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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 spirit’s 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.

 

 

 

 

 

 

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.

 

 

 

 

 

 

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.

 

 

 

 

 

 

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.

 

 

 

 

 

 

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.

 

 

 

 

 

 

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):

Kopru Aid:

The koprus can give the PCs the following aid (with the attitude level required noted in the parentheses):

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)
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.

 

 

 

 

 

 

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.

 

 

 

 

 

 

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:

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.

 

 

 

 

 

 

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 elemental’s 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 elemental’s 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 creature’s 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 vortex’s 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 vortex’s 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 vortex’s 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.

 

 

 

 

 

 

 

 

 

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 elemental’s 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 elemental’s 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 creature’s 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 vortex’s 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 vortex’s 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 vortex’s 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.

 

 

 

 

 

 

 

 

 

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.

 

 

 

 

 

 

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.

 

 

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).

 

 

 

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.

 

 

 

 

 

 

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.



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.

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.

 

 

 

 

 

 

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.

 

 

 

 

 

 

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.

 

 

 

 

 

 

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.

 

 

 

 

 

 

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).

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.

 

 

 

 

 

 

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:

 

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