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ions
Monstrous IPL r c a n aTM

NIGHT OF THE SHARK


BY BRUCE R. C O R D € L L

TABLE O F C O N T € N f S
Introduction .......................... ..2 The seamount ..................... .20
Brief History ................. .......2 The Temple of The Eater ............. ..20
Adventwe Sununary
Quick Water Rules ............
The Tempest ...................
The Open Sea ................
Rescue! ........................
..........
........3
Character Involvement Hooks . ........3

............ ....... .8
The Fortunate Son
...........
Fincounter a m 1-39
. Ghmofcaptainsharone ..........
.
......
......
......
.......
Encounter areas 1-7 .............2.Q-24
The Lair of The Eater ..................24
Encounter areas 8-14 ............ ,2428
conclusian
Novel Arcana
Aden=
............................
.........................
........................
Foebreaker ......................
.29
.29
29
29
1I
I I::.
, -t ! \
. .
I ,. _ ,
, . , 'i , '. . , .............. .)j

CREDITS _.
,?<,?
.'

Design: Bruce R. Cordell


Editing: Thomas M. Reid
Cover Art: Jeff Easley
Interior Art:Todd Lockwood
Cartography: Dennis Kauth and Rob Lazsaretti
Graphic Design: Eileen Mecha
mesetting: Angelika Lokotz
Special Thank Dee Westman

U.S., CANADA, ' EUROPEAN HJZALIQUARTFS


ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium
W7ad.9 of the Coast, Inc. P.B. 34
EO.Box 707 2300 Tumhout
---.ran, W A 980574707 Belgium
+1-206624-0933 +32-14-44-30-44
visit our website at http://www.tsrinc.com ,

* ,I' 1 .
"The stays crack like glaciers, the beams give m
6 the bulkheads buckle with a wooden oath
the timbers ache with twisting 6 they lean
to the spars b deck, bent like ribs to the breath
b the hatches gape at thefu y cast in brine
as the storm comes in with its teeth, teeth, teeth."

The Kiss: Wounds in the

Night ofthe Shark is the second in an adventure tril-


ogy (begkning with Evil Tide and concluded in Sea of
Blood) that pits four to eight player characters of levels 6
to 8 (45 total levels) against the dreaded sahuagin. Each es should fetch at least
adventure within the trilogy can be played separately
or linked together to form a seamless epic-length
adventure.
The sahuagin trilogy supports Sea Devils, a
MONSTROUS ARCANA~ supplement, and also Of Ships b is possibly the same 65-f
The Sea, a core rules supplement, both providing in- crewed by 10 0-level sail
depth rules for marine adventuring. However, these F2 captain, which originall?&o$ght the player charac-
two supplements are not absolutely required to play out ters to the island). Note that the fathomer Laurish
the sahuagin adventure trilogy. Samprey and his sea-otter familiar Scratch accompany
The bulk of this adventure occurs on and under the the adventurers (if they survived the Sea Caves in the
wind-tossed waves of the open sea. Although places first adventure).
and individuals critical to the adventure are named and
described, the DM is free to change any and all names Laurish Samprey, hm,WlO, Fathomer: AC 2;
found herein so that Night of the Shark and the subse- MV 12; hp 33; THACO 15 (with staff of striking);
quent adventure can be cohesively inserted into any #AT 1;D m g ld6+3plus strike damage (staff of
ongoing campaign. striking; +6 or +9 when 1or 2 charges expended,
Finally, it is important that any party playing through respectively); SA spell casting, +1 saving throw
this adventure possesses magical items that allow its bonus vs. water-related spells; SW suffers
members to survive in some fashion while underwater; -2 penalty to saving throws against fire-related
the marine environments characteristicto the encoun- spells; SZ M (5' 11" tall); ML Average (9); AL NG;
ters in Night of the Shark spell doom for any PCs that are XP 2,000.
ill-prepared. Those who adventured in Evil Tide should S 10, D 17, Co 15,116, W 13, C 13
already have an assortment of magical items that aid in Personality: enthusiastic, energetic, the original
marine survival. If the DM intends to run Nipht of the "salty dog."
Shark independently of the previous advencre, he apon Proficiencies (2): dagger, staff.
she is well advised to provide PCs with water-ada nweapon Proficiencies of Note: swimming,
magic or else face the possibility of a quick demise ction sense, fishing, herbalism, navigation, sea-
all concerned in the very first encounter. hip, and underwater navigation.
pecial Equipment: bracers of defense AC5, ring of
ctwn, helm of underwater action, water-proof spell
BRIEF H I S T O R Y 6 component pouch, staff of striking +3 (57

A statue carved of greenish serpentine (called The Spells (5/5/4/3/33):1st-magic missile (x4), tears of
Stone Which Abides by the sahuagin Baron Kthstr the alligator* (converts 10' radius sphere of salt-
water to fresh water); hd+, wizard lock, haunted vessel‘s lower decks, they discover some hints
knock, invisibility, rmterbane* (waterproofs1 target revealing how the ship reached ita present state, as well
and target‘s posseesions); 3rd-dbpel magic, wllter- as a meansand motive to propel the ship to a mngular
breathing, suggestion,pressure resistance” (protects location that, to outward appearances,is a submerged
target from crushing water pressure); 4th-cham seamount.
monster, polymorph S& E0at.d’~b h k tentncls; While exploring the seamount beneath the waves, the
5th--aiy water, conjure water elemental, transmute PCsencountera strangecmattm, kraavnas the apoda-
rock to mud lypse,along with its progeny. In addtion, they m e a
~pellsintroducedinofships8 The sea living ”sea elf.“ However,unbehownst to +k adventur-
ers, the captiveisinfacta malati (a sahuagin whohas the
Scratch, sea otter familipr: AC 5;MV 12,Sw 18; outward appearance of a sea elf). The captive is a valuable
HD 1+1;hp 9;THACO 19;#AT 1;D m g ld3 (bite); Boufie ofilublnationfor theheroes;heassuresfhemthat
SZ S (2’long); ML,Average (10);Int Average (9); he can guide them toa secmt entrance in the City of Abid-
AL NG; XP 35. ingHunger(thesahuaginatywherrthestatueandsame
human captives from Angler Island have been taken), or
Even though the true nature of The Stone Which back tothe mainland if that is their wish Either way, t
k
Abides is not completely revealed until the third adven- mute is fraughtwithdmger,and the end ofthe journey
ture, it should be noted here that it is a unique artifact holdsanunpleasnntcorrsequarcefortheheroes.
with several specific properties. It cannot merely be tele-
ported or carried via an extradimensionalspace such as
a portable hole or something similar; nor can it be magi- C H ARACT E R
cally reduced for ease of transportation, or whisked
through another plane of existence. The only means of
I N V O LV€MENT H O O K S
moving the item is by boat across the water. Anything Characters who have played through Em1 Tide do not
the characters attempt to do to avoid this fails. Heroes need to be artificially incorporated into this adventure.
may attempt to use magical divination spells on the For the DM who wishes to run Night of the Shark by
Stone, but results are vague, at best, indicating only that itself, however, the following bulleted points provide a
it is highly magical. couple of possible r e a a for
~ ~the PCs’ presence on
A trip to the mainland requires one-and-a-half days board the ship carrying the viciously sought Stone
of sailing with good winds. Those who merely wish to which Abides:
dump the statue in the deep ocean have been told by
Rynnow that it should be takenat least a day’s sail from *The PCs arrive on Angler Island after the recent
the island. In any event, it should be easy enough for Sahuagin incursion has been dealt with; the threat is
the DM to engineer “The Tempest” encounter such that apparently past. A fathomer (wizard spedalizing in
it occurs in the dark of night. the sea) by the name of Laurish Samprey hires the
Pcs as escorts in the transport of some “delicate
cargo” (the wages of Laurish are negotiable, but he
ADVENTU RE SUM MARY doesn’t offer to pay each PC more then 50 gp for the
day-and-a-half trip to the nearest mainland port); see
The ancient statue brought up from the Sea Caves “The Tempest” chapter below.
beneath Angler Island must be deported immediately to
avoid a full-scale sahuagin attack; the sahuagin King *The PCs‘ ship (either their own or one they have
Laangforanen (whose crafty machinations were accom- booked passage on)puts into Angleburg on its way
plished by Baron K’thstraam in Em1 Tide)desperately to the mainland. The captain (one Norden Panitker)
wishestogethishands on this& and doesn’tseemto takes on only a large crate for cargo and one passen-
be bothered by wasting the lives of his followers to do so. ger (TheStone Which Abides and Laurish Samprey,
The PCs escorting the statue to sea are in for a rude respectively)before putting to sea; the PCs are not
surprise when a storm of lethal magnitude blows up in necessarily aware of any of the island’s recent trou-
the night. What’s worse, a band of sahuagin and a truly bles with sahuagin or the nature of their new cargo
massive megalodon @ant shark) finishwhat the storm unless they take the time to investigate.
began; the PC’s ship goes down. The sahuagin make off
with the statue while the PCs are left to fend for them-
selves in a night ocean infested with a viaous shark of
frightening proportions.
@-WICK WATER R U L E S
Surviving PCs realize that the storm has blown the Adventures that occur on or under the water place
ship away from the mainland into unfamiliar waters. land-adapted PCs at a significant disadvantage; to allow
Luckily(?)the PCs are offered “rescue” by a ship craved for easy reference, the Quick Water Rules that appeared
only by the dead. If the Pcs survive the perils of the in Em1 Tide are reprintedhere:

3
feet; half this distance for every additional 50 feet descended.
WICK WATER RULEJ Underwater vision, clear or turbid water, night: It's dark!
ick Water Rules are rough interpretations of the in-depth Infravision: ?4normal; images beyond this range are smeared
es explamed in The Sea Devils and OfShzps and the Sea. These past recognizability.
es are only for land-adapted PCs and assume no magical
istance to breathing, or vision, or magical prevention of Underwater hearing, complex messages: 10-footrange.
ter resistance during combat (such as that confered by items Underwater hea nge.
Yee action)
Hold breath, prepared ?4Constitution m rounds. Underwater melee: ch.ir\j &&I7 effective PCs
Hold breath, encumbered andlor exerting self: !4 Constituhon are assessed a -4 penalty to initiative and attack rolls. Addi-
in rounds. tionally, all weapon specialization effects are nullified. At DM's
Hold breath, exerting and unprepared: %z Constituhonin discretion, some weapons wielded by land dwellers inflict
rounds (mmimum 1 round) reduced damage (as described in Ofships and the Sen).
Underwater missiles: Thrown weapons are ineffective;crose-
Swim, proficient &K unencumbered !4 land movement. bows and similar weapons operate at %O normal range.
Swim, proficient & encumbered: X land movement.
Swim, nonproficient & unencumbered !4 land movement. Underwater spell casting, verbal components: Impossible to
Swim, nonproficient & encumbered: Sink like a stone! properly articulate sounds underwater while water breathing;
*Note:These figures detail underwater swimming rates. Sur- spells or items such as airy water, underwater action, orfree action
face swimming occurs at the rates given in Chapter 14:Time & are necessary. As an optional rule, a kindly DM might allow
Movement in the Player's Handbook. character to cast a spell using air stored in the lungs, but this
depletes the held breath in a single round.
Underwater vision, clear water, day: Approx. 60 feet to 80 feet; Underwater spell casting, material components:M
half this distance for every additional 50 feet descended. ial components are ruined by water; DMs discreticn -e-*.;-
Underwater vision, turbid water, day: Approx. 40 feet to 60 (or refer to detailed rules in OfShips and the Sea).

TH€ T€MP€ST
A storm has been called up by the Deep Mother (the ments for The Stone Which Abides, it resides in the cargo
nature and agenda of this entity is revealed in Sea of hold in a large wooden crate.
Blood, the climactic third adventure in this trilogy) in the It is only a few hours after true night falls when there
fastness of the Ocean depths, and is coordinated with an is an excited clamor of many voices from amongst the
attack planned by Baron Kthstraam in an attempt to crewmen on deck. Read or paraphrase the following to
pirate The Stone Which Abides from the hold of the PCs' the players whose characters are on deck or who investi-
ship. After fleeing his last encounter with the PCs gate the yelling:
through the use of his magical trident, he arranged for
his human prisoners (the remaining excavators from
Angler Island) to be delivered to King Laangforanen in
?astern horizon, blotting out a portion of the starry
the City of Abiding Hunger. After that, he and his under-
ikyscape; the dark obscurement stretches as far as
lings began a serious effort to spy on the activities in the
he eye can detect in both directions. Even a glance
bay near Angleburg.
:onfirms that the distant bank is rushing across the
Each ship leaving Halfmoon Bay large enough to hold ,ky, eating the light of the stars and replacing it wit1
the statue has been surreptitiously scrutinized by the
inrelieved blackness. Streamers of dark cloud race
superhuman eyesight and audio capacities of Kthstraam.
iefore the rapidly advancing tempest like eager her
When his sahuagin senses picked up mention of the statue
ilds of doom. The cries of fear and the hints of pani
while it was being loaded by indiscreet dock workers, the
imong the crew attest to the fact that no normal
baron contacted distant aeents
" of the Deeu Mother via a
korm could ever approach so quickly. Wild spears (
special variant of the message-relaying sahuagin Deep-
.ough lightning appear in the belly of the advancini
song. Thus, his physical attack could be timed with her
iarkness, bass rumbles grow exponentially louder,
supernatural sending against the specific ship carrying
ind the turbulent wave tops are sheared smooth by
contested carving. With him are a host of 20 sahua
in appalling wind.
riors and two horribly large megalodons (giant s
The first encounter is preceded only by calm
clear skies, and a good wind. Nothing seems to b Cs have only two rounds to prepare themselves
ularly amiss. Unless the PCs have made special a nslaught of the incoming storm. The fury of this
supernatural tempest slams into the ship as it comes water hewith an ear to the keelsince it left harbor,and
around (thecaptain tries to put the bow into the stonn), they have a very g d idea as‘to the location af The
almost lifting the entire ship out of the water. The winds StoneWhich Abides. A devastating bite below .the water
and rain pummel anyone on board, and the ship begins line by the other giant shark is sufficient to stave in the
to rock wildly requiringa Dexterity check every other timbers of theship. The resultinghob may be dose
round to remainafoot (those who fail a check and are enough to the statue such that with thgtiltingof We
not tied down fall and roll into the water). The driving ship, the crate merely slides out into the water. If the
rain chills warm-blooded creatws to the bone, ham- Pcshave made special amgements fm.the storage of
pers vision beyond 10 feet, and extinguishes any non- Thestone Which Abides, 10 of the sahuagin in the
magical light. The winds of the storm continue to blow water, led by Baron K’thstraam, stream tlmugh the hole
the ship wildly off course into the deep sea during this and attempt to recover the statue.
entire encounter. ’ ,
The severity of the storm requires the ship to make
an immediate seaworthinesscheck with a -3 penalty
(roll less than or equal to 9 on a d20 in the case of a
knarr, for example). Ships that fail a seaworthiness
check founder and begin to sink. Unfortmately, those
ships which are sturdy enough to withstand the storm
are immediately beset by a sahuagin attack!
A huge shark visibly liftsits head from the water and
begins to smsh/bite away at the stem of the ship.If the
shark isn’t stopped, the ship will certainly sink; this
threat is possibly sufficient to draw some of the Pcs into
the water; however, they are attacked here by 10 sahua-
gin whose only duty is to distract the Pcs from the During this conflict, the ship takes on ever more
other side of the ship. . .. water; it is only a matter of time before it goes down.
sahuagin spieshave been pacing the ship below the Unfortunately for the crew and Pcs, any lifeboat

5
launched during this period is immediately attacked by rake/rake/poisoned trident); SA poison inflicts5
the second giant shark in the water, whose tenaaty points ofdamage with succedul saving throw roll
insuresthat the lifeboat is bitten inhalfanditspassen- or 10hp + loss of consciousmsswith failed ro&
gers swallowed. SW bri@light --, -2 saving thmw petdv
Once The Stone Which Abides is secured, the mnain- vs. magid fire, suffersoneextm pointper die of
ing sahuagin retreat, providing a distraction, if neces- m& fire damage, -2 saving throw penalty vs.
sary. If Baron Kthstraam succe8Bfu1Iy steals away the light-based attacks; SZ M (6' tall); ML Steady (12);
statue, the surviving PCs are left in dire straits; nothing Int High(13-14); AL E; XP 420.
is left of the ship save random wreckage upon which a
few crewmen still cling, blown at the mercy of the Giant sharks 8:AC 5; MV Sw IS; HD 12; hp 72,
storm. What's worse, one of the giant sharks remains 69; THACO 9; #AT 1;Dmg 5d4 (bite); SA swallow
behind to hunt the wreckage. Unless the P C s intervene, medium-sized creatures whole on attack roll 4
screams of terror denote the passing of each of the five greater than minimum to hit; SZ H (27' long);
remaining crew, after which the shark begins to hunt the ML Steady (11);Int Animal (2); AL N; XP 5,000.
adventurers. At any time followin$ the theft of the
carving, the DM may deem that the shark i s "full,"
thm allowing weakened PCs to survive the encounter
if they begin to flag.
THE O P € N $ € A
When (if) the PCs have dealt with the shark,the The PCs craft was blown far to the north into unfa-
storm dies down as quickly as it was roused. The miliar water before it sank below the waves when the
skeamers of cloud blow away to reveal the stany skies storm released its grip; the PCs are lost at eea without a
above the sea, unconcerned with the remnants of the ship! In all likelihood, the water-adapting magical items
ship and life which dot the ocean swells. are the only thing between life and death by drowning;
the outlook does not appear favorable. The only food
Baron K'thstraam: AC 5; MV 12, Sw 24; HD 7+7; available is the dwmdhg rations; the Pcs have blown
hp 50;THACO 13 (9 with Surge); #AT 7; Dmg ld2/ so far out to sea that the water below them is very deep
ld2/ld4/ld4/ld4/ldl0+10 (claw/claw/bite/ (800'-1400') and does not support theabundant aea life
rake/rake/trident +3: Surge); SW bright light for which the shallows are famous. setting off to move
harms eyes, -2 saving throw penalty vs. magical in some direction with the intent of eventually striking
fire, suffers one extra point per die of magical fire the only dternatpe, b u proba-
damage,-2savingthrowparpltyvs.~~ hope^^ to
attacks; SZ M (6' tall); ML Elite (14)sInt 0; appreciate the predicammt.
AL LE; XP 1,W. This could prove the end of 'he a d v e n w , and I
Special Equipmmt: 3 bladders of octopi-ink, 3 day ar two of exposyte to the glaring sun and the Mgid
bladders elrrsmobrrmchuwor (heals sahuagin ld4+8 nights wh@e Fonrtantly submerged in water is cetttlfnly
hit points, raises sahuagin Morale by 2,conkrs a in order. This should convey the =verity of the situatian
+2bonusto attack rolls, and decreases the sahuag- to the heroes; to really drive the point home, Checkbr
in's naturalAC to 3; d - l a s t for 1tun\.If air- random enmttntms three times per day. A roll of 1-2 on
breathinghddsdaokedownthisfetid ld6 i d h t e s a n encounter has occurred. Stab for indi-
colroctiom,they gain none of these benefits; aated creatures can be found in the Mo~qpous
instead they gain the ability to bmathe zuuter for 12 hhNlLu@acoessory.
bDurs but suffer a -3 penalty to dl actions).
Surge (tridtnt 4; Damage ld10+3;Int 14;Fgo
20); Special Purpose death or disfigurement to all
who do not revere Anguileusis; Spedd Powers
command 12-HD weter elemental 3 tasks per year,
confersfrce actim, raaterbrpathing,and prohction
fnnnnomtul roarpars on wiekler cmce pa day for 1
tum,telcport w i d e r once per month to location
within 2 miles if both locations under salt water,
tekpfky, superkydrate (on a natural attack roll of
20, halw the victim's remaininghit points, afsR
computing n o d damage; creature's tissues
it
swell and burst with too much salty fluid)

Sahnagin warriors (20): AC 5; MV 12, Sw 24;


HD 2+2; hp 16each; THACO 19; #AT 4 while under-
water; Dmg ld4/ld4/ld4/ld6+1 and poison (bite/

6
i

-
.. ..A
.
-
7
tence; she convinced herself that careful experi- )
mentation based upon the data discussed in the
The Fortunate Son was long ago one of a small fleet
of five ships owned by the wealthy merchant-wiz-
ard Sharone of Oceanopolis. Sharone’s fleet of ships
traveled far and wide, often mapping new territories
Fragments could yield interesting and valuable
information if one was discriminating. Unfortu-
nately, Sharone was wrong.
-9
The Fortunate Son contains no living beings, yet it is
in the process. The revenue generated from exotic inhabited by the spawn of the creature initially engen-
cargo obtained in distant ports enriched S h e dered by Sharone’s misguided experhents, as well as
greatly, but she was interested in more than just simple the unquiet spirits of all those slain by that unholy cre-
profit or the sights offered by far lands. She also ation. It is the ghost of Sharone in partintlar that has
enjoyed continual experimentation and research into guided the ship to the recent site of the magical tem-
all things magical, so much so that her flag ship, the pest. If the Pcs investigate the ship, they have a good
Fortunate Son, was outfitted with a magical travel-lab opportunity to “meet” Sharone,or what’s left of her.
so that she could fill the long days of ocean travel with At the very least, the heroes are almost undoubtedly
valuable research. motivated to take control of the ship in an attempt to
Sharone’s ruination began with what at first seemed sail, rather than swim, to dry land. However, any
a fortunate landfall in the small port village of physical attempt to sail the ship in a diredionat odds
Seamore, where Glomund the town enchanter had with Sharone’s agenda fails through her mystical inter-
recently died of natural causes. It chanced that ventiow observant Pcs have a chance to note that fol-
Sharone was able to buy one of the late enchanter’s lowing their arrival upon the .ship, the craft has begun
estate lots containing a variety of items that the village to propel itself across the choppy waves in defiance of
elders put up for auction. In this lot, which chiefly the wind and ragged sails.
contained items of magical origin, Sharone recovered Upon finding the Pcs alone in the water, the ghost

I
sheaf after sheaf of unorganized notes scribed in the allowed the adventurers to board so that she could
crabbed hand of the deceased enchanter Glomund. attempt to influence themto undertake an unfinished
Sharone ordered and assembled these scribblings into task.The ghost resides in the, h e r hold and cannot
a cohesive tome, naming it The Nekton Fragments in physically leave the site of hei death, nor can she protea
credit to their strange content. the Pcs from the various threatsthat reside upon the
It seems that the late Glomund had long been a ship. If thePCs do not seem motivated tosearch the
strong proponent of sea life and all swimming things, ship and find Sharone’s remains (andher ghost), the
so much so that he truly believed that the humanoid dead captain begins to create faint noisessvctry 12 hours
races would be much better off if they would simply
return to the sea that spawned them. His beliefs
that sound liketwelve regular blows upon a hollow
metal pipe. The so- of the soundsis unmistakably far I
received a strong boost when his research led him to below the main deck. See !%amne’s stab and descrip-
truly ancient scraps of magical knowledge penned by tion under entry 39below for cornplebe information.
an enigmatic p u p , known only as the Cabal, whose
goals seemed similar to Glomund‘s own. Altkiwgh the
few documents of the now-vanished Cabal discovered
1. MAIN DECK
by Glomund were wildly incomplete, the mad fath- A decayed but still serviceable rope ladder hangs
omer filled in the portions missing from the docu- unfurled on the port side of the ship, providing easy, if
ments with the fruits of his own research. slimy, access to the main deck from the surface of the
Unfortunately, Glomund‘s investigation was so water. The surface:of themah deck is strewn with bro-
utterly invalid and misguided that he came to believe ken beams, rotted rope, and shattered railing. The
that only through the implantation of necrotic tissue in damage is obviously due to weathering over a period
living ’beings could he permanently adapt an air- of many, many years, and the rotted condition of the
breathing organism to exist in a watery mediunt. deck boards invite specuIation as to their soundness.
(After all, what need has a partially dead creature to A 15’x 20’hole in the middle of the main deck pro-
breathe air?) It is this legacy of xnisinmpmted data vides passage down to lower bels of the ship. Rotted
and unholy experimentation that exists in The Nekton netting ttrstt once stretched across the access now
Fragments. While Sharone was no novice and recog- lwttgs in tatters, but possibly provides additional
nized the real danger contained in the tome, she also wutes down to the orlop (mid deck) and hold. Even
possessed arrogance in equal portion to her compe- full sunlight above is insufficient to illuminate the
n
dark below decks, and lights hrom above provide, only
~f a decay sin& to that-

cbmpletely deserted.
Hewever, a strange chill hovers above the deckboards
like an omen of ill, which is only intensified by the
si@ of a skeletal hand h g i n g over the edge of the
QOW’S nest off the main maet.

Crow‘s Nests
Both the fore mast and the main mast support 10-
footdiameter aow’s nests perched approximately 60
feet above the deck, while the rear mizzen mast holds
aloft a basket large enough for one person some 80 feet
above the deck. The main mast can be reached from
the floor of the main deck, while the fore mast rises
from the fo’castle, and the mizzen mast is accessible
from the floor of the rear half deck.
Altemating ironrods bored into the masts provide a
route to each of the lofts, but the iron rungs are slightly
rusted;thereis a25% chance that arungwill snap off
for each 2Q-footsection traversed (up or down), send-
ing climbers crashing to the deck boards (inflicting
normal damage).
The fore mast nest and the mizzen mast nest are
empty, but the main mast crow’s nest contains puz-
zling contents: the skeletal remains of three humans
lying in fetal positions. Study of the remains fails to
yield any mark of violence upon the three; it almost
looks like the three remained atop the crow’s nest until
they perished of exposure.
The clothing of the deceased is in linewith what
sailors the world over are known for, and a search
throughthe pockets and pouches uncovers a p p x i -
mately 86 cp,53 sp, and 13 gp minted from many dif-
fering porta No search is necessary to notice the slim
but heavily weathered diary in the hands of one of the
dead sailors.
The diary indicates that the name of the sailor was
Robert Lane. Entries are BP- throughout and deal
mostly with the day-to-day activities of a crewman on
a sea-going vessel, often waxing most pmlific when
the ship put into harbor and Lane was able to spend
his pay on various entertainments. The last two entries
are out of character, however. Read the following diary
fragment to those PCs who peruse Lane’s dmy:

Sun Day the 22nd


rn
“I’m not sure wha aptain Sharone and tha
infernal surgeon are up to, but the sounds com
from the surgery are ghastly. Poor Tim went in c
plaining of a belly ache three days ago, and non
us have seen him since. I’m not sure what good
dead shark we hauled into the surgery can do, bu
the captain assures us thaf she can distill ’the best
possible medicine’ from the beastie. She says that

9
ing rotted hawsers, broken beams, lengths of
tom sail, mats of seaweed, and the occasional rot-
than ever!' Those screams echoing through
the ship now make me think that something':
me wrong, unless the captain's idea of 'better'
Iesn't agree with mine."
ted fish. A determined search through the detri-
tus reveals a rusted rapier that has lost both its
sheath and wielder.
A chimney pokes out of the floor boards, serving
3
the large kettle in the kitchen below (Area 5).
oon Day the 23rd
"Horror! They're all dead, all of them! Only ntr,
laf, and James are left. We made it up here just in S. SEA KITCHEN
ne. I can still hear the chittering and the scraping A kettle of large dimension (5' diameter, 4' tall) is
ming up from below, the unholy sounds of the permanently bracketed above a fire-proofed enclosure
astie, I guess. It doesn't seem to want to come oui in the center of this deck. Above the kettle is a @e
to the light; maybe it doesn't know we're up here metal funnel-chimney. The fire-pit below the kettle is
lo know one thing: I'm not going back down to h e d with metal plating and holds at least a foot of
e deck for anything. I'd rather starve to death caked ash (a search through the ash reveals a mummi-
an let Sharone's nightmare g ~--. "**rL-& -
*.,.I
fied human hand; a morsel overlooked by the spawn!).
2, horrible fate. . ." The kettle contains the long-evaporated crust of the
last fish stew cooked on board the Fortunate Son.
A smashed book-case holds the moldering remains
2. HALF DECK of a variety of cookbooks specializing in cuisine of the
This deck hangs one level over the main deck and sea, as well as the broken shards of spice jars.
can be reached by one of two wooden ladders. The
boards of the half deck's floor make up the ceiling of 6 . MESS
the Coach section (Area 11)on the main deck. The half
deck is littered with debris similar to what can be This chamber once served the crew as a communal
found on the main deck. A set of stairs lead up to the mess hall,where sailors could eat their daily meals.
poop deck (Area 3). To the left of the stairs, a narrow This chamber also served as an area where offduty
doorway gives entry to the round house (not num- sailors could gather to play at dice or join in rowdy
b e d on the map), which occupies the shallow space song or banter.
immediately below the poop deck. In its present state, this chamber is literally a mess;
The round house contains splintered tables and broken bowls, bent flatware,smashed tables, and
shelves, and the portholes looking out over the water splintered chairs cover the entire floor of the room.
are smashed and useless. A search through the debris The portholes are smashed out, and the intru-
reveals a sheaf of faded and rotting maps that depict sion of water has created a mildewy carpet of green on
far shores unfamiliar to the F'Cs (at the DM's option). the ceiling.
Those seerching through the morass can recover the
3 . P O O P DECK. following items of note: an unbroken crystal decanter
worth 20 gp, a pair of bone dice with ruby pips worth
A great wooden wheel spins freely in its mount in 100 gp, and strange scratch marks near the center of
the center of the poop deck. The cables that once the floor that trail out the door into the kitchen ( k e a
attached it to the tiller have rotted away below (but 5). Those who make a successful tracking proficiency
could probably be repaired if sufficient strong rope is check guess that human fingemails made the marks as
on hand). A search through the seaweed and other somethingbodily dragged the victim from the chamber,
debris littering the floor of the poop deck reveals a under strong protest.
partially corroded silver-plated sextant (10 gp).
7. PANTRY
4. FO'CASTLE Although several shelves are fallen and smashed,
The fo'castle looks out over the bow of the ship. many still stand and contain a variety of canned and
Much likethe previously described exposed decks, the bottled foodstuffs. Investigation of the rations reveal
fo'castle is covered with all manner of debris, includ- that 98% of every&@ stored here has gone bad, and

10
tinking, black fungus grows on the backs of every
jar and shelf not in direct light. Any character
who disturbs the gunk in any way is also treated
to a concentrated whiff of rot so virulent that a 12. CABlNS
successful saving throw vs. paralyzation is in order to
avoid being doubled over in nausea for the following Six cabins of wual comfort were used to house I
turn. high-paying travilers who often took passage on thg
Fortunate Son due to its special charm.Each cabin con-
tained a real bed, a closet, a dresser, and a small desk,
8. COAL RESERVE as well as various decorations.
A few hundred pounds of coal are piled in this In the aftermath of the disaster, these cabins are gut-
chamber for use with the cooking, but the smashed ted and ruined. Splintered and rotting wood vie for
portholes have let in so much water over the years that space on the floor with mirror shards and bmken
only a tarry, useless sludge remains here. glass. A thorough search of each mom has a 359/0
chance (per room) to uncover a small unbroken object
(or coin purse) worth ldZ0 gp.
9. CAPTAIN'S MESS ( ( .
,v * : i y r. ,,I$<:.
# I ,

The captain enjoyed taking her meals in this once-


luxuriantly appointed salon (or out on the beak head).
Both of the doors to this chamber are smashed off their This cabin was not for the comm I

hinges, and the finely carved furniture within the it was set aside by Sharone for diplomats, emissaties
chamber has been uniformly smashed, as have the vin- from foreign ports, or good friends. At the time of the
tage wines, crystal goblets, and rare china. A deter- disaster, it was not in use, and the sturdy oak door
mined search for valuables or clues turns up nothing. remains locked and trapped with a poisoned needl
that inflicts3 points of damage to those who succes&
fully roll a saving throw vs. poison; those who fail
10. BEAK HEAD roll suffer 2d10 points of damage.
This deck protrudes over the water beneath the The contents of the cabin have not been smashed
bow. The wooden railing here is mostly missing, and a and looted like the other chambers on this deck level,
misstep in the slick seaweed could send an incautious but the mark of much time is still readily evident
adventurer straight into the drink. A sealrh through especially along the stern wall, where a smashed p
the seaweed and sail shards reveals a single discarded hole has let in prodigious amounts of water over the
boot (lost by a desperate seaman moments before the years. A patch of black fungus now clings tenaciously
progeny got him). to much of this side of the cabin.
The fine (but water-stained) furnishings include a
four-poster bed, a roll-top desk containing a sheaf of
11. COACH fine paper worth 10 gp,a personal lavatory, two
This generally open area once provided a common lanterns full of oil, and a walk-in closet that h li,

room for guests or paying passengers. A set of stairs few pairs of boots, some gloves, and a couple
here provides easy access down to the orlop (mid on pegs (no clothing currently hangs here). A glass
deck) of the ship; the stairs descend to within five feet cabinet still holds a collection of 23 valuable pipes
of the captain's great cabin on that level. Unfortu- from various cultures (each pipe is worth 2d10 gp).
nately, with time and age, the stairs are no longer able very small wooden chest on the bottom shelf of the
to support any significant weight. nlass cabmet holds exotic D i m tobacco, but time and
"
Any adventurer descending the evil infl&ce have had their way
stairs suddenly crashes through with the leaf. The smoke
the stairs and then through the produced by smoking the
floor of the orlop, all the way L.a;r pipe weed requires the
to the bottom deck, finally imbiber to roll a success-
winding up in the bread ful saving throw vs. poi-
room (Area 38).Falling vic- ?;L 8011 or go into a horrible
tims suffer a total of 2d6+4 ..
:- hacking fit that delivers
k ldlO pomts of damage. Anyone within 10 feetwho before the apodallrpse could consumethem.
inhales this second-hand smoke must also mll a Due to the p x i m i t y of the progeny throughout
saving throw vs. poison with a +2 bonus. A failed the ship (andthe SuweNegttive Energy influ-
roll in this case inflicts ld6 points of damage. ence exerted by these matures), the remains
became animate zo1ILbie8. Any investigation of tke
walk-in closet draws an attack by the zombies.
14. O R L O P These zombies show massive bite wounds, missing
The PCscan access thismid deck by either the stair- limbs, and in one case a missing head. Each zombie is
well described in the Coach section (Area 11)or via the also fully covered by the black, oily fungus thatper-
wide hold access. Except for the light that shines down vades thelower decks. A successful strike by one of
from the open hold access (which still seems unac- these zombiesalsoemears the gunk into the wound,
countably dim),this deck is absolutely dark. There are requiring a successful saving thruw vs. poisom Thoee
no portholes on this level; the Pcs probably need a light PCswho fail the roll contract a fungal disesse that al-
source to navigate. This level also seems colder than it nately lowers their sttength and Consthtionby one
should, and the occasional creaksand &n>ans of the point every 24 hours. This cycle continues until the dis-
ship's boards seem to presage a d e v o l e n t intent. ease is either cured or the victim &es (whenone of the
As above, the floor here is littered with all manner stats reaches 0). Those cured before death recover 1
of debris. In some places, the debris is so thick that point every 12hours in both sfata a i m u l m y .
PCs are forced to pick their way carefully across the
planking. Note that characters fighting under these Zombias (4): AC 8;MV 6; Ha 2;hp 8,10,12,@
conditions suffer a -1 penalty to attack rolls, Dexterity THACO 19; #AT 1;D m g ld&SA fungal infectim;
modifiers,and to AC.If a PC chooses to forgo these SD immune to slecp, clrarm, death magic, poisons
penalti- a successful Dexterity check is necessary to and cold-based spells; SW holy water inflicts2d4
remain afoot for each mund of combat. points of damage per vial;SZ M (6' tall);
A permanent wooden bridge with the capacity to h4L Fearless (20); Int Non- (0);AL N;XP 120.
swivel aside once allowed easy access aaross the g a p
ing hold space, but time and rot have pulled the To the right of the cabin's entry, what looks like a
bridge down into the depths of the hdd. The wood on solid wall infacthoMs a searetdoor that wasneyer
either side of the hold space is old and rotten,and any- breached by the apodalypse. The BeQet door is wizard
one approaching within five feet of the edges stands a locked (at ioth le;el) a d is futther trapped by a poi-
50% chance of falling through to the hold below, suf- soned needle; the poison infkts 3 pointsof damage to
fering ld6 points of damage. thosewho successfully roll a saving throw vs. poison;
those who fail suffer 2d10 points.
The small podium, table, and the largechest that am
15. GREAT CABIN visible in the mom contain some of Sharone's penronal
Captain Sharone kept her quarters here, and as such treasures.The small podium contains Shatone'stravel-
this was once a fine cabin appointed both with &ems ing spell book, which contains spells appropriate to a
of luxury and utility. loth-level conjuror. The binding is not q r a v e d , but
Cumntly, the omate oak door lies splintered, and the cover page holds a viastrcmke eigil thataffects the
the intaioz is a mess.Finery similar to that of the state first person to peruse thebook. The spoils in thebook
Cabin (&a 13)is now smashed and tumbled. The include: lst--annor, cuntrip,find~mdiar,graase, unseen
blackish fungus or mold seen in other compartmenkj servant; &d-glitterdust, Mevs scid~anmu,summon
of the ship is also evident he=, but it covers almost swarm, alter se& wizard k k ; 3rd-sep snake mgil, slow,
every available surface; a thorough search through the tongues, waterbreathing; 4th-Ewrd'o black tenbacks,
room 80011 coats investigators with sticky, smelly wind wall, polymorph self; 5th-dry water, monster sum-
swaths of this@. moning IJI, transmute rock to mud.
Unfortunately, almost every useful The table holds a gold-plated comp~88(worth 100
chamber is mashed, save for an gp)and a large map of distant coaakj inked in gold
(quadruples vision range). (worth50 gp). A monocle that has tolled and fallen to
To the left of the cabin's entry, &e door to a large the floor d lodged into a crack is discernable with a
walk-in closet hangs ajar. Under t?c piles of nmt and successful detect secret doors roll. The monocle acts as
rotted ~armentsamtheremaina of 4 &lorn who dia$ an y e of minute seeing.

12
The chest is locked, wizard locked (at loth ence infesting the ship). The ghoul here (as its
level), and trapped with a poisoned needle simi- brethren in Area 38) is absolutely starving, and the
lar in all respects to the poison needle described PCs will make a tasty treat. Like the zombies
on the secret door leading to this chamber. The described in Area 15, the ghoul is covered in dark
chest contains 4potions of cure light wounds, 2 potions cf fungus that is benign, unless introduced into the
waterbreathing, 1 potion ofprotectionfrom water elemen- bloodstream (see Area 15for details on the fungus).
tals, and a +2 dagger of waterbreathing (allows wielder to The strong box once located here behind the sfurdy
breathe water for ld4+12 hours once per day). oak door (now shattered) is W i g ; the apodalypso
retained enough memory of its formet life that it etfll
covets valuables (thisis why the ship as a whole is
16. CAPTAIN'I CLERK mostly cleared out). Only a single torn bag remains
The unlit shambles of this cabin contain almost amidst the ruin,containing 250 sp.
nothing but ruin. A search through the debris reveals a
few pages of notes written in a quick, elegant hand Ghoul (1): AC 6; MV 9; HD 2; hp 16; THACQ19;
that discuss cargo taken aboard in a port called #AT 3; D m g ld3/ld3/ld6; SA paralyzation, fungal
Seamore. Among the more mundane items is an entry infection;SD immune to sleep, charm, death magic,
for Glomund's Lot: Nektonic Fragments. poisons and cold-based spells; SW holy water
inflicts 2d4 points of damage per vial; SZ M
(6' tall); ML Fearless (20);Int Low (7); AL CE;
17. MARINE OFFICER W 270.
At first view, this room appears to contain nothing
but rotting debris covered by the ubiquitous oily mold.
Before any investigation can be properly begun, how-
ever, three progeny drop from the dim ceiling onto the
heads of any who enter the chamber (see New Mon-
ster: Apodalypse at the end of the adventure).
If the progeny are overcome, a thorough search
reveals rot and ruin, plus two gold pips (worth 10 gp
apiece) attached to a rotting seaman's uniform.

Progeny (3): AC 6; h4V 9, Sw 12;HD 3+3;hp 15,


18,21;THACO 17; #AT 1;Dmg ld4+2;SA burrow,
subsume spinal column; SD turning only para-
lyzes progeny for 1round, immune to sleep,
charm, death magic, poisons and cold-based
spells;SZ S (2' long); ML Fearless (20); Int Non-
(0); AL NB; XP 650.

18. DECK MASTER


Nothing of any interest to the adventurers can be
found in this ruined cabin.

19. PURSER
The purser was one of the first to die after seaman
T i was transformed into the ravening apodalypse; it
seems the purser was in the habit of shorting T i on
payday and keeping the balance for himself.The fury
of the apodalypse's initial attack killed the purser
straight off,and in the fullness of time the remains
reanimated (due to the strong Negative Energy influ-

23
I
1
4
Ir
When the first zombieisroused, a l l therest in P
3 20. CARPENTER
Once vital to keeping The Fortunate Son afloat,
the carpenter is long gone. Now it is the ghostly
influence of Sharone (see Area 39)that keeps the ship
afloat. A search through the ruin of this cabin uncovers
the chanber rise simultaneously to aitadc the PCs
(onaverage, 4 zombies per chamber).As described
i n k 15,eachof these zombiesis coated witha
black fungus that causes fungal infedion in any
who are hit and fail a saving throw vs. poison.
rusted carpenter’s tools of every standard sort (20%
chance for each rusted tool to break with use), but Zombies (8): AC 8; MV 6;HD 2;hp 8,9,10,11,
nothing of saleable or magical value. 12,13,14,16;THACO 19;#AT 1;D m g Ids;
SA Fungal infection; SD immune to sleep,charm,
death magic, poisons and cold-bed spells;
21. SECOND MATE SW Holy water iriflicts 264 points of damage per
Nothing of any i n t m t to the adventurers can be vial; SZ M (6’tall); ML P e a r l e ~(20);
~ M NO^- (0);
found in this ruined cabin. AL N: W 120.

22. FIRST MATE 25. BOATSWAIN


Like almost every other cabin on this dreary ship, Nothing of any interest to the adventurers can be
the First Mate’s cabin is full of splinted, smashed, found in this ruined cabin.
and hgus-covered furnishings. However, the ornate
bed still stands unharmed @utit does sport the ubiq- 26. HALLWAY O F ERUDITIO’N
uitous mold). Hanging beneath the bed is a nest of 5
progeny that attack anyone peering under it. Persistent This hallway connects the cabins set aside on the
Pcs W h o o v the ~ proge!ny aMt slit openthe first ship to house the surgery, Sharone’slab, and the
mate’s ma- discover a leather pouch cantaining library. A piece of artwork hangs on each wall at 10-
157gp end a rhg qf&Zwion. foot intervals,but a black rot has destmyed way one
of them. Also, a s d chandelier of crystal that once
-9 (5): A C 6;MV 9,Sw 12;€433+3; hp 14, provided bright light to the chamber lies smashed into
15,18,21,s;THACO 17;#AT 1; Dmg ld&Z SA a thousand shards upon the floor.
burrow, subsume spinal column; SD turning only The doorway to the surgev (Area 29)is smashed
ppraly2lesprogeny for 1round, immme to skep, open; sprawled halfway through is a skeleton lying
h , & a t h magic, poisons and cold-baeed broken upon the floor, its bony a r m groping vainly
spells;SZ S (2’long); ML Fearless (20);Int Nun- for a safe haven.
(0); AL NE; XP 650.
27. SURGEON
23. MATE’S CLERK Dr.Bondwood was hired by Captain S h e her-
A Bearch of this abandoned cabin reveals a stock of self as ship‘s surgeon on The Fortunate Son’s maiden
padunent, quills, and ink in a locked metal box that voyage. In the following years, Bondwood and
has sutvived the ruin visited upon the rest of this Sharone became fast friends, and they often jointly
Chamber. worked on projects of researchin both the magical and
physical realm. This chamber served as Bondwood‘s
quarters, but little of any value remains.
24. CREW QUART€RS Amid the litter and black fungus filling ,the cham-
Both ofthe room labeled as crew quarters contain ber, the discerning eye can discover various charts and
two parallel rows of wooden bi-level bunks. A horrid diagrams of the physical anatomy of various human-
stench of rot chokesinvestigators in either chamkrs. oid rams (some ob these am hawate),a few rotting
Each bunk (32total inboth 0abinS)has a 25% thprreto books purporting to deal with healing through accu-
amtainvaluablepersonal~chasachest, pressure and other strange methods (rot has robbed
pouch, or bag containing 3d20 sp--of the sailor who these books of any dubious value they may have once
01lce slept there.Each bunk alsohas a25% chanceof possessed), and a full human skeleton hung from a
metd.arqlnAhewal& ,3 ., - . _ I __ --‘r*‘wwT

14
Dr. Bondwood is not in evidence, and size, linen,bandages, dried herbs,
but the skeleton h g i n g from the and more.
metal rod is animate, like many of the Those with tlre herbalism pmficbmy
other humanoid remains found upon canr3.ndus&Iitemehem€m~
the ship. The skeleton is unable to rem0 theirarrintherealInofhealing(thislp0m
from its skull hook but attacks anyone who comes appears to have been sealed fromthe general rot
within range of its bony grasp. Like the zombies afflicting the rest of the ship). The many glass con-
described in previous rooms, the black fungus coating tahers contain small samples of sea life suspended in
the skeleton causes disease in those who fail a saving a preservative fluid;star-fish, crustaceans,
throw vs. poison (seeArea 15). cephalopods, rainbow-hued fish, and miniatwe shark
are just a small sampling of the creatures kept unde-
Skeleton (1):AC 7;MV 12; HD 1;hp 8;THACO cayed in this room.
19;#AT 1;D m g ld6 (claw); SA fungal infection; Possibly due to the metal sheath that shields this
SD piercing weapons inflict half damage, chamber from the moisture and fungus,the dead sam-
immune to sleep, charm, death magic,fear, poisons ples have also escaped undead animacy.
and cold-based spells; SW holy water inflicts 2d4
points of damage per vial; SZ M (6' tall);
ML Fearless (20); Int Non- (0); AL N; XP 120. 29. SURGERY
As foreshadowed in Area 26, a skeleton (poor Dr.
28. SURGERY STORES Bondwood) lies in the shattered doorway of the
surgery, indicating a headlong run that failed to
This locked iron door remains unbreached in the achieve its goal. This creature is animate and attacks
general disrepair of the ghost ship, but the key is long anyone attempting to step over it into the surgery.
missing. Within, deep wooden shelves line the right, Refer to the skeleton stats described in Area 27.
left, and back walls, allowing only a small area in This was the chamber where Sharone and Dr,Bond-
which to stand. The shelves are filled with glass jars wood created the apodalypse from a recipe pieced
and bottles, scalpel-like instruments of every shape together from The Nekton Fragments.
phernalia. Unfortunately, most of the labware
-4
was made of dam, and multifarious shard8of a
once-elaboraG distilling coil now litkr the floor.
The shattered workbenches and broken shelves
lying in the cabin further attest to the fact that the
laboratory is no longer viable. A thorough seafih .
through the morass reveals alembics,burners, kettles,
mortar and pesties, scales and weights, and other
arcane tools of research.Devoted searchers who roll a
successful find seCret doors check discover a wand of
magic missiles (containing a single rem2dnul. gcl=IF),
which lies beneath a fallen bookcase. However, when
A diligent search through this chamber fails to the bookcase is lifted up, the 4 progeny hidden
uncover anything of any real value. However, any beneath immediately attack. The bookcase is quite
investigation of the aquariumlike tank situated on the heavy, and the lifter ‘s Dexterity bonus to AC is not
second table rouses the animate remains of the shark applicable during the initial attack!
that s e ~ e das the o n p a l tissue donor to the apoda-
lypse! A frenzy of foul spray precedes it out of its tank. Progeny Q:AC 6; MV 9, Sw 12; HD 3+3; hp 15,
While its rotted body is missing large chunks, its teeth 17, m,22;THACOic #AT 1; h g id4+z; SA bur-
still function. The animate shark gets around out of row,subsume spinal column; SD turning only
water just fine by propelling itself with its ghastly fin paralyzes progeny for 1round,immune tosleep,
stubs. Pod-like protuberances sprout from the shark’s charm, death magic, poisons, and cold-based
side where the dark fungus has put down colonies. spells; SZ S (2’ long); ML Fearless (20); Int Non-
Wound8 d e l i v e r e d by the shark Wct disease upon ~ (O);ALNE;XP650.
thase who fail a saving throw vs. poison, as described
in entries.
The botaom of €heclouded tank holds a scalpel of
amputation that was accidentaIly dropped in by
d obviously never retriwed due to
pments. ’Reat the scalpel ofampu-
ofsharpness (+1 bonus to attack rolls, every surface, ruining those
verslimbsmanaturalrollof 19 wise have had value.
thestumps of amputatedlimbs do
not bleed. In normal q&@ions,this blade functions
quiWw&, but in melee it amputates a limb from its
w i e l d e r e w e r y ~ the
e wie& r o k a natural 1on an
boob in the chamber; the starggodiuin h d P subtk
v a t i v e quality restuponif
shpr%&ndead): AC 6; MV 9; HD 6; hp SO; &pel Arcana at the ferthefull
’EHACO l$#AT 1;Drag 3d6 (bite); SA fungal an this dangerous grimoh.
irlfectian; SD piercing weapons inflict half
W g e ,immune to sleep, cham, death magic,&v,
poisans and cold-based spells;SW holy water ‘32.THE HOLD
indicts 2d4 points of damage per vial; SZ M The lower hold is flush with the keel, or “dwPof
(8’long); ML. Fearless (20); Int Non-(0);AL The Fortunate Son. Most

?.
30, SHARONE‘S LAB
Beinga wizard of no little accompbhment,
Sharone‘s traveling laboratory w a s - k e a chamber
filled with some of thc finestrt-el lab pars- i

16
Leakage has submerged the entire lower hold 34.FR€SH WATER
to a depth of 1% feet with sea-water. It is super-
natural intervention on the part of Sharone’s lin- Over 30 barrels of fresh water were once neatly
gering presence that prevents further leakage (see stacked here, but the depredations of time and mole
Area 39). The accumulated water and fetid bilge make insidious violations have breached all but three of .
walking about in the lower hold an unpleasant propo- them. This might be a good O p p O r h ~ ~for
@the PCs-to
sition at best, and at worst, the stagnant water poten- refilldangerously low canteens and water s h s .
tially cloaks threats to investigators.
The portion of the hold directly below the gaping
hold access above is filled with large wooden crates
3s. 5AIL CLOTH
and an equal number of wooden barrels; the familiar Ream upon ream of rolkd sail cloth is stored h.1s
dark fungus grows thickly over all of it. A thorough but the rising bilge has
search reveals the little cargo that remains intact as intended use.
described below, but also dislodges two progeny from
among the wreckage. 36. ROPE
All but one of the barrels are either staved in or
have developed leaks; nothing of their contents Thick coils of rope of various diameters are stored
remain. The barrel whose integrity remains steadfast here. Much of it has been destroyed by the black rot
holds pitch. that afflicts every below4
Many of the crates are smashed and their contents
ruined, but two remain whole. One of
the crates contains bundles of dl
soft lamb’s wool of golden ,t 1 , 37. PROVISION
hue (worth 75 gp to
the right buyer), and Piled immediately next
the other crate is rels are the smaller but more importan
packed full of one- containing the provisions for the crew.
pound packages of reveals large quantities of rotting j
dried, hot, smoke- long-dried husks of fruit, and an utterly ghastly
flavored chipolte pep- stench. Almost nothing here is salvageable, but starv-
pers (worth 3 gp per ing PCs can recover a full barrel of
package to the right dried pears after a diligent se&l
buyer; 100 packages are in
the crate).
38. BR€AD R O O M
Progeny (2): AC 6; h4V 9, Sw 12;HD 3+3; hp 17, This chamber is sealed off from the rest of the hold
26; ”HAC0 17;#AT 1; Dmg ld4+2; SA burrow, by a wooden door, which is now closed, but obviously
subsume spinal column; SD tuming only para- was once forced from its hinges. The floor within the
lyzes progeny for 1round, immune to sleep, bread room is built up 3 feet from the deck floor,
cham, death magic, poisons, and cold-based providing a dry platform for the several hundred bags
spells; SZ S (2’long); ML Fearless (20); Int Non- of flour stored here; the flour once served to make the
(0); AL NE; XP 650. daily bread for the Son’s crewmen. Most if it is now
gone over to pure rot, but a couple of the bags still
33. BALLAST contain good flour for those who take the time to look
carefully. The wall opposite the entry door is blank,
Several hundred pounds of rock lie heaped in piles but contains a secret door providing access
here, providing ballast for the ship. In normal opera- Area 39.
tion, ballast is on- or off-loaded in relation to the presently, the last of those crewmen who e
amount of cargo the ship is currently carrying. In pre- with their form intact (but not their liv
sent circumstances, the tumbled ballast provides an here in ghoulish (literally)desperation,
excellent home to the chronic fungus. impossible to obtain on board. The PCs entry into the
chamber flushes the four famished beasties from their
unqfletsl\rmberbeneath the grsinbags in a shower of
tom burlap and rotting grain.
The four@@ are not alone in their teste far living &rea and ie, in fact,
fl& the8 progeny hang unnoticed fromthe ceiling
above.
Ghouls (4): AC 6; M V 9; HD 2; hp 8,10,12,16; ship, without sails, through the sea t o w a n d the
THACO 19; #AT 3; Dmg 1-3/1-3/14; SA para- seamount that serves
lyzation, fungal infection; SD immune to sleep, uponenteringthe
charm, death magic, poisons and cold-based Captain Sharone fonns.S h a r o n e i s d to keep her
spells;SW holy water inflicts 2-8 hit points per supernatural ability toageand arustfrvlru p tbe liv-
vial; SZ M (6‘tall); h4L Fearless (20); Int Low (7); ing undertight reign when dealing withpdsntird
AL CE; XP 270 allies. She speaks to the Pcs, requestingtheir aid in
putting an end to the abominationofhercrpatioa,
Progeny (3):AC 6;MV 9,Sw12;HD 3+3;hp 16, thereby putting her spirit to rest in the bargain. Read
25,26; THACO 17; #AT 1; Dmg ld4+2; SA burrow, or paraphraae the following to the F‘Cs:
subsume spinal column; SD turning only para-
lyzes progeny for 1round, immune to s@, IOU v e bee11 rne uevdbrdtion wrougnr on rnis 5 ~ 1
cham, death magic, poisons, and cold-based hat was once mine to command. Know you that i
spells; SZ S (2’ long); ML Fearless (20); Int Non- ras by my unwitting hand that the horror of the
(0); AL NE; XP 650. podalypse was created. My crew was slaughterel
chile I hid here in my secret sanctuary, weak and
39. SHARONE’S RETREAT icking my spells that might otherwise have turn6
he tide of death. It is my curse to linger here in th
syond the secret door is a dark, dingy space that hip of evil omen so long as the apodalypse also
nks of dust and neglect. Unlike other areas, this lngers on the edge of life, bringing death to all that
)sed off cabin has escaped the general wet and rot t encounters. . . .
‘licting the rest of the ship. The floor boards ai “Will you take up my burden so that my spirit
y but bare, save a simple wooden table and a nay at last know peace? Even as we speak this ship
.sight-backed chair. The dried skeletal remains of noves toward the lair of the apodalypse. If you
iuman is seated upon the chair, its head and arms ake up this quest, you not only do a service for m
layed forward across the table in what was once nd any who might otherwise run afoul of this crt
ject misery but is now only the consequence o ui-e in future years, you also do yourself a service
n the recovery of the strange statue stolen from y
ly both supernatural and physical means. The
eamount where the apodalypse lairs is very near
When the horror of the apodalypse was born,c a p
he sea devil community where my ethereal eye
tain Sharone was retiring after undertaking the
?forms me that the carving stolen from you was
exhausting procedure outlined in The NeMon Frag-
aken by a force of sahuagin. The sahuagin were led
ments. Her memorized spells were few, and she was
‘Yone who possesses four arms.”
physically drained. If the captain had had access to her
spell book and had her normal headfull of memorized
spells, the nightmare might have been stemmed. Sharone i s aware of the RCs’ loss CJf the carving €or
Unfortunately for the captain and crew of The Fmhr- thesamtrreas0nshefoundtheECsinthefirstI;rles;
nate Son, this was not the case. the supernatural tempest drew:her ethereal eye %the
Sharone holed up and in the end finally died here in t her parkto &serve the
locale. It requid little effszt a
her sanctum below decks. While the door providing robbery of the statue! and to akm note the final desti-
access was concealed in the bread room’s wall’ the nation of the statue (the sahuagin city near the
crew was not ignorant of the captain’s private place. seamount). Note that Sharone does not know why the
While inside, Sharone normally kept the secret door sahuagin stole the carving she only knows what &e
wizard locked, but the PCs have absolutely no trouble has observed and tries to use this knowledge as an aid
opening the door. in pining the PCs’ participation in hen own quest.
The secret door is unlocked because the ghost of shetone answers any que!stimsput to lwr to the
Sharone unlocked it when the Pcs arrived upon the best of her ability The following points can be relayed
ship. Her eventual death oc& under such extreme either through answms to quesbbns posed by t b e K s .
emotional pain and self-recriminationthat a ghost was or though direct statements by the ghost: 2 fr
’91

born of her tormented spirit. Because the captain per-


ished alone and mourned in this chamber, her ghost
1

a Sharone agrees to give directions to the sahuagin tion of the quest she originally asked of the Pcs-
city from the seamount locale only after the PCs regardless of their aid or hindrance.
have slain the apodalypse. Finally, the DM should note that it is not absolutely
essential that the Pcs investigate the lair of the apoda-
a The apodalypse salvaged much of the valuables on lypse in order to continue with the sahuagin trilogy
The Fortunate Son in the making of its lair, including conclusion in Sea of Blood. PCs who refuse the quest
the singular magical sword Foebreaker; an ornate and weather Sharone's magic jar attempts should not
sheath with this name inlaid in gold is still girded to be forced into a direction they refuse to take. However,
Shamne's physical remains. without the knowledge gained from the captive
malenti found in the seamount, the PCs will be forced
a Sharone believes that the creation of the apodalypse to find the location of The City of Abiding Hunger all
was a freak chance that occurred only through the on their own.
misapplication of knowledge found in The Nekton
Fragments; the odds of another such disaster are so Ghost of Shuone: AC 0 (8 on Ethereal plane);
low as to be absolutely nil. (This is a wildly false MV 9; HD 10; hp 66; THACO 11;#AT 1;Dmg Age
belief!) ld4x10 years (touch); SA sight ages viewers by 10
years (save negates), sight causes viewers to flee
Skip to the next chapter (The Seamount) if the in panic for 2d6 turns (save negates), magic jar
adventurersagree to aid Sharone. PCs who refuse the (ghost semi-materializes for this attack, thus
ghost are presented with the predicament of remaining AC 0); SD can only be attacked on ethereal plane
lost at sea; see the previous discussion under the chap (AC 8) or immediately after magic jar attempted
ter titled The Open Sea. What's more, Shanme's ghost on Prime Material Plane (AC 0), only spells cast
does not take refusal lightly. Instead, she seeks to take on ethereal plane affect it; SZ M (6' tall);
control of one of the F C s though her magic jar ability in ML Fanatic (17); Int Highly (13); AL LE; XP 7,000.
an attempt to force the players' hands. If successful,
she uses the new vessel of flesh to attempt the comple-

19
THE $€AM0
The location of the seamount containing the lair
apodalypse is over 100 miles from the location o
PCs’encounter with Baron Kthstraam and the super- I wno Dt
natural storm (see the Adventure Map on the interior of Sekol,
cover). Under Sharone’s direction, the Fortunute Son vithi
reaches a position above the seamount (and the Tem- tho
ple of The Eater) 24 hours from the time the PCs ini-
tially climbed aboard her ship. No storms or other
seaborne phenomena affect the journey. Once the ship
has achieved a position above the seamount directly
over the Temple, the PCs are free to swim down to
investigate (most likely making full use of water-
adapting magical paraphernalia).
The seamount enjoys a combination of oceanic con-
ditions and undersea topography that come together
to create a highly productive marine environment. The
mount rises to within 100 feet of the sea’s surface (see The Eater is built from
the Lair of The Eater map on the interior cover) with structures protruding 1
water depths of well over 6,000 feet only a few miles in this case, the seam0
distant. The prevailing current flows southward and apodalypse access to
the upwelling of nutrient-rich deep-ocean waters stim- within the seamount (Area 7) was also covered by a
ulates the growth of organisms at all levels of the dome, and access was rechanneled through an under-
marine food web. It is a destination feeding ground for ground tunnel. The tunnel connects all the domes
a variety of marine creatures-including: krill, salmon, below the earth, and provides a single passage run-
rockfish, whales, porpoises, sharks, and sahuagin. This ning southwest of the domes to an entry portal cut int
prey-rich environment also makes the seamount an the side of a 30-foot-deep natural canyon on the
ideal lair for the ever-hungry flesh-cannibalizing seamount’s surface.
apodalypse. The entry is hung with a net that is interwoven wi
various seaweed and shells, making it hard to discern
(treat as a concealed door) but at the same time allow-
TEMPLE O F THE EATER ing free access for those who are aware of its existence
(such as the temple sahuagin and the apodalypse).
Many years ago, sahuagin hunting parties unaffili- PCs who push aside the net and enter discover a
ated with the relatively nearby City of Abiding 15-foot-diametertunnel bored in stone. The PCs also
Hunger became aware of the voracious apodalypse. run across two sahuagin temple sentries who are ini-
Sensing its mystical connection to sharks and standing d to see the land dwellers. Once
in awe of its ability to consume, so egain their equilibrium (a matter of
to regard the creature as an avatar o ey attack the PCs, calling out to
and christened it with a word in sa the tunnel crossroads 50 feet to the 5
lates simply as ”Eater.” Most sahuagin these two sahuagin are unable to .
the City of Abiding Hunger are far too cosmopo lood in the water soon provides ade;
to revere anything other than the real avatar of 11the sahuagin in the Temple com-
lah; however, a small faction of less knowle Area 2 responds in force in the
devils built a temple in the mouth of the an alarm is made. Unless noted
lair on top of the seamount. The Temple o 2 HD sahuagin encountered in the
built with standard sahuagin architectur er carry 2d4 pearls (worth 1gp each)
in small pouches. Also, none of the normal sahuagin sonal bodyguard. The net also provides a light t e h r
e n c d here have any knowledge of The Stcme to the sahuagtn contingent.
WhichAbides,W n K’thstraam, or the Deep Mother. Thesdyla@postedintheM*&~Earn”
were picked not only for their prowess in combat, but
Sphuagin sentries (2): AC 5;MV 12, Sw 24; also for th& d e v o t h to the avatar of Sekolah known I

HD 2+2; hp 16 each; THACO 19; #AT 4 while as The Eater.


underwater; D m g ld4/ld4/ld4/ld6+1 and poi- If an alarm is sounded, half the sahuaginin this
son (bite/rake/rake/poisoned trident); SA poi- chamber rush to the defense while the remaininghalf
son inflicts5 points of damage with successful swim to Area 7 t~ protect the ahtine. One of these also
saving throw roll or 10 hp and loss of conscious- makes certain that priestess WanaaleneninAnee6 is
ness with failed roll; SW bright light harms eyes, infomed of the invasion. The five sahuaginwho go to
-2 saving throw penalty vs. magical fire,suffer confront the invaders arm themselves with ink blad-
one extra point per die of magical fire damage, ders in order to obfuscate the water to the point that
-2 saving throw penalty vs. light-based attacks; only those possessing a sahuagin’s superior sensea can
SZ M (6‘ tall); ML Steady (12); Int High (13-14); function unchecked (PCs who find themselves in the
AL LE;XP 420. center of an ink cloud suffer -4 penalties to attack rolls
and Armor Class, while sahuagin functionnormally).
2. T U N N € L CROSSROADS Sahuagin sentries (10): AC 5;MV 12, Sw 24;
A sahuagin net stretches across the ceiling of this HD 2+2; hp 17 each; THACO 19; #AT 4 while
intersection; 10 tridents, 5 nets, 5 crossbows, 10 dag- underwater; Dmg ld4/ld4/ld4/ld6+1 and poi-
gers, and 5 octopi-ink bladders hang suspended from son @ite/rake/rake/poisoned trident); SA poi-
the ceiling.The net also serves as a comfortable place son inflicts5 points of damage with succeseful
to use a light tether for the single sentry watching this saving throw roll or 10 hp + loss of consciousness
passage. with failed roll; SW bright light harms eyes,
The sentry here responds immediately to any sound -2 saving throw penalty vs. magid fire, suffer
or smell of conflictwithin the entry tunnel, but not one extra point per die of magid fire damage,
before alerting the remaining force of sahuagin temple -2 saving throw penalty vs. light-based attacks;
sentries stationed in Area 3; refer to sahuagin stats of SZ M (6‘ tall); ML Steady (12); Int High (13-14);
that chamber for this sentry. AL LE; XP 420.
The floor of the crossroads has been set with traps
in the form of living giant clams. Any humanoid crea- 4. C H A M B € R O F TH€ P€NIT€NT
tureswimming through the tunnel at any height other
than near the ceiling must roll a successful ability The stone door hatch c m - the mdergmmd
check vs. one half of his or her Wisdom score,or have tunnel leading to this stone dome is latchable from
a limb trapped in a clam. wrenching a trapped charac- the tunnel and is m t l y locked. This dome holds
ter free of a clam requires slaying the clam or a suc- the living cteaturescollected for eventual sacrifice to
cessful bend bars roll (which inflicts ldlO points of The Eater. Crippled or badly wounded sahuagin
damage to the trapped character as the limb scrapes otherwisejudged unfit by their fellow sahuagin am
freeof the shell). collected and placed here. Members of other water.
breathing races that are captured but not eaten imme-
Giant Cinme (4): AC 0;MV 0;HD 10; hp 40 each; diately can also find their unfortunate way into the
THACO n/a; #AT 0;Dmg n/a; SZ M (6‘ across); Chamber of the Penitent.
ML Fearless (20); Int Non- (0);AL N; XP 1,400. currently, the chamber of the Penitent contains
three sahuagin, crippled in a recent skirmishwith a
kraken in the deep sea. These three werecaught in a
3. PRIESTUS‘S CONTINGENT net and each lost a limb when the haken suddenly
At the point where the underground tunnel makes a jerked the net in lethal tightness during a bid for free-
90degree bend to the northeast and southeast, a ceil- dom. These three are here of their own accord, feeling
ing hatch provides access to Area 3. This hatch is nor- that their sacrifice totheir deitywill onlymake the
mally kept open, except when the apodalypse fares sahuagin race stronger. Treat these three as half-
forth, at which time it is shut and securely locked. strengthduaginwith 1+1HD.
Similar to the one in the tunnel crossroads,a very The room alsocontains two aea elves inMana&
large net hangs from the domed ceiling and down the who are definitely here only under extreme duress. If the
curve of the eastern wall. A dozen or more each of tri- Pcs release them and see to their freedom, awad each
dents, nets, crossbows, daggers, and ink bladders hang player character 100experience points. The elves are in
from the net, ready to be deployed by the contingent pitiful condition and do not volunteer to join the PCs
of 10 sahuagin that act as priestess Wanaalenen’s per- evenifhealed;theyareabolwtdytglifieddTheBata. . ~

21
.-

Sea elves (2): AC 5; MV 9, Sw 15; HD 3+1; inflicts 5 points of damage with successful
hp 3,5 (28,32 max); THACO 15; #AT 1;Dmg by saving throw roll or 10 hp and loss of con-
weapon; SA breathe air for ld4+2 minutes, +1
attack bonus with spears & tridents; SD 90%
resistant to sleep & charm; SZ M (6‘ tall);
ML Elite (13);AL CG; XP 975.
sciousness with failed roll; SW bright light
harms eyes, -2 saving throw penalty vs. mag-
ical fire, suffer one extra point per die of mag-
ical fire damage, -2 saving &row penalty vs.
3
light-based attacks; SZ L (8’4” tall); ML steady
(12); Int High (14); AL LE; XP 2,000.
S. CHAMBER O F PILGRIMAGE Note: Maantikuk appears in Sea of Blood. The
The dome of this chamber is covered in the hanging DM should play this NPC with an eye towad
nets that provide a comfortable rest for those occa- survival; the sahuagin will flee if the tide of battle
sional sahuagin who make the long swim to pay turns.
respects to the ”avatar” of their deity. The pilgrims
who stay here are, in fact, the chief means by which 6 . WANAALENEN’S QUARTERS
food is gathered, repair of the temple is maintained,
and sentient sacrifices are gathered for Wanaale-
nen’s rites of appeasementl
. h This chamber has a ceiling net, but also contalns a
few carved stone cylindek that are an affectation
Currently, three sahuagin warriors have taken that is rumored to exist in the City of Abidmg
up residence here, doing their part in revering Hunger; the stone cylinders are chairs,con-
The Eater. In addition to the warriors, Maan- toured for comfort and sporting grooves
tikuk, a sahuagin prince traveling as a com- toward the back to accommodate the
mon sahuagin by means of a ring of sahuagin tail. Such furnitureis not a neces-
alteration, lives here. The prince is not sity for beings who float almost weightless
from the City of Abiding Hunger, but is in buoyant salt water, but owning such
instead from a distant city called Knash. In items has become somewhat of an icam of
the event that a general alarm is sounded, importance in many sahuagin communities.
there is a 45% chance (or the DMs whim) that A wall of woven kelp is rooted to the
the petitioners are in their chamber, in which case south wall, providmg Wanaalenen a comfy
they add their strength to the defense of the temple. place to sleep, while physically and psychologi-
The common sahuagin possess nothing of merit, but cally hidden amongst the kelp; sahuagin never
Y

the incognito prince wears a ring ofalteration (which sleep outin the open if &ey can hkp it.
functions as the 2nd-level wizard spell alter selfwhile Also hidden amongst the kelp (recoverableafter a
worn). The prince wields a trident +Z and an under- turn spent searching) are the priestess’s personal heir-
water version of a crossbow of speed +2, with 10 quurrels looms, which she keeps in a finely woven net bag. The
+Z on his person that he uses in any conflict. bag contains a small statue carved from a single pearl
Maantikuk also keeps a small bladder-pack of (worth 200 gp),discarded sharklike teeth rumored
belongings tethered to the net in this chamber, (among sahuagin) to have fallen fnrm the mouth of
whether he is in the temple or out on temple business. Dagaanisoran himself in ages past, and a potion of
The bladder-pack is held closed by three pearl buttons elnsmobranchuvor (see Baron K’thstraam’s stats in the
and contains 13choice pearls each worth 30 gp, a fin- opening encounter for a brief description of this
ger bone of a vanquished rival prince, and a long dag- potion’s effects).
ger fashioned from the tooth of an orca whale. Opposite the kelp wall to the south is a ”bookshelf”
The stats for the three common sahuagin match on the north wall. Since sahuagin boob take the form
those of the sahuaginsentries in the tempIe, but the of lengths of knotted and woven cords, bounded on
exiled prince‘s stats are below; note Maantikuk’s excep- each side by either a stone or bone carving, the book-
tionally high Strength (20),making his average hand- shelf in this chamber looks likea surface-world clothes
to-hand damage greater than a common sahuagin’s. rack from which depend a half-dozen knotted ropes.
These sahuagin books contain rituals to Sekolah and
Maantikuk, sahuagin prince: AC 5; MV 12, Sw even a scroll of three priestly spells of charm shark, but
24; HD 8+8;hp 56;THACO 11(7 with +I trident); it is probably beyond the ability of most land dwellers
#AT 4; Dmg ld8/ld8/ld8/ld6+9 and poison to recognize that these lengths of cord contain infor-
(bite/rake/rake/pohned +I trident); SA poison mation, let alone read them.

22
Priestess Wanaalenen: AC 5; MV 12, Sw 24;
€iQ5+5 (Cl5); hp 25; THACol5 (14with trident)$
'#AT5 (or 4 wioh trident)i Dmg ld2i?ld2/1d4/
~d4Pdrl(claw/daw/blte/rake/rakcS, or ld4/
lM/ld4/ld6+1 and poison @ite/rake/rake/poi-
trident); SA poison inflicts 5 points of dam-
th successfulsaving throw roll or 10 hp
of coneciowrnesswith failed roll;
SW bright light harm^ eye^, -2 saving throw
penalty w.magical fire, suffer one extra point per
die of magical fire damage, -2 s a w throw
penalty vs. light-based attacks; SZ M (6' 8" tall);
h4L Steady (12); Int High (14); AL LE; XP 2,000.
Spells (4&W: let-bless, causefear, curse, dark-
MS; h d h m t ~ ~ m m(XZ), a l hold pers~n;3rd-
air breathing (reverse of water breathing)
Spell-like ability-charm shark (once per day),
causefear (asspell, once per day)

7.THE EATERS SHRINE:

23
--
tion on this substance, wnich in the PCs'hands could
be a small salvation in this and later adventum.
The Eater map. Even though unn-, - 3
these
areas may not be empty; the widening and tunnel
The PCs are 25% likely to enter the temple
while a ceremony is in progress; however, unless
they are amazingly secretive, the denizens of the tem-
ple become aware of their presence, in which case the
truncations share many of the same characteris-
tics, which can be rolled for randomly. At the
DMs discretion, each cavem or tunnel crossmads
has a 20% chance to contain dangers and/or features
-9
ceremony ends in order to protect the shrine. The pre- of interest from the U n n u m W Encounters table or
arranged sahuagin strategy should have brought five from the DM's own imagination. where the table indi-
of the sentries from Area 3 to this chamber, as well as cates encounters with creatures, reuse previously
Wanaalenen if she wasn't already present. printed stats for the mature of the same name.
Three of the five sentries position themselves back
from the main opening to this dome with a large net.
They attempt to entangle the first invaders through
while the other two sahuagin begin pitching ink blad-
ders to blacken the PCs' light and vision. Nets ignore
AC benefits provided by armor (but not Dexterity).
Unarmored targets are immobilized and armored tar-
gets (or those with a natural AC of 5 or lower) with a
Strength Score of at least 16 can escape with a success-
ful opposed Strength check against the sahuagin
wielding the net (2+2-HD sahuagin have an average 8. LAIR ENTW
Strength Score of 14).
Meanwhile, Wanaalenen stands near the jaws and
casts her spells as e r n s best into the melee. If the
melee seems to be going against the sahuagin,
Wanaalenen attempts to blow upon the conch shell
and then beat a hasty retreat to her quarters in Area 6,
where she barricades herself in.
Anyone entering the fissure in the floor bounded by
the shark jaws descends a roughly fifteen-foot-diame-
ter rock tunne! about 45 feet long to Area 8 of The
Eater's Lair.

and dead cast oBportiPasof the


THE LAIR O F THE: €AT€R d Y d =
thetunnelmaze
mafillsW+portionof
thewaterllhphdy
The subterranean, lightless, and water-filled lair of As the boxed&ctmeab,24 progeny fram ttbe
the apodalypse is comprised of twisting, rocky tunnels ceiling of elis chamber. PCS who are coated wit€tade-
that rise and fall in depth in an irregular fashion. n u m have absolute tr, w"y about. nKnre
Unlike many two-dimensionalmaps, the map of the not coated with the attacked
lair depicts a cross-section view rather than a plan the progeny. 4very other round, ld6 more
view. Unless noted differently, cavern widths are equal eny drop fromthe ceilingto the adventure&
to the heighte depicted on the map. Also, two-dimen- leaving the immediate vicinity are the PCs able
sional mapping of the drowned c a v a reveals that tail the attacks.
some of the passages rununder or over other tunnels.
There is even one case where two tunnels wend W e n y (24): AC 6;MV 9, Sw 12;HD 3+3; hp 14,
around one another in a rough helix. For both of these 15,18,21,23; THACO 17;#AT 1;D m g ld&& SA
reasons, piayers attempting to map may be a bit flu- b m w , subsume spinal column; SD tumfng only
moxed at first unless the DM wishes to get them paralyzes progeny for 1 round, immune to sleep,
started in the right direction by orienting their map cham, death magic, poisons, and mkl-based
vertically instead of horizontally. spells; SZ S (2' long); ML Fearless (20);Int Non-
Many of the caverns are unnumbered on the Lair of (0);AL NE; XP 650.

24
9 . REFUGE 10. A FJUEND IN NEED ...
The tunnel mouth leading into this cavern is Alive only by virtue of his hidden sahuagin her-
protected by a wyvern watch spell cast by one of itage, the malenti known as Quoise was sacrificed
the sacrifices that managed to survive the lair. Two to The Eater against his will when the powers that be
months ago, a lone ixitxachitl was surprised and cap- in the City of Abiding Hunger finally decided that his
tured by the temple sahuagin, then released through disgusting outward appearance (he possesses the form
the sacrificial maw. The ixitxachitl was lucky enough and voice of a sea elf) was too much to bear, in spite of
to make it to a cavern relatively far from the one cho- Quiose's unique ability to infiltrate sea-elf communi-
sen by the apodalypse, and has survived until now ties. As a malenti, Quiose can fool even other sea elves
with a combination of invisibility to undead and create into believing he is of the same race, and any sea elves
food and water spells. The wyvern watch spell was set for accompanying the party are likewise fooled.
the apodalypse, but the PCs may also trigger it. When Quoise is discovered in this cavern, he is
The ixitxachitl is a wholly evil creature. It may feign binding the wounds he received from a recent battle
cooperation with the PCs, but it betrays their trust the with progeny; even his sahuagin (and therefore shark)
minute it has a chance to secretly slay one of the party heritage is not enough to insure his survival in these
and make off with any loot, especially magical items. dismal caverns. In fact, it is only a matter of time
Currently, the ixitxachitl has only a few items pilfered before death finds him in the belly of the apodalypse;
from other victims of The Eater. when he finds the armed and vigorous PCs (unless of
Included are such items as rotting cloth- course the PCs were captured by the sahuagin above
ing, a corroded silver whistle, and a and thrown down here weaponless. . . ), he
random assortment of coins (123cp, acquires new hope. Quoiie immediately
78 sp, 27 gp). The ixitxachitl also offers to throw in with the PCs and warns
has a sealed scroll case. W ithin them away from allying with the
the case, sealed away from horrible ixitxachitl in
water, is a map purport-
edly leading to the sunken
treasure of the famed pirate Gib A
/ Area 9.
WhilethePCs
remain in the Lair of The
Lockwood. Eater, Quoise is the perfect
The treasure map is shown ally. He fights alongside the
on page 26.The lands it refer- z
warriors (if a weapon is given
I I
ences are quite far from the to him), he provides aid to
PCs' present location, and this map fallen characters, he warns PCs of the dangers of the
should onlvserve as a future adventure Lair, and he is present and active in the party's final
seed; it is n'ot intended to distract the PCs battle with the apodalypse. The DM should be certain
from their current quest. The accuracy, danger, and to keep Quoise alive through all these encounters, as
actual contents of Lockwood's treasure are up to the his continued survival is important to the ongoing
DMs fiendish designs. scenario.
Once the PCs emerge triumphant, Quoise sees a
Ixitxachitl: AC 6;M V Sw 12;HD 5+5 (C15); hp perfect opportunity to ingratiate himself once again
40;THACO 15;#AT 1;h g 3d4 (bite); SA cast with the nobility of the City of Abiding Hunger; he
clerical spells; SZ M (6' finspan); ML Elite (13); offers to show interested PCs a secret entrance to the
Int High (14); AL CE;XP 650. heart of the city in thanks for rescuing him from the
Spells f3/2A):Ist-Cure light wounds, command, lair, but he really intends to betray the heroes directly
invisibility to undead; hd-charm mammal, T e r n into the hands of his fellow sahuagin. Quoise tells the
watch (active when ixitxachitl is encountered); PCs he has long been spying out the sahuagin city to
3rd-createfood 6 water. keep tabs on "that aggressive race." If the PCs accept
Note: The ixitxachitl is not a standard example his offer, he personally guides them into a trap
of its race. Focusing on its survival in the lair of detailed in the upcoming Sea of Blood adventure. If
the apodalypse has toughened the creature; thus, Quoise is unable to personally accompany the party,
its inflated Hit Dice. he gives directions to the same effect.
It is possible that the PCs want nothing more to do^

25
t
with the statue, or perhaps they feel that they
should find a mainland haven and rest up before
saldng on the sahuagin in their seat of power.
12. SKELETAL REMAINS hl
Quiose agrees with such a strategy, and seems
equally happy in diredlng the PCs to any mainland
they can name. The truth of the matter is that Quoise
htends to lead the party into an ambush in the City of
e DrODOr-
Abiding Hunger regardless of where he actually says 1 1

he is leading them! tions. This appears to be the tail-end of the creature,


as its rib structures taper, finally ending in a large,
Quoiee, malentk AC 5; M V 12, Sw 24; HD 4+4;
hp 35,THACO 16; #AT 4; D m g ld4/ld4/ld4/by
weapon (bite/rake/rake/weapon); SA resembles
a sea elf, claws and teeth retract; SW bright light
harms eyes, -2 saving throw penalty vs. magical
fire,suffer one extra point per die of magical fire
damage, -2 saving throw penalty vs. light-based
attacks; SZ M (6' tall); MI.,Steady (12); Int High
(14); AL LE; XP 420.

11. P O O L O F DECAY
This funnel-shaped cavern has collected more than
its share of the cast-off skin of the apodalypse that
hangs in the water throughout the entirety of the com- ously, threatening any investigating adventurers who
plex. In some places it has precipitated out of the approach within 30 feet. Its tail stinger once pmduced
water into a layer of decay, but in this chamber, a lethal poison, some of whichsfilllingera on the
enough has collected to produce a 40-foot-deep layer spike. Anyone struck by the tail who feils a saving
of the detritus. To casual observation, nothing suggests throw vs. poison is dain immediately. Fortunatdy,
that the silt-like layer is any deeper than other places only enough poison l.emaina to be dfectlve once,
in the complex (a maximum of 1foot).
Anyone testing the surface discovers that it is easy Undaad tail sectbm AC 6; MV nil; HD 6; hp SO;
to burrow down into the material as if it were merely a THACO 14; #AT 1; Dmg 3d6 (sting); SA d d t i a l
lightly viscous oil.Unfortunately, any such exploration poison; SD piercingweqxnmhklicthalf damaga,
of the muck draws the attention of the two undead immune to sleep, charm, death magic,jwr,,poi-
wights that were birthed here from the bones of two 80118, and cold-based spelb; SW holy water
humanoids who died in this pool seeking sanctuary. inflicts 2d4 points of damage per vial; SZ H
The pronounced effect of various Negative Energy (30'long); ML Fearless (20); Int Non-(0);AL N;
linkssoon proved sufficient to animate these two. XP 1,400.
Even PCs who do not wholeheartedly throw them-
selves into the pool of decay are potential victims if
they come too close; the skeletal hands of the wights 13. TRUE LAIR
rise from the detritus and attempt to pull the adven-
turers in.
Wights (2): AC 5;MV 12; HD 4+3; hp 30,31;
THACO 16; #AT 1;D m g ld4 (claw); SA drain one
level of experience per attack; SD hit only by sil-
ver or +1or better magical weapons, immune to
sleep, charm, death magic, poisons, and cold- more and more severei
based spells; SZ M (6' tall); ML Elite (14); Int
Average (9); AL LE; X P 1,400.

27
This cavern houses the apodalypse when it is not sahuagin who have sworn a blood oath to slay the
retrieving sacrifices at the behest of the conch-shell slayers of The Eater.
horn in Area 7 of the temple. The water here is so full
of the creature's cast-off skins that vision is d u c e d to 14. SPOILS OF THE.€AT€R
only a few feet for the player characters. Unfortu-
nately, the apodalypse's supernatural senses are unaf- Possibly because the apodalypse wa%once pos-
fected by the malignant haze of dead flesh. sessed of a very human and greedy mind, the night-
The entry of any living creature into this chamber is mare it has become still fancies shiny olrjeds, the glow
enough to trigger an attack by the apodalypse. Once of magic, and material wealth-even though it does
the creature enters its aggressive phase, it does not not have the slightest use for such things. In any event,
stop hunting its lair until it has found every last living this atavistic urge is responsible for the small bounty
creature, or until it is permanently killed. Because of of treasure it has piled here under a layer of minute
the haze in the water, most PCs suffer -4 penalties to scraps of necrotic flesh.To the casual eye, this chamber
their attack rolls, and in turn lose the benefits of Dex- looks as empty as any other chamber d the lair; how-
terity bonuses to AC. ever, a determined search through the ash-likecover-
PCs who successfully slay the creature gain an addi- ing reveals a few items of value intermixed with
tional 1,OOO experience points each for fulfilling the rotting cloth, wood, bone, and mud. The valuable
charge of the ghost of Captain Sharonspecially if items include: 4,400 cp,2,356 sp, 998 gp, 10 gems
the DM intends for the party to continue adventuring worth 20 gp each, a complete set of platinum flatware
in the concluding module. Unfortunately, if the PCs worth 300 gp, a ring ofcontrariness, and Foebreaker (see
slay the apodalypse and any surviving sahuagin know Novel Arcam).
or learn of it, the party earns the enmity of that race.
Whenever the PCs travel near cities that border on a
salt sea or travel by ship, they need to stay on their
guard against random attacks by various groups of

28
1

CONCLUSIO
As this adventure closes, the PCs have either d
with or fled fro

future adventures.
In either case, the adventure is designed so that the
PCs believe a very helpful sea elf has temporarily
joined their party to act as a guide. PCs who forego formal training rules to
entering the Lair of The Eater in the first place
encounter Quoise immediately outside the temple;
he states that he has just escaped from being con-
sumed by the apodalypse and is willing to throw in
with the PCs and offer his services as a guide if they a chance to really rest

N O V € L ARCANA
Adenuvor attack adenuvor-coated creatures suffer a -2 penalty to
The goo in the bladders is called adenuvor by Priest- their attacks. Giant sharks never swallow adenuvor-
ess Wanaalenen; she personally developed it from nat- coated creatures whole, even if the dice indicate
ural ingredients and priestly enchantments to repel the otherwise. %
progeny, as it wouldn’t do for these creatures to get 6
.
6
hold of victims meant for The Eater. Adenuvor smells Foebreaker
exceptionally fresh and pleasant to land-dwelling air- This is a long sword +3 created by the renowned
breathers, but this same substance seems quite rank to wizard-smith Dalstrum of the Arcane Order. Dalstrum
the semi-living progeny.
Each bladder holds sufficient adenu
medium-sized creature. C
are physically repellent to
quiescent if within 5 feet
application repels progeny for ld4+6 hour
finally washing away. An unlooked for si
adenuvor is that the goo is also repellent to
sharks;naturally encoun AC adjustments from armor worn
of this scent. Sharks that are charmed o exterity and magical bonuses to
- - -

Armor Class still apply. The long sword has a few ciency of Sea Lore.Sea Lore (Int -1) gives a basic
additional enchantments that can be called upon understanding of the sea and its denizens; some-
once per day. These daily powers are: inflict x2
damage against evilly aligned opponents, spell
turning 75%, and dimension door the wielder and up to
fish and plant life, as well as @ct ref
one with sea lore can identdy various
ti es, cur-
rents,and even storms (with an additional -5 mod-
' two adaitional companions. ifier to the proficiency check).
Foebreaker is neutral good in alignment and has a It is the second part of The Nekton FragFtmSs that
35% chance to turn in the hand of any evilly aligned contains the truly diabolical information cozlched in
wielder in a backbiting attack, treating the wielder's the same informed, reasonable style that typifies the
AC as 10 and delivering x2 damage. first part of the volume. In fact, anyone wading it is
75% likely to believe that only the most sound e
The Nekton Fragments and lucid deductions have been recorded on these
This singular volume is bound in rough shark hide, pages, Nowhere in the text does it caution againsUthe
and the pages are ragged and stained; it is sometimes procedure or in any way hint that the final product of
difficult to discern the cramped pen of Glomund the the following procedure is nothing less than nightmare
author. While a very small portion of this volume's taken flesh. In fact, those who fail the above check
contents seem to be based on an earlier work by a remain ccmfident that the recipe described in the last
group named only as the Cabal, the bulk of the text portion of the book are contpletely safe in contpetent
comes from the misguided magical experimentsof hands (such as the reader's) for instance), even m the
Glomund himself-although there appear to be vari- face of evidence to the contrary.
ous addenda and appendices added by one Sharone of The Nekton Fragments contain a process, not unlike
Oceanopolis. those which are recorded in m u a l s of golem con-
The volume is divided into two parts. The first part struction, that describes the methcd in which a living
contains a vast collection of esoteric knowledge about humanoid can be transformed thmugh careful sur@ry
the sea, including informed discourse on currents, into a being capable of existing below the waves with-
tides, sea creatures and their habits, the beneficial out the need to h t h e air. The process can only be
properties of many organisms found only beneath the conducted by a wizard of at least 10th level and
waves, and a long dissertation that hopes to convince requires a living humanoid body and a volume of tis-
the reader that life in the sea is much preferable to life sue from a recently deceased shark. The text describes
upon the hard, rocky land. Finally, the first part of the the procedure, which requires the necrotic tissue to be
book ends with a treatise on various strokes and swim- enchanted by a special spell (provided by The Nekton
ming techniques that a humanoid could use to Fragments) immediately before implantation into the
improve its swimming ability. living being. Any wizard who possesses the 5th-level
One week's study of the text covering swimming animate dead spell instantly detects the similarity
confers the bonus proficiency of Swimming on non- between that spell and the 5th-level spell named in the
swimmers, and increases by 25% (rounding up) the text as enliaen (enliven creates a link betweenthe
swimming movement rate of those who already pos- necrotic tissue and the Negative Energy planes this
sess the proficiency. Two months additional study of spell is only effective if used in conjunction with the
the initial essays on the sea also confer the new profi- other procedures d e s c r i i in the text).
The proceduxe requires a full 12 hours of surgery
mixed with spell casting. Following the procedure, the
patient has a straight 75% chance of dying and molder-
ing away in a single turn. If the p d u m is success-
ful, an immature apodalypse is born with the outward
form of the humanoid subject,but with the ndndless,
insatiable hunger of a beast that requires the living
A flesh of others to survive. PCs who undergo this proce-
dure with the mistakenbelief that 80011 they will have
the ability to exist without need for air underwater
must instead hand over their character sheets to the
DM; the pc's last thoughts are of darkness and pain,
then nothing.

30
AP 0 0 A L Y P S E
Progeny Apodalypse of subsumption requires 6 full rounds and inflicts
CLIMATE/TERRAIN: Any Marine 2d4+2 hit points per round upon the victim.
FREQUENCY Very Rare Unique Since the progeny are partially undead, they are
ORGANIZATION Cluster solitary affected by clerical Turning (as ghasts). During an
ACTIVITY CYCLE: Night, Dark Any attack or while burrowing, successful Turning only
DIET: Carnivore Carnivore causes a progeny to freeze up for one round, after
INTELLIGENCE: Non- (0) Low (5-7) which it continues to attack or burrow. Progeny which
TREASURE: Nil E, R are successfully Turned while subsuming a victim's
ALIGNMENT: Neutral Evil Neutral Evil spinal column are permanently destroyed. Applying a
NO. APPEARING: 164 1 burning torch (or applying something similarly harm-
ARMOR CLASS: 6 0 ful) to a burrowing progeny inflicts ld6 hit points per
MOVEMENT: 9, sw 12 sw 9 round on both it and its victim, but better a few bums
HIT DICE 3+3 13 than to allow the progeny to complete its activities.
THACO 17 7 AS semi-undad, progeny are damaged only by +1
NO. OF ATTACKS: 1 5 or better weapons and are unaffected by sleep, charm,
DAMAGE/AITACK ld4+2 4d6/ld8 (x4) hold or cold-based spells. In addition, they cannot be
SPECIAL ATTACKS: Subsume swallow harmed by poisons or paralyzation attacks.
SPECIAL DEFENSES Magical weapons to harm ..
) I

MAGIC RESISTANCE: Nil 35% Ecology: If subsumption is successful, the victim is


SIZE S (2' long) H (30' d.) irrevocably lost, and the progeny takes possession of
MORALE: Fearless (20) Fearless (20) the still-living husk. If allowed the time to slowly
XP VALUE: 650 5,000 incorporate the recently acquired flesh, it transforms
itself (over a month's time) into an apodalypse with
minimum hit points.
The apodalypse is the fruit of a misguided experiment
gone horribly wrong. The combination of neaomanti- I
cally animated shark tissue implanted in still living
humane birthed an aquatic monstrosity that requires
the flesh of living matures to retain its form and
"life." The progeny are the M-living offspring of the
apodalypse.
Progeny normally hang in tight coils of squamous
flesh that look likewasp nests formed by a single
coiled snake.When unfurled, progeny generally reach
2 feet in length, resembling eyeless serpents with
sharklike mouths filled with row after row of sharp
teeth.

Combat: Progeny can remain in their dormant, hang-


ing state for years, perhaps even centuries. However,
when disturbed by living humanoids, they attack.
Progeny prefer to drop onto unsuspecting victims
from above, but once active, their coiled lengths can
propel them up to 20 feet through the air (they can
swim through water) to deliver a vicious bite once per
round.
On a successful bite attack, progeny hang on and
begin to burrow into the victim toward the spinal col-
umn,automatically inflicting ld4+2 hit points per
round. If left unmolested, burrowing progeny reach
their goal within ld4+2 rounds, whereupon the insipid
creatures automatically paralyze their hosts. This
allows a progeny to begin the process ofsubsumption;
it attempts to digest and then replace both the spinal
column and lower brain stem of a victim. The process

31
AP 0 D A L Y P N
This nightmare creature has a fluid shape consisting of The creature has four secondary attacks fronthe
the stolen flesh of the many organisms that go to make various limbs, claws, fins,and mouths of its stolen
up its body. The skin of humanoids with screaming mishmash of a body. The creature is large enough to
faces and flailing contrast with fish scales, bite one foe and direct its subsidiarv attacks aaaitlst
octopoidal tentacles, and manta wings. The only con- two additional prey.
stant in the patchwork whole that makes up an apoda- Apodalypses are
lypse is its massive sharklike maw. The entire creature Turning attempt merely
measures 30 feet in diameter. They are damaged only
they are unaffected by s
Combat: This creature attacks mainly with its savage spells. In addition, they
bite, delivering an awesome 4d6 hit points of damage. or paralyzation attacks.
What’s worse, if the apodalypse’s attack succeeds by 4 ent 3.5% magical resistance.
the minimum number needed to hit, the
en swallowed whole! Those who are Ecology:The unholy tome titled The Nekton Fragments
successful saving throw vs. bears the formulae and recipes responsible for creating
tantly killed. Those who succeed this creature with an undead “core” that is sheathed in
e the creature and must roll this a husk of still-livingflesh.Because of fhe dkhotomY
between life and unlife, the living uortioata of the crek

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