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The Rod of
Six
A Therran Scenario for a party of PCs of ECL 18-19
Summary:
The PCs seek the sixth part of
the Rod of Seven Parts
Assumptions:
The PCs are in Sazhansiir and
seek aid in their coming battle against Kyuss.
Location:
Southern Sazhannsiir
Historical Date:
718 A.C. Summer
DM's Introduction:
The History of the Rod:
When the world was young and the gods fought for primacy and
control of Therra, a great battle occurred on what was then known
as the Plains of Pesh.
A group of minions of the Tul (the ancient god of the four
elements since split asunder into four deities) called the Wind
Dukes fought at Pesh, and their greatest weapon was known as the
Rod of Aaqa (pronounced AWK-ah). The Wind Dukes were sorely pressed
by Mishka the Chaos Spider at Pesh and in a last, desperate act
they channeled all of their power through the rod, overloading
the device and causing a massive explosion when it pierced Mishka
and drove the Chaos Spider into the ground. The explosion slew
Mishka and her armies. It also slew the Wind Dukes and their armies.
The blast decimated Pesh, cleaving a massive rift into the spot
where the explosion occurred and casting the entire land into
the sea. But the Rod of Aaqa was not destroyed. Rather, it was
cloven into seven pieces which scattered over Therra from the
force of the blast.
One piece, however, travelled straight down into the rift and
has remained there since.
Over time, the battle at Pesh was forgotten as the gods went
into Slumber and the millennia passed. Pesh, the Wind Dukes, Mishka,
and the rod (now known as the rod of seven parts), was
the stuff of legend, mentioned in ancient tales and in metaphysical
histories. Even the most learned sages came to know these events
as near mythical tales.
What was known to the wisest was that the rod shattered into
7 parts, each being of a different size. How this knowledge came
to be is unknown, but likely the result of intense and possibly
even epic divinations. From time to time a piece of the rod has
been claimed to have been found; more often than not these have
proven to be fraudulent claims or cases of mistaken identity.
It is certain, however, that some pieces of the rod have been
found, possessed, and then lost over the centuries. Other pieces
have never been reliably identified, this despite the fact that
a holder of a piece can glean the location of a larger piece.
Because of this property of location, it is likely that the larger
pieces are held by powerful entities.
The Current Situation:
The PCs are seeking weapons in their coming battle against
Kyuss. Magical divinations have determined that a powerful weapon
against Kyuss can be found in Pesh. Exhaustive research and more
magical divinations by the PCs and their allies have determined
the history of Pesh and it is believed that one of the parts of
the Rod of Seven Parts is there. The precise location of
Pesh is undeterminable, but the PCs have learned that they seek
a massive underwater rift off of the southern coast of Sazhansiir.
[Note: This scenario assumes the PCs have already determined
the above information. If the DM's PCs have not yet uncovered
this information, then the DM should run the research and divinations
necessary to glean it. Under no circumstances should the DM grant
the PCs more information than the above prior to the start of
this scenario.]
The rift is the demesne of a powerful kraken, and the rod is
a part of its horde. This kraken learned the location of Pesh
through its own research and a year or so ago entered the rift
and drove out the kopru that dwelt there, wresting the rod part
from the kopru queen and slaying many. Currently, the kraken can
sense the location of the seventh part of the rod, but it is busy
consolidating its hold on the rift and planning its next move.
The kopru, driven out of their homeland by the kraken, have
been forced to migrate near a tribe of locathah, whom they are
now threatening in a competition for resources.
Part One - Finding the Vicinity
The PCs' first step is to try to locate the rift. A half a
dozen such rifts are along the southern coast of the continent,
nearer to it than to the southern polar cap.
The rift the PCs seek is located right at the bottom of the
letter "S" in "Southfrost" where the Southfrost
Ocean is labelled on the Sazhansiir
map. This puts it around 500 miles due east from the southern
tip of the Fellen Wastes. The ocean is around 500 ft deep here,
and the water is cold, due both to its depths and the cold currents
from the southern polar region.
The PCs should have, at their level of power, a variety of
ways to try to locate the rift. Wide ranging animals like whales,
that also dive deep, will have a good chance of knowing of the
rifts and wherethey are in general. So a simple speak with
animals spell should be able to guide the PCs to the general
area of one ormore of the rifts. Divine powers contactable from
spells like commune or divination will not give
any guidance beyond what the PCs already have, as the location
of Pesh is far too distant. Such spells, cast by a priest of the
god of oceans, could guide the PCs to a large underwater rift,
but not necessarily the specific rift. In either case it might
be appropriate to have the DM assume there are at least 6 such
rifts that might qualify and the DM can roll on the following
table (reroll duplicates):
|
Rift # |
Description |
Inhabitants |
|
1 |
The rift area sought, refer to Part
Two below |
See Part Two below. This rift begins
at a depth of 500 ft below sea level. |
|
2 |
A 500 ft deep rift some 6,300 ft
long and 750 ft wide |
A clutch of massive undersea worms
dwells here. Treat as purple worms with the amphibian creature
template (Stormwrack page 135) except that they have a
swim speed of 20 ft and they will tend to burst out of hidden
caves on either side of the rift near the bottom. There are a
total of 10 such worms here. These creatures are immune to the
effects of underwater pressure damage. This rift begins at a
depth of 700 ft below sea level. |
|
3 |
A rift 350 ft deep, 7,500 ft long
and 500 ft wide |
At the bottom are the ruins of some
deepsea civilization as evidenced by the coral ruins that signify
once proud structures and towers. This rift begins at a depth
of 200 ft below sea level. |
|
4 |
A rift 700 ft deep some 6,000 ft
long and 800 ft wide |
The bottom of this rift is actually comprised of swirling
grey water with no bottom in sight. This is a natural gateway
to the Elemental Plane of Water. Allow a 10% chance for an encounter
from the Elemental Plane of Water encounter table (Manual
of the Planes page 80) with an ongoing 5% chance per hour
that the PCs remain in the vicinity of the rift.
Any creature approaching to within 50 ft of the bottom of the
rift has a 5% chance per minute of being caught in a strong unnatural
current that seeks to pull him into the Elemental Plane of Water.
The current requires a DC 30 Swim check to resist the pull. Otherwise
the creature gets swept into the gateway after 1d3 rounds and
is ehected into the Elemental Plane of Water. Once so pulled,
there is only a 5% chance the gate is open the other way and
thereafter there is a 5% chance per hour that the gateway will
open to allow passage back to the Material Plane.
This rift begins at a depth of 700 ft below sea level.
|
|
5 |
A rift 500 ft deep, 10,000 ft long,
and 725 ft wide. |
This rift is empty of any major
fauna or features. This rift begins at a depth of 800 ft below
sea level. |
|
6 |
A rift 5,000 ft deep, 7,500 ft long
and 360 ft wide. |
This massive rift is very deep but
other than the crushing pressure and darkness, it is empty of
any major threats. This rift begins at a depth of 600 ft below
sea level. |
The DM should locate the other rifts in areas along the southern
coast within 500 miles of the continent and at a depth of 2d4x100
ft deep.
Part Two - The Lay of the Land
The general area around the rift is shown below. Green represents
dense seaweed forests (aka kelp beds), while the shaded salmon
colour represents underwater coral reefs. The seabed here is relatively
flat, and so elevation changes are mild and not noted.
The rift is well hidden by dense seaweed forests and so will
not be apparent from any sort of distance.
|
KELP BEDS (Seaweed Forests)
A square of kelp costs 2 squares of movement
to enter. Any ceature in a square of kelp has concealment; a
creature more than 1 square away in kelp has total concealment.
Spot distance decreases to 1d8x10 ft.
|
|
CORAL REEFS
The base of these masses are composed of dead
coral, and are treated as stone walls or steep slopes (50% of
either in a given 100 ft area). Dead coral height is 1d4x10 ft
high.
Atop the dead coral is living coral. Swimmers of Small size or
larger have a 50% chance of injuring themselves when entering
a square of living coral. The swimmer must succeed on a DC 10
Balance check or scrape against the coral (treat as a melee attack
at a +4 attack bonus, dealing 1d3 damage). Any creature injured
by coral must succeed on a DC 14 Fortitude save or contract coral
scratch.
|
|
CORAL SCRATCH (disease)
Injury, DC 12, 1d4 days incubation, 1d3 Dex
damage.
|
The DM should always be cognizant of the hazards of being underwater
at this depth:
|
DEPTH (500 ft)
Water pressure deals 1d6 points of damage
per minute for every 100 ft below the surface. A Fort save (DC
15, +1 for each previous check) means that you take no damage
for that minute.
Any creature with the aquatic subtype ignores
pressure from the first 500 ft of depth, and only takes 1d6 points
of damage per 200 ft below that.
Some deep-dwelling creatures are completely
immune to pressure damagee. Aberrations, elementals, and outsiders
with the aquatic subtype are generally immune to pressure damage,
as are creatures adapted to the environment (such as giant squids
or whales).
Kraken and koprus are both immune to pressure
damage. Locathahs are not.
|
|
HYPOTHERMIA
The water here is considered to be cold water
due to the aforementioned currents from the south. Cold water
deals 1d6 points of nonlethal damage per 10 minutes of exposure.
You can negate this damage with a successful Constitution check
(DC 12, +1 per previous check).
Creatures native to aquatic environments are
immune to hypethermia from cold waters.
|
The Locathah:
The locathah is a tribe that was, centuries ago, exiled from
their original, much larger tribe to the far north and west. The
reason for their exile is no longer remembered. Unlike their northerly
kin, these locathah are not nomadic, for when they arrived in
this strange area they could not afford to wander around and so
established a permanent residence. The current location is now
sacred to this tribe, for they revere their ancestors and those
are all consecrated here.
The Locathah Lair:
The locathahs lair in an encampment comprised of undersea wigwams
made of large or huge shark rib bones interwoven with kelp and
mud. The result looks like a hemispherical hut between 10 ft and
20 ft in diameter. There encampment is a cluster of 2 dozen such
huts, with the larger ones set towards the center.
The green patches are kelp beds (see above for details) while
the brownish areas are coral reefs (see above for details). The
kelp beds are also the home of phosphorescent plankton that the
locathahs use to provide illumination.
All huts are lit by phosphorecent plankton floating in water-filled
clear bladders. Similar bladders are hung at strategic points
around the tribal area, providing illumination for the area.
1. Chieftain's Hut
A large wigwam topped by a banner of sharkskin stretched taught
between two upthrust bones. Dyed onto the skin is a crude representation
of a spear crossed with a webbed foot.
Creatures: The chieftain dwells here, along with 16
warriors and 10 noncombatants.
2. Priest Hut
This large hut is covered in shells of all sorts and sizes.
Many of these shells have runes or glypbs carved into them.
Creatures: The priest and his 4 acolytes dwell here.
3. Champions' Hut
This hut houses a champion of the tribe. The outside is decorated
with the trophies of defeated enemies (mostly sharks, squids,
and some kopru skulls and skins.
Creatures: A captain dwells here, along with 2 noncombatants.
4. Shaman's Hut
This hut is decorated with a riot of coloured corals, polished
stones, skulls, bones, and other gaudy detritus.
Creatures: The 3 shamans dwell here.
5. Apprentice Hut
This hut is decorated with a riot of coloured corals, polished
stones, skulls, bones, and other gaudy detritus.
Creatures: The 4 assistant shamans dwell here.
6. Lieutenants' Hut
This slightly plain but larger hut houses those warriors who
have distinguished themselves in the service of the tribe.
Creatures: The 5 lieutenants dwell here.
7. Champions' Hut
This hut houses a champion of the tribe. The outside is decorated
with the trophies of defeated enemies (mostly sharks, squids,
and some kopru skulls and skins.
Creatures: A captain dwells here, along with 2 noncombatants.
8. Champions' Hut
This hut houses a champion of the tribe. The outside is decorated
with the trophies of defeated enemies (mostly sharks, squids,
and some kopru skulls and skins.
Creatures: A captain dwells here, along with 2 noncombatants.
9. Sergeant's Barracks
This hut serves as a barracks for the sergeants of the tribe.
They form an informal warrior society and dwell together as bachelors
(male and female).
Creatures: The 10 sergeants dwell here.
10. Normal Huts
These are the common huts of the tribe.
Creatures: Each hut houses 6 warriors, along with 6
noncombatants.
11. Shrine
This is a pentagonal obelisk made of coral and shells studded
with mother-of-pearl that reaches 35 ft high. The skulls of various
tribal ancestors have been imbedded into the obelisk and the whole
serves as a focus of worship for the tribe and its priests and
shamans.
In times of trouble, a priest or shaman can perform a ritual
(taking 10 rounds) that can summon up the ancestral spirits of
the tribe to aid them. The ritual calls forth 12 such spirits,
which remain for up to 24 hours. These spirits cannot pass farther
than 1/4 miles fromt he obelisk (i.e. cannot leave the hex in
which the locathah tribe is located).
If the shrine is desecrated or destroyed, the ritual will not
function.
Creatures: Treat the spirits as wraiths, but with no
daylight powerlessness, create spawn, or unnatural aura abilities
and with Neutral alignment. They appear as ghost-like locathahs.
LOCATHAH ANCESTRAL
SPIRITS (12) CR 5
N Medium undead (incorporeal)
Init +7; Senses Blind-Fight, darkvision 60 ft;
Listen +12, Spot +12
Languages Aquan
AC 15, touch 15, flat-footed
12; Miss 50% (incorporeal)
hp 32 (5 HD)
Fort +1, Ref +4, Will +6
Spd fly 60 ft (12 squares)
(good)
Melee incorporeal touch +5 (1d4 plus 1d6 Constitution
drain)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp -
Special Actions Combat Reflexes
Abilities Str -, Dex 16, Con
-, Int 14, Wis 14, Cha 15
SQ incorporeal traits, undead traits
Feats Alertness, Blind-Fight, Combat Reflexes, Improved
Initiative
Skills Diplomacy +6, Hide +11, Intimidate +10, Listen
+12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following
tracks)
Constitution Drain (Su) Living
creatures hit by an ancestral spirits incorporeal touch
attack must succeed on a DC 14 Fortitude save or take 1d6 points
of Constitution drain. The save DC is Charisma-based. On each
such successful attack, the spirit gains 5 temporary hit points. |
|
|
The Locathah Tribe:
The tribe consists of 100 locathah warriors (as presented in
the Monster Manual). Another 100 noncombatants are present
(including children, infants, the elderly, and the infirm).
LOCATHAH WARRIORS
(100) CR 1/2
N Medium humanoid (aquatic)
Init +1; Senses Listen +6, Spot +6
Languages Aquan
AC 14, touch 11, flat-footed
13
hp 9 (2 HD)
Fort +3, Ref +1, Will +1
Spd 10 ft (2 squares), swim
60 ft (12 squares)
Melee longspear +2 (1d8)
Ranged light crossbow +2 (1d8)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +1
Combat Gear longspear, light crossbow, bolts (20)
Abilities Str 10, Dex 12, Con
10, Int 13, Wis 13, Cha 11
Feats Weapon Focus (longspear)
Skills Craft (any one) +6, Listen +6, Spot +6, Swim +8
Possessions combat gear plus harness |
|
|
The tribe also consists of the following exceptional individuals:
LOCATHAH SERGEANTS
(10) CR 4
Locathah Barbarian 3
N Medium humanoid (aquatic)
Init +1; Senses Listen +9, Spot +6
Languages Aquan
AC 14, touch 11, flat-footed
14; trap sense +1, uncanny dodge
hp 29 (5 HD)
Fort +6, Ref +2, Will +2; trap sense +1
Spd 20 ft (2 squares), swim
70 ft (12 squares)
Melee mwk longspear +6 (1d8)
Ranged light crossbow +5 (1d8)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +4
Special Actions Combat Expertise, rage 1/day (5 rounds)
Combat Gear masterwork longspear, light crossbow, bolts
(20)
Abilities Str 11, Dex 12, Con
10, Int 13, Wis 13, Cha 11
SQ illiteracy
Feats Combat Expertise, Weapon Focus (longspear)
Skills Craft (any one) +7, Intimidate +4, Listen +9, Spot
+6, Survival +5, Swim +11
Possessions combat gear plus harness |
|
|
LOCATHAH LIEUTENANTS
(5) CR 6
Locathah Barbarian 5
N Medium humanoid (aquatic)
Init +1; Senses Listen +13, Spot +9
Languages Aquan
AC 14, touch 11, flat-footed
14; improved uncanny dodge, trap sense +1, uncanny dodge
hp 42 (7 HD)
Fort +7, Ref +2, Will +2; trap sense +1
Spd 20 ft (2 squares), swim
70 ft (12 squares)
Melee mwk longspear +8 (1d8)
Ranged mwk light crossbow +8 (1d8)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +6
Special Actions Combat Expertise, rage 2/day (5 rounds)
Combat Gear masterwork longspear, masterwork light crossbow,
bolts (20)
Abilities Str 11, Dex 12, Con
10, Int 13, Wis 13, Cha 11
SQ illiteracy
Feats Alertness, Combat Expertise, Weapon Focus (longspear)
Skills Craft (any one) +7, Intimidate +6, Listen +13,
Spot +9, Survival +7, Swim +13
Possessions combat gear plus harness |
|
|
LOCATHAH CAPTAINS
(3) CR 8
Locathah Barbarian 7
N Medium humanoid (aquatic)
Init +1; Senses Listen +15, Spot +10
Languages Aquan
AC 14, touch 11, flat-footed
14; improved uncanny dodge, trap sense +2, uncanny dodge
hp 55 (9 HD); DR 1/-
Fort +8, Ref +3, Will +3; trap sense +2
Spd 20 ft (2 squares), swim
70 ft (12 squares)
Melee +1 longspear +11/+6 (1d8+2)
Ranged mwk light crossbow +10 (1d8)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +9
Special Actions Combat Expertise, Improved Disarm, rage
2/day (5 rounds)
Combat Gear +1 longspear, masterwork light crossbow,
bolts (20), potion of cure light wounds (CL 1), potion
of shield of faith (CL 1)
Abilities Str 12, Dex 12, Con
10, Int 13, Wis 13, Cha 11
SQ illiteracy
Feats Alertness, Combat Expertise, Improved Disarm, Weapon
Focus (longspear)
Skills Craft (any one) +7, Intimidate +8, Listen +15,
Spot +10, Survival +9, Swim +16
Possessions combat gear plus harness, potion belt |
|
|
CHIEFTAIN GLUNJILPILP
CR 11
Locathah Barbarian 10
N Medium humanoid (aquatic)
Init +1; Senses Listen +18, Spot +11
Languages Aquan
AC 14, touch 11, flat-footed
14; improved uncanny dodge, trap sense +3, uncanny dodge
hp 74 (12 HD); DR 2/-
Fort +8, Ref +3, Will +3; trap sense +3
Spd 20 ft (2 squares), swim
70 ft (12 squares)
Melee +1 longspear +14/+9/+4 (1d8+2+1d6 electricity)
Ranged mwk light crossbow +13 (1d8)
Space 5 ft; Reach 5 ft
Base Atk +11; Grp +12
Atk Options Power Attack
Special Actions Combat Expertise, Improved Disarm, rage
3/day (5 rounds)
Combat Gear +1 shocking burst longspear, masterwork
light crossbow, bolts (20), potions of cure moderate wounds
(2) (CL 3), potion of shield of faith (CL 1), potion
of protection from evil (CL 3)
Abilities Str 13, Dex 12, Con
10, Int 13, Wis 13, Cha 11
SQ illiteracy
Feats Alertness, Combat Expertise, Improved Disarm, Power
Attack, Weapon Focus (longspear)
Skills Craft (weaponsmith) +8, Intimidate +11, Listen
+18, Spot +11, Survival +12, Swim +19
Possessions combat gear plus harness, potion belt, coral
and pearl crown (1,500 gp), beaten copper and sharkhide belt
(125 gp) |
|
|
LOCATHAH PRIEST
CR 9
Locathah Cleric 9 (Hotor)
N Medium humanoid (aquatic)
Init +1; Senses Listen +8, Spot +8
Languages Aquan
AC 16, touch 11, flat-footed
15
hp 50 (11 HD)
Fort +9, Ref +4, Will +9
Spd 10 ft (2 squares), swim
60 ft (12 squares)
Melee longspear +8/+2 (1d8)
Ranged light crossbow +8 (1d8)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +7
Special Actions turn fire creatures or rebuke water creatures
(5/day), turn undead (+2 synergy bonus) 5/day
Combat Gear longspear, light crossbow, bolts (20), potions
of shield of faith (2) (CL 1), potion of entropic shield
(CL 1)
Cleric Spells Prepared (CL 9, melee touch +7, ranged touch
+8):
5th - slay living (DC 18), spell immunity(d)
4th - freedom of movement, panacea, summon nature's ally IV
(water creature only)(d)
3rd - dispel magic, magic circle against evil, mass resist
energy, prayer, protection from energy(d)
2nd - elation, hold animal (DC 15)(d),
inky cloud, owl's wisdom, silence (DC 15), soundburst
(DC 15)
1st - bless, blessed aim, calm animals (DC 14)(d),
protection from evil, remove fear, sanctuary (DC 14)
0 - detect magic, detect poison, guidance, light, mending,
resistance
Domains: Animal (speak with animals 1/day, knowledge [nature]
is class skill), Protection (protective ward 1/day grants +9
resistance bonus to next save for 1 hour), Water (turn fire creatures
or rebuke water creatures 3/day)
Abilities Str 10, Dex 12, Con
10, Int 13, Wis 17, Cha 14
SQ spontaneous cure, turn undead
Feats Combat Casting, Craft Potion, Divine Vigour, Weapon
Focus (longspear)
Skills Concentration +12 (+16 defensively), Craft (jeweler)
+6, Knowledge (nature) +6, Knowledge (religion) +6, Listen +8,
Spellcraft +6, Spot +8, Survival +3 (+5 aboveground natural environments),
Swim +8
Possessions combat gear plus harness, potion belt, spell
component pouch, coral holy symbol, coral and ivory armbands
(600 gp), bracers of armour +2 |
|
FEATS:
Divine Vigour (CW p108) - spend turn attempt to gain +10 to
base speed, +2 hp/level, lasts Cha bonus in minutes.
SPELLS:
blessed aim (SC p31) - 50 ft r spread on caster, 1
min/lvl; alies gain +2 morale bonus on ranged attack rolls.
elation (BoED p98) - 80 ft spread on caster, 1 rd/lvl,
SR; +2 morale to Str and Dex and +5 speed.
inky cloud (SC p123) - 30 ft r spread on caster, 10
min/lvl; obscures all sight beyond 5 ft (including darkvision),
creature within 5 ft has concealment father has totalc oncealment.
panacea (SC p152) - touch, SR; removes blindeed, confused,
dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened,
nauseated, panicked, paralyzed, shaken, sickened, stunned, negates
sleep and feeblemind, ends poison, cures 1d8+1/CL (max +20) damage.
|
LOCATHAH ACOLYTES
(4) CR 3
Locathah Cleric 3 (Hotor)
N Medium humanoid (aquatic)
Init +1; Senses Listen +7, Spot +7
Languages Aquan
AC 14, touch 11, flat-footed
13
hp 23 (5 HD)
Fort +6, Ref +2, Will +5
Spd 10 ft (2 squares), swim
60 ft (12 squares)
Melee longspear +4 (1d8)
Ranged light crossbow +4 (1d8)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +3
Combat Gear longspear, light crossbow, bolts (20), potion
of shield of faith (CL 1)
Cleric Spells Prepared (CL 3, melee touch +3, ranged touch
+4):
2nd - hold animal (DC 14)(d), owl's wisdom, soundburst (DC
15)
1st - bless, calm animals (DC 13)(d),
protection from evil, sanctuary (DC 14)
0 - detect magic, guidance, light, resistance
Domains: Animal (speak with animals 1/day, knowledge [nature]
is class skill), Protection (protective ward 1/day grants +3
resistance bonus to next save for 1 hour)
Abilities Str 10, Dex 12, Con
10, Int 13, Wis 15, Cha 12
Feats Combat Casting, Weapon Focus (longspear)
Skills Concentration +5 (+9 defensively), Craft (any one)
+6, Kowledge (religion) +3, Listen +7, Spellcraft +3, Spot +7,
Swim +8
Possessions combat gear plus harness, spell component
pouch, coral holy symbol |
|
|
LOCATHAH SHAMANS
(3) CR 4
Locathah Adept 7
N Medium humanoid (aquatic)
Init +1; Senses Listen +8, Spot +8
Languages Aquan
AC 14, touch 11, flat-footed
13
hp 37 (9 HD)
Fort +5, Ref +3, Will +8
Spd 10 ft (2 squares), swim
60 ft (12 squares)
Melee longspear +5 (1d8)
Ranged light crossbow +5 (1d8)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +4
Combat Gear longspear, light crossbow, bolts (20), wand
of lesser orb of acid (CL 9, 17 ch)
Adept Spells Prepared (CL 3, melee touch +4, ranged touch
+5):
2nd - cure moderate wounds, invisibility, resist energy
1st - bless, cause fear (DC 13), cure light wounds,
lesser orb of cold
0 - cure minor wounds, detect magic, light
Abilities Str 10, Dex 12, Con
10, Int 13, Wis 16, Cha 11
Feats Augment Healing, Combat Casting, Weapon Focus (longspear)
Skills Concentration +8 (+12 defensively), Craft (any
one) +6, Heal +8, Knowledge (nature) +4, Listen +8, Spellcraft
+5, Spot +8, Swim +8
Possessions combat gear plus harness, spell component
pouch, mother of pearl and shell necklace (75 gp) |
|
FEATS:
Augment Healing (CD p79) - +2 per spell level to amount healed
from Conjuration (healing) spell.
SPELLS:
lesser orb of acid (SC p150) - r cl; orb causes 1d8
of acid damage +1d8/2 CL beyond 1st (max 5d8).
lesser orb of cold (SC p151) - r cl; orb causes 1d8
of cold damage +1d8/2 CL beyond 1st (max 5d8).
|
LOCATHAH ASSISTANT
SHAMANS (4) CR 2
Locathah Adept 3
N Medium humanoid (aquatic)
Init +1; Senses Listen +7, Spot +7
Languages Aquan
AC 14, touch 11, flat-footed
13
hp 23 (5 HD)
Fort +4, Ref +2, Will +5
Spd 10 ft (2 squares), swim
60 ft (12 squares)
Melee longspear +3 (1d8)
Ranged light crossbow +3 (1d8)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
Combat Gear longspear, light crossbow, bolts (20)
Adept Spells Prepared (CL 3, melee touch +2, ranged touch
+3):
1st - cause fear (DC 13), cure light wounds, lesser
orb of cold
0 - cure minor wounds, detect magic, light
Abilities Str 10, Dex 12, Con
10, Int 13, Wis 14, Cha 11
Feats Combat Casting, Weapon Focus (longspear)
Skills Concentration +5 (+9 defensively), Craft (any one)
+6, Heal +4, Listen +7, Spellcraft +2, Spot +7, Swim +8
Possessions combat gear plus harness, sepll component
pouch |
|
SPELLS:
lesser orb of cold (SC p151) - r cl; orb causes 1d8
of cold damage +1d8/2 CL beyond 1st (max 5d8).
|
The locathah normally have 2 patrols out at any given time,
with a third serving as a hunting and gathering group. The 2 patrols
generally roam within a mile or two of the tribe. The hunting
group wanders as much as 5 miles away.
A patrol consists of 6 warriors (half from the chieftain's
retinue in Hut 1and half from the common huts [Huts 10]), led
by a sergeant and a 20% chance of an acolyte or assistant shaman
accompanying them (equal chance of either). These patrols carry
light bladders with them to see by. These illuminate the area
as torches.
The Kopru:
The surviving colony consists of 26 koprus led by a massive
queen.
The Kopru Lair:
The koprus lair in an undersea cave complex dug into the floor
of the seabed. Floors are silt and mud and the walls are craggy.
There are no light sources within.
At all times 4 koprus guard the entrance, hiding in kelp beds
within 50 ft of and in sight of the entrance.
1. Entrance
This area is unremarkable. The entrance is 30 ft wide and 15
ft tall. Within, the ceiling is 20 ft overhead.
Creatures: 2 koprus are always stationed here, listening
for a signal from the watchers outside. If a warning signal is
given, one of these koprus will run to area 3 and alert the others.
2. Side Passage
This 10 ft tall side passage serves as a larder for the colony.
Here are various chunks of fish meat tied to seaweed cords floating
through the hallway.
3. Common Area
This large chamber is 35 ft tall and held up by large stone
columns.
Creatures: 6 koprus can be found here, eating and relaxing
and wrestling with their fellows. A dominated locathah warrior
(see above) is also here, providing sport for the koprus.
4. Sleeping Area
This chamber is 20 ft tall and contain seaweed beds arranged
on stone shelves throughout the place. There are a total of a
dozen such beds here, and they are shared by the koprus.
Creatures: At any given time, unless alerted, 8 koprus
will be found here sleeping.
5. Guard Post
This 15 ft tall chamber is the queen's antechamber.
Creatures: 4 koprus are here at all times, guarding
the queen.
6. Audience Chamber
This chamber is 20 ft tall. To the southeast is a niche that
holds a makeshift coral throne sized for a Large creature.
Creatures: The kopru queen will receive supplicants
here, flanked by 2 kopru males.
7. Queen's Chamber
This cavern is 25 ft tall. Within is a massive seaweed pile
that serves as a makeshift bed.
Creatures: The kopru queen can often be found here sleeping
or mating with 2 kopru males.
The Colony:
|
KOPRUS (26) CR 6
Monster Manual II
page 134
CE Medium monstrous humanoid (aquatic)
Init +2; Senses darkvision 60 ft; Listen +1, Spot
+1
Languages Aquan
AC 15, touch 12, flat-footed
13
hp 36 (8 HD)
Fort +2, Ref +8, Will +9
Spd 5 ft (1 square), swim 40
ft (8 squares)
Melee tail slap +10 (2d6+2) and 2 claws +8 (1d4+1) and
bite +8 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +17
Special Actions constrict 3d6+3, dominate person
(1/day)
Abilities Str 15, Dex 14, Con
11, Int 11, Wis 12, Cha 10
Feats Iron Will, Multiattack, Skill Focus (escape artist)
Skills Concentration +8, Escape Artist +11, Move Silently
+6, Search +4, Swim +10
Constrict (Ex) With a successful
grapple check, a kopru can constrict a grabbed opponent, dealing
3d6+3 points of bludgeoning damage.
Dominate Person (Su) Once per day, a kopru can produce an
effect like that of a dominate person (DC 14), except
that the range is 180 ft and the duration is 8 days. Caster level
is 10 and the save is Charisma-based.
Improved Grab (Ex) If a kopru hits an opponent that is
its own size or smaller with a tail attack, it deals normal damage
and attempts to start a grapple as a free action without provoking
an attack of opportunity. If it gets a hold, it also constricts
in the same round. Each successive grapple check it makes during
successive rounds automatically deals tail and constrict damage.
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KOPRU QUEEN CR 9
Monster Manual II
page 134
CE Large monstrous humanoid (aquatic)
Init +1; Senses darkvision 60 ft; Listen +1, Spot
+1
Languages Aquan
AC 15, touch 10, flat-footed
14
hp 69 (12 HD)
Fort +6, Ref +9, Will +11
Spd 5 ft (1 square), swim 40
ft (8 squares)
Melee tail slap +18 (3d6+6/19) and 2 claws +15 (1d6+3)
and bite +15 (1d6+3)
Space 10 ft; Reach 10 ft
Base Atk +12; Grp +29
Special Actions constrict 4d6+9, dominate person
(1/day)
Abilities Str 23, Dex 14, Con
15, Int 12, Wis 12, Cha 12
Feats Iron Will, Multiattack, Improved Critical (tail
slap), Skill Focus (escape artist), Weapon Focus (tail slap)
Skills Concentration +10, Escape Artist +13, Hide -3,
Move Silently +8, Search +7, Swim +17
Constrict (Ex) With a successful
grapple check, a kopru can constrict a grabbed opponent, dealing
4d6+9 points of bludgeoning damage.
Dominate Person (Su) Once per day, a kopru can produce an
effect like that of a dominate person (DC 17), except
that the range is 180 ft and the duration is 8 days. Caster level
is 10 and the save is Charisma-based.
Improved Grab (Ex) If a kopru hits an opponent that is
its own size or smaller with a tail attack, it deals normal damage
and attempts to start a grapple as a free action without provoking
an attack of opportunity. If it gets a hold, it also constricts
in the same round. Each successive grapple check it makes during
successive rounds automatically deals tail and constrict damage.
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Initial Contact:
The PCs, when they enter the general region of the rift, will
first encounter a group of locathahs fighting each other. Several
bladders filled with phosphorescent plankton float earby, illuminating
the scene.
This group is a hunting party comprised of 6 warriors led by
a sergeant. The latter and 3 warriors are fighting against 2 locathahs.
Another locathah floats motionless with streamers of blood trailing
from its several spear wounds.
The skirmish has been caused by a group of 4 koprus who have
used their dominate person ability dominate 3 locathahs
(the 4th saved against the effect) and commanded them to attack
their fellows. The koprus hope to then pick off the weakened survivors.
The koprus are hidden in a nearby kelp bed (Spot check DC 13
to notice) about 120 ft from (and 30 ft below) the fighting locathahs.
The PCs can intervene as they wish. If they do not, the non-dominated
locathahs will eventually win the fight (though with a nother
1-2 casualtties) and then the koprus will emerge and attack, defeating
the survivors easily. They will slay and carry the locathahs back
to their lair for later consumption.
If the PCs intervene, they have several options. They can try
to stop the locathahs from fighting; they can try to negate the
domination (which cannot be dispelled since it is a supernatural
ability, but can be negated with magic such as protection from
evil); they can side with one group of locathahs or the other,
they can side with the koprus, or they can attack the koprus.
If the koprus are attacked by the PCs, they will initially
resist, having no knowledge of humans (or whatever surface races
of which the PCs are comprised), but in the face of overwhelming
force (of the kind the PCs are likely to wield) will flee back
to their lair, splitting up and feinting if they see the PCs following
them.
The wounded locathah is at -3 hp and bleeding when the PCs
arrive on the scene.
Each round that the wounded locathah bleeds into the water
(or any other creature is bleeding at negative hp), allow a 10%
chance that sharks appear. These will be spotted at 4d8x10 ft
away and they will circle for 1d3 rounds before closing in for
the kill. They will enter a frenzy and attack all non-sharks within
sight. Consult the table below to determine the nature and number
of sharks:
|
Roll |
Type |
Number |
| 01-25 |
Medium Shark |
1 |
| 26-40 |
Medium Shark School |
1d4+1 |
| 41-50 |
Medium Shark Pack |
1d6+5 |
| 51-65 |
Large Shark |
1 |
| 66-75 |
Large Shark School |
1d4+1 |
| 76-80 |
Large Shark Pack |
1d6+5 |
| 81-90 |
Huge Shark |
1 |
| 91-97 |
Huge Shark School |
1d4+1 |
| 98-00 |
Huge Shark Pack |
1d6+5 |
|
MEDIUM SHARK CR 1
N Medium animal (aquatic)
Init +2; Senses blindsense 30 ft, keen scent 180
ft; Listen +6, Spot +6
AC 15, touch 12, flat-footed
13
hp 16 (3 HD)
Fort +4, Ref +5, Will +2
Spd swim 60 ft (12 squares)
Melee bite +4 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +3
Abilities Str 13, Dex 15, Con
13, Int 1, Wis 12, Cha 2
Feats Alertness, Weapon Finesse
Skills Listen +6, Spot +6, Swim +9
Blindsense (Ex) A shark can
locate creatures underwater within a 30-foot radius. This ability
works only when the shark is underwater.
Keen Scent (Ex) A shark can notice creatures by scent
in a 180-foot radius and detect blood in the water at ranges
of up to a mile.
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LARGE SHARK CR 2
N Large animal (aquatic)
Init +6; Senses blindsense 30 ft, keen scent 180
ft; Listen +8, Spot +7
AC 15, touch 11, flat-footed
13
hp 38 (7 HD)
Fort +8, Ref +7, Will +3
Spd swim 60 ft (12 squares)
Melee bite +7 (1d8+4)
Space 10 ft; Reach 5 ft
Base Atk +5; Grp +12
Abilities Str 17, Dex 15, Con
13, Int 1, Wis 12, Cha 2
Feats Alertness, Great Fortitude, Improved Initiative
Skills Listen +8, Spot +7, Swim +11
Blindsense (Ex) A shark can
locate creatures underwater within a 30-foot radius. This ability
works only when the shark is underwater.
Keen Scent (Ex) A shark can notice creatures by scent
in a 180-foot radius and detect blood in the water at ranges
of up to a mile.
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HUGE SHARK CR 4
N Huge animal (aquatic)
Init +6; Senses blindsense 30 ft, keen scent 180
ft; Listen +10, Spot +10
AC 15, touch 10, flat-footed
13
hp 65 (10 HD)
Fort +11, Ref +9, Will +6
Spd swim 60 ft (12 squares)
Melee bite +10 (2d6+7)
Space 15 ft; Reach 10 ft
Base Atk +7; Grp +20
Abilities Str 21, Dex 15, Con
15, Int 1, Wis 12, Cha 2
Feats Alertness, Great Fortitude, Improved Initiative,
Iron Will
Skills Listen +10, Spot +10, Swim +13
Blindsense (Ex) A shark can
locate creatures underwater within a 30-foot radius. This ability
works only when the shark is underwater.
Keen Scent (Ex) A shark can notice creatures by scent
in a 180-foot radius and detect blood in the water at ranges
of up to a mile.
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The PCs can attempt to parley with whichever group they decided
to aid. Koprus are initially hostile to the PCs, while the locathahs
are unfriendly. If the PCs overtly aided one of those groups then
their initial attitude will be increased by 1.
Should either group be made friendly, they will agree to have
the PCs meet their leader, and will offer to escort the PCs to
their home on promises from the PCs that they will behave. Questions
from the PCs relating to the surrounding area will be met with
refusal to answer if not friendly, to a request that such questions
wait for an audience with their leader if friendly.
The Locathah Proposal:
The locathah chief will listen to the PCs and if they ask for
the location of the rift or information about it, the chief will
say that his people would be pleased to aid the PCs if they would
perform a favour for his people first.
The chief will explain that a colony of koprus moved into the
area about a year ago. The locathahs are not sure where they came
from or why, but they have been somewhat hostile, competing for
hunting and foraging in areas that have long been the locathahs'
and more recently using their strange powers to cause locathahs
to turn on one another.
The chief would like the PCs to roust the koprus and either
slay them or drive them off. Once done, he will be pleased to
give the PCs the information they seek.
The Kopru Proposal:
The kopru queen will listen to the PCs and if they ask for
the location of the rift or information about it, the queen will
say that she and her people would welcome the aid of the PCs.
The queen will explain how they came to be driven from their ancient
home deep in the rift (though she will not mention the kraken
specifically yet) and will offer to inform the PCs about the location
of the rift and information about what drove them from it if the
PCs will simply promise to leave the rift once they have what
they came for and allow the koprus to return to it. The koprus
have no claim on any treasure the kraken might have.
Interestingly, allowing the koprus to return to their rift
lair will also remove them from competition with the locathahs
and restore peace to that tribe as well!
Locathah Aid:
The locathah can give the PCs the following aid (with the attitude
level required noted in parentheses):
- They can tell the PCs the location of the rift (friendly)
- They can tell the PCs that the rift has long had an evil
reputation for the locathahs and they have always avoided it
on the advice of their shamans (this was previously because of
the koprus, before the kraken arrived) (friendly)
- They can send a force of locathahs to help them, consisting
of 15 warriors, 2 sergeants, 1 lieutenant, and 1 assistant shamans
(helpful)
Kopru Aid:
The koprus can give the PCs the following aid (with the attitude
level required noted in the parentheses):
- They can tell the PCs the location of the rift (friendly)
- They can tell the PCs that they were driven from the rift
about a year ago by a pair of kraken* (friendly)
- They can tell the PCs that the krakens were accompanied by
a tribe of anguillians numbering at least 3 score (friendly).
- They can tell the PCs that the krakens used very powerful
mind magic and describe some of the visible powers it used (e.g.
ultrablast, stygian conflagration, dimension door, crystal
shard, stygian bolt, and some sort of death magic [i.e. recall
death or urge exterination) (helpful)
- They can tell the PCs of a secret passageway they know to
get into the heart of their caves (area H), where the kraken
presumably dwells (helpful)
- They can send a force of 15 koprus with the PCs to assist
them (helpful)
If asked about the rod part, the kopru queen can say that she
had a magical sceptre that she enjoyed that had some minor ability
to freeze beings in place, but that she is willing to give up
any claim to it if the rift is returned to her.
* It was only a single kraken, but under the effects of a fission
power, which made the koprus think they were being attacked
by 2 krakens.
Part Three - The Rift
The rift is well hidden amidst a dense forest of kelp. It is
approximately 12,500 ft long by 2,000 ft wide at its widest. The
rift is 300 ft deep to its flat, rocky bottom.
The rift was the home of an advanced and civilized society
of koprus drawn to it because of the influence of Mishka (see
below) and the power and history of the rift. The koprus fashioned
the entrance and the halls and chambers that comprise the rift
lair, and they flourished here for centuries before the Creation
Blast, which decimated the Serpent Empire, also partially destroyed
their society. Most koprus died in the concussion of the blast
and the disturbances that followed the collapse of a part of the
Serpent Empire into the sea. Those who survived were cast into
a primitive lifestyle, their learning and knowledge lost with
most of their civilization. These degenerate koprus dwelt in what
was left of their home surrounding the rift, and there they dwelt
until the kraken came.
As mentioned previously, the rift is where the Rod of Seven
Parts pierced Mishka and exploded. The power released by this
act seeped into the rift and imbued it with the remains of power.
As such, the bottom of the rift, and its walls up to a height
of about 200 ft from the rift bottom (100 ft from the top of the
rift) is striated with glowing blue veins of residual energy.
These veins have no discernible effect, though they are visible
even in the ocean gloom once the canopy of the kelp forest is
pierced. Each vein glows enough to see about 5 ft in clearly and
another 5 ft in shadowy light. Altogether, however, they do a
pretty good job of casting the entire bottom portion of the rift
in shadowy illumination.
Patches of normal kelp grow along the side and the bottom of
the rift, though it is more prevalent near the upper edge of the
cleft.
Keyed Areas:
The rift map shows keyed areas as red squares and a circle.
These are areas of importance that are detailed on separate maps.
There is an elevation number for each keyed area that shows the
depth of the area below the seabed floor at the top of the rift.
Thus, -300 ft means on the rift bottom, while -150 ft means halfway
down (or up) the rift face.
Note that areas D, F, I, and K are set into the wall of the
rift and have access to them from the rift. However, these openings
are difficult to notice. Refer to the location descriptions for
more details.
Interiors:
Unless otherwise stated, all walls are made of hewn stone (per
3 ft thickness, hardness 8, 540 hp, breack DC 50, Climb DC 25).
There are no doors, since those don't work well underwater, and
no light sources unless otherwise stated.
Given the fact that seawater permeates all of this complex,
it is not surprising that small coral growths, barnacles, and
anenomes can be found on the floors, walls, and ceilings. Additional,
small crustaceans can be seen scuttling amongst these growths.
Fish, shrimp, and other small sea creatures can be found in the
passageways and chambers throughout the complex.
Passageways:
The dashed lines connect the various keyed areas on the map.
These are passages of hewn stone that once connected all of the
areas of the dwelling. Now, the passages show the effects of the
cataclysm that ravages the kopru society. In many places, the
walls of the passageways have collapsed, creating piles of rubble
in the hallway. In other places, side passages run off of the
main passageway for perhaps 10-30 ft before ending in a full collapse.
The walls, where not damaged or encrusted with minerals or barnacles,
show signs of ancient carvings that display shells, fish, sharks,
octopi, and other sea life and motifs.
In general the passages are 30 ft tall and 40 ft wide, though
both of these dimensions can be as small as half of these figures
given the collapses and other general disrepair of these hallways.
There are no light sources in the passageways.
Anguillians:
The anguillians here serve the kraken, who has promised them
great power and full bellies if they serve him. The anguillians
don't need a lot of furniture or living equipment, as they are
capable of sleeping while floating underwater and furnishings
tend to be less relevant for creatures operating underwater in
3 dimensions. Nevertheless, living areas of the anguilliansa can
be assumed to have simple tools and utensils made of corals or
shells or bones.
Some DMs may wonder at the inclusion of the anguillians in
a high level adventure of this sort. While the anguillians will
pose little threat to the PCs, they provide enemies for the locathahs
or koprus who might agree to accompany the PCs and they can use
up PC resources that will not be available for the fight against
the kraken. Finally, when PCs reach this high of a power level,
they should sometimes be allowed to flex their muscles and show
off" against lower level opponents. If the PCs seem to be
getting tired of vanquishing anguillians, the DM can simply have
the kraken appear and move onto the main event!
Wandering Monsters:
The anguillians and some other denizens of the rift travel
from area to area from time to time. Assume a 10% chance of a
wandering encounter every minute spent in a passageway or empty
chamber. If an encounter is indicated, check again immediately
for another encounter, and keep checking until no encounter is
indicated. If multiple encounters are indicated, the DM can either
combine them into a single larger encounter or space them out
so that they all occur within the same minute. Any wandering creatures
defeated should be removed from the areas indicated. If no further
creatures remain in those areas, then treat the wandering encounter
as no encounter.
The wandering monster table assumes the rift complex is not
on alert. If it is, then there will be no wandering encounters
and, instead, the DM should initiate strong patrols throughout
the complex.
|
d100 roll |
Encounter |
Quantity |
From Area(s) |
| 01-35 |
Anguillian non-combatants |
1d6 |
D,H |
| 36-75 |
Anguillian warriors |
1d6 |
D,H |
| 76-80 |
Anguillian priest (5%
chance of the high priest and his blackskates and 1 priest) |
1 (or
4) |
F |
| 81-94 |
Anguillian subchief
and warriors |
1 plus
1d6 |
H |
| 95-99 |
Anguillian chieftain
and warriors |
1 plus
1d6 |
K |
| 00 |
The kraken!and 3 anguillian
warriors |
1 |
G |
Patrol (EL 9):
A patrol of anguillians keeps watch over the rift area. This
is a group of 10 anguillian warriors led by a single subchief.
At any given time the DM can determine the location of the
patrol by rolling a d4 for the quadrant (1 = westernmost, 4 =
easternmost) and a d3 for depth (1 = topmost 100 ft, 2 = middle
100 ft, 3 = bottom 100 ft). The DM can determine where the patrol
is headed by rolling a d2 for direction (unless at one end of
the rift already) and a d3 for depth (1 = lower, 2 = same, 3 =
higher, unless at the top or bottom already).
|
ANGUILLIAN WARRIORS (10) CR
2
Stormwrack page 136
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness;
Listen +2, Spot +10
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 28 (3 HD)
Vulnerable fire
Fort +5, Ref +3, Will +3
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee spear +4 (1d8+3) and bite +2 (1d4+1)
Melee 2 pincers +4 (1d4+2) and bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options attach
Special Actions blood drain
Combat Gear spear
Abilities Str 15, Dex 14, Con
15, Int 10, Wis 14, Cha 6
SQ landwalking
Feats Improved Initiative, Multiattack
Skills Hide +10 (+14 in coral, rock, or kelp), Listen
+2, Spot +10, Survival +6, Swim +10
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
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ANGUILLIAN SUBCHIEF CR 4
Stormwrack page 136
Anguillian Ranger 2
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness,
Track; Listen +4, Spot +11
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 41 (5 HD)
Vulnerable fire
Fort +8, Ref +6, Will +3
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee mwk coral dagger +8 (1d4+3) and bite +5 (1d4+1)
Melee mwk coral dagger +6 (1d4+3) and mwk coral dagger
+6 (1d4+1) and bite +5 (1d4+1)
Melee 2 pincers +7 (1d4+3) and bite +5 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options attach
Special Actions blood drain
Combat Gear masterwork coral daggers (2)
Abilities Str 16, Dex 14, Con
15, Int 10, Wis 14, Cha 6
SQ combat style (two-weapon fighting), favoured enemy
(animals +2), landwalking, wild empathy +0
Feats Improved Initiative, Multiattack, Track, Two-Weapon
Fighting
Skills Handle Animal +2, Hide +12 (+16 in coral, rock,
or kelp), Listen +4, Spot +11, Survival +8, Swim +12
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
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Tactics: The anguillian patrol will seek to investigate
any strange lights, sounds, or other activities near or within
the rift. They will not emerge from the kelp forest, however,
or leave sight of the rift. The patrol will not raise a general
alarm until they determine that there is opposition and that the
opposition cannot be handled by the patrol. In this case, at least
2 anguillians will seek to flee to the rift chambers and alert
their fellows and the kraken.
A. The Blood of Mishka
| Illuminated by the strange
blue glowing veins, the center of the bottom of the rift contains
a massive splotch of some sort of multicoloured stain set into
the rift floor. This stain seems to be a part of the rock of
the bottom, yet is also seems to swirl and its edges ebb and
flow as if throbbing. |
This splotch is the bloodstain
of Mishka the Chaos Spider. While Mishka was slain by the blast,
the location where the rod pierced its foul heart was precisely
at this point. The bloodstain is still saturated in the essence
of chaos, and has some strange effects:
- Any chaotic spell is enchanced
such that it is Maximized if cast within 1 mile of the rift.
This includes spell-like abilities, magic items, and psionic
powers.
- Any lawful spell is impeded
such that the caster must make a DC 15+spell level caster level
check or the spell is lost (or the item used) but nothing happens.
This includes spell-like abilities, magic items, and psionic
powers.
- There is a wild magic effect
within 1 mile of the rift. Any spell or spell-like ability successully
cast within this area (including spell completion and spell trigger
items but excluding potions, other magic items, and psionics)
causes the caster to make a caster level check equal to 15+spell
level. Failure to make this check means the caster must consult
the wild magic chart on page 14 of the Manual of the Planes.
The kraken, having dwelt here for a long enough time, gains
a +5 circumstance bonus on this check.
The bloodstain radiates overwhelming chaos (to a detect
chaos spell) and strong transformation magic. It cannot be
dispelled or nullified by any non-epic means.
B. Entrance
This is the main entrance to the rift lair.
B1. Entry Chamber (EL 12)
From without:
| At the crook of one end
of the rift, a gaping maw of a hole pierces the side. This opening
is 80 ft wide and 60 ft tall and is carved to resemble some massive
crab-like mouth with bas relief pincers carved into the sides
of the rift wall adjacent to it. |
Within:
|
This large chamber is 80 ft tall and as wide, and is illuminated
by glowing barnacles attached to the ceiling, floor, and walls,
casting the whole chamber ins shadowy illumination. A set of
5 ft diameter pillars flanks each side wall, each shaped like
a winding spiral of kelp.
To the east, a 40 ft wide and 40 ft tall passageway heads
into darkness.
|
The barnacles provide
shadowy illumination to the entire chamber. As such, the creatures
(see below) can use their low-light vision to see normally herein.
Creatures without darkvision or low-light vision will be subject
to a 20% miss chance due to the shadowy conditions.
The barnacles can be removed and
used to provide shadowy illumination in a 20 ft radius for each
handful. The crustaceans will survive for a day or so detached
from their perches, but only for 5 minutes or so in conditions
that do not mimic cold saltwater depths.
Creatures: 6 advanced dire eels dwell amongst the
pillars, usually coiled up near the top or bottom, with the bulk
out of sight behind the pillars next to the wall. The eels are
trained pets of the anguilllians, grown larger due to the ministrations
and lore of the kraken. They will attack non-anguillians/non-kraken
on sight unless such creatures are escorted by an anguillian or
kraken.
|
ADVANCED DIRE EELS (6) CR
7
Stormwrack page 148
N Huge animal (aquatic)
Init +5; Senses low-light vision, scent; Listen
+5, Spot +6
AC 16, touch 9, flat-footed
15
hp 162 (18 HD)
Fort +15, Ref +12, Will +7
Spd swim 30 ft (6 squares)
Melee bite +20 (3d6+13)
Space 10 ft; Reach 5 ft
Base Atk +12; Grp +29
Atk Options attach, Power Attack
Abilities Str 28, Dex 12, Con
19, Int 1, Wis 12, Cha 2
Feats Improved Initiative, Improved Natural Attack (bite),
Improved Natural Armour, Power Attack, Skill Focus (hide), Toughness,
Weapon Focus (bite)
Skills Hide +12 (+16 in coral, rock, or kelp), Listen
+5, Spot +6, Swim +17
Attach (Ex) If a dire eel hits
with a bite attack, it uses its powerful jaws to latch onto the
opponent's body and automatically deals bite damage each round
it remains attached. An attached eel loses its Dexterity bonus
to AC.
An attached eel can be struck
with a weapon or grappled itself. To remove an attached eel through
grappliing, the opponent must achieve a pin against the creature.
|
|
|
B2. Coral Chamber (EL 15)
Note: This chamber is large enough that even darkvision won't
divulge much of its contents when initially entered. For this
reason, each signifcant item is described seperately.
Upon entry:
| This massive chamber towers
high overhead, so high that the ceiling is not visible. The walls
are carved with faded shell mosaics that seem to depict undersea
scenes, though most of it has been ruined and much of the pieces
are missing. |
The ceiling is 100 ft
overhead.
The collapse to the north:
| It looks as if much, if
not all, of the northern portion of this chamber has been subject
to a massive collapse. A towering wall of stone and coral cuts
off the room to the north, the pieces wedges together and overgrown
with minerals and small barnacles over time. |
The collapse is solid
and not easily dug out. If so, the rest of the chamber can be
found, but there is nothing of value amidst the collapse.
The structure in the center of
the room:
|
In the center of the place is a strange carving or structure
comprised of 4 massive columns of blue and pink coral inset with
white shells. These columns rise up out of sight.
Between the columns is a delicate lattice of strange pink
crystals that form long thin sticks or tubes that run from column
to column from the floor to out of sight above.
|
This was a magical sculpture
that may have served ritual purposes for the ancient kopru civilization.
If so, it's use has been long forgotten. Examination of the lattice
reveals the crystals to be fairly brittle and fragile, and they
can be broken or smashed easily, even inadvertantly. This might
be a surprise given the violent collapse of the north wall, but
the crystals regrow in random patterns if broken, so that one
could smash the entire latticework and it would reform in a day
or so.
The crystal has no special properties
and does not grow if taken from the lattice network.
The columns and the latticework
go from floor to ceiling. A Tiny or smaller creature could squeeze
through the lattice into the center of the structure without breaking
any of it, but there is nothing within.
In the southern area of the room:
| In the south of the place
are two large mounds of blue and red coral. |
These are actually coral
golems (see below).
Creatures: 2 advanced coral golems are here, brought
by the kraken from its previous home to guard the entrance. The
golems are instructed to attack and slay all creatures not currently
dwelling in the rift (that means any creature types not encountered
currently in the rift). They will attack anywhere in this area
(Area B) but will not leave the area. They will take cover against
attackers they cannot reach.
|
ADVANCED CORAL GOLEMS (2)
CR 13
Stormwrack page 150
N Gargantuan construct (aquatic)
Init +0; Senses darkvision 60 ft, low-light vision;
Listen +0, Spot +0
AC 22, touch 6, flat-footed
22
hp 276 (32 HD), fast healing 10; DR 10/bludgeoning
and magic
Fort +10, Ref +10, Will +10
Spd 30 ft (6 squares), swim
30 ft (6 squares)
Melee 4 slams +30 (3d8+10 plus stun)
Ranged 4 coral stars +20 (1d8+10 plus stun)
Space 20 ft; Reach 20 ft
Base Atk +24; Grp +46
Abilities Str 30, Dex 11, Con
-, Int -, Wis 11, Cha 1
SQ construct traits
Coral Stars (Ex) Range increment
is 30 ft underwater and 120 ft on land.
Slams (Ex) A coral golem's slam attacks deal bludgeoning
and slashing damage.
Stun (Ex) Any creature struck by a coral golem's
slam attack or coral star must succeed on a DC 26 Fortitude save
or be stunned for 1 round (until the beginning of the coral golem's
next turn). The save DC is Constitution-based.
|
|
|
Treasure: A destroyed coral golem's coral can be sold
for 500 gp per Hit Die of the golem.
C. Plaza
This was a large plaza before much of it collapsed, leaving
a still-large area that serves as a junction for three passageways.
C1. Main Plaza Grounds (EL 11)
| This large, open area is
comprised of a coloured stone floor of mauve, green, and pinkish
blocks set in what appears to be random patterns. The ceiling
is 60 ft overhead, and the walls are cracked and crumbled in
many places. |
There are four 5 ft diameter
pillars in the western portion of the plaza grounds. These are
carved of pink coral and are ridged and rippled as if made of
brain matter.
The pillars once held powerful
magic used to cast divinations upon anyone passing through them.
The magic also made those who did so more suscteptible to mind-affecting
magic. However, the catastrophe that struck the rift disabled
much of the magic. Anyone passing into the area bounded by the
pillars is now subject to a weakened but long lasting mind
fog effect (-5 competence penalty to Wisdom check and Will
saves for 2d6 hours, CL 20, DC 23 Will negates).
The kraken and koprus know of
this effect and avoid it, but might try to maneuver opponents
into the area.
Creatures: This area now serves as a common area
for the anguillian warriors. There are a total of 20 such warriors
here, 10 to the east of the octagonal platform (area C2), 5 blocking
access to the northern passageway, and 5 blocking access to the
southern passageway. Those to the east are essentially off duty
and relazing, though their weapons are at the ready.
|
ANGUILLIAN WARRIORS (20) CR
2
Stormwrack page 136
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness;
Listen +2, Spot +10
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 28 (3 HD)
Vulnerable fire
Fort +5, Ref +3, Will +3
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee spear +4 (1d8+3) and bite +2 (1d4+1)
Melee 2 pincers +4 (1d4+2) and bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options attach
Special Actions blood drain
Combat Gear spear
Abilities Str 15, Dex 14, Con
15, Int 10, Wis 14, Cha 6
SQ landwalking
Feats Improved Initiative, Multiattack
Skills Hide +10 (+14 in coral, rock, or kelp), Listen
+2, Spot +10, Survival +6, Swim +10
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
|
|
|
C2. Octagonal Platform
| This structure is an octagonal
step pyramid, comprised of 4 levels, each 5 ft tall. The structure
is made of black, porous stone, with a volcanic look to it. Carved
onto the side of each step are scenes in a bright red stone of
strange sea creature worshipping indistinct but menacing beings
and sacrificing fish and other sea creatures on altars. |
The platform is an altar
consecrated to the now-lost entities worshipped by the ancient
kopru culture that dwelt here before the Creation Blast. The worshipping
creatures are koprus, and this will be easily evident to anyone
who has met them heretofore.
The altar still radiates a permanent
effect in a 40 ft radius from the bottom tier. This effect only
benefits koprus (providing them with a +2 deflection bonus to
AC, a +2 resistance bonus to all saves, and an additional +4 morale
bonus to saves against fear effects).
The altar radiates moderate evil
and moderate evocation magic.
C3. Collapsed Chamber
| This area has suffered
a collapse, such that only a portion of the original space is
accessible. Stone steps, each 2.5 ft tall, lead up to the platform
to the east. The ceiling of this place is 50 ft overhead. |
Creatures: A subchief
and a chieftain dwell here, commanders of the forces in area C1.
Any combat in area C1 will bring these creatures out to take command.
|
ANGUILLIAN SUBCHIEFS CR 4
Stormwrack page 136
Anguillian Ranger 2
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness,
Track; Listen +4, Spot +11
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 41 (5 HD)
Vulnerable fire
Fort +8, Ref +6, Will +3
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee mwk coral dagger +8 (1d4+3) and bite +5 (1d4+1)
Melee mwk coral dagger +6 (1d4+3) and mwk coral dagger
+6 (1d4+1) and bite +5 (1d4+1)
Melee 2 pincers +7 (1d4+3) and bite +5 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options attach
Special Actions blood drain
Combat Gear masterwork coral daggers (2)
Abilities Str 16, Dex 14, Con
15, Int 10, Wis 14, Cha 6
SQ combat style (two-weapon fighting), favoured enemy
(animals +2), landwalking, wild empathy +0
Feats Improved Initiative, Multiattack, Track, Two-Weapon
Fighting
Skills Handle Animal +2, Hide +12 (+16 in coral, rock,
or kelp), Listen +4, Spot +11, Survival +8, Swim +12
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
|
|
|
|
ANGUILLIAN CHIEFTAIN CR 7
Stormwrack page 136
Anguillian Ranger 5
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness,
Track; Listen +7, Spot +14
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 69 (8 HD)
Vulnerable fire
Fort +10, Ref +7, Will +4
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee +1 coral dagger +12/+7 (1d4+4) and bite +8
(1d4+1)
Melee +1 coral dagger +10/+5 (1d4+4) and +1
coral dagger +10 (1d4+2) and bite +8 (1d4+1)
Melee 2 pincers +10 (1d4+3) and bite +8 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +9
Atk Options attach
Special Actions blood drain
Combat Gear +1 coral daggers (2), potions of
cure light wounds (2) (CL 3), potion of shield of faith
(CL 1)
Ranger Spells Prepared (CL 2, melee touch +9, ranged touch
+8):
1st - quickswim
Abilities Str 16, Dex 14, Con
16, Int 10, Wis 14, Cha 6
SQ animal companion (link, share spells), combat style
(two-weapon fighting), favoured enemy (animals +4, outsider [water]
+2), landwalking, wild empathy +3
Feats Endurance, Improved Initiative, Multiattack, Track,
Two-Weapon Fighting, Weapon Focus (dagger)
Skills Handle Animal +5, Hide +15 (+19 in coral, rock,
or kelp), Listen +7, Spot +14, Survival +11, Swim +15
Possessions combat gear plus potion belt, spell component
pouch
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
|
|
SPELLS:
quickswim (SW p120) - r pers, 1 hr/lvl; increase base
swim speed by 10 ft.
|
|
SQUID ANIMAL COMPANION CR
n/a
N Medium animal (aquatic)
Init +3; Senses low-light vision; Listen +7, Spot
+7
AC 16, touch 13, flat-footed
13; jet
hp 13 (3 HD)
Fort +3, Ref +6, Will +2
Spd swim 60 ft (12 squares)
Melee arms +4 (0) and bite -1 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +8*
Atk Options improved grab
Special Actions ink cloud, jet
Abilities Str 14, Dex 17, Con
11, Int 1, Wis 12, Cha 2
SQ animal companion (link, share spells)
Feats Alertness, Endurance
Skills Listen +7, Spot +7, Swim +10
Tricks attack (2), heel, seek
Improved Grab (Ex) To use this
ability, a squid must hit an opponent of any size with its arms
attack. It can then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it wins the grapple
check, it establishes a hold and automatically deals bite damage.
Ink Cloud (Ex) A squid can emit a cloud of jet-black
ink 10 feet high by 10 feet wide by 10 feet long once per minute
as a free action. The cloud provides total concealment, which
the squid normally uses to escape a losing fight. All vision
within the cloud is obscured.
Jet (Ex) A squid can jet backward once per round
as a full-round action, at a speed of 240 feet. It must move
in a straight line, but does not provoke attacks of opportunity
while jetting.
* A squid has a +4 racial bonus
on grapple checks.
|
|
|
D. Living Area
This is a living area for some of the anguillians.
D1. Common Chamber (EL 10)
|
This appears to be some sort of tower-like structure, cylindrical,
with the top extending out of sight overhead. The floor is set
30 ft below the level of the passageway to the east.
Across to the northwest, the eerie glow of the rift comes
through a 5 ft wide, 10 ft tall opening that looks out over the
rift. This opening is located 15 ft above the level of the floor
of the place.
|
This chamber's ceiling
is 110 ft above the floor of this chamber (i.e. 80 ft above the
passageway floor to the east).
In the southwestern portion of
the ceiling is a large opening some 20 ft wide and 40 ft long.
This opening leads up to a passageway that proceeds to area E.
Creatures: 10 anguillian warriors are here, along
with 5 dire eels pets and 20 noncombatant anguillians (elderly
and young). These all swim or float around the tower here and
so some may not be visible initially to the PCs who have limited
vision (e.g. darkvision out to only 60 ft).
|
ANGUILLIAN WARRIORS (10) CR
2
Stormwrack page 136
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness;
Listen +2, Spot +10
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 28 (3 HD)
Vulnerable fire
Fort +5, Ref +3, Will +3
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee spear +4 (1d8+3) and bite +2 (1d4+1)
Melee 2 pincers +4 (1d4+2) and bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options attach
Special Actions blood drain
Combat Gear spear
Abilities Str 15, Dex 14, Con
15, Int 10, Wis 14, Cha 6
SQ landwalking
Feats Improved Initiative, Multiattack
Skills Hide +10 (+14 in coral, rock, or kelp), Listen
+2, Spot +10, Survival +6, Swim +10
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
|
|
|
|
DIRE EELS (5) CR 3
Stormwrack page 148
N Large animal (aquatic)
Init +5; Senses low-light vision, scent; Listen
+5, Spot +6
AC 13, touch 10, flat-footed
12
hp 42 (6 HD)
Fort +7, Ref +6, Will +3
Spd swim 30 ft (6 squares)
Melee bite +8 (1d8+6)
Space 10 ft; Reach 5 ft
Base Atk +4; Grp +12
Atk Options attach
Abilities Str 19, Dex 13, Con
14, Int 1, Wis 12, Cha 2
Feats Improved Initiative, Toughness, Weapon Focus (bite)
Skills Hide +1 (+5 in coral, rock, or kelp), Listen +5,
Spot +6, Swim +12
Attach (Ex) If a dire eel hits
with a bite attack, it uses its powerful jaws to latch onto the
opponent's body and automatically deals bite damage each round
it remains attached. An attached eel loses its Dexterity bonus
to AC.
An attached eel can be struck
with a weapon or grappled itself. To remove an attached eel through
grappliing, the opponent must achieve a pin against the creature.
|
|
|
Tactics: If a fight or alarm breaks out here, the dire
eels will be spoken to by the anguillian warriors and one will
flee down the passages to area F and another to area C to alert
the forces there. These eels will then accompany the forces from
there back to this area to fight intruders.
E. The Southern Kopru Gate
This is one end of a gate system that the ancient koprus built
to allow rapid transportation throughout the rift complex.
E1. The Crystal Gate
| The passageway widens here
and set in the center of the widening is a strange crystal structure,
comprised of purple opaque crystal fashioned into a concave shape
with the concavity facing the east. The structure is 25 ft tall,
well beneath the 40 ft high ceiling. |
Set into the 10 ft wide
recessed eastern face is a circular etching surrounded by strange
sigils.
The structure is a magical gateway. One of many built by the
koprus in the rift area.
Currently, only two gates are functioning, the one here and
the one in area J.
The gate radiates only dim conjuration magic while inactive.
It can only be activated by the touch of a kopru. Any kopru touching
the gate (it must be a living kopru, not a corpse or piece of
a kopru) will cause the interior of the etched circle to swirl,
forming a vertical purple whirlpool set into the face of the structure.
This effect will last for 3 rounds, during which time any creature
may pass through, arriving in area J stepping through a similar
whirlpool set into the structure there (and vice versa). Should
anyone activate the gate at area J, anyone in this area will see
the whirlpool effect activate here as well.
An active gate radiates moderate conjuration magic.
The koprus from the colony know of these gates from legends,
but will not think to mention them until one is encountered. They
do not specifically know where a given gate leads.
The kraken and anguillians do not know how to activate the
gates, though the kraken is smart enough to know it may be a gate
of some sort.
A DC 35 Knowledge (psionics) or Knowledge (arcana) check after
examining the sigils here for 1d6 minutes will determine that
the structure is likely some sort of magical gate to another location.
F. Temple
The anguillians have set up a temple here, worshipping powerful
evil entities of the Elemental Plane of Water.
F1. Antechamber (EL 10)
| This room's ceiling is
40 ft overhead. To either side of the chamber is a large mound
of stone rubble. The floor is a mosaic of shells and coloured
coral, now mostly cracked or broken, that shows some sort of
large spider-like creature fighting what can only be described
as whirlwinds. |
The mosaic shows the battle
of Mishka against the Wind Dukes, something not reaily recognizable
without a DC 40 Knowledge (history) check. The koprus who fashioned
this mosaic must have been subconsciously influenced by the events
that took place here and managed to depict a scene from the battle.
The rubble mounds to either side
are the remains of large statues that once dominated the flanks
of this chamber. Examination of the rubble will show that the
pieces are carved and likely came from a statue of some momstrous
being. Should the PCs somehow reconstruct the statues, they will
find them to be representations of a myrmyxicus demon (Fiend
Folio page 52).
Creatures: 5 zombie dire eels are here, created
by the high priest and the priests (see areas F2 and F3) using
ainimate dead spells. They lurk amongst the rubbled statues
and will attack any non-anguillian, non-kraken, non-water elemental,
or non-eel that enters the place not accompanied by an anguillian
cleric. The eels will obey the direct commands of any anguillian
cleric.
ZOMBIE DIRE
EELS (5) CR 4
Stormwrack page 148
NE Large undead (aquatic)
Init +0; Senses low-light vision, scent; Listen
+0, Spot +0
AC 16, touch 10, flat-footed
15
hp 81 (12 HD); DR 5/slashing
Fort +4, Ref +4, Will +8
Spd swim 30 ft (6 squares)
Melee bite +11 (1d8+7)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp +15
Special Actions single actions only
Abilities Str 21, Dex 11, Con
-, Int -, Wis 10, Cha 1
SQ undead traits
Feats Toughness
Single Actions Only (Ex) Zombies
have poor reflexes and can perform only a single move action
or attack action each round. A zombie can move up to its speed
and attack in the same round, but only if it attempts a charge. |
|
|
Tactics: The zombie eels will pursue foes anywhere within
area F, but will not leave the area except under the direct orders
of an anguillian cleric.
F2. Vestry (EL varies)
|
This room has a 40 ft high ceiling. The northern portion
of it has completely collapsed, leaving the southern portion
intact. What the function of this room was originally in indeterminable.
Currently, a large variety of decorated shell, coral, and bone
tools and implements are set around the place.
To the south are a variety of strangely constructed apparatuses
composed of stone, bone, and coral. In some sense it looks like
some sort of laboratory, but at the same time is very unfamiliar
looking.
|
This is the living quarters
for the anguillian clerics. The tools and implements are various
religious items sacred to the anguillians but of no value to the
PCs.
The apparatuses to the south are
a laboratory, and is where the high priest uses its Brew Potion
feat to create magic potions for the anguillians. A DC 15 Craft
(alchemy) check or a DC 20 Knowledge (arcana) check will reveal
that the lab is specially designed to allow crafting of potions
underwater.
Creatures: At any given time, 1d4-1 anguillian priests
will be present in the chamber. Any not present here will be in
area F3. Wherever a priest is, 2 commanded skeletal eels travel
with it. Additionally, there is a 25% chance the high priest is
here. Otherwise he will be in area F3. Wherever the high priest
is, its 2 commanded undead blackskates travel with it. Priests
located here will be sleeping, relaxing, or consecrating or crafting
religious implements.
|
ANGUILLIAN HIGH PRIEST CR
9
Stormwrack page 136
Angullian Cleric 8
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness;
Listen +3, Spot +11
Languages Aquan, speak with eels
AC 19, touch 12, flat-footed
17
hp 80 (11 HD)
Vulnerable fire
Fort +11, Ref +5, Will +10
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee +1 spear +11/+6 (1d8+4) and bite +8 (1d4+1)
Melee 2 pincers +10 (1d4+2) and bite +8 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +10
Atk Options attach
Special Actions blood drain, rebuke undead (3/day, +2
synergy bonus)
Combat Gear +1 spear, potion of invisibility (CL
3), potion of bear's endurance (CL 3), potion of owl's
wisdom (CL 3), potions of cure serious wounds (3)
(CL 5)
Cleric Spells Prepared (CL 8, melee touch +10, ranged
touch +10):
4th - dimensional anchor, freedom of movement, inflict critical
wounds(d) (DC 17)
3rd - contagion(d) (DC 16), dispel magic, lesser aura
of cold, prayer, ring of blades
2nd - cure moderate wounds, elation, hold person (DC 15),
shatter(d) (DC 15), silence (DC 15)
1st - bless, inflict light wounds(d)
(DC 14), protection from good, sanctuary (DC 14),
shield of faith, wings of the sea
0 - cure minor wounds (2), detect magic (2), guidance,
resistance
Domains: Destruction (1/day smite for +4 att bonus and +8 dmg),
Water (turn fire creatures as good cleric, rebuke water creatures
as evil cleric, both for a total of 3/day)
Abilities Str 15, Dex 14, Con
15, Int 10, Wis 16, Cha 10
SQ landwalking, spontaneous inflict
Feats Brew Potion, Combat Casting, Improved Initiative,
Multiattack
Skills Concentration +8 (+12 casting defensively), Hide
+10 (+14 in coral, rock, or kelp), Knowledge (religion) +5, Listen
+3, Spellcraft +5, Spot +11, Survival +7, Swim +10
Possessions combat gear plus amulet of natural armour
+2, coral bracers of armour +1, coral unholy symbol,
masterwork potion belt, spell component pouch
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
|
|
SPELLS:
elation (BoED p98) - 80 ft r, allies, 1 rd/lvl, SR;
+2 morale bonus to Str and Dex, +5 ft to speed.
lesser aura of cold (FB p88) - 5 ft emanation on caster,
1 rd/lvl, SR; deal 1d6 cold damage at start of your turn to all
within 5 ft.
ring of blades (SC p177) - r pers, 1 min/lvl; ring
of blades in all adjacent squares that moves with you and causes
1d6+1/lvl (max +10) dmg to all in the area at the start of your
turn, SR doesn;t apply but DR does (blades are magic, silver,
and slashing).
wings of the sea (SC p240) - r touch, creature, 1 min/lvl,
SR; increases swim speed by 30 ft.
|
|
COMMANDED BLACKSKATES (2)
CR 4
Stormwrack page 139
NE Large undead (aquatic)
Init +3; Senses blood tracker, darkvision 60 ft,
scent; Listen +4, Spot +4
AC 18, touch 12, flat-footed
15
hp 26 (4 HD); DR 5/slashing
Fort +1, Ref +4, Will +5
Spd swim 40 ft (8 squares)
Melee stinger +6 (1d6+2 plus poison) and bite +1 (1d8+5)
Space 10 ft; Reach 5 ft
Base Atk +2; Grp +11
Special Actions blood rage 1/day (6 rounds)
Abilities Str 20, Dex 17, Con
-, Int 12, Wis 12, Cha 16
SQ undead traits
Feats Stealthy, Swim-By-Attack
Skills Escape Artist +5, Hide +8 (+12 on seafloor*), Listen
+4, Move Silently +12, Search +4, Spot +4, Survival +8, Swim
+16
Blood Rage (Ex) A blackskate
that begins its turn within 30 ft of a living, wounded creature
can enter a blood rage. It thrashes bac and forth with tremendous
power, gaining a +2 bonus on attack and damage rolls and +2 dodge
bobus to AC. The blood rage lasts for a number of rounds equal
to 3 + the blackskate's Charisma modifier (normally 6 rounds
total). It can enter a blood rage 1/day.
Blood Tracker (Su) A blackskate is capable of tracking
anyone whose blood it has tasted (that is, anyone whose blood
has been shed near it in the water). It can follow any such trail
infallibly, as long as its quarry remais in the same body of
water as the blackskate. It succeeds automatically, unless the
quarry has some magical means of concealing its path. In such
an instance, the blacskate can made a Survival check (DC 10+caster
level of spell or effect) in order to continue tracking its prey.
Poison (Ex) A blackskate's venemous stinger is capable
of administering a necrotic poison that causes flesh to quickly
wither and slough off. Injury, Fortitude DC 15, 1d6 Con/1d6 Con.
The save DC is Charisma-based.
* When it is lying still along
the seafloor, a blackskate gains a +4 racial bonus on Hide checks.
|
|
FEATS:
Swim-By-Attack (SW p94) - take a standard action at any point
during your move action while swimming.
|
|
ANGUILLIAN PRIESTS (3) CR
5
Stormwrack page 136
Angullian Cleric 5
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness;
Listen +2, Spot +10
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 61 (8 HD)
Vulnerable fire
Fort +9, Ref +4, Will +7
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee mwk spear +8 (1d8+3) and bite +5 (1d4+1)
Melee 2 pincers +7 (1d4+2) and bite +5 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +7
Atk Options attach
Special Actions blood drain, rebuke undead (3/day, +2
synergy bonus)
Combat Gear masterwork spear, potions of cure moderate
wounds (2) (CL 3), potion of owl's wisdom (CL 3)
Cleric Spells Prepared (CL 5, melee touch +7, ranged touch
+7):
3rd - contagion(d) (DC 16), dispel magic
2nd - cure moderate wounds, elation, shatter(d)
(DC 15), silence (DC 15)
1st - bless, inflict light wounds(d)
(DC 14), protection from good, shield of faith, wings
of the sea
0 - cure minor wounds (2), detect magic, guidance,
resistance
Domains: Destruction (1/day smite for +4 att bonus and +5 dmg),
Water (turn fire creatures as good cleric, rebuke water creatures
as evil cleric, both for a total of 3/day)
Abilities Str 15, Dex 14, Con
15, Int 10, Wis 15, Cha 10
SQ landwalking, spontaneous inflict
Feats Combat Casting, Improved Initiative, Multiattack
Skills Concentration +4 (+8 casting defensively), Hide
+10 (+14 in coral, rock, or kelp), Knowledge (religion) +5, Listen
+2, Sepllcraft +1, Spot +10, Survival +6, Swim +10
Possessions combat gear plus coral unholy symbol, masterwork
potion belt, spell component pouch
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
|
|
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COMMANDED SKELETAL
EELS (6) CR 1
NE Medium undead (aquatic)
Init +7; Senses darkvision 60 ft; Listen +0, Spot
+0
AC 16, touch 13, flat-footed
13
hp 13 (2 HD); DR 5/bludgeoning
Immune cold
Fort +1, Ref +4, Will +3
Spd swim 30 ft (6 squares)
Melee bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Abilities Str 13 Dex 17, Con
-, Int -, Wis 10, Cha 1
SQ undead traits
Feats Improved Initiative |
|
|
F3. Temple (EL varies)
|
This chamber has a 60 ft high ceiling with an arched, vaulted
ceiling comprised of mother-of-pearl inlays that form whorls
and wave-like patterns. Much of the artwork has been damaged,
but enough remains to get a sense of the designs.
To the west and east are a set of three alcoves, each with
stone rubble that suggests a statue was once contained within
them.
Dominating the northern portion of the room is what is
obviously a large altar made of deep black coral. Coral tendrils
grow out of the top of the block and form static snaky tentacles,
as if they had erupted from the altar itself. Bones litter the
floor around the altar.
Behind the altar, two windows, each 3 ft tall and 5 ft
wide, look out over the rift, a blue glow emanating from without.
Each window is barred by stone bars encrusted with minerals,
coral, and barnacles.
|
This chamber's original
use is undeterminable, but the anguillians have converted it into
a chamber to worship their deity, an unnamed powerful entity of
evil of the Elemental Plane of Water.
The altar has an unhallow
effect on it (CL 8) and a freedom of movement spell effect
tied to it. All creatures allied to the anguillian high priest
are subject to the freedom of movement effect.
The bars blocking the windows
can be broken with some effort (hardness 8, 30 hp, break DC 24).
Creatures: Any priests not found in area F2 can
be found here, conducting worship. If the high priest is not in
area F2, then it is here conducting worhsip. See area F2 for their
statistics.
Additionally, the high priest
and priests have a coterie of water elementals that they have
commanded using their domain ability. These operate exactly like
commanded undead. The elementals dwell in the alcoves, the medium
elementals in each of the northernmost, 2 small elementals in
each of the middle alcoves, and 1 small elemental in each of the
southernmost. These elementals are not very bright but are loyal
to the priests and will attack intruders.
|
COMMANDED MEDIUM WATER ELEMENTALS
(2) CR 3
N Medium elemental (extraplanar, water)
Init +1; Senses darkvision 60 ft; Listen +3, Spot
+4
Languages Aquan
AC 19, touch 11, flat-footed
18
hp 30 (4 HD)
Vulnerable fire
Fort +7, Ref +2, Will +1
Spd 20 ft (4 squares), swim
90 ft (18 squares)
Melee slam +6 (1d8+4), water mastery
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +6
Atk Options Power Attack
Special Actions Cleave, drench, vortex
Abilities Str 16, Dex 12, Con
17, Int 4, Wis 11, Cha 11
SQ elemental traits
Feats Cleave, Power Attack
Skills Listen +3, Spot +4
Drench (Ex) The elementals
touch puts out torches, campfires, exposed lanterns, and other
open flames of nonmagical origin if these are of Large size or
smaller. The creature can dispel magical fire it touches as dispel
magic (caster level 4th).
Vortex (Su) The elemental can transform itself into
a whirlpool once every 10 minutes, provided it is underwater,
and remain in that form for up to 2 rounds. In vortex form, the
elemental can move through the water or along the bottom at its
swim speed. The vortex is 5 feet wide at the base, up to 30 feet
wide at the top, and up to 30 ft tall. The elemental controls
the exact height, but it must be at least 10 feet.
The elementals movement
while in vortex form does not provoke attacks of opportunity,
even if the elemental enters the space another creature occupies.
Another creature might be caught in the vortex if it touches
or enters the vortex, or if the elemental moves into or through
the creatures space.
Creatures one or more size categories
smaller than the elemental might take damage when caught in the
vortex and may be swept up by it. An affected creature must succeed
on a DC 15 Reflex save when it comes into contact with the vortex
or take 1d6 damage. It must also succeed on a second DC 15 Reflex
save or be picked up bodily and held suspended in the powerful
currents, automatically taking 1d6 damage each round. An affected
creature is allowed a DC 15 Reflex save each round to escape
the vortex. The creature still takes damage, but can leave if
the save is successful. The save DC is Strength-based.
Creatures trapped in the vortex
cannot move except to go where the elemental carries them or
to escape the whirlwind. Creatures caught in the whirlwind can
otherwise act normally, but must make a Concentration check (DC
10 + spell level) to cast a spell. Creatures caught in the whirlwind
take a -4 penalty to Dexterity and a -2 penalty on attack rolls.
The elemental can have only as many creatures trapped inside
the vortex at one time as will fit inside the vortexs volume.
The elemental can eject any carried
creatures whenever it wishes, depositing them wherever the vortex
happens to be. A summoned elemental always ejects trapped creatures
before returning to its home plane.
If the vortexs base touches
the bottom, it creates a swirling cloud of debris. This cloud
is centered on the elemental and has a diameter equal to half
the vortexs height. The cloud obscures all vision, including
darkvision, beyond 5 feet. Creatures 5 feet away have concealment,
while those farther away have total concealment.
Those caught in the cloud must
make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot
make slam attacks and does not threaten the area around it.
Water Mastery (Ex) A water elemental gains a +1 bonus on
attack and damage rolls if both it and its opponent are touching
water. If the opponent or the elemental is touching the ground,
the elemental takes a -4 penalty on attack and damage rolls.
(These modifiers are not included in the statistics block.)
A water elemental can be a serious
threat to a ship that crosses its path. An elemental can easily
overturn small craft (5 feet of length per Hit Die of the elemental)
and stop larger vessels (10 feet long per HD). Even large ships
(20 feet long per HD) can be slowed to half speed.
|
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|
|
COMMANDED SMALL WATER ELEMENTALS
(6) CR 1
N Small elemental (extraplanar, water)
Init +0; Senses darkvision 60 ft; Listen +2, Spot
+3
Languages Aquan
AC 17, touch 11, flat-footed
17
hp 11 (2 HD)
Vulnerable fire
Fort +4, Ref +0, Will +0
Spd 20 ft (4 squares), swim
90 ft (18 squares)
Melee slam +4 (1d6+3), water mastery
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -1
Atk Options Power Attack
Special Actions drench, vortex
Abilities Str 14, Dex 10, Con
13, Int 4, Wis 11, Cha 11
SQ elemental traits
Feats Power Attack
Skills Listen +2, Spot +3
Drench (Ex) The elementals
touch puts out torches, campfires, exposed lanterns, and other
open flames of nonmagical origin if these are of Large size or
smaller. The creature can dispel magical fire it touches as dispel
magic (caster level 4th).
Vortex (Su) The elemental can transform itself into
a whirlpool once every 10 minutes, provided it is underwater,
and remain in that form for up to 2 rounds. In vortex form, the
elemental can move through the water or along the bottom at its
swim speed. The vortex is 5 feet wide at the base, up to 30 feet
wide at the top, and up to 20 ft tall. The elemental controls
the exact height, but it must be at least 10 feet.
The elementals movement
while in vortex form does not provoke attacks of opportunity,
even if the elemental enters the space another creature occupies.
Another creature might be caught in the vortex if it touches
or enters the vortex, or if the elemental moves into or through
the creatures space.
Creatures one or more size categories
smaller than the elemental might take damage when caught in the
vortex and may be swept up by it. An affected creature must succeed
on a DC 13 Reflex save when it comes into contact with the vortex
or take 1d6 damage. It must also succeed on a second DC 13 Reflex
save or be picked up bodily and held suspended in the powerful
currents, automatically taking 1d6 damage each round. An affected
creature is allowed a DC 13 Reflex save each round to escape
the vortex. The creature still takes damage, but can leave if
the save is successful. The save DC is Strength-based.
Creatures trapped in the vortex
cannot move except to go where the elemental carries them or
to escape the whirlwind. Creatures caught in the whirlwind can
otherwise act normally, but must make a Concentration check (DC
10 + spell level) to cast a spell. Creatures caught in the whirlwind
take a -4 penalty to Dexterity and a -2 penalty on attack rolls.
The elemental can have only as many creatures trapped inside
the vortex at one time as will fit inside the vortexs volume.
The elemental can eject any carried
creatures whenever it wishes, depositing them wherever the vortex
happens to be. A summoned elemental always ejects trapped creatures
before returning to its home plane.
If the vortexs base touches
the bottom, it creates a swirling cloud of debris. This cloud
is centered on the elemental and has a diameter equal to half
the vortexs height. The cloud obscures all vision, including
darkvision, beyond 5 feet. Creatures 5 feet away have concealment,
while those farther away have total concealment.
Those caught in the cloud must
make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot
make slam attacks and does not threaten the area around it.
Water Mastery (Ex) A water elemental gains a +1 bonus on
attack and damage rolls if both it and its opponent are touching
water. If the opponent or the elemental is touching the ground,
the elemental takes a -4 penalty on attack and damage rolls.
(These modifiers are not included in the statistics block.)
A water elemental can be a serious
threat to a ship that crosses its path. An elemental can easily
overturn small craft (5 feet of length per Hit Die of the elemental)
and stop larger vessels (10 feet long per HD). Even large ships
(20 feet long per HD) can be slowed to half speed.
|
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|
Finally, the bones around the altar are actually animated skeletons
created by the anguillian priesthood using animate dead
spells. These will animate and attack any non-anguillian,
non-kraken, non-water elemental, or non-eel that comes within
40 ft of the altar not accompanied by an anguillian cleric. The
skeletons will also obey the direct commands of any anguillian
cleric.
SKELETAL MEDIUM
SHARKS (8) CR 1
NE Medium undead (aquatic)
Init +7; Senses darkvision 60 ft; Listen +0, Spot
+0
AC 18, touch 13, flat-footed
15
hp 20 (3 HD); DR 5/bludgeoning
Immune cold
Fort +1, Ref +4, Will +3
Spd swim 60 ft (12 squares)
Melee bite +2 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Abilities Str 13, Dex 17, Con
-, Int -, Wis 10, Cha 1
SQ undead traits
Feats Improved Initiative |
|
|
SKELETAL BARRACUDAS
(4) CR 1
NE Medium undead (aquatic)
Init +8; Senses darkvision 60 ft; Listen +0, Spot
+0
AC 17, touch 14, flat-footed
13
hp 13 (2 HD); DR 5/bludgeoning
Immune cold
Fort +1, Ref +5, Will +3
Spd swim 60 ft (12 squares)
Melee bite +1 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +1
Abilities Str 11, Dex 19, Con
-, Int -, Wis 10, Cha 1
SQ undead traits
Feats Improved Initiative |
|
|
Developments: The most dangerous aspect of this temple
is what the anguillian high priest can do here if it is put on
alert. As evidenced by the crumbled statues in area F1, this place
was tied to the myrmyxicus demons.
Exactly how is not known, but the anguillians have been able to
use their consecration of the altar as a means of establishing
a pact with just such a demon. After many sacrifices to the demon,
the high priest can now spend a ritual requiring 10 minutes and
the sacrifice of one of the anguillian priests (who will do so
willingly) to call forth a myrmyxicus demon. The demon will appear
bursting out of the altar, destroying it and its unhallow
effects. If the high priest or the krakenb is present, it will
obey its commands for 24 hours. If no one is present to command
it, it will simply rampage for 24 hours, looking for suitable
foes (mainly the PCs!).
The myrmyxics is a called creature
and therefore may use its greater teleport and summon
demon abilities.
|
MYRMYXICUS CR 21
CE Huge outsider (aquatic, chaotic, evil, extraplanar, tanar'ri)
Init +2; Senses darkvision 60 ft; Listen +30, Spot
+30
Languages Abyssal, Celestial, Draconic, telepathy 100
ft, true seeing
AC 33, touch 15, flat-footed
31
hp 207 (18 HD), unholy ichor; DR 15/good and cold
iron
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 30
Fort +18, Ref +13, Will +18
Spd 20 ft (4 squares), fly
40 ft (8 squares) (poor), swim 60 ft (12 squares)
Melee +3 unholy scythe +27/+22/+17/+12 (2d6+14
plus 2d6 vs good/19) and 3 +3 unhyoly scythes +22 (2d6+8
plus 2d6 vs good/19)
Melee bite +25 (2d8+5) and tail +25 (1d8+5 plus Charisma
drain) and 6 tentacles +25 (1d6+5)
Space 15 ft; Reach 15 ft
Base Atk +18; Grp +37
Atk Options improved grab, Power Attack
Special Actions breath weapon (1/minute), constrict 1d6+5,
infuse scythe, Multiweapon Rend, summon demon
Combat Gear 3 Huge masterwork scythes
Spell-Like Abilities (CL 18):
3/day - control water, control weather, greater dispel magic,
unholy aura (DC 23), unholy blight (DC 19)
At will - cause fear, charm person, charm monster, freedom
of movement, greater teleport (self plus 50 lbs of objects
only), telekinesis, true seeing
Abilities Str 33, Dex 15, Con
24, Int 22, Wis 24, Cha 21
Feats Alertness, Improved Critical (scythe), Multiattack,
Multiweapon Fighting, Multiweapon Rend, Power Attack, Weapon
Focus (scythe)
Skills Bluff +26, Concentration +29, Diplomacy +30, Disguise
+5 (+7 acting), Hide +15, Intimidate +28, Knowledge (arcana)
+27, Knowledge (planes) +27, Knowledge (religion) +27, Listen
+30, Search +27, Sense Motive +28, Spellcraft +29, Spot +30,
Survival +7 (+9 following tracks or on other planes), Swim +40
Breath Weapon (Su) Once per
minute, a myrmyxicus can exhale a 40-foot cone of unholy black
vapour. All creatures in this area must make a DC 26 Reflex save
or become nauseated. Good-aligned creatures take 10d6 points
of unholy damage as well (this damage is halved if the Reflex
save is successful). Each round beyond the first that a good-aligned
victim remains in contact with the vapour, he automatically takes
5d6 points of unholy damage. The vapour remains in the area for
1d6 rounds before it dissipates.
Charisma Drain (Su) An individual struck by a myrmyxicus'
tail attack must make a DC 24 Will save or suffer 1d6 points
of Charisma drain (twice that amount on a critical hit). The
myrmyxicus heals 5 points of damage (10 on a critical hit) whenever
it drains Charisma, gaining any excess as temporary hit points
for 1 hour.
Constrict (Ex) With a successful grapple check, a myrmyxicus
can constrict a grabbed opponent, dealing 1d6+5 points of bludgeoning
damage.
Improved Grab (Ex) If a myrmyxicus hits an opponent that
is at least one size category smaller than itself with a tentacle
attack, it deals normal damage and attempts to start a grapple
as a free action without provoking an attack of opportunity.
If it gets a hold, it also constricts on the same round.
Infuse Scythe (Su) A myrmyxicus can infuse any masterwork
scythe it touches with unholy magical energies, transforming
it into a +3 unholy scythe as long as the demon remains
in physical contact with the scythe. A myrmyxicus may infuse
up to 4 scythes at a time in this manner; most caary four Huge
masterwork scythes with them for this purpose. The act of infusing
a scythe is a full-round action, and the myrmyxicus may only
infuse one scythe at a time.
Summon Demon (Sp) Once
per day, a myrmyxicus can attempt to summon either 2d6 skulvyns
(Fiend Folio page 54) or 1 hezrou with a 55% chance of
success. This is the equivalent of a 4th level spell.
Unholy Ichor (Su) The thick, tarlike blood of a myrmyxicus
sprays upon any creature that deals damage to the demon with
a melee attack using a piercing or slashing weapon or natural
weapon. A DC 26 Reflex save allows the attacker to avoid the
spray; otherwise he becomes nauseated for 1d4 rounds. Good-aligned
creatures struck by this ichor who fail their saves take 2d6
points of unholy damage from the initial contact.
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G. The Kraken's Lair
This massive location is the lair of the kraken. The light
from this location can be seen from about 200 ft down either passageway.
G1. Kraken's Lair (EL 26)
|
This place is massive. The ceiling towers some 85 ft overhead
and a good portion of the walls have crumbled into piles of stone
rubble. The entire area is illuminated by a phosphorescent mold
or slime that is splotched on the walls, floor, and ceiling all
over the place.
A series of 5 ft diameter pillars runs processional down
the northern and southern flanks of the room, which is dominated
by a massive collapse of the roof in the room's center, which
now forms a huge column of stone rubble that runs from floor
to ceiling. The pillars are mostly damaged and the decorations
difficult to discern, especially those near the center of the
chamber, but some carvings can be seen that seem to represent
pictographs depicting stylized reptilian/fishlike visages and
webbed claws.
Along the southern wall are a set of large stone blocks
clearly being used as shelves or work benches. Set upon these
stones are a wide variety of items, including stone tablets,
strangely coloured rocks, skulls and bones, chunks of coral,
and various chunks of crystal of all sorts of colours and shapes.
|
The items on the stone blocks to the south represent items used
by the kraken to investigate the rift's chaos effects, as well
as psionic experimentation and some items garnered from the beginning
of its investigations into the location of the next piece of the
rod of seven parts.
Of special interest here are a
series of notes written on stone tablets in Aquan (likely dictated
to anguillians who transcribed the notes onto the tablets). These
tell of the kraken searching for the next part of the rod. It
mentions that the rod piece is far to the northand east and that
it appears to be near or in the Land of Dragons. There are many
notes on the various types of dragons, concentrating mainly upon
the metallic dragons.
Creatures: The kraken will almost certainly be found
here, often in the south of the chamber conducting investigations.
There are also 4 anguillian warriors who act as servants, feteching
items and sending messages throughout the complex.
The kraken always has the rod
of seven parts held in one of its arms, and so cannot use
that arm to attack. It never lets the rod out of its sight.
|
GERZRELUBB CR 26
Advanced Kraken Psion
(Egoist) 20
NE Gargantuan Magical Beast (aquatic)
Init +4; Senses detect remote viewing, Blind-Fight,
darkvision 60 ft, low-light vision; Listen +45, Spot +45
Languages Aquan, Abyssal
AC 20, touch 6, flat-footed
20
hp 766 (52 HD)
Fort +34, Ref +24, Will +29
Spd swim 20 ft (4 squares);
jet
Melee 2 tentacles +52 (2d8+12/19) and 6 arms +51 (1d6+6)
and bite +51 (4d6+6)
Space 20 ft; Reach 15 ft (60 ft with tentacle,
30 ft with arm)
Base Atk +42; Grp +67
Atk Options improved grab, Power Attack
Special Actions Burrowing Power, Combat Expertise, constrict
2d8+12 or 1d6+6, Epic Psionic Focus, Extend Power, Greater Psionic
Endowment, Improved Trip, ink cloud, jet, Overchannel, Psionic
Meditation, Unconditional Power
Combat Gear rod of seven parts (6th piece)
Power Points 442 (with possible deductions for *, **,
and *** powers)
Powers Known (ML 20, melee touch +50, ranged touch +38):
9th - assimilate (DC 27), psionic etherealness, stygian
conflagration (DC 27), timeless body, urge extermination
8th - greater psionic teleport, recall death (DC 26),
true metabolism
7th - fission, personal mind blank*, ultrablast
(DC 25)
6th - dispelling buffer**, mind over energy, null psionics
field, psionic contingency****, stygian bolt (DC 24)
5th - anticipatory strike, power resistance, psionic true
seeing
4th - detect remote viewing*, energy adaption, intellect
fortress, psionic dimension door, psionic freedom of movement,
psychic vampire
3rd - body adjustment, body purification, dispel psionics,
forced share pain (DC 21), hustle
2nd - animal affinity, concealing amorpha, damp power, ego
whip
1st - crystal shard, inertial armour***, offensive
precognition, thicken skin, vigour***
Psionic Contingency psionic freedom of movement
if constrained
Spell-Like Abilities (CL 9):
1/day - control weather, control winds, dominate animal (DC
18), resist energy
Abilities Str 36, Dex 10, Con
30, Int 26, Wis 20, Cha 24
Feats Alertness, Blind-Fight, Burrowing Power, Combat
Expertise, Epic Psionic Focus, Expanded Knowledge (dispelling
buffer), Expanded Knowledge (dispel psionics), Expanded
Knowledge (null psionics fied), Extend Power, Greater
Psionic Endowment, Improved Critical (tentacle), Improved Initiative,
Improved Manifestation, Improved Multiattack, Improved Trip,
Iron Will, Multiattack, Overchannel, Power Attack, Psionic Meditation,
Psionic Endowment, Unconditional Power, Weapon Focus (tentacle)
Skills Autohypnosis +37, Concentration +42, Diplomacy
+7, Hide +10, Intimidate +36, Knowledge (geography) +20, Knowledge
(history) +28, Knowledge (nature) +29, Knowledge (psionics) +30,
Listen +45, Psicraft +30 (+32 to address power stones), Search
+38, Sense Motive +37, Spot +45, Survival +20 (+22 following
tracks), Swim +21, Use Magic Device +26, Use Psionic Device +22
(+24 power stones)
Possessions combat gear plus third eye sense
Constrict (Ex) A kraken
deals automatic arm or tentacle damage with a successful grapple
check.
Improved Grab (Ex) To use this ability, the kraken must
hit with an arm or tentacle attack. It can then attempt to start
a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can constrict.
Ink Cloud (Ex) A kraken can emit a cloud of jet-black
ink in an 80-foot spread once per minute as a free action. The
cloud provides total concealment, which the kraken normally uses
to escape a fight that is going badly. Creatures within the cloud
are considered to be in darkness.
Jet (Ex)
A kraken can jet backward once per round as a full-round action,
at a speed of 280 feet. It must move in a straight line, but
does not provoke attacks of opportunity while jetting.
* This power is always active,
manifest at midnight. The cost should be deducted from the total
power points available.
** This power is always active,
manifest every 40 hours with the Extend Power feat. The cost
(+2 for the feat) should be deducted from the total power points
available. Assume there is a 40% chance at any given time that
the power points for this power (13 pp) have been spent.
*** Every 46 hours, the kraken
manifests vigour augmented to 8 pp (total of +40 temp
hp). It then Overchannels an Extended intertial armour
for 23 pp and takes 5d8 dmg [which is fully absorbed by the vigour]
and gains +14 to AC for 46 hours. Assume a 25% chance at any
given time that the power points for this set of powers (33 pp)
have been spent. The statistics above do not reflect the +14
deflection bonus to AC.
**** The kraken manifests an
Extended psionic contingency spell every 46 days, using
vigour augmented to 8 pp to cover an Overchannel that
causes 5d8 damage. The contingency manifests a psionic
freedom of movement if the kraken is ever constrained or
grappled or otherwise restricted in its movement in a way that
freedom of movement would alleviate. For purposes of this
scenario, assume this was done a while ago and won't come into
play for weeks from now.
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POWERS:
anticipatory strike (CP p78) - immed, r pers; take
normal action when power manifested instead of your normal initiative
that round.
damp power (CP p80) - immed, r pers; all variable nueric
effects of next power, spell, or like ability that effects you
before the end your next turn is decreased to minimum value;
augment: +4 pp to include all designated creatures in
the area of effect.
mind over energy (CP p93) - immed, r pers, 1 rd/lvl; gain
immunity to cold, electricity, fire, or sonic energy.
stygian bolt (CP p99) - r 120 ft line, R neg, PR; gain
1d4 negative levels for 1 hour/ML, undead gain 2d4x5 temp hp;
augment: +4 pp for +1d4 neg levels or +2d4x5 temp hp.
stygian conflagration (CP p100) - r med, 15 ft r 40
ft high cylinder, F part, PR; creature in area gains 1d4 neg
levels (no save), after 24 hrs F save or lose level permanently;
augment: +2 pp for +1 neg lvl.
urge extermination (CP p104) - r cl, 1 living creature
with 90 or fewer hp, PR; kill one creature by shutting down its
mind; augment: +1 pp = +10 hp affected.
MAGIC ITEMS:
rod of seven parts (6th piece) (AEG p154) - hold
monster at will (DC 22, CL 20).
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ANGUILLIAN WARRIORS (4) CR
2
Stormwrack page 136
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness;
Listen +2, Spot +10
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 28 (3 HD)
Vulnerable fire
Fort +5, Ref +3, Will +3
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee spear +4 (1d8+3) and bite +2 (1d4+1)
Melee 2 pincers +4 (1d4+2) and bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options attach
Special Actions blood drain
Combat Gear spear
Abilities Str 15, Dex 14, Con
15, Int 10, Wis 14, Cha 6
SQ landwalking
Feats Improved Initiative, Multiattack
Skills Hide +10 (+14 in coral, rock, or kelp), Listen
+2, Spot +10, Survival +6, Swim +10
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
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Tactics: Gerzrelubb is a very powerful and brilliant
opponent, and it should be played as such, especially if it comes
to learn that intruders are in the complex. Its third eye sense
will allow it to scan the entirety of the complex to track down
intruders. When the kraken is alerted to danger, it will manifest
many of its longer term defensive powers and then likely seek
out its opponents while they are engaged with its anguillian servants.
One of its first actions when combat is imminent will be to manifest
an Extended fission to duplicate itself. The duplicate
will not have access to psionic etherealness or timeless
body.
Gerzrelubb is very haughty and not used to encountering foes
it cannot defeat. It also very much desires this rift, as it is
intrigued by the chaos properties exhibited at the rift floor.
Nevertheless, it is not prepared to end its life over it. Therefore,
the kraken is likely to use its psionic greater teleport
to flee in order to save its life, and it will never use so many
power points that it doesn't have enough to flee.
H. Living Chamber
This is a living chamber for the anguillians.
H1. Main Chamber (EL 9)
|
This chamber is 40 ft tall and much of the walls have collapsed.
The northern and central section of the room is given over to
a large living area, as evidenced by the various shell, bone,
and coral implements and tools scattered about.
To the south, a wall fashioned of coral grows from floor
to ceiling and closes off the southern portion of the chamber.
The wall is not solid, with small gaps piercing it.
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The coral wall is used
to separate the anguillian tadpole brood from the rest of the
complex. The wall has no apparent egress, and has a hardness of
6 and 70 hp.
Beyond the wall is a school of
some dozen anguillian tadpoles, each about 2 ft long, and the
gaps in the coral wall are not big enough to allow them to wriggle
through.
The wall is fashioned from a special
type of coral bred by the anguillians. The tadpoles, when they
have matured sufficiently, can secret a substance that specifically
(and only) turns this coral soft and allows them to chew their
way out.
Creatures: 10 anguillian warriors dwell here, led
by a subchief and 20 noncombatants.
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ANGUILLIAN WARRIORS (10) CR
2
Stormwrack page 136
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness;
Listen +2, Spot +10
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 28 (3 HD)
Vulnerable fire
Fort +5, Ref +3, Will +3
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee spear +4 (1d8+3) and bite +2 (1d4+1)
Melee 2 pincers +4 (1d4+2) and bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options attach
Special Actions blood drain
Combat Gear spear
Abilities Str 15, Dex 14, Con
15, Int 10, Wis 14, Cha 6
SQ landwalking
Feats Improved Initiative, Multiattack
Skills Hide +10 (+14 in coral, rock, or kelp), Listen
+2, Spot +10, Survival +6, Swim +10
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
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ANGUILLIAN SUBCHIEF CR 4
Stormwrack page 136
Anguillian Ranger 2
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness,
Track; Listen +4, Spot +11
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 41 (5 HD)
Vulnerable fire
Fort +8, Ref +6, Will +3
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee mwk coral dagger +8 (1d4+3) and bite +5 (1d4+1)
Melee mwk coral dagger +6 (1d4+3) and mwk coral dagger
+6 (1d4+1) and bite +5 (1d4+1)
Melee 2 pincers +7 (1d4+3) and bite +5 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options attach
Special Actions blood drain
Combat Gear masterwork coral daggers (2)
Abilities Str 16, Dex 14, Con
15, Int 10, Wis 14, Cha 6
SQ combat style (two-weapon fighting), favoured enemy
(animals +2), landwalking, wild empathy +0
Feats Improved Initiative, Multiattack, Track, Two-Weapon
Fighting
Skills Handle Animal +2, Hide +12 (+16 in coral, rock,
or kelp), Listen +4, Spot +11, Survival +8, Swim +12
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
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Secret Doors: The secret door to the north requires
a DC 25 Search check to locate. The door opens sideway into the
wall (and so ignores the issue of water pressure) and leads to
a 5 ft wide and 10 ft tall passageway that winds its way out of
the rift area and about 1/4th mile north into the kelp forest,
where it ends in another hidden entrance (Search DC 25). This
is the passageway that the koprus can show to the PCs if their
attitude is made helpful.
I. Lair of the Favoured One
The anguillians, with their relationship with eels, naturally
venerate what could be termed the paragon of eel-kind. This chamber
is used to house such a beast, and the anguillians hope to one
day attract a mate and breed more of these creatures.
Note that unlike the other openings onto the rift, there is
no blue glow visible from without, as this chamber is situated
well above the bluish glow.
I1. Main Chamber
| The western
portion of this chamber has entirely collapsed, and there is
no telling how large it once was. The ceiling is 40 ft overhead. |
To the south is a passageway that leads to the rift edge, where
a bank of kelp grows, screening the opening in the rift wall.
The eastern portion of the chamber
is the living quarters of the anguillian keepers of the beast,
and so the usual assortment of shell, bone, and coral tools and
implements can be found there.
Creatures: 2 anguillian subchiefs and 10 warriors
are present here, taking care of the beast and guarding it.
|
ANGUILLIAN WARRIORS (10) CR
2
Stormwrack page 136
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness;
Listen +2, Spot +10
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 28 (3 HD)
Vulnerable fire
Fort +5, Ref +3, Will +3
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee spear +4 (1d8+3) and bite +2 (1d4+1)
Melee 2 pincers +4 (1d4+2) and bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options attach
Special Actions blood drain
Combat Gear spear
Abilities Str 15, Dex 14, Con
15, Int 10, Wis 14, Cha 6
SQ landwalking
Feats Improved Initiative, Multiattack
Skills Hide +10 (+14 in coral, rock, or kelp), Listen
+2, Spot +10, Survival +6, Swim +10
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
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ANGUILLIAN SUBCHIEFS (2) CR
4
Stormwrack page 136
Anguillian Ranger 2
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness,
Track; Listen +4, Spot +11
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 41 (5 HD)
Vulnerable fire
Fort +8, Ref +6, Will +3
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee mwk coral dagger +8 (1d4+3) and bite +5 (1d4+1)
Melee mwk coral dagger +6 (1d4+3) and mwk coral dagger
+6 (1d4+1) and bite +5 (1d4+1)
Melee 2 pincers +7 (1d4+3) and bite +5 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options attach
Special Actions blood drain
Combat Gear masterwork coral daggers (2)
Abilities Str 16, Dex 14, Con
15, Int 10, Wis 14, Cha 6
SQ combat style (two-weapon fighting), favoured enemy
(animals +2), landwalking, wild empathy +0
Feats Improved Initiative, Multiattack, Track, Two-Weapon
Fighting
Skills Handle Animal +2, Hide +12 (+16 in coral, rock,
or kelp), Listen +4, Spot +11, Survival +8, Swim +12
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
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|
The beast is a dragon eel, one of the most powerful of its
kind, which lairs coiled up in the southwestern portion of the
place. As it is preparing to breed, it mostly sleeps unless roused
by danger (or the anguillians).
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ADVANCED DRAGON EEL CR 25
Monster Manual III
page 44
NE Huge dragon (aquatic)
Init +5; Senses blindsense 30 ft, darkvision 90
ft, low-light vision, keen scent; Listen +46, Spot +46
Languages Aquan, Draconic
AC 30, touch 9, flat-footed
29
hp 812 (42 HD); DR 5/adamantine
Immune paralysis, sleep
Fort +32, Ref +24, Will +24
Spd 20 ft (4 squares), swim
60 ft (12 squares)
Melee bite +54 (5d8+19/19)
Space 10 ft; Reach 5 ft
Base Atk +42; Grp +63
Atk Options Devastating Critical, improved grab, Overwhelming
Critical, Power Attack
Special Actions Combat Reflexes, Great Cleave, Improved
Bull Rush, Improved Sunder, Powerful Charge, swallow whole
Abilities Str 36, Dex 12, Con
28, Int 8, Wis 12, Cha 14
Feats Cleave, Combat Reflexes, Devastating Critical (bite),
Great Cleave, Great Constitution (2), Improved Bull Rush, Improved
Critical (bite), Improved Initiative, Improved Natural Attack
(bite), Improved Sunder, Overwhelming Critical (bite), Power
Attack, Powerful Charge, Spellcasting Harrier, Weapon Focus (bite)
Skills Bluff +39, Hide +38, Listen +46, Sense Motive +38,
Spot +46, Swim +37
Blindsense (Ex) A dragon eel
can locate creatures underwater within 30 feet by nonvisual means.
Opponents the dragon eel can't actually see still have total
concealment against the dragon eel. This ability works only when
the dragon eel is underwater.
Improved Grab (Ex) To use this ability, a dragon eel must
hit with its bite attack. It can then attempt to start a grapple
as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can attenmpt
to swallow the foe in the following round.
Keen Scent (Ex) A dragon eel can notice creatures by
scent within 180 ft, and detect blood in the water up to a mile
away.
Swallow Whole (Ex) A dragon eel can try to swallow a grabbed
opponent of Large or smaller size by making a successful grapple
check. Once inside, the opponent takes 1d8+8 points of crushing
damage plus 8 points of acid damage per round from the dragon
eel's gizzard. A swallowed creature can cut its way out by using
a light slashing or piercing weapon to deal 25 points of damage
to the gizzard (AC 17). Once the creature exits, muscular action
closes the hole; another swallowed opponent must cut its own
way out. A Huge dragon eel's interior can hold 2 Large, 8 Medium,
32 Small, 128 Tiny, 512 Diminutive, or 2,048 Fine opponents.
|
|
FEATS:
Devastating Critical (Drac p68) - on a crit, target must make
Fort save (DC 10 +1/2 HD + Str mod) or die instantly.
Overwhelming Critical (Drac p72) - +1d6 dmg on crit.
Powerful Charge (MM4 p203) - Huge creatures deal +3d6 dmg
on charge (1 attack per round only).
Spellcasting Harrier (Drac p74) - spellcaster your threaten
in melee who casts defensively provokes an AoO at +4 bonus to
the attack roll.
|
J. The Northern Kopru Gate
This is one end of a gate system that the ancient koprus built
to allow rapid transportation throughout the rift complex.
J1. The Crystal Gate
| The passageway widens here
and set in the center of the widening is a strange crystal structure,
comprised of purple opaque crystal fashioned into a concave shape
with the concavity facing the east. The structure is 25 ft tall,
well beneath the 40 ft high ceiling. |
Set into the 10 ft wide
recessed eastern face is a circular etching surrounded by strange
sigils.
The structure is a magical gateway. One of many built by the
koprus in the rift area.
Currently, only two gates are functioning, the one here and
the one in area E.
The gate radiates only dim conjuration magic while inactive.
It can only be activated by the touch of a kopru. Any kopru touching
the gate (it must be a living kopru, not a corpse or piece of
a kopru) will cause the interior of the etched circle to swirl,
forming a vertical purple whirlpool set into the face of the structure.
This effect will last for 3 rounds, during which time any creature
may pass through, arriving in area E stepping through a similar
whirlpool set into the structure there (and vice versa). Should
anyone activate the gate at area E, anyone in this area will see
the whirlpool effect activate here as well.
An active gate radiates moderate conjuration magic.
The koprus from the colony know of these gates from legends,
but will not think to mention them until one is encountered. They
do not specifically know where a given gate leads.
The kraken and anguillians do not know how to activate the
gates, though the kraken is smart enough to know it may be a gate
of some sort.
A DC 35 Knowledge (psionics) or Knowledge (arcana) check after
examining the sigils here for 1d6 minutes will determine that
the structure is likely some sort of magical gate to another location.
K. Chief's Lair and Arena
This location is where the anguillian chief dwells along with
his chieftains. It also contains a formal arena used to challenge
for rank in the anguillian hierarchy.
K1. Main Area
| The ceiling here is 50
ft high, and the eastern end of this large chamber is illuminated
by a blue glow wafting in through two 10 ft wide and 15 ft tall
openings set 10 ft above the floor that open onto the rift. These
openings are screened by curtains of shells and coral. |
The curtains are somewhat
heavy, but can be passed through with a move action or a standard
action.
From the outside, the shells and
coral serve the camouflage the openings slightly, especially if
viewed from a distance (DC 10 Spot check, modified by distance).
A Search check will automatically find them.
K2. Arena
|
This structure is a large cylindrical cage towering 50
ft up to the ceiling. The cage is made of hardened coral set
in a criss-crossed lattice pattern that allows easy viewing into
the area from without.
Inside the caged area, the floor descends 10 ft down 3
circular steps.
|
This is a makeshift arena
used by the anguillians to entertain leadership challenges, which
is a recognized means of advancement amongst their kind. When
two combatants fight, at least half a dozen anguillians shove
the cage to one side so that the two combatants can descend into
the central area and the cage is then moved back in place, enclosing
the combatants.
The cage is quite heavy, and weighs
approximately 2,400 lbs (which 6 anguillian warriors can just
barely lift up and push across the floor). It has a hardness of
6 and 60 hp per 10 ft area.
K3. Western Chieftain's Area (EL 9)
| Three steps lead up 10
ft to a large platform, which is decorated with a variety of
undersea trophies, including shark jaws, fish and shark skins,
skulls, bones, and other such items. |
This is the platform of
honour for one of the anguillian chieftains.
Creatures: A chieftain and 6 warriors can be found
here, along with 6 noncombatants.
|
ANGUILLIAN CHIEFTAIN CR 7
Stormwrack page 136
Anguillian Ranger 5
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness,
Track; Listen +7, Spot +14
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 69 (8 HD)
Vulnerable fire
Fort +10, Ref +7, Will +4
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee +1 coral dagger +12/+7 (1d4+4) and bite +8
(1d4+1)
Melee +1 coral dagger +10/+5 (1d4+4) and +1
coral dagger +10 (1d4+2) and bite +8 (1d4+1)
Melee 2 pincers +10 (1d4+3) and bite +8 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +9
Atk Options attach
Special Actions blood drain
Combat Gear +1 coral daggers (2), potions of
cure light wounds (2) (CL 3), potion of shield of faith
(CL 1)
Ranger Spells Prepared (CL 2, melee touch +9, ranged touch
+8):
1st - quickswim
Abilities Str 16, Dex 14, Con
16, Int 10, Wis 14, Cha 6
SQ animal companion (link, share spells), combat style
(two-weapon fighting), favoured enemy (animals +4, outsider [water]
+2), landwalking, wild empathy +3
Feats Endurance, Improved Initiative, Multiattack, Track,
Two-Weapon Fighting, Weapon Focus (dagger)
Skills Handle Animal +5, Hide +15 (+19 in coral, rock,
or kelp), Listen +7, Spot +14, Survival +11, Swim +15
Possessions combat gear plus potion belt, spell component
pouch
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
|
|
SPELLS:
quickswim (SW p120) - r pers, 1 hr/lvl; increase base
swim speed by 10 ft.
|
|
SQUID ANIMAL COMPANION CR
n/a
N Medium animal (aquatic)
Init +3; Senses low-light vision; Listen +7, Spot
+7
AC 16, touch 13, flat-footed
13; jet
hp 13 (3 HD)
Fort +3, Ref +6, Will +2
Spd swim 60 ft (12 squares)
Melee arms +4 (0) and bite -1 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +8*
Atk Options improved grab
Special Actions ink cloud, jet
Abilities Str 14, Dex 17, Con
11, Int 1, Wis 12, Cha 2
SQ animal companion (link, share spells)
Feats Alertness, Endurance
Skills Listen +7, Spot +7, Swim +10
Tricks attack (2), heel, seek
Improved Grab (Ex) To use this
ability, a squid must hit an opponent of any size with its arms
attack. It can then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it wins the grapple
check, it establishes a hold and automatically deals bite damage.
Ink Cloud (Ex) A squid can emit a cloud of jet-black
ink 10 feet high by 10 feet wide by 10 feet long once per minute
as a free action. The cloud provides total concealment, which
the squid normally uses to escape a losing fight. All vision
within the cloud is obscured.
Jet (Ex) A squid can jet backward once per round
as a full-round action, at a speed of 240 feet. It must move
in a straight line, but does not provoke attacks of opportunity
while jetting.
* A squid has a +4 racial bonus
on grapple checks.
|
|
|
|
ANGUILLIAN WARRIORS (6) CR
2
Stormwrack page 136
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness;
Listen +2, Spot +10
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 28 (3 HD)
Vulnerable fire
Fort +5, Ref +3, Will +3
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee spear +4 (1d8+3) and bite +2 (1d4+1)
Melee 2 pincers +4 (1d4+2) and bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options attach
Special Actions blood drain
Combat Gear spear
Abilities Str 15, Dex 14, Con
15, Int 10, Wis 14, Cha 6
SQ landwalking
Feats Improved Initiative, Multiattack
Skills Hide +10 (+14 in coral, rock, or kelp), Listen
+2, Spot +10, Survival +6, Swim +10
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
|
|
|
K4. Eastern Chieftain's Area (EL 9)
| Three steps lead up 10
ft to a large platform, which is decorated with a variety of
undersea trophies, including shark jaws, fish and shark skins,
skulls, bones, and other such items. |
This is the platform of
honour for one of the anguillian chieftains.
Creatures: A chieftain and 6 warriors can be found
here, along with 6 noncombatants.
|
ANGUILLIAN CHIEFTAIN CR 7
Stormwrack page 136
Anguillian Ranger 5
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness,
Track; Listen +7, Spot +14
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 69 (8 HD)
Vulnerable fire
Fort +10, Ref +7, Will +4
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee +1 coral dagger +12/+7 (1d4+4) and bite +8
(1d4+1)
Melee +1 coral dagger +10/+5 (1d4+4) and +1
coral dagger +10 (1d4+2) and bite +8 (1d4+1)
Melee 2 pincers +10 (1d4+3) and bite +8 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +9
Atk Options attach
Special Actions blood drain
Combat Gear +1 coral daggers (2), potions of
cure light wounds (2) (CL 3), potion of shield of faith
(CL 1)
Ranger Spells Prepared (CL 2, melee touch +9, ranged touch
+8):
1st - quickswim
Abilities Str 16, Dex 14, Con
16, Int 10, Wis 14, Cha 6
SQ animal companion (link, share spells), combat style
(two-weapon fighting), favoured enemy (animals +4, outsider [water]
+2), landwalking, wild empathy +3
Feats Endurance, Improved Initiative, Multiattack, Track,
Two-Weapon Fighting, Weapon Focus (dagger)
Skills Handle Animal +5, Hide +15 (+19 in coral, rock,
or kelp), Listen +7, Spot +14, Survival +11, Swim +15
Possessions combat gear plus potion belt, spell component
pouch
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
|
|
SPELLS:
quickswim (SW p120) - r pers, 1 hr/lvl; increase base
swim speed by 10 ft.
|
|
SQUID ANIMAL COMPANION CR
n/a
N Medium animal (aquatic)
Init +3; Senses low-light vision; Listen +7, Spot
+7
AC 16, touch 13, flat-footed
13; jet
hp 13 (3 HD)
Fort +3, Ref +6, Will +2
Spd swim 60 ft (12 squares)
Melee arms +4 (0) and bite -1 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +8*
Atk Options improved grab
Special Actions ink cloud, jet
Abilities Str 14, Dex 17, Con
11, Int 1, Wis 12, Cha 2
SQ animal companion (link, share spells)
Feats Alertness, Endurance
Skills Listen +7, Spot +7, Swim +10
Tricks attack (2), heel, seek
Improved Grab (Ex) To use this
ability, a squid must hit an opponent of any size with its arms
attack. It can then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it wins the grapple
check, it establishes a hold and automatically deals bite damage.
Ink Cloud (Ex) A squid can emit a cloud of jet-black
ink 10 feet high by 10 feet wide by 10 feet long once per minute
as a free action. The cloud provides total concealment, which
the squid normally uses to escape a losing fight. All vision
within the cloud is obscured.
Jet (Ex) A squid can jet backward once per round
as a full-round action, at a speed of 240 feet. It must move
in a straight line, but does not provoke attacks of opportunity
while jetting.
* A squid has a +4 racial bonus
on grapple checks.
|
|
|
|
ANGUILLIAN WARRIORS (6) CR
2
Stormwrack page 136
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness;
Listen +2, Spot +10
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 28 (3 HD)
Vulnerable fire
Fort +5, Ref +3, Will +3
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee spear +4 (1d8+3) and bite +2 (1d4+1)
Melee 2 pincers +4 (1d4+2) and bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options attach
Special Actions blood drain
Combat Gear spear
Abilities Str 15, Dex 14, Con
15, Int 10, Wis 14, Cha 6
SQ landwalking
Feats Improved Initiative, Multiattack
Skills Hide +10 (+14 in coral, rock, or kelp), Listen
+2, Spot +10, Survival +6, Swim +10
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
|
|
|
K5. Chief's Room (EL 13)
| This partially collapsed
chamber is 40 ft tall. In the south, Three steps lead up 10 ft
to a large platform, which is decorated with a variety of undersea
trophies, including shark jaws, fish and shark skins, skulls,
bones, and other such items. |
This is the chamber of
the chief of all of the anguillians here, second in command only
to the kraken.
Creatures: The chief lairs here, along with 4 warriors
and 8 noncombatants, plus his coterie of dire eel pets.
|
ANGUILLIAN CHIEF CR 10
Stormwrack page 136
Anguillian Ranger 8
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness,
swift tracker, Track; Listen +10, Spot +17
Languages Aquan, speak with eels
AC 18, touch 12, flat-footed
16; Dodge
hp 92 (11 HD)
Vulnerable fire
Fort +12, Ref +9, Will +5
Spd 20 ft (4 squares), swim
40 ft (8 squares), woodland stride
Melee +1 frost coral dagger +15/+10 (1d4+4+1d6
cold) and bite +11 (1d4+1)
Melee +1 frost coral dagger +13/+8 (1d4+4+1d6 cold)
and +1 acid coral dagger +13/+8 (1d4+2+1d6 acid) and bite
+11 (1d4+1)
Melee 2 pincers +13 (1d4+3) and bite +11 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +10; Grp +12
Atk Options attach
Special Actions blood drain
Combat Gear +1 frost coral dagger, +1 acid coral dagger,
potions of cure moderate wounds (4) (CL 3), potion
of shield of faith (CL 3)
Ranger Spells Prepared (CL 4, melee touch +12, ranged
touch +11):
2nd - barkskin
1st - entangle (DC 13), quickswim
Abilities Str 16, Dex 14, Con
16, Int 10, Wis 14, Cha 8
SQ animal companion (link, share spells), combat style
(two-weapon fighting), favoured enemy (animals +4, outsider [water]
+2), landwalking, wild empathy +4
Feats Dodge, Endurance, Improved Initiative, Improved
Two-Weapon Fighting, Multiattack, Track, Two-Weapon Fighting,
Weapon Focus (dagger)
Skills Handle Animal +8, Hide +18 (+22 in coral, rock,
or kelp), Listen +10, Spot +17, Survival +14, Swim +18
Possessions combat gear plus coral bracers of armour
+2, potion belt, spell component pouch
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
|
|
SPELLS:
quickswim (SW p120) - r pers, 1 hr/lvl; increase base
swim speed by 10 ft.
|
|
SQUID ANIMAL COMPANION CR
n/a
N Medium animal (aquatic)
Init +4; Senses low-light vision; Listen +8, Spot
+8
AC 19, touch 14, flat-footed
15; jet
hp 22 (5 HD)
Fort +3, Ref +7, Will +2; evasion
Spd swim 60 ft (12 squares)
Melee arms +6 (0) and bite +1 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +10*
Atk Options improved grab
Special Actions ink cloud, jet
Abilities Str 16, Dex 18, Con
11, Int 1, Wis 12, Cha 2
SQ animal companion (link, share spells)
Feats Alertness, Endurance
Skills Listen +8, Spot +8, Swim +10
Tricks attack (2), guard, heel, seek
Improved Grab (Ex) To use this
ability, a squid must hit an opponent of any size with its arms
attack. It can then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it wins the grapple
check, it establishes a hold and automatically deals bite damage.
Ink Cloud (Ex) A squid can emit a cloud of jet-black
ink 10 feet high by 10 feet wide by 10 feet long once per minute
as a free action. The cloud provides total concealment, which
the squid normally uses to escape a losing fight. All vision
within the cloud is obscured.
Jet (Ex) A squid can jet backward once per round
as a full-round action, at a speed of 240 feet. It must move
in a straight line, but does not provoke attacks of opportunity
while jetting.
* A squid has a +4 racial bonus
on grapple checks.
|
|
|
|
ANGUILLIAN WARRIORS (4) CR
2
Stormwrack page 136
LE Medium aberration (aquatic)
Init +6; Senses darkvision 90 ft, light blindness;
Listen +2, Spot +10
Languages Aquan, speak with eels
AC 16, touch 12, flat-footed
14
hp 28 (3 HD)
Vulnerable fire
Fort +5, Ref +3, Will +3
Spd 20 ft (4 squares), swim
40 ft (8 squares)
Melee spear +4 (1d8+3) and bite +2 (1d4+1)
Melee 2 pincers +4 (1d4+2) and bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options attach
Special Actions blood drain
Combat Gear spear
Abilities Str 15, Dex 14, Con
15, Int 10, Wis 14, Cha 6
SQ landwalking
Feats Improved Initiative, Multiattack
Skills Hide +10 (+14 in coral, rock, or kelp), Listen
+2, Spot +10, Survival +6, Swim +10
Attach (Ex) If an anguillian
hits with its bite attack, it uses its powerful jaws to latch
onto the opponent's body and automatically deals bite damage
each round it remains attached. An attached anguillian loses
its Dexterity bonus to AC.
An attached anguillian can be
struck with a weapon or grappled itself. To remove an attached
anguillian through grappling, the opponent must achieve a pin
against the anguillian.
Blood Drain (Ex) An anguillian that begins its turn attacked
to an opponent bores into its opponent's body and begins to drain
fluids. It deals 1d4 points of Constitution damage each round
it remains attached.
Landwalking (Ex) Anguillians can survive out of water
for 1 hour per 3 points of Constiution (after that, refer to
the drowning rules).
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds anguillians for
1 round. On subsequent rounds, they are dazzled while operating
in bright light.
Speak with Eels (Ex) Anguillians can communicate with eels
and dire eels up to 150 ft away. The communication is limited
to fairly simple concepts such as "food", "danger",
and "enemy". Anguillians can use the Handle Animal
skill to befriend and train eels, even if untrained in the skill.
|
|
|
|
ADVANCED DIRE EELS (4) CR
7
Stormwrack page 148
N Huge animal (aquatic)
Init +5; Senses low-light vision, scent; Listen
+5, Spot +6
AC 16, touch 9, flat-footed
15
hp 162 (18 HD)
Fort +15, Ref +12, Will +7
Spd swim 30 ft (6 squares)
Melee bite +20 (3d6+13)
Space 10 ft; Reach 5 ft
Base Atk +12; Grp +29
Atk Options attach, Power Attack
Abilities Str 28, Dex 12, Con
19, Int 1, Wis 12, Cha 2
Feats Improved Initiative, Improved Natural Attack (bite),
Improved Natural Armour, Power Attack, Skill Focus (hide), Toughness,
Weapon Focus (bite)
Skills Hide +12 (+16 in coral, rock, or kelp), Listen
+5, Spot +6, Swim +17
Attach (Ex) If a dire eel hits
with a bite attack, it uses its powerful jaws to latch onto the
opponent's body and automatically deals bite damage each round
it remains attached. An attached eel loses its Dexterity bonus
to AC.
An attached eel can be struck
with a weapon or grappled itself. To remove an attached eel through
grappliing, the opponent must achieve a pin against the creature.
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Defense of the Complex:
The kraken is fairly sure of itself and having run the koprus
out of the rift, there have been no real threats to it since it
moved into the area. As such, the anguillians and kraken are fairly
lax...initially.
However, once word gets out that intruders are in the complex,
the kraken and anguillians will do their uttmost to coordinate
the defense, using the various exits into the rift to travel between
locations. Nevertheless, except for the kraken's ability to dimension
door, the rift is large enough that unless the PCs dawdle,
it will be difficult for groups of anguillians to support one
another.
The anguillians will, however, make every effort to alert the
kraken to danger once it is apparent that they cannot handle the
PCs by themselves.
The kraken views the anguillians as slaves. It does not mistreat
them, but ultimately it views them as expendable. The kraken will
likely, upon learning that intruders are in the complex, allow
them to expend resources and magic on the anguillians, while it
monitors the proceedings with its third eye and cast longterm
buffs. When and if it sees a good opening, it will likely dimension
door to a location near the combat, use fission and
other short term buffs, and then attack.
The anguillians have 2 "aces in the hole" that have
any chance of being effective against the PCs. The first is the
dragon eel. It is a very powerful opponent, and its Devastating
Critical feat makes it extremely deadly if it gets some lucky
attack rolls. Additionally, the myrmyxicus demon that can be summoned
by the high priest is also a worthy opponent for the PCs. Once
the anguillians realize they are hopelessly outclassed by the
PCs, they will seek to avail themselves of their two "aces".
The anguillians as a whole are loyal to the kraken and will
fight to the death until and unless ordered by the kraken to flee.
Given that it will not do so, the anguillians are therefore likely
to fight to the last. The noncombatants, however, will flee if
things look bleak, hiding in the nearby kelp forest and waiting
for a chance to safely reenter the complex to look for survivors
(and, if finding none, migrating to other, safer locations altogether).
Continuing Action:
If the PCs raid the complex and retreat, the kraken and any
surviving anguillians will take what steps they can to prevent
a second assault. A patrol of anguillians will likely be sent
out with orders to locate the PCs and see where they are resting,
but not to make contact. Once the PCs are located, some members
of the patrol will be sent back to the complex to inform the kraken
while the rest keep a discrete eye on the PCs.
The kraken may then decide to raid the PCs while they rest,
mustering the myrmyxicus demon and dragon eel as well. Such a
raid could be overwhelming against the PCs.
However, PCs of high level often have the means to conceal
their resting places. In this case, should the PCs return to the
rift complex, they will find beefed up patrols of anguillians
marching down the passages and, likely, a consolidation of anguillian
forces (so that they cannot be defeated in detail). This would
include moving any anguillians from area D to area H, and moving
the dragon eel and anguillians in area I into area K.
Developments:
The PCs are here to recover the piece of the rod of seven
parts. The main issue for them is that the kraken has means
to flee the rift, and with its personal mind blank, it
will be very difficult to track. High level PCs should understand
that their goal is not to "defeat the kraken" per se,
but to recover the rod, and that foes of their level are going
to have the means to teleport or planar travel. As such,
a priority for the PCs should be taking the means necessary to
prevent the kraken from fleeing and for recovering the rod.
Given the fact that the kraken always carries the rod with
it, killing the kraken is a good way to recover it. Additionally,
the rod can be pick pocketed using Sleight of Hand. It can also
be disarmed during battle and retrieved that way.
The kraken will only flee if it becomes apparent it cannot
prevail. By flee, it is meant abandon the rift. Of course, the
kraken could use greater teleport to temporarily flee the
place in order to heal (e.g. use body adjustment) and then
return to the fray. But if it abandons the rift entirely, then
the PCs will be forced to try to track it down. In this case,
the DM will have to decide where the kraken flees to and what
the PCs may encounter there. A logical choice for the kraken is
to flee back to its previous lair before it located the rift and
moved in. This could be the subject of a further scenario.
Part Four - Denoument
Once the kraken is dealt with (whether driven out or defeated),
the situation of the locathahs and koprus can be resolved. If
the anguillians are still in the rift in significant numbers,
and especially if they retain their dragon eel and myrmyxicus
capabilities, then they will probably be able to hold the rift
against the koprus, and that will cause the koprus to continue
to fight the locathahs.
If the dragon eel and myrmyxicus are dealt with (which can
be as simple as slaying the high priest or destroying the altar),
then the koprus can effectively begin to challenge the anguillians
for possession of the rift. In this case an alliance between the
koprus and locathahs is not out of the question.
In any event, if the koprus are destroyed or able to move back
into the rift, life becomes good for the locathahs.
Experience Points:
In addition to normal experience
(which in Therra is half of that recommended in the DMG),
each party member should be rewarded as follows:
- The PCs recover the piece of
the rod of seven parts: 2,500 XP
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