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Allure of the Sea

A D20 adventure for 3-4 characters of levels 4-6

By F. Wesley Schneider

Allure of the Sea

Cruelty and hideousness are the sea witch Ackerela’s birthrights, as they are of all the corrupt race known as hags, but her personal cunning and surprising intellect are what make her a true monster. Having terrorized the local shore- line and nearby trade routes for years, her insight and recent fortune have favored her with an insidious trap befitting her heartless nature.

A week ago Sharsea Wisshpessh, the irrepressible daughter of a less- er triton noble, ran away from home in search of adventure and romance among commoners and the watery wilds. Her adventure began well, her common-sense and natural skills keeping her from many of the sea’s real dangers, until she found herself caught in the midst of a powerful tropi- cal storm. Seeking shelter, the young triton found refuge among a com- plex of coastal sea caves. Hoping that it would only be a matter of wait- ing out the rough currents before she could make the long but easy swim back to familiar waters, she never noticed the silted eyes that gleamed from the rear of the caves. She was set upon by two sea cats, Troll and Trall, feral predators raised by Ackerela, who also happened to be hiding from the storm. When the fierce weather passed the pair returned to their mistress’ grotto, bearing the mauled and near-lifeless triton along with them.

The sea hag was exceedingly pleased with her pets and their fortu- itous find. For the next week she treated the traumatized girl, nursing her in the brackish waters of her bone-strewn lair. Once Sharsea regained consciousness and was strong enough to understand, Ackerela gave her a choice: serve her for “100 lives” or be her next meal and know that her bones would be fed to the sea cats. Terrified, the trapped young triton consented to serve and has been the hag’s slave since.

Taking advantage of the shallow inlet she lairs under, Ackerela has laid her trap. Chaining the triton to a rock a short distance from land, Sharsea plays a role that is only too true, that of the imprisoned maiden. Her orders are to sit and weep as caravans and travelers pass, coxing the sympathetic to her aid. As her rescuers enter the water, Ackerela and her pets attack from below, dragging the unsuspecting creatures down to their deaths in a bloody foam. Sharsea hates her present life and wants noth- ing more that to return to her mundane life at home. Powerless against her captor and her pets, she is forced to hope against hope that the hag will keep her part of their bargain and actually free her once she has helped her claim 100 victims. Unfortunately though, Sharsea’s aid has already been more profitable (and filling) than Ackerela could have ever imagined and the sea witch plans on keeping the gorgeous young triton around for as long as possible.


To run this adventure the DM requires the Players Handbook, DMG, and MM rulebooks. This adventure is set in no specific campaign world and thus can be imported into any game with only the most minor alter- ations and effort.

Allure of the Sea

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Allure of the Sea offers the option of being run as either the climax of an on going adventure or merely a detailed encounter. It is possible that the PCs have prior knowledge of Sharsea’s plight or the sea hag terrorizing the region and have actually tracked them to the site of this encounter. For DMs desir- ing to set the encounter up as such, below are several character hooks that should lead the PCs down the right path. Otherwise, Sharsea’s plight might merely be a minor side-trek while the PCs travel along a coastal road.

• The PCs have previous ties to an undersea community or have heard rumors of tritons in the area searching for a noble’s lost daughter. Either way, they receive second hand information about the search for Sharsea and her distraught father’s offered reward. The actual size or type of reward is left up to the DM, but even after completing the adventure, claiming this prize may be an adventure in and of itself.

• For the past several months caravans using a nearby coastal road have gone missing, while others have returned with tales of a horribly deformed witch that makes her home along the trade route. The PCs are recruited by the local government to verify the validity of these rumors and put an end to whatever is interrupting the region’s trade.

• A relic or item of some power has gone missing while in transport from one town to another. PCs with ties to the distressed organization that pos- sessed the item are quested with its recovery. The trail of their missing quar- ry leads to a local coastal inlet.

• Rumors of a beautiful maiden, imprisoned on a nearby coast and wait- ing for a true hero to come rescue her, have run rampant through a local town. Suddenly every would-be adventurer and farmer’s son have taken up swords to prove their heroism. Many have only gotten as far as bragging at the local taverns, but those who have actually drunk enough to seek out the maiden have not returned. Out of virtue or the requests of many distressed parents and wives the PCs head out to learn the real story behind this fairytale damsel in distress.

TThhee CCooaasstt

Traveling along the shore line may be a welcome change to more usual traveling and adventuring surroundings. Those DMs who wish to play up the flavor of what may be an infrequently used environment are urged to use the chart below to randomly generate coastal encounters, or merely as inspiration for their own minor events. For every hour the PCs travel along the coast, roll on the chart below.



  • 1 A group of 2d4 seals play across the rocky shoreline, retreating into the water if the PCs seem hostile. Nothing


  • 13 A band of 8 1st –level human commoners, familiar with the area, fishing on the coast.

  • 14 A party of 6 locathah scavengers forage amongst the shore’s tidal pools.

  • 15 5 nixies frolic along the surf, possibly with aquatic animals

  • 16 3 giant crabs or lobsters scuttle across the beach (treat as Medium monstrous spiders with 2 claws +4 dealing 1d4 dam- age, instead of having a bite attack, poison, or web abilities).

  • 17 1 shambling mound that appears to be a large pile of seaweed.

  • 18 A stretch of beach cliffs infested with yellow mold (see DMG).

  • 19 1 annoyingly playful water mephit discovers and follows the party.

  • 20 1 roc dives to the water not far out to sea from the PCs and snatches a dolphin. As it passes overhead it drops a 5 ft. long feather in the surf.

Allure of the Sea


AAcckkeerreellaass IInnlleett ((EELL 77))

The briny scent and cool foam of the nearby ocean wafts over the road as it skirts the coastline. Whispers and roars from the steady waves add a welcome music to your traveling and almost offers the light feeling of a well- deserved holiday. The path curves inland slightly, following the ridge of a rocky coastal inlet, alive with the squawks and fluttering of noisy white seabirds. As you near the tiny bay though, you can make out something else. Upon a large flat rock, several dozen feet off the sandy shore, lies an exotic but exhausted looking young woman. Seemingly washed by fortune into the natural harbor, you can see her wild blue tresses bobbing in the surf and her skin glittering silver and blue in the glaring sun.

Characters following this coastal road pass close to a relatively shallow, 40 ft. deep, ocean inlet. About 20 ft. down a slight yet rocky slope from the road is a rough beach that trails larger rocks out into the water. The water here is calm enough that the DC is only 10 for swimming PCs, though the tides still stir up enough debris to reduce visibility beneath the water to a

mere 30 ft

Large but slick stones also trail out into the surf 20 ft., PCs

.. attempting to cross them must make a Balance check (DC 14) or fall into the water.

Those characters on the beach who actively examine their surroundings should be allowed a Search check (DC 16) to notice fine white powder, bits of shredded cloth, and bone shards washed up in the surf (remains from Ackerela’s previous meals).

Creatures: Upon a large stone, 30 ft. from shore, Sharsea Wisshpessh lies half in, half out of the water. Those who make a Spot check (DC 20 from the road, DC 18 from the beach) can see that the exot- ic looking girl is shackled to the rock by a thick iron cuff affixed to her right wrist. The manacle has a hardness of 10 and 10 hp or can be bro- ken by a successful Strength check (DC 26). The key to these chains is kept by Ackerela, knotted in her own hair, though a Disable Device check, DC 20, will also release the lock. Those who come within view of the triton can hear her whimpering across the water, but she does not reply to questions with anything more than pleas for help and bedraggled sobs.

Ackerela and her sea cats hide underwater just past Sharsea’s rock, in the deepest part of the inlet.

Ackerela: hp 19; see Appendix 1. Troll and Trall (Seacats): hp 51; see Appendix 1. Sharsea: hp 16; see Appendix 1.

Tactics: Once a character reaches Sharsea’s rock, Ackerela and her pets attack. Troll and Trall head in first, flanking an opponent and catch- ing them flat-footed if they can. After this initial moment of strategy the cats will focus on the weakest looking prey, fighting until reduced to a quarter of their hit points before trying to flee down into Ackerela’s lair.

Once her sea cats are engaged, Ackerela explodes from the water, onto the same rock as Sharsea. This sudden emergence will force all PCs in the area to be affected by the hag’s horrific appearance ability. On the same round she will attempt to use her evil eye ability on any characters that are obviously spell casters or the strongest looking fighter. After this

Allure of the Sea

round, the sea witch will dive underwater, attacking PCs from below and making grapple attempts. On a successful grapple the hag can drag a character 20 ft. underwater. Characters drug underwater without the capability to breathe should consult the rules on underwater combat and possibly drowning in the DMG. Ackerela will continue her assault until all the PCs are dead or she is reduced to a half of her hit points, at which point she will attempt to flee to the safety of her lair.

Sharsea will not participate in battle once it begins. However, the PCs are most likely the strongest land dwellers to attempt to rescue her, so she may be slightly emboldened by her chance for freedom. If so and the battle begins to turn against the PCs, Sharsea will take a slight risk and use her summon nature’s ally IV ability to call 1d4+1 porpoises to the PCs aid. She will not summon anything more powerful though, fearing that if the PCs still lose that Ackerela will punish her severely.

Treasure: Once Ackerela and the sea cats flee or are defeated there is, with the exception of Sharsea, little of obvious interest left upon the surface of the inlet.

Development: Sharsea will be extremely grateful to the PCs for rescuing her but has nothing material to offer them, having had her set of the sea’s gifts stolen. If Ackerela sur-

Allure of the Sea round, the sea witch will dive underwater, attacking PCs from below and

vived the battle the triton will hold an obvious grudge, revealing the location of the hag’s lair below. Should the sea witch have been defeated already, Sharsea will still desire the recovery of her magical jewelry, but is too fearful to go down into the lair to find it her- self. Regardless of the reason Sharsea requests the PCs aid, she will offer them one piece of her set of the sea’s gifts, of their choice, should they recover all three from the sea caves.

The entrance to Ackerela’s lair is 30 ft. underwater. It should be relatively noticeable to those who swim down from the far side of Sharsea’s rock, despite the churning water (Spot DC 14). PCs with out the ability to breath underwater who want to reach the undersea caves must hold their breath and make a series of Swim checks. Fortunately, there are pockets of breathable air in the cav- erns below so the risk of drowning shouldn’t be imminent once the entrance is discovered.

Besides her offer of exotic wealth, Sharsea is quite knowledgeable about the surrounding ocean and its legends and thus may be able to offer the PCs some piece of valuable informa- tion. Should this encounter go well, Sharsea may also turn up at a later time to aid the PCs should they ever find themselves at the mercy of the sea.

Allure of the Sea


TThhee SSeeaa CCaavveess’ EEnnttrraannccee aanndd DDeenn ((EELL 33))

Gaping like a rocky wound, a jagged opening yawns in the rough flesh of the sloping sea floor. Tangles of withered gray-green sea weed dangle in thick webs across its mouth, twisting and grasping in the shifting tides like a maw of snakes. From within drift serpentine currents, normally invisible coils bearing the rusted red tinge of decay and spilled blood. Upon the rough stones below, scat- tered before the looming hollow, rest the remains of a shattered caravan wagon, various crates, and piles of stripped, broken bones, all half buried by the drifting uncaring sands.

Despite its ominous appearance, once the entrance to the sea caves is discovered there is nothing that prevents the PCs from entering. The remains here are a caravaneer’s unsanctified graveyard. Refuse, bro- ken crates, the bones of dozens of merchants, and even a whole wagon drug from the shore lie strewn across the inlet floor. There is little of any interest among the remains, most objects of value having been taken by Ackerela or swept out upon the steady tides.

Down the 15 ft. long cave from the entrance, in the cavern’s first room, is the den of Ackerela’s guardian sea cats. This small cavern is roughly circular, 25 ft. in diameter, and is only 3/4ths of the way filled with water, the upper most portion containing breathable air. A broken gap in the rear wall leads into Ackerela’s lair.

There is no source of illumination in this room, which suits the seacats fine, but may impede PCs who have not brought light from above.

Creatures: The seacats Troll and Trall are a mated pair and have recent- ly had a litter of seakittens. Regardless of how the battle above went, 6 imma- ture sea cats are in this room when the PCs enter. If their parents survived the previous battle they are also here with their young, quite literally licking their wounds. Should Troll and/or Trall join this battle, the EL increases to 4.

Immature Seacats (6): hp 7; see Appendix 1.

Tactics: The major threats here are the immature seacats that brutally attack any creature who is neither their parents or Ackerela. Once the PCs enter the room, the seacats (immature or adult) lounging here will immedi- ately charge. Having no place to run to if they’re wounded, the kittens fight even more fiercely than their parents. Should the adults have survived they will work in tandem with their children to defeat the intruders. Neither the kittens nor their wounded parents will leave this area to pursue fleeing PCs.

Development: Any skirmish in this area will alert Ackerela in area 3. She will most likely not have been expecting pursuit and will use this advance warning to ready herself for the PC’s intrusion.

Treasure: Those who make a cursory Search of the area outside the cave, DC 14, will reveal a rusted falchion (functions as normal but has a hardness of only 6 and 5 hp), 20 ft. of chain, and a pouch containing 12 silver pieces. Any character who performs a more specific Search upon the broken wagon here may, DC 20, reveal a hidden compartment underneath the driver’s seat. Inside is a sack containing 8 silver trade bars (worth 5 gp each and stamped with the emblem of a nearby country’s capital) and 6 oysters that have taken up home here, one of which contains a small pearl worth 9 gp.

If the PCs were searching for evidence of a person lost in the region some item of significance should turn up amongst the piles of bones in the seacats’ den.

Allure of the Sea


AAcckkeerreellaass LLaaiirr ((EELL 44))

The black rock surges open into a wide cavern, filled with tools and accessories that obscenely parody a primitive living hall. The water here seems to have turned to blood. Cold red ribbons drifting in sanguine currents, as if remembering the paths of their lost veins, alight with the hellish glow of an impossible flame that somehow burns from the room’s center. Across the floor are strewn the remnants of a thousand cannibalistic meals, innocent skins and skulls reduced to a playground for countless tiny sea things that skit- ter and squirm along in an orgy of dead gluttony. Above, the water does not quite fill the cavern, allowing the bloated gray bodies of a dozen drowned meals to float like fleshy buoys, wide white eyes staring down upon you in dead gazes of horror and almost comic surprise.

This broad cavern serves as combination feast hall, bedroom, and tor- ture chamber to the sea hag Ackerela. A jagged oval, the den cuts 40 ft. deep into the shore and is 25 ft. across at its widest point. A pile of dol- phin and seal skins serve as a crude bed, while the rest of the room is filled with rusted tools, macabre ornaments, and the trophies won through a lifetime of sadism. As in the previous room, cracks running through the rock fill the empty upper half of the 25 ft. tall room with breathable air.

The floor of Ackerela’s lair is strewn with the remains of a thousand blood meals. Fortunately the water in this room is relatively still, leaving the

remains to rot in peace, but any violent movement will stir it up in bloody

clouds, decreasing vision from 30 ft. to a mere 10 ft

Any combat that con-

.. tinues for more then 3 rounds should be considered enough to disturb the con-

tents of the room, though other actions, especially spell-effects, may as well.

At the chamber’s deepest recess is a sizable crevasse leading into Ackerela’s personal trove. The hollow is pitch black and the hag has lined its opening with layers of the flayed, water-logged skins of sentient creatures. Any Medium creature or smaller wishing to investigate the contents of the cavity must actually squirm into it, its opening tight but accessible, like a dead womb, a simple but stomach turning feat. Ackereala keeps a pet octopus in among the treasures she keeps here to deter more destructive fishy interlop- ers from taking up residence.

In the center of this room is an ornate brass brazier affected by a contin- ual flame spell. The light here is enough to illuminate the entire room, but does not pass beyond.

Creatures: If Ackerela survived the battle above she has retreated to this room to rest. If she is alerted to the PCs intrusion by a conflict in area 2 she will ready herself as noted below. An octopus also makes its home amongst the treasures in the crevasse at the back of this chamber.

Ackerela: hp variable; see Appendix 1. Octopus: hp 9; see Appendix 1.

Tactics: If the PCs have somehow managed to sneak past the sea witch’s guards, Ackerela is resting atop the pile of skins in this room. If she is sig- nificantly wounded she will attempt to bargain with the PCs, offering any- thing she possesses and promising them anything if they spare her life. If the PCs agree to her pleas and bargain, she will, of course, reneging on her prom- ises at the first advantageous moment and go to great lengths to see them suf- fer. If attacked, she will defend herself as fiercely as she can, attempting to escape out to sea if possible.

Allure of the Sea

If alerted to the PCs approach, Ackerela will imbibe two potions of cure moderate wounds from her trove of stolen treasures, thus restoring 4d8+4 hp, and take up a fighting net stashed in this room. She will then attempt to hide among the bloated bodies that float along the surface of the cave’s waterline and ambush PCs as they enter, her first attack using the net at a –4 penalty (as she is not proficient with the weapon). After her initial strike, the hag will make use of any special abilities that she didn’t exhaust above, fighting without mercy, realizing the dire nature of her situation. If combat turns against her, Ackerela will attempt to flee the sea caves and seek revenge later.

PCs that enter the crevasse in the back of the room will most likely be surprised by the octopus hiding inside. Having no form of escape, the creature will defend it’s tiny home, and the hoard stashed there, to the death.

Treasure: Throughout the room are scattered the mundane tools and minor possessions of the sea witch. The most obvious item of value here is the ever-burning brazier in the room’s center, worth approximately 175 gp. Those who make a general Search check, DC 13, in the room’s main area will uncover a squat iron pot, heavily encrusted with rust, 2 pairs of masterwork manacles, a masterwork set of torturer’s tools (several brands, needles, tiny devices, offering a +2 to Profession: torturer checks) 25 ft. of fishing net, and 2 potions of cure moderate wounds (unless Ackerela has used them). Searching the bodies that float along the sur- face of the water, DC 16, will reveal an additional 21 gp and a dagger.

The real treasure in this area though is stashed in the crack at the back of the room. Any PC that climbs into the filthy hole discovers the bulk of the items of value that Ackerela’s stolen from passing caravans throughout her career of slaughter and terror. Resting here is a tattered, mundane looking cloak of resistance +1, a potion of lesser restoration, a potion of darkvision, an oil of bless weapon, an ornate scroll case shaped

like a whale with a stoppered mouth (worth 40 gp) holding an arcane scroll of protection from arrows, a divine scroll of water breathing, and an arcane scroll of dispel magic, a suit of shark hide armor +1, a dark- wood buckler with a pirate’s symbol etched upon the front, a masterwork silver flute crafted to resemble a elongated seashell worth 300 gp, a set of 6 bronze goblets embossed with a seahorse motif valued at 35 gp a piece, 240 loose gold pieces, and Sharsea’s complete set of the sea’s gifts. If the PCs have been sent to recover another item besides Sharsea’s jew- elry they will also find it here.

DM NOTE: The sea’s gift is a set of powerful magical items that are probably a more potent resource than a DM is willing to offer the PCs at their current level. While the one piece of the set Sharsea promised for the other’s return should be an appropriate treasure for this level, the entire set should be kept out of the characters hands, for the time being at least. Feel free to let the PCs exper- iment with the complete set before they return it to the young triton, but if they attempt to take it for their own, Sharsea will be upset, but not near- ly as upset as her influential father and his far- flung allies. If Sharsea has somehow been killed or did not ask the PCs for the return of her treas- ure, it may be best for DMs to simply remove this item from the treasure stash.

Allure of the Sea

AAppppeennddiixx 11:: NNPPCCss

Ackerela, Sea Hag: CR 4; Medium monstrous humanoid; HD 3d8+6; hp 19; Init +1 (Dex), Spd 30 ft., swim 40 ft.; AC 14, touch 11, flat-footed 13; Base Atk +3; Grp +7; Atk claw +7 melee (1d4+4); Full Atk 2 claws +7 melee (1d4+4); SA horrific appearance, evil eye; SQ amphibious, spell resistance 14; Space/Reach 5 ft./5 ft AL CE, SV Fort +2, Ref +4, Wil +4; Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14.

Skills and Feats: Knowledge (arcana) +3, Hide +4, Listen +6, Spot +6, Swim +12; Alertness, Toughness.

Horrific Appearance (Su): Those who look upon a sea hag must make a DC 13 Fortitude save or suffer 2d6 points of Strength damage. Creatures affected by this power once are immune to it for the next day. The save DC is Charisma based.

Evil Eye (Su): 3 time/day can gave at a creature within 30 ft., forcing them to make a DC 13 Will save or be dazed for 3 days. This affect can be removed by the spells remove cure or dispel evil. Those affected must also make a DC 13 Fortitude save or die from fright. Creatures immune to fear are unaffected by this ability. The save DCs are Charisma based.

Amphibious (Ex): Sea hags can survive both in water and on land.

Skills: A sea hag may always take 10 on Swim checks and gains a +8 racial bonus to perform special actions. It can also use the run action if it swims in a straight line.

Immature Sea Cats: CR 1/2; Small magical beast; HD 1d10+2; hp 7; Init +2 (Dex), Spd 5 ft., swim 20 ft.; AC 17, touch 13, flat-footed 15; Base Atk +1; Grp -3; Atk claw +1 melee (1d3); Full Atk 2 claws +1 melee (1d3) and bite -1 (1d4); SA rend 2d3; SQ darkvision 40 ft., hold breath, low-light vision, scent; Space/Reach 5 ft./5 ft AL N, SV Fort +3, Ref +2, Wil +1; Str 10, Dex 14, Con 12, Int 2, Wis 13, Cha 10.

Skills and Feats: Listen +3, Spot +3, Swim +3; Alertness.

Hold Breath (Ex): An immature sea cat can hold its breath for 4 rounds X it’s Constitution score before it risks drowning.

Rend (Ex): If a sea cat hits with both its claw attacks it automatical- ly rends for an additional 2d3 damage.

Skills: Sea cats may always take 10 on Swim checks and gains a +4 racial bonus to perform special actions. They can also use the run action if it swims in a straight line.

Octopus: CR 1; Small animal (aquatic); HD 2d8; hp 9; Init +3 (Dex), Spd 20 ft., swim 30 ft.; AC 16, touch 13, flat-footed 14; Base Atk +1; Grp 2; Atk arms +5 melee (0); Full Atk arms +5 melee (0) and bite +0 (1d3); SA improved grab; SQ ink cloud, jet, low-light vision; Space/Reach 5 ft./5 ft AL N, SV Fort +3, Ref +6, Wil +1; Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3.

Skills and Feats: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9; Weapon Finesse.

Improved Grab (Ex): If an octopus hits with its tentacles it may grapple as a free action that does not provoke an attack of opportunity. If it wins this grapple check, it may automatically bite.

Ink Cloud (Ex): An octopus may emit a 10 ft. by 10 ft. cloud of ink once per minute. This cloud obscures vision and provides total conceal- ment.

Jet (Ex): Octopi may move 200 ft. in one direction, without provok- ing an attack of opportunity, as a full-round action.

Skills: An octopus can change colors, giving it a +4 racial bonus to Hide checks. Its flexible body also offers it a +10 racial bonus to Escape Artist checks. It also gains a +8 racial bonus to Swim checks, may run if swimming in a direct line, and may always take 10 on Swim checks.

Allure of the Sea

Troll and Trall, Sea Cats: CR 4; Large magical beast; HD 6d10+18; hp 51; Init +1 (Dex), Spd 10 ft., swim 40 ft.; AC 18, touch 10, flat-footed 17; Base Atk +6; Grp +14; Atk claw +9 melee (1d6+4); Full Atk 2 claws +9 melee (1d6+4) and bite +4 (1d8+2); SA rend 2d6+6; SQ darkvision 60 ft., hold breath, low-light vision, scent; Space/Reach 10 ft./5 ft AL N, SV Fort +8, Ref +6, Wil +5; Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10.

Skills and Feats: Listen +8, Spot +7, Swim +12; Alertness, Endurance, Iron Will.

Hold Breath (Ex): A sea cat can hold its breath for 6 rounds X it’s Constitution score before it risks drowning.

Rend (Ex): If a sea cat hits with both its claw attacks it automatically rends for an additional 2d6+6 damage.

Skills: A sea cat may always take 10 on Swim checks and gains a +8 racial bonus to perform special actions. It can also use the run action if it swims in a straight line.

Sharsea Wisshpessh, Triton: CR 2; Medium outsider (native, water); HD 3d8+3; hp 16; Init +0, Spd 5 ft., swim 40 ft.; AC 16, touch 10, flat-foot- ed 16; Base Atk +3; Grp +4; Atk unarmed strike +3 melee (1d3); Full Atk unarmed strike +3 (1d3); SA spell-like abilities; SQ darkvision 60 ft.; Space/Reach 5 ft./5 ft AL NG, SV Fort +4, Ref +3, Wil +4; Str 10, Dex 10, Con 12, Int 13, Wis 13, Cha 11.

Skills and Feats: Climb +2, Diplomacy +2, Heal +2, Hide +6, Listen + 7, Move Silently +6, Knowledge (local) +7, Ride +6, Search +7, Sense Motive +7, Survival +9 (+11 following tracks), Swim +10; Athletic, Self Sufficient.

Spell-like Abilities: 1/day— Summon Nature’s Ally IV, caster level 7th.

Skills: Tritons may always take 10 on Swim checks and gains a +8 racial bonus to perform special actions. They may also use the run action if it swims in a straight line.

AAppppeennddiixx 22:: NNeeww MMaaggiiccaall IItteemmss

TThhee SSeeaass GGiiffttss

Ever since there have been sailors to navigate the seas there have been tall tales of the wonders and horrors that lurk beneath the surf. But few such tales so capture the heart and imagination as that of a love between a sailor and merfolk that overcame all odds to bring them together. But this tale has not touched the sentimentality of land dwellers alone, as some romantics beneath the waves have sought to recreate the magic of this story for their own eligible young bachelors and maidens.

Often created by merfolk, triton, and other goodly races that live under- water, the sea’s gifts are in fact a set of three minor magical items that, when worn by a single creature, produce effects that mimic or augment those abil- ities of many sea dwellers. Usually fashioned for a specific wearer, com- monly a child of noble birth whose parents can afford such magical excess- es, the sea’s gifts come in sets for both males and females and resemble styl- ish but mundane accessories. The first piece is an elegant tiara or headband which allows the wearer to speak with animals 3 time/day, but only to aquat- ic creatures. The next piece is shaped as a bracelet or wrist straps and can be used to cast summon nature’s ally I once per day, but again only to sum- mon aquatic creatures. The final item is a thin silvery waist chain or leather belt that constantly confers a +4 competence bonus to Swim checks.

These minor powers are accessible as long as the related item is worn, but it is when all parts of the set are worn that their greater power is con- veyed. Any creature that bears all three items is able to breath as per the spell water breathing indefinitely. However, if even one part of the set is removed the effects of the spell end, with potentially tragic results.

Moderate transmutation; CL 5 th ; Craft Wondrous Item, speak with ani- mals, summon nature’s ally I, water breathing; Price 30,000 gp; weight 1 lb. (complete set).

Allure of the Sea

Adventure Maps

Allure of the Sea

Written by F. Wesley Schneider Illustrated by Christopher Shy Cartography by Ed Bourelle

Layout and Project Oversight by Philip Reed Published by Ronin Arts

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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copy- right and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other comput- er languages), potation, modification, correction, addition, extension, upgrade, improvement, compi- lation, abridgment or other form in which an exist- ing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or other- wise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, proce- dures, processes and routines to the extent such con- tent does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means prod- uct and product line names, logos and identifying marks including trade dress; artifacts; creatures char- acters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, con- cepts, themes and graphic, photographic and other visual or audio representations; names and descrip- tions of characters, spells, enchantments, personali- ties, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equip- ment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agree- ment.

  • 2. The License: This License applies to any Open

Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

  • 4. Grant and Consideration: In consideration for

agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclu- sive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copy- ing, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHTNOTICE of any original Open Game Content you Distribute.

  • 7. Use of Product Identity: You agree not to Use any

Product Identity, including as an indication as to compatibility, except as expressly licensed in anoth- er, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any ver- sion of this License.

  • 10 Copy of this License: You MUSTinclude a copy

of this License with every copy of the Open Game

Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permis- sion from the Contributor to do so.

  • 12 Inability to Comply: If it is impossible for You to

comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

  • 13 Termination: This License will terminate auto-

matically if You fail to comply with all terms herein and fail to cure such breach within 30 days of

becoming aware of the breach. All sublicenses shall survive the termination of this License.

  • 14 Reformation: If any provision of this License is

held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.


Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. Allure of the Sea, Copyright ©F. Wesley Schneider; Published by Ronin Arts

FUNGUS CAVES All artwork is © 2003 - Edward Bourelle and may be reproduced for personal
All artwork is © 2003 - Edward Bourelle and may be reproduced for personal use only.
All artwork is © 2003 - Edward Bourelle and may be reproduced for personal use only.
FUNGUS CAVES All artwork is © 2003 - Edward Bourelle and may be reproduced for personal

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FUNGUS CAVES All artwork is © 2003 - Edward Bourelle and may be reproduced for personal

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