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Allure of the Sea

A D20 adventure for 3-4 characters of levels 4-6 By F. Wesley Schneider

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Allure of the Sea
Cruelty and hideousness are the sea witch Ackerelas birthrights, as they are
of all the corrupt race known as hags, but her personal cunning and surprising
intellect are what make her a true monster. Having terrorized the local shore-
line and nearby trade routes for years, her insight and recent fortune have
favored her with an insidious trap befitting her heartless nature.
A week ago Sharsea Wisshpessh, the irrepressible daughter of a less- Taking advantage of the shallow inlet she lairs under, Ackerela has
er triton noble, ran away from home in search of adventure and romance laid her trap. Chaining the triton to a rock a short distance from land,
among commoners and the watery wilds. Her adventure began well, her Sharsea plays a role that is only too true, that of the imprisoned maiden.
common-sense and natural skills keeping her from many of the seas real Her orders are to sit and weep as caravans and travelers pass, coxing the
dangers, until she found herself caught in the midst of a powerful tropi- sympathetic to her aid. As her rescuers enter the water, Ackerela and her
cal storm. Seeking shelter, the young triton found refuge among a com- pets attack from below, dragging the unsuspecting creatures down to their
plex of coastal sea caves. Hoping that it would only be a matter of wait- deaths in a bloody foam. Sharsea hates her present life and wants noth-
ing out the rough currents before she could make the long but easy swim ing more that to return to her mundane life at home. Powerless against
back to familiar waters, she never noticed the silted eyes that gleamed her captor and her pets, she is forced to hope against hope that the hag
from the rear of the caves. She was set upon by two sea cats, Troll and will keep her part of their bargain and actually free her once she has
Trall, feral predators raised by Ackerela, who also happened to be hiding helped her claim 100 victims. Unfortunately though, Sharseas aid has
from the storm. When the fierce weather passed the pair returned to their already been more profitable (and filling) than Ackerela could have ever
mistress grotto, bearing the mauled and near-lifeless triton along with imagined and the sea witch plans on keeping the gorgeous young triton
them. around for as long as possible.
The sea hag was exceedingly pleased with her pets and their fortu-
itous find. For the next week she treated the traumatized girl, nursing her Preparation
in the brackish waters of her bone-strewn lair. Once Sharsea regained To run this adventure the DM requires the Players Handbook, DMG,
consciousness and was strong enough to understand, Ackerela gave her a and MM rulebooks. This adventure is set in no specific campaign world
choice: serve her for 100 lives or be her next meal and know that her and thus can be imported into any game with only the most minor alter-
bones would be fed to the sea cats. Terrified, the trapped young triton ations and effort.
consented to serve and has been the hags slave since.

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Character Hooks The Coast
Allure of the Sea offers the option of being run as either the climax of an Traveling along the shore line may be a welcome change to more
on going adventure or merely a detailed encounter. It is possible that the PCs usual traveling and adventuring surroundings. Those DMs who wish to
have prior knowledge of Sharseas plight or the sea hag terrorizing the region play up the flavor of what may be an infrequently used environment are
and have actually tracked them to the site of this encounter. For DMs desir- urged to use the chart below to randomly generate coastal encounters, or
ing to set the encounter up as such, below are several character hooks that merely as inspiration for their own minor events.
should lead the PCs down the right path. Otherwise, Sharseas plight might For every hour the PCs travel along the coast, roll on the chart below.
merely be a minor side-trek while the PCs travel along a coastal road.
The PCs have previous ties to an undersea community or have heard 1d20 Encounter
rumors of tritons in the area searching for a nobles lost daughter. Either way,
1 A group of 2d4 seals play across the rocky shoreline, retreating
they receive second hand information about the search for Sharsea and her
into the water if the PCs seem hostile.
distraught fathers offered reward. The actual size or type of reward is left up
to the DM, but even after completing the adventure, claiming this prize may 2-12 Nothing
be an adventure in and of itself. 13 A band of 8 1st level human commoners, familiar with the
For the past several months caravans using a nearby coastal road have area, fishing on the coast.
gone missing, while others have returned with tales of a horribly deformed 14 A party of 6 locathah scavengers forage amongst the shores
witch that makes her home along the trade route. The PCs are recruited by tidal pools.
the local government to verify the validity of these rumors and put an end to 15 5 nixies frolic along the surf, possibly with aquatic animals
whatever is interrupting the regions trade.
16 3 giant crabs or lobsters scuttle across the beach (treat as
A relic or item of some power has gone missing while in transport from Medium monstrous spiders with 2 claws +4 dealing 1d4 dam-
one town to another. PCs with ties to the distressed organization that pos- age, instead of having a bite attack, poison, or web abilities).
sessed the item are quested with its recovery. The trail of their missing quar-
17 1 shambling mound that appears to be a large pile of seaweed.
ry leads to a local coastal inlet.
Rumors of a beautiful maiden, imprisoned on a nearby coast and wait- 18 A stretch of beach cliffs infested with yellow mold (see DMG).
ing for a true hero to come rescue her, have run rampant through a local town. 19 1 annoyingly playful water mephit discovers and follows the
Suddenly every would-be adventurer and farmers son have taken up swords party.
to prove their heroism. Many have only gotten as far as bragging at the local 20 1 roc dives to the water not far out to sea from the PCs and
taverns, but those who have actually drunk enough to seek out the maiden snatches a dolphin. As it passes overhead it drops a 5 ft. long
have not returned. Out of virtue or the requests of many distressed parents feather in the surf.
and wives the PCs head out to learn the real story behind this fairytale damsel
in distress.

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1. Ackerelas Inlet (EL 7) Those characters on the beach who actively examine their surroundings
should be allowed a Search check (DC 16) to notice fine white powder, bits
of shredded cloth, and bone shards washed up in the surf (remains from
The briny scent and cool foam of the nearby Ackerelas previous meals).
ocean wafts over the road as it skirts the coastline. Creatures: Upon a large stone, 30 ft. from shore, Sharsea
Whispers and roars from the steady waves add a Wisshpessh lies half in, half out of the water. Those who make a Spot
welcome music to your traveling and almost offers check (DC 20 from the road, DC 18 from the beach) can see that the exot-
the light feeling of a well- deserved holiday. ic looking girl is shackled to the rock by a thick iron cuff affixed to her
right wrist. The manacle has a hardness of 10 and 10 hp or can be bro-
The path curves inland slightly, following the ken by a successful Strength check (DC 26). The key to these chains is
ridge of a rocky coastal inlet, alive with the kept by Ackerela, knotted in her own hair, though a Disable Device
squawks and fluttering of noisy white seabirds. As check, DC 20, will also release the lock. Those who come within view
you near the tiny bay though, you can make out of the triton can hear her whimpering across the water, but she does not
something else. Upon a large flat rock, several reply to questions with anything more than pleas for help and bedraggled
dozen feet off the sandy shore, lies an exotic but sobs.
exhausted looking young woman. Seemingly Ackerela and her sea cats hide underwater just past Sharseas rock, in
the deepest part of the inlet.
washed by fortune into the natural harbor, you can
Ackerela: hp 19; see Appendix 1.
see her wild blue tresses bobbing in the surf and her
Troll and Trall (Seacats): hp 51; see Appendix 1.
skin glittering silver and blue in the glaring sun.
Sharsea: hp 16; see Appendix 1.
Tactics: Once a character reaches Sharseas rock, Ackerela and her
Characters following this coastal road pass close to a relatively shallow,
pets attack. Troll and Trall head in first, flanking an opponent and catch-
40 ft. deep, ocean inlet. About 20 ft. down a slight yet rocky slope from the
ing them flat-footed if they can. After this initial moment of strategy the
road is a rough beach that trails larger rocks out into the water. The water
cats will focus on the weakest looking prey, fighting until reduced to a
here is calm enough that the DC is only 10 for swimming PCs, though the
quarter of their hit points before trying to flee down into Ackerelas lair.
tides still stir up enough debris to reduce visibility beneath the water to a
Once her sea cats are engaged, Ackerela explodes from the water,
mere 30 ft.. Large but slick stones also trail out into the surf 20 ft., PCs
onto the same rock as Sharsea. This sudden emergence will force all PCs
attempting to cross them must make a Balance check (DC 14) or fall into
in the area to be affected by the hags horrific appearance ability. On the
the water.
same round she will attempt to use her evil eye ability on any characters
that are obviously spell casters or the strongest looking fighter. After this

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round, the sea witch will dive underwater, vived the battle the triton will hold an obvious
attacking PCs from below and making grapple grudge, revealing the location of the hags lair
attempts. On a successful grapple the hag can below. Should the sea witch have been
drag a character 20 ft. underwater. Characters defeated already, Sharsea will still desire the
drug underwater without the capability to recovery of her magical jewelry, but is too
breathe should consult the rules on underwater fearful to go down into the lair to find it her-
combat and possibly drowning in the DMG. self. Regardless of the reason Sharsea
Ackerela will continue her assault until all the requests the PCs aid, she will offer them one
PCs are dead or she is reduced to a half of her piece of her set of the seas gifts, of their
hit points, at which point she will attempt to choice, should they recover all three from the
flee to the safety of her lair. sea caves.
Sharsea will not participate in battle once it The entrance to Ackerelas lair is 30 ft.
begins. However, the PCs are most likely the underwater. It should be relatively noticeable
strongest land dwellers to attempt to rescue her, to those who swim down from the far side of
so she may be slightly emboldened by her Sharseas rock, despite the churning water
chance for freedom. If so and the battle begins (Spot DC 14). PCs with out the ability to
to turn against the PCs, Sharsea will take a breath underwater who want to reach the
slight risk and use her summon natures ally IV undersea caves must hold their breath and
ability to call 1d4+1 porpoises to the PCs aid. make a series of Swim checks. Fortunately,
She will not summon anything more powerful there are pockets of breathable air in the cav-
though, fearing that if the PCs still lose that erns below so the risk of drowning shouldnt
Ackerela will punish her severely. be imminent once the entrance is discovered.
Treasure: Once Ackerela and the sea cats Besides her offer of exotic wealth, Sharsea
flee or are defeated there is, with the exception is quite knowledgeable about the surrounding
of Sharsea, little of obvious interest left upon ocean and its legends and thus may be able to
the surface of the inlet. offer the PCs some piece of valuable informa-
Development: Sharsea will be extremely tion. Should this encounter go well, Sharsea
grateful to the PCs for rescuing her but has may also turn up at a later time to aid the PCs
nothing material to offer them, having had her should they ever find themselves at the mercy
set of the seas gifts stolen. If Ackerela sur- of the sea.

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There is no source of illumination in this room, which suits the seacats
2. The Sea Caves Entrance and Den (EL 3) fine, but may impede PCs who have not brought light from above.
Creatures: The seacats Troll and Trall are a mated pair and have recent-
Gaping like a rocky wound, a jagged opening ly had a litter of seakittens. Regardless of how the battle above went, 6 imma-
ture sea cats are in this room when the PCs enter. If their parents survived the
yawns in the rough flesh of the sloping sea floor. previous battle they are also here with their young, quite literally licking their
Tangles of withered gray-green sea weed dangle in wounds. Should Troll and/or Trall join this battle, the EL increases to 4.
thick webs across its mouth, twisting and grasping Immature Seacats (6): hp 7; see Appendix 1.
in the shifting tides like a maw of snakes. From Tactics: The major threats here are the immature seacats that brutally
within drift serpentine currents, normally invisible attack any creature who is neither their parents or Ackerela. Once the PCs
coils bearing the rusted red tinge of decay and enter the room, the seacats (immature or adult) lounging here will immedi-
spilled blood. Upon the rough stones below, scat- ately charge. Having no place to run to if theyre wounded, the kittens fight
tered before the looming hollow, rest the remains of even more fiercely than their parents. Should the adults have survived they
will work in tandem with their children to defeat the intruders. Neither the
a shattered caravan wagon, various crates, and
kittens nor their wounded parents will leave this area to pursue fleeing PCs.
piles of stripped, broken bones, all half buried by Development: Any skirmish in this area will alert Ackerela in area 3. She
the drifting uncaring sands. will most likely not have been expecting pursuit and will use this advance
warning to ready herself for the PCs intrusion.
Despite its ominous appearance, once the entrance to the sea Treasure: Those who make a cursory Search of the area outside the cave,
caves is discovered there is nothing that prevents the PCs from entering. DC 14, will reveal a rusted falchion (functions as normal but has a hardness
The remains here are a caravaneers unsanctified graveyard. Refuse, bro- of only 6 and 5 hp), 20 ft. of chain, and a pouch containing 12 silver pieces.
ken crates, the bones of dozens of merchants, and even a whole wagon Any character who performs a more specific Search upon the broken wagon
drug from the shore lie strewn across the inlet floor. There is little of any here may, DC 20, reveal a hidden compartment underneath the drivers seat.
interest among the remains, most objects of value having been taken by Inside is a sack containing 8 silver trade bars (worth 5 gp each and stamped
Ackerela or swept out upon the steady tides. with the emblem of a nearby countrys capital) and 6 oysters that have taken
Down the 15 ft. long cave from the entrance, in the caverns first up home here, one of which contains a small pearl worth 9 gp.
room, is the den of Ackerelas guardian sea cats. This small cavern is If the PCs were searching for evidence of a person lost in the region some
roughly circular, 25 ft. in diameter, and is only 3/4ths of the way filled item of significance should turn up amongst the piles of bones in the seacats
with water, the upper most portion containing breathable air. A broken den.
gap in the rear wall leads into Ackerelas lair.

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3. Ackerelas Lair (EL 4) The floor of Ackerelas lair is strewn with the remains of a thousand blood
meals. Fortunately the water in this room is relatively still, leaving the
remains to rot in peace, but any violent movement will stir it up in bloody
The black rock surges open into a wide cavern, clouds, decreasing vision from 30 ft. to a mere 10 ft.. Any combat that con-
filled with tools and accessories that obscenely tinues for more then 3 rounds should be considered enough to disturb the con-
parody a primitive living hall. The water here tents of the room, though other actions, especially spell-effects, may as well.
seems to have turned to blood. Cold red ribbons At the chambers deepest recess is a sizable crevasse leading into
drifting in sanguine currents, as if remembering Ackerelas personal trove. The hollow is pitch black and the hag has lined its
the paths of their lost veins, alight with the hellish opening with layers of the flayed, water-logged skins of sentient creatures.
Any Medium creature or smaller wishing to investigate the contents of the
glow of an impossible flame that somehow burns
cavity must actually squirm into it, its opening tight but accessible, like a dead
from the rooms center. Across the floor are womb, a simple but stomach turning feat. Ackereala keeps a pet octopus in
strewn the remnants of a thousand cannibalistic among the treasures she keeps here to deter more destructive fishy interlop-
meals, innocent skins and skulls reduced to a ers from taking up residence.
playground for countless tiny sea things that skit- In the center of this room is an ornate brass brazier affected by a contin-
ter and squirm along in an orgy of dead gluttony. ual flame spell. The light here is enough to illuminate the entire room, but
Above, the water does not quite fill the cavern, does not pass beyond.
allowing the bloated gray bodies of a dozen Creatures: If Ackerela survived the battle above she has retreated to this
drowned meals to float like fleshy buoys, wide room to rest. If she is alerted to the PCs intrusion by a conflict in area 2 she
will ready herself as noted below. An octopus also makes its home amongst
white eyes staring down upon you in dead gazes the treasures in the crevasse at the back of this chamber.
of horror and almost comic surprise. Ackerela: hp variable; see Appendix 1.
Octopus: hp 9; see Appendix 1.
This broad cavern serves as combination feast hall, bedroom, and tor- Tactics: If the PCs have somehow managed to sneak past the sea witchs
ture chamber to the sea hag Ackerela. A jagged oval, the den cuts 40 ft. guards, Ackerela is resting atop the pile of skins in this room. If she is sig-
deep into the shore and is 25 ft. across at its widest point. A pile of dol- nificantly wounded she will attempt to bargain with the PCs, offering any-
phin and seal skins serve as a crude bed, while the rest of the room is thing she possesses and promising them anything if they spare her life. If the
filled with rusted tools, macabre ornaments, and the trophies won PCs agree to her pleas and bargain, she will, of course, reneging on her prom-
through a lifetime of sadism. As in the previous room, cracks running ises at the first advantageous moment and go to great lengths to see them suf-
through the rock fill the empty upper half of the 25 ft. tall room with fer. If attacked, she will defend herself as fiercely as she can, attempting to
breathable air. escape out to sea if possible.

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If alerted to the PCs approach, Ackerela will imbibe two potions of like a whale with a stoppered mouth (worth 40 gp) holding an arcane
cure moderate wounds from her trove of stolen treasures, thus restoring scroll of protection from arrows, a divine scroll of water breathing, and
4d8+4 hp, and take up a fighting net stashed in this room. She will then an arcane scroll of dispel magic, a suit of shark hide armor +1, a dark-
attempt to hide among the bloated bodies that float along the surface of wood buckler with a pirates symbol etched upon the front, a masterwork
the caves waterline and ambush PCs as they enter, her first attack using silver flute crafted to resemble a elongated seashell worth 300 gp, a set
the net at a 4 penalty (as she is not proficient with the weapon). After of 6 bronze goblets embossed with a seahorse motif valued at 35 gp a
her initial strike, the hag will make use of any special abilities that she piece, 240 loose gold pieces, and Sharseas complete set of the seas gifts.
didnt exhaust above, fighting without mercy, realizing the dire nature of If the PCs have been sent to recover another item besides Sharseas jew-
her situation. If combat turns against her, Ackerela will attempt to flee elry they will also find it here.
the sea caves and seek revenge later.
PCs that enter the crevasse in the back of the room will most likely DM NOTE: The seas gift is a set of powerful
be surprised by the octopus hiding inside. Having no form of escape, the magical items that are probably a more potent
creature will defend its tiny home, and the hoard stashed there, to the
death.
resource than a DM is willing to offer the PCs at
Treasure: Throughout the room are scattered the mundane tools and
their current level. While the one piece of the set
minor possessions of the sea witch. The most obvious item of value here Sharsea promised for the others return should be
is the ever-burning brazier in the rooms center, worth approximately 175 an appropriate treasure for this level, the entire set
gp. Those who make a general Search check, DC 13, in the rooms main should be kept out of the characters hands, for the
area will uncover a squat iron pot, heavily encrusted with rust, 2 pairs of time being at least. Feel free to let the PCs exper-
masterwork manacles, a masterwork set of torturers tools (several iment with the complete set before they return it
brands, needles, tiny devices, offering a +2 to Profession: torturer checks) to the young triton, but if they attempt to take it
25 ft. of fishing net, and 2 potions of cure moderate wounds (unless
Ackerela has used them). Searching the bodies that float along the sur-
for their own, Sharsea will be upset, but not near-
face of the water, DC 16, will reveal an additional 21 gp and a dagger. ly as upset as her influential father and his far-
The real treasure in this area though is stashed in the crack at the back flung allies. If Sharsea has somehow been killed
of the room. Any PC that climbs into the filthy hole discovers the bulk or did not ask the PCs for the return of her treas-
of the items of value that Ackerelas stolen from passing caravans ure, it may be best for DMs to simply remove this
throughout her career of slaughter and terror. Resting here is a tattered, item from the treasure stash.
mundane looking cloak of resistance +1, a potion of lesser restoration, a
potion of darkvision, an oil of bless weapon, an ornate scroll case shaped

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Skills and Feats: Listen +3, Spot +3, Swim +3; Alertness.
Appendix 1: NPCs Hold Breath (Ex): An immature sea cat can hold its breath for 4
Ackerela, Sea Hag: CR 4; Medium monstrous humanoid; HD 3d8+6; rounds X its Constitution score before it risks drowning.
hp 19; Init +1 (Dex), Spd 30 ft., swim 40 ft.; AC 14, touch 11, flat-footed Rend (Ex): If a sea cat hits with both its claw attacks it automatical-
13; Base Atk +3; Grp +7; Atk claw +7 melee (1d4+4); Full Atk 2 claws +7 ly rends for an additional 2d3 damage.
melee (1d4+4); SA horrific appearance, evil eye; SQ amphibious, spell
Skills: Sea cats may always take 10 on Swim checks and gains a +4
resistance 14; Space/Reach 5 ft./5 ft AL CE, SV Fort +2, Ref +4, Wil +4; Str
racial bonus to perform special actions. They can also use the run action
19, Dex 12, Con 12, Int 10, Wis 13, Cha 14.
if it swims in a straight line.
Skills and Feats: Knowledge (arcana) +3, Hide +4, Listen +6, Spot +6,
Swim +12; Alertness, Toughness.
Octopus: CR 1; Small animal (aquatic); HD 2d8; hp 9; Init +3 (Dex),
Horrific Appearance (Su): Those who look upon a sea hag must make
Spd 20 ft., swim 30 ft.; AC 16, touch 13, flat-footed 14; Base Atk +1; Grp
a DC 13 Fortitude save or suffer 2d6 points of Strength damage. Creatures
2; Atk arms +5 melee (0); Full Atk arms +5 melee (0) and bite +0 (1d3);
affected by this power once are immune to it for the next day. The save DC
SA improved grab; SQ ink cloud, jet, low-light vision; Space/Reach 5
is Charisma based.
ft./5 ft AL N, SV Fort +3, Ref +6, Wil +1; Str 12, Dex 17, Con 11, Int 2,
Evil Eye (Su): 3 time/day can gave at a creature within 30 ft., forcing Wis 12, Cha 3.
them to make a DC 13 Will save or be dazed for 3 days. This affect can be
Skills and Feats: Escape Artist +13, Hide +11, Listen +2, Spot +5,
removed by the spells remove cure or dispel evil. Those affected must also
Swim +9; Weapon Finesse.
make a DC 13 Fortitude save or die from fright. Creatures immune to fear
are unaffected by this ability. The save DCs are Charisma based. Improved Grab (Ex): If an octopus hits with its tentacles it may
grapple as a free action that does not provoke an attack of opportunity. If
Amphibious (Ex): Sea hags can survive both in water and on land.
it wins this grapple check, it may automatically bite.
Skills: A sea hag may always take 10 on Swim checks and gains a +8
Ink Cloud (Ex): An octopus may emit a 10 ft. by 10 ft. cloud of ink
racial bonus to perform special actions. It can also use the run action if it
once per minute. This cloud obscures vision and provides total conceal-
swims in a straight line.
ment.
Jet (Ex): Octopi may move 200 ft. in one direction, without provok-
Immature Sea Cats: CR 1/2; Small magical beast; HD 1d10+2; hp ing an attack of opportunity, as a full-round action.
7; Init +2 (Dex), Spd 5 ft., swim 20 ft.; AC 17, touch 13, flat-footed 15;
Skills: An octopus can change colors, giving it a +4 racial bonus to
Base Atk +1; Grp -3; Atk claw +1 melee (1d3); Full Atk 2 claws +1 melee
Hide checks. Its flexible body also offers it a +10 racial bonus to Escape
(1d3) and bite -1 (1d4); SA rend 2d3; SQ darkvision 40 ft., hold breath,
Artist checks. It also gains a +8 racial bonus to Swim checks, may run if
low-light vision, scent; Space/Reach 5 ft./5 ft AL N, SV Fort +3, Ref +2,
swimming in a direct line, and may always take 10 on Swim checks.
Wil +1; Str 10, Dex 14, Con 12, Int 2, Wis 13, Cha 10.

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Troll and Trall, Sea Cats: CR 4; Large magical beast; HD 6d10+18; hp
51; Init +1 (Dex), Spd 10 ft., swim 40 ft.; AC 18, touch 10, flat-footed 17; Appendix 2: New Magical Items
Base Atk +6; Grp +14; Atk claw +9 melee (1d6+4); Full Atk 2 claws +9 The Seas Gifts
melee (1d6+4) and bite +4 (1d8+2); SA rend 2d6+6; SQ darkvision 60 ft., Ever since there have been sailors to navigate the seas there have been
hold breath, low-light vision, scent; Space/Reach 10 ft./5 ft AL N, SV Fort +8, tall tales of the wonders and horrors that lurk beneath the surf. But few such
Ref +6, Wil +5; Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10. tales so capture the heart and imagination as that of a love between a sailor
Skills and Feats: Listen +8, Spot +7, Swim +12; Alertness, Endurance, and merfolk that overcame all odds to bring them together. But this tale has
Iron Will. not touched the sentimentality of land dwellers alone, as some romantics
Hold Breath (Ex): A sea cat can hold its breath for 6 rounds X its beneath the waves have sought to recreate the magic of this story for their
Constitution score before it risks drowning. own eligible young bachelors and maidens.
Rend (Ex): If a sea cat hits with both its claw attacks it automatically Often created by merfolk, triton, and other goodly races that live under-
rends for an additional 2d6+6 damage. water, the seas gifts are in fact a set of three minor magical items that, when
Skills: A sea cat may always take 10 on Swim checks and gains a +8 worn by a single creature, produce effects that mimic or augment those abil-
racial bonus to perform special actions. It can also use the run action if it ities of many sea dwellers. Usually fashioned for a specific wearer, com-
swims in a straight line. monly a child of noble birth whose parents can afford such magical excess-
es, the seas gifts come in sets for both males and females and resemble styl-
Sharsea Wisshpessh, Triton: CR 2; Medium outsider (native, water); ish but mundane accessories. The first piece is an elegant tiara or headband
HD 3d8+3; hp 16; Init +0, Spd 5 ft., swim 40 ft.; AC 16, touch 10, flat-foot- which allows the wearer to speak with animals 3 time/day, but only to aquat-
ed 16; Base Atk +3; Grp +4; Atk unarmed strike +3 melee (1d3); Full Atk ic creatures. The next piece is shaped as a bracelet or wrist straps and can
unarmed strike +3 (1d3); SA spell-like abilities; SQ darkvision 60 ft.; be used to cast summon natures ally I once per day, but again only to sum-
Space/Reach 5 ft./5 ft AL NG, SV Fort +4, Ref +3, Wil +4; Str 10, Dex 10, mon aquatic creatures. The final item is a thin silvery waist chain or leather
Con 12, Int 13, Wis 13, Cha 11. belt that constantly confers a +4 competence bonus to Swim checks.
Skills and Feats: Climb +2, Diplomacy +2, Heal +2, Hide +6, Listen + 7, These minor powers are accessible as long as the related item is worn,
Move Silently +6, Knowledge (local) +7, Ride +6, Search +7, Sense Motive but it is when all parts of the set are worn that their greater power is con-
+7, Survival +9 (+11 following tracks), Swim +10; Athletic, Self Sufficient. veyed. Any creature that bears all three items is able to breath as per the
Spell-like Abilities: 1/day Summon Natures Ally IV, caster level 7th. spell water breathing indefinitely. However, if even one part of the set is
removed the effects of the spell end, with potentially tragic results.
Skills: Tritons may always take 10 on Swim checks and gains a +8 racial
bonus to perform special actions. They may also use the run action if it swims Moderate transmutation; CL 5th; Craft Wondrous Item, speak with ani-
in a straight line. mals, summon natures ally I, water breathing; Price 30,000 gp; weight 1 lb.
(complete set).

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Adventure
Maps

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Allure of the Sea
Written by F. Wesley Schneider OPEN GAME LICENSE Version 1.0a

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Illustrated by Christopher Shy Coast, Inc ("Wizards"). All Rights Reserved. notice to any Open Game Content that you Use. No
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1. Definitions: (a)"Contributors" means the copy- License except as described by the License itself. No Agents may publish updated versions of this
Cartography by Ed Bourelle right and/or trademark owners who have contributed
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Copyright 2003 F. Wesley Schneider, All Rights Reserved. Artwork trademark or registered trademark clearly identified element of that Product Identity. You agree not to 15 COPYRIGHT NOTICE
as Product identity by the owner of the Product indicate compatibility or co-adaptability with any Open Game License v 1.0 Copyright 2000, Wizards
copyright 2003 Christopher Shy, All Rights Reserved. Maps copyright Identity, and which specifically excludes the Open Trademark or Registered Trademark in conjunction of the Coast, Inc.
Game Content; (f) "Trademark" means the logos, with a work containing Open Game Content except System Reference Document Copyright 2000,
2003 Ed Bourelle, All Rights Reserved. Published by Ronin Arts, names, mark, sign, motto, designs that are used by a as expressly licensed in another, independent Wizards of the Coast, Inc.; Authors Jonathan Tweet,
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a challenge to the ownership of that Product Identity.
Dave Arneson.
Allure of the Sea, Copyright F. Wesley Schneider;
modify, translate and otherwise create Derivative The owner of any Product Identity used in Open Published by Ronin Arts www.roninarts.com.
Material of Open Game Content. (h) "You" or Game Content shall retain all rights, title and interest
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FUNGUS CAVES
All artwork is 2003 - Edward Bourelle and may be reproduced for personal use only.

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