TEXT: War in the Deep
  A Dungeons & DragonsTM 4th Edition Heroic Tier Adventure
  Presented by Brent P. Newhall's Musaeum of Fantastic Wonders
  TABLE OF CONTENTS
   
   
  Introduction....................................................................................................................................2
  Overview..........................................................................................................................................2
  Hook 1..............................................................................................................................................2
  Hook 2.............................................................................................................................................3
  Entering the Deep...........................................................................................................................4
  The First Encounter – Sahuagin Raiders.......................................................................................5
  The Merfolk Kingdom.....................................................................................................................7
  The Second Encounter – Defending the North Wall....................................................................8
  The Third Encounter – Sharks!....................................................................................................10
  The Fourth Encounter – The Sahuagin Temple..........................................................................10
  Conclusion.....................................................................................................................................12
  Creatures........................................................................................................................................13
  Credits............................................................................................................................................16
  TABLE OF MAPS
   
   
  Map 1: The Northern Frontier........................................................................................................9
  Map 2: The Sahuagin Temple.......................................................................................................11
  Dungeons & Dragons TM and © 1995-2010 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.  All rights 
  reserved.
  War in the Deep, a D&DTM  4th Edition Adventure
  1
  
  INTRODUCTION
   
   
  This 4-encounter adventure has been designed so that it can be scaled for 1st through 9th level 
  D&D 4th Edition adventurers.  The story can fit into part of a larger quest or campaign, or the 
  story can be left as a one-shot adventure.
  Each monster is listed with three variations: the left-hand version for 1st level adventurers, the 
  middle version for 5th level, and the right-hand version for 9th level.  This should make it easy 
  to tweak the monsters for a party with slightly more or less experience than that specified.
  In addition, each piece of dialogue is presented in two columns:  a specific piece of dialogue 
  that you can read just as it stands on the left, and a detailed summary that you can change as 
  you see fit on the right.
  OVERVIEW
   
   
  The players are enchanted with the ability to breathe and swim underwater, and are 
  teleported to an area to the west of a merfolk settlement.
  They are soon attacked by a small sahuagin raiding party, but are rescued by an aquatic elf 
  patrol.  The elves take the adventurers to their Council, which explains that the sahuagin have 
  massed an army, which now attack the nearby merfolk in earnest.  The elves send a few of 
  their own with the adventurers to the merfolk capital, as protection against roving sahuagin.
  The party enters the land of the merfolk to find it almost deserted.  The capitol, however, 
  teems with merfolk preparing for battle.  The party gains audience with the king, who is 
  distraught at the news that his only daughter (a hot-blooded teenager) has disappeared after 
  weeks of practicing with her sword.  The king tells the adventurers that he will gladly give 
  them what they seek if they'll bring his daughter back safely.
  They travel north to a town on the main front, where they discover Princess Teela rallying the 
  merfolk troops in the face of a massive sahuagin onslaught.  After the adventurers help 
  defend the town from dozens of sahuagin and three ballista, Teela charges northward, with 
  the players in hot pursuit.
  After a quick encounter with a group of sahuagin unsuccessfully attempting to transport dire 
  sharks to the war zone, the players enter sahuagin territory, and quickly dispatch enemies on 
  their way to a mysteriously glowing temple.  There, they find the sahuagin king and a 
  priestess in the middle of a ritual, attempting to summon a white dragon.  The players must 
  fight their way through before she succeeds.
  The players can now bring Teela home, where the king gladly gives them a handsome 
  reward.
  HOOK 1
   
   
  As the players wander through a crowded market or down a mug of ale at a tavern, they are 
  War in the Deep, a D&DTM  4th Edition Adventure
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  approached by a blue-cloaked wizard who introduces himself as Telen Graystoke.  He asks if 
  the players would be willing to talk with him privately.
  He takes them to a back room of the tavern, where he explains that he has been remotely 
  negotiating with the king of the merfolk for a particular magical ring that the king possesses 
  in his treasury.  The king expressed willingness to give it to Telen several weeks ago, but has 
  not replied to any further messages.  Telen wants to send the adventurers to the merfolk 
  kingdom to inquire of the king why he's stopped communicating, and if there's anything that 
  Telen can do.  Payment has already been arranged.
  Dialogue – Telen
  I have been negotiating for months with the 
  king of the merfolk, who lives in the sea to the 
  east.  He has a particular magic ring in his 
  treasury, of little use to anyone except myself, 
  for it has various unique properties.  King 
  Parmo has expressed his willingness to sell me 
  the ring, and I have arranged payment, but 
  several weeks ago he stopped answering my 
  messages.
  I need you to go to the merfolk kingdom and 
  inquire of King Parmo why he's stopped 
  communicating, and if there's anything I can 
  do to, er, further the process.  You must be 
  polite, mind.  I don't want to threaten Parmo, 
  but I do want a group that won't be waylaid.
  I can enchant you all so that you are each 
  surrounded by a shield, which will provide you 
  with air.  You will not move as quickly 
  underwater as you may on land, but you 
  should otherwise be unaffected.
  Telen explains that he's been negotiating for 
  months with King Parmo of the merfolk, who 
  lives in the sea to the east, for a magic ring. 
  King Parmo's ready to sell it, but stopped 
  answering messages weeks ago.
  Telen needs the players to travel to Parmo's 
  kingdom and find out what's wrong.  They're 
  not to challenge or threaten Parmo; just ask 
  what's going on and resolve any problems.
  He'll enchant the players with a bubble of air 
  while underwater.  They'll move more slowly, 
  but will otherwise be unaffected.
  If the players refuse, the adventure's over.  If they accept, Telen performs the ritual, and the 
  players are teleported to the ocean floor.
  HOOK 2
   
   
  The players come upon the east coast fishing village of Conche.  The villagers are few and 
  hungry, as sahuagin have raided it twice in the past week.  They offer a reward if the players 
  will go into the sea and petition the merfolk to stop the sahuagin.
  Upon questioning, the villagers reveal several interesting facts:
  1. The sahuagin concentrated on stealing the fishing spears the villagers are famous for.
  2. One fisherman is friends with an aquatic elf who further out to sea.  According to him, 
  War in the Deep, a D&DTM  4th Edition Adventure
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  the sahuagin are preparing for a massive war agains the merfolk.
  There's an old wizard in the village, Telen, who can enchant the players so that they can 
  breathe and move normally while underwater.
  Dialogue – Telen
  I'm glad you've come!  Glad you've come. 
  You're going to fight off the sahuagin, eh? 
  Good, good.
  As it happens, I've been negotiating for 
  months with the king of the merfolk about a 
  magic ring in his treasury. It's of little use to 
  anyone except myself.  King Parmo's willing 
  to give me the ring, but with all this sahuagin 
  nastiness I haven't been able to get it.
  So, while you're there, ask them about my 
  ring, will you?  All right?  Good.
  Now, as to this spell.  It will enchant you all so 
  that you're surrounded by a sort of shield of 
  air.  You won't move quite as quickly 
  underwater as you on dry land, but you should 
  be all right otherwise.
  Now, ready to go?
  Telen explains that he's been negotiating for 
  months with King Parmo of the merfolk, who 
  lives in the sea to the east, for a magic ring. 
  King Parmo's ready to give it away, but 
  stopped answering messages weeks ago, 
  presumably because of the sahuagin problems.
  Telen asks the players to get the ring from 
  Parmo while they're there.
  He'll enchant the players with a bubble of air 
  while underwater.  They'll move more slowly, 
  but will otherwise be unaffected.
  If the players ask Telen what he knows about the sahuagin and the merfolk, he replies that 
  he's heard the sahuagin are causing a lot of trouble for the merfolk.
  ENTERING THE DEEP
   
   
  Description
  You feel your skin crawl as the world swirls and fades away.  After a few moments, you feel 
  pressure all over your body.  You open your eyes to find yourselves floating in the blue-green sea, a 
  few feet from the sandy ocean floor.  The sun sparkles through the rippling surface, about thirty feet 
  above your heads.  The ocean floor deepens gently to the east.
  While the players are underwater, they take a -2 penalty to speed, but are otherwise 
  unaffected.
  Note
  You may be wondering, why don't the players take other penalties while 
  underwater?  Underwater characters will move more slowly, and so they won't 
  hit as hard, right?  Right, but the other underwater races have been scaled to the 
  players' level.  It all evens out, and for simplicity's sake, the players keep the 
  same stats while in this adventure.
  War in the Deep, a D&DTM  4th Edition Adventure
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  THE FIRST ENCOUNTER – SAHUAGIN RAIDERS
   
   
  The players travel east, towards the domain of the aquatic elves.
  Description
  You swim east.  The sand beneath you becomes increasingly dotted with rocks, then small areas of 
  rock appear between large swaths of sand.  The sand gives way to mostly rock surface, which is itself 
  pocked with holes and caves, some large enough to fit an adult humanoid.  The ocean floor is now 
  about 100 feet beneath the gently undulating waves above.
  Suddenly, an arrow whizzes by the players!  They see a small dot to the northeast and slightly 
  above them, growing rapidly.
  The players can hide in the small caves beneath them, each cramming themselves into a 
  person-sized opening.  They can also do a DC 10-15 Perception check on the growing dot to 
  discover it's a heavily armed sahuagin raiding party of 3 to 5 (3 for 1st level, 4 for 5th, and 5 for 
  9th; see page 13, “Sahuagin Raider”).  The raiding party will observe any players who tried to 
  hide in the small caves.  No matter what the players attempt, the sahuagin will attack them.
  About halfway through the battle, the players see another small dot in the distance.  Another 
  DC 10-15 Perception check will reveal that they are aquatic elves (see page 13), and they will 
  attack the sahuagin once they are in range.
  When the battle is over, the leader of the group will ensure the players are all right, ask what 
  they're doing here, and will offer to take the players to the elves' High Council, which 
  happens to be meeting now.
  Dialogue – Aquatic Elf Patrol Leader
  Ah!  I am sorry that good travelers such as 
  yourselves came afoul of such villainry.  The 
  sahuagin have been rattling their tridents for 
  many weeks now, in numbers not seen since 
  the War of a Thousand Battles.  Are you well?
  Good, good.  You obviously are foreigners; 
  what brings you to the Western Shelf?
  (The players explain their desire to see King 
  Parmo.)
  Ah!  That may be difficult, as the merfolk can 
  be insular.  However, our High Council is 
  meeting now to discuss the sahuagin threat; 
  they may be able to get you an audience with 
  the merfolk king.  Shall we take you there?
  The leader apologizes for the attack, 
  mentioning that sahuagin raids have been 
  more frequent of late, and inquires as to what 
  the players are doing here on the Western 
  Shelf.  When the players explain, the leader 
  says that the aquatic elves' High Council is 
  currently meeting to discuss the sahuagin 
  threat, and offers to take the players to meet 
  the Council.
  The elves lead the players further eastward, where the caves increase in size to become full-
  scale caverns, where small knots of elves live.  One rock “hill” is honeycombed with caverns; 
  this is Quartzfell, a major aquatic elf town.  The players are escorted through exquisitely 
  War in the Deep, a D&DTM  4th Edition Adventure
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  carved hallways to a room with a large circular table.  Three of the High Council sit here, in 
  deep discussion.
  One wonderful thing about DMing is that nobody needs to know your sources.  So, the High 
  Council is composed of three easy cheats:  Sheesil has the personality of Princess Leia, 
  Lendarin has the personality of Luke Skywalker, and Faneas has the personality of Han Solo, 
  all as of Star Wars Episode 4: A New Hope.
  If asked about the sahuagin:
  Dialogue – Faneas (Han Solo)
  Yeah, the sahuagin have been houndin' us for 
  years, ever since the War of a Thousand Battles 
  twenty years ago.  But it's never been this bad. 
  They've got an army out there now, and loaded 
  for bear.
  Faneas says that the sahuagin have been a 
  problem ever since the War of a Thousand 
  Battles twenty years ago, but that it's never 
  been this bad; the sahuagin now have a well-
  equipped army.
  Dialogue – Sheesil (Princess Leia)
  For the past three days, we've been receiving 
  reports of skirmishes between heavily armed 
  sahuagin and merfolk, to the north of the 
  merfolk kingdom in the Great Valley east of us.
  Sheesil says the elves have been receiving 
  reports of skirmishes between heavily armed 
  sahuagin and merfolk, to the north of the 
  merfolk kingdom in the Great Valley to the 
  east.
  If asked about the merfolk:
  Dialogue – Sheesil (Princess Leia)
  The merfolk have been our allies for centuries. 
  They're good people, and I must say they bore 
  the brunt of the fighting during the War of a 
  Thousand Battles, in which we allied with the 
  merfolk to wipe out the sahuagin menace.  The 
  sahuagin were decimated afterwards, but we 
  obviously missed a few, and they've been 
  breeding like plankton ever since.
  Shesil says the merfolk have been good allies 
  for centuries, and that the merfolk were most 
  affected during the War of a Thousand Battles. 
  The sahuagin were supposed to be wiped out 
  during that War.
  When the players tell them of their mission:
  Dialogue – Lendarin (Luke Skywalker)
  You can't go in there!  The sahuagin will 
  slaughter you before you've gone a league.
  Lendarin insists that if the players go, the 
  sahuagin will slaughter them.
  Dialogue – Sheesil (Princess Leia)
  (Casting a reproachful eye at Lendarin) We 
  can provide you with a safe escort to the 
  Sheesil offers safe escort to the merfolk 
  kingdom.
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  merfolk kingdom in the Great Valley.
  If the players ask for more information, they learn that the aquatic elves—who are mostly 
  plain fishers and jewelers—have never liked the Sahuagin Empire to the northeast.  The 
  merfolk established a solid kingdom east of the aquatic elves, but were always annoyed by 
  occasional raids from the sahuagin north of them.  Twenty years ago, the aquatic elves and 
  the merfolk determined to stomp out the sahuagin forever.  Sheesil may let slip that the 
  sahuagin view the present conflict as payback for the “genocide” of twenty years ago.
  THE MERFOLK KINGDOM
   
   
  The players may now leave, journeying east to the merfolk kingdom.  They will be 
  accompanied by two aquatic elves, a serious, contemplative woman named Essil, and an 
  almost silent man named Awran.  Use the “Aquatic Elf Raider” on page 13 for their stats.
  If you want to draw out the adventure a bit, you can add an encounter with a sahuagin 
  raiding party: one commander and four soldiers at the level appropriate to the party.  The 
  commander has an extra 20 HP, +2 AC, and has two powers: an at-will power that dazes an 
  enemy on a successful weapon hit for one turn, and an encounter power that doubles his 
  damage and gives all allies +1 on all attack rolls next turn.
  Either way, the players will journey deeper into the ever-murkier sea.  Low-light vision will 
  be an advantage here.
  Description
  The ocean has become positively murky.  Below, you see small settlements:  stone walls, huts, and 
  caves; even a few farms of gently undulating kelp and seaweed.  They are all devoid of sentient life; 
  bloated fish graze on the untended vegetation.  It's as if the inhabitants just picked up their 
  possessions and left.
  You travel further eastward, until you swim over a rise and see a huge valley spread out beneath 
  you, in the center of which a huge black rock spire rises a good hundred feet from the ocean floor. 
  The gentle light of thousands of glowsticks illuminate hundreds of companies of soldiers who swarm 
  over the Great Valley, hauling weapons and distributing shields.
  In the center, the black spire of Underdeep stands like a sentinel.  You swim towards it, past the 
  various serious merfolk standing guard who wave you through.
  You enter a cavernous hall.  On a raised dais, the king and queen sit on hammock-like thrones of 
  intricately spun gold, issuing orders to the many soldiers and advisers who mill about.
  King Parmo and Queen Sestha are regal, somewhat severe rulers.  They listen to the players 
  with some reserve.  Parmo barely listens to Telen's request; he's worrying incessantly about 
  his daughter.  The hot-blooded teenaged Princess Teela has wanted to assist in the attack on 
  the sahuagin ever since the sahuagin began constant skirmishing several weeks ago.
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  If the party is succeeds on a DC 10-15 Insight check, 
  they'll learn of Teela's past with the sahuagin (see 
  sidebar).
  The king will ask the players to find Teela, promising 
  an extra (level-appropriate) reward for returning her 
  safely.  If the party becomes belligerent at the king's 
  refusal to give them Telen's object, the queen will get 
  involved, attempting to placate everyone.  She will offer 
  to triple the reward.
  The party must now venture northward to rescue 
  Princess Teela.
  THE SECOND ENCOUNTER – DEFENDING THE NORTH WALL
   
   
  The merfolk towns north of the Great Valley swarm with military preparations.  Only soldiers 
  can be seen, though; regular merfolk are keeping well out of the way.
  The party arrives at the town of Barsook, which forms part of the great stone barricade 
  defending the northern border of the merfolk kingdom.  Spells normally set off a piercing 
  shriek if sahuagin venture near, but with the amount of recent sahuagin activity, they've been 
  turned off.
  And a good thing.  Forty sahuagin guards (see page 15; “S” on the map) stand beyond the 
  north wall, supported by two (1st through 5th level) to three (6th through 9th level) underwater 
  ballista.
   Ballista, level 1
  HP 20
  Bloodied 10
  AC 10
  Fort 14
  Reflex 8
  Will 8
  Speed 0
  Strike (standard; at-will) ! Weapon 
   +6 vs. AC; 1d8 damage
  Requires one full round to reload.
  Lucky Strike (encounter) ! Weapon
  +6 vs. AC; 1d8+2 damage
   Ballista, level 5
  HP 40
  Bloodied 20
  AC 10
  Fort 16
  Reflex 8
  Will 8
  Speed 0
  Strike (standard; at-will) ! Weapon 
   +8 vs. AC; 1d8+2 damage
  Requires one full round to reload.
  Lucky Strike (encounter) ! Weapon
  +8 vs. AC; 1d6+6 damage
   Ballista, level 9
  HP 50
  Bloodied 25
  AC 12
  Fort 14
  Reflex 8
  Will 8
  Speed 0
  Strike (standard; at-will) ! Weapon 
   +11 vs. AC; 2d6 damage
  Requires one full round to reload.
  Lucky Strike (encounter) ! Weapon
  +11 vs. AC; 2d6+4 damage
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  Teela and the Sahuagin
  Teela is the eldest child of King 
  Parmo, but was not born thus.  Her 
  elder brother, Parin, followed in the 
  footsteps of all adolescent Merfolk 
  and sought a challenge in the 
  monster-filled wastes east of the 
  Great Valley.  His body was found 
  several days later, with a sahuagin 
  trident protruding from his 
  stomach.
  
  Fortunately, the north wall is defended by twelve (for 1st level players) to twenty (for 9th level 
  players) merfolk (see “Merfolk Defender,” page 14; “M” on the map), and Princess Teela 
  herself, encased in hide armor, holding a sword aloft and encouraging her fellow merfolk.
  The players must fend off the sahuagin army, of course.  For purposes of initiative, treat each 
  group of merfolk defenders as squads.  Each individual takes separate attack and damage 
  rolls, but everyone in the squad takes damage together.
  Things are a little worse than that, even.  Now that the ballista are in place and firing, the 
  sahuagin are swimming towards the battlements.  Position them 8 squares away; they 
  approach 2 squares per turn (because they're swimming up towards the battlements as well 
  as horizontally).  So the players have 4 turns before the sahuagin army hits the defenders on 
  the wall.
  If your players struggle with this challenge, you can let the merfolk defenders pick off more 
  of the attackers.
  Once the battle's over, Princess Teela insists that they must press the advantage and continue 
  north.  No amount of reasoning will persuade her; she must at least satisfy her sense of justice 
  by inflicting some damage on the Sahuagin Empire.  However, with a difficulty 15-25 
  Persuasion check, she can be convinced to send a messenger back to her father, complete with 
  a guarantee that he'll hand over Telen's item.  If the players show increased frustration with 
  her, she will offer them all the loot from the sahuagin they attack; the merfolk will take 
  nothing.
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  Map 1: The Northern Frontier
  
  THE THIRD ENCOUNTER – SHARKS!
   
   
  So the players continue northward, hoping to keep Teela from getting killed.
  They soon encounter a party of five Sahuagin Raiders swimming south, but this one has a 
  surprise—they're towing three cages, each containing a dire shark (see page 14).  They're 
  vicious beasts, too.  Once the sahuagin engage the adventurers, they open the cages, but two 
  of the sharks attack each other, effectively removing them from combat.  The third will circle 
  and attack anyone nearby (including sahuagin).
  Depending on your players' bloodlust, you can 
  add an additional encounter with a random 
  sahuagin patrol here.  Change it up so that it 
  consists of a few sahuagin minions and one 
  powerful magic user with an ice blast wand (+6 
  vs. Reflex attack, 1d10 magical ice damage).
  THE FOURTH ENCOUNTER – THE
   
     
  SAHUAGIN TEMPLE
   
   
  Description
  After an hour of further northward travel, you see a 
  beautiful ruined city in the distance.  It's made all of 
  stone columns and arches, suffused with a strange 
  white glow.  
  Dialogue – Teela
  That's a sahuagin city.  The buggers settle in 
  the rubble of this civilization—much more 
  ancient than they—and never rebuild it.  Just 
  squat and eat.  And attack us.
  Teela explains that this is a sahuagin city. 
  More accurately, it's the ruins of a much older 
  civilization; the sahuagin just took it over and 
  never bothered to repair it.
  No sahuagin can be seen; perhaps they're attending to other fronts of the invasion?
  The strange glow emanates from a temple at the center of the city.  Teela pulls the players 
  along to investigate.  The temple is shaped like a horn; the players enter at its neck.
  The entrance consists of a long, snaking hallway with doors leading off it.  Behind the doors 
  are small antechambers with a few holy magic items—necklaces, bracelets, and anklets of 
  pearl.
  The hallway opens onto a large square chamber.  At the far end, a sahuagin priestess (page 16, 
  “P” on the map) rests her hands on a glowing orb as she whispers in an ancient tongue. 
  White wisps of fog swirl around her and the orb, causing the water itself to swirl dangerously. 
  Nearby stands an official-looking sahuagin (page 15, “K” on the map), who is himself 
  surrounded by half a dozen sahuagin guards (page 15, “G” on the map).  The PCs must make 
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  successful Stealth checks (DC 12 for 1st level, DC 15 for 5th level, and DC 19 for 9th level) to 
  cross the chamber halfway before being noticed by the guards.  Once they reach the halfway 
  point, they'll be discovered anyway.
  Map 2: The Sahuagin Temple
  At level 5, add 2 sahuagin guards.  At level 9, add 4 sahuagin guards (for a total of 10).
  Princess Teela points at the official-looking sahuagin and gasps, “The Sahuagin King!”
  The guards do their best to keep the players away from both the priestess and the king.  The 
  king prefers to stay out of combat, but will fight ferociously (and contemptuously) if any of 
  the players get near him.  After the first round, the wisps of fog begin to coalesce into a 
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  dragon-like shape.
  The orb creates a strong current around itself, causing all terrain within three squares to be 
  considered “difficult” terrain (the light area on the map).
  Let the players get to the priestess before she finishes the ritual; they will undoubtedly be in 
  no fit state to fight a dragon.  If they physically interrupt her in any way, the wisps will vanish 
  and she will scream in rage and attack the players.  The area around her will no longer be 
  difficult terrain.
  CONCLUSION
   
   
  With the sahaugin king dead and the dragon-summoning ritual thwarted, Teela is satisfied 
  that the sahuagin are no longer a threat.  She now returns with the players to her parents, 
  who gratefully reward the players and provide them with the magical ring that Telen 
  Graystoke desires.  As soon as their hands wrap around the ring, the underwater world 
  swirls and fades away.  The players find themselves coming to consciousness in a room at the 
  back of the tavern they were in at the beginning of the adventure.  They are dry, and the ring 
  is nowhere to be seen, but their sacks are much heavier with gold, and the various items they 
  collected during their adventure lay around the room.
  The players are rewarded with a total of 700 gp at 1st level, 2,000 gp at 5th level, and 10,000 gp 
  at 9th level.
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  CREATURES
   
   
   Sahuagin Raider, level 1 Soldier
  Initiative +3
  100 XP
  HP 28
  Bloodied 14 AC 16
  Fort 12
  Reflex 14
  Will 11
  Speed 6
  Trident (standard; at-will) -Weapon 
   +6 vs. AC; 3 damage
  Trident (standard; at-will) - Weapon 
  Ranged 6; +6 vs. AC; 3 damage.
  Must retrieve trident before it can be 
  thrown again.
  Underwater Crossbow
  +6 vs. AC, range 15, 1d8+2 damage
  3 bolts
  Blood Frenzy 
  +1 to attack rolls and a +2 to damage 
  against bloodied enemies. 
  Languages Abyssal 
  Str 20 (+8) Dex 14 (+5)  Wis 12 (+4) 
  Con 14 (+5)  Int 10 (+3) Cha 10 (+3) 
  Equipment Trident 
   Sahuagin Raider, level 6 Soldier
  Initiative +7
  200 XP
  HP 70
  Bloodied 35 AC 20
  Fort 16
  Reflex 19
  Will 15
  Speed 6
  Trident (standard; at-will) -Weapon 
   +11 vs. AC; 5 damage
  Trident (standard; at-will) - Weapon 
  Ranged 6; +11 vs. AC; 5 damage.
  Must retrieve trident before it can be 
  thrown again.
  Underwater Crossbow
  +11 vs. AC, range 15, 1d8+4 damage
  3 bolts
  Blood Frenzy 
  +1 to attack rolls and a +2 to damage 
  against bloodied enemies. 
  Languages Abyssal 
  Str 20 (+8) Dex 14 (+5)  Wis 12 (+4) 
  Con 14 (+5)  Int 10 (+3) Cha 10 (+3) 
  Equipment Trident 
   Sahuagin Raider, level 10 Soldier
  Initiative +12
  500 XP
  HP 94
  Bloodied 47 AC 24
  Fort 21
  Reflex 22
  Will 20
  Speed 6
  Trident (standard; at-will) -Weapon 
   +16 vs. AC; 7 damage
  Trident (standard; at-will) - Weapon 
  Ranged 6; +16 vs. AC; 7 damage.
  Must retrieve trident before it can be 
  thrown again.
  Underwater Crossbow
  +16 vs. AC, range 15, 1d8+6 damage
  3 bolts
  Blood Frenzy 
  +1 to attack rolls and a +2 to damage 
  against bloodied enemies. 
  Languages Abyssal 
  Str 20 (+8) Dex 14 (+5)  Wis 12 (+4) 
  Con 14 (+5)  Int 10 (+3) Cha 10 (+3) 
  Equipment Trident 
   Aquatic Elf  Raider, level 2 Soldier
  Initiative +3
  HP 32
  Bloodied 16 AC 16
  Fort 13
  Reflex 15
  Will 12
  Speed 6
  Dagger (standard; at-will)
   +5 vs. AC; 1d6 damage
  Underwater Crossbow
  +6 vs. AC, range 15, 1d8 damage
  6 bolts
  Underwater Dexterity
  Does not provoke opportunity attacks.
  Languages Common, Elvish 
  Str 20 (+8) Dex 14 (+5)  Wis 12 (+4) 
  Con 14 (+5)  Int 10 (+3) Cha 10 (+3) 
  Equipment Dagger, Crossbow 
   Aquatic Elf  Raider, level 6 Soldier
  Initiative +7
  HP 70
  Bloodied 35 AC 20
  Fort 16
  Reflex 19
  Will 15
  Speed 6
  Dagger (standard; at-will)
   +10 vs. AC; 1d6+2 damage
  Underwater Crossbow
  +11 vs. AC, range 15, 1d8+2 damage
  6 bolts
  Underwater Dexterity
  Does not provoke opportunity attacks.
  Languages Common, Elvish 
  Str 20 (+8) Dex 14 (+5)  Wis 12 (+4) 
  Con 14 (+5)  Int 10 (+3) Cha 10 (+3) 
  Equipment Dagger, Crossbow 
   Aquatic Elf  Raider, level 10 Soldier
  Initiative +12
  HP 94
  Bloodied 47 AC 24
  Fort 21
  Reflex 22
  Will 20
  Speed 6
  Dagger (standard; at-will)
   +15 vs. AC; 1d6+4 damage
  Underwater Crossbow
  +16 vs. AC, range 15, 1d8+4 damage
  6 bolts
  Underwater Dexterity
  Does not provoke opportunity attacks.
  Languages Common, Elvish 
  Str 20 (+8) Dex 14 (+5)  Wis 12 (+4) 
  Con 14 (+5)  Int 10 (+3) Cha 10 (+3) 
  Equipment Dagger, Crossbow 
  War in the Deep, a D&DTM  4th Edition Adventure
  13
  
   Merfolk Defender, level 2 Soldier
  Initiative +3
  HP 12
  Bloodied 6
  AC 12
  Fort 13
  Reflex 9
  Will 9
  Speed 10
  Underwater Crossbow
  +6 vs. AC, range 15, 1d8+2 damage
  6 bolts
  Languages Common, Aquan 
  Str 13 (+4), Dex 13 (+4), Wis 9 (+2)
  Con 14 (+5), Int 10 (+3), Cha 10 (+3)
  Equipment Crossbow 
   Merfolk Defender level 6 Soldier
  Initiative +7
  HP 40
  Bloodied 20 AC 16
  Fort 18
  Reflex 13
  Will 13
  Speed 10
  Underwater Crossbow
  +11 vs. AC, range 15, 1d8+4 damage
  6 bolts
  Languages Common, Aquan 
  Str 13 (+4), Dex 13 (+4), Wis 9 (+2)
  Con 14 (+5), Int 10 (+3), Cha 10 (+3)
  Equipment Crossbow 
   Merfolk Defender, level 10 Soldier
  Initiative +12
  HP 64
  Bloodied 32 AC 20
  Fort 21
  Reflex 17
  Will 17
  Speed 10
  Underwater Crossbow
  +16 vs. AC, range 15, 1d8+6 damage
  6 bolts
  Languages Common, Aquan 
  Str 13 (+4), Dex 13 (+4), Wis 9 (+2)
  Con 14 (+5), Int 10 (+3), Cha 10 (+3)
  Equipment Crossbow 
   Dire Shark, level 3 Brute
  Initiative +2
  300 XP
  HP 70
  Bloodied 35 AC 15
  Fort 14
  Reflex 13
  Will 12
  Speed 12
  Bite (standard; at-will)
  +6 vs. AC, range 2, 2d8 damage
  Improved Grab (free action)
  On a successful bite, can attempt a 
  grapple as a free action without 
  provoking an opportunity attack.  If 
  successful, can swallow whole next 
  round.
  Swallow Whole (standard)
  +8 vs. AC, range 1. Target takes 2d6 
  damage, plus 1d8 acid damage per 
  round. Target can cut out by dealing 
  15 points of  damage to the shark's 
  stomach.
  Str 23 (+10), Dex 15 (+5), Wis 9 (+2)
  Con 14 (+5), Int 1, Cha 10 (+3)
   Dire Shark, level 8 Brute
  Initiative +2
  700 XP
  HP 100
  Bloodied 50 AC 17
  Fort 19
  Reflex 18
  Will 17
  Speed 12
  Bite (standard; at-will)
  +11 vs. AC, range 2, 2d8+2 damage
  Improved Grab (free action)
  On a successful bite, can attempt a 
  grapple as a free action without 
  provoking an opportunity attack.  If 
  successful, can swallow whole next 
  round.
  Swallow Whole (standard)
  +12 vs. AC, range 1. Target takes 
  2d6+3 damage, plus 1d8+2 acid 
  damage per round. Target can cut out 
  by dealing 20 points of  damage to the 
  shark's stomach.
  Str 23 (+10), Dex 15 (+5), Wis 9 (+2)
  Con 14 (+5), Int 1, Cha 10 (+3)
   Dire Shark, level 12 Brute
  Initiative +2
  1,400 XP
  HP 135
  Bloodied 67 AC 20
  Fort 24
  Reflex 23
  Will 22
  Speed 12
  Bite (standard; at-will)
  +16 vs. AC, range 2, 2d8+4 damage
  Improved Grab (free action)
  On a successful bite, can attempt a 
  grapple as a free action without 
  provoking an opportunity attack.  If 
  successful, can swallow whole next 
  round.
  Swallow Whole (standard)
  +18 vs. AC, range 1. Target takes 
  2d6+6 damage, plus 1d8+4 acid 
  damage per round. Target can cut out 
  by dealing 25 points of  damage to the 
  shark's stomach.
  Str 23 (+10), Dex 15 (+5), Wis 9 (+2)
  Con 14 (+5), Int 1, Cha 10 (+3)
  War in the Deep, a D&DTM  4th Edition Adventure
  14
  
   Sahuagin Guard, level 1 Minion
  Initiative +5
  25 XP
  HP 1
  AC 15
  Fort 14
  Reflex 13
  Will 12
  Speed 6
  Trident (standard; at-will) 
   +6 vs. AC; 3 damage
  Trident (standard; at-will) - Weapon 
  +6 vs. AC, range 6, 3 damage.
  Must retrieve trident before it can be 
  thrown again.
  Blood Frenzy 
  +1 to attack rolls and a +2 to damage 
  against bloodied enemies. 
  Languages Abyssal 
  Str 16 (+6) Dex 14 (+5)  Wis 12 (+4) 
  Con 14 (+5)  Int 10 (+3) Cha 10 (+3) 
  Equipment Trident 
   Sahuagin Guard, level 6 Minion
  Initiative +5
  65 XP
  HP 1
  AC 20
  Fort 18
  Reflex 17
  Will 16
  Speed 6
  Trident (standard; at-will)
   +11 vs. AC; 5 damage
  Trident (standard; at-will) - Weapon 
  +11 vs. AC, range 6, 5 damage.
  Must retrieve trident before it can be 
  thrown again.
  Blood Frenzy 
  +1 to attack rolls and a +2 to damage 
  against bloodied enemies. 
  Languages Abyssal 
  Str 16 (+6) Dex 14 (+5)  Wis 12 (+4) 
  Con 14 (+5)  Int 10 (+3) Cha 10 (+3) 
  Equipment Trident 
   Sahuagin Guard, level 10 Minion
  Initiative +5
  125 XP
  HP 1
  AC 23
  Fort 22
  Reflex 21
  Will 20
  Speed 6
  Trident (standard; at-will)
   +16 vs. AC; 7 damage
  Trident (standard; at-will) - Weapon 
  +16 vs. AC, range 6, 7 damage.
  Must retrieve trident before it can be 
  thrown again.
  Blood Frenzy 
  +1 to attack rolls and a +2 to damage 
  against bloodied enemies. 
  Languages Abyssal 
  Str 16 (+6) Dex 14 (+5)  Wis 12 (+4) 
  Con 14 (+5)  Int 10 (+3) Cha 10 (+3) 
  Equipment Trident 
   Sahuagin King
   Level 3 Elite
  Initiative +3
  100 XP
  HP 58
  Bloodied 29 AC 19
  Fort 12
  Reflex 14
  Will 11
  Speed 6
  Trident (standard; at-will) -Weapon 
   +6 vs. AC; 5 damage
  Trident (standard; at-will) - Weapon 
  +6 vs. AC, range 6, 5 damage.
  Must retrieve trident before it can be 
  thrown again.
  Trident Sweep (standard; encounter) 
  – Weapon
  Make a standard attack against each 
  adjacent enemy.
  Directing the Guard (standard; at-
  will)
  Orders his guards to attack a character. 
  They gain +2 to attack rolls against 
  targeted character until beginning of 
  king's next turn.
  Opportunistic Strike
  When a flanked enemy shifts, make an 
  immediate melee basic attack against 
  the enemy. 
  Blood Frenzy 
  +1 to attack rolls and a +2 to damage 
  against bloodied enemies. 
  Languages Abyssal 
  Str 20 (+8) Dex 14 (+5)  Wis 12 (+4) 
  Con 14 (+5)  Int 10 (+3) Cha 10 (+3) 
  Equipment Trident 
   Sahuagin King
   Level 8 Elite
  Initiative +7
  250 XP
  HP 100
  Bloodied 50 AC 22
  Fort 19
  Reflex 16
  Will 15
  Speed 6
  Trident (standard; at-will) -Weapon 
   +11 vs. AC; 7 damage
  Trident (standard; at-will) - Weapon 
  +11 vs. AC, range 6, 7 damage.
  Must retrieve trident before it can be 
  thrown again.
  Trident Sweep (standard; encounter) 
  – Weapon
  Make a standard attack against each 
  adjacent enemy.
  Directing the Guard (standard; at-
  will)
  Orders his guards to attack a character. 
  They gain +4 to attack rolls against 
  targeted character until beginning of 
  king's next turn.
  Opportunistic Strike
  When a flanked enemy shifts, make an 
  immediate melee basic attack against 
  the enemy. 
  Blood Frenzy 
  +1 to attack rolls and a +2 to damage 
  against bloodied enemies. 
  Languages Abyssal 
  Str 20 (+8) Dex 14 (+5)  Wis 12 (+4) 
  Con 14 (+5)  Int 10 (+3) Cha 10 (+3) 
  Equipment Trident 
   Sahuagin King
   Level 13 Elite
  Initiative +12
  500 XP
  HP 124
  Bloodied 62 AC 25
  Fort 22
  Reflex 21
  Will 20
  Speed 6
  Trident (standard; at-will) -Weapon 
   +16 vs. AC; 9 damage
  Trident (standard; at-will) - Weapon 
  +16 vs. AC, range 6, 9 damage.
  Must retrieve trident before it can be 
  thrown again.
  Trident Sweep (standard; encounter) 
  – Weapon
  Make a standard attack against each 
  adjacent enemy.
  Directing the Guard (standard; at-
  will)
  Orders his guards to attack a character. 
  They gain +6 to attack rolls against 
  targeted character until beginning of 
  king's next turn.
  Opportunistic Strike
  When a flanked enemy shifts, make an 
  immediate melee basic attack against 
  the enemy. 
  Blood Frenzy 
  +1 to attack rolls and a +2 to damage 
  against bloodied enemies. 
  Languages Abyssal 
  Str 20 (+8) Dex 14 (+5)  Wis 12 (+4) 
  Con 14 (+5)  Int 10 (+3) Cha 10 (+3) 
  Equipment Trident 
  War in the Deep, a D&DTM  4th Edition Adventure
  15
  
   Sahuagin Priestess, level 2 Artillery
  Initiative +8
  250 XP
  HP 22
  Bloodied 11 AC 16
  Fort 12
  Reflex 16
  Will 17
  Speed 6; 8 swimming
  Raking Claws (standard; at-will)
   +2 vs. AC; 1d8 damage
  Water Bolt (standard; at-will) 
  +9 vs. AC, range 20, 2d6 + 1 damage
  Spectral Jaws (standard; recharges on 
  a 5 or 6) 
  +9 vs. Will, range 20, 2d6 + 1 damage, 
  and target takes ongoing 1 damage 
  plus -2 penalty to all defenses (save 
  ends both)
  Dizzying Curse (standard; at-will)
  +4 vs. Will, range 10.  Target is dazed 
  and immobilized (save ends both).
  Blood Frenzy
  +1 to attack rolls and a +2 to damage 
  against bloodied enemies. 
  Languages Abyssal 
  Str 16 (+6) Dex 18 (+8)  Wis 20 (+9) 
  Con 16 (+7)  Int 12 (+5) Cha 16 (+7) 
  Equipment Trident , Holy Symbol, 
  Robe
   Sahuagin Priestess, level 8 Artillery
  Initiative +8
  700 XP
  HP 70
  Bloodied 35 AC 22
  Fort 19
  Reflex 20
  Will 21
  Speed 6; 8 swimming
  Raking Claws (standard; at-will)
   +5 vs. AC; 1d8+2 damage
  Water Bolt (standard; at-will) 
  +14 vs. AC, range 20, 2d8 + 3 damage
  Spectral Jaws (standard; recharges on 
  a 5 or 6) 
  +14 vs. Will, range 20, 3d6 + 1 
  damage, and target takes ongoing 3 
  damage plus -2 penalty to all defenses 
  (save ends both)
  Dizzying Curse (standard; at-will)
  +9 vs. Will, range 10.  Target is dazed 
  and immobilized (save ends both).
  Blood Frenzy
  +1 to attack rolls and a +2 to damage 
  against bloodied enemies. 
  Languages Abyssal 
  Str 16 (+6) Dex 18 (+8)  Wis 20 (+9) 
  Con 16 (+7)  Int 12 (+5) Cha 16 (+7) 
  Equipment Trident , Holy Symbol, 
  Robe
   Sahuagin Priestess, level 10 Artillery
  Initiative +8
  1,000 XP
  HP 100
  Bloodied 50 AC 25
  Fort 21
  Reflex 22
  Will 23
  Speed 6; 8 swimming
  Raking Claws (standard; at-will)
   +8 vs. AC; 1d8+4 damage
  Water Bolt (standard; at-will) 
  +19 vs. AC, range 20, 2d8 + 7 damage
  Spectral Jaws (standard; recharges on 
  a 5 or 6) 
  +19 vs. Will, range 20, 3d6 + 5 
  damage, and target takes ongoing 5 
  damage plus -2 penalty to all defenses 
  (save ends both)
  Dizzying Curse (standard; at-will)
  +14 vs. Will, range 10.  Target is 
  dazed and immobilized (save ends 
  both).
  Blood Frenzy
  +1 to attack rolls and a +2 to damage 
  against bloodied enemies. 
  Languages Abyssal 
  Str 16 (+6) Dex 18 (+8)  Wis 20 (+9) 
  Con 16 (+7)  Int 12 (+5) Cha 16 (+7) 
  Equipment Trident , Holy Symbol, 
  Robe
  CREDITS
   
   
  This adventure was written by Brent P. Newhall as part of Brent P. Newhall's Musaeum of 
  Fantastic Wonders.  This adventure is copyright 2009-2010 by Brent P. Newhall.
  Thanks to Eric Sipple and Johnn Four for their excellent advice on improving this adventure.
  The cover image is Underwater Sunshine by tata_aka_T on Flickr.
  The shark image is A shark at L'Oceanogràfic by Andreas Grimne Hjortland on Flickr.
  This document was created in NeoOffice 2.2 and 3.0.1 for Mac OS X.  The headers are typeset 
  in Colonna MT, the text is set in Book Antiqua, and the stat blocks are set in Bell MT.
  War in the Deep, a D&DTM  4th Edition Adventure
  16
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Brent P. Newhalls Musaeum/War in the Deep.pdf