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Arcana Unearthed - Depths of Hunger (Level 7 Adventure)
Arcana Unearthed - Depths of Hunger (Level 7 Adventure)
THE DEPTHS
OF HUNGER
A Diamond Throne adventure for four 7th-level characters
By Tom Lommel
Requires use of Monte Cook’s Arcana Unearthed: A Variant Player’s Handbook.
Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc.
Additional Credits
Editing and Production: Sue Weinlein Cook
Creative Direction: Monte Cook
Illustrations: Jennifer Meyer and Ed Bourelle
Original Cartography: Tom Lommel
Interior Page Design: Peter Whitley
Thanks to: Scott Bercaw, Mark Byer, Steve Charbonneau, Brad Fierke, Jon George, Pete Kastner, Robben Leaf,
Mike Marohl, Erik Peterson, Joseph Skupniewitz, Luke Withrow, the staff of NASCRAG, and
everyone who played the original incarnations of this adventure as “Fate of the Iron Witch”
Special thanks to Sue and Monte Cook for this remarkable opportunity,
and to my family for their continuing love and support.
“d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of
the d20 System License version 5.0. A copy of this License can be found at < www.wizards.com/d20 >. Dungeons & Dragons® and Wizards of the
Coast® are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permission. All rights reserved. Unearthed
Arcana is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. Arcana Unearthed is used with Wizards’ permission, and all rights are
reserved. Malhavoc is a registered trademark and Eldritch Might is a trademark owned by Monte J. Cook. Sword & Sorcery and the Sword & Sorcery
logo are trademarks of White Wolf Publishing, Inc. All rights reserved. All other content is ©2003 Thomas Lommel. The mention of or reference to any company or product
in these pages is not a challenge to the trademark or copyright concerned. This book is compatible with the Revised 3rd Edition rules. This edition of The Depths of
Hunger is produced under version 1.0a, 4.0, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and the System Reference Document
by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license, guide, and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version
1.0a: Any and all Malhavoc Press logos and identifying marks and trade dress, such as all Malhavoc Press product and product line names including but not limited to The
Book of Eldritch Might, Monte Cook’s Arcana Unearthed, and The Diamond Throne; any specific characters, monsters, creatures, and places; capitalized names and names
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Designation of Open Game Content: Subject to the Product Identity designation above, the entirety of The Depths of Hunger is designated as Open Game Content.
Anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source
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Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc.
The remainder of these Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “The
Depths of Hunger ©2003, Thomas Lommel.” This material is protected under the copyright laws of the United States of America. Any reproduction, retransmission, or
unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from Thomas Lommel or Monte Cook, except for
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This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
2 The Depths of Hunger
Table of Contents
Introduction: FATE OF THE IRON WITCH Chapter Three: WHAT LIES WITHIN
DM’s Background ................................................3 Chamber One: Whale Lagoon ..........................13
Adventure Synopsis .............................................4 Map: Nautilus Cross-Section............................................13
Getting Started...................................................4 Map: Whale Lagoon ............................................................14
Chamber Two: Squid Hatchery ........................15
Chapter One: THE JOURNEY BEGINS Map: Squid Hatchery ..........................................................15
Sidebar: The Hatching Chamber...........................................5 Current Situation.............................................................16
Encounters While Underway ...........................6 Aftermath ...........................................................................17
Mutiny...................................................................................6 Chamber Three: Chamber of Echoes ..............18
Map: The Briny Jack ..............................................................6 Map: Chamber of Echoes ...................................................18
Electrical Storm.................................................................7 Chamber Four: The Howling of the Dead.....18
Sidebar: Expanding the Action .............................................7 Map: The Howling of the Dead.........................................19
Razor Gull Attack ...............................................................7 Chamber Five: Heart of the Conch ................19
Blinding Sickness Outbreak.............................................8 Map: The Heart of the Conch ..........................................20
Merfolk Gathering ............................................................8 Fulfilling the Oath ..........................................21
Stranded...............................................................................9 Sidebar: The Hungerfire ......................................................21
Breaking the Oath.............................................21
Chapter Two: SCRATCHING THE SURFACE
Navigating the Coral .......................................10 Appendix: CONCLUDING THE ADVENTURE
Mosaic Garden...................................................10 Further Adventures .........................................22
The Exile .............................................................10 Open Game License............................................23
Map: Nautilus Overview .....................................................11
The Giant Oyster Shell.....................................12
CONTRIBUTORS
About the Author
First introduced to roleplaying games in 1984, Tom Lommel has been a playtester for Monte Cook’s Arcana Unearthed, The
Diamond Throne, and other Malhavoc Press products. Tom co-wrote and produced the Alba-Ker dungeon duels featured at
Gen Con for 10 years and is currently a judge for the NASCRAG series of adventures, one of the oldest independent tourna-
ment events at Gen Con. In addition to moderating the message forums at montecook.com, Tom is a member of the Council
of Magisters and helps oversee <www.diamondthrone.com>, the official fan website for Monte Cook’s Arcana Unearthed. Besides
writing this adventure, he also created its original maps.
Malhavoc Press
Malhavoc Press is Monte Cook’s d20 System imprint devoted to the publication of unusual magic, monsters, and evocative
game elements that go beyond traditional fantasy. Malhavoc Press products exhibit the mastery of the d20 System rules that
only one of its original designers can offer.
Look for The Diamond Throne, in stores now. This sourcebook provides prestige classes, magic items, a gazetteer, and crea-
tures for Monte Cook’s Arcana Unearthed. The variant player’s handbook offers new rules, races, and classes for advanced
roleplayers.
Current Malhavoc Press titles are available to purchase in either print or electronic (PDF) format at Monte’s website:
<www.montecook.com>.
Introduction
3
Fate of the Iron Witch
The Depths of Hunger debuted at Gen Con 2003 as “Fate of the Iron Witch” and has been extensively expanded and revised
for use in your own Arcana Unearthed campaign. While the plot shows its game convention roots in its linearity, the encounters
are not necessarily the sort of straightforward dungeon hack so often featured (and enjoyed) at a con. The themes
of ceremony, oath-taking, and moral ambiguity found in Monte Cook’s Arcana Unearthed make the decision
to draw your sword a complex choice with definite consequences.
his adventure is a web enhancement for The Diamond final end. Instead, she dedicated herself to breaching the veil
sisters—it is a battle she’d surely lose. She longs to reunite ship from the nautilus shell and get back underway in order
the covey and return Phulsileerius to his rightful rest but, to deliver Lallask before it's too late.
unable to overcome the influence of the Black Conch, she This is essentially a “beat-the-clock” scenario, for the
must be content to quietly watch and wait. party has only a limited time to get Lallask to Shana, or he
will die. Most DMs will find it helpful to make note of the
Adventure Synopsis elapsed time and number of delays as the adventure pro-
The party’s primary goal is to deliver a special chamber con- gresses.
taining the iron witch Lallask to a mojh in the city of Shana
on the Fallanor coast. Lallask is transforming to mojh, and Getting Started
complications have arisen. The party must guard the cham- In the city of Ka-Rone, a mojh alchemist named Zarkiil has
ber during the four-week journey across the sea. During the been helping the iron witch Lallask Turveen undergo the
initial three weeks of the trip, the party might deal with a transformation to mojh. Unfortunately, something’s gone
mutiny, storm, sickness, or other delays. The characters wrong. The final steps in the process involve suspending
might also have the opportunity to participate in a memorial Lallask for a week in a potent alchemical solution inside a
ceremony for the ship’s former captain. coffinlike tank known as a hatching chamber. It’s already
At the end of the third week, the nautilus shell rises up been two weeks, and Zarkiil’s measurements show that the
and strands the ship. In exploring the “island,” the PCs may transformation is not proceeding properly. While Lallask is
encounter Destoari, who asks them to liberate her sisters not dying, he is in extreme distress—trapped in a coma, his
from the Black Conch. She offers the characters much help form neither human nor mojh.
and many rewards, but insists they swear an oath to allow Zarkiil has done all it can. It’s decided to transfer Lallask
no permanent harm to come to her sisters. A giant clamshell to a mojh specialist named Kallithrex in the southern city of
gives entrance to the interior of the nautilus. Shana. Zarkiil has chartered passage aboard the next ship
Inside, the party discovers the zombie sea creatures that leaving for Shana, the Briny Jack, and seeks a small group of
propel the nautilus. The characters are also exposed to the trustworthy guards to escort Lallask’s hatching chamber dur-
effects of the hungerfire smoke, which enables them to fly. As ing the four-week journey. Zarkiil offers to pay 200 gp per
they continue to explore, they encounter Shassalia, who has week—a total of 800 gp—per guard. Half of this amount is
been delayed in attacking the ship by three marine trolls. available up front; Kallithrex will pay the remainder on deliv-
These scrags seek vengeance and may mistake the party for ery of the chamber.
Shassalia’s reinforcements. The characters must pick a side In addition, Zarkiil will allow PCs to purchase items from
as they walk in on the middle of this heated battle. its alchemy shop at a discount of 20 percent. Zarkiil’s busi-
After encountering a trap, the party discovers a mound of ness, The Alchemist’s Retreat, commonly stocks any potion
sentient creatures that burn with the hungerfire and are slow- or oil with a market price of 500 gp or less. More expensive
ly transforming to undeath. The hungerfire smoke gets thick- items are specially brewed and available only at the DM’s
er and the party enters the final chamber, the heart of the discretion.
Black Conch, where they face off with Briinkirria and her Note that, since the ship is departing tonight, there is not
dark companion. a lot of time for negotiations or extended shopping sprees.
Returning to the surface, the party may face some Zarkiil has administered a stabilizing agent to Lallask, but
unpleasant consequences if the characters swore the oath to impresses upon the party that the witch may very well die if
Destoari but reneged on the deal: Destoari is burning their not delivered to Kallithrex as soon as possible. He will sur-
ship down. In any event, they must find a way to free the vive in the tank no longer than five more weeks.
Chapter One
5
The Journey Begins
The adventure begins as the player characters inspect their ship at the docks in Ka-Rone.
he Briny Jack, a two-masted sailing ship, measures 20 Get Out of the Way: While a PC is on deck enjoying the
T feet wide and 80 feet long. (See the map on page 6.)
It is primarily a cargo ship that specializes in the long
and dangerous journey between Ka-Rone and the Fallanor
sea air, a gruff sibeccai asks him or her to get belowdecks so
the crew can swab the
deck. The Hatching Chamber
Empire. The 20 crewmembers are all sibeccai, as is the cap- Little Annoyances: Some 5 feet wide and 10 feet long, Lallask’s
steel container is fitted with an intricate array of
tain, Sengarr the Ready. This is the first voyage under A rat is set loose in pipes, valves, and copper tubing. It weighs 500
Sengarr’s command. The former captain, a giant named Io- the PCs’ room, the lbs. and has a hardness of 10 and 120 hit points
(break DC 28). A successful Alchemy check (DC
Dorthun, was manning the wheel during a raging storm odor of rotting fish 25) indicates the current status of the cham-
when he was washed overboard and lost at sea. Although occurs randomly in ber’s occupant. Mojh receive a +4 insight bonus
on this check. Opening the chamber before the
Sengarr was Io-Dorthun’s first mate for several years, he is the hall outside, and transformation is complete kills the occupant.
very nervous and uncomfortable with his new position of the porthole in their
authority. Between the shock of losing Io-Dorthun and the cabin has been nailed
doubts raised by Sengarr constantly second-guessing him- shut from the outside.
self, morale aboard ship is rapidly declining.
Typical Sibeccai Crewmembers (20): Male and Female Sibeccai
Sengarr the Ready: Male Sibeccai Expert 4; CR 3; HD 4d6–4 Expert 2; CR 1; HD 2d6+2 (9 hp, dying –1, dead –13); Init +2;
(16 hp, dying –0, dead –9); Init +1; Speed 30 feet; AC 14 Speed 30 feet; AC 15 (+2 Dex, +3 armor), touch 12, flat-
(+1 Dex, +3 armor), touch 11, flat-footed 13; Base Atk +3; footed 13; Base Atk +1; Grapple +4; Atk +6 dagger
Grapple +6; Atk +7 scimitar (1d6+4/19–20×2); Full Atk +7 (1d4+4/19–20×2); Full Atk +6 dagger (1d4+4/19–20×2)
scimitar (1d6+4/19–20×2); SA —; SQ Low-light vision; or +3 heavy crossbow (1d10/19–20×2); SA —; SQ Low-
SV Fort +1, Ref +2, Will +5; Str 16, Dex 13, Con 8, Int 13, light vision; SV Fort +1, Ref +2, Will +3; Str 16, Dex 15,
Wis 10, Cha 12 Con 12, Int 11, Wis 10, Cha 8
Skills: Diplomacy +8, Gather Information +10, Intuit Skills: Gather Information +6, Knowledge (sailing and navi-
Direction +7, Knowledge (sailing and navigation) +10, gation) +8, Sneak +9, Spot +5, Swim +8, Use Rope +7
Spot +7, Swim +10, Use Rope +8, Feats: Bonded Item (dagger), Skill Focus (Knowledge [sailing
Feats: Martial Weapon Proficiency, Skill Focus (Knowledge and navigation])
[sailing and navigation]), Tattooed Spell (lesser ability boost) Possessions: Masterwork dagger, heavy crossbow, 20 bolts,
Possessions: Scimitar +1, masterwork studded leather jack, oil masterwork studded leather jack, potion of lesser battle heal-
of heightened magic armor ing, oil of magic weapon
The Briny Jack does not normally carry passengers, but If the party inquires (or snoops around in the hold), the
Zarkiil has paid Sengarr handsomely for his services. Sengarr characters find the following items among the ship’s cargo:
has forced a third of the crew to double-bunk and given the • Several crates of silken goods, including many bolts of
extra quarters to the party. The accommodations are spartan, cloth and silk rope
but the party does have its own private room, complete with • Bales of Ao-Manasan cotton
four sets of bunk beds. • Heavy boxes containing an assortment of picks, shovels,
In an effort to impress the party, Sengarr has limited the and other mining tools
crew’s daily ration of wine and forbidden gambling during the • Casks of Mi-Theronian perfumes and soaps
trip. Neither of these orders has been particularly popular. • Carefully packed crystalware and sculpture from Navael
You may wish to highlight this unrest in the following ways: • Crates with sewing needles and spools of colored thread
Confrontation: The party overhears an argument between • Bottles of Sormerean fine wine
Sengarr and a crewmember over the work schedule and • Cases of cheese from Jerad
accommodations.
6 The Depths of Hunger
Encounters While
Underway
The following encounters should be used to flesh out the
first three weeks of travel at sea. Pick the ones that best fit
your group’s style. As a general rule, three encounters should
take place during the initial three weeks of the journey.
Mutiny (EL 7)
The dissatisfaction with Sengarr’s orders comes to a boiling
point. Twelve of the crew insist that Sengarr step down as
captain or they’ll scrub the trip and steer the ship to the
nearest port. The leader of the mutiny is Krohl the
Dauntless, a brash character who is very demanding and
quick to insult. He acts hostile toward both Sengarr and the
party (whom he blames for all the extra rules).
Distraction (Ex): Any living creature that begins its turn ous eight hours resting. Healers can tend up to six patients
with a swarm in its space must succeed on a Fortitude save at a time, but cannot give long-term care to themselves.
(DC 11) or be nauseated for 1 round. The save Difficulty If unattended, characters recover points lost to ability
Class is Constitution based. score damage at a rate of 1 point per day, even while a disease
Wounding (Ex): Any living creature damaged by a razor is in progress. That means a PC might be able to withstand
gull swarm loses 1 point of Constitution damage from blood the disease without accumulating any damage.
loss. A critical hit does not multiply the Constitution dam- Regardless of the results for the party, nine crewmembers
age. Creatures immune to critical hits (such as plants and fall ill. For each day that four or more crewmembers are
constructs) are immune to this Constitution damage. sick, the ship loses a day of travel progress. Party members
can fill in for sick crew and alleviate this penalty. However, a
Vulnerabilities of Swarms character cannot care for sick crewmembers and also assist
Swarms are extremely difficult to fight with physical attacks. in sailing.
However, they have a few special vulnerabilities, as follows:
A lit torch swung as an improvised weapon deals 1d3 Merfolk Gathering (EL 6)
points of fire damage per hit. The ship passes through the home territory of a tribe of mer-
A weapon with an energy or elemental ability deals its full folk. Sengarr is on the lookout for them—over the course of
energy or elemental damage with each hit, even if the many voyages, Io-Dorthun built a strong trading relation-
weapon’s normal damage can’t affect the swarm. ship with the tribe. The merfolk exchange beautifully crafted
A lit lantern can be used as a thrown weapon, dealing 1d4 pieces of jewelry made from shells, pearls, and coral for sur-
points of fire damage to all creatures in squares adjacent to face items such as cheese, cotton, and wine. The trade is
where it breaks. lucrative for both parties, and Io-Dorthun made sure to pass
A Knowledge (nature) check (DC 15) reveals that many through merfolk territory whenever possible.
members of the swarm are emaciated and malnourished. A The merfolk appear beside the ship suddenly, greeting the
Knowledge (dangerous beasts) check (DC 15) reveals that boat by waving their spears and slapping their tails on the
razor gulls normally do not attack sailing vessels and instead surface of the water. There are approximately 30 merfolk in
feed on schools of fish that swim near the surface. the tribe, led by Dorsa, a matronly elder who also serves as
their priestess. Once aboard, she immediately inquires as to
Blinding Sickness Outbreak (EL 5) the whereabouts of her beloved friend, Io-Dorthun.
One of the meals regularly served aboard ship is a runny soup She is deeply saddened to hear of his passing. Dorsa
accompanied by a hard biscuit. Unfortunately, on this day the insists that Sengarr stop the ship so they may prepare a
cook prepared the soup using water tainted with blinding sick- proper memorial ceremony. Unless the party employs some
ness. Note that a greenbond’s ability to identify safe drinking heavy-handed tactics or extremely deft persuasion, Sengarr
water does not apply in this case, because the water was incor- agrees to drop the sails for the day while the merfolk make
porated into the soup. A curious character can make an preparations for the memorial that night.
Alchemy check (DC 20) to identify that the soup is tainted. Most of the day is spent preparing the feast for the cere-
Everyone who consumes the meal must make a Fortitude mony. The party has an opportunity to speak with the mer-
save (DC 16) or contract blinding sickness within 1d3 days. folk and find out about current events at sea. Gather
The damage is 1d4 points of Strength. Each time victims take Information checks reveal the following items:
2 or more points of Strength damage, they must make
another Fortitude save or go blind permanently. Once per Result Information
day afterward, they must make a successful Fortitude saving 10 Whaling has been bad for several months. Whales
throw to avoid repeated damage. Two successful saving are disappearing, but no one can tell why or where
throws in a row indicate that they have fought off the dis- they’re going.
ease and recovered, taking no more damage. 10 The tribe normally would be following the schools
Use of the Heal skill can help a diseased character. Every of fish south this time of year, but the large schools
time a diseased character makes a saving throw against dis- seem to be staying north for some reason.
ease effects, the healer makes a check. The diseased character 15 A pirate ship named the Yellow Dog recently sank.
can use the healer’s result in place of his or her saving throw Its cargo hold was empty and there were no bodies
if the Heal check result is higher. The diseased character on board. The merfolk suspect rival pirates cap-
must be in the healer’s care and must have spent the previ- tured the crew and scuttled the ship.
Chapter One: The Journey Begins
9
15 A faen airship was spotted in the vicinity just last If they sincerely, actively participate (being careful not to
week, headed east. eat the food, sacrificing an item of personal significance, giv-
20 A rival tribe of scrags, the Shakalzarr, have stopped ing a speech at the ceremony, etc.) award them full XP for a
patrolling their territory. They may have moved to CR 6 encounter. Additionally, Dorsa pulls the characters
other waters. If so, the merfolk can roam the aside and thanks them deeply for their consideration. She
Shakalzarr’s warmer, more bountiful territory. gives each PC a shell necklace worth 100 gp, signifying that
20 Water spirits that normally prowl the deepest each is a friend of the tribe. She also gives each of them a
cracks of the sea have been seen undulating special gift: a pearl of sturdying. This item is identical to a 10-
through shallower waters. Something must have hp sturdying elixir, except that it must be crushed in order to
stirred them from their cold, dark homes. gain the temporary hit points that item grants.
25 Mysterious purplish-blue oil slicks have been spot-
ted at sea, but no investigator has returned to tell Stranded
about them. The waters near these slicks have a This required event takes place at night, toward the end of
tangy, almost sulfuric, taste. the party’s third week at sea. (Thus the characters have
approximately one week left in their journey, unless they’ve
At sunset, the memorial ceremony begins. It consists of been delayed by some of the previous random encounters.)
three parts, each intended to assist Io-Dorthun’s spirit in its Anyone on deck will notice a purplish-blue phosphores-
journey across the Sea of the Dead. The party is invited to cence welling up underneath the ship. Occasionally a large
join in the ritual along with the crew. bubble of luminescent blue vapor belches up out of the
In the first part of the ceremony, a lavish meal is placed ocean and rises into the night air. Characters who make a
before each of the participants. Exotic seafood fills the air Spot check (DC 15) can detect a huge school of dimly-glow-
with a tempting, delicious aroma. A trio of merfolk plays a ing squid spiraling up from the deep. They are spouting a
long song of thanksgiving on seashell lutes. Dorsa thanks peculiarly thick purplish oil instead of their normal ink
the sea goddess for her mercy and bounty—and then cloud. This poisonous oil paralyzes any aquatic creatures
proceeds to cast her full plate overboard, as a sacrifice to feed who touch it. A greenbond character’s bond with the Green
and strengthen Io-Dorthun in the journey before him. The ability reveals that the squid are not natural and that several
rest of the crew and merfolk follow suit. Party members who more large unnatural creatures are rapidly approaching from
sample any of the dishes are not openly reprimanded, but deep below the ship.
draw disapproving looks from those merfolk who notice. The party can try to take evasive action, but the water
In the second segment of the ceremony, gifts are offered around the ship quickly becomes entangled in a morass of
up to Io-Dorthun. Each merfolk presents some personal squid tentacles more than 500 feet in diameter. This is
item, explains its significance and how it will aid the giant’s shortly followed by several geysers of luminescent blue vapor
spirit, and then casts it into the sea. Dorsa removes a much- and a loud thump as the ship is struck by a nautilus shell ris-
prized ring of fire and heat, which she used to defeat a band of ing up underneath it. Anyone standing on the deck must
marine trolls, and tosses it overboard. make a Fortitude save (DC 13) or be knocked prone.
In the final part of the ceremony, the merfolk pour a small The Briny Jack is aground amid a forest of 30-foot-tall
amount of seawater into large wooden bowls containing razor-sharp coral. An “island” some 600 feet in diameter
votive candles, slice open a finger with some jagged coral, rises up out of the sea, stranding the ship. As the squid slide
drip the blood into the water, and set the bowls adrift on the off the side of the ship and flop about the jagged surface
sea. Dorsa explains that these floating lanterns are spirit- below, it’s clear that being stranded is not the party’s only
decoys, meant to confuse the Eaters of the Deep, tricking problem: The coral has punched a hole in the hull 12 feet
them into attacking the flickering bowls while Io-Dorthun’s across, next to the cargo hold.
soul sails safely past.
If the party does not participate at all, the crew is offended
and treats them coolly for the rest of the trip. Should the
characters join in the ceremony, but only half-heartedly,
Dorsa thanks them for participating and wishes them luck in
their journey. Award them 50 percent of the XP for a CR 6
encounter.
Chapter Two
Knowledge (nature) check (DC 20) reveals that the Destoari has placed an invisible touch-triggered rune of
always choose to take 10 on a Swim check, even if distracted • Her offers of material reward and service are immediate
or endangered. She can use the run action while swimming, and tangible. If anyone is in a position to double-cross
provided she swims in a straight line. on the deal, it is the party. She is bargaining in good
faith.
Destoari wants to destroy the Black Conch. She can then • If the party cares about the suffering of surface crea-
return Phulsileerius’ shell to its rightful resting place on the tures, they will seek to right this imbalance in the circle
ocean bottom and reunite with her sisters. However, she sees of life and death.
no way to accomplish this without coming into direct conflict • The Black Conch is growing in power. The nautilus is
with her siblings—and ultimately, she cares more for the lives traveling faster, its raids bolder and more frequent. The
of her sisters than she does for the pain some strange surface conch may become unstoppable if its conquests go
creatures might suffer due to the Black Conch. unchecked.
With the arrival of the party, Destoari sees an opportunity
to liberate Briinkirria and Shassalia. She offers the following If the characters agree to her terms, Destoari gives them a
items and services now in return for the party’s assistance: headband with a large emerald set in it. This is the covey’s
• Pearls and jewelry worth 900 gp hag eye, and through it she can monitor the PCs to make sure
• A set of Devanian plate armor they do not kill or maim her siblings. Though she created it
• Applying a rune of armor to two PCs with her sisters, she has kept it in a box for many months,
and they are unlikely to attempt to access the vision it pro-
She is willing to give up all these things, but insists that vides.
the characters agree to one important promise: They will Destoari does not know much about the current state of
allow no permanent harm to come to either of her sisters, no affairs inside the shell. She was exiled about a year ago. She
matter what. She will go so far as to make all party members does know there are five chambers inside, all with breathable
swear an oath to this effect. It’s that important to her. air, but the layout and contents of those five chambers most
Destoari promises the following items after the party suc- certainly have changed. She has spotted zombie whales near-
cessfully delivers her sisters to her: by and therefore does not recommend swimming over the
• A remove malady charm (This would cure anyone blinded side to enter the nautilus. Instead, she points the PCs to the
by sickness during the earlier portion of the voyage.) oyster shell entrance on the far south side of the shell. She’s
• A ring of magical might (2nd-level slot) also a bit surprised that no one has attacked the Briny Jack
• Materials and help repairing the Briny Jack (Between the yet; usually Shassalia would have sent some zombie crabs to
wooden planks of Destoari’s home and her oil of greater storm the boat by now.
repair, this aid would patch the hole in the ship’s hull.)
The Giant Oyster Shell
She describes her sisters and their abilities and also indi- At the far south end of the path across the nautilus shell,
cates that the Black Conch has some sort of energy-draining the party finds the door Destoari described (see previous
power and can create undead. If pressed, Destoari reveals the section). Nearly 20 feet wide, this oyster shell is unusual
truenames of her sisters. However, as a measure of insur- both for its size and the fact that it seems partially embed-
ance, she stipulates that two of the PCs must reveal their ded in the surface of the nautilus shell. If anyone speaks
truenames to her. the name “Phulsileerius” within 50 feet of it, the shell
The party may very well feel hesitant to deal with a sea opens up to reveal a 15-foot-diameter passage sloping
hag, much less help reunite a covey of hags. Destoari uses down into darkness. The entrance closes after being open
the following arguments in her defense: for 10 rounds. The passage continues on a steep downward
• The Black Conch is the real enemy here. Prior to its slant for several hundred feet. As the party approaches the
awakening, the hags were content to roam the depths of end of the passage, another oyster shell opens (of its own
the sea and leave the surface world alone. accord) and gives access to the interior of the nautilus at
• She swears an oath on the memory of Phulsileerius that its lowest level.
neither she nor her sisters will harm them in any way
once the Black Conch has been destroyed.
• She seeks to return the nautilus shell to the bottom of
the sea, as exposing it to the air disrespects the spirit of
her fallen companion.
Chapter Three
13
What Lies Within
The Black Conch has used a dark ritual to spark the hungerfire. This magical flame consumes the souls of living creatures,
giving life to undead. Working with Briinkirria, the Black Conch has created a number of zombielike minions, which
harvest the creatures of the sea both to fuel themselves and to create more undead.
he interior of the nautilus shell is filled with lumines- cachalot whales are beached along the edge of the lagoon.
Chamber of Echoes
Squid Hatchery
Whale Lagoon
14 The Depths of Hunger
Current Situation Feats: Hands as Weapons, Iron Will, Power Attack, Skill
Shassalia floats above the island at the southeast end of the Application (Spot and Listen), Track
room. She has used up her 3rd-level spell slot by casting a Possessions: Ring of sustenance, javelin of lightning, 4 javelins,
heightened ice bolt and spent her daily manifestation of mind leather jack
cloud. Kriga hovers above the northwest island and has Note: Choriiz has had his claws imbued with a +1 enhance-
taken 40 points of subdual damage and 31 points of lethal ment bonus.
damage. Choriiz has taken 9 points of subdual damage and
26 points of lethal damage. Shassalia Sea Hag Mind Witch 7: Medium Monstrous Humanoid
The scrags have split the ochre jellyfish a couple of times. (Aquatic); CR 12; HD 3d8+6, 7d6+7 (51 hp—currently 33,
Unfortunately, the multiple jellyfish simply use aid another dying –1, dead –13); Init +1; Speed fly 30 feet (good), swim
actions to increase their chances of establishing a grapple. 40 feet; AC 20 (+1 Dex, +3 natural, +6 armor), touch 11, flat-
Two ochre jellyfish currently grapple Kriga, while two others footed 19; Base Atk +8; Grapple +12; Atk Mind blade +12
hover nearby, trying to make their attempts. The final two melee touch (1d6+7 subdual); Full Atk Mind blade +12/+7
float over the large center island and have just finished dis- melee touch (1d6+7 subdual) or 2 claws +12/+7 melee
solving the body of the third scrag, Glatokk. Choriiz hangs (1d4+4); SA Horrific appearance, evil eye, mindfire, mind
in the air above the northeast island, trying to decide blade, mind cloud; SQ Amphibious, spell resistance 14, The
whether he should charge Shassalia or come to Kriga’s aid. Sight, familiarity with magic; SV Fort +6, Ref +8, Will +14;
Str 19, Dex 12, Con 12, Int 10, Wis 18, Cha 14
Kriga, Scrag Shark Totem Warrior 2: Large Giant; CR 7; Skills: Concentration +11, Intimidate +9, Knowledge (magic)
HD 6d8+36, 2d10+12 (86 hp—currently 15, dying –6, +8, Listen +9, Sneak +4, Spellcraft +6, Spot +9, Swim +12
dead –24); Init +2; Speed fly 20 feet (good), 40 feet swim; Feats: Craft Charged Item, Modify Spell, Peaceful Mage, Skill
AC 19 (–1 size, +2 Dex, +6 natural, +2 armor), touch 11, Application (Spot and Listen), Sturdy, Tattooed Spell
flat-footed 17 Base Atk +6; Grapple +16; Atk Long spike- (heightened lesser battle healing)
stick +11 melee (2d6+9/×3); Full Atk Long spikestick Spells Readied: (currently 4/4/3/0; DC 14 + spell level): 0—
+11/+5 (2d6+9/×3), or 2 claws +11 melee (1d6+6) and bite contact, detect magic, read magic, seeker, sense thoughts; 1st—
+6 melee (1d6+3); Face/Reach 5 feet × 5 feet/10 feet; charm, compelling command, compelling question, mind stab,
SA Rend 2d6+9; SQ Darkvision 90 feet, low-light vision, resistance; 2nd—blinding light, ice bolt, lesser battle healing,
regeneration 5, scent; SV Fort +14, Ref +4, Will +3; Str 23, protective charm; 3rd—whisper of madness
Dex 15, Con 23, Int 6, Wis 9, Cha 6 Possessions: Periapt of wisdom +4, leather coat +2 (10 percent
Skills: Knowledge (sailing and navigation) +2, Listen +5, chance of spell failure), wand of subdual icebolts (27 charges)
Spot +11
Feats: Bloody Strike, Exotic Weapon Proficiency (agile), Iron Combat
Will, Skill Application (Spot and Listen), Track Mind Witch: Mind witches who succumb to mind-affecting
Possessions: Bracers of armor +2, eyes of the eagle, oil of invigor- effects halve the duration of those effects.
ate item, oil of cloak of darkness, potion of protection from ele- Mind Cloud (Sp): Once per day Shassalia summons a
ments (fire), potion of acrobatics swirling cloud of psionic energy that can appear anywhere
within 100 feet of her, with a diameter of 30 feet. All within
Choriiz, Scrag Shark Totem Warrior 2: Large Giant; CR 7; the area must make a Will save (DC 17) or be dazed for
HD 6d8+36, 2d10+12 (81 hp—currently 46, dying –6, 1 round. The cloud lingers for 1 round per witch level.
dead –24); Init +2 Speed fly 20 feet (good), 40 feet swim; Mindfire (Sp): Shassalia launches a blast of pure psionic
AC 19 (–1 size, +2 Dex, +6 natural, +2 armor), touch 11, energy from her forehead at a target within 50 feet. The
flat-footed 17; Base Atk +6; Grapple +16; Atk Claws +12 mindfire inflicts 5d6 points of damage, half of which is sub-
melee (1d6+7); Full Atk Claws +12/+7 melee (1d6+7) or 2 dual damage. A Will saving throw (DC 17) negates the dam-
claws +12 melee (1d6+7) and bite +6 melee (1d6+3); age. Shassalia can use mindfire four times per day. Using
Face/Reach 5 feet × 5 feet/10 feet; SA Rend 2d6+10; this psionic, mind-affecting ability is a standard action.
SQ Darkvision 90 feet, low-light vision, regeneration 5, The Sight (Su): Shassalia can see personal auras. She can
scent; SV Fort +14, Ref +4, Will +4; Str 23, Dex 14, Con 23, determine the class and level (if any) of a creature she
Int 6, Wis 10, Cha 6 observes for at least one minute. Creatures that are disguised
Skills: Knowledge (sailing and navigation) +2, Listen +6, or attempting to avoid the witch’s Sight can make a Will sav-
Spot +7 ing throw (DC 17) to negate the effect.
Chapter Three: What Lies Within
17
Familiarity With Magic (Ex): Shassalia gains a +2 com- Improved Grab (Ex): To use this ability, an ochre jellyfish
petence bonus to all saving throws against spells and spell- must hit with its slam attack. It can then attempt to start a
like and supernatural abilities (including magic items). grapple as a free action without provoking an attack of
Further, she gains a +2 competence bonus to Armor Class opportunity. If it wins the grapple check, it establishes a hold
against spells requiring attack rolls. and can constrict.
Horrific Appearance (Su): The sight of a sea hag is so Split (Ex): Slashing and piercing weapons and electricity
revolting that anyone (other than another hag) who sets attacks deal no damage to an ochre jellyfish. Instead the
eyes upon one must succeed at a Fortitude save (DC 13) or creature splits into two identical jellyfish, each with half of
instantly become weakened, taking 2d6 points of Strength the original’s current hit points (round down). A jellyfish
damage. This damage cannot reduce a victim’s Strength score with 10 hit points or less cannot be further split, and it dies
below 0, but anyone reduced to Strength 0 is helpless. if reduced to 0 hit points.
Creatures who are affected by this power or who successfully
save against it cannot be affected again by the same hag’s Aftermath
horrific appearance for another 24 hours. The save Difficulty Since the PCs’ opponents were significantly wounded at the
Class is Charisma based. start of this encounter, award them 50 percent of the normal
Evil Eye (Su): Three times per day, Shassalia can cast XP for each combatant they defeat.
her dire gaze upon any single creature within 30 feet. The If the party defeats Shassalia, Kriga and Choriiz insist on
target must succeed at a Will save (DC 13) or be dazed for taking her life as a measure of justice. This may pose a prob-
three days, although remove curse can restore sanity sooner. lem for the party if they swore the oath with Destoari. Some
In addition, an affected creature must succeed at a convincing arguments may allow the party to spare Shas-
Fortitude save (DC 13) or die from fright. Creatures with salia’s life, but the totem warriors will feel no compulsion to
immunity to fear effects are not affected by the sea hag’s aid the party in any way. Their only concern will be in freeing
evil eye. their shark brethren. On the other hand, if the party allows
Amphibious (Ex): Although sea hags are aquatic, they can Kriga and Choriiz to execute Shassalia, the scrags offer to
survive indefinitely on land. assist in purging the shell of its hateful inhabitants—despite
Skills: Shassalia has a +8 racial bonus on any Swim check their current weakened condition or the sharks’ immediate
to perform some special action or avoid a hazard. She can plight.
always choose to take 10 on a Swim check, even if distracted Used to relying on their fearsome combat abilities, Kriga
or endangered. She can use the run action while swimming, and Choriiz consider each encounter an opportunity for
provided she swims in a straight line. vengeance. They lack the wisdom for a more rational
approach, and this makes them stubborn, impulsive allies.
Ochre Jellyfish (6): Large Ooze; CR 5; HD 6d10+36 (69 hp— If the party captures Shassalia alive, she taunts them
currently 34, 34, 34, 34, 17, 17, dying –6, dead –22); Init –5; haughtily. She claims they are no match for the power of her
Speed fly 10 feet (good); AC 4 (–1 size, –5 Dex), touch 4, sister, and they will not survive the embrace of the conch.
flat-footed 4; Base Atk +4; Grapple +10; Atk Slam +5 melee She lies to them about the remaining chambers and exagger-
(2d4+3 plus 1d4 acid); Full Atk Slam +5 melee (2d4+3 plus ates the powers of her sister and the conch. She uses her
1d4 acid) Face/Reach 10 feet × 10 feet/5 feet; SA Acid, con- mind witch ability to eschew all spell components to attempt
strict, improved grab; SQ Blindsight 60 feet, split, ooze escape or create chaos within the party at key moments. She
traits; SV Fort +8, Ref –3, Will –3; Str 15, Dex 1, Con 22, Int uses The Sight on the party to analyze its strengths and
—, Wis 1, Cha 1 weaknesses and employs her evil eye as a demonstration of
Skills: — her power. She tries to be as uncooperative a hostage as pos-
Feats: — sible, forcing the party to deal with her constantly in an
effort to elicit an opening or critical mistake.
Combat At the south end of the room, the huge lamprey statue
An ochre jellyfish attempts to envelop and squeeze its prey. flooding the chamber with seawater coils down from the
Acid (Ex): An ochre jellyfish secretes a digestive acid that ceiling some 80 feet overhead. Its mouth is 10 feet tall, and
dissolves only flesh. Any melee hit or constrict attack deals a passageway inside spirals up to the chamber above. A
acid damage. decanter of endless water strategically placed inside the
Constrict (Ex): An ochre jellyfish deals automatic slam mouth provides a constant flow of seawater to the squid
and acid damage with a successful grapple check. hatchery.
18 The Depths of Hunger
Chamber Three:
Chamber of Echoes (EL 7)
Through the lamprey exit, the PCs arrive at the south end of
another round chamber. (See map.)
points. This ability is usable twice per day. especially reluctant to In this state, a creature needs to ingest further
life to keep the hungerfire burning. Victims
Nature’s Gift (Su): Once per day, Briinkirria can use her swear the oath, award become ravenous carnivores, swallowing
connection with the Green to draw on the power of nature them 75 percent of whole whatever creatures they can in order
to feed the fire which sustains their undeath.
and infuse it within herself. She must be touching some- the XP. In either case, Hungerfire zombies always spout a lumines-
thing solid and natural (the ground, a bit of unworked grant an additional 15 cent blue smoke from their mouths and empty
eyesockets: the life essence of the creatures
stone, a plant, or an animal) to activate this ability. She gains percent XP bonus for burning in their gullets.
a +2 divine bonus. Briinkirria can add this bonus to any d20 each sister who sur-
roll she makes in the following round. She can impart this vived.
gift to an ally she touches during the following round (the
ally must use the bonus in that round). Breaking the Oath
Trackless Step (Ex): Briinkirria leaves no trail in natural If the characters reneged on their oath, they find Krohl and
surroundings and cannot be tracked. some sibeccai crewmembers hiding out among the coral
Skills: As a sea hag, Briinkirria has a +8 racial bonus on when they return to the surface. Destoari has attacked the
any Swim check to perform some special action or avoid a ship, killing Sengarr and a dozen crew members before
hazard. She can always choose to take 10 on a Swim check, Krohl and the rest could escape. Krohl insists that the party
even if distracted or endangered. She can use the run action help recapture the ship. Overcome with rage, Destoari has
while swimming, provided she swims in a straight line. piled the sails around the masts and set the ship on fire. She
then begins tearing apart the deck. If the party members do
On closer inspection, a small table of candles near the not act immediately, they will not be able to salvage the sails.
hag’s nest turns out to be an articulated long shield +1. A In the event that they defeat Destoari and save the sails,
small, felt-lined box next to the nest contains two vials (oil of they lose three days of travel time due to the loss of the cap-
eldritch armor and oil of invigorate item) and a token of lesser tain and crew. If they can’t save the sails, they lose six days of
creation. travel time, unless they can jury-rig some other solution.
Cauldron of Careful Distillation: When boiled with the Regardless, they will need to find a way to sink the nau-
proper mixture of seawater, weeds, and whale blubber, the tilus shell and repair the ship before they can get underway
cauldron can be used to identify any magical item cooked in again. Punching a hole in the very center of the nautilus
the brew. Every hour the cauldron boils, it produces a cup of shell will release the hungerfire smoke trapped inside. The
broth. When imbibed, each cup of broth yields information shell will sink shortly thereafter. An enterprising party might
as though the user had cast an analyze spell. capture the smoke as it escapes and use it to create a balloon,
Faint divination, Caster Level 1st; Craft Constant Item, or they may simply wish to save it for future study.
analyze; Price 3,000 gp; Weight 70 lbs.
Appendix
f they are delayed more than seven days, Lallask cannot be A local businessman named Dalmat needs a large, heavy
MONTE COOK’S
ARCANA UNEARTHED:
A VARIANT PLAYER’S HANDBOOK
ISBN 1-58846-065-7 • WW16140 • 256 pages • $29.95 U.S.
Arcana Unearthed is a complete handbook offering players new
races, classes, and character options. It also includes alternate
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remaining true to the 3rd Edition core and revised rules.
And look for these official tie-in products from our publishing partners:
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Plus, look for modules coming soon from Necromancer Games!