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The Hunger Isles

Chapter One: Raid on Windscar

Adventure background:

Coastal settlements are being plagued by the vicious sahuagin. These sea-demons do not kill the
hardworking fishermen and villagers who make their livelihoods there, but instead, they capture
them and drag them down into the abyssal waters, never to be seen again.
The reasons for such heinous acts remain a mystery, shrouded in the murky depths of the sea. But
one figure has emerged, claiming to know the whereabouts of the captives - a series of isolated
isles that lie offshore, far beyond the reach of ordinary sailors.
It is said that upon these isles, the sahuagin practice bizarre rituals and cruel sports upon their
hapless prisoners. What dark purpose lies behind these barbaric practices, none can say.
But one thing is certain - those who venture to these isles do not return. Save for a single dwarf,
known as Hamhock, who claims to have journeyed there and returned alive.
Now, a group of adventurers has come together, seeking to rescue those taken by the sahuagin and
put an end to their wicked deeds. With Hamhock as their guide, they set sail towards the distant
isles, ready to face whatever dangers lie ahead.
In the shadow of the great sea, their fate is uncertain. But the bravery and steadfastness of our
heroes may yet bring light to these dark and troubled waters.

Plot hooks:

 The heroes might be investigating rumors of sahuagin attacks while visiting the fishing
village of Windscar. Windscar is recovering from one such attack only two weeks ago (see
below).
 The village is attacked at night while the heroes are present.
 Following the attack, a merchant approaches the heroes for help in seeking out and
routing the sea monsters.
 Allow the heroes to explore the village and meet the locals (mostly fisherman and
farmers). Some of the locations in the village are described briefly below.
The Village of Windscar Map
1. Mayor's office

This building is newly whitewashed. A wooden sign hangs above the door depicting a
linked chain. Lying near the entrance of this building, you notice a dog, lifting its head
with curiosity. Its shaggy fur is unkempt and untrimmed but the dog's eyes are bright
and friendly as its tail wags in greeting.

This is the residence and workplace of Jonas Aberdeen, the mayor of the village. Despite his
middling years, his salt and pepper hair gives him a somewhat weathered appearance. His bright
and intelligent eyes stand out against the furrows etched deeply into his forehead, creating a
perpetual frown.
Eager to meet the heroes, Jonas greets them warmly and asks about the purpose of their visit to
Windscar. He proceeds to provide them with the following information:

 Sahuagin attacked the village 2 weeks ago. The sea monsters were intent on capturing
villagers and dragging them into the sea. A number of villagers are now missing. Similar
attacks have befallen other settlements on the coast near Windscar.
 After extending a warm welcome, Jonas informs the heroes that several buildings in
Windscar were damaged in the recent attack. He notes that the sahuagin made a
surprising effort to target the bridge that connects the two sides of the village, specifically
attempting to set it ablaze. Jonas suspects that this was done in order to impede the
village militia, who are stationed on the eastern side of the village (area 2), from crossing
the river to assist with the defense of the western side.
 Jonas is expecting further attacks on Windscar; the bridge has since been rebuilt with a
temporary structure.
 Jonas reveals that 'Hawker' Hawthorn, a well-to-do merchant, is seeking the aid of
mercenaries and adventurers to track down the sahuagin's lair and eliminate the threat.
He mentions that Hawthorn is reportedly offering a generous sum of gold as a reward, “fit
for a king”. In response, Jonas offers to send a message to Hawthorn on behalf of the
heroes, should they be interested in pursuing this opportunity.
 Jonas' dog has the statistics of a mastiff (Monster Manual, page 332) and goes everywhere
the mayor does, protecting him with its life.
2. Fortified Militia Building

Standing out amidst the village's predominantly wooden structures is the lone stone
building, distinguished by its 10-foot-high walls and crenelated battlement. The sturdy
walls of the building exude a sense of strength and resilience, a testament to the
expertise of the builders who constructed it. At the top of the walls, a pair of armored
militia can be seen, their spears glinting in the light as they scan the horizon for any
signs of danger from the sea.

At any given time, a pair of militia (use guard statistics, Monster Manual, page 347) patrol the
rooftop, while another d4+1 guards sleep or eat in the building below. The militia is loosely led by
a retired sailor, a grizzly man named Jeffrey. Jeffrey has the same statistics as a guard, but keeps
Potions of Superior Healing and Flying on him at all times.

Each of the guards on rooftop duty carry a horn used to sound an alarm at the first sign of an
attack on the village.

3. Repaired Bridge

Constructed hastily from rough-hewn wooden planks, the temporary bridge has a
narrow, single-lane path. The planks creak and sway with every step, and the
handrails, made from sturdy tree branches, offer some sense of stability as one crosses
the river. Despite its makeshift construction, the bridge is vital for connecting the two
sides of the village, maintaining commerce and communication. The remnants of the
old bridge can be seen in the water, a stark reminder of the recent devastation inflicted
upon the village.

Fishing boats of various descriptions are tied up along the waterline, some visibly
damaged and clearly unseaworthy.
4. Village Square

The sounds of seabirds and the nearby ocean mingle with the chatter of fishermen and
the hum of activity from the few wooden businesses that surround the square.

The square itself is a dusty expanse, with a scattering of benches and tables where
locals and visitors alike can relax and enjoy the fresh sea air. The wooden businesses
that dot the perimeter of the square include a general store, a fish market, and a small
tavern, each with its own distinct character and charm. Despite its small size, the
village square bustles with life and activity, a testament to the hardworking spirit of
the people who call this place home.

The larger building to the southeast is the village's only tavern: The Drowned Mug. Most of the
townsfolk collect here at the end of the day to share their stories. The tavern is run by sisters
named Jenna and Eliza. The girls can handle themselves in a tussle (use statistics for thugs if
needed, Monster Manual, page 350).

Mounted above the bar are the heads of various sea creatures, including the finned head of an
open-mouthed sahuagin bearing rows of sharp teeth. On closer inspection, the heroes can see a
crossbow bolt protruding from the creature's scaled forehead. If the heroes inquire about the
trophy, Jenna retrieves her heavy crossbow from beneath the bar and grins widely. “That one
came too close to my sister.”

At any time there will be 2d4 locals (commoners, Monster Manual, page 345) here during the
day, the number swelling to 4d4 in the evenings). All the talk in the tavern is about the recent
sahuagin attacks and the chances of further trouble. The patrons speak of the merchant,
'Hawker' Hawthorn, hoping he will attract mercenaries to deal with the threat.

On any given night there is a 50% chance that a local bard named Roberto is here performing . . .
badly (as he is always drunk) for the patrons. The locals complain that Roberto can only
remember the tune to one song: Full Nets at Dusk.
Full Nets At Dusk

We rise before the break of dawn


With nets and lines, our tools at hand
The salty air and ocean's song
Our calling to the sea, our homeland,

We are the fishermen of the coast


Braving storms and waves, we boast
Our livelihood from the ocean's host
A humble life, we cherish the most,

Our boats are weathered, our hands rough


Our eyes are sharp, our spirits tough
We cast our nets with a silent prayer
For a bountiful catch, our hearts aware,

We are the fishermen of the coast


Braving storms and waves, we boast
Our livelihood from the ocean's host
A humble life, we cherish the most,

We share a kinship with the sea


Its mysteries and wonders we see
Our lives are woven into its tapestry
A bond that will forever be,

We are the fishermen of the coast


Braving storms and waves, we boast
Our livelihood from the ocean's host
A humble life, we cherish the most.

If one of the heroes is a performer, the patrons of the tavern encourage them to participate in a
performance. If the performer succeeds on a DC 12 Charisma (Performance) check, one of the
locals gives the hero 3 x Potions of Water Breathing.

If the heroes make it known that they will assist the village, their accommodation and
food/drinks are complimentary.
5. Equipment shop

A man named Marcus runs a modest shop of general goods here. A sign hangs above the door
depicting smoke rising from a cooking pot. Marcus sells most mundane equipment found in the
Players Handbook and a modest range of weapons and armor (Dungeon Master's discretion).

If Marcus learns that the heroes are willing to aid the village, he produces a worn sea chest and
unlocks it with a key that hangs under his shirt. Marcus produces a jar of Keoghtom's Ointment
and a Ring of Free Action, which he is willing to part with for half the normal value of such
magical items.

Night attack

A raiding party of sahuagin attack Windscar at night, an hour after midnight.


Read the following, adjusting as needed:

You are jolted awake by the sound of a horn blaring urgently nearby. The peacefulness
of the night is shattered as screams and the clash of metal fill the air.

As you gather your equipment and stumble out of the tavern, you see that the village is
under attack from the sea. Sahuagin warriors emerge from the waves wielding spears
and nets, their razor-sharp teeth glinting in the moonlight.

To makes things worse, a storm has moved in from the sea. Sheeting rain is reducing
visibility and adding to the chaos of the attack.

The sahuagin attack in two directions as indicated on the village map (see the arrows marked A
and B on the map above).
Each group consists of:
 2 hunter sharks (see below)
 6 sahuagin warriors (see below)
 1 sahuagin priestess (Monster Manual, page 264)

The priestess uses her spells to the advantage of her warriors, and remains in the rear. The
sharks patrol the stormy water about 50 feet from shore, their fins visible with a successful DC 14
Wisdom (Perception) check. The sharks attack anyone entering the water.
The sahuagin aim to capture, not kill, their foes.
See page 198 of the Player's Handbook for rules regarding Knocking a Creature Out. Simply,
when an attacker reduces a creature to zero hit points with a melee attack, the attacker can
knock the creature out. The creature falls unconscious and is stable. Unconscious creatures are
carried or dragged to the sea, wrapped in netting, and tied to the back of the waiting sharks.
To add to the sinister nature of the attack, the sahuagin could capture one or more of the NPCs
mentioned above, or even one or more of the heroes.
Sahuagin Warrior
Developments:

 The heroes will presumably be asleep in the Drowned Mug when the attack occurs. It will
quickly become apparent that the sahuagin are attacking the village at multiple points.
 If the heroes split their numbers, they may be outmatched.
 If the villagers and militia are left to defend themselves against one of the enemy forces (A
or B), they will be overrun. A number of villagers will be captured, while the remainder
flee inland or hide in the village's buildings.
 Come morning, the mayor thanks the heroes for whatever assistance they offered. Jonas
begs the heroes to wait for the merchant named Hawthorn to arrive in town.
 'Hawker Hawthorn' arrives in town with an armed caravan, and is desperate to meet the
heroes.
Chapter Two: 'Hawker' Hawthorn, a Pirate named Hamhock, and the
Hunger Isles

The Dungeon Master should decide when the merchant named 'Hawker' Hawthorn arrives in
Windscar. When you are ready to continue the adventure, read the following:

You hear the sound of horses and wagon wheels turning in the distance. Soon, an
armed caravan comes into view, four wagons pulled by sturdy draft horses. Each
wagon has a canvas covering stretched over a wooden frame, and a few crates and
barrels are visible inside.

The man in the lead wagon catches your attention. He wears an expensive doublet and
leather armor, and a rapier hangs at his side. His face is tanned and lined, and his hair
and beard are well-groomed. The man exudes an air of authority.

As the caravan passes into the village, the townsfolk watch from their doorways and
windows, some curious, others wary. The caravan pulls up in the town's square, and
the armed guards quickly set up a perimeter around the wagons. The man known as
'Hawker' Hawthorn jumps down from his wagon and begins to direct the unloading of
the goods.

Hawthorn wastes little time in meeting with the mayor. Jonas invites the heroes to attend the
meeting too.
Use the following information to describe the meeting:

 Hawker is the proprietor of a trading consortium known as the Black Trident and
commands a modest fleet of seaworthy vessels that traverse the coastal cities near
Windscar.
 Hawthorn specializes in the trade of opulent silks, fragrant spices, and rare wines.
 Hawthorn's fleet has fallen prey to the sahuagin, and he seeks the heroes' assistance to
bring an end to their depredations.
 The merchant adds that the sahuagin have been intent on capturing, not killing the crews
of his vessels. This behavior is eerily similar to what the residents of Windscar have
experienced.
 Hawker has forged an uneasy alliance with his longtime adversary, the infamous dwarven
pirate known as Hamhock. Hamhock's vessels have likewise been sacked by the sahuagin,
forcing them to put aside their differences and combine their strengths to vanquish these
aquatic fiends.
 Hamhock claims to know the exact location of the sahuagin underwater lair, and is
willing to transport a strike team of mercenaries to the site.
 Hawker offers a princely sum of 1,000 gold pieces to each of the heroes if they undertake
such a daring task.

If the heroes accept Hawthorn's contract, it takes him a few days to make arrangements with
Hamhock. The heroes are not party to these negotiations, and you can skip ahead if desired.
After the stated amount of time, Hawthorn calls for another meeting with the heroes and the
mayor, Jonas. Read the following:

"I have arranged a meeting with a pirate named Hamhock," says the merchant. "I will
take you to meet him and transfer your company to his vessel. Though he is a pirate,
he is known to keep his promises, and it is in his interest to help us eradicate these sea
monsters once and for all."

Jonas gives the heroes a wooden box containing Potions of Water Breathing, one per hero. The
mayor warns the heroes that the enchantment last 1 hour and hopes they will be useful.
Hawthorn will also lend the heroes a Ring of Swimming.

Allow the heroes to make any preparations they desire.


The following day, a galley sails into the bay and anchors offshore. The vessel is one of
Hawthorn's swiftest vessels. A longboat manned by 6 sailors rows to shore and ferries the heroes
to the vessel.
Developments:

 Hawthorn does not travel with the heroes.


 The vessel is The Skipjack, captained by a human named Hammond Jast. The vessel is
detailed in another of my adventures: Sea Encounters. You will find descriptions of the
captain and crew, as well as a myriad of random sea encounters in that adventure.
 The Skipjack sails for a day and night before rendezvousing with Hamhock's pirate ship,
The Black Braid.
 The heroes are transferred to their new vessel without incident.

Read the following:

You are ferried over to The Black Braid, a smooth black vessel riding high in the water.
The crews regard each other with little trust and few words are spoken.

Once on deck, a dwarf emerges from a cabin bearing a mischievous grin and a
meticulously groomed beard, oiled and tightly braided. "Welcome aboard, landlubbers!
I'm Hamhock, and I reckon you've heard of me," he says. "Now, we're off to do a bit of
fishin'. Make yourselves comfortable, and we'll be on our way in no time. If you've got
any questions, keep'em to yourselves.”

Feel free to add extra encounters on board The Black Braid or jump ahead with the adventure.

Captain Hamhock is a man of his word and bears the heroes no ill will or harm. The dwarf
genuinely wants to see the heroes succeed in their mission and will do his best to help them
succeed. The heroes will not necessarily know this however, so feel free to ratchet up the tension
on board the pirate ship.

The Black Braid sails along the coast northward for another day before anchoring in shallow
water near a group of low isles.
Hamhock meets you on the poop deck as the vessel approaches a cluster of small
islands. "Those islands ahead are the Hunger Isles," he says gravely, pointing towards
them. "The sahuagin have been known to take their prisoners there, but we have no
idea why. Whatever it is, it can't be good." The dwarf's expression turns serious. "Their
ability to breath air is limited, so their lair must be close. May fortune favor you all."

Hamhock gives the heroes a bullseye lantern, oil and a tinder box, to signal when they are ready
to be picked up from the island.
The heroes are ferried to the islands by longboat. The sailors cast fearful glances at the island and
surrounding shoals as the longboat approaches. Once the heroes disembark, the sailors make
haste back to The Black Braid.

The Hunger Isles


The Hunger Isles Map
The Hunger Isles

The Hunger Isles serve as a cruel testing ground for young sahuagin warriors and a source of
entertainment for the twisted race. Humanoid prisoners are brought to the island and left to
fend for themselves, with little chance of rescue.

When a male sahuagin reaches maturity, he is sent to the island alone to prove his worth as a
warrior. The challenge is to kill at least one of the captives, who are armed with various weapons
and armor to increase the stakes. It is not uncommon for the captives to defeat their sahuagin
attackers, bringing shame to the warrior's tribe.

In addition to the brutal testing ground, the sahuagin have constructed an underwater temple
nearby where they conduct ceremonies that involve sacrificing humanoids. The temple adds to
the island's grim atmosphere and highlights the twisted nature of the sahuagin.

The Hunger Isles are a place of despair and hopelessness, with the forlorn atmosphere
permeating everything on the island.

The cluster of low-lying islands is a foreboding sight, made of black basalt rock that
looks like it was torn from the earth by some ancient force. The islands are
honeycombed with twisting caves and crevices, leading deep into the heart of the rock.
The sound of waves crashing against the jagged shore fills the air, mingling with the
eerie whispers of the wind.

Pools of dark water litter the islands, each one reflecting the dark sky above like a
twisted mirror. The black sand stretches out like a desolate wasteland, giving the
impression of a place long forgotten by the light of the sun. Patches of weed-like
vegetation cling stubbornly to the rocks, determined to survive in this hostile
environment.

Crabs scuttle over rocks in a ceaseless search for food. Their movements create a living
carpet that seems to writhe in the dim light. It is a haunting sight, made all the more
ominous by the knowledge that the sahuagin have made these islands their home.
Area descriptions:

1. Hunger Bay

The shallow bay here is relatively protected from the sea and winds. Wrecks of wooden
vessels litter the black sandy beaches and rocky outcrops.

The water's depth is 3-5 feet depending upon the tides.

2. Crab Feast

Swaths of seaweed-like vegetation cling to the shoreline. The vegetation is covered in


crabs of all sizes, scurrying over the slimy green strands like a living carpet. As you
step closer, you begin to make out stark white bones littering the beach. The stench of
death and decay permeates the air, as if warning you to turn back.

A hero who succeeds on a DC 8 Intelligence (Nature) check can discern the scattered remains of
numerous humanoids. Those who pass a DC 16 Intelligence (Investigation) check can determine
that the bones are of different ages, with some being more recent than others. Additionally, they
can identify that the victims suffered from severe piercing injuries.

The remains have been thoroughly picked clean by predators and presumably, looters.
3. Graveyard

This area is somewhat sheltered from the uncaring wind. It is clearly a graveyard.
If the heroes investigate, read:

Dozens of mounds of dark sand are scattered about, appearing to have been hastily
dug and marked with simple wooden crosses. Many are weathered but some are topped
with personal items such as shells, trinkets and small stones.

The wind howls through the area, causing the sparse vegetation to sway eerily. The
overall feeling is one of sadness and loss, a desolate and grim sight indeed.

There is nothing of value here.

4-5. Survivors

The entrances to these caves are guarded by a grizzly sight: a decaying sahuagin head set on a
spear thrust into the soil. Flies buzz noisily and crabs crawl into the hollow eye sockets.
Within these caves reside 22 survivors taken from settlements along the coast. If any NPCs or
heroes were captured in chapter one, they will be found here.
The leader of the group is a woman named Shadi. Shadi is a 3rd level druid (Player's Handbook,
page 64) with the ability to wild shape into a beast of ¼ CR. Shadi has been using her wild shape
ability to transform into a giant crab in order to hunt fish for the survivors. She has considered
transforming into a flying beast and seeking help, but is loathe to leave those dependent upon
her. Shadi is aware of the nearby shrine (see chapter 3) and can lead the heroes there.
The survivors are mostly commoners (Monster Manual, page 345). Feel free to flesh out their
backgrounds, races and abilities.
The survivors have basic weapons, mostly spears, rapiers and crude wooden shields. Most are
emaciated, suffering various diseases and are barely able to defend themselves.
Developments:

 A sahuagin warrior comes ashore at dusk, seeking a worthy adversary. Sahuagin speak
their own tongue, but the creature's challenge carries over the wind, calling one of the
survivors to face him.
 Grinning for the first time in weeks, Shadi suggests that one of the heroes meets the
warrior on the black sandy beach. The survivors gather to watch the contest from a safe
distance, whispering words of luck and blessings.
 If the hero defeats the sahuagin in single combat, Shadi gives them an Ioun Stone of
Awareness (Dungeon Master's Guide, pages 176-177).

After the sahuagin's defeat, the survivors come together to celebrate with a makeshift feast. They
gather extra wood from the beach to fuel a roaring bonfire, casting a warm light across the
island. Despite having only rainwater to drink, they use their resourcefulness to prepare a variety
of ocean delicacies, such as succulent crab and grilled reef fish.
Shadi speaks with the heroes after the meal and reveals the following:
 A great underwater shrine exists below the waves to the west of the island.
 The sahuagin worship a terrible monster with multiple arms. The sahuagin call him Baron
Krogror.
 Shadi tells the heroes that one of the survivors was taken from the island two days ago, a
young woman named Jami. Shadi believes the woman will be sacrificed in the coming
days, and implores the heroes to intervene. Feel free to switch Jami with one of the NPCs
from Windscar, if appropriate.

When you are ready, proceed to chapter 3 and the adventure's conclusion.
Chapter Three: The Baron

Before playing chapter 3, be certain to familiarize yourself with the rules for underwater combat
in the Player's Handbook, page 198. Information in the Dungeon Master's Guide regarding
underwater environments should also be reviewed, page 116.
Before the heroes dive below the waves, ensure that they have sufficient magical items to
complete their quest.
Also, keep in mind that Shadi has access to the animal friendship spell. The druid is aware of a
family of giant seahorses (Monster Manual, page 328) near the island. Using her magic, Shadi
might befriend a number of such creatures that the heroes can ride.
Sahuagin Shrine Map
Area descriptions: Sahuagin Shrine

1. Sea entrance

The shrine was built in relatively shallow water, approximately 50 feet deep. Some light filters
down to this area during the day. At night time, the area is dark.

Read the following if the heroes approach:

The cave is dimly lit by luminescent algae, casting an eerie green glow over the rocks
and seaweed. At the rear of the cave, you can see a pair of massive double stones that
appear to be the entrance to some kind of ancient structure.

The stones are adorned with intricate inlays of mother of pearl, depicting a writhing
octopus with its tentacles reaching out towards you. The craftsmanship is exquisite,
and the inlays seem to shimmer and shift in the flickering light of the glowing algae.

The octopus' twin eyes are like pits of darkness, set within its bulbous head. Each eye is
a great black pearl, gleaming with an otherworldly iridescence that seems to shift and
swirl like the depths of the ocean itself. The pupils are thin slits, barely discernible
against the blackness of the pearls, but they seem to follow any movement within the
cave with an eerie, unblinking gaze.

The water here in the cave is noticeably colder than the surrounding sea and you feel a
chill run down your spine.

The mother of pearl is worth a total of 5,000 gp, although it would take the heroes many long
hours to remove it by mundane means.

The sahuagin do not keep a guard here as they do not expect an attack. If the shrine has been
alerted to the heroes' presence, there will be a pair of sahuagin warriors stationed here.
The entrance stones are magical and the heroes will not see an obvious way to open them. They
can be pushed open with a successful DC 20 Strength (Athletics) check, or by depressing the
eyes of the octopus simultaneously. The doors will also open if the name “Krogror” is uttered
within 5 feet of the doors in the sahuagin language.

When the doors open, read the following:

With a faint grinding sound, the doors begin to shift and slowly open, revealing a dark
and mysterious hallway beyond.

2. Entrance hall

The short underwater hall is dimly lit by phosphorescent seaweed clinging to the walls.
As you swim forward, you see that the walls are covered in murals depicting sahuagin
warriors in battle, their muscular forms and sharp teeth displayed in detail. The
sahuagin are fighting various humanoid foes, as well as dolphins and even other
sahuagin tribes.

3. Pillared hall of murals

The hall is supported by two massive stone pillars, carved in the shape of writhing sea
serpents, their scales intricately detailed. The walls are adorned with hanging
tapestries, woven from seaweed and other water plants. They depict scenes of
sahuagin in battle, with tridents in hand as they fight a variety of creatures. As you
move through, you notice that the scenes depicted become increasingly violent. There
are sahuagin impaling giant squids, dismembering humanoids, and dragging villagers
into the water. The water around you seems to darken and you feel a sense of unease
wash over you.
The single door in the northeast wall is concealed behind a tapestry. The tapestry has to be
moved in order to detect the door. The door is trapped, DC 18 Wisdom (Perception) or
Intelligence (Investigation) check to find.

Trap: If the tapestry is disturbed, a section detaches itself from the wall and attempts to smother
the nearest hero. The tapestry functions as a rug of smothering (Monster manual, page 20). Note
that the tapestry does not attack sahuagin.
4. Amphitheater

Before you is a massive underwater amphitheater, the sheer size of which takes your
breath away. The room is about 80 feet across and has a beautiful mosaic floor made
of thousands of small colored tiles. As you look closer, you realize that the mosaic
forms the shape of an enormous octopus. Its tentacles seem to writhe in the dull
luminescence of the algae that grow along the walls.

Twin pillars of black obsidian, each 20 feet thick, dominate the southeast portion of
the theater. These pillars are carved in such a way that they resemble the great
octopus' eyes - dark and foreboding.

Beyond the pillars, there is a circular chamber representing the creature's head.

At the rear of the circular chamber sits a magnificent throne made of living coral. The
throne is studded with sparkling gemstones and pretty shells, making it seem like a
treasure trove. The sight of the throne is breathtaking and leaves you wondering who
could have crafted such a beautiful masterpiece.

Developments:

 The domes ceiling is 60 feet overhead at the center of the amphitheater.


 The amphitheater is always patrolled by a giant octopus. The octopus is under the control
of Baron Krogror.
 Baron Krogror (Monster Manual, page 264) sits atop his throne, trident laid across his lap.
The baron is flanked by a pair of sahuagin warriors and a sahuagin priestess.
 Before the throne sits a cylindrical cage of rusted iron that holds a captive for sacrifice.
The captive can be one of the NPCs already mentioned or a human from the village of
Windscar.
 In order to 'participate' in the sacrificial ceremony, the captive is forced to wear a Ring of
Water Breathing.
 If the heroes take reasonable precautions, allow them to witness the beginning of the
ceremony.
Read as follows:

The heroes watch in horror as the ceremony begins. The massive octopus circles the
cage, its tentacles wrapping tightly around the metal bars as it searches for a way to
reach its prey. Its beak snaps hungrily, as it anticipates feasting on the helpless captive
within.

If the heroes act decisively, allow them to achieve surprise.

Further developments:

 This will be a difficult encounter for 4th level heroes. They may however, have the
assistance of Shadi and a number of giant seahorses.
 If the heroes need extra assistance, consider marine creatures unexpectedly joining in the
fray on the heroes side, particularly if Shadi is present. Examples would include a killer
whale (Monster Manual, page 331) or more giant seahorses.

Treasure:

The baron's throne has 128 individual gemstones that can be pried from the coral base, totaling
5,500 gp in worth.
In a secret compartment at the rear of the throne is a Wand of Fear.
6. Private quarters

The northwest wall of this hexagonal chamber is carved in bas-relief and depicts a 30- foot tall
multi-armed sahuagin wielding twin tridents. A low slab of stone in the middle of the chamber is
overgrown in seaweed and moss.

This chamber is currently empty and is used by the baron or the priestess.
7. Cells

Sahuagin warriors use these chambers to sleep and eat in. Prisoners are kept manacled in the
north-eastern alcoves.

Ending the story and further adventures:

 True to his word, Captain Hamhock retrieves the heroes and the island's survivors when
signaled. The Black Braid sets sail for Windscar and anchors offshore. The heroes and
survivors are ferried to land.
 A great feast is held in Windscar celebrating the heroes triumphant return. Many folk
travel from settlements along the coast to toast the heroes and reunite with their loved
ones. The heroes are ever welcome in all such settlements and will never pay for their
drinks again!
 Hamhock is impressed by the heroes and offers them work on his vessel. “Afterall”, he says
with a wink, “the life of a pirate is not such a bad one”.
 The sahuagin shrine was but an outpost of a larger threat. The heroes might seek to strike
at the very heart of the sahuagin, possibly aided by Hamhock and his crew of scalawags.

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