si on of h orror, an d th ere i s a great, gapi n g h ole i n
h er ch est. B lood trai ls th rough th e water from h er
body i n every di recti on .
A bi t of m oti on n ear th e sh i p reveals th at th e area
i s n ot com pletely devoi d of li fe after all. O n th e
reef n ext to th e F ai th ful L ady, h i dden parti ally by
som e tall sea grasses, i s a creature th at closely
resem bles a troll, except for th e blui sh cast to i ts
ski n an d i ts seaweedli ke h ai r. I t i s teari n g at th e
body of a sai lor wi th i ts lon g, wi cked claws.
T h e deck of th e subm erged vessel i s a gri sly scen e
of h orror. B odi es li e everywh ere, som e i n un n atu-
ral poses, an d m ost h ave been partly eaten by som e
creature. C learly th e sh i p was attacked an d th e
crew di ed protecti n g i t, but th ere i s n o si gn of th e
attackers an d n o apparen t dam age to th e sh i p.
6
C reatures: T h e aquati c elf i n th e h old i s actually M edji l, a
m alen ti drui d. T h e oth er h um an oi ds are zom bi es th at h ave
been ordered to carry th e boxes to Jun parrt s h i deout i n th e
volcan o on on e of th e n earby i slan ds. T h e sh ark i s M edji l s
an i m al com pan i on . Two real aquati c elves, curren tly m on i tor-
i n g th e operati on from th e outsi de of th e sh i p, com plete th e
work party.
D M edjil: Fem ale m alen ti D rd 4; C R 6; M edi um -si ze
h um an oi d aquati c) ; H D 2d8 plus 4d8; h p 27; I n i t +2; Spd 30 ft.,
swi m 40 ft.; AC 1 8, touch 1 2, flat-footed 1 6; Atk +5 m elee
1 d8+1 /x3, sh ortspear an d +3 m elee 1 d4, 2 rakes an d +3
m elee 1 d4, bi te) ; SA blood fren zy; SQ am ph i bi ous, an i m al
com pan i on M edi um -si ze sh ark) , fresh water sen si ti vi ty, li gh t
sen si ti vi ty, n ature sen se, resi st n ature s lure, speak wi th sh arks,
trackless step, un derwater sen se, woodlan d stri de; AL L E ; SV
Fort +7, R ef +3, Wi ll +6; Str 1 2, D ex 1 4, C on 1 0, I n t 1 4, Wi s 1 5,
C h a 8. H ei gh t 5 ft. 2 i n .
Ski lls an d F eats: An i m al E m path y +5, D i plom acy +2,
H an dle An i m al +3, H i de +9 or +1 3 un derwater , L i sten +1 0
or +1 4 un derwater , Professi on h un ter +3 or +1 1 wh en
wi th i n 50 m i les of h om e) , Spot +1 0 or +1 4 un derwater , Swi m
+1 2, Wi ldern ess L ore +9 or +1 7 wh en wi th i n 50 m i les of
h om e) ; Alertn ess, E n duran ce, M ulti attack.
B lood Fren zy: O n ce per day wh en M edji l takes dam age i n
com bat, sh e can fly i n to a blood fren zy th e followi n g roun d.
Sh e gai n s +2 Stren gth an d +2 C on sti tuti on an d takes a 2
pen alty to AC . T h e blood fren zy lasts un ti l ei th er sh e or h er
oppon en t i s dead.
Am ph i bi ous E x) : M edji l can survi ve out of th e water for
1 0 h ours. After th at, refer to th e D rown i n g R ule on page 85 of
th e D U N G E O N M AST E R s G ui de.
An i m al C om pan i on : M edji l h as a M edi u m -si ze sh ark
com pan i on th at sh e h as befri en ded wi th th e spell an i m al
fri en dsh i p.
Fresh water Sen si ti vi ty E x) : I f M edji l i s fully i m m ersed i n
fresh water, sh e m ust succeed at a Forti tude save D C 1 5) or
leave th e water i m m edi ately. I f sh e fai ls an d can n ot escape,
sh e takes a 1 pen alty on all attack rolls, saves, an d ch ecks.
E ven on a success, sh e m ust repeat th e save attem pt every 1 0
m i n utes sh e rem ai n s i m m ersed.
L i gh t Sen si ti vi ty E x) : M edji l i s sen si ti ve to li gh t an d takes
a 1 ci rcum stan ce pen alty on attack rolls i n bri gh t sun li gh t or
wi th i n th e radi us of a dayli gh t spell.
N ature Sen se: M edji l can i den ti fy plan ts an d an i m als
th ei r speci es an d speci al trai ts wi th perfect accuracy. Sh e can
determ i n e wh eth er water i s safe to dri n k or dan gerous.
R esi st N ature s L ure: M edji l gai n s a +4 bon us on savi n g
th rows agai n st th e spell-li ke abi li ti es of fey such as dryads,
n ym ph s, an d spri tes .
Speak wi th Sh arks E x) : M edji l can com m un i cate telpath -
i cally wi th sh arks up to 1 50 feet away. T h e com m un i cati on i s
li m i ted to fai rly si m ple con cepts such as food, dan ger, an d
en em y. Sh e can use An i m al E m path y to befri en d an d trai n
sh arks.
T rackless Step: M edji l leaves n o trai l i n n atural surroun d-
i n gs an d can n ot be tracked.
U n derwater Sen se E x) : M edji l can locate creatures un der-
water wi th i n a 30-foot radi us. T h i s abi li ty n egates th e effects
of i n vi si bi li ty an d poor vi si bi li ty. I t i s less effecti ve agai n st
creatures wi th out cen tral n ervous system s, such as un dead,
oozes, an d con structs; M edji l can locate such creatures on ly
wi th i n a 1 5-foot radi us. Sh e i s n ot fooled by fi gm en ts wh en
un derwater.
Woodlan d Stri de: M edji l m ay m ove th rou gh n atu ral
th orn s, bri ars, overgrown areas, an d si m i lar terrai n at h er
n orm al speed an d wi th out sufferi n g dam age or oth er i m pai r-
m en t. H owever, th orn s, bri ars, an d overgrown areas th at are
en ch an ted or m agi cally m an i pulated to i m pede m oti on sti ll
affect h er.
D rui d Spells Prepared 5/4/3; save D C 1 2 +spell level) : 0
cure m i n or woun ds 2) , detect m agi c, li gh t, resi stan ce; 1 st
cu re li gh t wou n d s, en tan gle, obscu ri n g m i st, su m m on
n ature s ally I ; 2n dbarkski n , sum m on n ature s ally I I , warp
wood.
E qui pm en t: sh ortspear, wan d of cure li gh t woun ds caster
level 3rd, 50 ch arges rem ai n i n g) , wan d of sum m on n ature s
ally I caster level 3rd, 50 ch arges rem ai n i n g) , bracers of arm or
+1 , 98-gp di am on d.
D E cch ola: Fem ale aquati c elf C lr 3; C R 3; M edi um -si ze
h um an oi d aquati c) ; H D 3d8+3; h p 1 6; I n i t +2; Spd 30 ft., swi m
40 ft.; AC 1 3, touch 1 2, flat-footed 1 1 ; Atk +2 m elee 1 d8/x3,
sh ortspear , or +4 ran ged 1 d8/x3, sh ortspear ; SA rebuke
un dead 4/day; SQ aquati c elf trai ts; AL N E ; SV Fort +4, R ef +3,
Wi ll +5; Str 1 0, D ex 1 4, C on 1 2, I n t 8, Wi s 1 5, C h a 1 3. H ei gh t
4 ft. 1 1 i n .
Ski lls an d F eats: C on cen trati on +2, H i de +5, K n owledge
reli gi on ) +1 , L i sten +4, Search +1 , Spot +4, Swi m +8; C om bat
C asti n g, D odge.
Aquati c E lf T rai ts: E cch ola i s i m m un e to m agi c sleep spells
an d effects. Sh e h as a +2 raci al bon u s on saves agai n st
E n ch an tm en t spells or effects. As an elf, sh e h as low-li gh t
vi si on can see four ti m es as far as a h um an i n low-li gh t con di -
ti on s an d i s en ti tled to a Search ch eck wh en wi th i n 5 feet of
a secret or con cealed door as th ough acti vely looki n g for i t.
Sh e also h as M arti al Weapon Profi ci en cy com posi te lon gbow,
com posi te sh ortbow, lon gbow, lon gsword, an d rapi er as
bon us feats. I n addi ti on , E cch ola h as gi lls can survi ve out of
water for 1 2 h ours . Sh e also h as a +2 raci al bon us on L i sten ,
Spot, an d Search ch ecks already fi gured i n to th e stati sti cs
gi ven above) .
Several sh uffli n g h um an oi d fi gures carry crates
toward a h ole i n th e si de of th e sh i p. Above th em,
on th e opposi te si de of th e h old from you, an
aquati c elf an d a sh ark keep watch over th e odd
operati on .
7
C leri c Spells Prepared 4/3+1 /2+1 ; save D C 1 2 +spell
level) : 0detect m agi c, li gh t, read m agi c, resi stan ce; 1 st
ban e, cause fear , doom , sh i eld of fai th ; 2n dh old person ,
i n vi si bi li ty* , sum m on m on ster I I .
* D om ai n spell. D ei ty: N eru ll. D om ai n s: D eath death
touch 1 /day) , Tri ckery B luff, D i sgui se, an d H i de are cleri c
class ski lls .
E qui pm en t: sh ortspear, bracers of arm or +1 , wan d of
an i m ate dead caster level 5th , 5 ch arges rem ai n i n g) , seaweed
soaked i n poti on of cat s grace, 73 gp.
D Sarn or: M ale aquati c elf C jr 3; C R 3; M edi um -si ze
h um an oi d aquati c) ; H D 3d4; h p 7; I n i t +3; Spd 30 ft., swi m 40
ft.; AC 1 3, touch 1 3, flat-footed 1 0 curren tly AC 1 7, touch 1 7,
flat-footed 1 0 becau se of m age arm or ; Atk +0 m elee
1 d41 /1 920, dagger , or +4 ran ged 1 d8/1 920, li gh t cross-
bow) ; SQ aquati c elf trai ts; AL N E ; SV Fort +1 , R ef +4, Wi ll +4;
Str 8, D ex 1 6, C on 1 1 , I n t 1 5, Wi s 1 2, C h a 1 0. H ei gh t 4 ft. 1 0 i n .
Ski lls an d F eats: C on cen trati on +6, K n owledge arcan a
+8, L i sten +3, Scry +8, Search +4, Spellcraft +8, Spot +3, Swi m
+7; C om bat C asti n g, Scri be Scroll, Spell Focus C on jurati on ) .
Aquati c E lf T rai ts: Sarn or i s i m m un e to m agi c sleep spells
an d effects. H e h as a +2 raci al bon u s on saves agai n st
E n ch an tm en t spells or effects. As an elf, h e h as low-li gh t
vi si on can see four ti m es as far as a h um an i n low-li gh t con di -
ti on s an d i s en ti tled to a Search ch eck wh en wi th i n 5 feet of
a secret or con cealed door as th ough acti vely looki n g for i t. H e
also h as M arti al Weapon Profi ci en cy com posi te lon gbow,
com posi te sh ortbow, lon gbow, lon gsword, an d rapi er as
bon us feats. I n addi ti on , Sarn or h as gi lls can survi ve out of
water for 1 1 h ours . H e also h as a +2 raci al bon us on L i sten ,
Spot, an d Search ch ecks already fi gured i n to th e stati sti cs
gi ven above) .
Wi zard Spells Prepared 5/4/3; save D C 1 2 +spell level, or
1 4 +spell level for C on jurati on spells; proh i bi ted sch ool:
E vocati on ) : 0detect m agi c, m age h an d, open /close, read
m agi c, resi stan ce; 1 stm age arm or already cast; 90 m i n utes
rem ai n i n g) , ray of en feeblem en t, sh i eld, sum m on m on ster I ;
2n di n vi si bi li ty, M elf s aci d arrow, sum m on m on ster I I .
Spellbook: 0arcan e m ark, daze, detect m agi c, detect
poi son , di srupt un dead, gh ost soun d, m age h an d, open /close,
presti di gi tati on , ray of frost, read m agi c, resi stan ce; 1 st
grease, m age arm or, obscuri n g m i st, ray of en feeblem en t,
sh i eld, sleep, sum m on m on ster I , un seen servan t; 2n dfog
cloud, gli tterdust, i n vi si bi li ty, M elf s aci d arrow, sum m on
m on ster I I , sum m on swarm , web.
E qui pm en t: dagger, li gh t un derwater crossbow, 20 bolts,
wan d of M elf s aci d arrow caster level 3rd, 1 2 ch arges , wan d
of h aste caster level 5th , 5 ch arges , wan d of su m m on
m on ster I caster level 2n d, 2 ch arges , th ree poti on s of cure
li gh t woun ds caster level 1 st) , 1 1 gp.
DM edi um -Si ze Z om bi e 8) : h p 1 6, see M on ster M an ual,
page 1 91 .
D M edi u m -Si ze Sh ark : h p 1 8, see M on ster M an u al,
page 201 .
T acti cs: Si n ce th e PC s are probably m ovi n g at h alf speed,
an d M edji l an d h er com pan i on s can spot th ei r foes from a
di stan ce of about 40 feet, th e work party wi ll probably h ave
on e full roun d of acti on s before th e PC s arri ve. Adapt th e
followi n g tacti cs as n eeded to sui t th e actual si tuati on .
R oun d 1 : Sarn or uses h i s wan d of h aste on h i m self an d
th en on E cch ola. M ean wh i le, sh e sum m on s a m on ster to h elp.
I n si de th e h old, M edji l sum m on s th e m ost powerful un der-
water m on ster sh e can an d i n structs h er sh ark com pan i on to
protect h er from an y PC attackers.
R oun d 2: T h e two elves use th ei r extra parti al acti on s from
h aste to becom e i n vi si ble. T h en th ey use th ei r sum m on i n g
spells to best advan tage. T h ei r goal i s to th row as m an y crea-
tures at th e PC s as th ey can before h avi n g to break th ei r i n vi s-
i bi li ty to attack.
Subsequen t R oun ds: All th ree N PC s use th ei r wan ds an d
th ei r rem ai n i n g spells as appropri ate, or en ter m elee i f forced
to do so.
T h e zom bi es d o n ot p arti ci p ate i n th e fi gh t u n less
attacked. T h ey si m ply con ti n ue h auli n g crates out of th e h old
un ti l forci bly stopped.
D evelopm en t: O n ce th ey h ave di spatch ed th e work party,
th e PC s can explore th e h old an d th e surroun di n g area.
T h e h old con tai n s a n um ber of crates fi lled wi th texti les
an d som e casks of rum . N oth i n g h ere belon ged to Ph odri ; h e
was m erely a passen ger on th e sh i p.
I n th e sea floor n ear th e sh i p are som e h u m an oi d track s
Wi ldern ess L ore or Search D C 1 5) . T h ey belon g to th e
zom bi es an d p oi n t gen erally toward th e n earby i slan d
ch ai n .
I f th e PC s capture an y of th e vi llai n s ali ve, th ey can fi n d
out th e followi n g i n form ati on usi n g spells such as ch arm
person or ski lls such as I n ti m i date D C 1 5 un less oth erwi se
n oted) . E ach successful ski ll ch eck or questi on posed un der
th e i n fluen ce of a spell gai n s on e pi ece of i n form ati on th at
relates di rectly to th e questi on .
T h e vi llai n s work for a h obgobli n n am ed Jun parrt, wh o
h as a base i n th e volcan o on th e cen tral i slan d of th e
ch ai n .
Jun parrt wan ted Ph odri ki lled to keep h i s i n form ati on
from reach i n g B lakem i re. T h e vi llai n s do n ot kn ow
en ough about Jun parrt s overall sch em es to kn ow wh y.
Jun parrt li ves i n th e lowest ch am ber of th e dorm an t
volcan o.
T h ere are two ways i n to th e volcan o h i deout: th rough
ven ts on th e si de of th e m oun tai n or th rough an un der-
sea cavern .
T h e un dersea cavern en tran ce can be reach ed from th e
south west si de of th e i slan d, at i ts base. I t i s h i dden by a
sm all growth of kelp D C 23) .
Ph odri s body an d a th i ck docum en t foun d i n h i s cabi n
h ave already been taken to Jun parrt.
8
9
MOVING ON
T h e tracks lead to th e cen ter i slan d of th e n earby ch ai n , about
8 m i les from si te of th e wreck. About 300 feet from th e
F ai th ful L ady, th e sea deepen s to 60 feet. At a di stan ce of on e-
h alf m i le, i t deepen s to 1 00 feet. T h e sea floor begi n s to slope
toward th e i slan ds at a di stan ce of about 1 m i le from th em .
THE ISLAND CHAIN
AND THE VOLCANO
I f you don t already h ave a m ap of a sui table i slan d ch ai n i n
your cam pai gn world, you can use a m ap of th e H awai i an
I slan ds for th e basi c layout. T h ere are n o perm an en t settle-
m en ts on th e i slan ds, th ough pi rates occasi on ally use som e of
th e bays. I f you wan t to i n clude settlem en ts, you can place
th em on an y i slan d except th e on e Jun parrt uses as h i s base.)
Jun parrt s base i s i n si de th e dorm an t volcan o th at dom i -
n ates th e cen tral i slan d of th e ch ai n . T h i s i slan d i s h eavi ly
forested an d populated pri m ari ly by bi rds, sm all m am m als,
an d roden ts. A few larger m am m als also li ve h ere, i n cludi n g a
vari ety of wi ld dog use wolf stati sti cs i f n eeded) th at h un ts
th e sm aller creatures. A colon y of an kh egs roun ds out th e
i slan d s n on h um an oi d populati on .
T h ere are two ways i n to th e volcan o cavern s: th e ven ts on
th e m oun tai n si de an d th e un dersea cavern . E ach i s descri bed
below see E n coun ters D an d I ) .
M ost of th e caves i n si de th e volcan o are em pty. Ju n parrt
does n ot h ave a h u ge organ i zati on th at occu pi es space h ere;
m ost of h i s operati ves are i n th e ci ti es or u n der th e sea. Som e
of th e caves h old stolen cargo or th e bon es of lon g-dead pri s-
on ers. Su ch i n ci den tal i tem s are you rs to determ i n e. You
can even pu t som e adven tu re h ooks h ere to lead th e players
i n to oth er scen ari os you h ave desi gn ed.) T h e two cavern s of
i n terest i n th i s adven tu re are th e u pper an d lower m ai n
cavern s, th e lower ri gh t on e off th e u pper m ai n cavern
Ju n parrt s L ai r; see E n cou n ter G ) , an d th e wi de tu n n el th at
con n ects th e u pper an d lower m ai n cavern s T h e H u n ters;
see E n cou n ter F ) .
T h e m ap sh ows a cross-secti on of th e volcan o. T h e tun n els
con n ecti n g th e cavern s are as wi de as th e m ap i n di cates. T h e
ch am bers are rough ly ci rcular, so th ey are as lon g as th ey are
wi de. Stron g n ets h ave been secured to th e walls to serve as
ladders an yplace th at cli m bi n g i s requi red to access a parti cu-
lar ch am ber.
ENCOUNTER D:
THE VENTS (EL 8)
T h e volcan o i s about 3,000 feet h i gh at th e top. T h e ven ts are
located on th e si de of th e volcan o i tself, about 2,300 feet off
th e groun d. O f course, th e m ai n sh aft of th e volcan o can also
fun cti on as an en tran ce.
C reatu res: Fou r an kh egs h ave bu rrowed ben eath th e
groun d on th e si de of th e volcan o an d are n ow awai ti n g prey.
I f th e PC s are n ot at full stren gth wh en th ey approach th e
ven ts, you m ay wi sh to ski p th i s en coun ter.)
DAn kh egs 4) : h p 29, see M on ster M an ual page 1 8.
T acti cs: T h e an kh egs li e i n wai t un ti l th e PC s pass wi th i n
1 0 feet of th ei r posi ti on , th en attack. T h ey flee i f seri ously
woun ded.
D evelopm en t: O n ce th e PC s defeat th e an kh egs, th ey can
search th e si des of th e volcan o for ven ts. T h ere are two such
open i n gs, on e on th e n orth si de an d on e on th e south east si de.
E ach ven t i s a tun n el rough ly 1 0 to 1 5 feet wi de th at slopes
down ward at a 45-degree an gle. B oth ven ts m erge wi th th e
m ai n sh aft at a poi n t about 1 ,000 feet above th e top of th e m ap.
Travel th rough th e volcan i c ven ts i s slow an d dan gerous
because th e rocks th at li n e th ese passages are sh arp. A ch arac-
ter m ovi n g at on e-quarter speed can avoi d dam age en ti rely.
An yon e wh o m oves faster th an th at m ust m ake a successful
B alan ce ch eck D C 1 5) each roun d or sli p an d fall, taki n g 1 d6
p oi n ts of d am age from th e jagged volcan i c rock s.
Furth erm ore, each ch aracter m ust m ake th ree addi ti on al
C li m b ch ecks D C 1 5) on th e way down th e ven t sh aft, regard-
less of speedat th e top, at on e-th i rd of th e way down , an d at
two -th i rds of th e way down . Fai li n g an y of th ese ch ecks
m ean s th at th e PC sli ps an d tum bles down ward to th e jun c-
ture wi th th e m ai n sh aft, taki n g 5d6 poi n ts of subdual dam age
an d 2d6 poi n ts of falli n g dam age i f th e fai lure occurs at th e
two -th i rds poi n t, or twi ce th at i f i t occurs at th e on e-th i rd
poi n t, or th ree ti m es th at i f i t occurs at th e top. U si n g a rope
lowers th e C li m b D C to 5, but arm or ch eck pen alti es an d
wei gh t pen alti es apply as usual.
O n ce th e PC s reach th e m ai n sh aft, th ey m ust descen d
an oth er 1 ,1 20 feet to th e floor of th e large cavern at th e
bottom of th e m ai n sh aft E n coun ter E ) .
ENCOUNTER E: THE
UPPER MAIN CAVERN
(EL VARIABLE)
T h i s cavern i s em pty un less th e PC s m ade a lot of n oi se en ter-
i n g th rough th e ven ts see E n coun ter D ) . I n th at case, th e
h un ters from E n coun ter F h ave m oved to th i s cavern an d
taken up am bush posi ti on s n ear th e en tran ce. Jun parrt h as
also h eard th e n oi se. H e an d h i s two com pan i on s th e m alen ti
sorcerer an d th e ti ger h ave m oved i n to th e lower m ai n cavern
E n coun ter H ) an d cli m bed n early to th e top of th e access
tun n el to th i s room .
C reatures: See E n coun ters F an d G , i f appropri ate.
T acti cs: T h e h un ters am bush th e ch aracters wh en th ey
en ter th e cavern , fi gh ti n g to th e death . Jun parrt joi n s th e fray
wi th th e m alen ti an d h i s ti ger com pan i on wh en th e n oi se
from th e ch am ber i n di cates th at th e PC s seem to h ave n early
di spatch ed th e h un ters.
10
D evelopm en t: A tun n el on th e ri gh t si de of th i s ch am ber
leads down to Jun parrt s L ai r E n coun ter G ) . T h e tun n el lead-
i n g out from th e cen ter bottom of th e ch am ber leads to th e
h un ters lai r E n coun ter F ) an d from th ere to th e lower m ai n
cavern E n coun ter H ) .
ENCOUNTER F:
THE HUNTERS (EL 9)
Four H uge an kh egs m ake th ei r h om e i n th e ch am bers off th e
cen tral tun n el between th e upper an d lower m ai n ch am bers
E n coun ters E an d H ) . T h ese creatures are part of th e gen eral
populati on of an kh egs on th i s i slan d. Jun parrt keeps th em
well fed, an d h e an d h i s m i n i on s always use th e oth er passage
on th e ri gh t-h an d si de of th e m ap) to traverse th e di stan ce
between th e upper an d lower m ai n cavern s. Wh en h e wi sh es
to di spose of un welcom e vi si tors, h e sen ds th em th rough th e
an kh eg lai r on som e i n n ocen t-soun di n g erran d.
T h e an kh egs m ove to th e upper or lower m ai n cavern
E n coun ters E an d H ) i f th ey h ear n oi ses i n ei th er area. T h i s
ten den cy occasi on ally causes problem s for Jun parrt s alli es
wh o are passi n g th rough or droppi n g off stolen goods. T h e
an kh egs won t attack zom bi es.
C reatures: Four advan ced an kh egs i n h abi t th i s tun n el.
DAdvan ced An kh eg 4) : C R 5; H uge beast; H D 6d1 0+30;
h p 63; I n i t 1 ; Spd 30 ft., burrow 20 ft.; AC 1 9, touch 7, flat-
footed 1 9; Atk +1 1 m elee 2d8+1 3, bi te) ; Face/R each 1 5 ft. by
1 5 ft./1 0 ft.; SA aci d, i m proved grab, spi t aci d; SQ darkvi si on
60 ft., low-li gh t vi si on , trem orsen se; AL N ; SV Fort +1 0, R ef
+4, Wi ll +3; Str 29, D ex 8, C on 21 , I n t 1 , Wi s 1 3, C h a 6.
Ski lls an d F eats: H i de 9, L i sten +7, Spot +7.
Acid E x) : Acidic en zymes drip from an advan ced an kheg s
mouth each roun d it maintain s a h old. I t automatically deals 1 d4
points of acid damage each roun d in addition to bite damage.
I m proved G rab E x) : I f an advan ced an kh eg h i ts a L arge or
sm aller oppon en t wi th a bi te attack, i t deals n orm al dam age
an d attem pts to start a grapple as a free acti on wi th out provok-
i n g an attack of opportun i ty grapple bon us +21 ) . I f i t gets a
h old, i t autom ati cally deals aci d dam age on th e sam e roun d.
T h ereafter, i t h as th e opti on to con duct th e grapple n orm ally
or si m ply use i ts jaws to h old th e oppon en t 20 pen alty on
grapple ch eck, but th e advan ced an kh eg i s n ot con si dered
grappled) . I n ei th er case, each successful grapple ch eck i t
m akes duri n g successi ve roun ds autom ati cally deals bi te an d
aci d dam age. I f th e advan ced an kh eg i s dam aged after grab-
bi n g i ts prey, i t retreats backward down i ts tun n el at burrow-
i n g speed, draggi n g th e vi cti m wi th i t.
Spi t Aci d E x) : An advan ced an kh eg can spi t a stream of
aci d 5 feet h i gh , 5 feet wi de, an d 30 feet lon g on ce every 6
h ours. An y creature i n th i s area takes 4d4 poi n ts of aci d
dam age R eflex D C 1 4 h alf ) . O n e such attack depletes th e
advan ced an kh eg s aci d supply for 6 h ours. I t can n ot spi t aci d
or deal aci d dam age duri n g th i s ti m e.
T rem orsen se E x) : An advan ced an kh eg can autom ati cally
sen se th e locati on of an yth i n g wi th i n 300 feet th at i s i n
con tact wi th th e groun d.
T acti cs: T h e an kh egs am bush an yon e com i n g down or up
th i s tun n el. O n e of th e creatures attacks from each si de
passage, an d two attack from h oles th ey h ave dug i n to th e
tun n el walls. E ach an kh eg attacks a di fferen t PC , an d th ey
don t work togeth er.
D evelopm en t: T h ere i s n oth i n g of i n terest i n th i s tun n el.
T h e si de ch am bers con tai n on ly scattered bon es an d debri s
from th e an kh egs form er vi cti m s.
From th i s tun n el, th e PC s can m ove up to E n coun ter E ) or
down to E n coun ter H ) .
ENCOUNTER G:
JUNPARRTS LAIR (EL 10)
I f th e PC s h ave been qui et i n en teri n g th e volcan o, Jun parrt,
h i s ti ger com pan i on , an d a m alen ti sorcerer are i n th i s cave.
O th erwi se th e PC s h ave already m et Jun parrt elsewh ere an d
th ere are n o li vi n g creatures h ere.
T h e n etti n g i n th e en try tun n el h as a seri es of sm all bells
affi xed to i t th at warn Jun parrt of vi si tors. T h us, an y ch aracter
on th e n etti n g takes a 1 0 pen alty on M ove Si len tly ch ecks
wh en cli m bi n g down to th e cavern .
R ead or paraph rase th e followi n g i n form ati on aloud i f
Jun parrt i s presen t an d h as n ot h eard th e PC s. I f h e h as h eard
th em or already m et th em elsewh ere, n o creatures are vi si ble
i n si de th e room .
T h e ti ger i s Jun parrt i n h ybri d form, an d th e elf i s Sureem a, a
m alen ti sorcerer i n h i s em ploy. B eh i n d th e bed away from th e
PC s i m m edi ate vi ew) i s Jun parrt s ti ger com pan i on . I t h as h ad
a great deal of practi ce i n cli m bi n g n etti n g an d i s n ow qui te
adept at i t.
I f Jun parrt di d n ot h ear th e PC s approach , h e i s readi n g
Ph odri s report agai n , goi n g over th e detai ls wi th th e m alen ti .
I f Jun parrt h eard th e PC s, h e i s n ow h i di n g n ext to th e
en tran ce, ready to sn eak attack th e fi rst PC i n to th e room .
Sureem a i s h i di n g beh i n d th e desk to surpri se th e i n truders
wi th spells.
C reatures: U n less th e PC s h ave already m et th e wereti ger
elsewh ere, th e occupan ts of th i s room are Jun parrt i n h ybri d
form ) , Sureem a, an d Jun parrt s ti ger com pan i on .
DJun parrt: M ale h obgobli n wereti ger h um an oi d form )
R og 1 /D rd 6; C R 9; M edi um -si ze sh apech an ger gobli n oi d) ;
T h e tun n el en ds i n a ch am ber som e 25 feet across.
T h e floor i s covered wi th a th i ck m oss, alm ost li ke
a carpet, upon wh i ch stan d a bed an d a desk. At th e
desk si ts a h um an oi d ti ger, apparen tly di scussi n g
som eth i n g wi th a fem ale aquati c elf.
11
H D 1 d6+1 plus 6d8+6; h p 37; I n i t +3; Spd 30 ft.; AC 1 8, touch
1 4, flat-footed 1 5; Atk +5 m elee 1 d6/1 820, sci m i tar , or +8
ran ged 1 d4, sli n g) ; SA sn eak attack +1 d6; SQ altern ate form,
an i m al com pan i on ti ger , darkvi si on 60 ft., D R 1 5/si lver,
lycan th ropi c em path y, n ature sen se, resi st n ature s lure, track-
less step, traps, wi ld sh ape Sm all or M edi um -si ze an i m al
2/day) , woodlan d stri de; AL N E ; SV Fort +8, R ef +7, Wi ll +9;
Str 1 1 , D ex 1 6, C on 1 3, I n t 1 0, Wi s 1 4, C h a 1 0.
Sk i lls an d F eats: An i m al E m path y +9, C li m b +4,
C on cen trati on +3, H an dle An i m al +9, H i de +7, I n tu i t
D i recti on +8, Jum p +4, L i sten +1 0, M ove Si len tly +1 1 , O pen
L ock +7, R i de h orse) +5, Search +4, Spot +1 0, Tumble +7; Poi n t
B lan k Sh ot, Weapon Focus sli n g) , Weapon Focus sci m i tar .
Altern ate Form Su) : Jun parrt can sh i ft i n to ti ger form as
th ough usi n g th e polym orph self spell, th ough h i s gear does
n ot ch an ge. H e can also assum e a bi pedal h ybri d form about 7
feet tall wi th preh en si le h an ds, a 3-foot-lon g tai l, a ti ger-
stri ped h i de, feli n e legs, an d fi n gern ai ls li ke claws. H e h as
ti gerli ke ears, teeth , n ose, an d m uzzle, but h i s eyes are li ke
th ose of a h obgobli n . C h an gi n g to or from an i m al or h ybri d
form i s a stan dard acti on . U pon assum i n g ei th er form, h e
regai n s h i t poi n ts as i f h e h ad rested for a day. I f slai n , h e
reverts to h i s h um an oi d form, alth ough h e rem ai n s dead.
Separated body parts retai n th ei r an i m al form, h owever.
An i m al C om pan i on : Jun parrt h as a ti ger com pan i on . T h i s
an i m al i s on e th at h e h as befri en ded wi th th e spell an i m al
fri en dsh i p. T h e total H i t D i ce of all h i s an i m al com pan i on s at
a ti m e m ay n ot exceed 6.
L ycan th ropi c E m path y E x) : Jun parrt can com m un i cate
an d em path i ze wi th n orm al or di re ti gers. T h i s abi li ty gi ves
h i m a +4 raci al bon us on ch ecks m ade to i n fluen ce th e
an i m al s atti tude an d allows th e com m un i cati on of si m ple
con cepts an d i f th e an i m al i s fri en dly) com m an ds, such as
fri en d, foe, flee, an d attack.
N ature Sen se: Jun parrt can i den ti fy plan ts an d an i m als
th ei r speci es an d speci al trai ts wi th perfect accuracy. H e can
determ i n e wh eth er water i s safe to dri n k or dan gerous.
R esi st N ature s L ure: Jun parrt gai n s a +4 bon us on savi n g
th rows agai n st th e spell-li ke abi li ti es of fey such as dryads,
n ym ph s, an d spri tes .
T rack less Step: Ju n p arrt leaves n o trai l i n n atu ral
surroun di n gs an d can n ot be tracked.
Wi ld Sh ape Sp) : Jun parrt can ch an ge i n to a Sm all or
M edi um -si ze an i m al an d back agai n twi ce per day as per th e
polym orph self spell. U n li ke th e stan dard use of th e spell,
h owever, h e m ay adopt on ly on e form per use of th e abi li ty.
Jun parrt regai n s h i t poi n ts as i f h e h ad rested for a day. H e
does n ot ri sk th e stan dard pen alty for bei n g di sori en ted wh i le
i n h i s wi ld sh ape. H e gai n s all th e creature s speci al abi li ti es
wh en h e does so.
Woodlan d Stri de: Jun parrt m ay m ove th rough n atural
th orn s, bri ars, overgrown areas, an d si m i lar terrai n at h i s
n orm al speed an d wi th out sufferi n g dam age or oth er i m pai r-
m en t. H owever, th orn s, bri ars, an d overgrown areas th at are
en ch an ted or m agi cally m an i pulated to i m pede m oti on sti ll
affect h i m .
D rui d Spells Prepared 5/4/4/2; save D C 1 2 +spell level) :
0cure m i n or woun ds, detect m agi c, puri fy food an d dri n k,
read m agi c, resi stan ce; 1 stan i m al fri en dsh i p, cure li gh t
woun ds, en tan gle, m agi c fan g; 2n dch arm person or an i m al,
fi re trap, h eat m etal, resi st elem en ts; 3rdcure m oderate
woun ds, poi son .
E qui pm en t: sci m i tar, sli n g, 20 ston es, bracers of arm or +2,
ri n g of protecti on +1 , poti on of cat s grace, wan d of cure li gh t
woun ds caster level 1 st, 50 ch arges .
DJun parrt: M ale h obgobli n wereti ger h ybri d form ) R og
1 /D rd 6; C R 9; L arge sh apech an ger gobli n oi d) ; H D 1 d6+4
plus 6d8+24; h p 58; I n i t +5; Spd 40 ft.; AC 22, touch 1 5, flat-
footed 1 7; Atk +9 m elee 1 d8+6, 2 claws an d +7 m elee 2d6+3,
bi te) , or +1 0 m elee 1 d6+6/1 820, sci m i tar an d +7 m elee
2d6+3, bi te) , or +9 ran ged 1 d4, sli n g) ; Face/R each 5 ft. by 1 0
ft./5 ft.; SA curse of lycan th ropy, i m proved grab, poun ce, rake,
sn eak attack +1 d6; SQ altern ate form, an i m al com pan i on
ti ger , darkvi si on 60 ft., D R 1 5/si lver, lycan th ropi c em path y,
n ature sen se, resi st n ature s lure, trackless step, traps, wi ld
sh ape Sm all or M edi um -si ze an i m al 2/day) , woodlan d stri de;
AL N E ; SV Fort +1 1 , R ef +9, Wi ll +9; Str 23, D ex 20, C on 1 9,
I n t 1 0, Wi s 1 4, C h a 1 0.
Skills an d Feats: An imal E mpath y +9, B alan ce +9, C limb +1 0,
C on centration +6, H an dle An imal +9, H ide +9 or +1 3 in areas of
tall grass , I ntuit D irection +8, Jump +1 0, Listen +1 4, M ove
Silently +1 7, O pen L ock +9, R ide h orse) +7, Search +8, Spot +1 4,
Tumble +9; B lin d-Figh t, M ultiattack, Point B lan k Sh ot, Power
Attack, Weapon Focus slin g) , Weapon Focus scimitar .
C u rse of L ycan th rop y Su ) : An y h u m an oi d h i t by
Jun parrt s bi te attack m ust succeed at a Forti tude save D C 1 5)
or con tract lycan th ropy.
I m proved G rab E x) : I f Jun parrt h i ts a M edi um -si ze or
sm aller oppon en t wi th a bi te attack, h e deals n orm al dam age
an d attem pts to start a grapple as a free acti on wi th out provok-
i n g an attack of opportun i ty grapple bon us +1 4) . I f h e gets a
h old, h e can attem pt to rake i n th e sam e roun d. T h ereafter,
Jun parrt h as th e opti on to con duct th e grapple n orm ally, or
si m ply use h i s jaws to h old th e oppon en t 20 pen alty on
grapple ch ecks, but Jun parrt i s n ow con si dered grappled) . I n
ei th er case, each successful grapple ch eck h e m akes duri n g
successi ve roun ds autom ati cally deals bi te dam age an d allows
an oth er rake attem pt.
Poun ce E x) : I f Jun parrt ch arges, h e can m ake a full attack
i n cludi n g a rake attem pt, see below) even th ough h e h as
m oved.
R ake E x) : O n an y roun d th at Jun parrt h as a h old on an
oppon en t see I m proved G rab, above) , h e can m ake two rake
attacks +9 m elee) wi th h i s h i n d legs for 1 d8+3 poi n ts of
dam age each . Jun parrt can also attem pt to rake wh en h e
poun ces on an oppon en t.
Altern ate Form Su) : Jun parrt can sh i ft i n to h um an oi d or
ti ger form as th ough usi n g th e polym orph self spell, th ough
12
h i s gear does n ot ch an ge. C h an gi n g to or from an i m al or
h um an oi d form i s a stan dard acti on . U pon assum i n g ei th er
form, h e regai n s h i t poi n ts as i f h e h ad rested for a day. I f slai n ,
h e reverts to h i s h um an oi d form, alth ough h e rem ai n s dead.
Separated body parts retai n th ei r an i m al form, h owever.
An i m al C om pan i on : Jun parrt h as a ti ger com pan i on . T h i s
an i m al i s on e th at h e h as befri en ded wi th th e spell an i m al
fri en dsh i p. T h e total H i t D i ce of all h i s an i m al com pan i on s at
a ti m e m ay n ot exceed 6.
L ycan th ropi c E m path y E x) : Jun parrt can com m un i cate
an d em path i ze wi th n orm al or di re ti gers. T h i s abi li ty gi ves
h i m a +4 raci al bon us on ch ecks m ade to i n fluen ce th e
an i m al s atti tude an d allows th e com m un i cati on of si m ple
con cepts an d i f th e an i m al i s fri en dly) com m an ds, such as
fri en d, foe, flee, an d attack.
N ature Sen se: Jun parrt can i den ti fy plan ts an d an i m als
th ei r speci es an d speci al trai ts wi th perfect accuracy. H e can
determ i n e wh eth er water i s safe to dri n k or dan gerous.
R esi st N ature s L ure: Jun parrt gai n s a +4 bon us on savi n g
th rows agai n st th e spell-li ke abi li ti es of fey such as dryads,
n ym ph s, an d spri tes .
T rack less Step: Ju n p arrt leaves n o trai l i n n atu ral
surroun di n gs an d can n ot be tracked.
Wild Sh ape Sp) : Jun parrt can ch an ge in to a Sm all or
M edium -size an imal an d back again twice per day as per the poly-
morph self spell. U n like the stan dard use of the spell, h owever,
he may adopt on ly on e form per use of the ability. Jun parrt
regain s h it points as if he h ad rested for a day. H e does n ot risk the
stan dard pen alty for bein g disoriented wh ile in h is wild sh ape.
H e gain s all the creatures special abilities when he does so.
Woodlan d Stri de: Jun parrt m ay m ove th rough n atural
th orn s, briars, overgrown areas, an d similar terrain at h is n ormal
speed an d with out sufferin g damage or other impairment.
H owever, th orn s, briars, an d overgrown areas th at are en ch anted
or magically man ipulated to impede motion still affect h im.
D rui d Spells Prepared 5/4/4/2; save D C 1 2 +spell level) :
0cure m i n or woun ds, detect m agi c, puri fy food an d dri n k,
read m agi c, resi stan ce; 1 stan i m al fri en dsh i p, cure li gh t
woun ds, en tan gle, m agi c fan g; 2n dch arm person or an i m al,
fi re trap, h eat m etal, resi st elem en ts; 3rdcure m oderate
woun ds, poi son .
E qui pm en t: sci m i tar, sli n g, 20 ston es, bracers of arm or +2,
ri n g of protecti on +1 , poti on of cat s grace, wan d of cure li gh t
woun ds caster level 1 st, 50 ch arges .
DT i ger: h p 45, see M on ster M an ual page 203.
D Sureem a: Fem ale m alen ti Sor 4; C R 6; M edi um -si ze
h um an oi d aquati c) ; H D 2d8+2 plus 4d4+4; h p 25; I n i t +1 ; Spd
30 ft., swi m 40 ft.; AC 1 7, touch 1 2, flat-footed 1 6; Atk +3 m elee
1 d8/x3, sh ortspear an d +1 m elee 1 d4, 2 rakes an d +1 m elee
1 d4, bi te) , or +6 ran ged 1 d8+1 /1 920, m asterwork li gh t cross-
bow wi th +1 crossbow bolts ; SA blood fren zy; SQ am ph i bi ous,
fresh water sen si ti vi ty, li gh t sen si ti vi ty, speak wi th sh arks,
un derwater sen se; AL L E ; SV Fort +5, R ef +4, Wi ll +5; Str 1 0,
D ex 1 3, C on 1 2, I n t 1 4, Wi s 1 2, C h a 1 6. H ei gh t 5 ft. 2 i n .
Ski lls an d F eats: An i m al E m path y +6, C on cen trati on +5,
H i de +6, L i sten +7, Professi on h un ter +2 or +8 wh en wi th i n
50 m i les of h om e) , Scry +9, Spellcraft +7, Spot +7, Swi m +8,
Wi ldern ess L ore +1 or +8 wh en wi th i n 50 m i les of h om e) ;
D odge, L i gh tn i n g R eflexes, M ulti attack.
B lood Fren zy: O n ce per day, wh en Sureem a takes dam age
i n com bat, sh e can fly i n to a blood fren zy th e followi n g roun d.
Sh e gai n s +2 Stren gth an d +2 C on sti tuti on an d takes a 2
pen alty to AC . T h e blood fren zy lasts un ti l ei th er sh e or h er
oppon en t i s dead.
Am ph i bi ous E x) : Sureem a can survi ve out of th e water for
1 0 h ours. After th at, refer to th e D rown i n g R ule on page 85 of
th e D U N G E O N M AST E R s G ui de.
F resh water Sen si ti vi ty E x) : Wh en fully i m m ersed i n
fresh water, Sureem a m ust succeed at a Forti tude save D C 1 5)
or leave th e water i m m edi ately. I f sh e fai ls an d can n ot escape,
sh e takes a 1 pen alty on all attack rolls, saves, an d ch ecks.
E ven on a success, sh e m ust repeat th e save attem pt every 1 0
m i n utes sh e rem ai n s i m m ersed.
L i gh t Sen si ti vi ty E x) : Sureem a i s sen si ti ve to li gh t an d
takes a 1 ci rcum stan ce pen alty on attack rolls i n bri gh t
sun li gh t or wi th i n th e radi us of a dayli gh t spell.
Sp eak wi th Sh ark s E x) : Su reem a can com m u n i cate
telpath i cally wi th sh arks up to 1 50 feet away. T h e com m un i -
cati on i s li m i ted to fai rly si m ple con cepts such as food,
d an ger, an d en em y. Sh e can u se an i m al em p ath y to
befri en d an d trai n sh arks.
U n derwater Sen se E x) : Sureem a can locate creatures
un derwater wi th i n a 30-foot radi us. T h i s abi li ty n egates th e
effects of i n vi si bi li ty an d poor vi si bi li ty. I t i s less effecti ve
agai n st creatures wi th out cen tral n ervous system s, such as
un dead, oozes, an d con structs; Sureem a can locate such crea-
tures on ly wi th i n a 1 5-foot radi us. Sh e i s n ot fooled by
fi gm en ts wh en un derwater.
Sorcerer Spells K n own 6/7/4; save D C 1 3 +spell level) :
0detect m agi c, detect poi son , m age h an d, presti di gi tati on ,
ray of frost, resi stan ce; 1 stm age arm or, m agi c m i ssi le,
sh i eld; 2n dM elf s aci d arrow.
E qui pm en t: sh ortspear, m asterwork li gh t crossbow, 50 +1
bolts, ri n g of protecti on +1 , th ree poti on s of cat s grace, 1 5 gp.
T acti cs: I f warn ed of th e P C s ap p roach , Ju n p arrt
attem pts to sn eak attack th e fi rst P C to en ter th e room .
O th erwi se, h e closes to m elee as qu i ck ly as p ossi b le.
Su reem a h i des beh i n d th e desk an d provi des backu p wi th
h er spells. Ju n parrt s ti ger com pan i on ri ses to attack th e P C s
as soon as on e th reaten s i ts m aster. I f th e battle goes agai n st
th em, Ju n parrt an d Su reem a sei ze an y opportu n i ty th at
presen ts i tself to escape.
Sh ould th e PC s wi sh to parley, Jun parrt i s agreeable. H e
an swers th ei r questi on s truth fully for th e m ost part, th ough
h e does n ot reveal th e full exten t of h i s plan s. Wh en th ere i s
an opportun i ty to do so wi th out arousi n g th ei r suspi ci on s, h e
sen ds th em th rough th e h un ters lai r see E n coun ter F ) on an
erran d, si n ce h e does n ot really trust th em .
13
D evelopm en t: O n ce th e PC s h ave di spatch ed th e occu-
pan ts of th e room, th ey can search th e area.
O n th e desk i s Ph odri s report. I t i n cludes th e detai ls of
Flun dspoors m i li tary bui ldup, as well as a lon g secti on explai n -
i n g wh y an alli an ce between Flun dspoor an d B lakem i re would
ben efi t th e latter ci ty. T h ere i s n oth i n g of value i n th e room .
Jun parrt carri es h i s valuables on h i s person , an d th e m alen ti
brough t on ly th e equi pm en t n oted i n h er stati sti cs block.
ENCOUNTER H: THE
LOWER MAIN CAVERN
(EL VARIABLE)
T h i s cavern i s em pty un less th e PC s m ade a lot of n oi se en ter-
i n g th rough th e un dersea cavern see E n coun ter I ) . I n th at
case, th e h un ters from E n coun ter F h ave m oved to th i s cavern
an d taken up ambush posi ti on s n ear th e en tran ce. Jun parrt h as
also h eard th e n oi se. H e an d h i s two com pan i on s th e m alen ti
sorcerer an d th e ti ger h ave m oved i n to th e lower cavern an d
h i dden th em selves beh i n d crates stacked aroun d th e walls.
C reatures: See E n coun ters F an d G , i f appropri ate.
T actics: T h e h un ters ambush th e ch aracters wh en th ey
en ter th e cavern , fi gh ti n g to th e death . Jun parrt joi n s th e fray
wi th th e m alen ti an d h i s ti ger com pan i on wh en th e n oi se i n di -
cates th at th e PC s seem to h ave n early di spatch ed th e h un ters.
D evelopm en t: A tun n el on th e ri gh t si de of th i s ch am ber
leads up to Jun parrt s L ai r E n coun ter G ) . T h e tun n el begi n -
n i n g at th e cen ter top of th e ch am ber leads to th e h un ters lai r
E n coun ter F ) an d from th ere to th e upper m ai n cavern
E n coun ter E ) .
Several corpses li e stacked n ear th e east wall of th e ch am -
ber. O n e i s barely recogn i zable as th at of Ph odri . I t an d m ost
of th e oth ers h ave been parti ally eaten by som e h uge beast
Jun parrt s ti ger com pan i on ) .
ENCOUNTER I: THE
UNDERSEA CAVERN (EL 7)
T h e m outh of th e un dersea cavern i s accessi ble from th e
south west si de of th e i slan d.
C reatu res: T h e sah u agi n bodygu ards of Su reem a, th e
m alen ti sorcerer wh o i s curren tly vi si ti n g Jun parrt s lai r, are
stan di n g guard n ear th e cave m outh . I f th e PC s are n ot at full
stren gth wh en th ey reach th i s poi n t, you m ay wi sh to ski p th i s
en coun ter.)
DSah uagi n 4) : h p 1 2; see M on ster M an ual, page 1 57.
T acti cs: T h e sah uagi n attack an y i n truders on si gh t an d
fi gh t to th e death .
D evelopm en t: O n ce th e PC s h ave di spatch ed th e sah ua-
gi n , th ey can look for th e en tran ce. T h e 5-foot-di am eter open -
i n g i s about 30 feet un derwater an d h i dden Search D C 20) by
an 8-foot-tall growth of kelp th at resem bles a red-brown bush .
T h e Search D C drops to 1 0 i f th e ch aracters followed th e
tracks from th e wreck to th i s area or got a fi x on th e locati on
by questi on i n g pri son ers from th e work party i n E n coun ter C .
T h e un dersea cavern i s approxi m ately 30 feet i n di am eter.
O pposi te th e en tran ce i s a water-fi lled tun n el about 6 feet i n
di am eter an d th ree-quarters of a m i le lon g. I t leads upward
i n to th e cavern at th e lower ri gh t corn er of th e m ap, en teri n g
on th e ri gh t si de. M ost of th e cavern s floor i s covered wi th 3
to 5 i n ch es of stan di n g water, but th ere a dry area agai n st th e
south wall wh ere som e crates an d casks are stacked.
Stron g n ets h ave been secured to th e wall to allow cli m b-
i n g from th i s ch am ber to th e tun n el i n th e cei li n g, an d up th e
wall across from th e en try to allow access to th e passages on
th at si de. T h e passages th em selves are also ri gged wi th n etti n g
to ai d cli m bi n g.
I f th e PC s m ade a lot of n oi se en teri n g, th e h un ters h ave
m oved down to th e lower m ai n cavern an d taken up am bush
posi ti on s. Jun parrt h as also h eard th e n oi se. H e an d h i s two
com pan i on s th e m alen ti sorcerer an d th e ti ger h ave m oved
i n to th i s area. T h ey are h i di n g beh i n d som e crates an d wi ll
joi n th e fray wh en th e n oi se i n di cates th at th e PC s h ave n early
van qui sh ed th e h un ters.
CONTINUING THE
ADVENTURE
I f Jun parrt m an ages to escape, th en th e PC s h ave n ot h eard
th e last of h i m or of h i s attem pts to destabi li ze th e regi on . I f
h e di es, th en at your di screti on h i s body could be stolen an d
revi ved by oth ers wh o h ave been usi n g h i s destabi li zi n g i n flu-
en ce to furth er th ei r own plan s. B eh i n d th ose sch em ers could
be even m ore sch em ers. All of th ese vi llai n s could cross th e
PC s path repeatedly i f th ey stay i n th e coastal regi on .
I f Sureem a escapes but Jun parrt does n ot, th en sh e could
serve as a recurri n g vi llai n for future adven tures i n th i s part of
th e world.
ABOUT THE AUTHOR
R obert Wi ese di scovered roleplayi n g gam es i n th e B oy
Scou ts. O ver th e years, h e p layed som e great h om e
cam pai gn s an d con ven ti on gam es too. I n 1 995, h e wen t to
work for th e R P G A N etwork edi ti n g tou rn am en t adven -
tu res an d ru n n i n g th e L i vi n g C i ty cam pai gn . I n late 1 997, h e
rose to becom e th e N etwork s h ead h on ch o. H e m an aged th e
R P G A N etwork for si x an d a h alf years, th en reti red to
N evada to gam ble away h i s sm all savi n gs. N ow m arri ed to a
wi fe wh o loves roleplayi n g gam es too, h e wri tes an d serves
on th e tri ad for th e T h eocracy of th e Pale, a regi on i n th e
R P G A N etwork s L i vi n g G reyh awk cam pai gn . R obert wrote
th e L i vi n g F orce C am pai gn G u i de, th e lon g-ru n n i n g D & D
Fi gh t C lu b colu m n on th e Wi zards D & D websi te, an d
n u m erou s oth er arti cles th at h ave appeared on th e si te. H e
h as also wri tten m ore th an si xty roleplayi n g adven tu res for
th e R P G A N etwork over th e years.

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