The Salvation of Korthos - The Homebrewery Letter - Nomargins-Fixed
The Salvation of Korthos - The Homebrewery Letter - Nomargins-Fixed
The Salvation of Korthos - The Homebrewery Letter - Nomargins-Fixed
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Chapter 1: Devourer’s Night 8 do not quote the original text.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 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.
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!'
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
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.
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.”
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.
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.
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
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
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.