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The Salvation of Korthos - The Homebrewery Letter - Nomargins-Fixed

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The Salvation of Korthos

A Dungeons & Dragons Online Module


for Pathfinder
Contents
Cover Image Credit: Neverwinter Nights
Adventure Background 3 Module Credits: Dungeons and Dragons Online and
Adventure Summary ..................................................3
ddowiki.com

Prologue: Shipwreck Shore 4 Disclaimer: Some of the text is taken straight from the
ddowiki or the Dungeons and Dragons Online game itself,
The Grotto .........................................................................5 the rest is mine where I used it to fill in the gaps and build on
the story. I have made an effort to blend the two and therefore
Chapter 1: Devourer’s Night 8 do not quote the original text.
Korthos Village ...........................................................8
Heyton's Rest ................................................................ 10
The Raid on Korthos ........................................... 12
Chapter 2: Sacrifices 15
Korthos Island ........................................................... 15
Sacrifices to the Devourer ...........................17
Redemption .......................................................................20
Chapter 3: Misery's Peak 23
Concluding the Adventure 31
Appendix 32
Appendix A: Bestiary ............................................. 32
Sahuagins .................................................................................... 32
Devourer Cultists ....................................................................... 35
Ice Spider .....................................................................................36
Arcane Skeleton ......................................................................... 36
Iron Defender ..............................................................................37
Appendix B: Magic Items ....................................38

CONTENTS
2
Adventure Background

T
wo years prior the the events in the Salvation
of Korthos, a colony of Mind Flayers
discovered a lost Quori artifact... something
called a Mindsunder. They soon discovered
that this giant green crystal could amplify
psionic powers beyond the measure of any
artifact they had encountered before. The
discovery of the Mindsunder meant a new path for the Mind
Flayer colony to the Grand Design - the endeavor to rebuild
their lost empire which was overthrown during the Great
Revolts thousands of centuries ago. Arrogant Darastrix
Achthend immediately took to investigating the Mindsunder
as a way to re-establish their Mindflayer Empire.
Darastrix Achthend first took the Mindsunder and moved
to the lost continent of Xen'Drik. Here he tested the artifact's
power by dominating the weakest willed of all dragonkind, a
white dragon. Darastrix broke the will of the white dragon
Aussircaex forcing her to be Darastrix’s bodyguard.
Emboldened by his success with the dragon, Darastrix
took up residence on an island inhabited by both humanoids
and Sahuagin called Korthos Island. His goal on this small
island was to investigate how many thralls could be subjected
under the power of the Mindsunder. Darastrix, and his
dragon bodyguard, made their stronghold in the largest
mountain on the island, Misery’s Peak. Once inside the
mountain, Darastrix discovered that it contained an operating
temple to the evil god the Devourer. He immediately
constructed a plan to use the already established evil cult on
the island, The Cult of the Devourer, as a means for Credit: Deligaris
brainwashing the humanoids in secret. Darastrix used the
Mindsunder to take control of the Cult of the Devourer In chapter 2, the PCs explore Korthos Island to search for
leadership and began converting Misery’s Peak into a horrific the missing Lars Heyton and rescue villagers kidnapped
laboratory for studying the strength of the Mindsunder. during the raid. By the end of Chapter 2 the PCs find Lars
Heyton, who reveals to the PCs that a mindflayer is
Adventure Summary controlling the cultists and the dragon with a powerful
artifact called the Mindsunder. Now, rather than destroying
This is an adventure adapted from the Dungeons and Dragons
the evil White Dragon the PCs have to destroy the
Mindsunder and set it free to save the island.
Online video game. The PCs begin at level 1 and should be
After traveling to Misery’s Peak, the location of the
level 3 by the time they reach Misery's Peak. Mindsunder, the PCs are given the mission of destroying the
Mindsunder while the others distract the Dragon. The PCs
After being shipwrecked on their way to continent of journey through a frozen temple devoted to the Devourer and
Xen’Drik, the PCs awake on a snow covered jungle island. then finally into the inner sanctum, a laboratory where the
The island is home to the village of Korthos who are being Mind Flayer Darastrix is conducting experiments on the
terrorised by the Cult of the Devourer and a White Dragon. Mindsunder and brainwashing the villagers. In the final
The PCs meet Jeets, Talbron, and Cellimas who journey with encounter, the PCs destroy the Mindsunder causing the
them through a Grotto of Sahuagin Devourer worshipers to dragon to turn on Darastrix.
Korthos Village.
As the PCs investigate the town, they learn that the Heyton
family has defended Korthos for generations from the Who are the Cult of the Devourer?
Sahuagin, but the village is overwhelmed by the Cult of the The cult is featured as the prominent foe
Devourer. And to make matters worse the current heir to the throughout this adventure. They are a group of
line of Heytons, Lars Heyton, has gone missing. The PCs sahuagin and humanoids who worship a god called
uncover a plot by the cultists to unleash the undead on the the Devourer; the raw destructive power of nature
town. The first chapter ends with the PCs invited to a town and undeath. The Devourer is a member of a circle
council meeting, where they help to make choices about the of evil gods called the Dark Six. Many sahuagin
defense of the village from a full on Sahuagin raid. worship him willingly, but his human worshipers
have been brainwash by the Mindsunder.
Prologue: Shipwreck Shore

M
any people travel to the newly Jeets Shimis (halfling male Rogue 6) is a gregarious and
discovered continent of Xen'Drik each jovial halfling. He tagged along with his companions, Talborn
year. Most know that the journey is and Cellimas, when they were hired to clear this area of
difficult, but no one expects their ship Sahuagin. He cares more about what he can scavenge than
to be attacked by a White Dragon. This about fighting sahuagin. The group is about to venture into
adventure begins with the PCs washing the Grotto, a watery cave system that leads to Korthos
up on island after their ship is Village, and are more than willing to help the PCs get there
destroyed by a dragon. They meet a group of adventures who safely.
have been paid to rid some caves of Sahuagin. The PCs learn
about adventuring while traveling with the group and Campsite
eventually arrive at Korthos Village.
Jeets leads you to a small camp is up on the hill. Three large
Waking on a Beach tents circle a lit fire. The warmth of the campsite is a welcome
protection from the icy wind. Around the campsite lay piles of
You find yourself waking on a shore of flotsam. The wind is
scavenged debris from multiple different shipwrecks.
chill and icy. Is this Xen'Drik at last? Suddenly, memories of a
large white dragon striking your ship come flooding back.
This is where Jeets, Talborn, and Cellimas made camp a
Around you the small bay holds many large icebergs. The couple days ago looking for an entrance to the Sahuagin
broken hull of a your ship floats in the distance. As you look enclave. Jeets is willing to trade with the PCs any of the
around, it is obvious that this island is home to jungle flora, valuables he has collected from the wrecks. Talbron Tewn
but snows gentilly fall from the darkened clouds above. It’s (Warforged Sorcerer 6) stoically sits on a crate in the camp
very cold for a jungle. watching the survivors of the shipwreck. He is friendly and
will engage the PCs only if they talk to him. Talron is waiting
for Jeets to finish his scavenging, then they will go meet
A DC 10 Perception check allows for the characters to find Cellimas who is currently away searching for the cave
some items among the wreckage. After the PCs have been entrance.
able to gather themselves and explore their surroundings
they are approached by a halfling rogue who has been Development
scavenging the wreckage further down the beach. Once the PCs have explored the camp and talked to Jeets and
Slavage Talborn, Jeets tells them, “Here's the deal. Cellimas is waiting
d4 Loot Type
for us in a cave up the path. Go 'n tell her we'll be along
shortly, just as soon as we finish with all the... salvage on the
1 1d100 Copper coins beach.”
2 Potion of Cure Light Wounds
Jeets Shimis
3 1d6 Arrows or Bolts
4 Random Luxury Item

Meeting Jeets
You are approached by a halfling. “Hoy, were you on that ship
that got attacked by the dragon? You're the first survivor we've
seen, and sailors been washing up for hours. The name’s Jeets.
Its 'right dangerous to walk around in your condition. For my
good deed of the day, I can take you to my camp to recover.
Come on. Follow me.” Jeets runs towards his camp. If what the
halfling said was true, no one but you made it to the island
alive. It may be worth following this rogue... for now.

Credit: Sirick-J-Griffardo
The Grotto
1 Cave Entrance Portcullis, wooden
The portcullis made of large wooden stakes and is shut. It
A cleric stands in front of a mound of large leafed jungle plants can be opened with a lever in the tunnel to the north, DC 20
covered in snow. It is only when you approach closer that you
to lift; DC 15 to break, or a Hardness 5; 30 hp to smash.
notice the snow covered plants are concealing the entrance to
a cave. Development
Once a PC is able to get past the portcullis read:
Cellimas Villuhne (Human female Cleric 6) is the leader of
the small group, which she leads with both wisdom and You hear the shuffling and wheezing of some creature coming
intelligence. Upon any prompting by the PCs Cellimas from the corridor ahead.
Villuhne tells them, 'I've been hired to clear this cave of
Sahuagin. Jeets and Talbron are supposed to help me; I hope The corridor is filled with, odd fishlike frescos and candles in
they don't tarry too long. If you come with me, you should be a fish skull light the way. Before the corridor continues on
comfortable with Sahuagin blood all over that rusty weapon deeper into the mountain, a corroded lever at the rear
of yours.' Under no circumstances will she reveal who hired controls the gate where everyone else is waiting. An Aging
her. Jeets and Talbron join the group after a few minutes. Sahuagin Warrior is guarding the lever. When he sees a PC
Cellimas Villuhne
he yells, 'I'll swim in your blood!' and attacks.

Sahuagin Warrior
This one is quite old (HP 4, see Appendix A).

3 It's a Trap!
The corridor winds with more fish frescos and large
whalebone structures. Until you arrive at another large door.
Cellimas Villuhne says, 'The evil aura is oppressive.
‎‎‎‎‎‎‎ Sahuagin are behind this door.' Allow for perception checks
Credit: Josh Calloway that don't notice anything and for preparation of battle. When
the group is ready to proceed read:

2 The Grotto Cellimas Villuhne yells, 'CHARGE!' The door opens to a large
This Grotto is damp, dark and forbidding. Strange odors cavern, water drips from the rock above making the stone
mingle with the cold sea drafts, and whispered chants echo in floor slippery. The floor itself slopes down gently to the center
the distance. It's warmer in here than outside and a small shaft of the room where a wooden gate covers a pool of water. Off
of light projects from the ceiling casting enough light to show to the west is a heavy door made of metal. Above in the
a room filled with ankle deep water and a wooden portcullis at darkness you can see balconies of rock. The room is empty.
the other end. There is a ledge over the portcullis with an Jeets Shimis looks confused, 'Hoy, where's the bloody
alarm bell, obviously some sort of primitive lookout. sahuagin?'

The Sahuagin fortified the entrance to their enclave in this


grotto. The lever to open portcullis is down the corridor on After 2 rounds 1d4+1 Sahuagin Warriors (see Appendix
the other side of the portcullis guarded by an aging sahuagin A) jump down from the balconies. Then 2 rounds later a
warrior. The rocks in the grotto allow for a climb up to the second wave arrives (1d4+2 Sahuagin) and jump down from
observation platform on a successful DC 10 climb check. the balconies. The final wave (1d4+3 Sahuagin), arrives
Fast running water from the ceiling has created a crevasse another 2 rounds later. The balconies are 12 ft. above the
that can be jumped down to the 1st floor, a successful DC 10 ground the slippery rocks make the climb very difficult. It is a
Acrobatics check allows the PC to take no damage, failure DC 30 to climb the smooth slippery stone.
causes them to take 1d6 damage.
What are Cellimas & company doing?
Verbally describe that the companions are fighting
Door Blade Trap
their own Sahuagin. Jeets doesn't care to fight, he'll CR 1
probably be checking out the door or stabbing
Sahuagin in the back if he has to. Talbron will be Type mechanical
slinging Magic Missiles, Scorching Ray, Hold Perception DC 20; Disable Device DC 20
Monster, and the occasional Lightning Bolt.
Cellimas Villuhne will cast Prayer, Cure Moderate Effects
Wounds, Command, or Searing Light. Or she will
use her Heavy Mace to bludgeon foes. Most of all Trigger location; Reset manual
make sure they fight alongside the PCs and are not Effect Atk +10 melee (1d8+1/×3)
show stealers.

The Key
The pool of water contains the key to the heavy metal door at
the bottom. A DC 16 Perception check finds the mechanism
to unlock the wooden gate and a DC 18 Disable Device opens
the gate. The pool of water is dark and deep, but not made of
stone. It is a metal cage, through which the PC can see the
ocean beyond. Swimming down to the bottom takes 2 rounds
and another 2 rounds to return to the surface. (See rules for
holding breath) Finding the key at the bottom requires a DC
15 Perception check to feel around on the bottom. This takes
1d4 rounds on a successful check. If the character has light, a
successful check finds the key without adding additional
rounds.
Wooden Gate
The wooden gate is made of large wooden stakes and is shut. Credit: http://ddowiki.com
It can be opened by finding the unlocking mechanism next to
the pool of water; a DC 15 to break, or a Hardness 5; 30 hp to 5 The Shrine
smash.
You continue on further into the cavern. The sounds of
Metal Door chanting become louder. Then you round a corner to see three
This is a heavy door made of iron. I takes a DC 30 to pick the Sahuagin chanting over an altar smeared with blood and
lock without the key. It has a Hardness of 10, 60 hp to smash;
or DC 28 to break. seaweed. Cellimas Villuhne says quietly, 'There she is...
performing some kind of profane blood magic.'

4 The Shrine Gate The Sahuagin High Priestess (see Appendix A) and her two
Sahuagin Elite Guards (see Appendix A - Sahuagin Veteran)
The dampened cavern corridors wind around through more have their backs to the group, but attack as soon as they
seascape frescoes and bone carvings. The smell of rotten sense their presence. The alter to the Devourer is in the
seaweed becomes more pronounced as you enter another
highest point of the room. Natural stone tiers create large
steps from which the altar is approached from the bottom.
cavern. Water Cascades from the ceiling into this cavern
The High Priestess is performing a ritual is on the highest
causing it to pool into a foot of frigid water before draining tier 8 feet from the floor of the cavern.
away. At the north of the room is another door composed of Knowledge Religion DC 15 identifies the shrine as one of
iron bars. Cellimas Villuhne says, 'The High Priestess should be the cult of the Devourer. The Devourer represents the raw
up ahead. The onus for much suffering rests squarely upon her destructive power of nature. The Devourer lords over the
slimy webbed hands.' deep and as such sailors of all walks of life often pay him lip
service for safe voyages. Aquatic races such as sahuagin and
lizardfolk also revere the Devourer. Shrines to the Devourer
are usually built of wood, and many are roofless, allowing rain
This gate protects the shrine of the Devourer from the rest of to enter freely. Others are built on the water itself, either on
the enclave. It is trapped with a blade trap. If not disarmed lakeside barges or in the cabins of seafaring vessels. They
first, two large vertical blades jet out from the wall attacking stink of blood and are hung with rotting seaweed.
anyone standing directly in front of the door.
Secret Door to the Village
Sahuagin High Far to the west of the cavern is a wall made from common
Priestess masonry.

CR 3 Anyone who approached the wall will notice a stiff draft of


Hit Points 33 (see Appendix A - Priestess) cold air. A DC 15 Perception notices the secret door, which is
activated by pushing a stone in the wall. The stone door slides
open to reveal a dusty and forgotten store room in the village
of Korthos. Cellimas Villuhne says, 'It looks like we are done
Treasure here. But first I want to reward you for your assistance.' She
A locked chest DC 13 Disable Device sits deeper in the gives the PCs a cut of the reward for helping to clear out the
cavern. The chest contains a Ring of Waterbreathing (see cave of the Sahuagin cultist. The cut is 500 gp for the whole
Appendix B), 2d4 × 10 gp, an aquamarine gemstone, and two group, however she can be negotiated up to 600 gp with a
pearls. successful Diplomacy check.
Story Award
Any PC that helps Cellimas cleanse the Altar to the Devourer
gains the group an extra 200 XP.

The Grotto Map

Credit: Mjoll
Chapter 1: Devourer’s Night
Like Captain Sinderwind, Captain Rinar d'Thuranni of
Stepping out of the grotto, the PCs find themselves in the Sojurn is also stuck in Korthos Village because of the
Korthos Village. The Sahuagin have threatened this village sudden climate change. Due to the situation he is irritable
for generations - judging from how it looks now, the Sahuagin and avoids talking to the villagers until the situation is
are winning. However, some hopeful souls still hold out for resolved. He irately states, “I can ill afford any more time on
help to arrive. this backwater island. But my crew refuses to depart because
of that accursed Dragon.” The crew of both ships travels back
and forth between the dock and the tavern.
The other resident of the dock is Dryad Willowisp (elf
Korthos Village cleric 1), who can usually be found sitting on the edge of the
dock calmly praying and contemplating her splendid divinity.
Seaside Village (Currently Frozen Over)

LN village 2. Graveyard
Corruption +0; Crime –4; Economy –1; Law +2; Lore The graveyard is where all Korthos’ dead are interred; the
+1; Society +0 only living inhabitant is Jocoby Drexlhand who tends to it.
Qualities rumormongering citizens, superstitious He is a stern and gruff Crypt Keeper and is secretly a
Danger +1; Disadvantages impoverished member of the cult of the Devourer. It will be learned later in
the chapter that he has been sneaking the Sahuagin into the
Demographics village. The largest structure in the graveyard is Heyton's
Crypt, a building dedicated to the family who has defended
Government autocracy Korthos from Sahuagin for ages. The quest Heyton's Rest
Population 187 - This number has been reduced
given that a many are being brainwashed into
begins here.
following the cult of the Devourer.
(143 humans, 20 elves, 14 dwarves, 6 halflings, 4 3. Korthos Hall
half-elfs) Korthos Hall is the center of political life in the village. This
building is warmer than the rest in the village despite having
Notable NPCs no operating fireplaces. It is the town hall and where mayor
Viggie Storr mayor can be found. Viggie has been Mayor for
Mayor Viggie Storr almost fifteen years, and in that time Korthos Village has
(LG male human aristocrat 3/expert 7) enjoyed prosperity. The threat of the Sahuagin is something
City Watch Ursa Jernsvard
(LN female human fighter 4)
that he is ill suited to counter without the help of the Heytons,
Barkeep Sigmund Bauerson
and he knows it, but Viggie is hesitant to let anyone else call
(N male human expert 4/warrior 1) the shots for the villagers. In the basement is the town's last
cannith crystal. The ancient crystal radiates a warm heat that
Marketpalce is keeping the town from freezing over. The rest of the
crystals have been destroyed in a raid by the cult of the
Base Value 250 gp; Purchase Limit 1,250 gp; Devourer. If the PCs attempt to talk to him before Chapter 2,
Spellcasting 1st he will answer, “Please stranger, leave us be. If the Sahuagin
Minor Items 1d4; Medium Items 1d2; Major Items or their cultist spies see me talking to you, they'll say I'm
— asking you to fight them.”

Points of Interest
1. Docks
Giant icebergs block harbor of Korthos Village keeping all
traffic from entering or exiting. Captain Valeria Sinderwind
Captain, sails to the coastal city of Stormreach regularly but
is stuck in Korthos Village. She projects an image of calm
authority when speaking to anyone.
Credit: D&D Online
4. Town Center Brother Malden (human cleric 3) , the village cleric and
follower of the Silver Flame. He is welcoming and spends
The town’s center is a circular dirt area in the middle of the much of his time in missionary work as much of the residents
village where villagers often meet to exchange wares, share of Korthos village are not religious. He does not have a
gossip, and play games. It has had considerably less traffic church, and offers services out of a little shack that serves as
since the jungle island became icy. But a few people still set both his house and a shire to the Silver Flame.Innif Ross
up stalls to hawk their wares. Dax Boon is a purveyor of (human warrior 2) is an overly confident city guard who has a
many goods. He will buy almost anything the PCs are selling few words of advice on weapons mastery but usually gets
and has a storehouse with most things they might need, many of the facts wrong.
however it might not be the best quality. Dalsamira Courdry is a friendly candle maker with
Bertram Sharpwood is a scrimshaw vendor. He carves the horrible facial scars. She doesn't like to talk about them.
bones of large sea animals, into beautiful pieces of art. When
appraising a work of art whether his or someone else's, he Additional NPCs
prefers to sniff it to determine its quality.
Wilma Oaksworn is a Fishmonger. Although, she sells Kaja Bauerdatter is a pretty young red headed woman. She
other tropical food items. Her husband is the best fisherman is very social and can be found at many places around town,
on Korthos Island. She likes to give people nicknames when particularly Korthos Hall, the Marketplace, and the Tavern.
interacting with them. Informally, the people of Korthos see her as the heart of the
village due to her compassionate nature. She is the source of
5. Village Gate many rumors and is currently upset by the sounds coming
from the Heyton's Crypt. She is also smitten with Lars
This large metal gate is kept locked while the town is under Heyton who has currently gone missing.
siege from the cult of the Devourer. Many crates have been Riana Montague (halfling rogue 1) Riana is wise and
placed in front of the gate to make it a more defensive skilled for a fledgling adventurer, and especially talented at
position. Its watched over by Ursa Jernsvard (LN human dealing with locks and traps. She can be found wandering
fighter 4) an experience city watchwoman and Askel the village looking for somewhere to test her skills.
Bauerson (LN human warrior 3) a young and bold Gate Baldar the Bold (CG male human ranger 3) is an expert
Guard who guards the gate into the Korthos Island spear fisherman and village daredevil. He is beloved by the
wilderness area. village for his wild antics and his eagerness jump to the aid of
an endangered villager.
6. Wavecrest Tavern (Inn)
Just off the town center is the Wavecrest Tavern. This two Rumors Around Korthos
story building timber building is adorned with all sorts of For each hour a character spends talking to the villagers, a
nautical implements, nets, anchors, old navigation tool, flags, character can make a DC 10 Diplomacy check to gather
etc. A flock of parrots perches on the roof. Inside is furnished information. If the check succeeds, roll a d10 and consult the
with many small tables. Accomodations upstairs consist of table to determine what the character learns.
several large rooms with beds and straw mattresses and a
mezzanine with several wooden cots. The tavern is best d10 Local Rumors
known for selling Old Sully's Grog that comes in both the 1 The snows don’t really come from the dragon. They
Vintage and Regular variety. The owner is a tall male human are a punishment from Arawai. (False)
named Sigmund Bauerson (N male human expert 4/warrior
1); however, he does not conduct business directly with the 2-3 I swear to Siberys, there's unholy wailing comin'
PCs, letting his wife, Ingrid, take care of this. His children from Heyton's Family Crypt.
include Askel, Gunnar, Kaja, and Merla. Merla spends her 4-5 The Sahuagin worship the Devourer, sure, but the
time waiting tables and chatting with the locals. real trouble was when they started taking our people
and brainwashing them into doing the same... and
Patrons include: then the Dragon showed up.
Byron Scoutsword (warforged barbarian 1) Surprisingly 6-7 The Sahuagin say that the Dragon was sent by the
calm and collected for a barbarian, Byron awaits your Devourer himself. (False)
command. - Byron looks down at you with a breathless stare. 8-9 No one has seen Lars Heyton in weeks. The
Virgil Anvilhands (human fighter 1) Eager and anxious, Heyton’s have defended this village from Sahuagin
Virgil fumbles with his weapons in anticipation of adventure. for as long as anyone can remember. Many villages
- Virgil awkwardly stands before you. are starting to think he is a coward.
Elizabeth Cinder (human sorcerer 1) Impulsive and 10 The Cannith Crystals in Korthos Hall help us stave off
expressive, Elizabeth is especially fond of setting things - the cold. But without them, Korthos will freeze over
anything - on fire. - Elizabeth shifts uneasily back and forth within a week.
waiting for adventure.
Heyton's Rest
Kaja Bauerdatter asks the PCs to investigate odd wailing Strange... sarcophagi line the walls, but they're broken open -
sounds coming from the Heyton Family Crypt. This crypt is in and empty! Where did the bodies go?
the cemetery on the west side of Korthos village.
Unbeknownst to everyone the Sahuagin plan to raise the The entrance to the crypt makes an abrupt right angle to the
village's dead and use their own dead heroes to attack the east, but the wall to the West is a secret passage. A DC 14
town. Perception check reveals a secret passage to the treasure in
area 4.
Talking to Kaja Bauerdatter
When the PCs talk to Kaja she will tell them that, “there's 2 Hallway Cultists
unholy wailing comin' from Heyton's Family Crypt. No one
wants to check on it, for fear of the Sahuagin and their Progressing down the hallway to the east you hear voices
croonies. But what could they want with Heyton's crypt? ahead and down a short flight of stairs. Devourer Acolyte says,
Who are the Heytons? My da used to tell me stories of the 'Hurry it up! The sahuagin need more corpses!'
Heytons. Hundreds of years ago when the Sahuagin first
came, Bjorn Heyton fought 'em tooth and nail. And when he When the voices come into view the PCs see a Devourer
died, his children fought them. And when they died, their Disciple (see Appendix A) trying to move a body that has
children fought them. Oh, Lars... Lars Heyton was the last of been recently removed from a sarcophagi. A Devourer
them, and I was... well nevermind that. He's gone missing, Acolyte (see Appendix A) is standing over the disciple
and everyone thinks he's dead. But I know he's still alive. barking orders. When the Devourer Acolyte sees the PCs he
What if this wailing has something to do with it? You have to says, 'What... no one from the village is supposed to be in this
go and look! crypt! Kill the spy!'
The end of the hallway turns into a T-intersection with one
1 Crypt Entrance passage heading south and immediately ending in a closed
wooden door (Crypt Chamber A); the other passage heading
For generations, the Heytons protected the village from north.
Sahuagin attacks. But now it looks like the Sahuagin have
finally won, for all the Heytons are dead... or so it seems. Other Cultist Hallway Encoutners
Coming from deep in the crypt, you hear the strange and
1. A Devourer Acolyte is ordering around two Devourer
Disciples. Devourer Acolyte says, 'Put your backs into it!
unsettling echoes that Kaja spoke of. And by the passage
The bodies inside won't get themselves out!'
leading in, a grim-faced man glares at you.
2. A Devourer Acolyte is conversing with a Devourer
As soon as the PCs enter the crypt they notice that everything Disciples. He says, 'What do the Sahuagin need these
is sealed off with a large iron gate and guarded by Jocoby corpses for anyway?' Devourer Disciple says, 'They're
Drexlhand (see Page 13). As you approach, he replies: “I gonna get reanimated into undead. Then the sahuagin will
haven't seen you before. You're new to Korthos? Hmm... Well, set 'em loose on Korthos.
you should go back up to the village. This crypt is falling 3. Two Devourer Disciples are busy arranging bones on the
apart. you could trip on some rubble and... hurt yourself. On a floor of the crypt into a skeleton.
DC 16 Diplomacy or DC 10 Intimidate check Jocoby opens
the gate and says, “Fine! Don't come crying to me after you
trip in the dark and break your neck!” If pressed further about Heyton Family Crypt
his job, Jacoby Drexelhand replys, “Heh, who has time for
menial chores with Korthos' impending doom? The sahuagin
want to destroy the village, and the only safe people are the
ones who join their Devourer cult. Mark my words, in a
month's time, the only people left in Korthos will belong to
the cult.

Jocoby Drexlhand
Part of Jocoby’s flaw is that he will do anything to
survive, so he will try to talk his way out of any
physical confrontation with the PCs. He is a key
figure in the end of this chapter.

After PCs venture into the crypt a few feet, read: Credit: Mjoll
3 The Three Lesser Crypt Chambers Treasure
Luxury items have been interred with the dead and the
Through a rotted wooden door, the stone floor ramps down
occasional 1d10 gold pieces in a urn. The champions carry a
into a lower crypt chamber. This chamber is obviously for
masterwork weapon of the same nature of one of the PCs.
Although, some might see this as grave robbing.
someone special… There's a Sahuagin in here, performing
some kind of ritual, "Come, dead son of Korthos. Rise and do Story Award
my bidding!" Award the PCs 300 XP each time they prevent Kargwulf,
Bjorn, and Kyleanne Heyton from being raised as undead.
Crypt Chamber A
This chamber has a Sahuagin necromancer (see Appendix
A) performing a ritual over a profane altar. Nearby is an 4 Treasure Chest
already awakened Zombie. Atop the altar is a corpse waiting
to be awakened as an undead (use the stats for Skeletal A chest! It's out in the open and unprotected... and that's
Champion) a well as other bodies laying at the foot of the probably what the dead cultist by the chest thought.
altar. If the altar is not destroyed in 1d4 rounds the corpse on
top awakens and attacks the PCs. When the Sahuagin A treasure chest sits in the middle of the hallway outside
Necromancer dies, he says, 'Korthos will be overrun with its Crypt Chamber C. An acolyte of the devourer lies dead next
own dead. You can't... stop us.... (gak)' to the chest. A DC 10 Intelligence check can determine that
the chest is there to deter greedy grave robbers. A DC 10
Crypt Chamber B Heal check can observe acid marks all over the dead acolyte’s
This chamber has a Sahuagin necromancer (see Appendix body. A DC 20 Perception check can notice something odd
A) performing a ritual over a profane altar. Nearby is an on the wall: a sculpture of a face with fresh acid in its mouth.
already awakened Skeleton. Atop the altar is a corpse If the chest is open before it is disabled, acid sprays out of the
waiting to be awakened as an undead (use the stats for wall as the gate slams shut.
Skeletal Champion) a well as other bodies laying at the foot
of the altar. If the altar is not destroyed in 1d4 rounds the
corpse on top awakens and attacks the PCs. The Sahuagin
croaks, "Kragwulf Heyton, in life you served the light... or the Acid Spray Trap
Sahuagin Necromancer says, 'More bodies, human! Bring me CR 1
more bodies!'
Type mechanical
Crypt Chamber C Perception DC 20; Disable Device DC 20
This Sahuagin necromancer is dead. Apparently his new
skeletal champion (use the stats for Skeletal Champion) had Effects
no loyalty to him. The glowing red fury in his eyes say that he
is not loyal to much any more. The skeletal champion took Trigger proximity; Onset Delay 2 rounds; Reset
damage from his fight with the necromancer and down to 14 automatic (after 10 minutes) Effect spell (two acid
hp. Nearby are two already awakened Skeletons. splash spells per person; +5 ranged touch; 1d3
acid damage)
Altar of the Devourer
An altar of the Devourer stats are: hardness 5, HP 20. Altars
of the Devourer are inanimate objects that need to be The treasure chest contains 2 copper coins as an insult to
destroyed. Destroying the altar also prevents the Heytons potential graverobbers.
from being raised as undead foes. Because of their evil
alignment, weapons and abilities that do extra damage to evil 5 The Final Crypt
creatures (such as good-aligned weapons or the paladin's
Smite Evil ability) will bypass hardness. A magical barrier blocks the way, and behind it another
Sahuagin performs unholy rituals at a Devourer Altar! This
barrier appears linked to a mural on the wall that depicts a
cleric healing healing the wounds of injured villagers. Sahuagin
Necromancer says, 'The Heytons have ever been a nuisance. I
shall enjoy perverting their remains against their own cause!'

Solution: Lowering the barrier takes a casting of a cure spell


on the mural. The barrier radiates a conjuration aura on a
casting of detect magic.
‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎
Credit: DDO
This chamber has another Sahuagin necromancer (see Treasure
Appendix A) performing a ritual over a profane altar. Nearby The remains of Kyleanne Heyton d'Cannith carry a +1 steel
are two already awakened Zombies. A Devourer Acolyte shield in addition to a masterwork weapon.
(see Appendix A) is prostrated worshiping the altar and the
necromancer. Atop the altar is a corpse waiting to be Development
awakened as an undead (use the stats for Skeletal After the quest the villagers will want to know if the PCs
Champion) a well as other bodies laying at the foot of the encountered Lars Heyton in the crypt.
altar. If the altar is not destroyed in 1d4 rounds the corpse on
top awakens and attacks the PCs.

The Raid on Korthos


"Hero". It is on the people's lips as you walk by. Cautious
looks have become friendly nods. Then word comes that your
presence is requested in the tavern.
What happen to Jeets, Talbron and
Desperate Counsel Celllimas?
They were hired by Lars Heyton and are off doing
Given the PCs' reports of Heyton's Crypt, the continuing raids another job for him uncovering the mystery of the
against the village, and new rumors of the cults invasion. The dragon. The PCs will meet them again in Chapter 3.
leaders of Korthos Village call a council meeting to
determine what should be done. As the most capable
adventurers in town, the PCs are invited. The meeting takes
place during the day. Mayor Storr summons the PCs to
Korthos Hall, where Sigmund Bauerson, Baldar the Bold, Ursa: It's her job to execute whatever decision the council
and townwatch Ursa Jernsvard are waiting. makes, so she particularly divided as she argues “any defense
of the docks will prevent the cultists from getting to you
You are all gathered in the sitting room of Korthos Hall, there
Sigmund or the Cannith crystal. Sure the human cultists will
sneak in other ways, but the dock is where we will stop their
with you are Mayor Storr, Sigmund Bauerson, Baldar the Bold,
Sahuagin masters.”
and townwatch Ursa Jernsvard. “Well, you all know why we're Mayor Storr: Flustered and indecisive.The mayor doesn't
here,” Storr says without preamble. “We have word of another really know what to do, he mainly warns that many people in
raid by the Cultist of the Devourer. If they succeed this one Korthos appear to be normal villagers, but don Cultist robes
could break the village.” when their Sahuagin masters arrive. He insists that they are
still people of Korthos and that they have been brainwashed,
This is a chance for the players to throw in their own advice but he doesn't know to what extent. Please restrain from
about how Korthos Village should meet the threat .The harming them, maybe we can find a cure. What do you
council members have their own opinions. think?"
Sigmund: There is a traitor here in the village. Someone This is an encounter best resolved through roleplaying. Let
who has given himself to the Cult willing... mad as that is. We the players argue their case for whichever response they
now know what his next move will be. The fool is planning to favor. If You feel they have argued persuasively, their position
attack the Tavern, and kill me. But when he arrives with his should carry the day. Since the PCs are probably arguing for
Sahuagin allies, he won't find me. He'll find (the PCs)! Don't a position favored by at least one of the council members, all
worry. We will ambush most of the Sahuagin before they get they really need to do is convince the other two who hold
near the place. But make sure you kill the Traitor! Under no solid positions-the mayor is undecided , and Ursa doesn't
circumstances allow him to get away. His name is Jacoby want to bully him into agreeing with her. Sigmund is
Drexelhand. unfriendly toward characters who try to argue against his
Baldar the Bold: The cult came and destroyed our Cannith plan of capturing the collaborator and assassin. The
Crystals. We tried to stop them... Vogel was hit pretty bad, consequences to the plan the PCs devise are detailed in
and I think I broke my ankle. But we got away with one consequences during each event.
crystal. Just one. We put it in the basement of Korthos Hall. Story Award
They'll come back for it tonight, and we're in no shape to stop Award the PCs 400 XP if they succeed in persuading the
them. We must protect the crystal! These crystals were council to adopt their preferred course of action.
holding back all this unnatural ice. With the one remaining,
we might still be able to stave off the cold. But without it,
Korthos will freeze over within a week.
Night Raid on Korthos
The raid happens the night of the meeting in Korthos Hall. Jocoby Drexlhand
There is not much time for the villagers to prepare. During CR 3
the raid the cultists attacking from the docks as well as from
a hidden entrance in the Wavecrest Tavern, where Jacoby lets XP 800
the cultists in. The order of the events depend on how the CE Medium humanoid (human)
PCs decided to defend the village. Init +5; Senses Perception +1
Any time throughout the raid if the PCs are outside they
can see a white dragon flying in the sky. The white dragon Defense
looms menacingly above in the cold night air. It locks eyes
with one of the PCs as they run through the center of town. AC 18, touch 13, flat-footed 15 (+1 Dex, +5 Armor,
In reality the mindflayer is watching the raid through the +2 Deflection)
dragon and keeping tabs on his minions. Hit Points41 (5d10+10)
Fort +5, Ref +2, Will +2
Defensive Abilities Heavy Fortification
Event 1: Substitute for Barkeep
By nightfall, many of the villagers have gone to sleep. Still the Offense
Collaborator hasn't shown with his Sahuagin. Suddenly, you
Speed 30 ft.
hear sounds of battle down by the docks, and the figure of Melee sickle +8 (1d6+2) or unarmed strike +7
Jacoby Drexelhand steps out of the door from the basement (1d3+2)
into the tavern. He is visibly disappointed to see you in place
of Sigmund, but he recovers quickly, “Sahuagin blame me for Tactics
your heroics. I'm sick of your tampering!”
Before Combat Jocoby drinks a potion of Sheild of
Faith.
Jacoby orders the Sahuagin and the cultists to attack the
PCs, while disappearing back into the cellar. “You'll be too Statistics
busy with the Sahuagin to fight me!”, he snears. The battle
inside the tavern consists of two Devourer Disciples (see Str 14, Dex 13, Con 12, Int 10, Wis 12, Cha 15
Appendix A), two Sahuagin Warriors (see Appendix A), and Base Atk +5; CMB +7(+9 grapple); CMD 18(20 vs.
one Sahuagin Adept (see Appendix A). grapple)
A DC 15 Perception check reveals a small lockbox behind Feats Improved Grapple, Improved Initiative,
the counter and a DC 15 Disable Device opens the lockbox. Improved Unarmed Strike, Weapon Focus (Sickle)
Inside, are coins that Sigmund has taken recently from the Skills Bluff +7 , Intimidate +10 , Survival +6
tavern partons: 54 gp, 70 sp, and 132 cp. Languages Common, Sahuagin
If the PCs follow Jacoby into the cellar they find it empty. Combat Gear potions of cure light wounds (2),
Drexelhand isn't here. However, webbed footprints on the potion of enlarge person; Other Gear Devourer
ground betray the location of a secret passage. A DC 15 Chain Shirt, sickle, 37 gp
Perception check reveals the footprints leading up to a wall
and the secret door. The chamber beyond the secret passage
looks ancient, predating Korthos village. Four more Jocoby Drexlhand
Devourer Disciple (see Appendix A) and one Sahuagin
Warriors (see Appendix A) wait in the passage that travels
through this ancient chamber and ends in a grotto with a
small pool that connecting it to the sea. A profane altar to the
Devourer has been erected here and Jacoby Drexelhand is
kneeling praying for victory. For a more difficult fight add two
Sahuagin Warriors (see Appendix A) with him.
Consequences
If the PCs come here second Sigmund is injured (he is
currently dying at -4 hit points) and Jacoby flees. If the come
here last Sigmund is dead and Jacoby has already retreated
to the secret passage.
Story award
If Sigmund survives uninjured, award the PCs 400 xp.
Event 2: Protect the Cannith
Crystal
Consequences
You can feel the life saving heat emanating from the magical Ursa and the villager militia are able to hold their own
crystal Baldar spoke of. But from the shadows approach those against the invasion of Sahuagin, but if the PCs are not here
who would doom Korthos by destroying it. last when Kiv Nerl arrives, Ursa is gravely injured (she is at 0
hp and is in the process of dying).
The basement of Korthos Hall is filled with crates and
supplies. In the back corner of the large room is a blue crystal Event 4: Kiv Nerl
about the size of a man. The cultists attack 1d4 rounds after
the PCs arrive. There are 10 cultist total who descend on A Sahuagin in armor made of seashells lurches out of the sea
Korthos Hall to attack the cannith crystal, 7 of which are and on to the docks. Immediately it begins ordering the
Devourer Disciples (see Appendix A) and 3 are Devourer cultists and Sahuagin “take those villagers”, or attack those
Acolytes (see Appendix A). The cultist need not attack all at armed ones. Many of the raider seem inspired by the presence
once but can come in waves. of this new sahuagin.

Consequences
If the PCs come here second both the Mayor Storr and Kiv Nerl (see Appendix A - Sahuagin Stalker) has come with
Baldar are injured (each at 2 hp). If they come here last, the his Reefclaw pet to make sure that the village is sufficiently
crystal is destroyed and the two are still injured. razed and that they return with new humans to convert or
sacrifice to the Devourer. During this last event, the dragon
Story award circles even lower, menacingly appearing to as if it will land
If neither character is injured and the crystal is not destroyed, and reek havoc on the village at any moment.
award the PCs 400 xp.
Event 3: Invasion at the docks Kiv Nerl
Ursa and the village militia take up a defense of the docks CR 4
because that is where she believes the brunt of the sahuagin
forces will attack from. Indeed when the raid begins, Melee +1 greataxe +8 (1d12+6/x3)
contingent of sahuagin erupt from the icy waters and onto the Combat Style (two handed)
dock. Ursa and the militia are able to hold off the first wave of Feats Power Attack, Cleave, Improved Initiative
sahuagin warriors.
Round 1
Three Sahuagin Warriors (see Appendix A) jump out of the
sea and onto the docks. A fourth Sahuagin Warrior reaches
up from the water and pulls in one of the village militia. All of Aftermath of the Raid
the other Sahuagin engage anyone nearby in combat with
their tridents. Being so close to the sea, the prefer to work As the raid winds down and victory by the villagers is assured,
together to push people in the water. the dragon makes one final swoop over the town so low that it
knocks the chimney off of one of the cottages. You watch as
Round 3 the dragon flies toward Misery’s Peak without even looking
Three more Sahuagin Warriors (see Appendix A) and one back. Your victories have made the village much safer, but only
Sahuagin Veteran (see Appendix A) climb onto the docks. temporarily. It’s time to take the fight to the Sahuagin - out in
The Veteran has the throw anything feat and enjoys throwing
urchins and octopi into the surrounding chaos. the wilds of Korthos Island.

Round 6 Reward
The final wave of Sahuagin leap from the ocean, two Mayor Storr offers the PCs Fintan’s Bite (see Appendix B),
Sahuagin Veteran (see Appendix A) and two Sahuagin Thera’s Rapier (see Appendix B), a Pearl of Power (1st), and
Warriors (see Appendix A). These Veterans, like the one 10 platinum pieces for helping to defend the village.
before, have the throw anything feat and also gain pleasure
from throwing urchins and octopi into the chaos.After the
defeat of all the Sahuagin Veterans, Ursa yells to the PCs that
she and the militia have the docks under control. If the PCs
are here before Events 1 and 2 she urges them to go check on
the rest of the town. If they are here last, she still urges them
to go check on the rest of the town, but 2 minutes after the
PCs leave Kiv Nerl lurches out of the water starting event 4.
Chapter 2: Sacrifices
Cannith Aqueduct
Korthos Island
Korthos Island, one of the many Shargon’s Teeth Islands, lies The ancient Cannith Aqueduct towers overhead. It used to
north of the continent of Xen drik. It's known for its carry water across the island, but has long since dried up. An
abandoned Cannith Manufactury and Misery’s Peak, its entrance in the side of the mountain follows the aqueduct
highest peak. The village of Korthos lies to the north. The further underground.
island is 140 square miles with Misery's Peak rising from its
center. The main force of the Sahuagin invaders are camped A DC 10 Survival near the Cannith Aqueduct reveals
in the wilderness throughout the island, along with the Sahuagin tracks leading into the aqueduct complex. A small
brainwashed Devourer cult members bound to serve them. shrine to the Devourer has been constructed outside the
Any PC with tracking can track the Sahuagin to their lair entrance, where frozen blood and humanoid bodies have
with a DC of 15 right outside Korthos Village to a DC of 10 been sacrificed.
near the Cannith Aqueduct.
You step outside the Village Gates into the jungles of Korthos Shrine to the Devourer
Island. A group of monkeys sits in the trees shivering from the
Followers of the Devourer make sacrifices to their evil god at
cold. The trail ahead leads deeper into the island.
this fell shrine.

Abandoned Cannith Manufactury A very tall shrine to the Devourer has been erected in the
Ruins of a once great building are scattered across the jungle jungle. Large branches have been tied together to make the
floor. Chilled water and chunks of ice flow down from the symbol of the Devourer. A Devourer Acolyte (see Appendix
upper levels of the ruins. This is where Lars Heyton has A) commands, 'Bow down and sacrifice your life to the
chosen to hide out. The Sahuagin and cultists have Devourer.' Four Devourer Disciples (see Appendix A) are on
intensified their search for him here. There is 1 Sahuagin their knees chanting loudly.
Veteran (see Appendix A) and 3 Devourer Disciples (see
Appendix A). Sahuagin Veteran says, 'Humans, spread out! A Tree of Sacrifice
reward for the first to find Heyton!' A grand staircase lies past
a dilapidated courtyard. The staircase leads up to a small An enormous tree sit on an island in the middle of the bay.
water garden and finally to a mangled sewer grate. The grate From where you stand, you can see a cavity has been carved
is the entrance to Lars Heyton's hideout. out at the base of the tree where the Sahuagin have turned
this tree into a site for sacrifices to the Devourer.
Adventurer's Camp
The PCs come across a makeshift camp. A scraggly dwarf is From the shore a DC 10 Perception check can make out a
sitting on a log, trying in vain to keep warm. Ves the Peddler Sahuagin Priestess (see Appendix A) and an Elite Guard
tells them, 'Come, sit, share my fire. 'Tis some harsh weather (see Appendix A) praying at the shrine inside the tree. At low
we're having, eh? Baw, ha, ha! Well, I'm a traveling merchant, tide the water between the shore and the island is knee deep,
so if you left something at home, I can probably sell it to ya.' which counts as difficult terrain. For anyone looking out into
Really, Ves has come to Korthos Island to scavenge what he the water a DC 15 Perception check reveals three Sahuagin
can from the Abandoned Cannith Manufactury and then Warriors (see Appendix A) hiding in the deeper parts of the
return to sell his prizes in the Stormreach markets. He water. There is a body of a humanoid here that still holds a
became trapped on the island when dragon arrived and froze ring of protection.
over the oceans.
'Are you out here by yourself? Aren't you afraid of the Watchful Vigil
Sahuagin and their cultists?'
Ves the Peddler tells them, 'Naw, as long as I stay outta their Huge stone remnants of another ruined building are
way, they leave me be. Well, after I smashed a bunch of their scattered across the top of the hill. Among the vegetation
skulls in with Matilda here.' covering the stones lies an Assassin Vine. From this vantage
point the PC can look out over the frozen ocean and the Tree
Algid Falls of Sacrifice. To the West they can see the tops of the
buildings in Korthos Village. Through the trees they can
The rumbling falls converge into a small body of water. make out the ruins of the Cannith Manufactury. To the East
Frozen sheets of ice cover the running waters of this river the PCs can make out the snow covered Misery's Peak in the
beneath. An Ice Mephit named Zeer has made its home in distance. Closer they can see culists and Sahuagin down
the freezing waterfall. The ice on the river is very slippery and below the aquaduct.
makes for difficult terrain.
Sacrifices to the Devourer

D
ozens have been taken from Korthos village, never to The pool is 40 feet deep. Inside the pool is a Shark that the
be seen again except as slaves of the Devourer, Sahuagin have been training. A DC 10 Perception check notices
lusting only to spill the blood of their former the shark swimming in the depths of the water. Any debris kicked
neighbours. Mayor Storr approaches the PCs after into the water arouses the shark. The pool can be navigated by
the raid on the town and wants their help to save the either a wet 11 inch lip that encircles the pool or a series of
villagers who were abducted during the raid. He wooden bridges. It takes a DC 12 athletics check to navigate the
weeps as he tells the PCs that his daughter Arissa lip, failure means falling into the water with the shark. However
and Kaja Bauerdatter were among those villagers who were the lip to the West is blocked by a significant amount of debris, it
kidnapped. He says, “I beseech you, heroes! Something terrible is only possible to travel to the East.
has happened... my daughter Arissa has been kidnapped! We There are six prisoners total with three in each of the cages
heard her scream during the raid, but by the time we got to her guarded by three Devourer Disciples (see Appendix A) resting in
room... she was gone. I think she's being held with other prisoners the open hallway beyond to the north. If they hear the noises of
at the old Cannith Aqueduct—they're being taken there one-by- the bridges being raised and lowered they will come to inspect
one for indoctrination. The Cannith Aqueduct is on a rocky cliff at the source of the noise.
the Easternmost tip of Korthos Island. To get there, you will need
to cross all of this island's wilderness. Then, you will need to find Bridge puzzle
a path to climb up, and gain entrance to the Aqueduct at the top of The gates in this chamber are locked and can be opened with a
the cliff. It's our only chance to rescue the prisoners. I beg you, DC 30 Disable Device check. They can also be unlocked by
hero - bring my little 'Rissa back to me! throwing a series of levers. Across Bridge 1, on the north wall, is
Any PC with tracking can follow the Sahuagin to their lair with the first lever. Bridge 1 is currently down and crosses the pool of
a DC 15 Survival check immediately outside Korthos Village and water from north to south. Flipping the first lever on the North
then another DC 10 Survival check near the Dilapidated wall raises Bridge 1 and lowers Bridge 2. Bridge 2 is parallel to
Aqueduct. The trip to the Aqueduct will have the PCs travelling Bridge 1 but further to the west allowing access to a second lever
for a few hours through the jungles of Korthos Island, which they on the South wall. This second lever is on the other side of the
might want to explore along the way. When the PCs approach the debris from the rotted wooden door. However the PCs manage to
ancient Cannith Aqueduct it towers over them. They can follow a get to this lever, throwing it opens a secret passage on the North
trail up the mountain to a spot where aqueduct travels inside the Wall. A third lever there opens the cages of the prisoners.
mountain and further underground.
Treasure
Entrance At the bottom of the pool is a locked iron door. Unlocking the door
requires a DC 20 Disable Device check. Beyond the door is a
Resilient spiderwebs block your path. They don't look capable of submerged room that the Sahuagin use as an armory. It contains
withstanding blows from your weapon, though. tridents, spears, underwater crossbows, and one masterwork net.
There is a treasure chest in the corner of the room that contains:
a potion of aid, a potion of cure minor wounds, a violet garnet and
Six Large Brown Spiders nest here (use the stats for Giant Crab 310 gp.
Spider. Webs cover most of the hallway from floor to ceiling. The
entire area of the web is considered difficult terrain. Anyone
moving through the webs must make a combat maneuver check Aqueduct Underground
or Escape Artist check as part of their move action, with a DC 14.
PCs that fail lose their movement and become grappled in the
first square of webbing that they enter. Any creature that has at
least 5 feet of web between them and an opponent gains cover.
At the end of the spider infested corridor is a wooden door that
has been mostly rotted through. Large pieces of wood have fallen
from the top half and lay rotting on the floor. The door is not
locked.
First Holding Room
In the center of this room is a large pool of clear sea water. A
studry looking wooden bridge crosses the pool to the other side of
the room. The cells in this room hold a number of desperate
Korthos villagers. Voices call to you from behind iron gates both to
the East and to the West, “Help us! Please, get us out of here!”

Credit: Delphis
Sahuagin Tunnels
Rounding a corner you stand at the edge of a large room. A
Spiked Floor Trap
mossy wooden ladder leads down to the room's floor, which is CR 2
covered in a shallow pool of water. Over to the north, you see Type mechanical
a treasure chest gleaming in an alcove high above the floor. Perception DC 20; Disable Device DC 20

This room has two levels it is 40 feet long and 30 feet high. Effects
The ladder descends 20 feet down to the room at the bottom.
Trigger location; Reset automatic reset
Ground Level Effect floor spikes (Atk +10 melee, 1 spike per 2
The rooms floor is filled with cold water only a little over feet for 1d6+2 damage each); multiple targets (all
ankle deep, but still making it difficult terrain. To add to this, targets in hallway)
the ceiling is crumbling and debris is scattered in piles
around the floor. Three large pipes lead out to the ocean.
These pipes are another entrance used by the Sahuagin into
this lair. One round after the PCs set foot down here six
Sahuagin Warriors (see Appendix A) emerge from the pipes Wall Scythe Trap
and attack. They work together to gang up on one or two CR 2
individuals and getting flanking bonuses. At the far end of the
room is another 20 foot ladder that ascends to another Type mechanical
hallway that leads deeper into the lair. Perception DC 20; Disable Device DC 20

Top Level Effects


To get to the treasure chest the PCs need to make a series of
four 5 foot jumps, between 2 foot wide beams requiring a DC Trigger location; Reset automatic reset
15 Acrobatics check between jumps. The beams are wide Effect Atk +20 melee (2d4+2/×4)
enough that a balancing check is not needed, but should it
become important it is a DC 5 Acrobatics check. Failure
means a 20 foot fall to the floor below. Instead of jumping the
players could navigate a small 8 inch lip on the far wall DC Spillway
10 acrobatics check. Occasionally the beams are cluttered The PCs enter the spillway from the west. A large wall
with light debris (increasing the DC by 2). When the PCs divides the center part of the room so that they cannot see
reach the small alcove, they notice the treasure chest along the east wall. A ramp leads up to the north where more
with the bones of a skeleton. The Arcane Skeleton (see prisoners are kept. Two Sahuagin Warriors and one
Appendix A) stirs to life as soon as the first person sets foot Sahuagin Veteran (see Appendix A) reside in this room.
in the alcove. They use the center wall for cover and surprise if they hear
the traps set off or the PCs in the hall. The two guards from
Treasure the Prison Cells come down the ramp to the north 2 rounds
This treasure chest contains a pair of Runic Gloves (see later if they hear sounds of battle. To the east is an iron gate
Appendix B), a bronze dagger set with bloodstone, a scroll of that is unlocked. Any PC listening can hear a woman’s voice
Detect Secret Doors, a Wand of False Life (9 of 50 charges), coming from beyond the gate. The woman’s voice is Arissa,
and 230 gp. but the PCs have never met her and don’t know the sound of
her voice.
Trapped Hallway
Prison Cells
Another worked stone hallway curves around and you can hear There are six prisoners total with three in each of the prison
chanting up ahead mixed with screams for help. cells guarded by two Sahuagin Warriors (see Appendix A).
Unlocking the cells requires a DC 20 Disable Device check or
This 30 foot long hallway has two traps. The first is a Spiked a rusty key held by the Sahuagin Veteran in the Spillway.
Floor Trap that ejects spikes from the floor and covers the
whole hallway. The second is a Wall Scythe Trap that Treasure
attacks anyone walking on the right side of the hallway. The The Sahuagin Veteran holds a rust key that opens all the
two traps work together so that anyone walking on the right prison cells.
side of the hall gets hit by both floor spikes and a wall scythe.
The Devourer’s Altar
Behind the metal gate is another short corridor. A steep ramp
Drenyl Fallow
ends at an altar that casts an eerie blood red glow. You have CR 4
breached the Devourer's sanctum. From ahead, you hear a
XP 1,200
woman's plaintive cry for help! A ‘No, no more! Please don't LE Medium humanoid (human necomancer 5)
hurt me!' Init +2; Perception +6

The Devourer’s Altar at the end of this room is causing an Defense


eerie blood red glow to suffuse the area. The unholy altar is
tended to by a powerful necromancer Drenyl Fallow. Drenyl AC 17, touch 13, flat-footed 14 (+4 Armor, +2 Dex,
is getting ready to sacrifice Arissa Storr on the altar when the +1 dodge)
Hit Points 43 (5d6+18)
PCs arrive. If Drenyl has been warned by the Sahuagin, when Fort +5, Ref +3, Will +5
the PCs arrive he activates the (Sacrificial Altar) haunt and
attacks. If the PCs linger too long the in Prison Cells he Offense
sacrifices Arissa in 1d4 rounds.
Speed 30 ft.
Melee dagger +2 (1d4/19-20)
Special Attacks grave touch (6/day), power over
undead ~ command undead
Wizard Spells Prepared (CL 5th, concentration +8):
3rd — vampiric touch (2), Empowered Shocking
Grasp (1)
2nd — Acid Arrow, false life (already cast), ghoul
touch (DC 15)
1st — Shocking Grasp, cause fear (DC 14), mage
armor (already cast),
Credit: Guild Wars 2 0 — Acid Splash, detect magic, light, read magic,
touch of fatigue (DC 13)
Opposition Schools - Illusion, Enchantment

Sacrificial Altar Statistics


CR 5 Str 10, Dex 14, Con 14, Int 17, Wis 13, Cha 11
Base Atk +2; CMB +2; CMD 15
Type LE haunt; Caster Level 6th
Perception DC 20 (to hear low chanting) Feats Combat Casting, Command Undead, Dodge,
Great Fortitude, Empower Spell, Scribe Scroll,
Toughness
Effects Skills Acrobatics +7 , Fly +10 , Knowledge (Arcana)
+11 , Perception +6 , Spellcraft +11 , Swim +5
Trigger proximity; Reset 1 day Languages Common, Dwarven, Elven, Sahuagin
Effect Each creature in the location is affected by a SQ amphibious, track +1, wild empathy +0
dominate monster spell (DC 16) urging it to take Combat Geardagger, potion of cure moderate
part in a blood rite. Any creature that fails its save wounds, ring of counterspells (contains magic
immediately climbs onto the altar, where ancient missle) Other Gear 100 gp worth of crafting
torture tools animate and attack. The tools attack supplies, 35 gp
each round, targeting only creatures on the altar
that have failed their saves; they make a single
attack with a +10 bonus against each affected
creature and deal 1d10 points of damage on a hit.
Affected creatures receive a new saving throw each
round to end the effect. Once any creature is killed Arissa Storr
(resulting in its entrails being removed) or 9 rounds Arissa Storr is very grateful to the PCs and thanks them
pass, the chanting fades away and the affected profusely. If the PCs mention her father. She tells them, 'My
creatures come to their senses. father? They told me he was afraid. They told me he'd
abandoned me.'
Destruction
Story Award
If all six tools on the altar are destroyed, the haunt For every prisoner saved award the PCs 50 XP and for saving
is also destroyed. Each tool has hardness 10 and 10
hit points. When animated, the tools have an AC of
Arissa Storr from being sacrificed award the PCs 100 XP.
10.
Redemption

L
ars Heyton has had numerous attempts on his Three Rusty Iron Defenders (see Appendix A) individually
life since the dragon showed up. At first, he hid patrol the trapped corridors, however if they hear intruders
in the abandoned Cannith Manufactury out of or sounds of battle they will come to the aid of the others.
cowardice for fear of his own life. As time wore
on, he decided to use this place as a sanctuary
where is could discover the reason for the Continual Guillotine
dragon’s presence and the increased power of
the Cult of the Devourer. With the help of Cellimas, Jeets, and Trap
Talbron, he has discovered that the dragon’s presence and the
rising power of the Cult of the Devourer are no coincidence. CR 3
The mindflyer, Darastrix Achthend, has obtained a powerful
artifact called the Mindsunder and is using it to dominate Type mechanical
both the cultists and the dragon. Perception DC 18 to notice control box; Disable
Device DC 20
Entrance Effects
A mangled sewer grate leads to an old abandoned Cannith
Trigger location; Reset automatic reset
Manufactury. The large bars have been bent outward creating a Effect sharpened iron gate (2d4+2); multiple
gaping hole in the grate. The hole appears large enough for a targets (all creatures crossing the hallway); DC 14
medium humanoid to squeeze through. Reflex avoids.

Passing through the small tunnel, the smell of mold and


stagnant water is strong as it opens into a large room. Debris
from the slowly collapsing structure litter the half submerged
floor. Far to the east, a small flight of stairs lead out of this
Venom Spray Trap
section of the sewer, but the doorway has been boarded up.
CR 3
Oddly, the work looks very recent. Type mechanical
Perception DC 15 to notice the secret doors; Str
The sewer as well as the Cannith Manufactury have not been Check DC 10 to turn the valves off
used in decades. With a DC 10 Knowledge (History) or
(Local) the PCs can remember that House Cannith often Effects
protects its holdings with arrays of ingenious traps. In
addition to this, a DC 15 Knowledge (History) reveals this Trigger location; Reset automatic reset
section as one of the laboratories where, decades ago, House Effect (1d6 acid damage, DC 20 Reflex save for half
Cannith first imbued mystical life into automatons. Much damage); multiple targets (all targets in a 10-ft.
later, these automatons became the Warforged. Cone crossing the hallway), Poison (Ex); save Fort
DC 12; frequency 1/round for 4 rounds; effect 1d2
Strength damage; cure 1 save.
Wooden Barricade
The barricade is made of large wooden planks nailed
together. It can be opened either by smashing it (Hardness 5;
30 hp to smash) or breaking it (DC 15 Strength to break).
Trapped Corridors
This corridor is lined with traps and the PCs must make a
choice which way to go. Around a corner the PCs can see a
blade drop from the ceiling and then lift back up only to fall
again seconds later. This is the Continual Guillotine Trap.
Three of them are placed together making the trap more
difficult to pass. The first trap requires a DC 14 Reflex save,
the second a DC 16 and the third a DC 18. Down a second
corridor, a wet substance sprays out of the wall only to be
collected again by a drain on the other side of the hallway.
This is the Venom Spray Trap. There are two venom spray
traps in this corridor and each one can be disabled by
discovering secret door with a valve behind it.
Cannith Manufactury Crystal Cooling
Icy jets of some alchemical compound coat these humming
Cannith Power Crystals in a hard, protective layer. You also
notice several valves of varying sizes spread around the room.

The cannith crystals are powering the magical barrier and


must be removed by the PCs, however the cooling jets must
be turned off first. If the PCs come in contact with the jets of
freezing water, the Effect is (3d6 cold damage, DC 20 Reflex
save for half damage). There are 7 valves, 4 of which can be
seen without a Perception check. A DC 10 Perception is
required to find the 3 remaining valves. Upon turning the first
valve, the PCs hear a definite alteration in the pitch of the
hiss as the gas struggles to flow around your obstruction.
When all the valves have been turned off the PCs notice that
without the alchemical jets coating the Cannith Power
Credit: Mjoll Crystals, they can now easily destroy them or remove them
from their housings.
Main Room As the last crystal shatters, the hum of power slowly fades into
The wooden double doors to the main chamber have no a heavy silence.
locking mechanism and remain unlocked. The PCs wind
through hallway packed with crates, at the end of which
opens up into a large wearhouse. Three doors lead from this Treasure Room
room: the South door is blocked by a magical barrier and This room contains a giant steel cage at the center. Inside the
leads to Lars Heyton, the West door is a closed wooden door cage are two Rusty Iron Defenders (see Appendix A) and a
that leads to the Treasure room, and the North door is an iron large treasure chest. The treasure chest is trapped with fire
gate that leads to the crystal cooling chamber. jets. When the trap is triggered while there is grease on the
floor the room turns into a fiery inferno.
(South Door): A magical barrier, humming with compressed
energy, resolutely blocks your path. You hope you can find a Iron Gate
way to disable it somewhere. The Iron Gate’s lock can be picked with a DC 22 Disable
Device. In addition to this, the gate is stuck and requires a
Strength check of DC 24 to force it open or the use of
(North Door): On the other side of this locked gate, you see a
lubrication. It has a Hardness of 10; 60 hp to smash.
familiar sight... Cannith Power Crystals, like the one you saw in
Korthos. But what are these ones powering? Treasure
This treasure chest contains Engineer’s Workgloves, 6 Gold
This main chamber is an old storage area and generator Ingots, a Transparent Elemental Gem, and a Bag of Holding
room. There are boxes piled up everywhere, however if Type I.
opened they boxes are either empty or reveal nothing of use.
Inside this room are two more patrolling Rusty Iron
Defenders (see Appendix A). Behind the gate is the Crystal Fire Jets Trap
Cooling chamber. The Cannith Crystals can easily be
recognized if the PCs defended the one in Korthos Village. A CR 2
DC 10 Knowledge Arcana or 14 Intelligence check can
surmise that the crystals are powering the magical barrier. Type mechanical
The all of the crystals must be disabled in order to bring Perception DC 22; Disable Device DC 22
down the magical barrier.
Effects
Iron Gate Trigger opening chest; Reset none
The Iron Gate is most easily picked with a DC 18 Disable Effect Burning jets of fire project up from the floor
Device. It has a Hardness of 10; 60 hp to smash, and a around the chest, as the spell effect (burning hands,
Strength check of DC 28 to force it open. 2d4 fire damage, DC 11 Reflex save for half
damage); multiple targets (all targets in a squares
adjacent to the treasure chest).
Heyton’s Hideout Sahuagin Assassination
Beyond where the magical barrier once stood, is an old office Suddenly, the air shimmers with Devourer magic. The
that has been converted into a small library and living space. Sahuagin have followed you in, and are attacking! Heyton's life
is in your hands now.
Lars Heyton has been hiding from sahuagin ambushes in the
old Cannith Manufactury, while protected by his bodyguard, Round 1
Amalgam. Lars Heyton is a descendant of the famous Heyton Three Sahuagin Berzerkers (see Appendix A) and one
bloodline of Korthos Village who has protected the island for Sahuagin Adept (see Appendix A) assault Heyton's hideout.
many generations. Although unwilling to follow in his They have orders to kill Lars Heyton but can't really tell the
ancestor's footsteps at first, saying that the villagers of the difference between humans. They focus their attacks on Lars
island are nothing but ingrates, he can eventually be roused and any other human male PCs.
into action by the PCs to follow in his ancestor's footsteps
and once again save the island from certain doom. Round 4
Two Sahuagin Elite Guards (see Appendix A) and Murm
Lars Heyton: Dul (see Appendix A - Sahuagin Stalker) arrive four rounds
Who in the Flame are you? You, what have you done? My later. Murm Dul is the real assassin. Like the other Sahuagin
protections are gone! There's nothing stopping the sahuagin he can't tell Lars from any other human male, so he targets
now! the human with the least cover with his human bane arrows.
Stopping them from what? The Elite Guards defend him as he tries to slay all of the
They're hunting me, you fool. And you've just cleared the way humans.
for them!
The people of Korthos need your help. Then you've Heyton’s Redemption
wasted your time! generations of my family fought and died,
while those selfish wretches did nothing. Those villagers just With the last Sahaugin felled. Lars Heyton laments, "Will it
want me to stand in front of the Sahuagin tide so they don't
have to. never end? The Sahuagin will keep coming until I'm dead."
But what about Kaja Bauerdatter
Oh no... the Sahuagin found me! (Start battle) Lars Heyton is friendly after the PCs help him defeat the
Sahuagin. A DC 12 Diplomacy check moves his attitude to
helpful, at which point he reveals what he has learned about
the Dragon. Mentioning Kaja gives the PCs a bonus +2 to the
check.
If we work together, we can drive the Sahuagin from
Korthos Island once and for all. I've heard talk like that
before. But everyone who's stood up to the sahuagin and their
pet Dragon is dead!
What about Kaja? Are you going to let her die, too? The
Sahuagin have taken her... to the mountain. Don't you talk
about her! No! No... this can't be happening. I won't let it
happen. Alright, Alright - I will help you. I've been doing
research about the dragon, and I've come to a startling
conclusion. I have discovered that the Dragon is not here of
its own free will. It is being controlled by a creature most
terrible - a Mind Flayer from the depths of Khyber! But
therein lies the key... and I have a plan which might just turn
the tables. I will meet you at the base of Misery's Peak.
Story Award
Award the PCs 400 XP for keeping Lars Heyton alive during
the sahuagin assassination atempt.
Return to Korthos Village
If the PCs return to Korthos Village at any point after the
redemption of Lars Heyton, read:
Your finding Heyton transformed the village. It seems as if all
Credit: ElfsDeathBox360 of Korthos were holding out for news of your next great
victory with bated breath.
Chapter 3: Misery's Peak

M
isery's Peak... the very name dampens How is that possible? I thought Dragons were immune
resolve and bodes ill of things to come. to such things. That is the key my friend. The Mind Flayer is
What few return from this place are using a magical Quori artifact to magnify its power...
broken, twisted, deranged slaves of the something called a Mindsunder. If we can destroy that
Devourer. This once blasphemous Mindsunder, the dragon will be released from its control.
temple to the Devourer has been Then... maybe Korthos will have a chance.
converted by the mind flayer Darastrix So... you want me to destroy the Quori Mindsunder
Achthend into a disturbing laboratory for experimenting with artifact?
the Mindsunder. Yes. Cellimas and her group will cause as much ruckus as
they can, hopefully drawing off the majority of the enemy
forces. Meanwhile, you will find that Quori Mindsunder and
Misery's Peak shatter it.

1. Guardhouse
Murals depicting nature's wrath adorn the black stone walls of
this large chamber. Several humanoid figures surround a
glowing ice covered pedestal. Their putrid forms are frozen in
contorted poses; their faces set in silent, eternal screams. Two
exits, one to the left and one to the right are blocked by a
wavering magical barrier. Lars Heyton gestures toward the left
doorway and says, “Cellimas and her group will head that way
and the other one is for you.”

The Devourer cultists have set 16 zombies in all to watch


Credit: Neverwinter Nights over the entrance, two Zombies for every person (PC and
NPC). The rune is covered in ice casting a purple glow that
A bone chilling breeze emanates from the mouth of Misery's refracts imperfectly around the chamber. A good hit of the ice
Peak as you follow long snow covered canyon to its base. The will break it but any smashing or melting of the ice also
breaks the ice around all of the frozen zombies, who attack
jungle plants have withered and turned brown from frostbite.
immediately. A DC 20 Knowledge (Arcane) or Spellcraft
Up ahead you see Lars Heyton and the your former party
remembers the hand gestures and magical words that shut
companions, Cellimas, Jeets, and Talbron. They are waiting off the rune. Once it is shut off magical barrier over the two
outside a black stone temple entrance built into the side of corridors dissipates in a crackle of magic energy. If none of
the mountain. the PCs are able to bring down the barrier then Lars Heyton
gives it a try.
The Plan
The temple is made a blacked stone and upon closer look 2. Cavern of Ice Spiders
hosts ornate gargoyles set into various menacing postures. After a few minutes of winding through frozen tunnels made
The ambient temperature drops to 30 degrees at the mouth
of the temple. of both rock and worked stone. You step into a very large
Lars Heyton calls the PCs closer to explain his plan: beautiful ice cavern. At one point sizable amounts of water
Lars Heyton says, "You're here! Come, there isn't much time! must have flowed through here; a frozen waterfall has created
I believe you are acquainted with my associates. They will be a huge wall of ice down the middle of the cavern. It's obvious
the right hand that draws the enemy out. You will be the left that you are not in the main temple anymore.
hand that inserts the dagger into the Mind Flayer's back.
Metaphorically speaking, of course." Three Ghouls and one Wight, Jacoby Drexelhand, wait to
Mind Flayer? What has that to do with the Sahuagin? ambush the PCs but their ghoulish hunger and the smell of
Listen. Without the dragon and the cult, the Sahuagin are no fresh meat makes them impatient. The PCs will remember
more dangerous than they ever have been, and in time we will Jacoby Drexelhand as Heyton's Rest crypt keeper from
be able to drive them back into the sea. But as long as the chapter 1.
dragon remains, Korthos is doomed. Our hope is that we now On the far side of the cavern a heavy stone door is locked
know the true story. Just like the cultist villagers, the dragon by a pair of Signal Crystals. The control mechanisms are in
is not helping the Sahuagin of its own free will: it is being this cavern: a red one in an alcove on the second floor and a
controlled by a Mind Flayer. blue one in an alcove on the third floor.
Second Floor
A walkway has been worked into the stone creating a flat Frostbite
ramp that ascends to the second level. The walkway is wide CR 3
enough for the PCs to travel up single file. The second level is
40 feet above the floor of the cavern. Its floor is mainly made XP 800
of sheets of slippery ice. This level is where Frostbite and N Large vermin
her brood live. The are six Ice spiders (see Appendix A) total Init +2; Senses darkvision 60 ft., tremorsense 60
scurrying about on this floor. Two have made a nest next to ft.; Perception +4
the red lever.
Defense
Third Floor
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural
Another shorter walkway has been worked into the stone armor, -1 size)
ascending to a third level. The third level is 20 feet above the Hit Points 37 (5d8+15)
second floor and is only a small alcove where Frostbite has Fort +7, Ref +3, Will +1
made her lair. If the PCs spend 4 rounds fighting the ice DR 5/Bludgeoning; Immune mind-affecting effects;
spiders she comes down to investigate the noises. The Resist cold
second lever is here. Flipping it turns on a magical signal Weaknesses fire
crystal on the wall. With the second signal crystal activated,
the PCs hear the stone door at the base of the cavern rolling Offense
open.
Frostbite is an ice spider the size of a horse. She is very Speed 30 ft., climb 30 ft.
stealthy and will crawl silently among the ice looking for an Melee icy bite +6 (1d8+6 plus 1d6 cold/19-20)
opportune time to strike at the PCs. Ranged freezing ichor +5 (1d4)(
Space 10 ft.; Reach 5 ft.
Treasure Special Attack ice web (+4 ranged, DC 19, 5 hp)
Frostbite’s lair contains the body of an adventurer. In his pack
is a potion of invisibility, scroll of comprehend language, Statistics
scroll of disguise self, scroll of identify, scroll of tiny hut, wand
of cure light wounds (20 charges), a silver mirror (worth Str 19, Dex 15, Con 16, Int -, Wis 10, Cha 2
1,000 gp), and 63 gp. His gear includes: +1 leather armor, Base Atk +3; CMB +8; CMD 20 (32 vs. trip)
masterwork dagger, amulet of natural armor +1, and a cloak Skills Acrobatics +10, Climb +24, Perception +4,
Stealth +10 (+21 when stationary); Racial Modifiers
of resistance +1. +8 Acrobatics, +16 Climb, +4 Perception, +4
The most important object here is the scroll of comprehend Stealth (+15 when stationary)
language. It will be useful for the PCs to read the Mind SQ strong webs, critical striker
Flayer’s notes later.
Photo Credit: jjpeabody Special Abilities
Strong Webs (Ex)
A Frostbite's webs are stronger than other spiders,
she gains a +4 bonus to the DC to break or escape.
Critical Striker (Ex) Frostbite gains a +4 bonus on
rolls to confirm critical hits. She also doubles its
critical threat range with her icy bite.
4. Catacombs of Honor
Bodies partially frozen in ice are interred into small alcoves in
the walls of these catacombs. Are they victims of the cultists
or members?

These catacombs are a small maze for the PCs to navigate


containing both dangers and treasure. The halls themselves
are a narrow 3 feet wide with many of small alcoves in the
walls to inter the dead.
Upon entering the catacombs a DC 10 Perception check
reveals scratch marks on the walls. These scratch marks are
from the ghouls in area E. Another DC 10 Perception check
reveals marking or primitive jewelry signifying the Devourer
on the bodies. This should be enough for the PCs to assume
that they bodies are members of the cult. The bodies are put
here as storage, for later use in animating them as undead.
Being animated as undead is seen as an honor among the
cultists of the Devourer.
The truth path through this maze is regularly traveled by the
cultists or the undead in the catacombs, a successful DC 15
Survival check at each intersection is enough to learn the
correct path.
3. The Dragon Dead End A
This dead end leads to a haunt. So many undead have been
Chills run down your spine as you finally come face to face created in these catacombs that the hunger for flesh is
with the dragon that has been terrorizing Korthos. Even at rest, palpable.
it is a truly awesome beast. The once sleeping dragon awakes
upon your entry. It looks hungrily in your direction.
Ghoulish Uprising
The Dragon is sleeping and wakes when PCs enter the CR 4
cavern. The ceiling is low and there is no room for the dragon
to fly in this cavern. Only a small but very deep gorge Type obsessed
separates the PCs from the Dragon. The gorge itself is 10 Perception Wisdom DC 13 (to notice a sudden
feet wide, jumpable for any foolhardy PCs. The dragon looks increase in the stink of rotten flesh); hp 8
hungrily at the PCs and is about to breath ice on them when
Cellimas and crew attack him from behind. Leave enough Effects
time for the PCs to wonder what happened the Cellimas
before introducing them. They fight the dragon for a few Trigger proximity; Reset automatic (24 hours)
moments and then run away with the dragon giving chase. Effect As the ghouls reach for the haunted PC, she
must make a DC 16 Will save to shake off the
The door at the rear of the cavern pops open. Cultists,
vision and regain her senses. If she fails, the ghouls
grab her and begin to tear and bite at her flesh.
attracted by the roar of combat, rush out to confront you.
Observers see the haunted PC jerk and thrash in
the air as if she were being shaken by a mob, and
Four Devourer Disciples (see Appendix A), one Devourer suddenly deep red claw and bite wounds appear on
Acolyte (see Appendix A), and three Zombies confront the her flesh. The haunted PC takes 6d6 points of
PCs. The cultists let the zombies engage in melee while they damage from the assault (half on a DC 16 Fortitude
use ranged attacks. save), and must make a DC 16 Fortitude save to
resist catching ghoul fever.
Treasure
This Acolyte has in his possession a odd shaped Tiger Eye
(yellow-brown) gemstone that radiates Transmutation magic. Dead End B
The stone fits in the portal puzzel in the Summoning A lower alcove contains a body still wearing excellent quality
Chamber. boots. The boots can be detected as magical with a detect
magic spell and radiate an aura of Transmutation. A DC 18
Perception check notices the boots look much nicer than the
other clothes.
These boots are Anger’s Step (See Appendix B).
Hallway C
This is a long hallway contains more alcoves with dead
5. Ice Bridge
interred into the walls. The ice, however hasn’t as heavily A Disciple of the Devourer yells from atop what appears to be
entombed these bodies. Bones shift in one of the alcoves as a platform made of ice, “Don't let them pass! Don't let them
the PCs walk down the hallway (the movement of the bones
is innocuous and is to set atmosphere). At the far end of the get to the summoning chamber!” Other Disciples begin
hallway. an eerie red light glows from a Devourer altar ahead. raining arrows down on you.
The altar is tough to see until the PCs get closer, and is
covered in bloodstains. The wight of Drenyl Fallow uses this Tactical Encounter: Five Devourer Disciples (see Appendix
altar to animate the dead for the cultists. He waits in Dead A) shoot at the PCs from atop an ice bridge, PCs must run
End D for all the PCs to approach the altar then will attack under the ice bridge to get to the stairs 40 feet down a slight
them from behind. slop at the other end of cavern. At the end of the tunnel is a
locked stone door. Stairs made of ice backtrack up to the ice
Dead End D platform. Jumping up to the platform is nearly impossible as
The Wight Drenyl Fallow waits in this alcove. Before combat it is 15 feet above the PCs and is made of slippery ice. Once
he yells at the PCs for disturbing the holy sacrum of the atop the ice bridge the PCs will find a lever that opens the
Devourer. When he recognizes them as the ones who stopped stone door.
his sacrifice of Arissa Storr from the Sahuagin lair he
becomes more enraged. Perceptive PCs will remember Upon pulling the lever you feel fresh, frozen air gust in from
Drenyl Fallow as the necromancer they defeat to save Arissa the newly opened door below.
Storr.
Dead End E
Two Ghouls have dragged a body in here and are feeding.
When they hear adventurers, possibly battling Drenyl Fallow, 6. Dragon Distraction
they will come out to investigate.
As the PCs journey further into the mountain they come upon
Dead End F an ice cavern. Here they see the dragon chase after Cellimas,
Four Zombies frozen in ice. Their expressions of horror still Jeets and Talbron below them.
cast in ice. Their eyes track the PCs as they wander into this
area but can't break free of the ice on their own. Drenyl The ground quavers, and you look down to see a tunnel
Fallow or a ghoul may escape a losing fight to this area and beneath the translucent ice. The dragon roars as it thunders
free the zombies for reinforcements. after Cellimas, Jeets and Talbron. The ruse is working!

Catacomb Map A DC 12 acrobatics check keeps the PCs from slipping and
falling down on the ice as the dragon passes through the
cavern below.

7. Summoning Chamber
The caves open to another large room built from worked
stone. Flags are hung from the ceiling to give the room a
feeling of importance. From atop a large circular dais, a
Devourer Acolyte says, 'Our foe is upon us! Summon the
demon now!' Five acolytes continue their chanting, until
seconds later all exclaim, 'So cold...' as they turn to ice and
shatter. Cold mists emanate from the frozen shards, finally
congealing into an ice demon at the center of the summoning
circle.

An Ice Flenser is summoned and attacks the PCs


immediately. If they are having an easy time fighting the Ice
Flenser, the two Devourer Acolytes (see Appendix A) come
through the portal to the transformation chamber to check
out the commotion.
Ice Flenser
Ice Flenser
CR 6
A pair of frozen, multifaceted eyes coldly judge all
before this towering, demonic monstrosity.

XP 2,400
CE Large outsider (demon, evil, extraplanar,
chaotic)
Init +6; Senses darkvision 60 ft., see invisibility,
Perception +19

Defense
AC 21, touch 11, flat-footed 19 (+2 Dex, +10
natural, -1 size)
Hit Points 70 (7d10+28)
Fort +9, Ref +7, Will +3
Defensive Abilities DR DR 2/cold iron or good;
Portal Puzzle Immune cold; Resist acid 5; SR 17
Weaknesses fire
Toward the back of the summoning chamber lies an empty
rune carved stone archway. In front of this archway sits a Offense
pedestal and a stone bowl. On further inspection of the
pedestal, there are nine slots arranged in a 3x3 grid; six of the Speed 30 ft.
slots contain a gemstone. The bowl is made from bone and
Melee bite +11 (1d8+5 plus chilling attack)
Melee (primary) +12/+12 (1d8+5 plus 1d4 cold)
holding a single Obsidian gemstone. Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 4th)
There are nine gemstones total, six of which are in the At will -Ray of Frost
pedestal, the three that are missing are the Obsidian which is 3/day - Ice Spears (DC 12), Ice Shards (DC 12)
in the bowl, the Tiger Eye (yellow-brown) which is carried by 1/day - Ice Storm
the acolyte from The Dragon chamber, and Malachite (green)
which is in the brain laboratory. The portal in the stone Statistics
archway doesn't activate until all but two of the stones are
removed from the slots - the Labradorite stone and one other. Str 21, Dex 14, Con 18, Int 12, Wis 13, Cha 14
Only the labradorite with one other stone will produce an Base Atk +7; CMB +13; CMD 25
effect. Solving the puzzle requires a casting of detect magic Feats Combat Reflexes, Improved Initiative,
Multiattack, Simple Weapon Proficiency, Weapon
and a DC 15 Spellcraft check to determine the stones’ auras. Focus (Claw)
Or the PCs can play around with various combinations of Skills Acrobatics +6 , Climb +6 , Disable Device
stones until they get one combination right. +12 , Escape Artist +12 , Perception +19 , Sense
The Solution: There are three correct solutions: the large Motive +11 , Sleight of Hand +12 , Stealth +16
labradorite stone must go in the center and only be placed Languages Abyssal, Celestial, Draconic,
with one other stone. The labradorite and the Quartz (clear) Telepathy100 ft.
activate the portal leading to the Laboratory, the Tiger Eye SQ aligned (chaotic, evil), darkvision 10, immunity
(yellow-brown) leads to the Transformation Chamber, and the to cold
Malachite (green) gemstone found in the Laboratory leads to
the Inner Sanctum. Special Abilities
Effects: If all stones are inserted then there is a blast of
force energy that ejects all of the stones and does 2d6 Chilling Attack (Su)
damage to all in a 10 ft. radius. A successful DC 12 Reflex A hit from an Ice Flenser bite induces numbing
saves for half damage. Other wrong combinations of three or cold. The opponent must succeed on a DC 14
more don't produce any effect. The Lapis Lazuli (blue) Fortitude save or be affected as paralysis.
gemstone produces a birds eye view of Korthos Island Ice Shards (Sp)
between the stone arch. It is actually a portal, but falling Ice shards works the same as the spell burning
through would cause fatal damage. The Bloodstone (black- hands, with the difference being the Ice Flenser
red) and Obsidian (black) activate the shocking grasp trap. shoots ice shards from its hands in a 15 ft. cone
Finally, the Opal (rainbow) produces a illusionary portal. instead of flames. The ice shards deal 4d4 damage
When walked through nothing happens. (See Portal Puzzle with a DC 12 Reflex saving throw for half damage.
chart.)
A DC 25 disable device check unlocks the alien looking
containers. Some house humanoids and others Sahuagin but
Shocking Grasp Trap all the prisoners are unconscious. Upon waking the prisoners
CR 2 there is a 50% chance that the are insane. An insane prisoner
gains the confused condition permanently. The other
Type mechanical prisoners are disoriented but thank the PCs for saving them.
Perception DC 20; Disable Device DC 20 Some of the prisoners were not from Korthos Island but were
brought here after their ship had been attacked by
Effects Aussircaex.
Trigger location; Reset automatic reset Story Award
Effect Atk +10 melee (2d6) For every prisoner saved award the PCs 50 XP.

Hints: You can allow characters to make Intelligence checks 9. Laboratory


to represent their ability to solve the puzzle. A DC 15
Intelligence or 10 Knowledge (Arcana) check reveals the The portal opens to balcony atop a long flight of stairs. From
stone archway can become a portal if the right stones are put the vantage point you can survey a large chamber, cold and
on the pedestal. After using detect magic on the gemstones, a rocky much like the rest of the mountain. You can only assume
DC 20 Intelligence or 15 Knowledge (Arcana) check reveals
the each of the gemstones represent one of the schools of that you are still inside Misery's Peak. This chamber appears to
magic. A DC 10 Perception check notices that the be some sort of profoundly disturbing laboratory. Inhuman art
Labradorite stone is larger than the rest and the center hole hangs from the wall, in an alien attempt to give the room a
on the pedestal grid is larger. homelike feel. The chamber has been divided in two by an
ovaloid hole in the floor at the center of the chamber. One half
is an office with desk, bookshelves, and unusual jars. The other
Portal Puzzle
Stone Color Magical Aura Location or Effect half is a laboratory, with strange instruments, and a humanoid
is strapped to a wooden post. Your presence has disturbed
Carnelian (orange) Abjuration None
something, noisy rustling emanates from the hole in the floor
Labradorite (blue- Conjuration Activates Portal in the center of the chamber.
yellow)
Lapis Lazuli (blue) Divination View of Korthos Island This room is divided into two parts, the brain library and the
Malachite (green) Enchantment Link to Inner Sanctum laboratory, separated by a deep pit. The rustling is coming
Bloodstone Evocation Trap from this pit which is filled with Cranium Rats.
(black-red)
Opal (rainbow) Illusion False Portal
Brain Library
Obsidian (black) Necromancy Trap
Mind flayers do not collect books, but study still living brains.
Vats of throbbing brains and other assorted organs line
Tiger Eye (yellow- Transmutation Link to Transformation shelves of this section. Some are in more ornate containers,
brown) Chamber revealing their exceptional nature. Others of various sizes sit
Quartz (clear) Universal Link to Brain Laboratory in dirty, bloody, or slime covered jars. One very large jar at the
center is host to a still living brain devoid of any features at all
save for four short, clawed legs, and a body that looks like a
8. Transformation large, glistening brain. This is a gaunt Intellect Devourer,
with 50 hp and the fatigued condition. Despite its torchered
Chamber state, should the PCs set it free, it will most certainly over
power them and try to steal one of their bodies.
This portal opens to an elongated worked stone chamber.
Only one shelf contains books in this whole library, most of
Alien looking crystal containers line the walls, each holding a which are unreadable. The books are written in a form of
single prisoner. It appears as though they are trying to speak to written language called Qualith, which consisted of patterns
you. of four lines imbued with psionic energy, capable of
conveying not only text but also the author's thoughts.
The mind flayer imprisons people here for testing the Without the use of magic, the books are extremely difficult to
capabilities of the Mindsunder. The transformation chamber read for non-mind flayers and usually required magic such as
contains 20 cells, ten on each side. The crystal of the a comprehend languages spell to decipher.
containers muffles any sound from the prisoners. This prison
is guarded by two Devourer Acolytes (see Appendix A). They
will be alarmed when the portal opens if they did not already
leave to help the Ice Flenser fight off the PCs.
A DC 10 Perception check notices items stashed inside the Some PCs can aid Aussircaex in her attempts to resist
desk in the corner of the chamber, notes and a green domination by the Mind Flayer by using the Aid Another action
gemstone. The notes are written in Qualith detail the use of the and beating a DC 10 Will Save or by using spells such as
Mindsunder in the brainwashing experiments, catalogues of Resistance, Guidance, etc. When the Mindsunder is destroyed,
the prisoners in the “transformation chamber”, bodies the save against the Mind Flayer’s domination becomes a DC
recovered from shipwrecks caused by the Aussircaex, and of 17.
the benefits of using the gullible cultists. The gemstone is
Malachite (green) and radiates an aura of enchantment. This Aussircaex’s Skill Challenge
gemstone is the key to the Inner Sanctum.
Ancient White Dragon (Will +16): The GM rolls for
Darastrix Achthend's Note
Aussircaex on initiavite count 20. She must succeed against a
DC 27 (or 17 without the Mindsunder's influence) four times
The Mindsunder appears to be a very powerful artifact; capable before three failures.
of enslaving more than a hundred humanoids. I have cause to
believe that it could enslave an entire city, but in order to test
this hypothesis I must move to the city of Stormreach. I will find
a new cult to dominate and start again on a grander scale. This is
Mindsunder (Artifact)
the beginning of a new Illithid Empire. Hardness 0, HP 54, DR 5/ Magic

Laboratory Effects
This is where Darastrix Achthend performs most of his Effect When attacked the Mindsunder releases a
experiments. Blood is frozen to the floor, a long table is set into psionic pulse. Everyone within 10 ft. takes 2d6
the wall contains surgical tools haphazardly strewn across its points of damage from the psionic pulse (half on a
surface. Eight tall wooden posts have been driven into the DC 16 Fortitude save).
ground. Chains hang empty from the top of posts, except for
one. Kaja Bauerdatter is strapped to one of the posts and is
unconscious. Upon being woken, she is exhausted from mental If the PCs succeed aiding the dragon read:
torture, but mentally stable. A DC 25 Disable Device check
unlocks her chains, while breaking them requires a Strength
check (DC 26). The Mind Flayer shrieks as it loses the Mindsunder's power. The
dragon reasserts its will... and looks very annoyed. Aussircaex
Story Award breathes out a cone of ice freezing the mind flayer solid.
Give the PCs 1,200 xp for finding and deciphering the notes on Seconds later, the frozen body shatters into a thousand tiny
the desk. And another 800 xp for freeing Kaja Bauerdatter. shards of ice and flesh. The ancient white dragon growls as it
approaches you, “You think I owe you gratitude? I was seconds
10. Inner Sanctum from breaking myself free. You have destroyed the Mindsunder
and my plans! I owe you nothing but death.”
Waves of psychic energy pound into you as the portal opens
into a very large cavern. Covering the floor of the icy cavern are
Dragon Negotiation
piles of gold coins and gemstones. The Mind Flayer, Darastrix
Achthend, is on a dias, locked in a contest of wills with the
She is unfriendly by nature, a DC 23 Diplomacy check is
required to improve her attitude. Despite this surly nature, the
ancient white dragon. Darastrix Achthend commands, 'OBEY'.
PCs still gain a +10 circumstance bonus for destroying the
You spot a green crystal on the ledge ahead. At last! This must Mindsunder and setting her free. If they succeed at improving
be the Quori Mindsunder! Darastrix Achthend again commands, her attitude to indifferent she decides let's the PCs live. If they
'YOU WILL OBEY'. This could be your chance to destroy the beat to DC by more than 5, her attitude improves to friendly
Mindsunder! and she will reward them with treasure from her horde. In
parting she tells the PCs that she wants to be rid of this place
This is the PCs chance to destroy the Mindsunder and free the and plans to go back North soon.
dragon. Each round Aussircaex will make a DC 27 Will Save Treasure
against the Mind Flayer’s domination at initiative count 20. She Dragon hoard: Aussircaex’s has only been building her hoard
has to obtain 4 successful Will Saves before she receives 3 since she and the mind flayer moved into Misery's Peak so its
failures. If she fails 3 times the Mind Flayer has won the relatively small. She has a much larger hoard in a place far to
contest of wills and reasserts his will over the dragon. This will the North called Aussircaex’s Valley. The hoard contains
end badly for the PCs who will now have to contend with an 12,000 cp, 1,600 sp, 400 gp, 19 pp, three amethyst gemstones,
ancient dragon and a Mind Flayer. two jade statues, holy symbol made of platinum (500 gp), a
golden mask (450 gp), Protector's Brooch (see Appendix B),
Devoted Necklace (see Appendix B), and 5 masterwork
weapons or armor. Aussircaex’ is willing to offer the PCs 4,400
gp worth of coins and jewels, plus the two magical items
Protector's Brooch and Devoted Necklace.
Concluding the Adventure
Lars Heyton configures the portal to take the PCs back to
Jeets Shimis yells from behind you, "Hey! Over here! Follow
Korthos Village. The portal opens with a view of the Village
me! Heyton wants a word with you. By the way, Next time, you Gates.
fight the Dragon and I'll break the crystal."
And like magic, the snows stopped. "Savior of Korthos!" they
Jeets leads the PCs back through the portal to the cheer as you return. But destiny has greater plans for you than
Summoning Chamber, not before stealing a large jewel from just this small village.
the Dragon’s hoard first. In the Summoning Chamber, Lars
Heyton is with Cellimas and Talbron who look very beaten
up. Lars greets the PCs: Continuing the Campaign
Heading to Stormreach
Lars Heyton greets you with a look of astonishment , “You are Stormreach is the largest city located on the newly
a wonder. To be truthful, I did not actually think this plan discovered continent of Xen’Drik. The fledgling city was built
would work. I was ready to die in a blaze of glory.” atop the ruins of an ancient city believed to be a lost
civilization of giants. Stormreach boasts a population of over
Yes, we won. I wonder what will challenge me, now that 11,650 half of whom are humans. Currently, Stormreach is
I've faced a Dragon. governed by five nobles called the Storm Lords. The Storm
Ha! Well don't worry, there's always a bigger evil beyond the Lords often finance expeditions into the continent of
horizon. In fact, speak with Rinar d'Thuranni if you truly Xen’Drik to discover what riches it has to offer.
fancy an adventure. He's at the village pier, and he can take
you to Stormreach. You'll find plenty of evil there, haha! Hunting Down the Sahuagin
I'll seek him out at the Korthos docks. Thank you, and If the PCs stay on Korthos Island, a group of rebel Sahuagin
farewell, Lars Heyton. contact them, revealing that not all of their kind are bent on
Here, take this portal, so you won't have to walk back. dominating the Shargon’s Teeth Islands and sacrificing
What will become of you now? landwalkers. The PCs help the Sahuagin rebels restore the
I will return to be with my people in Korthos and remain at balance of power in their underwater kingdom by traveling to
watch, should the Dragon return. the underwater city, and attempting an insurrection that
deposes the Sahuagin’s corrupt Prince.
Appendix A: Bestiary

T
his appendix details monsters the that PCs
will encouter thoughout their adventure on
Korthos Island. The monsters that appear here Sahuagin Warrior
are not found anywhere else in the Pathfinder CR 1/3
Bestiaries or on the web.
XP 135
Korthos Island Random LE Medium monstrous humanoid (aquatic)
Init +1; Senses blindsense 30 ft., darkvision 60 ft.;
Encounters Perception +3
Roll Encounter
1 1d3 Dire Rats Defense
2 1d4 Devourer Cultists AC 13, touch 11, flat-footed 12 (+1 Dex, +2
3 Ice Spider natural)
Hit Points 7 (1d10+2)
4 1d3 Sahuagin Warriors Fort +4, Ref +1, Will -1
5 Venomous Snake Weaknesses light blindness
6 1d6 Zombies
Offense
Sahuagin Speed 30 ft., swim 60 ft.
Melee trident +2 (1d8+1)
Ravenous and cruel, the sahuagin are, unfortunately, among Ranged heavy crossbow +2 (1d10/19–20)
the most prosperous oceanic races. Great cities raised by Special Attacks blood frenzy
these creatures darken the deep ocean trenches, and many
are the near-coastal fortresses where they launch endless Statistics
raids against their air-breathing enemies who dwell in close
proximity to the shore. Warlike and proud, the sahuagin Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 10
rarely ally with others, and view most other aquatic races Base Atk +1; CMB +3; CMD 14
such as the aboleths, the merfolk, and their ilk as Feats Great Fortitude
competitors. The only creatures they seem to respect and Skills Perception +3, Swim +13
adore apart from their own kind are sharks, for in these Languages Aquan, Common; speak with sharks
relentless predators the sahuagin see much of themselves. A SQ amphibious
sahuagin stands 7 feet tall and weighs about 250 pounds. Gear trident, underwater heavy crossbow with 10
bolts

Special Abilities
Blood Frenzy (Ex)
Once per day, a sahuagin that takes damage in
combat can fly into a frenzy in the following round.
It gains +2 Constitution and +2 Strength, but takes
a –2 penalty to its AC. The frenzy lasts as long as
the battle or 1 minute, whichever is shorter.

Sahuagin Items
Bag of Urchins
Some sahuagin carry bags of these diminutive sea creatures to
throw at enemies. When struck by a sea urchin a creature must
make a Fortitude save or be poisoned. Posion - injury; save Fort DC
12; frequency 1/round for 6 rounds; effect 1d2 Dex and reduce
movement speed by 10 feet (to a minimum of 5 feet); cure 1 save.
Throwing Octopi
Octopi are a favorite of Sahuagin throwers. When thrown at an
enemy combatant the octopus either preforms a tentacle +3 (grab) or
a bite +5 (1d3+1 plus poison). More information on Octopi can be
found in the Bestiary.
Sahuagin Veteran Sahuagin Priestess

Sahuagin Veteran Sahuagin Priestess


CR 1 CR 3
XP 400 XP 800
LE Medium monstrous humanoid (aquatic) LE Medium monstrous humanoid (aquatic)
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Init +0; Senses blindsense 30 ft., darkvision 60 ft.;
Perception +3 Perception +8

Defense Defense
AC 15, touch 12, flat-footed 12 (+2 Dex, +3 AC 15, touch 12, flat-footed 12 (+2 Dex, +3
natural) natural)
Hit Points16 (2d10+4) Hit Points27 (3d10+6)
Fort +2, Ref +2, Will +1 Fort +2, Ref +2, Will +6
Weaknesses light blindness Weaknesses light blindness

Offense Offense
Speed 30 ft., swim 60 ft. Speed 30 ft., swim 60 ft.
Melee mwk trident +5 (1d8+3) Melee Spear +3 (1d8+2)
Special Attacks blood frenzy Special Attacks blood frenzy, channel negative
energy 3/day (DC 11, 1d6), destructive smite (+2,
6/day)
Statistics Domain Spell-Like Abilities (CL 2th; concentration
Str 16, Dex 15, Con 14, Int 10, Wis 9, Cha 10 +5)
7/day—icicle (1d6+2 cold)
Base Atk +1; CMB +4 (+8 trip); CMD 16
Feats Improved Trip or Weapon Focus Cleric Spells Prepared (CL 2th; concentration +5)
Skills Perception +3, Swim +13 1st — cure light wounds, magic weapon, inflict
Languages Aquan, Common; speak with sharks light wounds, true strike D
SQ amphibious 0 (at will) — bleed (DC 14), detect magic,
Gear masterwork trident guidance, resistance
D - Domain spell; Domains Destruction, Water
Special Abilities Statistics
Blood Frenzy (Ex)
Once per day, a sahuagin that takes damage in Str 15, Dex 10, Con 14, Int 12, Wis 16, Cha 11
combat can fly into a frenzy in the following round. Base Atk +1; CMB +3; CMD 12
It gains +2 Constitution and +2 Strength, but takes Feats Brew Potion, Combat Casting, Toughness
a –2 penalty to its AC. The frenzy lasts as long as Skills Knowledge (Religion) +8, Perception +8,
Spellcraft +11, Swim +15
the battle or 1 minute, whichever is shorter.
Languages Aquan, Common; speak with sharks
SQ amphibious
Combat Gear wand of cure moderate wounds (11
Variants charges); Other Gear dagger, gold unholy symbol
Elite Guard (worth 100 gp), 37 gp
Feat: Improved Trip
Tactics: During Combat The Elite Guard like to trip their foe. They Special Abilities
will always move into a position to put themselves between their
priestess and danger. Morale As long as the priestess lives they will Blood Frenzy (Ex)
fight to the death. Once per day, a sahuagin that takes damage in
combat can fly into a frenzy in the following round.
Berzerker It gains +2 Constitution and +2 Strength, but takes
Special Ability: Rage (8 rounds/day) a –2 penalty to its AC. The frenzy lasts as long as
Tactics: During Combat The sahuagin enters a rage as soon as the battle or 1 minute, whichever is shorter.
combat starts. Morale These sahuagin are careless and will fight to
the death.
Thrower
Feat: Throw Anything
Tactics: During Combat The Thrower will throw objects like octopi,
sea urchins, and tanglefoot bags into combat. (See Sahuagin Items)
Sahuagin Wizard
Sahuagin Stalker
Sahuagin Wizard
CR 2 Sahuagin Stalker
XP 600 CR 4
LE Medium monstrous humanoid (aquatic)
Init +1; Senses blindsense 30 ft., darkvision 60 ft.; XP 1,200
Perception +5 Sahuagin Ranger 2
LE Medium monstrous humanoid (aquatic)
Init +3; Senses blindsense 30 ft., darkvision 60 ft.;
Defense Perception +9
AC 18, touch 11, flat-footed 17 (+1 Dex, +4 armor,
+3 natural) Defense
Hit Points19 (3d6+6)
Fort +2, Ref +3, Will +3 AC 18, touch 13, flat-footed 15 (+3 Dex, +5
Weaknesses light blindness natural)
Hit Points40 (4d10+18)
Offense Fort +7, Ref +9, Will +5, +2 vs. ongoing effects
Weaknesses light blindness
Speed 30 ft., swim 60 ft.
Melee trident +3 (1d8+3) Offense
Special Attacks blood frenzy
Wizard Spells Prepared (CL 3rd; concentration +6) Speed 30 ft., swim 60 ft.
2nd — protection from arrows, false life Meleemwk longspear +8 (1d8+4/×3), bite +2
1st— magic missile, mage armor (1d6+3) or 2 claws +7 (1d4+3), bite +7 (1d6+3)
0 (at will) — acid splash, cold ray, message Ranged mwk underwater heavy crossbow +8
Bloodline arcane (1d10/19–20)
Special Attacks blood frenzy, combat style (archery),
favored enemy (humans +2)
Tactics
Before CombatThe wizard uses her wand to cast Statistics
mage armor.
Base Statistics Without mage armor, the wizard's Str 17, Dex 17, Con 18, Int 14, Wis 15, Cha 6
statistics are AC 12, touch 12, flat-footed 10. Base Atk +4; CMB +7; CMD 20
Feats Point Blank Shot, Precise Shot, Rapid Reload
Skills Handle Animal +5, Knowledge (geography)
Statistics +9, Knowledge (nature) +9, Perception +9, Stealth
Str 15, Dex 13, Con 12, Int 17, Wis 10, Cha 8 +10, Survival +9, Swim +18
Base Atk +1; CMB +2; CMD 13 Languages Aquan, Common; speak with sharks
Feats Combat Casting, Point-Blank Shot, Scribe SQ amphibious, track +1, wild empathy +0
Combat Gear potion of cure light wounds, +1
Scroll
Skills Acrobatics +4, Climb +2, Knowledge (arcana) human-bane bolts (3); Other Gear mwk longspear,
+9, Perception +5, Spellcraft +9 (+11 to identify mwk underwater heavy crossbow with 20 bolts,
magic item properties) agate earring worth 25 gp, pearls (7, worth 100 gp
Languages Aquan, Common; speak with sharks each), 18 gp
SQ amphibious
Combat Gear potion of cure light wounds, 1st level Special Abilities
scroll Other Gear spellbook, 113 gp
Blood Frenzy (Ex)
Once per day, a sahuagin that takes damage in
combat can fly into a frenzy in the following round.
Variants It gains +2 Constitution and +2 Strength, but takes
Necromaner a –2 penalty to its AC. The frenzy lasts as long as
Special Attack: 6/day—grave touch (1 round) the battle or 1 minute, whichever is shorter.
Tactics: During Combat The necromacer orders his undead
to attack while casts ranged spells.
Adept (Evoker)
Special Attack: 6/day—force missile (1d4+1)
Tactics: During Combat The evoker casts missile spells from
a distance.
Devourer Cultists Devourer Disciple
Brainwashed villagers who commune with destructive
powers of nature and undeath find themselves shunned by CR 1/3
the fearful residence of Korthos Island and branded heretics.
Acolytes and Disciples are the rank and file of the Devourer XP 135
cult. They tend to go down quickly. NE Medium human Adept 1
Init +1; Senses Perception +1
Devourer Acolyte Defense
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
Devourer Acolyte Hit Points5 (1d6+2)
Fort -1, Ref +1, Will +3
CR 1
XP 400 Offense
LE Medium human Sorcerer 2
Speed 30 ft.
Init +2; Senses Perception +0
Melee morningstar +0 (1d8) or silver dagger +0
(1d4/19–20)
Defense Ranged longbow +1 (1d6)
Adept Spells Prepared (CL 1st; concentration +2)
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) 1st — bless, cure light wounds
Hit Points11 (2d6+4) 0 — guidance, light, mending
Fort +1, Ref +2, Will +3
Tactics
Offense
During Combat The adept attacks with her
Speed 30 ft. morningstar and cast cure light wounds if needed.
Melee sap +2 (1d6+1 nonlethal) or mwk spear +3
(1d8+1/×3) or unarmed strike +2 (1d3+1
nonlethal) Statistics
Spells Known (CL 2nd; concentration +4)
1st (5/day)— magic missile, mage armor Str 10, Dex 12, Con 8, Int 9, Wis 13, Cha 10
Base Atk +0; CMB +0; CMD 11
0 (at will) — acid splash, ray of frost, detect magic,
message Feats Weapon Proficiency (longbow), Toughness
Skills Heal +7, Spellcraft +3
Bloodline arcane
Languages Common
Combat Gear scroll of cure light wounds, scroll of
Statistics sleep, alchemist’s fire; Other Gear studded leather,
morningstar, silver dagger, shortbow, healer’s kit,
Str 13, Dex 14, Con 12, Int 10, Wis 10, Cha 15 holy symbol, smokestick, spell component pouch,
Base Atk +1; CMB +2; CMD 14 tindertwig, 9 gp
Feats Combat Casting, Eschew Materials
Skills Intimidate +7, Knowledge (religion) +2,
Spellcraft +5
Languages Common
SQ arcane bond (spear), bloodline arcana Combat
Gear sap, bonded masterwork spear, priestly robe,
13 gp

Credit: D&D Monster Manual


Devourer Disciple
Ice Spider Arcane Skeleton
Arcane Skeletons are usually regarded as the most
dangerous type of skeletons adventurers will encounter due
Ice Spider to their powerful spellcasting. Luckily, for them the arcane
skeletons have few hit points. Skeletons are the animated
CR 1/2 bones of the dead, brought to unlife through foul magic.
A spider the size of a man crawls silently among the While most skeletons are mindless automatons, arcane
ice. skeletons possess an evil cunning imparted to them by their
animating force—a cunning that allows them to cast deadly
XP 200 spells.
N Medium vermin
Init +2; Senses darkvision 60 ft., tremorsense 60
ft.; Perception +4
Arcane Skeleton
Defense CR 2
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 natural XP 600
armor) NE Medium undead
Hit Points11 (2d8+2) Init +7; darkvision 60 ft.; Perception +5
Fort +1, Ref +2, Will +0 Aura Death Aura (DC 14)
Immune mind-affecting effects Resist cold
Weaknesses fire Defense
Offense AC 15, touch 13, flat-footed 12 (+3 Dex, +2
natural)
Speed 30 ft., climb 20 ft. Hit Points 25 (1d8+4d6+4)
Melee icy bite +2 (1d4 plus 1d4 cold) Fort +1, Ref +4, Will +8
Ranged freezing ichor +3 (1d4)( DR 5/bludgeoning; Immune cold, undead traits
Special Attack ice web (+3 ranged, DC 11, hp 2)
Offense
Statistics
Speed 30 ft.
Str 10, Dex 15, Con 12, Int -, Wis 10, Cha 9 Melee quarterstaff +5 (1d6+3)
Base Atk +1; CMB +1; CMD 12 (24 vs. trip) Special Attacks grave touch, power over undead ~
Skills Acrobatics +10, Climb +24, Perception +4, command undead
Stealth +10 (+21 when stationary); Racial Modifiers Wizard Spells Prepared (CL 3rd; concentration +7)
+8 Acrobatics, +16 Climb, +4 Perception, +4 2nd — scorching ray, ghoul touch (DC 16)
Stealth (+15 when stationary) 1st— magic missile, cause fear (DC 15) , chill
touch (DC 15) , *ray of enfeeblement (DC 15)
0 (at will) — acid splash, ray of frost
Opposition Schools - enchantment, illusion

Statistics
Str 13, Dex 15, Con -, Int 17, Wis 14, Cha 10
Base Atk +2; CMB +3; CMD 13
Feats Command Undead, Improved Initiative, Scribe
Scroll, Spell Focus (Evocation, Necromancy)
Skills Perception +5 , Spellcraft +8
Languages none
SQ arcane bond
Combat Gear none
Other Gear quarterstaff, spellbook

Special Abilities
Death Aura (Su)
The Arcane Skeleton is surrounded by a 10 ft. aura
of negative energy that deals 1d4+4 points of
damage. A successful DC 13 Will save reduces the
‎‎‎‎‎‎ damage by half.
Credit: Dragon's Dogma
Iron Defender Rusty Iron Defender
While resembling a dog in form, the iron defender could
never be mistaken for a living creature. Composed of iron CR 1/2
plates and bars, this construct creature has become The creature resembles a dog, but its body is
increasingly easy to find among ruins and dungeons of formed from iron plates and bars. It stands about
Xen'drik. Wizards and sorcerers have long used them to two feet high at the shoulder. Its mouth is lined
protect hidden stores of treasures for years, but of late with serrated blades of steel.
adventurers have reported finding these cheaply-produced
constructs in areas where no intelligent life could be found, XP 200
still patrolling and following the orders of some long-lost N Small Construct
creator. Init +2; Senses darkvision 60 ft., low-light vision;
In combat, the iron defender relies almost exclusively on its Perception +4
bite, using a mouth filled with blades of serrated metal. In
Xen'drik, the common variety of iron defenders has been Defense
upgraded; a small pouch just behind the iron defender's
mouth can spew out a layer of slippery grease out before a AC 15, touch 13, flat-footed 13 (+1 size, +2 Dex,
foe. +2 natural)
Hit Points 11 (1d10+5)
Fort +0, Ref +2, Will +0
Immune construct

Offense
Speed 50 ft.
Melee Bite +5 melee (1d6+3 plus trip)
Special Attack Grease breath

Statistics
Str 16, Dex 15, Con -, Int 8, Wis 11, Cha 7
Base Atk +1; CMB +4; CMD 16 (20 vs. trip)
Feats Weapon Focus (Bite)
Skills Perception +4, Stealth +3

Special Abilities
Grease Breath (Ex)
The iron defender breathes out grease covering a
10 ft. square. Any creature in the area when the iron
defender uses its breath weapon must make a
successful DC 12 Reflex save or fall down. This is
usable once every 1d4 rounds.
Appendix B: Magic Items
Anger's Step
Aura minor transmutation Thera’s Rapier
Slot feet; Price 4,950 gp; Weight 1 lb.
Aura minor conjuration
DESCRIPTION Slot none; Price 1,250 gp; Weight 2 lbs.
These sturdy boots enable the wearer to gain quick boosts of
spped, granting a +3 competence bonus on Acrobatics checks DESCRIPTION
when jumping. Twice per day, the wearer may cast the spell This masterwork rapier is keyed to monsterous humanoids.
Expeditious Retreat on themselves as a standard action. If it strikes such a creature it deals an extra 1d6 damage. To
any other creature it acts as a normal masterwork rapier.
Feather Cloak Troubleshooter's Goggles
Aura faint transmutation Aura faint divination
Slot back; Price 1,500 gp; Weight 2 lb. Slot eyes; Price 2,500 gp; Weight —
DESCRIPTION
This cloak is feels lighter than most. Once per day, the wearer DESCRIPTION
may cast the spell Feather Fall as an immediate action. The lenses of this item are made of special crystal. When
placed over the eyes of the wearer, the lenses enable her to
Fintan’s Bite see much better than normal granting her a +2 competence
bonus on Disable Device and Perception checks. Both lenses
Aura minor conjuration must be worn for the magic to be effective.
Slot none; Price 1,400 gp; Weight 2 lbs.
DESCRIPTION Dragon's Hoard
This masterwork scimitar bestows a temporary hit point
when it deals a critical hit. The sword wielder gains 1d10 Devoted Necklace
temporary hit points each time it critically hits. These Aura faint conjurgation
temporary hit points last for 24 hours. Slot neck; Price 9,575 gp; Weight —
Pathfinder's Boots DESCRIPTION
This necklace feels mildly warm to the touch and grants the
Aura faint transmutation wearer a +2 competence bonus to heal. In addition to this, the
Slot feet; Price 2,500 gp; Weight 1 lb. necklace is inlaid with a prayer bead of healing. Once per day,
DESCRIPTION the wearer may cast the spell of his choice: cure serious
These soft boots enable the wearer to move nimbly about in wounds, remove blindness/deafness, or remove disease.
virtually any surroundings, granting a +2 competence bonus
on Acrobatics checks and an increased Movement +5 ft. Protector's Brooch
Aura faint transmutation
Ring of Waterbreathing Slot amulet; Price 4,500 gp; Weight —
Aura faint transmutation DESCRIPTION
Slot finger; Price ; Weight — This appears to be a piece of silver jewelry in the shape of a
DESCRIPTION small shield. In addition to the mundane task of fastening a
This ring feels wet to the touch. Once per day, the wearer cloak, the brooch also offers magic protection in the form of a
may cast the spell Water Breathing on themselves as a +1 resistance bonus on all saving throws and a +1 insight
standard action. bonus to AC.

Runic Gloves
Aura faint divination
Slot hands; Price 2,200 gp; Weight —
DESCRIPTION
These gloves are covered in bright blue runes. The wearer of
these gloves receives a +3 competence bonus to Use Magical
Device checks and can employ detect magic while holding an
object. A faint aura corresponding to its magical school will
glow around the object if it is magical.

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