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  Overview
  Overview
  The Player Characters, onboard 
  a besieged craft, must defend 
  themselves and their ship.  They 
  capture a map that leads to a 
  fabulous treasure, a map with 
  a prominent ‘X’ marked on it, 
  as well as a dark warning.  The 
  characters proceed to the island 
  and their ship is damaged or 
  destroyed by a ghost whale.  The 
  characters then ﬁ nd danger in 
  the form of a siren and treasure 
  in the form of a glass bowl.  The 
  characters also discover a lost 
  pirate stronghold dating back 
  to the founding of the Hyborian 
  nations.
  This adventure is designed to 
  introduce players to the ship-
  to-ship combat, some of the 
  monsters and demons of Pirate 
  Isles, as well as give the players 
  a taste of a few of the new spells 
  offered within Pirate Isles.
  Preparation
  Preparation
  Non Player Characters for this adventure are 
  provided in the Appendix, although Games Masters 
  are encouraged to add additional characters of their 
  own for campaign continuity.  This would also be a 
  great spot to have a reoccurring antagonist appear 
  and attack the characters or seek to steal the map for 
  themselves.
  One character should be made captain of the 
  Dagon’s Valour.  How this is accomplished does 
  not matter, however this might make a separate 
  adventure all on its own.  Perhaps the character 
  battled his way to the top.  Perhaps he won the 
  ship in a high-stakes game of chance.  Perhaps his 
  family owns the ship and asked him to do something 
  worthwhile with it, or use it to bring in some 
  income.  Making a Player Character the captain 
  gives the characters more freedom to make choices.  
  However, the Games Master may want to limit the 
  player’s freedoms somewhat, taking them ‘along for 
  the ride’, so to speak.  If so, the Games Master will 
  have to create his own captain.
  A Games Master will need Conan the Roleplaying 
  Game, Pirate Isles, and a few players to get full use 
  of the material included in this adventure.  A player 
  needs a copy of Conan the Roleplaying Game, a 
  Games Master and some fellow players.
   Ghost of the Deep
  A Pirate Isles Adventure for Conan the Role-Playing Game
  Vincent N. Darlage and 
  Vincent N. Darlage and 
  Eric K. Rodriguez
  Eric K. Rodriguez
  
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  Chapter One: The 
  Chapter One: The 
  Wrath of the 
  Wrath of the 
  Driving Seas
  Driving Seas
  That I followed the road of the restless gull
   
  As free as a vagrant breeze,
  That I bared my breast to the winds’ unrest
   
  And the wrath of the driving seas
  Robert E. Howard, The Day That I Die
  The characters begin the game on board a ship 
  known as Dagon’s Valour, and they are already in 
  the midst of a battle.  If one of the characters is 
  not already captain of the ship, then perhaps the 
  captain can be killed in this introductory battle, 
  leaving one of the players in charge thereafter.
  The player characters begin this adventure at the 
  onset of combat; for they are engaged in a brutal 
  battle between their craft and the Stygian warship 
  Pa-Userukhet-enpa-Iumahu-Khesef (translates 
  roughly from Stygian as The Wrath of the Driving 
  Seas).  The Games Master should use the narrative 
  combat system introduced in Pirate Isles.  The 
  ships are already engaged, and Captain Iufenamun 
  has already sent his crew to capture the Dagon’s 
  Valour.  The captain is acting against the wishes 
  of his passenger, Khonsirdais, a priest of Set, but 
  he has his reasons for doing so.  The Dagon’s 
  Valour, long before the players had possession 
  of it, once pirated a ship he served aboard and 
  resulted in a major setback to his career.  Sighting 
  it again after all these long years enraged him and 
  he has decided to sink the ship as some form of 
  revenge.
  Khonsirdais has hired Captain Iufenamun’s ship 
  to take him to a nameless isle.  He possesses a 
  map stolen from a sorcerer of the Black Ring 
  and is headed south to ﬁ nd a glass bowl and a 
  siren plaything.  He will bargain for his life if he is 
  afforded the opportunity, hoping to betray the party 
  later if he can manage the services of the siren.  
  He will not warn the characters about the siren, 
  however.  He will want to use her as his ace-up-his-
  sleeve to assure his victory later.  Of course, if he 
  is killed during the ﬁ ghting, none of his knowledge 
  will be available to the player characters.
  The player characters are intended to win this battle.  
  They can capture the Stygian craft, sink it, force it 
  to pay a ransom, set it adrift or any other fate they 
  decide for it.  One way or another, the Games Master 
  needs to make sure the map falls into the hands of 
  the characters, as well as the hint of treasure.
  Chapter Two:  
  Chapter Two:  
  To Rest on an 
  To Rest on an 
  Unknown Isle
  Unknown Isle
  That ever my spirit turned my steps
   
  To the naked morning lands
  And I came to rest on an unknown isle –
   
  Jade cliffs and silver sands.
  Robert E. Howard, The Day That I Die
  Early in the morning on the sixth day, the islands 
  are spotted in the distance.  The characters start to 
  make their way through the chain of islands, 
  but unknown to them they have awoken a 
  ghastly guardian.  A ghost whale circles 
  the chain of islands, smashing boats that 
  approach.  As the characters sail into the 
  waters between the small island marked 
  with an ‘X’ and the larger island, the 
  whale attacks.  The surface of the water is 
  broken in an explosive blast of brutality and 
  violence.  The ghost whale will strive to 
  destroy any and all ships that pass too close 
  to the islands – potentially marooning the 
  characters on the island.
  Ghost Whale
  Ghost Whale
  Gargantuan Animal
  Hit Dice:  12d8+8 (141 hp)
  Initiative:  +9 (+1 Dex, +8 Reﬂ ex)
  Speed:  Swim 40 ft. (8 squares)
  DV:  16 (-4 size, +1 Dex, +9 natural)
  DR:  8
  Base Attack/Grapple:  +9/ +33
  Attack:  Bite +17 melee (4d6 +12)
  Full Attack:  Bite +17 melee and tail slap 
  +12 melee (1d8+6)
  Space/Reach:  20 ft. /15 ft.
  Special Attack:  Charging attack
  Special Qualities:  Blindsight 120 ft., hold 
  
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  breath, low-light vision
  Saves:  Fort +15, Ref +9, Will +6
  Abilities:  Str 35, Dex 13, Con 24, Int 8, Wis 14, 
  Cha 6
  Skills:  Listen +15, Spot +14, Swim +20
  Feats:  Alertness, Diehard, Endurance, Improved 
  natural attack (bite), Toughness
  Climate/Terrain:  Aquatic
  Organisation:  Solitary
  Advancement:  13 – 18 Hit Dice (Gargantuan); 19 
  – 36 Hit Dice (Colossal)
  These great white whales once roamed the 
  deepest seas, preying on giant octopi and the great 
  kraken.  They grew to be over 60 feet in length.  
  They were wise beyond their means, capable of 
  deep thought and wisdom unknown to the men 
  of their era.  Unfortunately, those brought back 
  through necromantic means go mad, turning their 
  intelligence to the destruction of all life.
  Ghost whales may be found anywhere in the world, 
  although they are far too large to come close to 
  shore.  Like all creatures brought back through 
  necromancy they once served a sorcerer; unlike most 
  revenants summoned back into a semblance of life, 
  their intelligence allowed them to slip 
  the bonds of control long ago.  They 
  now rove the seas, searching for and 
  destroying anything that resembles 
  the hated creatures that cursed 
  them with their current, tormented 
  state.
  Most sailors panic when they 
  see a ghost whale resting on the 
  water.  They regard the creatures 
  as omens of death, pain and 
  imminent destruction.  All of these 
  are absolutely true; the ghost whale 
  will stop at nothing to destroy 
  living creatures.
  Combat
  Ghost whales are quite intelligent.  
  If they spot a ship they will sink 
  beneath the waves and ram it 
  repeatedly, until they break it into 
  splinters, then pick off the sailors 
  one by one.  If chased they will 
  swim for long distances, dragging 
  the target further and further from the 
  shore and help.  Then they submerge, 
  loosing the opponent in the uncharted 
  vastness of the sea.
  In combat ghost whales may use any of the 
  following abilities:
  Blindsight (Ex):  Ghost whales ‘see’ by emitting 
  high-frequency sounds, inaudible to most other 
  creatures, allowing them to locate objects and 
  creatures within 120 feet.  Its normal vision is 
  approximately equivalent to a human.
  Charging Strike (Ex):  If a ghost whale executes a 
  charge attack it strikes with its head, dealing 5d12 
  blunt damage in addition to its normal bite damage.  
  It cannot effectively use charging strike on a target 
  smaller than itself.
  Hold Breath (Ex):  A ghost whale can hold its 
  breath for a number of rounds equal to ten times its 
  Constitution score before it risks drowning.
  Skills:  A ghost whale has a +8 racial bonus on 
  
  6161
  any Swim check.  It can use the run action while 
  swimming, provided it swims in a straight line.  It 
  has a +4 racial bonus to Spot and Listen checks, 
  although this bonus is negated if the ghost whale 
  cannot use its Blindsight.
  History of the Ghost Whale
  History of the Ghost Whale
  The ghost whale of this lonely chain of islands is 
  insane, although it is still quite intelligent, as most of 
  this ancient species are.  This particular ghost whale 
  was summoned by an ancient sorcerer not long after 
  the fall of Acheron.  History does not record whom 
  the Acheronians were defending their isle against, 
  but the ghost whale remains as a mute testimony to 
  the desperation of the ancient pirates and seamen 
  who once dwelt upon this chain.  The whale broke 
  the chains of bondage and smashed the pirate ﬂ eet 
  of these renegade Acheronians, dooming those that 
  remained on the island to a slow starvation.  The 
  island became ill reputed and eventually passed into 
  legend.  The ghost whale remains, guarding this 
  territory and killing any who enter into his waters.
  Characters will likely have to swim to shore, or 
  they may make their escape from the fury of the 
  ghost whale on small boarding craft.  The island the 
  characters are making for are largely rocky, with few 
  safe harbours and beeches.  For added challenge, 
  the Games Master may want to introduce sharks in 
  the water, although this will not likely be a need.  
  The players have a choice – to make for the small 
  island marked with an X, or the beech across the 
  harbour on the larger island.  The smaller island will 
  be a deadly choice.  If players land on this island, 
  proceed to Chapter Three: The Siren’s Call.
  The larger island is mostly deserted.  The island is 
  mountainous, and the characters can see a 300-foot 
  long rope bridge spanning a chasm to another island.  
  The anchors of the rope bridge are up high on 
  mountainous ridges.  If characters choose to climb 
  the forested ridges to the rope bridge, proceed to 
  Chapter Four: The Glass Bowl of Nakhtnebef.
  Chapter Three: 
  Chapter Three: 
  The Siren�s Call
  The Siren�s Call
  For ever the wind came out of the east
   
  To beckon me on and on,
  The sunset’s lure was may paramour
   
  And I loved each rose-pale dawn.
  Robert E. Howard, The Day That I Die
  Along the sandy strip of white beach on the smaller 
  isle (indicated by the X on the treasure map) lies a 
  beached ship of medium size.  Several large rock 
  spires rise out of the water near the beach.  Behind 
  the white beach rise towering cliffs overgrown 
  with tropical vines and plants, giving them a jade 
  appearance.  On this map, however, ‘X’ does not 
  mark the site of treasure; it marks the site of danger, 
  a site to be avoided by the mapmaker.  Here lurks 
  the siren ‘Neshelaﬁ ’, who seeks the death of all men, 
  save the owner of the Glass Bowl of Nakhtnebef.
  Perched on a rocky outcropping not far from the 
  beach is a beautiful woman, perfect in shape, 
  voluptuous and pert.  Her eyes are lascivious and 
  mocking, triumphant in her knowledge of her 
  overwhelming manner and seductive appearance.  
  Her pale blue skin, seen to be scales up close, is 
  both alluring and wonderful; a realm of softness 
  beckoning to be explored and pursued.  Her soft 
  voice is vibrantly intense, a voice that poets might 
  ascribe to a fresh rose or an alluring sunset.
  She will use hypnotism, hypnotic suggestion and 
  mass hypnotic suggestion to ensnare the Player 
  Characters and bring them to her oddly cold 
  embrace.  With a pixie smile she promises any 
  indiscretion an aroused male may desire even as she 
  lays back with him into the clammy wetness of the 
  ocean, to kiss his breath away as he drowns.  One by 
  one she intends to destroy all comers, taking their 
  souls and their bodies as her own diabolic repast.  
  There is one exception – she will obey the possessor 
  of the Glass Bowl of Nakhtnebef.  The spells that 
  bind her to earth also bind her to serve as the 
  plaything of Nakhtnebef or his successors.
  Siren
  Siren
  Medium Outsider (demon)
  Hit Dice:  10d8+10 (52)
  Initiative:  +11 (+4 Dex, +7 Reﬂ ex)
  Speed:  30 ft. (6 squares) swim 30 ft.
  DV:  19 (+4 Dex, +4 natural, +1 Dodge)
  DR:  6
  Base Attack/Grapple:  +10/+12
  Magic Attack:  +11
  Attack:  Slam +12 melee (1d6+2)
  Full Attack:  Slam +12 melee (1d6+2)
  Space/Reach:  5 ft. / 5 ft.
  Special Attacks:  -
  
  6262
  Special Qualities:  Body voice, manifest, 
  waterbreathing
  Saves:  Fort +8, Ref +11, Will +11
  Abilities:  Str 14, Dex 18, Con 12, Int 8, Wis 18, 
  Cha 22
  Skills:  Bluff +19, Diplomacy +19, Listen +17, 
  Knowledge (arcane) +12, Perform (dance) +19, Spot 
  +17, Sense Motive +17
  Feats:  Adept (hypnotism), Dodge, Archer’s Bane
  Climate/Terrain:  Aquatic
  Organisation:  Solitary or coven (2 – 16 sirens)
  Advancement:  9 – 18 Hit Dice (Medium)
  These human-like female demons have light green/
  blue scales on their skin, slit-like eyes and webbed 
  hands.  They come forth to be the playthings of 
  some sorcerers, as well as to protect areas and close 
  off shipping through speciﬁ c areas.  Sirens speak 
  all human languages, as well as Demonic.  Without 
  speaking they can easily make their intentions 
  obvious to any male, of whatever race.
  All sirens know and can cast any 
  spell from the hypnotism 
  school.  They generally use 
  hypnotism, hypnotic 
  suggestion and mass 
  hypnotic suggestion to 
  lure sailors from their 
  ships; clasp them 
  in their clammy 
  embrace; then 
  sink down to 
  the shadowed sea 
  ﬂ oor to consume 
  them.  A single 
  siren can kill off 
  an entire pirate crew 
  if left unchecked; 
  leisurely gathering 
  enough blood and souls 
  to inﬂ ame her inhuman 
  passions.
  Sorcerers use the 
  summon demon spell 
  to summon sirens, just 
  as they summon other 
  creatures from beyond 
  the stars.
  Sailors regard the presence of a siren as a sure 
  sign of death to come.  They say that a siren never 
  entered the world that did not lust for the blood 
  of men.  They speak of crews brought to a watery 
  grave, writhing in pleasure as the breath raced from 
  their lungs.  All of these things are true, but often the 
  siren’s destruction was not originally intended for 
  the pirates; the command that binds the siren to this 
  world may well be centuries old, a remnant of some 
  forgotten sorcerer’s hate.
  Combat
  Sirens avoid direct combat unless there is no other 
  alternative.  If faced with a target they cannot 
  hypnotise or dominate, they will vanish under the 
  waves, never to be seen again.  When cornered, 
  sirens turn to ﬁ ght, slamming opponents with their 
  frail looking hands.
  In combat sirens use the following special powers:
  Body Voice (Su):  Any creature that can see the 
  siren can hear the words that she whispers as she 
  moves.  This extends the siren’s evil eye range to 
  line of sight.
  Manifest (Su):  As a standard action the siren can 
  either leave Earth and return to its home place or 
  appear on Earth.  In either case it manifests at the 
  new location at the end of its action.
  Waterbreathing (Su):  Sirens can breathe water as 
  if it were air.
  A dark cave looms behind her, but it is shallow 
  (although that fact cannot be discerned from the 
  beach) and leads nowhere.  It was carved out by 
  centuries of pounding tides.  The ship beached 
  on the white sands is heavily damaged but can be 
  repaired with enough effort and time.  Its name is the 
  Neferrenpet.
  
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  Chapter Four: The 
  Chapter Four: The 
  Glass Bowl of 
  Glass Bowl of 
  Nakhtnebef
  Nakhtnebef
  Galleys shall break the crimson seas seeking delights for 
  you;
  With silks and silver fountain gleams I will weave a 
  world that glows and seems
  A shimmering mist of rainbow dreams, scarlet and 
  white and blue.
  Robert E. Howard, A Song Out of Midian
  From the beach on the larger island, across from 
  the small island marked with an ‘X’ on the map, 
  the players can see they are surrounded by jungle.  
  Toward the south, they can also see a forested ridge 
  terminating at a sheer cliff.  At the upper terminus 
  of this cliff on the peak of the ridge, a massive rope 
  bridge, at least 300 feet long, extends to a smaller 
  island with another ridge.  This smaller island is 
  sheer on all sides – it is the cone of an ancient 
  volcano.  A minimum of searching will ﬁ nd both 
  fresh water and a trail.  The trail looks as though it 
  was a road thousands of years ago, but the jungle has 
  pretty much overtaken it by now.
  The ancient road is dangerous if taken at night.  
  Most of the more aggressive animals hunt in the 
  darkness.  During the day, the chattering of monkeys 
  and the cries of the birds are the most likely things to 
  be heard.
  The ancient trail winds up the ridge and ﬁ nally 
  surmounts it.  It terminates at the end of the huge 
  rope bridge.  The ropes are ancient, but thicker than 
  ﬁ ve men tied around.  The wood of the bridge is 
  old, but, for the most part, stable.  A Balance check 
  (DC 12) is required to successfully move across in 
  calm, clear weather.  The Balance check increases 
  if it is windy and/or raining.  Any check that fails 
  by more than 5 is a complete fall (a board breaks, 
  the character ﬂ ips over one of the ropes); a failure 
  of less than that means the character is dangling for 
  his life.  The fall is a 400-foot drop into shallow and 
  rocky water (the water beneath the bridge is less than 
  ﬁ ve feet deep in most places).
  On the other side of the rope bridge, the road 
  continues into the Cave of Vulmea, a carven tunnel 
  through the wall of the ancient volcano.  Strange and 
  curious carvings can be seen if a source of light is 
  brought into the dank cavern.  During the day, this 
  cavern serves as the lair of a pair of leopards.  If the 
  cavern is entered at night, the cave is empty as the 
  leopards are out hunting.
  Leopard
  Leopard
  Medium Animal
  Hit Dice: 3d8+6 (19 hp)
  Initiative: +7 (+4 Dex, +3 Reﬂ exes)
  Speed: 40 ft (8 squares), climb 20 ft.
  DV: 16 (+4 Dex, +2 natural)
  DR: 2
  Base Attack/Grapple: +2/+5
  Attack: Bite +6 melee ﬁ nesse (1d8+3)
  Full Attack: Bite +6 melee ﬁ nesse (1d8+3) and 2 
  claws +1 melee ﬁ nesse (1d4+1)
  Space/Reach: 5 ft/ 5 ft.
  Special Attacks: Improved grab, pounce, rake 
  1d4+1
  Special Qualities: Low-light vision, scent
  Saves: Fort +5, Ref +7, Will +2
  Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 
  6
  Skills: Balance +12, Climb +11, Hide +8*, Jump 
  +11, Listen +6, Move Silently +8, Spot +6
  Feats: Alertness
  Environment: Warm and temperate forest/jungle
  Organisation: Solitary or pair
  Advancement: 4-5 Hit Dice (Medium)
  These jungle cats are about four feet long and 
  weigh about 120 pounds.  Leopards are found 
  anywhere south of Stygia among Kush and the Black 
  Kingdoms and sometimes among the jungle covered 
  islands of the western sea.
  Combat
  Improved Grab (Ex):  To use this ability, a leopard 
  must hit with its bite attack.  It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake.
  Pounce (Ex):  If a leopard charges a foe, it can make 
  a full attack, including two rake attacks.
  Rake (Ex):  Attack bonus +6 melee, damage 1d4+1.
  Skills:  Leopards have a +8 racial bonus on Jump 
  checks and a +4 racial bonus on Hide and Move 
  Silently checks.  Leopards have a +8 racial bonus on 
  Balance and Climb checks.  A leopard can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened.
  At the end of the cave-tunnel the characters come 
  out into the bowl of the ancient volcano.  The grand 
  ruins of a fantastic city can be seen beneath the 
  shimmering arc of a rainbow.  The tropic humidity 
  keeps the air moist here.  Apparently this island use 
  to be a pirate port long, long ago, before the ghost 
  whale ran everyone off.
  The staggering city of tall purple towers lies ruined 
  among the encroaching jungle at the centre of the 
  volcanic bowl.  This ancient Acheronian pirate city, 
  once a base of operations for renegades preying both 
  upon Acheron and Stygia in the pre-Hyborian eras, 
  is an impressive ruin of overwhelming immensity.
  Deep within the crumbling ruin is a prehistoric 
  temple to a primeval god of unwholesome aspect.  
  Within this temple is the Glass Bowl of Nakhtnebef.  
  Games Masters should realise that the ruined city 
  can be made into an entire campaign on its own.  
  
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  The characters could spend weeks searching through 
  the ancient ruins, with the possibility of many 
  encounters.  It is up to the Games Master to develop 
  this part of the adventure in more detail if he wishes.
  Chapter Five: The 
  Chapter Five: The 
  Arrival of Ankh-
  Arrival of Ankh-
  Psamtek
  Psamtek
  That I drained Life’s cup to its blood-red lees
   
  And it thrilled my every vein,
  But I did not frown when I laid it down
   
  To lift it never again.
  Robert E. Howard, The Day That I Die
  Khonsirdais stole the map from a more powerful 
  sorcerer; this dread sorcerer wants it back and has 
  arrived on the island to reclaim it.  The Games 
  Master may wish to have Ankh-Psamtek arrive by 
  sorcerous means; however, if the characters have not 
  yet found a means of escape from the island Ankh-
  Psamtek’s small sloop may have escaped notice of 
  the ghost whale and is anchored near the siren’s 
  cove.
  Ankh-Psamtek’s sole purpose is to capture 
  Khonsirdais alive.  However, if Khonsirdais has been 
  killed already, then the Glass Bowl of Nakhtnebef 
  will sufﬁ ce.  If the characters turn Khonsirdais over 
  to Ankh-Psamtek, he will let them keep the bowl 
  in exchange.  Ankh-Psamtek will not befriend the 
  characters or help them in any other way and will 
  leave the island as soon as he has Khonsirdais or 
  at least knows that he is dead.  If the characters 
  decide to ﬁ ght Ankh-Psamtek, they will be facing 
  a dangerous foe with death dealing magic at his 
  disposal.  Ankh-Psamtek will ﬁ ght with every spell 
  at his disposal, but if faced with death or capture, he 
  will ﬂ ee and seek revenge against the characters at a 
  later time.
  This lost city gives the Games Master a unique 
  opportunity to create special encounters or introduce 
  rare and powerful items.  At the very least, several 
  days should be spent exploring the ruins and 
  recovering many unique and mysterious items, 
  whether they are magical or not.  In addition, this 
  would be a good spot to introduce strange and 
  terrifying creatures that would have been unique to 
  the Acheronian era.  Below is an example of a rare 
  and unique creature that might be released from its 
  prison by the unknowing adventures:
  Foaming Blasphemy
  Foaming Blasphemy
  Medium Outsider (demon)
  Hit Dice: 8d8+8 (44 hp)
  Initiative: +11 (+1 Dex, +6 Ref, +4 Improved 
  Initiative)
  Speed: 20 ft. (4 squares)
  Defence Value: 16 (+1 Dex, +5 natural), touch 11, 
  ﬂ at-footed 15
  Damage Reduction: 5 (mutable form)
  Base Attack/Grapple: +8/+10
  Attack: Claw +10 melee (1d3+2 plus corporeal 
  instability)
  Full Attack: 2 claws +10 melee (1d3+2 plus 
  corporeal instability)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Corporeal instability, terror (DC 
  14)
  Special Qualities: Darkvision 60 ft., immunity to 
  critical hits and transformation, mad thing drumming
  Saves: Fort +7, Ref +7, Will +6
  Abilities: Str 14, Dex 13, Con 13, Int 10, Wis 10, 
  Cha 10
  Skills: Climb +13, Escape Artist +12, Hide +12, 
  Jump +9, Listen +11, Perform (percussion) +14, 
  Spot +11, Survival +0 (+2 following tracks), Tumble 
  +14, Use Rope +1 (+3 with bindings)
  Feats: Skill focus (perform-percussion), Improved 
  Initiative, Mobility
  Advancement: 9–12 Hit Dice (Medium); 13–24 Hit 
  Dice (Large)
  The horriﬁ c creatures known as foaming 
  blasphemies have mutable, ever-changing forms.  A 
  foaming blasphemy’s dimensions vary, but it always 
  weighs about 200 pounds.  Foaming blasphemies do 
  not speak.
  Combat
  For all its fearsome appearances, whether it has 
  claws, fangs, pincers, tentacles or spines, a foaming 
  blasphemy does little physical harm.  Regardless 
  of form, the creature seems unable to manage 
  more than two attacks per round.  Its continual 
  transmutations prevent the coordination needed to do 
  more.
  Mad Thing Drumming (Su):  With a successful 
  Perform (percussion) check (DC 23), the foaming 
  blasphemy may grant one scholar within range a 
  +1 morale bonus to his Magic Attack rolls plus an 
  additional +1 for every 5 points that the foaming 
  blasphemy exceeds its Perform check.  The foaming 
  blasphemy must have a Magical Link to the target 
  scholar if it does not have line of sight to him.
  Corporeal Instability (Su): A blow from a foaming 
  blasphemy against a living creature can cause a 
  terrible transformation.  The creature must succeed 
  on a Fortitude save (DC 15) or become a spongy, 
  amorphous mass.  Unless the victim manages to 
  control the effect (see below), its shape melts, ﬂ ows, 
  writhes and boils uncontrollably.  The save DC is 
  Constitution-based.
  An affected creature is unable to hold or use any 
  item.  Clothing, armour, rings and helmets become 
  useless.  Large items worn or carried - armour, 
  backpacks, even shirts - hamper more than help, 
  reducing the victim’s Dexterity score by 4.  Soft or 
  misshapen feet and legs reduce speed to 10 feet or 
  one-quarter normal, whichever is less.  Searing pain 
  courses along the nerves, so strong that the victim 
  cannot act coherently.  The victim cannot cast spells 
  or use magic items, and it attacks blindly, unable 
  
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  to distinguish friend from foe (–4 penalty on attack 
  rolls and a 50% miss chance, regardless of the attack 
  roll).
  Each round the victim spends in an amorphous state 
  causes 1 point of Wisdom drain from mental shock.  
  If the victim’s Wisdom score falls to 0, it becomes a 
  foaming blasphemy.
  A victim can regain its own shape by taking a 
  standard action to attempt a Charisma check (DC 
  15) - this check DC does not vary for a foaming 
  blasphemy with different Hit Dice or ability scores.  
  A success re-establishes the creature’s normal 
  form for one minute.  On a failure, the victim can 
  still repeat this check each round until successful.  
  Corporeal instability is not a disease or a curse and 
  so is hard to remove.  A Warding or Greater Warding 
  spell removes the afﬂ iction.
  Immunity to Transformation (Ex): No mortal 
  magic can permanently affect or ﬁ x a foaming 
  blasphemy’s form.  Effects such as Awful Rite of the 
  Were-Beast force the creature into a new shape, but 
  at the start of its next turn it immediately returns to 
  its mutable form as a free action.
  Chapter Six: Escape 
  Chapter Six: Escape 
  From the Island
  From the Island
  That I loved the song of the thrumming spars
   
  And the lift of the plunging prow,
  That I could not bide in the seaport town
   
  And I could not follow the plow.
  Robert E. Howard, The Day That I Die
  After surviving the many dangerous encounters 
  and creatures that are on the island, the characters 
  should escape and head back toward the mainland.  
  However several methods are available.  The 
  Neferrenpet could be repaired with supplies from 
  other destroyed ships and skilled seamen.  Perhaps 
  Ankh-Psamtek was killed and his small sloop was 
  found in the sirens cove.  If the group found the 
  Glass Bowl of Nakhtnebef they could command 
  the siren to pull their ship or summon other aquatic 
  creatures to do the same.  Games Masters should 
  provide the characters with several options, but 
  not to make the decisions for them.  This is an 
  opportunity for characters to use various skills and 
  abilities that they normally do not use.
  Appendix one: 
  Appendix one: 
  Characters
  Characters
  Ankh-Psamtek, Sorcerer 
  Ankh-Psamtek, Sorcerer 
  of the Black Circle
  of the Black Circle
  Medium Stygian (7th level Scholar)
  Hit Dice:  7d6 (25 hp)
  Initiative:  +3
  Speed:  30 ft. (6 squares)
  DV (Dodge):  13 (+2 level, +1 Dex)
  DV (Parry):  11 (+2 level, -1 Str)
  DR: -
  Base Attack/Grapple: +5/+4
  Attack:  Akbitanan Dagger +4 melee (1d4-1/19-20/
  x2/AP 2) or Stygian Bow +7 ranged (1d12/19-20/AP 
  1)
  Full Attack: Akbitanan Dagger +4 melee (1d4-1/19-
  20/x2/AP 2) or Stygian Bow +7 ranged (1d12/19-
  20/AP 1)
  Special Attacks:  New Sorcery Style (x3), Advanced 
  Spell x5, Bonus Spell x2
  Special Qualities:  Stygian qualities, scholar, lay 
  priest background, knowledge is power
  Space/Reach:  5 ft. (1)/5 ft. (1)
  Saves:  Fort +2, Ref +3, Will +12 (+10 vs. 
  Corruption)
  Abilities:  Str 9, Dex 13, Con 11, Int 16, Wis 14, 
  Cha 16
  Skills:  Bluff +13, Concentration +10, Craft 
  (alchemy) +15, Craft (herbalism) +13, Decipher 
  Script +13, Sleight of Hands +9, Handle Animal +5, 
  Intimidate +13, Knowledge (arcane) +15, Perform 
  (ritual) +18, Profession (priest) +7, Search +13, 
  Sense Motive +12
  Feats:  Exotic weapon proﬁ ciency (Stygian bow), 
  Iron Will, Ritual Sacriﬁ ce, Tortured Sacriﬁ ce, Hexer, 
  Skill Focus (perform), No Honour
  Reputation:  10
  Magical Attack Bonus: +6/+8 (+3 base, +3 
  Charisma modiﬁ er/+2 when casting Curses)
  Power Points: 8 (24 max)
  Sorcery Styles: Prestidigitation, Curses, 
  Counterspells
  Spells Known:  Conjuring, Lesser Ill Fortune, 
  Telekinesis, Warding, Greater Telekinesis, Ill 
  Fortune, Greater Ill Fortune, Greater Warding, Burst 
  Barrier, Curse of Broken Blood
  Captain Iufenamun
  Captain Iufenamun
  Medium Humanoid (7th level Pirate)
  Hit Dice:  7d8+7 (42 hp)
  Initiative:  +6 (+1 Dex, +5 Reﬂ ex save)
  Speed:  30 ft. (6 squares)
  DV (Dodge) melee:  16 (+5 level, +1 Dex)
  DV (Dodge) ranged:  20 (+5 level, +1 Dex, +4 large 
  shield)
  DV (Parry):  19 (+3 level, +2 Str, +4 large shield)
  DR:  3 (quilted jerkin)
  Attack:  Short sword (+7 melee, 1d8+2, 19-20/x2, 
  
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  AP 1) or Stygian Bow +2 (+7 ranged 1d12+2, 19-
  20/x2, AP 2)
  Full Attack: Short sword (+7 melee, 1d8+2, 19-
  20/x2, AP 1) or Stygian Bow +2 (+7 ranged 1d12+2, 
  19-20/x2, AP 2)
  Special Attacks:  Ferocious Attack (additional 
  attack), To Sail A Road Of Blood And Slaughter, 
  Sneak Attack +2d6, Sneak Subdual
  Special Qualities:  Bite Sword, Uncanny Dodge, 
  Mobility, Seamanship +2 (+2 to DV on board ship), 
  Pirate Code (Black Corsair Drums).
  Space/Reach:  5 ft. (1)/5 ft. (1)
  Saves:  Fort +6, Ref +6, Will +3
  Abilities:  Str14, Dex 12, Con 13, Int 16, Wis 12, 
  Cha 15
  Skills:  Appraise +13, Climb +7, Balance +11, 
  Intimidate +7, Knowledge (Arcane) +9, Knowledge 
  (geography) +9, Profession (sailor) +11, Use Rope 
  +11
  Feats:  Dabbler, Combat Reﬂ exes, Leadership
  Reputation:  9
  Leadership:  9 (7 level, +2 Cha; followers: 12 1st 
  level; cohort 4th level pirate)
   
  Captain Iufenamun is a pale and terriﬁ ed lot, since 
  they know that at any moment a priest may appear 
  and demand their services.
  Khonsirdais, High 
  Khonsirdais, High 
  Priest of Set
  Priest of Set
  Medium Stygian (7th level Scholar)
  Hit Dice:  7d6 (25 hp)
  Initiative:  +3
  Speed:  30 ft. (6 squares)
  DV (Dodge):  13 (+2 level, +1 Dex)
  DV (Parry):  11 (+2 level, -1 Str)
  DR: -
  Base Attack/Grapple: +5/+4
  Attack:  Akbitanan Dagger +4 melee (1d4-1/19-20/
  x2/AP 2) or Stygian Bow +7 ranged (1d12/19-20/AP 
  1)
  Full Attack: Akbitanan Dagger +4 melee (1d4-1/19-
  20/x2/AP 2) or Stygian Bow +7 ranged (1d12/19-
  20/AP 1)
  Special Attacks:  New Sorcery Style (x3), Advanced 
  Spell x5, Bonus Spell x2
  Special Qualities:  Scholar, Lay Priest, Knowledge 
  is Power
  Space/Reach:  5 ft. (1)/5 ft. (1)
  Saves:  Fort +2, Ref +3, Will +12 (+10 vs. 
  Corruption)
  Abilities:  Str 9, Dex 13, Con 11, Int 16, Wis 14, 
  Cha 16
  Skills:  Bluff +13, Concentration +10, Craft 
  (alchemy) +15, Craft (herbalism) +13, Decipher 
  Script +13, Gather Information +7, Handle 
  Animal +5, Intimidate +13, Knowledge (arcane) 
  +15, Perform (ritual) +15, Profession (priest) +7, 
  Profession (sailor) +7, Search +13, Sense Motive 
  +12
  Feats:  Exotic weapon proﬁ ciency (Stygian bow), 
  Iron Will, Ritual Sacriﬁ ce, Tortured Sacriﬁ ce, 
  Sorcerer’s Boon, Priest, No Honour
  Reputation:  10
  Magical Attack Bonus: +6 (+3 base, +3 Charisma 
  modiﬁ er)
  Power Points: 8 (24 max)
  Sorcery Styles: Sea Witchery, Divination, 
  Hypnotism
  Spells Known:  Sense Currents, Astrological 
  Prediction, Entrance, Visions, Mind Reading, 
  Domination, Tentacles of the Deep, Grip of the 
  Deep, Set’s Blessings, Psychometry, Rolling Waves
  Appendix Two:  Ships
  Appendix Two:  Ships
  Dagon�s Valour
  Dagon�s Valour
  Large Zingaran Merchant Galley (Value 69,000 
  sp)
  Dimensions:  190 ft. long, 28 ft. beam
  Hardness/Hit Points: 5/400
  Components: Deep Water Hull, Cargo Hold, 
  Passenger Rooms, Barracks
  Crew: 8/32 (plus 50 marines)
  Speed (Sail): 2
  Max Cargo: 1
  Maintenance: Profession (sailor) DC 25, 1 
  Component, 1 Component, 10% Hit Points
  The Neferrenpet
  The Neferrenpet
  Medium Stygian Merchant Galley (Value 10,700 
  sp)
  65 f tx10 ft
  Crew:  30/90 with up to 100 slaves on board
  Hardness/HP:  5/200
  Speed (Rowed):  3
  Speed (Sail):  2
  Tactical Movement:  3
  Modiﬁ ers: –
  Max Cargo:  2 cargoes of slaves
  Components:  Bank of Oars, Drum, Slave Hold
  Maintenance:  Profession (sailor) DC 25, 1 
  Component, 1 Component, 10% Hit Points
  Sailors recognise the infamous stygian galleys not 
  by their sails, but by the throbbing beat of their slave 
  drums.  The galleys carry slaves from all over the 
  world to a short, brutal life of service and sacriﬁ ce 
  among the priests and nobles of Stygia.  They 
  generally have black sails, stink like the foulest pits 
  and avoid other folk.
  The Wrath of the 
  The Wrath of the 
  Driving Seas
  Driving Seas
  Large Stygian Warship (Value 95,000 sp)
  Dimensions:  185 ft. long, 25 ft. beam
  Hardness/ Hit Points:  5/380
  Components:  Bank of Oars, Drum, Slave Hold, 
  Barracks, Passenger Rooms
  Crew:  30/90 with up to 140 slaves on board (30 
  marines)
  Speed (Sail):  2
  Tactical Movement:  2/3
  Modiﬁ ers:  -
  Max Cargo:  2 cargoes of slaves
  Maintenance:  Profession (sailor) DC 25, 1 
  Component, 1 Component, 10% Hit Points
  
SOURCE: textdata/thevault/Deduped  Shit/Signs & Portents/Ghosts of the Deep.pdf