TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  CORS5-01 
   
   
   
   
  THE JUNGLE OF LOST 
  SHIPS 
   
  A One-Round D&D® LIVING GREYHAWK ™ 
  Core Special Adventure 
  High-Level 
   
  by Creighton Broadhurst and Pieter Sleijpen 
  Keoish Information: Sean Smith 
  Circle Reviewer: Stephen Radney MacFarland 
  Playtesters: Kim Mooiweer, Koos Gadellaa, Ralf Zuiderhoek, Sebastiaan Heukels, Vincent van der Bijl, Ward van 
  Oosterum 
   
   
  Hundreds of leagues to the east, hidden within the trackless wastes of the Solnor Ocean lies the mythical Jungle of Lost 
  Ships. Thought to be nothing but a legend, proof of this fabled place recently surfaced within the Flanaess. Most 
  startling of all, several of the hulks languishing within this graveyard have been identified as belonging to the legendary 
  Lost Treasure Fleet of the Sea Princes. Will you join one of the expeditions attempting to reach the site? Will you be the 
  first to set foot on vessels thought lost for centuries? A module for APLs 2-16. 
   
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  LIVING GREYHAWK campaign—a worldwide, ongoing D&D 
  campaign set in the GREYHAWK setting—you must sanction 
  it as part of an RPGA event. This event could be as elaborate 
  as a big convention, or as simple as a group of friends 
  meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions the 
  event is called the senior gamemaster, and is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back to 
  the RPGA in a timely manner. The person who runs the 
  game is called the table DM (or usually just DM). 
  Sometimes (and almost all the time in the cases of home 
  events) the senior gamemaster is also the table DM. You 
  don’t have to be a HERALD-LEVEL GM to run this adventure 
  if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING GREYHAWK 
  character. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA website 
  at www.rpga.com.  
   
  PCS READ NO FARTHER 
   
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this adventure 
  is for the DM only. If you read farther than this section, 
  you’ll know too much about its challenges, which kills the 
  fun. Also, if you’re playing this adventure as part of an 
  RPGA-sanctioned event, reading beyond this point makes 
  you ineligible to do so.  
   
  PREPARING FOR PLAY 
   
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of an 
  RPGA-sanctioned event, complete and turn in this sheet to 
  your senior GM directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS OF 
  PLAY 
  Because PCs bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of the 
  PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps below: 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for combat 
  (most likely dogs trained for war), other than those brought 
  by virtue of a class ability (such as animal companions, 
  familiars paladin’s mounts) or the warhorse of a character 
  with the Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the sum of step 
  one. Add each character’s animals separately. A single PC 
  may only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. Based 
  on their choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher or 
  lower than the APL at which this adventure is being played, 
  that character receives only one-half of the experience 
  points and gold for the adventure. This simulates the fact 
  that either the PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach the 
  objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 
  and higher. Four or 
  five 
  1st-level 
  characters may find 
  the challenge of an 
  APL 
  2 
  adventure 
  difficult. Suggest the 
  following to these 
  groups 
  to 
  help 
  increase 
  their 
  chances of success:  
  1. 
  Enlist 
  a 
  sixth player. 
  Advise characters to 
  buy riding dogs to 
  help protect them, 
  and fight for them. 
  5. 
   
   
  Time Units and Upkeep 
  This is a Core Special one-round adventure, set in the 
  Solnor Ocean. All characters pay two Time Units to 
  participate.  
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer other 
  in-game penalties (or possibly gain in-game benefits) as 
  may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability damage as 
  if he or she paid for Standard Upkeep, may refill spell 
  component pouches and healer’s kits, and may restock up 
  to 20 arrows or bolts if the character has at least four ranks 
  in Craft (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of Chapter 3 of 
  the LIVING GREYHAWK Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The Legendary Treasure Fleet of the Sea Princes 
  Over 150 years ago the Turmoil Between Crowns wracked 
  the Greet Kingdom. This decade long schism and resultant 
  civil war plunged the Great Kingdom into chaos. The 
  assassination of the last of the Rax Overkings in 446 CY by 
  Prince Ivid of the house of Naelax, plunged the kingdom 
  into immediate and brutal civil war. Of the conflict, few 
  clear records survive. The shifting politics of the Celestial 
  Houses of Aerdy were swift, diverse and opportunistic. 
  Brutal warfare swept the kingdom; hundreds of thousands 
  were slain, cities were sacked and whole provinces were 
  pillaged. 
   
  The definitive moment of the conflict came in 450 CY 
  when the scheming house Darmen threw their support 
  behind Ivid. The subsequent sack of Rel Deven and the 
  securing of the central lands of the kingdom heralded the 
  end of the conflict and the crowning of Ivid as the first 
  Naelax Overking. The few Rax and their servants to survive 
  this final bloodletting attempted to flee the Great Kingdom 
  with as much of their wealth as possible. Sailing from Rel 
  Astra on a moonless night they fled south, hoping to slip 
  through the Tilva Straits and make their way to safety. 
   
  The conflict raging throughout the Great Kingdom 
  however did not go unnoticed. Far to the west buccaneers 
  prowling the Azure Sea saw an opportunity to sack the 
  wealthy port-cities of the Aerdi. Mustering a sizable fleet 
  this loose coalition of pirates, buccaneers and other 
  nerdowells naming themselves the Sea Princes plundered 
  Pontylver and fought several inconclusive skirmishes with 
  patrolling Sea Baron vessels before coming across the last 
  remnants of the Rax fleeing their defeat at the hands of the 
  Naelax.  
   
  The Rax fought desperately to escape but were no 
  match for the skilled pirates who boarded and looted every 
  vessel, slaying all but a handful of survivors they took as 
  slaves. The pirates found wealth almost beyond imagining – 
  the accumulated riches of a family who ruled one of the 
  greatest human empires ever existent on the Oerth. Now, 
  their holds crammed with treasure the Sea Princes turned 
  for home. Almost immediately they sailed into a huge 
  storm seemingly coming out of the east. Laden as they were 
  with riches their vessels were unable to maneuver as 
  adroitly as their captains wished. Greedy of heart and 
  consumed by avarice many of the captains refused to cast 
  their loot over the sides, preferring to ride out the storm as 
  best they could. Unsurprisingly many vessels were sunk 
  and only a few finally successfully returned to their home 
  ports in the Azure. Thus did the legend of the Lost Treasure 
  Fleet of the Sea Princes come to be. 
  The loss of so many of their vessels dealt a severe 
  check to the burgeoning power of the Sea Princes, 
  weakening them to such an extent that when they clashed 
  with the Keoish in 464 CY they were unable to successfully 
  repulse the Keoish navy and their allies.  
  Half a dozen vessels however were neither sunk 
  by the storm nor managed to return home. Assumed lost 
  with all hands by the fleet’s survivors these unfortunate 
  vessels were swept far to the east by the storm that seemed 
  to blow with preternatural strength. Perhaps, this storm 
  was but a coincidence or perhaps it was the last vengeance 
  of the Rax, who called out to Procan the Storm Lord for aid 
  in their final moments. Whatever its origins it blew 
  furiously for several days and only the skill of the pirate 
  captains kept their vessels afloat. Eventually the storm blew 
  itself out, depositing the exhausted crews and their 
  shattered vessels in the near vicinity of the weed-sea. Most 
  of their rigging gone and with severely exhausted and 
  depleted crews the captains could do nothing as the 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 4 
  prevalent currents carried these helpless vessels into the 
  morass of weeds, from which they would never escape. 
  The Sea Princes were neither the first nor the last 
  to be caught in the weed-sea, although it has grown quite 
  considerably since their incarceration. Vessels from many 
  nations both known and unknown to the denizens of the 
  Flanaess can be found here. 
   
  Discovery 
  In 576 CY a merchantman on its normal trading run from 
  Hepmonaland to Sulward, capital of the Lordship of the 
  Isles, was caught and boarded by a particularly brutal, but 
  successful, band of pirates. All aboard were put to the sword 
  and the vessel looted. The captain of the merchantman, 
  knowing he was likely doomed, tried to buy his life by 
  relating a tale that awoke the greed and avarice lurking 
  within the heart of all pirates.  
   
  As he lay prostrate beneath the barred blades of his 
  captors he told how several months ago his vessel was 
  caught in an unusually powerful storm that blew him 
  hundreds of leagues off course to the east. When the winds 
  died his damaged and battered vessel was becalmed until it 
  was caught in a strange ocean current. The current carried 
  him to a slowly churning whirlpool centred on a huge mass 
  of thick and knotted seaweed seemingly piled into huge 
  mounds by the remorseless action of the sea.  
   
  As his vessel drew closer to the morass the captain 
  realised that these were no ordinary mounds of seaweed. In 
  reality these mounds were actually the trapped hulks of 
  vessels ensnared under a great mass of seaweed. By chance, 
  the merchantman had not been badly damaged by the 
  storms and with some luck the captain was able to keep his 
  vessel from being ensnared in the weed-sea. 
   
  While awaiting a westerly wind to carry him back to 
  known waters, the captain made a study of the trapped 
  vessels although he never actually summoned the courage 
  to explore any of the forlorn wrecks. A veteran sailor he 
  recognised several different kinds of vessels among the 
  weeds from many nations. Many bore the mark of decade’s 
  long entanglement. Chief among these were several vessels 
  of the legendary Lost Treasure Fleet of the Sea Princes.  
   
  Luck was with the captain and before his vessel was 
  trapped a favourable wind blew up and he returned to 
  known waters after making a detailed chart of his position. 
   
  Of course this tale brought the captain naught but a 
  swift death. The pirates, realising that almost unimaginable 
  wealth was in their grasp, sought partners of a similar 
  blackheart to exploit this boon bestowed on them by the 
  Lady of Fate.  
   
   
  Partnership and Betrayal 
  The pirates found a willing partner in the Sulward 
  Guildmaster of Assassins. Just paid an exorbitant amount of 
  money for the assassination of the Lordship’s Grand 
  Admiral the guild was being energetically prosecuted by 
  the Prince of Duxchan who sought to eradicate the guild.  
   
  Believing that Sulward was now too dangerous for 
  them the assassins signed on with the pirates and after 
  duping some well-meaning but ultimately doomed 
  adventurers into accompanying them to the weed-sea. 
   
  After long weeks at sea the expedition finally 
  discovered the weed-sea and after some initial explorations 
  discovered a vessel they believed to belong to the lost 
  treasure fleet of the Sea Princes. 
   
  The successful looting of this vessel yielded much 
  wealth, which the victorious adventurers carried back to 
  their employers. A celebratory feast was held in their 
  honour. At the feast’s height when many of the adventurers 
  were incapacitated due to the huge amount of wine they 
  consumed the pirates and assassins fell upon the 
  unfortunate (and trusting) adventurers. 
   
  Having disposed of their hirelings the pirates and 
  assassins fell to arguing among themselves. Little more 
  than one week’s sail from Sulward these simmering 
  tensions exploded into violence. In an orgy of violence that 
  saw the decks run red with the blood of the erstwhile 
  partners most of the combatants were slain.  
   
  Although a close run thing, in the end the assassins 
  prevailed, slaying all the pirates before they realised that 
  none of them really knew how to sail. Swiftly floundering 
  in the heavy ocean swell the survivors could only curse 
  their fate as their vessel was swept by the unforgiving 
  currents toward the coast of Hepmonaland.  
   
  Inevitably their ship came to grief upon the rocks of a 
  desolate beach and when finally it slipped below the waves 
  barely a dozen survivors staggered out of the wild surf 
  carrying what treasures they could. 
   
  Discovery 
  One by one these few survivors fell prey to the predators of 
  the jungles, were slain by the savage inhabitants of this 
  place or succumbed to the virulent disease lurking in the 
  fetid hell in which they found themselves caught.  
   
  Eventually only the guildmaster was left. Alone, 
  consumed by avarice and half mad with fever, he 
  transported all the remaining wealth to a remote series of 
  caves overlooking the waters of the bay under which his 
  ship lay.  
   
  Here he died and lay undiscovered until in 587 
  followers of the Scarlet Sign, following half-forgotten 
  stories of pale-skinned foreigners able to kill with a single 
  touch sought, and found, the final resting place of the 
  treasures of the Sea Princes. They discovered the ship’s log 
  clutched in the desiccated hand of the guildmaster and sent 
  it for study back to their secretive homeland.  
   
  A New Beginning 
  Scholars of the Scarlet Sign spent long months poring 
  through the documents found in the dead guildmaster’s 
  hand before they finally confirmed that they could indeed 
  relocate the great weed-sea and the vessels trapped within. 
  Additional research (both magical and mundane) indicated 
  that at least three additional vessels belonging to the Sea 
  Princes treasure fleet yet lay within the morass.  
   
  Determining that it was possible that these vessels 
  could hold some of the ancient items of power described in 
  the Sea Princes ledgers and journals of the day the 
  Brotherhood determined to mount an expedition to 
  recover them. 
   
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 5 
   
  Fearing that a vessel under the Brotherhood banner 
  would attract too much unwelcome attention it was 
  decided by the Father of Obedience himself that a vessel 
  flying the flag of the Lordship of the Isles should carry out 
  the quest (under the correct supervision of course).  
   
  Word of the expedition was carried in great secrecy to 
  Sulward and preparations were made. Agents of the Iron 
  League still operating on the island however quickly 
  became aware of the expedition and its goals and via several 
  sympathetic lords of Oeridian descent sent word to their 
  masters on the mainland. 
   
  Somehow, word spread from there to many interested 
  parties several of whom readied expeditions of their own. 
  All were aware however of both how the long journey to 
  the weed-sea and the actual exploration of any mired 
  vessels would be. To counter these dangerous the call went 
  forth for brave and patriotic (or in some cases mercenary) 
  adventurers to join the crews of these vessels. It is in this 
  way that the PCs become embroiled  
   
  A Word on Motivation 
  Before this adventure begins the PCs must determine 
  among themselves by whom their group has been 
  employed. 
   
  Several of the major ocean-going powers of the 
  Flanaess have prepared expeditions to the weed-sea. They 
  have, readied expeditions with the direct goal of stymieing 
  the Brotherhood’s scheme (and of course recovering the 
  treasure). The PCs have the option of working for one of 
  the following powers: 
  � United Kingdom of Ahlissa 
  � Kingdom of Keoland 
  If the PCs work for the Kingdom of Keoland the embark 
  from Gradsul. If they are in the employ of Ahlissa they will 
  begin their journey in Prymp. 
   
  In addition it is possible that some PCs may own their own 
  ship and may wish to use it to reach the weed-sea. Notably 
  PCs may have gained such a vessel in two recent modules: 
   
  COR4-09 Crimson Thorns 
  �Sailing Ship from Seoman’s Shipyard: You have 
  purchased a sailing ship, called __________________, from Lord 
  Seoman Wraxil of Dekspoint. This vessel requires a crew of 
  10, which can be drawn from either your followers or the 
  local populace.  In the case of the latter you must pay them 
  1 gp each per TU.  The captain of the vessel must have at 
  least 5 ranks in Profession (Sailor).  This requirement can 
  either be fulfilled by you, or a cohort. 
  Market Price: 10,000 gp; Prerequisites: 10 ranks in Craft 
  (boatbuilding). 
   
  NMR3-01 Xerbo’s Fury 
  �The Sea Dragon: The Sea Dragon, a lapstrake constructed 
  caravel, was used to prey on shipping on the Nyr Dyv.  
  During these exploits she was not well cared for and so 
  needs some repairs before being in top condition. (See 
  below for more information) 
   
  The Sea Dragon is 45 feet long lap-strake constructed 
  carrack.  She has a single mast and is lateen rigged; her 
  beam (width) is 10ft, and she draws 5 feet (her depth below 
  water). Her gunnels are 8ft above the waterline.   
   
  Using the Sea Dragon: She requires a crew of 6 and a 
  captain (with at least 5 ranks in Profession (sailor)) to sail.  
  The crew and the captain may be followers and/or cohort 
  acquired through the Leadership feat, or they may be hired. 
  Each crewmember that must be hired cost 2 gp per TU.  
  Hiring a captain costs 5 gp per TU.   
   
  Repairing the Sea Dragon: Each adventure you may 
  invest some money in repairing the Sea Dragon.  These 
  investments can only be made in even 100 gp sums (to 
  simplify accounting), although at most 500 gp can be 
  invested at once.  Every time this is done it should be 
  initialed both here, and on the appropriate Adventure 
  Record.  Each 100 gp invested raises the current market 
  value by 100 gp.  The maximum market value is 10,000 gp 
  (meaning this may be done at most 50 times). 
   
  Prerequisites: Craft (boat building) 10 ranks; Market 
  Price: 5,000 gp. 
   
  APL and Exploration 
  The APL of the table determines which vessel they will 
  explore. There are two events: the lower level adventure is 
  designed for APLs 2-8 while the higher level adventure is 
  designed for APLs 10 -16. Each version of this module uses 
  a different map; be sure that the correct version is used for 
  each table run. 
   
  ADVENTURE SUMMARY  
  Introduction: In this encounter the PCs meet each other 
  and decide who they are to work for. Once a decision is 
  reached they board ship and set sail for the Jungle of Lost 
  Ships. The voyage is uneventful, if not very long. Inclined 
  PCs may spend some time interacting with the crew, 
  possibly learning information regarding their destination. 
   
  Encounter 1 [The Great Weed-Sea]: In this encounter the 
  PCs reach the weed-sea and must make their preparations 
  for exploring the morass. 
   
   
  While crossing the weed-sea the PCs are spotted by 
  either one, or a pair of harpies, that scavenge across the 
  weed-sea, preying on other less mobile denizens of the area.  
   
  Encounter 2 [The Lost Treasure of the Sea Princes]: In 
  this encounter the PCs reach the vessel identified to them 
  as belonging to the Lost Treasure Fleet of the Sea Princes. 
   
  The PCs board a vessel inhabited by a coven of sea hags 
  and their minions. The hags will energetically defend their 
  territory, although initially the PCs will likely face the hag’s 
  servile guards. 
   
  Conclusion: In this final encounter the PCs return to 
  their port of origin and after claiming their share of the 
  treasure part company from their employers. 
   
  THE WEED-SEA 
  The weed-sea has slowly built up over centuries at the 
  confluence of several vast and slow moving currents and 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 6 
  now covers an area of several square miles. These currents 
  interact in such a way as to create a whirlpool effect. 
  Because of this the whole weed-sea is slowly rotating, 
  although its actual location does not change.  
   
  Over the centuries many helpless vessels belonging to 
  a plethora of nations have been caught here; only a few 
  vessels have managed to escape, either by dint of luck, the 
  crew’s skill or magical assistance. Thus many mariners have 
  come to grief here, trapped by nature and circumstances. 
  These few survivors have banded together to form a loose 
  barbaric society, claiming almost a dozen vessels as their 
  territory.  
   
  Other intelligent denizens inhabit this floating reef, 
  although with the exception of the less numerous sahuagin 
  none are as well-established as the humans. In addition 
  lizardmen, kelpies and kopoacinth all dwell here. One 
  vessel is infested with undead while others are little more 
  than battlegrounds, picked clean by scavengers. 
   
  The reef is also teaming with unintelligent life. Squids, 
  octopus, sea-water crocodiles, sharks, barracudas, sea snakes 
  and other vicious predators all cruise the waters below and 
  around the weed-sea. Life also abounds on the reef itself. 
  Birds, crustaceans, eels and weird and exotic plant life all 
  abound here. In places even the reef itself can be 
  dangerous. An aquatic variety of assassin-vine, almost 
  indistinguishable from sea-weed, grows in relative 
  profusion here and preys on unwary explorers or 
  inhabitants. 
   
  Movement 
  Once the PCs reach the weed-sea they may think that 
  subsequent explorations will be relatively easy. Getting to 
  their ultimate goal however may prove tricky for many PCs. 
  The weed-sea is an incredible dense patch of seaweed and 
  detritus brought here by the currents. It is navigable at its 
  fringes although a vessel’s crew will have to stay alert to 
  keep their vessel free; closer in only ship’s boats have a 
  good chance of remaining unentangled. The reed-sea is 
  however very dense and no vessel is able to penetrate the 
  interior. Some PCs will be able to explore the centre of the 
  reed-sea by magic. All others will have to discover a way of 
  walking across this floating reef. 
   
  Walking across the reef is possible, although progress 
  will be slow (and wet). The human survivors of many of the 
  ships trapped here have developed a cunning way of 
  moving around. Akin to snowshoes, this type of footgear is 
  crafted from discarded spars. If the PCs improvise similar 
  footware use the following statistics.  
   
  �Reef Footgear: These allow the wearer to move at 
  2/3 normal speed across the weed-sea. They take one 
  minute to don but can be removed with a full-round action. 
  These are bulky items, weighting 8 lbs. In addition because 
  of their size and shape when worn these items bestow a -5 
  circumstance penalty to any skill that would normally have 
  an armor check penalty applied. These statistics are 
  modified from the snowshoes presented in, Arms and 
  Equipment, p 25. 
   
  Water Walk: At higher APLs it is likely that the PCs 
  have the spell water walk available and that they use it 
  while walking over the water. Since the spell causes the 
  subject to hover an inch or two above the water it makes 
  traversing the area considerable easier. It does not however 
  allow the subject to hover above the seaweed itself that at 
  many places sticks above the water level. Hence running or 
  charging still requires a DC 12 Balance check and the DC 
  for Tumble has a +2 modifier due to the light obstruction of 
  the weed and the uneveness of the floor. 
   
  Moving without Reef Footgear: PCs may move across 
  the weed-sea without wearing the reef footgear detailed 
  above. Such movement is slow and laborious. PCs will 
  regular sink up to their thighs in seaweed. They will get 
  soaked quickly and will quickly become bedecked in 
  seaweed. Consult the following paragraphs to determine 
  how each PCs moves dependant on their weight and load. 
   
  Halflings, gnomes and elves are able to move across 
  the weed-sea at half their normal movement providing they 
  are not wearing or carrying heavy armor. However, moving 
  in this way does not allow the PC to run or charge. 
   
  Half-elves are able to move across the weed-sea at half 
  their normal movement rate providing they are wearing or 
  carrying light, or no, armor. However, moving in this way 
  does not allow the PC to run or charge. 
   
  Dwarves, half-orcs, and humans may move across the 
  weed-sea at a quarter of their normal movement providing 
  they are only wearing or carrying light, or no, armor. 
   
  Exceptions: While exploring the weed-sea druids 
  enjoy the free movement granted to them, by the woodland 
  stride ability. Freedom of movement, likewise bestows the 
  PCs with the ability to move without penalty here. 
   
  INTRODUCTION 
  Before play commences have the PCs introduce themselves 
  to each other.  
   
  The PCs must also determine which nation they will 
  be working for. With one particular exception (detailed 
  below) the PCs must agree as a group who they are working 
  for. The PCs may work for either the United Kingdom of 
  Ahlissa or the Kingdom of Keoland during this module. If 
  they have access to their own vessel, mount their own 
  expedition. If a unanimous decision cannot be reached a 
  majority decision will do. Once this has been agreed, read 
  or paraphrase the following: 
   
  Rumors have been circulating for months that the resting 
  place of the legendary Lost Treasure of the Sea Princes has 
  finally been found. Preparations were made in complete 
  secret as many interested parties are thought to be 
  readying expeditions to claim to it. A trusted individual 
  contacted you as the expedition to recover this wealth 
  requires doughty, trustworthy and brave guards. No doubt 
  as part of your duties you will be called upon to fight off 
  any monsters encountered or to discourage any rival 
  expeditions met on route. Your employer is generous 
  however – and he can afford to be if the tales describing 
  the extent of this treasure are even half true. As payment 
  for your services you will be allowed to keep any treasure 
  that you find during your own explorations. 
   
  The treasure itself is apparently located far to the east, 
  out deep in the trackless wastes of the Solnor Ocean where 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 7 
  a great floating reef has been discovered. Many vessels are 
  reported to be trapped within this morass – their crew’s 
  fate remains a mystery – and it is within these wrecks that 
  the treasure is reported to lie. 
   
   
  If the PCs are working for the United Kingdom of Ahlissa 
  or the Kingdom of Keoland add the following:  
   
  You are part of a larger expedition and have been hired on 
  as guards. Many other treasure hunters and servants of the 
  crown have also embarked upon your vessel. Their mission 
  is to retrieve as much of the treasure as possible for their 
  lord. 
   
  If the PCs have any initial questions or want to make any 
  preparations allow them to do so now. If they want to 
  research additional information regarding the weed-sea or 
  the Lost Treasure of the Sea Princes refer to the 
  information gathering section below. 
   
  Learning More 
  It is highly likely that the PCs will wish to learn more about 
  the Lost Treasure of the Sea Princes. PCs may use the 
  following skills and abilities to discover more about the 
  Lost Treasure of the Sea Princes: Bardic Knowledge, Gather 
  Information, Knowledge (history), Knowledge (local – 
  Splintered Sun), Knowledge (local – Sheldomar Valley) or 
  Knowledge (local – Core). Making checks against these 
  skills represents the PC’s careful research or discussion 
  with learned individuals before leaving port. 
   
  DC 
  Information Gained 
  5 
  The Sea Princes really ceased to exist as a 
  nation-state during the Greyhawk Wars. 
  Thus, there should be no legitimate 
  claimants to any treasure found.  
  10 
  The Sea Princes were a nation of slave 
  owners and buccaneers. It is doubtful if 
  anyone cares what happened to the ships 
  carrying all their treasure. It is unknown 
  however where the Sea Princes got so 
  much wealth. 
  15 
  The Sea Princes fleet was lost almost 150 
  years ago. At the time the Conflict 
  Between Crowns, was wracking the Great 
  Kingdom. In reality little more than a civil 
  war this conflict saw the death of the 
  Celestial House of Rax and the rise of the 
  Naelax as supreme rulers of Aerdy. The Sea 
  Princes sought to capitalize on this by 
  sacking some of the Aerdy’s coastal cities. 
  20 
  During their raids on the Aerdy coast the 
  Sea Princes plundered Pontylver and 
  fought several skirmishes with the vessels 
  of the Sea Barons before disappearing from 
  history. 
  25 
  Fragmented records from the 570s speak of 
  an expedition to the weed-sea by a group of 
  adventurers who had been duped by 
  pirates and assassins. All the adventurers 
  were slain but a few of the assassins are 
  thought have survived. Their tale spoke of 
  boundless treasure but also of sahuagin, 
  carnivorous plant life and a strange society 
  of half-mad humans who inhabited many 
  of the wrecks. 
  30 
  During their deprivation of the Aerdy 
  coast the Sea Princes encountered and 
  captured a fleet of Rax ships fleeing the 
  Great Kingdom. They slew all on board and 
  took their treasure before being borne 
  away by a huge storm. 
  35 
  The Rax vessels carried many items of 
  power as well as many valuables. Chief 
  among the items thought lost were several 
  powerful Aerdi weapons. 
   
  A successful skill check indicates that the PC has gained 
  the indicated knowledge and any knowledge that would 
  have been discovered with a less successful check. 
   
  Animal 
  Companions 
  and 
  Familiars: 
  Most 
  animal 
  companions and familiars will be able to accompany their 
  masters on this adventure. Large creatures however will not 
  be welcomed onboard unless the PC has some way of 
  reducing them to a smaller size for the entire journey. In 
  addition, if an animal companion or familiar is of 
  demonstrably extraplanar in nature. 
   
  Once all initial preparations have been made, refer to the 
  relevant read-aloud text below. 
   
  Keoland 
  For parties in the employ of Keoland read or paraphrase the 
  following: 
   
  You sail from Gradsul, mightiest port-city of Keoland. The 
  Dock Quarter of this great metropolis is dominated by a 
  multitude of warehouses and anchored ships carrying 
  trade goods from all over the Flanaess. Jutting from the 
  skyline is the recently finished fourth storey of the 
  Church of Osprem, which is the last building you see as 
  the city disappears over the horizon. 
   
  The trackless wastes of the Azure pass beneath the 
  bow of the Peregrine as Captain Bryd and his crew 
  skillfully guide you ever eastwards. 
   
  Standing far out to sea and giving the mysterious 
  peninsula-homeland of the Scarlet Brotherhood a wide 
  berth HMS Peregrine continued eastwards. Once again 
  while passing through the Tilva Straits your vessel is 
  forced to dodge several patrolling enemy warships. 
  However, once the open waters of the Solnor are reached 
  no more enemy vessels, indeed no more vessels at all, are 
  encountered. 
   
  For weeks all you can make out is the immovable and 
  featureless horizon stretching ever before you. Eventually 
  the lookout spots something on the horizon and Captain 
  Bryd orders a course change. Over the balance of the day 
  the speck on the horizon grows larger.  
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 8 
   
  Eventually you can see that the speck is in reality a 
  stretch of land of sorts thickly covered in a mass of 
  seaweed and other detritus. After a moment’s study 
  however you realize that you cannot see any land at all! 
  The mass appears to be solely composed of seaweed and 
  other debris of the sea and it seems to be slowly rotating as 
  if caught in some great but invisible whirlpool.    
   
  You realize that this must be the weed-sea spoken of 
  and that you have finally reached your destination. 
   
  �Captain Byrd, Oeridian Sea Captain and Privateer of the 
  HMS Peregrine.  
   
  Appearance: His hawk like nose and thick black beard 
  gives him a predatory appearance. He stands 6 ft. and 260 
  lbs., stout and a bit overweight. Prone to wearing red 
  breasted doublets and jackets. He uses a crutch and walks 
  with a peg leg on his left leg and is missing his left eye, 
  covered in a patch. This enemy of the Scarlet Brotherhood 
  and Sea Princes was once cursed and transformed into a 
  parrot for several years by their twisted magics. 
   
  Personality: The Captain when excited will still 
  squawk like a parrot, and has a foul mouth that has 
  endeared him to half-orc and dwarf alike. His invention of 
  curses was legendary before he was captured and cursed. 
   
  Background: His ship uses a special hull design for 
  extra bracing and protection, as well as quickness at sea. He 
  also uses Sea Mages from Gradsul on occasion, and 
  currently ships out with the half sea elf wizard Sussoro who 
  knows the Azure well. On occasion he does special 
  missions for the Duke of Gradsul into enemy waters. He is 
  proficient with the cutlass and the harpoon, and is an 
  excellent navigator. He sails the Azure Seas engaging the 
  Sea Princes under the flag of Gradsul. 
   
  Note: PCs bearing the Favor of Cap’n Dyrtybyrd will be 
  particularly well received by the crew. This favor appeared 
  in Secrets of the Sea Princes, a Keoland interactive. 
   
  United Kingdom of Ahlissa 
  For parties in the employ of the United Kingdom of Ahlissa 
  read or paraphrase the following: 
   
  You set out several weeks ago. Your voyage taking you ever 
  eastwards toward the endless waves of the Solnor Ocean 
  and wealth almost beyond imagining! Sailing from Prymp 
  your voyage was not without incident. Passing through the 
  Gearnat Straits your vessel, the Sea Star, dodged several 
  patrolling Brotherhood and Pomarji vessels. In different 
  times the captain, Remannen Glibersann, would have 
  unhesitatingly sunk such vessels commanding as he does 
  one of the Overking’s finest warcraft. However, this 
  mission requires stealth and secrecy and so you quietly 
  slipped past vowing on your return to cause the 
  blockading forces much woe! 
   
  Standing far out to sea and giving the mysterious 
  peninsula-homeland of the Scarlet Brotherhood a wide 
  berth the Sea Star continued eastwards. Once again while 
  passing through the Tilva Straits your vessel is forced to 
  dodge several patrolling enemy warships. However, once 
  the open waters of the Solnor are reached no more enemy 
  vessels, indeed no more vessels at all, are encountered. 
   
  For weeks all you can make out is the immovable and 
  featureless horizon stretching ever before you. Eventually 
  the lookout spots something on the horizon and Captain 
  Remannen orders a course change. Over the balance of the 
  day the speck on the horizon grows larger.  
   
  Eventually you can see that the speck is in reality a 
  stretch of land of sorts thickly covered in a mass of 
  seaweed and other detritus. After a moment’s study 
  however you realize that you cannot see any land at all! 
  The mass appears to be solely composed of seaweed and 
  other debris of the sea and it seems to be slowly rotating as 
  if caught in some great but invisible whirlpool.    
   
  You realize that this must be the weed-sea spoken of 
  and that you now near your ultimate goal. 
   
  �Remannen (LE male human Ftr4/Exp3; Knowledge 
  [local: Splintered Sun] +5, Profession [sailor] +10). 
   
  Appearance: Typically Oeridian, Remannen is deeply 
  tanned – a legacy of years spent on the open waters. He is a 
  muscular man. His long plaited hair is auburn in color 
  while his eyes are a light gray in hue. He has an oval face 
  and a strong jaw line, although this is hidden behind a 
  closely-cropped beard. 
   
  Personality: A cunning seaman and experienced 
  captain, Remannen has a black heart but is basically 
  honorable. He has been ordered to transport the PCs to the 
  weed-sea and he will do so, although if the party seems 
  physically weak he will treat them with distain. 
   
  Interacting with the Crew 
  While the PCs voyage to the weed-sea they have little to do 
  but rest, train and interact with the crew. While the vessel 
  passes through Brotherhood-controlled waters the PCs will 
  be required to be alert for any attacks none will materialize.  
   
  Thus, some PCs may wish to see if members of the 
  crew have any additional information regarding their 
  destination. 
   
  A successful Gather Information check reveals the 
  following information. 
   
  DC 
  Information Gained 
  5 
  Sea serpents, mighty krakens and worse 
  haunt the uncharted waters of the Solnor! 
  10 
  Survivors of previous shipwrecks live in 
  the ruined hulks of their vessels. 
  15 
  It is said that the human inhabitants of the 
  weed-sea have found some way to move 
  about on the dense seaweed. 
  20 
  Ships of many nations have been mired in 
  the weed-sea. Some of strange, unknown 
  designs.  
  25 
  Some of the plant life on the reef is 
  rumored to be carnivorous! 
   
  A successful check also reveals all the information that 
  would be gained from a less successful check. If the PCs fail 
  this check they simply have to endure several hours of 
  seaman’s tales, mariner’s tales and downright lies.  
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 9 
   
  Arriving At the Weed-Sea 
  Once the PCs have carried out any additional preparations 
  and are ready to disembark read or paraphrase the 
  following: 
   
  The [vessel name] is a hive of activity. Sailors busy 
  themselves making ready the ship’s boats to investigate 
  the weed-sea. Through the organized chaos strides Captain 
  [name].  
   
  “Now that we have arrived,” he bellows “you may 
  make ready to disembark. I am sure you are keen to 
  explore some wrecks! Take those three mounds over 
  there,” he gestures to several mounds at least five hundred 
  feet away mired deep in the weeds. 
   
  “We can only stay on station for about three hours,” 
  says Captain (name) “after that the accursed currents will 
  carry us away from this place. If you are not back in that 
  time I cannot guarantee you we will be here.” 
   
  With that he orders a ship’s boat lowered. Four sailors 
  clamber aboard and make it ready to get under way. Once 
  you are all safely ensconced they pull for “shore.” How you 
  are to traverse this morass of weeds however is unknown! 
  Once the ship’s boat reached the perimeter of the weed-sea 
  you discovered that the weed-sea is just that. There is no 
  land here at all. Only the lightest most nimble member of 
  the party could possibly hope to cross this expanse. 
   
  Development: Once the PCs have exhausted all play 
  opportunities here proceed to Encounter 1: The Great 
  Weed-Sea. If the PCs seem to have no idea how to proceed 
  across the weed-sea refer to the Movement section of The 
  Weed-Sea explanatory text above. 
   
  ENCOUNTER 1: 
  THE GREAT WEED-SEA 
  Once play in the Introduction has concluded and the PCs 
  have gained as much or as little information as they require 
  proceed to this encounter. They must first however decide 
  on some way to travel across the weed-sea. Refer to the 
  Movement section within the Weed-Sea explanatory text 
  for more information as to how they may cross the weed-
  sea.  
   
  If the PCs fail to come up with any viable way of 
  traveling across the morass one of the mariners on deck 
  nearby remembers stories he heard about a group of 
  degenerate barbarians who dwell in some the vessels 
  trapped here. Apparently they use a strange type of 
  footwear that he can describe to them. In this instance refer 
  to the Reef Footgear section above.  
   
  If the PCs lack the appropriate skills to fashion their 
  own the ship’s carpenter can create some for them. 
   
  Assuming that the PCs finally manage to begin their 
  travels across the weed-sea read or paraphrase the 
  following: 
   
  Finally you near your goal; the long weeks of ocean travel 
  are at an end. Ahead of you stretches the great weed-sea 
  spoken of in tale and legend. From what you can tell it 
  consists mainly of sea weed. Here and there lie the 
  remains of countless wrecks captured by the remorseless 
  action of the ocean waves and deposited here.  
   
  If the PCs are not flying etc. and are using reef shoes to get 
  about continue: 
   
   
  Without more careful examination you cannot tell how 
  thick the mass of weeds is, but it does seem to be holding 
  your weight.  
   
  Movement though is slow and unstable. The weeds 
  are prone to compacting when you step upon them and 
  there is no way of telling when you may inadvertently step 
  on a weak spot and fall through! You are brave adventurers 
  however and such concerns fall away in the face of the vast 
  amounts of treasure said to lie for the taking amid the 
  wrecks of the Lost Treasure Fleet of the Sea Princes! 
   
  When the PCs start to move across the weed-sea require 
  that they decide on a marching order. For all practical 
  purposes this order can be as wide or as narrow as they 
  wish. Additionally at this point the PCs have no need of a 
  light source as Pelor is high in the sky above them and only 
  a few clouds scud across the sky to offer the PCs any respite 
  from the heat.  
   
  Read or paraphrase the following if the PCs are not 
  using magic to traverse the weed-sea: 
   
  Going is slow and travel is tiring. The seaweed provides a 
  strange surface over which to walk. Springy but resilient 
  nevertheless it feels odd to be walking on little more than 
  vegetation. The knowledge that this vegetation is all the 
  separates you from a watery grave thousands of feet down 
  at the bottom of the ocean is something you prefer not to 
  dwell on! With every step you take water wells up through 
  the knotted mass below your feet.  
   
   
  If the PCs are using magic to move through the weed-sea 
  read or paraphrase the following text. Additional, read this 
  text for those using mundane methods of travel. 
   
  The deeper you travel into the weed-sea the thicker the 
  vegetation becomes. Where at the edge of this vast floating 
  reef a well-manned ship’s boat could forces its way 
  through, here any such undertaking would be impossible. 
  Deeper into the weed-sea you can make out what appears 
  at this distance to be three jumbled mounds of weeds. 
  Perhaps these mounds are in actual fact the shrouded 
  remains of vessels trapped here since who knows when? 
   
  From the PC’s vantage point they make out three such 
  mounds. Nearest to them are two smaller mounds – these 
  are vessels that were all but destroyed by the storms that 
  brought them here. Nothing of interest remains within 
  these hulks as other survivors have picked them clean. The 
  mound furthest away from the PCs however contains the 
  main challenges that the PCs will face in their pursuit of 
  the Lost Treasure of the Sea Princes 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 10 
   
  If the PCs ask for more information regarding these 
  mounds or indicate that they which to investigate them 
  further, read aloud or paraphrase the following: 
   
  There are three mounds ahead of you. The two nearest to 
  you are easily several hundred feet distant from your 
  current position. The larger mound is probably at least 
  another hundred feet beyond that. All appear to consist of 
  nothing but a huge mound of seaweed and other 
  vegetation. 
   
  Whilst the PCs traverse the weed-sea they will encounter 
  one or two harpies patrolling the expanse. This/These 
  harpies are flying high above the weed-sea in an attempt to 
  spot prey. Thus it is highly possible that either the harpies 
  will spot the PCs or the PCs will spot the harpies. In either 
  eventuality combat is likely. If neither group spots the 
  other then no combat occurs here. However the harpies 
  will still be patrolling the weeds when the PCs leave. In 
  this instance run this encounter again, checking to see 
  which groups spots the other first. 
   
  The harpies are flying slowly, roughly 100 ft. above the 
  weed-sea. Thus the PCs have a -10 to their Spot check to 
  notice them (and vica versa).  
   
  Treat this encounter as occurring in Plain-type terrain. 
  Thus the harpies will first be able to attempt to spot the PCs 
  at a range of 6d6x40 ft. (and vica versa). Both cover and 
  concealment are nearby. Concealment takes the form of 
  heaped mounds of sea-weed (suitable concealment exists 
  within 1d6 squares of any PC’s current position) while the 
  remains of trapped vessels provide cover (suitable cover 
  exists within 1d12 squares of any PC’s current position). 
   
  This encounter includes a +1 EL due to the 
  environment on which the PCs are fighting, however it 
  also includes a -1 EL due to the lack of equipment, animal 
  companions and familiars. 
   
  APL 10 (EL 12) 
  �Advanced Harpy Sor10: hp 64; see Appendix 1. 
  �Advanced Harpy Drd10: hp 81; see Appendix 1. 
   
  APL 12 (EL 14) 
  �Advanced Harpy Sor12: hp 70; see Appendix 2. 
  �Advanced Harpy Drd12: hp 91; see Appendix 2. 
   
  APL 14 (EL 16) 
  �Advanced Harpy Sor14: hp 76; see Appendix 3. 
  �Advanced Harpy Drd14: hp 101; see Appendix 3. 
   
  APL 16 (EL 18)  
  �Advanced Harpy Sor16: hp 82; see Appendix 4. 
  �Advanced Harpy Drd16: hp 111; see Appendix 4. 
   
  Tactics: The harpies have worked together for many years, 
  preying off the less mobile inhabitants of the vessels mired 
  here.  
   
  If the spot the PCs before the PCs spot them they will 
  hang back and prepare themselves by casting as many 
  defensive spells as possible before initiating combat. 
   
  Once combat has begun the harpies will attempt to 
  defeat their foe while remaining at a distance. They will use 
  their spells and natural abilities for greatest effect. They 
  will focus their attacks on any flying opponents or those 
  who are able to injure them from a distance. They are 
  scavengers and primarily want the PCs for their material 
  possessions. If the combat is going against them they will 
  attempt to flee. 
   
  Being Noticed: During this combat it is possible that the 
  PCs might be noticed by the vine horror aboard the 
  Fortunate Son.  
   
  Normally due to the distances involved this would be 
  highly unlikely, but sounds travel well over water. If the 
  PCs (or the harpies) employ any loud destructive spells 
  such as fireball during this combat however the vine horror 
  may hear this and be alerted.  
   
  Every time such a spell is employed the vine horror in 
  Area 5: Kitchen may make a Listen check. A successful DC 
  12 Listen check indicates that the vine horror has heard the 
  battle. Although obviously it is not certain that whoever is 
  involved in the combat will assault the Fortunate Son the 
  vine horror will nevertheless be at a higher state of 
  alertness and prepare for the coming battle. 
   
  Treasure: There is nothing of interest or value to the PCs 
  here; the harpies possess practically nothing and what they 
  do own is worthless. 
   
  Development: Once the PCs have defeated or avoided the 
  harpies they may continue toward their goal. Read or 
  paraphrase the following: 
   
  Having dealt with the harpies the path toward the 
  legendary lost treasure of the Sea Princes is once again 
  open.  
   
  The two smaller mounds closest to the PCs are the 
  shattered, rotting remains of two small vessels. The wrecks 
  hold nothing of interest, except a small colony of nesting 
  sea birds. Read or paraphrase the following: 
   
  Investigating the smaller mounds reveals that they are 
  little more than the shattered poop decks of two long-lost 
  vessels. Nothing else of the vessel remains. Indeed these 
  portions of the wrecks would have long ago sunk beneath 
  the waters of the Solnor if it were not for the cloying 
  properties of the weeds that shroud them. The wrecks 
  have been picked clean. Several portholes and the remains 
  of large rear-facing windows are all that survive. 
   
  Once the PCs indicate they wish to explore the larger 
  mound proceed to Encounter 2: The Lost Treasure of the 
  Sea Princes. 
   
   
   
   
   
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 11 
  ENCOUNTER 2: 
  THE LOST TREASURE OF THE 
  SEA PRINCES 
  The Fortunate Son is one of the biggest ships to be seen 
  from the position of the ship on which the PCs came. It is 
  one of the original vessels of the Treasure Fleet with which 
  the last of the Rax set sail from Rel Astra when fleeing the 
  Great Kingdom. It was the flagship for one of the Rax 
  nobles, and at the time an excellent vessel. The buccaneers 
  of the Sea Princes managed to capture it in one piece when 
  the Rax captain surrendered, hoping to placate the pirates 
  with the treasure aboard. Instead he was betrayed, and 
  brutally murdered, though he cursed his murderers with 
  his last breath. Whether it was his curse that breathed life 
  into the storm is unknown, but fact is that few of the 
  original buccaneers ever arrived home. The lucky ones died 
  in the storm, but most died a gruesome slow death by heat, 
  thirst and hunger.  The officers did not find rest after death, 
  rising as particular powerful lacedons. At first they were 
  free roaming undead, but when a coven of hags arrived, 
  they quickly became their servitors. 
   
  Now the ship has become the lair of a powerful coven 
  of hags and their servants. It is a haunted place and few of 
  the people in the region dare to approach it.  
   
  Features of the Vessel 
  This vessel is almost 145 ft. in length and 40 ft. wide at its 
  widest point. She has a draft of 8 ft. and stands 9 ft. above 
  the waterline to the top of the main deck rails. Her 
  forecastle and half deck stands 17 ft. above the waterline to 
  her half deck and forecastle rails. The poop deck stands 22 
  ft. above the water line to her poop deck rails. 
   
  The vessel has these generic features. Use these unless 
  the text of an encounter specifically states otherwise. 
   
  Hull: The hull of the vessel is made of strong, reinforced 
  wood. 
   
  �Hull: 6 in thick; hardness 5; hp 60; AC 2; DC 27 
  Break; DC 21 Climb. 
   
  Deck: The deck of the Fortunate Son is still in good 
  condition – a testimony to the skill of her builders. In 
  cabins and below decks the vessel is cramped; the ceiling 
  being barely 6 ft. in height. 
   
  �Deck: 6 in. thick; hardness 5; hp 60; AC 2; DC 27 
  Break. 
   
   
  Internal Walls: Internal walls are constructed of strong 
  wood. Unless specifically stated in the text these doors are 
  not fitted with locks. 
   
  �Internal Walls: 2 in. thick; hardness 5; hp 20; AC 3; 
  DC 25 Break; DC 20 Climb. 
   
  Doors: Internal doors are simple wooden doors that have 
  swelled due to the constant moisture in the air. 
   
  �Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  DC 15 Break. 
   
  Portholes: All portholes are 2 ft. square and possess stout 
  wooden shutters. These shutters can only be bared from the 
  inside. Individuals of Small size or smaller can 
  automatically squeeze through these portholes unless they 
  are wearing heavy armor. This movement will cost the PC 
  two squares worth of movement. Medium-sized creatures 
  or Small-sized individuals wearing heavy armor, must make 
  a DC 25 Escape Artist check to fit through this space. 
  Medium-sized creatures wearing heavy armor must make a 
  DC 30 Escape Artist check to fit through this space. 
  Individuals wearing light or no armor gain a +2 
  circumstance bonus to this check. Individuals who are wet 
  also gain a +2 circumstance bonus to this check. These 
  bonuses are cumulative. PCs can take 20 on this check. 
   
  �Shutters: 1 in. thick; hardness 5; hp 10; AC 5; DC 15 
  Break. 
   
  Stairways: The stairways aboard the Malachite Serpent are 
  without exception, steep and cramped. Additionally, the 
  stairs themselves are made from wood. 
   
  Light: During the day the interior of the vessel is pretty 
  dark. Most of the portholes are either shuttered or have 
  seaweed growing over them. Similarly although the hull of 
  the vessel has begun to fail in places and many small holes 
  now pierce it these are often clogged and choked with 
  seaweed allowing little light to penetrate into the interior. 
   
  Unless otherwise specified humans and halflings 
  require some sort of light source to do more than blunder 
  about in the gloom. While aboard, humans will be able to 
  see in a 5 ft. radius of shadowy illumination. Individuals 
  with low-light vision are able to see roughly 10 ft. with 
  shadowy illumination extending to 20 ft. Individuals with 
  darkvision are able to operate in this environment without 
  problems. 
   
  Damaging the Fortunate Son: The Fortunate Son is a much 
  more fragile dungeon than those the PCs are undoubtedly 
  accustomed to. Weapon damage and area of affect spells all 
  have the potential to seriously damage the interior 
  structure of the vessel.  
   
  When determining the damage caused by acid and 
  sonic attacks calculate the damage normally. When 
  determining the damage caused by fire and cold attack 
  however use the following modifiers and then the item’s 
  hardness is applied. 
   
  Fire: Although not demonstrably wet, most of the 
  vessel’s structure is beginning to rot due to the constant 
  exposure to water and lack of maintenance. Thus, walls, 
  decking etc. do not burn as readily as they would normally 
  do. Thus, fire only deals a quarter of the indicated damage. 
   
  Cold: Although not demonstrably wet, much of the 
  vessel’s walls and decks are water-logged and beginning to 
  rot. Cold-based spells cause this trapped water to freeze and 
  expand rapidly. Thus, such spells deal half the stated 
  damage and not one quarter as is customary. 
   
  Sinking the Vessel: If they should try the PCs will find 
  it very hard to sink this vessel. Although they will 
  undoubtedly damage it during their exploration the 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 12 
  cloying affect of the seaweed that holds the vessel here will 
  keep it above the water. If the boat sustains massive damage 
  below the waterline and much of the surrounding seaweed 
  has been cut away it is possible that the vessel will start to 
  sink. This process will take 1d8 minutes per deck.  
   
  During this period any surviving intelligent foe will 
  flee, taking any treasure with them that they could 
  realistically take with them. Unless the PCs attempt to 
  continue the combat their foe will simply seek to flee; 
  preferring to relocate to another wreck from which they 
  can rebuild their forces. 
   
  Approaching the Fortunate Son 
  When the PCs approach the vessel within 300 feet read or 
  paraphrase the following: 
   
  From a distance the remains of the trapped vessel looks 
  more like a large mound of seaweed then a ship. A closer 
  look reveals it for what it is: the remains of a ship trapped 
  and overwhelmed by all kinds of seaweed.  
   
  The ship you are approaching is definitely one of the 
  bigger ships you can see. It is almost 150 feet long and the 
  poop deck, the deck of the rear cabin, tower about 20 feet 
  above sea level. Covered in all kinds of vine-like seaweed, 
  mostly dark brown and green in color, it looks rather alien. 
  Through the weed the wood below, and even a few 
  portholes, can just be seen. Only its four masts seem to be 
  clear of the slimy wet green and brown vines that cover 
  the rest of the ship. Getting up there without the aid of 
  magic is not going to be easy. 
   
  The fore mast is broken halfway up, and only a few 
  tatters remain of its once proud sails. Some of its riggings 
  seem to have survived the ravages of time, but whether it 
  would be strong enough to climb remains to be seen. 
  There is no flag that betrays the identity of the ship. Only 
  the cracked figurehead of an Oeridan female warrior with 
  long curly hair, wearing a helm of ancient design and 
  armed with a trident gives a clue about the ship’s origin 
  and name.  
   
  The main mast has a crow’s nest and it is there that 
  you see a rather peculiar sight. Just below the crow’s nest 
  you see what appears to be the body of a man. Whether he 
  is alive or not is difficult to see from this distance. He 
  seems to be moving, but that might be due to the light 
  breeze blowing in from the reef. 
   
  Except for the weeds, which slowly move with the 
  bobbing of the ship, and the figure up on the mast there is 
  no creature to be seen. 
  The Fortunate Son is old, half-rotten and completely 
  overgrown with seaweed. Only its four masts, the fore mast 
  broken off midway, and figurehead rise above the slimy 
  green and brown weeds that covers it. In fact, if it were not 
  for the seaweed the ship would have sunk long ago. The 
  figurehead once represented a beautifully painted Oeridian 
  female warrior, but not much remains of the paint. It is the 
  figurehead that might give away its origins. A DC 25 
  Knowledge (history) or a DC 25 Bardic Lore check reveals 
  it to be the Fortunate Son – one of the flagships of the 
  original Rax treasure fleet. 
   
  PCs 
  with 
  ranks 
  in 
  Profession 
  (sailor), 
  Craft 
  (shipbuilding) or Knowledge (local: Splintered Sun) may 
  make a check to determine something about the vessel’s 
  origins. Individuals succeeding on a DC 20 check realize 
  that the vessel seems to possess the sleek lines and high 
  poop deck of a warship built in the shipyards of Rel Astra, 
  capital of the Solnor Compact. Though it of an outdated 
  design, roughly a century old. What such a vessel is doing 
  so far out in the trackless wastes of the Solnor Ocean 
  however remains a mystery.  
   
  No additional knowledge can be gained from this 
  distance. To learn more the PCs must explore the vessel 
  itself. 
   
  The absence of gulls around the ship is an ominous 
  sign that there is some kind of hidden danger lurking 
  aboard the floating wrack. 
   
  Area 1: Main Deck – Green Horror 
  This is the main deck of the trapped vessel. It is accessible 
  from the forecastle, the poop deck or by PCs climbing up 
  the sides of the vessel. 
    
  This area seems to be deserted. Seaweed, like everywhere 
  else in the region, grows everywhere. These weeds turn 
  the surface of the deck into a wet and slippery affair. 
  Footing is going to be difficult here. 
   
  To the front of the vessel two water-swollen doors 
  flank a dark opening leading into the forecastle. A curtain 
  of seaweed blocks any vision into the corridor behind. 
  There is no staircase leading up on the forecastle. To the 
  rear there are no doors, only a dark opening similarly 
  blocked by seaweed. Two steep staircases lead up to the 
  half-deck. Set almost in the center of the deck, and all but 
  obscured by weeds and other debris, can be made out a 
  heavy metal grill. 
   
  Next to the grill towers the main mast the seaweed. 
  Rusty iron rods bored into the mast lead up to the crow’s 
  nest, roughly 60 feet above the deck. 
   
  The deck area is cluttered with debris and is also slick with 
  seaweed and rainwater. Thus movement is difficult here. 
  PCs must succeed at a DC 14 Balance check to be able to 
  charge or move faster than normal here, assuming they 
  walk over the deck. In addition individuals without 5 ranks 
  or more in Balance are considered flat-footed during 
  combat. For more information regarding this refer to the 
  Player’s Handbook, p 67. 
   
  PCs that examine the main deck from a short distance 
  do note that the weed around the main mast has a rusty 
  brown color, which is different then the rest of the weed on 
  board of the vessel. The patch is roughly 30 feet wide and 
  15 feet long. It looks like it is dead and rotting. If they 
  succeed at a DC 20 Spot check, they also note that some 
  kind of liquid is dripping from the figure tied up to the 
  mast above (see Area 36 below) right onto the patch of 
  ‘dead’ seaweed. 
   
  Since the weed around the mast immediately assaults 
  anything within reach (and with 15 feet reach it covers the 
  whole main deck) a PC who directly climbs onto the main 
  deck, needs to make a DC 20 Spot check as a surprise roll. 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 13 
   
  The rusty iron grid on the big opening, which leads 
  down to the Area 14: the Orlop and Area 24: the Hold, is 
  sturdy enough to hold the same weight as the deck. The 
  openings are rather wide though, and any small or medium 
  sized creature walking on it needs to make a DC 19 Balance 
  check. When failed by 5 or more it results in the character 
  falling prone. Creatures that walk on four legs have a +4 
  circumstance modifier on this check. The locks are rusted 
  shut, and no amount of skill can open them. Opening it 
  requires the locks to be broken, requiring a DC 28 Strength 
  check. Information on the ladders leading down can be 
  found in Area 14: The Orlop below.  
   
   
  �Iron Grate: 2 in. thick; hardness 8; hp 60; AC 5; DC 
  25 Break; DC 23 to lift. 
   
  Creatures: The patch of rusty brown weed around the main 
  mast consists of two very dangerous plant-like creatures 
  best compared to the bloodthorns from Carceri in abilities. 
  When Lakaster Rax was murdered, his captors nailed him 
  to the mast above to either slowly bleed to death or die of 
  thirst and heat. Even in death his blood kept flowing, and 
  when the ship got stuck in the seaweed, it dripped on the 
  weed below. The negative energy that infused the blood, 
  slowly changed the weed into the monstrosity that it is 
  now: a plant thirsting for more blood. It is not an undead 
  creature. 
   
  On a closer inspection the PCs do note the many 
  thorns that cover the weed as well as it more leathery and 
  dryer appearance. 
   
  In addition a vine horror, with the ambition to become 
  a sorcerer under tutelage of the hags below, has made its 
  lair in Area 5. The creature always keeps an eye out for fun 
  and pleasure. Slowly killing creatures in a painful way is 
  what it considers fun. If it hears the PCs approach, or 
  combat starts, it reacts immediately by helping its (or 
  should I say ‘their’) bloodthorns. 
   
  APL 10 (EL 10) 
  �Bloodthorn, 8 HD fiendish(2):  Hp 80; See Appendix 1. 
  �Skalesh: Vine horror Sor6; Hp 103; See Appendix 1. 
   
  APL 12 (EL 12) 
  �Bloodthorn, 15 HD fiendish (2):  Hp 172; See Appendix 
  2. 
  �Skalesh: Vine horror Sor8; Hp 120; See Appendix 2. 
   
  APL 14 (EL 14) 
  �Bloodthorn, 23 HD fiendish (2):  Hp 264; See Appendix 
  3. 
  �Skalesh: Vine horror Sor10; Hp 137; See Appendix 3. 
   
  APL 16 (EL 16) 
  �Bloodthorn, 31 HD fiendish (2):  Hp 356; See Appendix 
  4. 
  �Skalesh: Vine horror Sor12; Hp 154; See Appendix 4. 
   
  Tactics: Skalesh recognizes two kinds of creatures: 
  playthings and dangerous ones. In either instance its tactics 
  do not change, either because it hates to kill creatures 
  quickly, or because it is not strong enough to do any real 
  damage. It prefers to let “its” bloodthorns do the work, 
  while it gives them the support needed while remaining 
  hidden in Area 5: The Sea Kitchen. It is not adverse to use 
  its Silent Spell meta-magic feat to assist it in remaining 
  undetected. Its favorite spells are those that cannot be 
  directly traced back to its hiding spot – the spell dispel 
  magic (and at higher APLs greater dispel magic) is 
  especially fun. Nothing gives it more pleasure then 
  dispelling a freedom of movement or a fly spell upon an 
  enemy. At higher APLs it also loves to use telekinesis to 
  push the PCs within reach of the bloodthorns. It is a bit of a 
  coward, and when reduced to less then half its hit points or 
  when both bloodthorns are destroyed it flees. 
   
  Note that it is very likely Skalesh has several long 
  duration buff spells running beforehand (such as mage 
  armor). These have not yet been taken into account in the 
  stat blocks since it is difficult to predict how much 
  preparation time he had. For example, if it notes the PCs 
  battling the harpies, he might cast several resist energy 
  spells on its bloodthorns and itself of the kind of energy he 
  witnessed being used against the harpies. 
   
  The bloodthorns have no tactics. They attack anything 
  living that has blood that comes within reach.  
   
  Treasure: None. 
   
  Development: After having defeated the bloodthorns the 
  PCs can investigate the vessel further. If they somehow 
  manage to capture Skalesh alive, the creature is going to be 
  most cooperative. They (Skalesh always talk of himself as 
  more then one creature) are more then willing to betray its 
  masters in returns for its life and freedom. Note that it 
  knows nothing about the Poquann in Area 30 (except that it 
  is not allowed in that area) or the presence of the sahuagin 
  envoy and his bodyguards. It is also not aware of the hags’ 
  favorite trick to disguise some of their skeletons as living 
  prisoners with their veil ability (see Area 24). 
   
  Area 2: Half Deck 
  It is likely that the PCs reached the Half Deck via Area 1: 
  Main Deck. However PCs could also have elected to climb 
  up the side of the vessel to reach this area. 
   
  Weed and debris clutter the half deck, creating a wet and 
  slippery surface to walk upon. A water-swollen door leads 
  to the round house at the back, and a steep slippery 
  staircase to the poop deck. The mizzen mast rises above 
  you. Nothing remains of the riggings. 
   
  The deck area here is cluttered with debris and is also slick 
  with seaweed and rainwater. Thus movement is difficult 
  here. PCs must succeed at a DC 14 Balance check to be able 
  to charge or move faster than normal here. In addition 
  individuals without 5 ranks or more in Balance are 
  considered flat-footed should combat breakout. For more 
  information regarding this refer to the Player’s Handbook, 
  p 67. 
   
  There is nothing of interest to the PCs here.  
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 14 
   
  Area 3: Poop Deck 
  It is likely that the PCs reached the Poop Deck via Area 1: 
  Main Deck. However PCs could also have elected to climb 
  up the side of the vessel to reach this area. 
   
  When the PCs reach the vessel this area is deserted. 
  Read aloud or paraphrase the following: 
   
  The voracious weeds that cloak this vessel are particularly 
  prevalent here. This area appears deserted. 
   
  Set into the deck, although now cracked and 
  obviously badly damaged, stands that ship’s wheel. There 
  is much clutter and detritus strewn around this area.  
   
  The deck area here is cluttered with debris and is also slick 
  with seaweed and rainwater. Thus movement is difficult 
  here. PCs must succeed at a DC 14 Balance check to be able 
  to charge or move faster than normal here. In addition 
  individuals without 5 ranks or more in Balance are 
  considered flat-footed should combat breakout. For more 
  information regarding this refer to the Player’s Handbook, 
  p 67. 
   
  There is nothing of interest to the PCs here.  
   
  Area 4: Forecastle 
  It is likely that the PCs reached the Fore Castle via Area 1: 
  Main Deck. However PCs could also have elected to climb 
  up the side of the vessel to reach this area. 
   
  The forecastle is in little better condition than the main 
  decks. Great heaps of seaweed lies scattered about here.
   
  A large heap of rotten wood and bits and pieces of 
  rusted metal is all that remains of a large catapult. A few of 
  the boulders still clutter to deck, though they are hard to 
  see due to the seaweed. 
   
  The remains of the fore mast stick out of the mass of 
  seaweed. Broken halfway up by some unknown force not 
  much remains of it.  
   
  The catapult is beyond repair. The boulders are simple 
  round rocks. There is nothing of any interest to be found 
  here. 
   
  The deck area here is cluttered with debris and is also 
  slick with seaweed and rainwater. Thus movement is 
  difficult here. PCs must succeed at a DC 14 Balance check 
  to be able to charge or move faster than normal here. In 
  addition individuals without 5 ranks or more in Balance are 
  considered flat-footed should combat breakout. For more 
  information regarding this refer to the Player’s Handbook, 
  p 67. 
   
  Area 5: Sea Kitchen 
  This area is accessible from either Area 1: Main Deck or 
  Area 10: Beak Head. 
    
  The 10 feet wide corridor is dark, damp and slippery. With 
  a six foot high ceiling it feels rather cramped for some of 
  you. Seaweed grows in abundance at both entrances, 
  though in the middle these are replaced with a slick layer 
  of algae. The stench of rotten seaweed is especially vile in 
  here. Two closed water-swollen doors lead to cabins on the 
  port side. On the starboard side there stands one door and 
  a door opening. 
   
  In the middle of the corridor stands a large rusted 
  iron kettle on a brassier made for ocean traveling ships. It 
  is half filled with a vile smelling green liquid. 
   
  This area used to be the galley (kitchen), now it is the home 
  of Skalesh (see Area 1). It cares little for wealth or material 
  possessions. Searching the place reveals a set of simple 
  torturing devices made out of rusty iron and a few 
  humanoid bones. The contents of the kettle are harmless, 
  though it tastes absolutely vile. It is the bed of Skalesh, and 
  in it the PCs can find a few pearls and a few silver plates 
  and eating utensils, which it found in Area 9. 
   
  Treasure: 
  Looting the kettle: 
   
  All APLs: L (0 gp); C (50 gp); M (0 gp). 
   
   
  Area 6: Mess 
  This area is accessible from either Area 5: Sea Kitchen or 
  Area 1: Main Deck. In addition this area has two portholes 
  through which the PCs may enter. 
   
  The stench of rotting meat is overwhelming, and one 
  glance shows the source of the smell to be the swollen 
  corpse of a human male slammed into a corner. A once 
  sturdy wooden table surrounded by benches dominates 
  the room – all are nailed to the floor and walls. The legs of 
  the table are broken on one side and the tabletop lies 
  slanted against the wall. 
   
  The corpse is that of one of the local human barbarians. 
  Skalesh both for fun and food captured him. He had long 
  brown hair, and a sun-tanned skin. He wears the rags of 
  what once might have been sailor’s clothing. A quick 
  examination shows that the man was tortured to death. 
  Most of the bones in his hands, arms, feet and leg have 
  been broken by some kind of blunt instrument. The corpse 
  is covered with numerous small puncture holes, and 
  remarkably empty of blood. There is nothing of value on 
  him or within the room. He is also one of the few corpses 
  onboard not cursed with undeath. 
   
  Area 7: Pantry 
  This area is accessible from either Area 5: Sea Kitchen or 
  Area 1: Main Deck. In addition there are two shut portholes 
  through which the PCs may elect to enter.  
   
  Both doors leading into the pantry have been smashed 
  open in the past. The locks are ruined, but due to the 
  swollen state of the doors they are still difficult to open. 
  PCs require a successful DC 15 Strength check to break 
  them open. 
   
  All that remains of this cabin is a dark damp hole, smelling 
  of seaweed, silt and rotten wood. Several rusty hooks 
  hanging on the ceiling and rusty iron circlets used on 
  casks on the floor are the sole reminders that this was once 
  to be the ship’s pantry. 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 15 
   
  The pantries have been looted ages ago. All that remains are 
  bits and pieces of smashed barrels and chests – mostly 
  rusted iron. The few bits and pieces of food that remained 
  have long since rotted into nothing. There is absolutely 
  nothing of value in the room. 
   
  Area 8: Wood Reserve 
  This area is accessible from Area 5: Sea Kitchen. In addition 
  this area has a porthole through which the PCs may enter. 
   
  The door is still locked, but the brass lock is rusted 
  shut. The sole way of opening the door is by breaking it. 
   
  This dark and damp room is filled with the smell of rotting 
  wood. Instead of the expected seaweed, there lies a large 
  slime covered heap of an unidentified substance. The heap 
  fills almost the whole room. 
   
  The slimy substance is completely harmless. Under it lies 
  the remains of the ship’s wood supply, not that much is left 
  of it. It cannot even be used anymore for kindling and it is 
  absolutely worthless. 
   
  Area 9: Captain’s Mess 
  This area is accessible from Area 5: Sea Kitchen. In addition 
  this area has a porthole through which the PCs may enter. 
   
  Like the doors to Area 7, this door has been bashed 
  open in the past, closed again and swollen shut. There are 
  several large cracks in it. 
   
  Once this must have been a richly decorated room. All that 
  remains now are the rotting wooden carvings on the walls, 
  a cracked table and once comfortable hollow benches. The 
  seats are collapsed into the storage room inside the 
  benches and the tabletop lies flat of the floor. Algae, slime 
  and weed cover most of the floor and walls. Apparently 
  there used to be a secret compartment in one of the walls, 
  but this has been smashed open. 
   
  The room has been looted by the vine horror and the 
  pirates before him. There is nothing of value or interest left. 
   
  Area 10: Beak Head 
  This area is accessible from the Area 4: Fore Castle, Area 5: 
  Sea Kitchen and directly from outside.  
   
  Two objects dominate this small open deck. Set in the 
  middle stands the rusting bulk of the capstan. Still coiled 
  about it are the anchor chain and the anchor made 
  redundant by the weeds that hold the vessel firmly in 
  place. The rest of the free space is filled with the remains 
  of a small mast. 
   
  PCs wishing to investigate the anchor chain more closely 
  may do so. Clearing away some of the sea-weed that clusters 
  about the hull will reveal that the anchor is still in place; 
  although the weeds make it immovable without some 
  major cutting back. Additionally sharp-eyed PCs (those 
  succeeding at a DC 18 Spot or Search check) notice faded 
  lettering spelling out the ship’s name: The Fortunate Son. 
   
  Like the other open decks aboard the ship, the area is 
  covered with seaweed and other debris. Thus movement is 
  difficult here. PCs must succeed at a DC 14 Balance check 
  to be able to charge or move faster than normal here. In 
  addition individuals without 5 ranks or more in Balance are 
  considered flat-footed should combat breakout. For more 
  information regarding this refer to the Player’s Handbook 
  page 67. 
   
  Area 11: Coach 
  This area is located on the Main Deck Level. This area is 
  accessible via Area 1: The Main Deck, Area 12: Cabins, and 
  13: State Cabin. 
   
  Once this 10-foot wide damp and dark corridor might have 
  been a comfortable sitting area for important guests, now 
  it is smells of rotten seaweed, wood and other 
  unidentifiable odors. A few heaps of rotten wood are silent 
  testimonies to the furniture that once stood here. Though 
  what kind of furniture stood here is anybody’s guess. 
  There are many doors both on star- and port side. There is 
  also a small steep stairway leading down into the darkness 
  below. 
   
  Like in most parts of the ship, it has been stripped clean 
  long ago. If a fight takes place here, remember that passing 
  along the stairs or the mizzenmast requires a small or 
  medium size character to squeeze: doubling movement and 
  giving a –4 to attack rolls and AC. 
   
  All the doors have locks, but none are locked. The 
  doors are all water-swollen and force is needed to open 
  them. The door leading to Area 13 is locked with an average 
  lock, but due to corrosion of the metal, bashing open the 
  door is much simpler. A DC 30 Open Locks opens it 
  though. 
   
  Area 12: Main Deck Cabins 
  This area is located on the Main Deck Level. This area is 
  accessible from Area 11: Couch. Each of the cabins has a 
  porthole through which the PCs may enter. 
   
  Read aloud or paraphrase the text below when the PCs 
  enter one of these cabins for the first time. Each of the 
  cabins had been decorated and furnished the same as the 
  others. After the destruction of pirates, the storm and time 
  each room looks slightly different, but it suffice to describe 
  the other cabins as looking the same as the previous one. 
   
  The cabin looks like it was hit by a storm, which might 
  actually exactly be what happened to it. The porthole is 
  smashed open, and the room is covered with slime. The 
  bed under the porthole is collapsed and it is overgrown 
  with strange black mushrooms. A small cabinet lies flat on 
  the floor, apparently torn away by force from the wall to 
  which it was bolted; though in the current rotting 
  condition such is very difficult to verify this. There is also 
  something that looks like it once was a small desk, but it is 
  in an even worse condition then the cabinet. 
   
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 16 
  There is nothing of value in these rooms. There are no 
  tracks of any creature, not even those of seabirds that you 
  would expect. 
   
  Area 13: State Cabin 
  This area is located on the Main Deck Level. This area is 
  accessible from Area 11: Coach. In addition this area has 
  three portholes through which the PCs may elect to enter 
  as well as a door leading to the once ornately carved 
  balcony. 
   
  Once glass windows surrounded by ornately carved posts 
  provided an excellent view over the sea from this large 
  cabin. In its heydays it must have been a richly furnished 
  cabin used by either the captain or more likely important 
  guests. 
   
  In the corner stand the remains of a four-poster bed. 
  With next to it the wreckage of what once must have been 
  a roll-top desk. The green-black sponge-like substance on 
  the floor probably used to be a luxurious carpet and the 
  woodcarvings in the wall panels must have been detailed 
  and beautiful. Now it is all just one big mess. 
   
  Like the rest of the ship, this cabin has been ransacked 
  clean by the pirates. It was taken over by Captain Krovtosh, 
  and the remains of his clothes can be found in the large 
  closet. PCs searching it can find some golden clasps and 
  belt knuckles on the floor. A DC 25 Search check also 
  reveals the loose board with under it a pouch with some 
  gems, a few platinum coins from the Great Kingdom (with 
  the head of one Rax overking or another on one side) and 
  some utensils, such as a few buttons, two pipe heads and a 
  fishhook. The total value of which is about 50 gp per PC. 
   
  Treasure: 
  Minor treasure in the closet: 
   
  All APLs: L (0 gp); C (50 gp); M (0 gp). 
   
  Area 14: Orlop 
  This area is located on the Mid Deck level. This area is 
  accessible from Area 1: Main Deck, Area 11: Coach, Area 17: 
  Crew Quarters, Area 16: Mid Deck’s Cabins, Area 18: 
  Hallway of Exaltation and Area 24: The Hold. 
   
  Except for a little bit of light that filters through the grate 
  high above, it is dark here. A strange cold permeates the 
  area, and the odor of rot is strong. From below the soft 
  sounds of sloshing water can be heard, and from above the 
  soft sound of the wind. The occasional creaks and groans 
  of the boards echo ominously through this corridor-like 
  room. 
   
  On all sides of the room doors lead to various small 
  cabins. Each of the doors stands slightly ajar. One small 
  steep staircase leads up, while a large 15 by 20 feet wide 
  opening in the middle leads both up to the main deck and 
  down to the hold. Three rusty iron ladders lead both up 
  and down. 
   
  The deck is covered with debris of all kinds, especially 
  around the staircase, making movement difficult though it 
  is not as slippery as the decks outside. 
   
  The staircase is completely safe to use for most people, 
  though it creaks ominously when somebody steps on it. 
  Anybody waiting more then 250 lbs. using it falls through. 
  A DC 15 Reflex avoids falling down, but those that fall 
  down take 2d6 points of damage from both the splinters 
  and the height. The rusty iron ladders are sturdier, though 
  they are incredibly slippery. A DC 10 Climb check is 
  required to use them safely. 
   
  The deck around the staircase is lightly obstructed 
  terrain: doubling movement, and requiring a DC 12 
  Balance check when charging or running. Tumbling has a 
  +2 circumstance modifier to the DC. The deck around the 
  opening (the real orlop so to speak) is relative free of debris. 
  While far from perfect footing, no penalties to movement 
  or hindrances to charging and running are incurred here.  
   
  Virtually all of the doors look the same: simple sturdy 
  wooden doors with green corroded brass locks. None of the 
  doors are locked, and all stand open. The exception is the 
  double door leading to Area 18: Hallway of Exaltation. 
  These are made out of some kind of dark wood, and they 
  are decorated with ornate carvings of cloud-faces blowing 
  to waves and ships below with a setting (or rising) sun in 
  the middle. These do not have a lock. 
   
  Creatures: Most of the cabins (Area 16) are filled with the 
  undead creations of the coven: simple skeletons placed 
  mainly as a distraction and to protect the real threat, a band 
  of lacedons and the spectre of Maristern (see Area 28 below 
  for more information). Due to the special skills of Tieghan 
  defeating them is not nearly as easy as with normal 
  skeletons. For more information see Area 16 below. Note 
  that when a PC opens one of the doors leading to a cabin, 
  all the skeletons rush forward to attack any living thing in 
  Area 14. The sole exception are the skeletons in area 17, 
  who do nothing but block the way and providing a quick 
  way to heal the ghasts.  
   
  The lacedons and spectre on the other hand can 
  usually be found in Area 17, two in each room. They are on 
  this deck by order of the hags, who protected them and 
  several of the skeletons in area 17 with a veil spell that gives 
  them the appearance of malnourished sailors. They try to 
  act as prisoners, hoping to lure the PCs into a false sense of 
  security. The spell might also give them some precious 
  rounds before the PCs realize they are dealing with undead. 
   
  It is virtually impossible for the PCs to reach this area 
  undetected. Combat is most likely to take place in the orlop 
  with the lacedons attacking from both sides. Adjust the 
  scene if the PCs do manage to remain completely quiet on 
  this and the previous decks. 
   
  APL 10 (EL 13) 
  �Maristern: Male spectre (human) Rog2; hp 58; See 
  Appendix 1. 
  �Captain Krovtosh: Male ghast (human) Ftr4/Rog2; hp 65; 
  See Appendix 1. 
  �Lacedons (2): ghast Ftr4/Rog2; hp 65; See Appendix 1. 
   
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
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  APL 12 (EL 15) 
  �Maristern: Male spectre (human) Rog4; hp 71; See 
  Appendix 2. 
  �Captain Krovtosh: Male ghast (human) Ftr4/Rog4; hp 78; 
  See Appendix 2. 
  �Lacedons (2): ghast Ftr4/Rog4; hp 78; See Appendix 2. 
   
  APL 14 (EL 17) 
  �Maristern: Male spectre (human) Rog6; hp 84; See 
  Appendix 3. 
  �Captain Krovtosh: Male ghast (human) Ftr4/Rog6; hp 91; 
  See Appendix 3. 
  �Lacedons (2): ghast Ftr4/Rog6; hp 91; See Appendix 3. 
   
  APL 16 (EL 19) 
  �Maristern: Male spectre (human) Rog8; hp 97; See 
  Appendix 4. 
  �Captain Krovtosh: Male ghast (human) Ftr4/Rog8; hp 
  104; See Appendix 4. 
  �Lacedons (2): ghast Ftr4/Rog8; hp 104; See Appendix 4. 
   
  Tactics: The lacedons and Maristern work reasonably well 
  together. The lacedon at Maristern’s side fights defensively 
  to block the door and provide Maristern ample opportunity 
  to spring attack right in the middle of the PCs and back 
  again. With a speed of 80 feet, and no hindrance from the 
  terrain, he gladly tumbles past opponents, not willing to 
  risk the off chance that the weapon might hit. Maristern 
  focuses on obvious arcane spellcasters and clerics knowing 
  fully well that to him those are the most dangerous 
  opponents. If possible they attempt to flank opponents, or 
  they might try to tumble past the fighters toward the 
  wizards at the back.  
   
  Treasure:  
  Looting the lacedons: 
   
  APL 10: L (106 gp); C (8 gp); M 3x cloak of resistance 
  +1 (83 gp each), 2x potion of inflict moderate wounds (25 
  gp), 8x potion of shield of faith +2 (4 gp each), +1 scimitar 
  (193 gp). 
   
  APL 12: L (62 gp); C (100 gp); M 3x cloak of resistance 
  +1 (83 gp each), 2x potion of inflict moderate wounds (25 
  gp), 8x potion of shield of faith +2 (4 gp each), +1 scimitar 
  (193 gp), 3x +1 studded leather (98 gp each). 
   
  APL 14: L (10 gp); C (8 gp); M 3x amulet of natural 
  armor (167 gp each), 3x cloak of resistance +1 (83 gp each), 
  2x potion of inflict moderate wounds (25 gp), 8x potion of 
  shield of faith +2 (4 gp each), 2x +1 scimitar (193 gp), +1 
  keen scimitar (693 gp), 3x +1 studded leather (98 gp each). 
   
  APL 16: L (10 gp); C (8 gp); M 3x amulet of natural 
  armor (167 gp each), 2x cloak of resistance +1 (83 gp each), 
  cloak of resistance +2 (333 gp), 2x potion of inflict moderate 
  wounds (25 gp), 8x potion of shield of faith +2 (4 gp each), 
  2x +1 scimitar (193 gp), +1 keen scimitar (693 gp), 3x +2 
  studded leather (348 gp each). 
   
  Detect Magic results: amulet of natural armor (Faint 
  Transmutation), cloak of resistance +1 and +2 (Faint 
  Abjuration), potion of inflict moderate wounds (Faint 
  Necromancy), potion of shield of faith +2 (Faint 
  Abjuration), +1 scimitar (Faint Transmutation), +1 keen 
  scimitar (Moderate Transmutation), +1 and +2 studded 
  leather (Faint Transmutation). 
   
  Development: Once the lacedons are defeated and looted 
  the PCs can examine the area. There is nothing of value 
  besides the equipment of the lacedons. The lacedons were 
  ordered to attack the intruders from this spot, and that is 
  what they do. The hags have neither created nor rebuked 
  the lacedons. It is fear for the hags’ powers that keep the 
  lacedons firmly under their control. Still, if the PCs come 
  from the hold below they are not going to help the hags 
  when the hags are caught in a battle before them.  
   
  Area 15: Great Cabin 
  This area is located on the Mid Deck level. This area is 
  accessible from Area 14: Orlop. 
   
  Once this must have been a fine cabin appointed both 
  with items of luxury and utility. The ornate oak door lies 
  splintered on the floor, and the interior is a mess. The 
  finery must have been fit for a king, but now it is all faded, 
  shredded and/or, covered with slime. A four-poster bed, 
  roll-top desk, a chair and a personal lavatory are still in 
  reasonable fine condition. The curtains of the bed have 
  been shredded and the mattress is covered with black 
  fungi. The roll-top has been broken away, and all drawers 
  have been pulled out. The floor is covered with an 
  unidentifiable spongy substance that once might have 
  been a carpet. 
   
  Left of the cabin’s entry, the door to a large walk-in 
  closet hangs ajar. It is filled with piles of rent and rotted 
  garments like the rest of the room once fit for a king.  
   
  These were the quarters of the captain. Nothing much of 
  use is left in the room: either smashed to bits or looted by 
  the pirates. The PCs can find a spyglass under the bed, 
  which is in surprisingly good condition and could be sold 
  for a reasonable sum. 
   
  While the pirates did discover the secret closet in the 
  south, they did not loot it. Instead, their leader claimed it 
  and he kept it in the reasonable safe location. A DC 20 
  Search check allows the PCs to find the secret panel that 
  gives access to closet. In it they find a small table with a 
  large watertight ivory scroll case. In it are several beautiful 
  expensive maps of the coasts of the Great Kingdom. There 
  also stands a chest, but it is broken open and contains 
  nothing of value. 
   
  Creatures: Like in Area 16 (see below) there is one human 
  skeleton standing next to the door. Once a living creature 
  open one of the doors leading to Area 16 or 15 it steps 
  forward to attack the closest living target. It is not 
  particular dangerous to the PCs. 
    
  �Skeleton, human: hp 8; See Monster Manual page 226. 
  Note that due to Tieghan’s feats they have a strength of 17 
  (+3 atk, 1d4+3 dmg) and when destroyed explode in a burst 
  of negative energy (1d6 pojnts of damage, negative energy 
  in 10 ft. radius burst, DC 15 Reflex ½). 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
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  Tactics: Attack the closest living thing until it stops moving 
  and then assault the next closest living thing. If nothing is 
  left, then return to the room it came from. It is mindless 
  and incapable of complicated tactics. Do not spend too 
  much time on this fight. There are mainly here as 
  decoration and to drain a bit of turning. 
   
  Treasure: 
  Looting the spyglass and maps: 
   
  All APLs: L (85 gp); C (15 gp); M (0 gp). 
   
  Area 16: Middeck Cabins 
  This area is located on the Mid Deck level. This area is 
  accessible from Area 14: Orlop. 
   
  Each of these 9 cabins looks the same. Once the 
  furniture consisted of a bed, a small closet, a stool and a 
  small desk. While the remains of these can still be found, 
  they are smash to bits and pieces and in a very far state of 
  decomposition. Nothing of value remains in these rooms. 
   
  Creatures: Like in Area 15 (see above) there is one human 
  skeleton standing next to the door in each of the cabins. 
  Once a living creature open one of the doors leading to 
  Area 16 or 15 it steps forward to attack the closest living 
  target. It is not particular dangerous to the PCs. 
    
   
  �Skeleton, human (8)*: hp 8; See Monster Manual 
  page 226. Note that due to Tieghan’s feats they have a 
  strength of 17 (+3 atk, 1d4+3 dmg) and when destroyed 
  explode in a burst of negative energy (1d6 dmg, negative 
  energy in 10 ft. radius burst, DC 15 Reflex ½). 
   
  * One per cabin. 
   
  Tactics: Attack the closest living thing until it stops moving 
  and then assault the next closest living thing. If nothing is 
  left, then return to the room it came from. It is mindless 
  and incapable of complicated tactics. Do not spend too 
  much time on this fight. There are mainly here as 
  decoration and to drain a bit of turning. 
   
  Area 17: Crew Quarters 
  This area is located on the Mid Deck level. This area is 
  accessible from Area 14: Orlop. 
   
  These 7 feet wide long cabins look more like corridors. 
  The room is filled with hammocks and in the past this 
  probably used to be the crews’ quarters. Under each 
  hammock stands a small chest. The smell of rot is rather 
  strong here. In several hammocks lies the body of a 
  human sailor, appearing to be malnourished and 
  unconscious. 
   
  The chests are empty of anything of real value except for a 
  few copper pieces.  
   
  Creatures: In each of the rooms lie four skeletons all 
  covered by the veil spell that also protects the lacedons and 
  Maristern (see Area 14). Unlike the skeletons in Area 15 
  and 16 these do nothing but laying in the hammocks. The 
  lacedons or Maristern might destroy them if they need 
  healing, assuming the PCs have not destroyed them before 
  that time by a turn attempt. 
   
  Area 18: Hallway of Exaltation 
  This area is located on the Mid Deck level. This area is 
  accessible from Area 14: Orlop, Area 19: Surgeon’s Cabin, 
  Area 20: Infirmary Stores, Area 21: Infirmary, Area 23: 
  Shrine of Procan and Area 22: Weapons Room. 
   
  The hallway is 10 feet wide and about 30 feet long. Faded 
  and tattered tapestries covered with mildew decorate the 
  walls. While difficult to see, it looks like they depict naval 
  battles of some kind, though who is fighting whom and 
  who is winning is impossible to determine.  
   
  There are six doors leading into the corridor: two on 
  starboard, two on larboard and one at the start and the end 
  of the corridor. The double doors leading to the orlop is 
  beautifully decorated with wave-like carvings as well as 
  with cloud-like faces blowing wind down. The right door 
  on larboard side is similarly decorated. The other four 
  doors are undecorated, though all 6 have green copper 
  locks. The single door at the end of the corridor is 
  strengthened with iron, and looks particular sturdy. It 
  stands slightly ajar, and it shows the clear signs of having 
  been opened with force. The tapestry, walls and floor 
  around the door are scorched as if some kind of explosion 
  took place there a long time ago. 
   
  In the middle of the room stand two granite stone 
  statues of what appear to be human sailors of some kind. 
  They look frighteningly life-like, and seem to look in utter 
  surprise to the right door on larboard side. 
   
  While all doors have a lock, only the door leading to Area 
  30 is locked. The other doors apparently have been opened, 
  either by force (the door leading to Area 31) or the key (or 
  lock picks). PCs examining the door leading to Area 30 
  immediately note that somebody did try to bash open the 
  door, but apparently failed to finish the task.  
   
  The door to Area 30 is trapped, as are the walls of that 
  area. A detect magic reveals a moderate Evocation (DC 21 
  Spellcraft) aura on the walls and a major Evocation (DC 22 
  Spellcraft) on the door. The blade barrier trap is triggered if 
  somebody tries to get through one of the walls by force, and 
  it springs up along all the walls. Everybody directly 
  standing next to that particular wall section of Area 30 is 
  allowed a DC 19 Reflex save to avoid any damage as if the 
  blade barrier was cast in the area in which they were 
  standing. People opening the door without using the key, 
  and saying the words "The Storm Lord be praised" trigger 
  the prismatic spray trap that originates from the door.  
   
  Note that the two statues are past victims of the 
  prismatic spray trap. These unfortunate souls were part of 
  the raiding party from the Holds of the Sea Princes. If the 
  PCs free them, they are very disorientated. Once the PCs 
  explained to them what happened, they are grateful, but 
  they want to get out of the ship as fast as possible. Under no 
  circumstances are they staying to help the PCs. Since they 
  are simple sailors their presence is going to hinder the PCs 
  more then help anyway. 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 19 
   
  ALL APLs (EL 7 or 8) 
  �Blade Barrier Trap: CR 7; magic device; proximity 
  trigger; automatic reset; spell effect (blade barrier, 11th-level 
  cleric, 11d6 slashing, DC 19 Reflex save avoids or half 
  damage); Search DC 31; Disable Device DC 31. 
  �Prismatic Spray Trap: CR 8; magic device; proximity 
  trigger; automatic reset; spell effect (prismatic spray, 13th-
  level wizard, DC 20 Reflex, Fortitude, or Will save, 
  depending on effect); Search DC 32; Disable Device DC 32.  
   
  Development: There is nothing of value or interest in the 
  corridor. If the PCs talked with Lemenster Rax in Area 28 
  and gained the key then avoiding the traps should be 
  relatively easy. Note that while Poquann is aware of the 
  blade barrier trap, he cannot activate it by bashing in the 
  walls due to magic binding him to the shrine. 
   
  Area 19: Surgeon 
  This area is located on the Mid Deck level. This area is 
  accessible from Area 18: Hallway of Exaltation. 
   
  This dark damp cabin looks to have survived the ravages of 
  time relatively well. The blankets and mattress on the bed 
  have turned into some kind of slimy mess. The bed itself, 
  as well as a desk, a small closet, and a small chair still stand 
  in one piece. Though it looks like they would disintegrate 
  at a mere touch. 
   
  The surgeon who slept in this cabin did not keep his 
  valuables in here. There is nothing to be found in the cabin. 
   
  Area 20: Infirmary Stores 
  This area is located on the Mid Deck level. This area is 
  accessible from Area 18: Hallway of Exaltation. 
   
  This dark hole probably used to be a storage room of some 
  kind. Some of the shelves still line the walls, and a few 
  barrels can be recognized as such. Most of the shelves 
  though have fallen to the floor, and any sacks have turned 
  into mush a long time ago. Nothing recognizable remains 
  of what was stored here though, leaving you in the dark 
  about its usage. 
   
  Nothing of value remains, though a thorough search shows 
  that it probably once was used as a storage room for an 
  infirmary.  
   
  Area 21: Infirmary 
  This area is located on the Mid Deck level. This area is 
  accessible from Area 18: Hallway of Exaltation. 
   
  This 10 by 20 feet large cabin contains one large table close 
  to the door and two hammocks to the left. Spread over the 
  floor lie several rusty pieces of metal that vaguely reminds 
  you of saws, tongs, pincers, forceps and other tools. In a 
  corner across the door stands a large cabinet. It doors are 
  open, and it has no contents. Next to it stands a yellow 
  colored skeleton of a human hanging from a rusty 
  standard. 
   
  The skeleton has no magical properties, and neither is it 
  animated. It is a relic of by gone days when the area was 
  used as the ship’s infirmary. The pirates who looted the 
  place overlooked the double bottom of the cabinet. A DC 
  20 Search check reveals it, and in it lay two potions of cure 
  moderate wounds and three potions of cure light wounds. 
   
  Treasure: 
  Finding the hidden compartment: 
   
  All APLs: L (0 gp); C (0 gp); M 3x potion of cure light 
  wounds (4 gp each), 2x potion of moderate wounds (25 gp 
  each). 
   
  Detect Magic results: Potions of cure light/moderate 
  wounds (Faint Conjuration). 
   
  Area 22: Weapons Room 
  This area is located on the Mid Deck level. This area is 
  accessible from Area 18: Hallway of Exaltation. 
   
  This cabin has been ransacked thoroughly and all that you 
  can see are several open empty chests and barrels as well as 
  empty shelves that line the walls. On larboard side there is 
  a small door that seems to blend in with the walls of the 
  cabin. Scorch marks around it clearly show it contours 
  though. Straight across it against the hull you see what 
  appears to be the outline of a man. 
   
  Anything of value in this room has been looted a long time 
  ago. The scorch marks are a reminder of the prismatic spray 
  trap on the door, and the outline is that of an unfortunate 
  pirate who thought incorrectly that this secret door might 
  not have been trapped. It contains the same trap as the door 
  leading to Area 23 from Area 18. The wall is similarly 
  trapped. For more information see Area 18. 
   
  ALL APLs (EL 7 or 8) 
  �Blade Barrier Trap: CR 7; magic device; proximity 
  trigger; automatic reset; spell effect (blade barrier, 11th-level 
  cleric, 11d6 slashing, DC 19 Reflex save avoids or half 
  damage); Search DC 31; Disable Device DC 31. 
  �Prismatic Spray Trap: CR 8; magic device; proximity 
  trigger; automatic reset; spell effect (prismatic spray, 13th-
  level wizard, DC 20 Reflex, Fortitude, or Will save, 
  depending on effect); Search DC 32; Disable Device DC 32. 
  Area 23: Shrine of Procan 
  This area is located on the Mid Deck level. This area is 
  accessible from Area 18: Hallway of Exaltation and Area 22: 
  Weapons Room. 
   
  When you open the door, the first thing you note is a 
  small breeze coming from it: a breeze smelling of the sea 
  without any of the rot and decay that is so dominant 
  aboard this vessel. While the breeze in itself is rather 
  surprising, the content of the cabin seems to be in prime 
  condition. The floor is covered in a thick blue-green with 
  patches of white carpet that reminds you of the ocean 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 20 
  waves during a storm. Beautiful carved wooden panels 
  along the walls depict the ocean in a raging storm with a 
  fleet of ships defying the wrath of the storm. Against the 
  hull stands a small wooden shrine covered by a dark blue 
  silken cloth with on it the bust of a bearded Oeridian man 
  wearing a crown woven out of seaweed. 
   
  All of this you note while looking past a gorilla-sized 
  blond furred monkey with bat-like wings and two upward 
  curling tusks. Before you can blink it grabs a large trident 
  that was standing against the wall with its tail, and it 
  screeches as only an angry monkey can do. “DIE! 
  LOOTERS! PILLAGERS! FEEL THE WRATH OF 
  PROCAN!” 
   
  Though only the deaf do not know it by this time, this is a 
  shrine dedicated to Procan, Lord of the Storms. The panels 
  depict a fleet defying the storm with on the leading ship a 
  cleric of Procan leading a massive prayer to that deity. He 
  seems to be wearing some kind of amulet almost drawn as a 
  black sun, and a large shell horn. A DC 25 Knowledge 
  (history) or Bardic Lore makes the PCs realize it refers to 
  the conquest of what is now the Sea Barons by the Great 
  Kingdom in its early days. According to myth the fleet was 
  caught in a storm, and a priest of Procan saved the whole 
  fleet and the conquest by placating Procan at least 
  temporary for the Aerdy cause. He became the first admiral 
  of the Eastern Fleet of the Great Kingdom. Whether the 
  myth is true remains to be seen, but the shrine is obviously 
  dedicated to the story. 
   
  Creatures: The strange monkey is a spirit of the air, and a 
  servant of Procan. It was summoned a long time ago to 
  protect both the treasures in the shrine as well as the shrine 
  itself. The cleric that served aboard the ship never managed 
  to call it during the battle, nor could he dismiss it once it 
  was lost. While the spirit kept the shrine in prime 
  condition, it is not a mindless construct and it slowly went 
  insane over time. The unchanging condition of the shrine, 
  the loneliness and the evil that permeates it, have destroyed 
  any vestige of its former self. It thinks everything is out to 
  destroy the shrine and reacts accordingly – not even a cleric 
  of Procan can change its mind. 
   
  APL 10 (EL 12) 
  �Poquann: Male spirit of the air Bbn1; hp 119; See 
  Appendix 1.  
   
  APL 12 (EL 14) 
  �Poquann: Male spirit of the air Bbn3; hp 142; See 
  Appendix 2. 
   
  APL 14 (EL 16) 
  �Poquann: Male spirit of the air Bbn5; hp 181; See 
  Appendix 3. 
   
  APL 16 (EL 18) 
  �Poquann: Male spirit of the air Bbn7; hp 205; See 
  Appendix 4. 
   
  Tactics: Poquann is quite insane. During the fight he 
  constantly talks with imaginary creatures, discussing battle 
  tactics right in the open for others to hear. His task is to 
  protect the shrine and that is what he does. He does not 
  move further away then Area 18. He might be just sane 
  enough to cast a few buff spells before combat, though 
  silence is definitely a favorite. As soon as the door is 
  opened, he calls forth his whirlwind in Area 18 moving it 
  straight above the opening leading down to the hold. Once 
  in melee, or when somebody uses an area of effect spell that 
  damages the shrine he goes into rage, trying to destroy 
  those in the shrine and its neighboring areas. 
   
  Just before he dies he tries to take a whirlwind form, 
  suck up the PCs and drop them into the hold at the mercy 
  of those below. Note that this ability is best compared to 
  the whirlwind ability of a huge air elemental unless 
  otherwise specified in the Appendix 1 to 4. 
   
  Note: Area of effect spells might damage the things 
  (including a horn of the tritons at APL 14 and 16 and Black 
  Sun at all APLs –see Area 28–) lying on the shrine’s altar. 
  Make sure the PCs are aware of this before they cast such 
  spells in these rooms. 
   
  Treasure: Looting Poquann: 
   
  APL 10: L (0 gp); C (0 gp); M mithral chain shirt (92 
  gp), necklace of adaptation (750 gp), +1 trident (193 gp). 
   
  APL 12: L (0 gp); C (0 gp); M cloak of resistance +2 (333 
  gp), +1 mithral chain shirt (175 gp), necklace of adaptation 
  (750 gp), +1 trident (193 gp). 
   
  APL 14: L (0 gp); C (0 gp); M cloak of resistance +2 (333 
  gp), +1 mithral chain shirt (175 gp), necklace of adaptation 
  (750 gp), +1 shocking trident (693 gp). 
   
  APL 16: L (0 gp); C (0 gp); M cloak of resistance +2 (333 
  gp), +1 mithral chain shirt (175 gp), necklace of adaptation 
  (750 gp), pale blue ion stone (667 gp), +1 shocking 
  thundering trident (1526 gp). 
   
  Detect Magic results: cloak of resistance +2 (Faint 
  Abjuration), +1 mithral chain shirt (Faint Transmutation), 
  necklace of adaptation (Moderate Transmutation), pale blue 
  ion stone (Moderate Transmutation), +1 trident (Faint 
  Transmutation), +1 shocking trident (Moderate Evocation), 
  +1 shocking thundering trident (Moderate Evocation and 
  Faint Necromancy). 
   
  Looting the shrine: 
   
  APL 10: L (0 gp); C (50* gp); M (0 gp). 
   
  APL 12: L (0 gp); C (50* gp + 75 gp); M (0 gp). 
   
  APL 14: L (0 gp); C (50* gp + 75 gp); M Horn of the 
  tritons (1258 gp). 
   
  APL 16: L (0 gp); C (50* gp + 75 gp); M Horn of the 
  tritons (1258 gp). 
   
  Detect Magic results: Horn of the tritons (Moderate 
  Conjuration and Transformation). 
   
  * This is the jewel The Black Sun. 
   
  Development: The Spirit of the Air does NOT surrender, 
  and unlike regular creatures he dies once brought to below 
  0 hit points. At that moment he slowly falls into dust that is 
  finally blown out of the cabin into the sea by a strong fresh 
  breeze. In the off chance the PCs use nonlethal damage and 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 21 
  try to tie him up (assuming he was unable to cast freedom 
  of movement before the combat or a dispel magic) he turns 
  into a whirlwind as soon as he wakes up in one final 
  attempt to destroy the PCs. 
   
  Once the Spirit of the Air is defeated the PCs are free 
  to loot the shrine. In fact, when the spirit dies it is almost as 
  if he is relieved. His items shrink to normal size as if they 
  are a gift to the PCs. Of course, some items may have been 
  destroyed in the battle. The Black Sun is a non-magical 
  jewel. More information on it can be found below in Area 
  28. 
   
  Area 24: The Hold 
  This area is located on the Bottom Deck level. This area is 
  accessible from Area 14: Orlop, Area 25: Coven’s Laboratory 
  and Area 29: The Sea Below. 
   
  A PC falling from above into the hold either takes no 
  damage (when falling in the water) or 1d6 damage per 10 
  feet fallen (if he hits a solid object). Roll an attack roll with 
  an attack modifier of half the APL against the falling PC’s 
  flat-footed AC to see if the character hits anything hard 
  when falling in the water. Note that the ceiling in the hold 
  is 10 feet high. 
   
  The hold of the ship is about 90 feet long and 30 feet wide. 
  A large wooden pillar in the middle of the room forms the 
  feet of the main mast. A smaller pillar near the bow 
  probably belongs to the fore mast. A wooden wall with in 
  the middle a wooden door leads to a cabin of some kind in 
  the back. The hold is partially flooded, and all kinds of 
  debris float in the water. The water is murky and dark. 
  Who knows what is hiding in it… 
   
  There is nothing of value in this part of the hold. Near the 
  bow though there is a 10 by 10 feet hole in the hull that 
  leads to the sea outside. It is through this entrance that the 
  sahuagin envoy and scrags enter about the same time that 
  the PCs come from above – assuming the PCs did not meet 
  these creatures before (see Area 29). 
   
  Creatures: The relations between the hags and the local 
  sahuagin are not very good. The two factions constantly 
  bicker with one another about hunting territory. One of 
  the local sahuagin leaders sent an envoy and his 
  bodyguards to talk about the latest point of dispute and to 
  try coming to an agreement. They just happen to have the 
  bad luck of running into the PCs. They assume a trick of 
  some kind and immediately assault the PCs. No amount of 
  talking is going to change this. 
   
  The hags on their part love to let the PCs deal with the 
  sahuagin, hoping to kill of the victors.  
   
  Terrain: The hull is filled with about 4 feet of water, which 
  is filled with all kinds of floating debris and seaweed. Small-
  sized creatures need to swim, while medium-sized creatures 
  also can opt to wade through the water. Wading costs 
  double the normal movement, and charging requires a DC 
  12 Balance check. Running is impossible. Tumbling incurs 
  a +5 DC modifier due to the obstruction. Somebody under 
  the effect of a freedom of movement does not have these 
  penalties. Creatures with a swim speed are better off 
  swimming as opposed to wading, and don’t have these 
  penalties either.  
   
  The water provides cover to those in the water. If 
  somebody is completely under- or above the water they 
  have total cover against ranged attack, thrown or shot from 
  further away then 5 feet by somebody on the other side of 
  the water level. Because the water is murky, vision 
  underwater is only 5 feet and even then it provides 
  concealment.  
   
  APL 10 (EL 11) 
  �Scrag Bodyguards(2): Troll Bbn2; hp 95;See Appendix 1. 
  �Sahuagin Envoy: Male sahuagin Drd6; hp 55; See 
  Appendix 1. 
  �Shark Animal Companion: hp 58; See Appendix 1. 
   
   
   
  APL 12 (EL 13) 
  �Scrag Bodyguards(2):Troll Bbn4;hp 121;See Appendix 2 
  �Sahuagin envoy: Male sahuagin Drd8; hp 79; See 
  Appendix 2. 
  �Shark Animal Companion: hp 58; See Appendix 2. 
   
  APL 14 (EL 14) 
  �Scrag Bodyguards (2): Troll Bbn6; hp 165; See Appendix 
  3. 
  �Sahuagin envoy: Male sahuagin Drd10; hp 95; See 
  Appendix 3. 
  �Shark Animal Companion: hp 65; See Appendix 3. 
   
  APL 16 (EL 17) 
  �Scrag Bodyguards (2): Troll Bbn8; hp 193; See Appendix 
  4. 
  �Sahuagin envoy: Male sahuagin Drd12; hp 111; See 
  Appendix 4. 
  �Shark Animal Companion: hp 102; See Appendix 4. 
   
  Tactics: Relations between the hags and the sahuagin are 
  not very good and the envoy was expecting trouble of one 
  kind or another. As a result he has cast most of his long 
  lasting buffing spells before even entering the territory of 
  the hags. These have been taken into account in the stats 
  and treasure of the creatures. 
   
  The envoy prefers to stay in the back either in shark or 
  at APL 12+ giant octopus form while casting spells and 
  using its 20 feet reach to its advantage. Once out of spells, 
  or when further casting makes no sense, the envoy rushes 
  into combat. Meanwhile the scrags and the shark just attack 
  to kill. Neither of the scrags nor the shark is smart enough 
  for any real tactics, focusing on what appears to be the most 
  dangerous target.  
   
  The envoy does not fight to the death, and if both 
  scrags are down, or he has lost more then 50% of his hit 
  points he is going to flee. Once the envoy flees, so do the 
  scrags and his animal companion. Both do try to stop the 
  PCs from chasing for at least 1 round. 
   
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 22 
  Treasure:  
  Looting the scrags and sahuagin druid: 
   
  APL 10: L (15 gp); C (86 gp); M 3x cloak of resistance 
  +1 (83 gp each), 2x +1 studded scale (98 gp each), periapt of 
  wisdom +2 (333 gp), 3x potion of barkskin +3 (50 gp each), 
  2x potion of cure serious wounds (63 gp each), 3x scroll of 
  barkskin (12 gp each). 
   
  APL 12: L (15 gp); C (44 gp); M 3x cloak of resistance 
  +1 (83 gp each), 2x +1 studded leather (98 gp each), periapt 
  of wisdom +2 (333 gp), 3x potion of barkskin +3 (50 gp 
  each), 2x potion of cure serious wounds (63 gp each), 2x 
  ring of protection +1 (167 gp each), 3x scroll of barkskin (12 
  gp each), wand of resist energy (25 charges, 188 gp). 
   
  APL 14: L (15 gp); C (6 gp); M cloak of resistance +1 (83 
  gp each), 2x cloak of resistance +2 (333 gp each), horn of 
  goodness/evil (542 gp), 2x +2 studded leather (348 gp each), 
  periapt of wisdom +2 (333 gp), 3x potion of barkskin +3 (50 
  gp each), 4x potion of cure serious wounds (63 gp each), 2x 
  ring of protection +1 (167 gp each), 3x scroll of barkskin (12 
  gp each), wand of resist energy (25 charges, 188 gp). 
   
  APL 16: L (15 gp); C (6 gp); M cloak of resistance +1 (83 
  gp each), 2x cloak of resistance +3 (750 gp each), horn of 
  goodness/evil (542 gp), 2x +2 studded leather (348 gp each), 
  periapt of wisdom +2 (333 gp), 3x potion of barkskin +3 (50 
  gp each), 4x potion of cure serious wounds (63 gp each), 2x 
  ring of counterspells (333 gp each), 2x ring of protection +1 
  (167 gp each), 3x scroll of barkskin (12 gp each), wand of 
  resist energy (25 charges, 188 gp). 
   
  Detect Magic results: Coak of resistance +1, +2 and +3 
  (Faint 
  Abjuration), 
  horn 
  of 
  goodness/evil 
  (Faint 
  Abjuration), 
  periapt 
  of 
  wisdom 
  +2 
  (Moderate 
  Transmutation), 
  potion 
  of 
  barkskin 
  +3 
  (Faint 
  Transmutation), potion of cure serious wounds (Moderate 
  Conjuration), ring of counterspells (Moderate Evocation), 
  ring of protection +1 (Faint Abjuration), scroll of barkskin 
  (Faint Abjuration), +1 and +2 studded leather (Faint 
  Transmutation), wand of resist energy (Faint Abjuration). 
   
  Development: During the battle PCs keeping an eye or ear 
  on Area 25 hear the cackling coming from that direction. 
  Whatever is there does not get involved in the battle, 
  though the hags do cast several buffing spells in 
  preparation of the coming battle. Only when the PCs open 
  the door and rush in are the hags going to fight. Else they 
  are going to wait till the sahuagin envoy is defeated before 
  rushing in. The PCs have 2 rounds of actions during which 
  the hags cast the last buffing spells before they open the 
  door and initiate combat. Once again, if the PCs rush in 
  immediately they do defend them selves. More information 
  on the hags can be found below in the description of Area 
  25. 
   
  Note that the envoy does not take prisoners, and is not 
  going to be very cooperative when captured. The sahuagin 
  have a rather simplistic view on the world: something is 
  either prey or a competitor. Non-sea creatures are prey, and 
  by far inferior to the sahuagin and sharks. They consider 
  themselves to be excellent hunters, and they live for the 
  hunt. Anything that is not a shark or sahuagin is obviously 
  inferior. Note that the envoy considers the scrags to be 
  shark-like creatures. It does flee with the intent not to 
  return for the rest of the day when it was defeated. While it 
  is not inclined to keep its word to inferior species, it is fully 
  aware it cannot win a fight for the moment. Fear is enough 
  a deterrent to keep it from returning. 
   
  Area 25: Coven’s Laboratory  
  This area is located on the Bottom Deck level. This area is 
  accessible from Area 24: The Hold, and Area 26: Treasury. 
   
  Like the rest of the hold this area is filled with water as 
  well. Unlike the rest of the hold there stands a platform 
  that starts at the feet of the Mizzen Mast and goes on to 
  the end. The platform is still under the water, but at most 
  this is only one foot deep. As a result though the ceiling is 
  only 6 feet high.  
   
  The platform is covered with seaweed, and right in 
  the middle stands a huge bubbling cauldron with a strange 
  greenish fog rising from it. From the ceiling all kinds of 
  strange objects dangle, things such as strange sea plants, 
  weird shells, even weirder dried creatures of the sea and all 
  kinds of bones. The whole looks a bit like a wizard’s 
  laboratory, but a bit more gruesome and threatening. 
   
  This is the laboratory and living room of the three hags that 
  have made their home aboard the ship. There are two small 
  staircases leading up to the platform both on star- and 
  larboard side of the mizzen mast. Climbing up on these 
  stairs does not cost extra movement. Getting up at another 
  area costs 5 feet extra movement. Getting down is easy, and 
  does not cost any movement. Since there is not much water 
  above the platform, movement is not penalized. While it 
  looks really slippery the hags made sure footing is quiet 
  good. 
   
  The cauldron contains an unidentifiable liquid of 
  strange alchemical properties. It smells vile and it looks 
  utterly unappetizing. It detects as poison with detect 
  poison. Adventurers being adventurers, there always are 
  going to be some fools that try to take zip from it. The 
  effects are detailed below. 
   
  The secret door leading to Area 26 stands slightly ajar 
  and is hardly secret. A curtain of seaweed covers it. 
   
  APL 10 (EL 13) 
  �Fhiel: Sea Hag Sor6; hp 61; See Appendix 1. 
  �Tieghan: Sea Hag Clr6; hp 73; See Appendix 1. 
  �Raesa: Sea Hag Ftr5; hp 70; See Appendix 1. 
   
  APL 12 (EL 15) 
  �Fhiel: Sea Hag Sor8; hp 73; See Appendix 2. 
  �Tieghan: Sea Hag Clr8; hp 89; See Appendix 2. 
  �Raesa: Sea Hag Ftr7; hp 88; See Appendix 2. 
   
  APL 14 (EL 17) 
  �Fhiel: Sea Hag Sor10; hp 85; See Appendix 3. 
  �Tieghan: Sea Hag Clr10; hp 105; See Appendix 3. 
  �Raesa: Sea Hag Ftr9; hp 118; See Appendix 3. 
   
  APL 16 (EL 19) 
  �Fhiel: Sea Hag Sor12; hp 97; See Appendix 4. 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 23 
  �Tieghan: Sea Hag Clr12; hp 121; See Appendix 4. 
  �Raesa: Sea Hag Ftr11; hp 136; See Appendix 4. 
   
  Tactics: The hags realize that it is in their benefit to fight at 
  the door between Area 24 and Area 25. Raesa and Tieghan 
  stand in front or directly behind the door with Fhiel 
  standing behind the mast (providing her with cover against 
  attacks made from Area 24). The greatest asset of the sea 
  hags is their horrific appearance, and they know it. Fhiel’s is 
  especially potent, and as such she prefers to be the one 
  being seen first before the PCs realize with what they are 
  dealing (and can chose to look away or close their eyes). 
  Fhiel’s goal is to disable opponents with her magic, and as 
  such she might be inclined to use her evil eye ability. Still, 
  more often then not, her spells are more reliable and 
  effective and she prefers to use them. The other two prefer 
  to fight or use their divine magic and hence neither uses 
  their evil eye ability. 
   
  Note that they try to cast as many buff spells on each 
  other as possible. These have not yet been taken into 
  account in the stat blocks. Most spells are going to be cast 
  on Raesa and Tieghan. Though spell resistance is going to 
  be cast upon Fhiel. 
   
  Treasure:  Looting the hags: 
   
  APL 10: L (213 gp); C (0 gp); M boots of the 
  winterlands (208 gp), brooch of shielding (125 gp), cloak of 
  charisma +2 (333 gp), 2x cloak of resistance +1 (83 gp each), 
  eyes of the eagle (208 gp), +1 full plate with spikes (225 gp), 
  scroll of gaseous form (31 gp), 2x scroll of see invisibility 
  (12 gp each). 
   
  APL 12: L (199 gp); C (0 gp); M boots of striding and 
  springing (458 gp), +1 buckler (97 gp), cloak of charisma +2 
  (333 gp), 2x cloak of resistance +1 (83 gp each), eyes of the 
  eagle (208 gp), +1 full plate with spikes (225 gp), periapt of 
  wisdom +2 (333 gp), scroll of gaseous form (31 gp), scroll of 
  locate object (12 gp), 2x scroll of see invisibility (12 gp 
  each), vestment of resistance +1 (83 gp), wand of mage 
  armor (63 gp). 
   
  APL 14: L (43 gp); C (0 gp); M amulet of health +2 (333 
  gp), boots of speed (1333 gp), 2x +1 buckler (97 gp each), 
  cloak of charisma +2 (333 gp), cloak of resistance +1 (83 gp 
  each), cloak of resistance +2 (333 gp), eyes of the eagle (208 
  gp), +1 full plate with spikes (225 gp), +2 full plate with 
  spikes (475 gp), periapt of wisdom +2 (333 gp), potion of 
  cure serious wounds (63 gp), ring of protection +1 (167 gp), 
  scroll of gaseous form (31 gp), scroll of locate object (12 gp), 
  2x scroll of see invisibility (12 gp each), vestment of 
  resistance +1 (83 gp), wand of eagles splendor (375 gp), 
  wand of mage armor (63 gp). 
   
  APL 16: L (17 gp); C (0 gp); M amulet of health +2 (333 
  gp), boots of speed (1333 gp), +1 buckler (97 gp each), +2 
  buckler (347 gp), cloak of charisma +2 (333 gp), cloak of 
  resistance +1 (83 gp each), cloak of resistance +2 (333 gp), 
  eyes of the eagle (208 gp), 2x  +2 full plate with spikes (475 
  gp each), gauntlets of ogre power (333 gp), gauntlets of rust 
  (958 gp), periapt of wisdom +2 (333 gp), potion of cure 
  serious wounds (63 gp), ring of protection +1 (167 gp), 
  scroll of gaseous form (31 gp), scroll of locate object (12 gp), 
  2x scroll of see invisibility (12 gp each), +1 scythe (193 gp), 
  vestment of resistance +2 (333 gp), wand of eagles splendor 
  (375 gp), wand of mage armor (63 gp). 
   
  Detect Magic results: Amulet of health +2 (Moderate 
  Transmutation), boots of speed (Moderate Transmutation), 
  boots of striding and springing (Faint Transmutation), 
  boots 
  of 
  the 
  winterlands 
  (Faint 
  Abjuration 
  and 
  Transmutation), brooch of shielding (Faint Abjuration), +1 
  and +2 buckler (Faint Transmutation), cloak of charisma +2 
  (Moderate Transmutation), cloak of resistance +1 and +2 
  (Faint Abjuration), eyes of the eagle (Faint Divination), +1 
  and +2 full plate with spikes (Faint Transmutation), 
  gauntlets of ogre power (Moderate Transmutation), 
  gauntlets of rust (Moderate Transmutation), periapt of 
  wisdom +2 (Moderate Transmutation), potion of cure 
  serious wounds (Moderate Conjuration), ring of protection 
  +1 (Faint Abjuration), scroll of gaseous form (Moderate 
  Transmutation), scroll of locate object (Faint Divination), 
  scroll of see invisibility (Faint Divination), +1 scythe (Faint 
  Transmutation), vestment of resistance +1 and +2 (Faint 
  Abjuration), 
  wand 
  of 
  eagles 
  splendor 
  (Faint 
  Transmutation), wand of mage armor (Faint Conjuration). 
   
  �Ingested Hag’s Poison: The PC has been foolish enough 
  to take a zip from a hag’s cauldron. As a result the PC suffers 
  a –2 alchemy penalty to saves vs. Necromancy spells and 
  spell-like ability. Once per day though the PC can chose to 
  get a +4 alchemy bonus on one save vs. a spell or spell-like 
  ability. A carefully worded wish or miracle spell can 
  remove this effect. 
   
  Development: The three hags are not suicidal and they try 
  to flee when at 25% of their hit points if chances of success 
  are high. If doing so only opens them up to attacks with no 
  chance of success they keep fighting on. If real close to 
  death, they either try to grab an unconscious or helpless 
  character as a hostage, or if such is impossible, surrender 
  (assuming the PCs promise to release them alive and within 
  the Seaweed Sea).  
   
  They can be helpful and somewhat polite once 
  imprisoned, but they are more likely to say what pleases 
  their captors then the truth. When the PCs came from 
  above, they state that if the PCs defeated the blood-weed 
  and the lacedons nothing dangerous remains aboard the 
  ship. If they came directly from the sea through the hole in 
  the hull they mention the lacedons, stating that those are 
  not their slaves (which is correct – they do not control 
  them through the rebuke power of Tieghan) and they do 
  not accept their orders when giving under duress. Under 
  no circumstances do they mention the blood-weed. They 
  are unaware of the Spirit of the Air. All they know is that it 
  is guarded by powerful magic and they had given up 
  gaining entrance to it. They know about Lord Lemenster 
  Rax (see Area 28 below), but consider it just an odd 
  haunting that does not concern them. They certainly never 
  talked with it. 
   
  If on the other hand the hags are victorious, they do 
  not kill any unconscious characters outright. To them 
  living victims are much more fun and enjoyable. Only 
  when the PC is cured after having dropped do the hags go 
  for the kill. If they have unconscious victims, they also 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 24 
  allow other PCs to escape. As far as they concerned they 
  can use the unconscious characters as hostages in case the 
  PCs return quickly and if they do not return then nothing 
  is lost. If all the PCs flee, the hags might follow for a few 
  tens of feet, but they are not going to leave the ship. 
   
  Area 26: Sleeping Area 
  This area is located on the Bottom Deck level. This area is 
  accessible from Area 25: Coven’s Laboratory. 
   
  Like the hold in front of it, this 15 by 10 feet wide cabin 
  has a higher deck, raising it just below water level. As a 
  result the ceiling is only 6 feet high. Large heaps of 
  seaweed in three corners look much like beds. The walls 
  are decorated with shells, bones and even several strings of 
  fingers. In a corner you see a large barrel, though from this 
  distance it is impossible to see what is in it. 
   
  The room is filled with curiosa, most of them lugubrious, 
  but all worthless. The barrel contains seawater and is filled 
  with grub like creatures. They still live and form a big 
  moving mass. These are a quick snack for the hags when 
  hungry in the middle of the day. 
   
  Area 27: Round House 
  This area is not shown on the main plan, but is accessible 
  from Area 2: Half Deck.  
   
  This small cabin only has a 5 feet high ceiling. Its windows 
  are all broken, and the cabin is choked with seaweed. On a 
  closer inspection there is some kind of table surrounded 
  by benches somewhere under the weed, but you can 
  hardly see it. 
   
  The cabin contains nothing of value or interest. 
   
  Area 28: Main Mast – A Ghastly Tale 
  This area is not shown on the main plan, but is accessible 
  from Area 1: Main Deck or through the air from many 
  directions outside of the ship. Climbing up is relatively easy 
  due to the iron rods in the mast. A DC 5 Climb check 
  suffices. About halfway up some of the rods are rusted 
  through though and cannot support the weight of a person 
  climbing up.  
   
  �Ladder trap: CR 2; mechanical; location trigger; no reset; 
  DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); Search DC 
  20; Disable Device 20 (though once recognized, it is easy to 
  avoid). 
   
  Getting closer to the body tied to the mast just below the 
  crow’s nest, you realize the person must have been dead 
  for ages. His death must have been particular painful and 
  prolonged though.  
   
  His brown leathery skin has shrunk, showing the 
  bones below and giving it a skeletal appearance. Its eyes 
  are long gone, leaving two dark pits, and its yellow teeth 
  grin at you. In life he must have had long curly brown hair 
  and a short beard, though all that remains are loose 
  patches of hair. Many superficial cuts cover his body and 
  he, instead of being tied to the mast as you thought at first, 
  has been nailed to it.  
   
  While you have seen your fair share of corpses, the 
  black ooze-like liquid, that still drips from its many 
  wounds to the deck below are worrisome. Before you can 
  react though, the thing turns its head to you and two red 
  sparks flare up in its dark empty eye sockets.  
   
  “So you have returned to torment me,” the thing starts 
  with a raspy hollow voice, “have you Maristern?”  
   
  The person nailed to the mast was known as Lemenster Rax 
  in life, an admiral of the Great Kingdom and captain of this 
  ship. When the Sea Prince pirates assaulted the Treasure 
  Fleet they captured this ship with relative ease after having 
  promised to let everybody aboard live, resulting in a mutiny 
  against Lemenster Rax. 
   
  Lemenster was one of the few officers captured alive 
  due to the betrayal by his trusted manservant Maristern. 
  The pirates tried to enter the shrine of Procan to acquire 
  the treasure therein, but its guardian and traps chased them 
  out. So instead they tried to find out how to avoid these by 
  torturing Lemenster. He never broke though, and died a 
  slow and painful death that ended during the storm that 
  blew the fleet to the Jungle of Lost Ships.  
   
  During his final death spasms, Lemenster got 
  convinced that the whole fleet and him in person were 
  cursed by Procan for taking the Black Sun with them from 
  Rel Astra. Something the clergy of Procan had warned him 
  of doing; though at the time he thought it was nothing 
  more then a political game by the clergy, who supported 
  the House of Darmen (and thus the House of Naelix). At 
  the same time he was filled with anger over his betrayal. In 
  his final moments he called upon dark fell powers and 
  cursed his captors. His mad screams from high up in the 
  mast during the hurricane must have been terrifying to the 
  poor sailors below.  
   
  Whether or not fell powers heard him, or Procan 
  indeed did curse him and the ship or perhaps something 
  else happened, the fact is that death was not final to him or 
  those that had murdered him so brutally. His soul remains 
  stuck in the remains of his body, still nailed to the mast, 
  unable to leave to correct the wrongs committed against 
  him. His tormentors turned into the ghasts that haunt this 
  ship, just out of his reach.  
   
  �Lemenster Rax: Male human (Oeridian) ghost Ari4; LE. 
   
  Personality: In life Lemenster Rax was a powerful and 
  respected man, and he prefers to be treated as such. His 
  personality can be best described as proud, if not downright 
  arrogant, and deviant.  
   
  His years of torture and near solitude have not done 
  much good to his mental health. He has difficulties 
  discerning the current time from the past, mixing PCs with 
  people he knew in the past even in the middle of a 
  conversation. Obviously, he has no idea what happened to 
  the Great Kingdom after his flight from it in 450 CY. 
  Keeping him focused on the current time and conversation 
  is difficult and takes both time and patience. 
   
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 25 
  Below follows a list of people Lemenster might think he is 
  dealing with, and how he reacts to them. When to use 
  whom is entirely up to you, though all persons should be 
  used at least once. 
  - 
  Maristern: The manservant that betrayed him after 
  many years of loyal servitude. He also was one of the 
  more vicious torturers, showing his anger and 
  contempt for Lemenster during these sessions. At 
  some moments, Lemenster thinks he still is his servant 
  and he treats the PC with disdain, ordering him to do 
  one thing or another for him (most likely something 
  very unlikely like bringing him something to eat or to 
  prepare his bath). At other times he is going to curse 
  the PC for his betrayal, demanding to be released or to 
  face the vengeance of the House of Rax. 
  - 
  Stormlord Cranden: Cranden was the high priest of 
  Procan that warned him against taking the Black Sun 
  with him on their flight. At times Lemenster begs him 
  for forgiveness, stating that he is going to find 
  somebody to return the Black Sun to Rel Astra. It was 
  arrogant of him to assume that he should succeed 
  where his more powerful family members failed and 
  reclaim the throne (and hence have the right to carry 
  the Black Sun). At other times he seems to repeat the 
  discussion he had with Cranden at his flight. Accusing 
  the man of allowing the clergy to be involved in 
  politics, and betraying the House of Rax to the scum of 
  the House of Naelex, and how he and his family will 
  return to take vengeance and retake the throne that is 
  rightfully theirs and by doing so, having the right to 
  carry the medallion.  
  - 
  Captain Krovtosh: Krovtosh was the leader of the Sea 
  Prince raiders that attacked the Fortunate Son. 
  Sometimes he is going to demand to be released, 
  stating that Krovtosh is risking an all out war with the 
  Great Kingdom. Or Lemenster might offer an alliance 
  against the treacherous house of Naelax, offering great 
  riches as a reward. 
    
  The Black Sun: The Black Sun is a medallion with a large 
  block pearl at its center and decorated with coral. The 
  pattern of coral around the black pearl looks a bit like a 
  black sun, hence its name. According to myths the 
  medallion was given to a priest of Procan by Azhardian as a 
  reward for services committed during Azhardian’s conquest 
  of the Isles of the Sea Barons. It has been a symbol of power 
  for the admirals of the Eastern Fleet of the Great Kingdom 
  stationed in Asperdi (and later in Rel Astra). There is no 
  magic associated with the item. It is just a symbol of power, 
  and divine blessing by Procan. 
    
  Development: Talking with Lemenster is difficult, and 
  tiring, but the potential for both information and more 
  tangible rewards is big. So are the risks… 
   
  Lemenster’s wish is for his tormentors to be killed, the 
  Black Sun to be returned to Rel Astra and the admiral of the 
  Eastern Fleet of the Great Kingdom (or its successor state) 
  and for his body to be burried on the soil of the Great 
  Kingdom. If the PCs can convince him that they are willing 
  to do so, he gives them the key (by vomiting it out) that 
  opens the doors leading to Area 30 and provides them with 
  the password. He also warns them there is a guardian spirit, 
  and he is not sure whether the creature can be convinced 
  that they are indeed sent by Lemenster. He knows about 
  the existence of the ghasts and the hags, but he does not 
  know their powers or where they are living. 
   
  If the PCs acquire the medallion, and kill the ghasts, 
  they can remove Lemenster’s body from the mast. Before 
  that time, such proves to be impossible. If they fullfill his 
  last wishes, they can put his soul to rest and he gives them a 
  special reward. If they refuse nothing is lost. If they do 
  promise to help him, but then purposefully break their 
  promise, he curses them. 
   
  Once finished with Lemenster, they can proceed with 
  exploring the vessel. 
   
  Area 29: The Sea Below 
  This area is not shown on the main plan, but it is accessible 
  from Area 32: The Hold as well as any other area outside 
  assuming the PCs went for a dive under the ship. 
   
  From below it is difficult to get a good look at the hull of 
  the ship. The seaweed grows rather thickly close to the 
  surface. All you see is a thick mass of brown and green 
  strands through which hardly any light filters down. Once 
  closer you realize though that something must have cut its 
  way through part of the weed at the front of the ship. 
   
  If the PCs chose to go under the seaweed and use the back 
  entrance, they come across the sahuagin envoy and his 
  scrags (see Area 24) in the open sea. Close to the ship and 
  the surface (about 20 feet below and around the ship) the 
  area can be treated as under the effects of an obscuring mist 
  – 20% miss chance within the first 5 feet and full 
  concealment further away. Below that the weed is still 
  there, providing concealment with ranged attacks, but not 
  within melee. 
   
  If the PCs met the envoy in the hold, then there is 
  nothing dangerous around. 
   
  NOTE: Only use the envoy and his bodyguards once 
  the majority of the PCs go down. One PC can easily be 
  overwhelmed and  there is no fun in that. 
   
  CONCLUSION 
  Once the PCs have slain all the monsters aboard the 
  Fortunate Son, or have retreated from it proceed to this 
  section. 
   
  In this encounter the PCs return to their vessel after 
  exploring one or more of the hulks trapped in the weed-sea. 
  If the PCs have not yet encountered the harpies in 
  Encounter 1 run that encounter again. If they have already 
  slain the harpies read or paraphrase the following: 
   
  Returning across the weed-sea your progress is slow. 
  Luckily you encounter no further denizens of this strange 
  floating reef and you return to your vessel without 
  incident. 
   
  The crew of (insert vessel name) lower a boat and soon 
  you are safely onboard. Whilst you have failed to discover 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 26 
  the legendary Lost Treasure of the Sea Princes you have 
  managed to recover some loot from the wrecks you 
  searched. 
   
  As you sort through your loot many of the other 
  exploratory groups straggle in across the weed-sea. Many 
  of these groups have been depleted somewhat by their 
  explorations and it emerges that none of have been very 
  successful. They speak of abandoned ships, undead, other 
  terrible denizens of the reef and a colony of half-mad 
  humans who populate many of the wrecks. Perhaps these 
  forsaken people are the final holders of the Sea Princes 
  much-sought treasure? 
    
  Still, time is against you and Captain (name) begins to 
  make preparations for your long trip home. While 
  unsuccessful this time perhaps you will be able to return 
  again to complete your explorations of this strange place. 
   
  The Ghost of Lemenster Rax 
  During the scenario the PCs had an opportunity to talk 
  with the ghost of Lemenster Rax. While having a decent 
  conservation probably proved to be difficult, patient PCs 
  could gain some useful information about the ship and the 
  treasure it contains. At some time he also asked the PCs to 
  do three things for him, and only if they swore to fulfill 
  these requests he gave them a key and the passwords to 
  Area 23. He asked them to destroy Maristern and Krovtosh, 
  return the Black Sun to Rel Astra and give it to its ruler and 
  finally to burry his remains in the soil of the Great 
  Kingdom. 
   
  As long as no promises were made there is no real 
  problem if the PCs do not finish all three tasks. Lemenster 
  Rax might not find his rest, and he definitely does not like 
  the turn of events, but he does not curse the PCs under 
  those circumstances. If on the other hand the PCs did 
  swear to help him, and then decide otherwise, he becomes 
  furious. In that case he calls upon Procan to punish the PCs 
  for their transgression, who punishes them accordingly 
  (see “The Curse of Lemenster Rax” below). If the failure is 
  the result of a conscious act by only a select few of the 
  whole group (e.g. pick pocketing the Black Sun and 
  throwing it in the water) or when one or two members are 
  against breaking the promise, Procan only punishes those 
  responsible. If on the other hand no promises were made, 
  but the PCs still fulfill his last wishes, they do get his 
  reward. 
   
  Note that to gain his blessing the PCs have to finish 
  ALL THREE tasks set down by him!  
   
  Treasure: 
  �Curse of Lemenster Rax: Whenever the PC is in water 
  the area around him becomes turbulent as if lashed by a 
  storm. Such water is automatically counted as Rough 
  Water. If the water already qualifies as Rough Water then 
  these effects combine to make the water stormy. An 
  atonement cast by a 16th level or higher cleric of Procan or 
  a miracle cast by any cleric can only remove the curse. 
   
  �Blessing of Lemenster Rax: When you are beset by 
  undead and your need is great Lemenster Rax will come to 
  your aid. He will channel portions of his own energy 
  through you. This assistance generates an undead ward 
  around your body. This effect lasts for one minute. During 
  that time no undead creature may approach within 10 ft. of 
  you.  Undead within the area of affect are expelled directly 
  away from you. Unintelligent undead and undead with 
  fewer than half the PC's level will flee away from you for 
  the duration of this effect. Turn resistance does apply to the 
  undead’s hit dice. This ability is useable only once. 
   
   
  The End 
   
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: [The Great Weed Sea] 
  Defeating the harpies: 
  APL10  
  360 XP  
  APL12  
  420 XP  
  APL14  
  480 XP  
  APL16  
  540 XP 
   
  Area 1: [Main Deck] 
  Defeating the vine horror and the bloodthorns: 
  APL10  
  300 XP  
  APL12  
  360 XP  
  APL14  
  240 XP  
  APL16  
  300 XP 
   
  Area 14: [The Orlop] 
  Defeating the spectre and lacedons: 
  APL10  
  390 XP  
  APL12  
  450 XP  
  APL14  
  510 XP 
  APL16 
  570 XP  
   
  Area 16: [Mid Deck Cabins] 
  Destroying the skeletons: 
  APL10  
  30 XP  
  APL12  
  30 XP  
  APL14  
  30 XP 
  APL16 
  30 XP  
   
  Area 23: [Shrine of Procan] 
  Defeating the spirit of air: 
  APL10  
  360 XP  
  APL12  
  420 XP  
  APL14  
  480 XP 
  APL16 
  540 XP  
   
  Area 24: [The Hold] 
  Defeating the envoy and scrags: 
  APL10  
  330 XP  
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 27 
  APL12  
  390 XP  
  APL14  
  450 XP 
  APL16 
  510 XP  
   
  Area 25: [The Coven’s Laboratory] 
  Defeating hags: 
  APL10  
  390 XP  
  APL12  
  450 XP  
  APL14  
  510 XP 
  APL16 
  570 XP  
   
  Conclusion 
  Returning Lemenster Rax to rest: 
  APL10  
  60 XP  
  APL12  
  90 XP  
  APL14  
  120 XP  
  APL16  
  150 XP 
   
  Discretionary Role-playing Award 
  APL2  
  210 XP  
  APL4  
  225 XP  
  APL6  
  240 XP  
  APL8  
  255 XP 
   
  Total Possible Experience:  
   
  APL10 
  2700 XP  
  APL12  
  3150 XP  
  APL14  
  3600 XP  
  APL16  
  4050 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. Many 
  times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Area 5: [The Kitchen] 
  Looting the kettle: 
   
  All APLs: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp. 
   
  Area 13: [State Cabin] 
  Minor treasure in the closet: 
   
  All APLs: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp. 
   
  Area 14: [The Orlop] 
  Looting the lacedons: 
   
  APL 10: Loot: 106 gp; Coin: 8 gp; Magic: 3x cloak of 
  resistance +1 (83 gp each), 2x potion of inflict moderate 
  wounds (25 gp), 8x potion of shield of faith +2 (4 gp each), 
  +1 scimitar (193 gp). 
   
  APL 12: Loot: 62 gp; Coin: 100 gp; Magic: 3x cloak of 
  resistance +1 (83 gp each), 2x potion of inflict moderate 
  wounds (25 gp), 8x potion of shield of faith +2 (4 gp each), 
  +1 scimitar (193 gp), 3x +1 studded leather (98 gp each). 
   
  APL 14: Loot: 10 gp; Coin: 8 gp; Magic: 3x amulet of 
  natural armor (167 gp each), 3x cloak of resistance +1 (83 gp 
  each), 2x potion of inflict moderate wounds (25 gp), 8x 
  potion of shield of faith +2 (4 gp each), 2x +1 scimitar (193 
  gp), +1 keen scimitar (693 gp), 3x +1 studded leather (98 gp 
  each). 
   
  APL 16: Loot: 10 gp; Coin: 8 gp; Magic: 3x amulet of 
  natural armor (167 gp each), 2x cloak of resistance +1 (83 gp 
  each), cloak of resistance +2 (333 gp), 2x potion of inflict 
  moderate wounds (25 gp), 8x potion of shield of faith +2 (4 
  gp each), 2x +1 scimitar (193 gp), +1 keen scimitar (693 gp), 
  3x +2 studded leather (348 gp each). 
   
  Area 21: [Infirmary] 
  Finding the hidden compartment: 
   
  All APLs: Loot: 0 gp; Coin: 0 gp; Magic: 3x potion of 
  cure light wounds (4 gp each), 2x cure moderate wounds 
  (25 gp each). 
   
  Area 23: [Shrine of Procan] 
  Looting Poquann and the shrine: 
   
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: mithral chain 
  shirt (92 gp), necklace of adaptation (750 gp), +1 trident 
  (193 gp). 
   
  APL 12: Loot: 0 gp; Coin: 0 gp; Magic: cloak of 
  resistance +2 (333 gp), +1 mithral chain shirt (175 gp), 
  necklace of adaptation (750 gp), +1 trident (193 gp). 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 28 
   
  APL 14: Loot: 0 gp; Coin: 0 gp; Magic: cloak of 
  resistance +2 (333 gp), +1 mithral chain shirt (175 gp), 
  necklace of adaptation (750 gp), +1 shocking trident (693 
  gp). 
   
  APL 16: Loot: 0 gp; Coin: 0 gp; Magic: cloak of 
  resistance +2 (333 gp), +1 mithral chain shirt (175 gp), 
  necklace of adaptation (750 gp), pale blue ion stone (667 
  gp), +1 shocking thundering trident (1526 gp). 
   
  Looting the shrine: 
   
  APL 10: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp. 
   
  APL 12: Loot: 0 gp; Coin: 125 gp; Magic: 0 gp. 
   
  APL 14: Loot: 0 gp; Coin: 125 gp; Magic: Horn of the 
  tritons (1258 gp). 
   
  APL 16: Loot: 0 gp; Coin: 125 gp; Magic: Horn of the 
  tritons (1258 gp). 
   
  Area 24: [The Hold] 
  Looting the scrags and sahuagin druid: 
   
  APL 10: Loot: 15 gp; Coin: 86 gp; Magic: 3x cloak of 
  resistance +1 (83 gp each), 2x +1 studded leather (98 gp 
  each), periapt of wisdom +2 (333 gp), 3x potion of barkskin 
  +3 (50 gp each), 2x potion of cure serious wounds (63 gp 
  each), 3x scroll of barkskin (12 gp each). 
   
  APL 12: Loot: 15 gp; Coin: 44 gp; Magic: 3x cloak of 
  resistance +1 (83 gp each), 2x +1 studded leather (98 gp 
  each), periapt of wisdom +2 (333 gp), 3x potion of barkskin 
  +3 (50 gp each) 2x potion of cure serious wounds (63 gp 
  each), 2x ring of protection +1 (167 gp each), 3x scroll of 
  barkskin (12 gp each), wand of resist energy (25 charges, 
  188 gp). 
   
  APL 14: Loot: 15 gp; Coin: 6 gp; Magic: cloak of 
  resistance +1 (83 gp each), 2x cloak of resistance +2 (333 gp 
  each), horn of goodness/evil (542 gp), 2x +2 studded leather 
  (348 gp each), periapt of wisdom +2 (333 gp), 4x potion of 
  cure serious wounds (63 gp each), 3x potion of barkskin +3 
  (50 gp each), 2x ring of protection +1 (167 gp each), 3x 
  scroll of barkskin (12 gp each), wand of resist energy (25 
  charges, 188 gp). 
   
  APL 16: Loot: 15 gp; Coin: 6 gp; Magic: cloak of 
  resistance +1 (83 gp each), 2x cloak of resistance +3 (750 gp 
  each), horn of goodness/evil (542 gp), 2x +2 studded leather 
  (348 gp each), periapt of wisdom +2 (333 gp), 3x potion of 
  barkskin +3 (50 gp each), 4x potion of cure serious wounds 
  (63 gp each), 2x ring of counterspells (333 gp each), 2x ring 
  of protection +1 (167 gp each), 3x scroll of barkskin (12 gp 
  each), wand of resist energy (25 charges, 188 gp). 
   
  Area 25: [The Coven’s Laboratory] 
  Looting the hags: 
   
  APL 10: Loot: 213 gp; Coin: 0 gp; Magic: boots of the 
  winterlands (208 gp), brooch of shielding (125 gp), cloak of 
  charisma +2 (333 gp), 2x cloak of resistance +1 (83 gp each), 
  eyes of the eagle (208 gp), +1 full plate with spikes (225 gp), 
  scroll of gaseous form (31 gp), 2x scroll of see invisibility 
  (12 gp each). 
   
  APL 12: Loot: 199 gp; Coin: 0 gp; Magic: boots of 
  striding and springing (458 gp), +1 buckler (97 gp), cloak of 
  charisma +2 (333 gp), 2x cloak of resistance +1 (83 gp each), 
  eyes of the eagle (208 gp), +1 full plate with spikes (225 gp), 
  periapt of wisdom +2 (333 gp), scroll of gaseous form (31 
  gp), scroll of locate object (12 gp), 2x scroll of see 
  invisibility (12 gp each), vestment of resistance +1 (83 gp), 
  wand of mage armor (63 gp). 
   
  APL 14: Loot: 43 gp; Coin: 0 gp; Magic: amulet of 
  health +2 (333 gp), boots of speed (1333 gp), 2x +1 buckler 
  (97 gp each), cloak of charisma +2 (333 gp), cloak of 
  resistance +1 (83 gp each), cloak of resistance +2 (333 gp), 
  eyes of the eagle (208 gp), +1 full plate with spikes (225 gp), 
  +2 full plate with spikes (475 gp), periapt of wisdom +2 (333 
  gp), potion of cure serious wounds (63 gp), ring of 
  protection +1 (167 gp), scroll of gaseous form (31 gp), scroll 
  of locate object (12 gp), 2x scroll of see invisibility (12 gp 
  each), vestment of resistance +1 (83 gp), wand of eagles 
  splendor (375 gp), wand of mage armor (63 gp). 
   
  APL 16: Loot: 17 gp; Coin: 0 gp; Magic: amulet of 
  health +2 (333 gp), boots of speed (1333 gp), +1 buckler (97 
  gp each), +2 buckler (347 gp), cloak of charisma +2 (333 gp), 
  cloak of resistance +1 (83 gp each), cloak of resistance +2 
  (333 gp), eyes of the eagle (208 gp), 2x  +2 full plate with 
  spikes (475 gp each), gauntlets of ogre power (333 gp), 
  gauntlets of rust (958 gp), periapt of wisdom +2 (333 gp), 
  potion of cure serious wounds (63 gp), ring of protection +1 
  (167 gp), scroll of gaseous form (31 gp), scroll of locate 
  object (12 gp), 2x scroll of see invisibility (12 gp each), +1 
  scythe (193 gp), vestment of resistance +2 (333 gp), wand of 
  eagles splendor (375 gp), wand of mage armor (63 gp). 
   
  Total Possible Treasure 
   
  APL 10: Loot: 334 gp; Coin: 244 gp; Magic: 4023 gp - 
  Total: 4601 gp 
   
  APL 12: Loot: 276 gp; Coin: 277 gp; Magic: 6070 gp - 
  Total: 6623 gp 
   
  APL 14: Loot: 68 gp; Coin: 239 gp; Magic: 13426 gp - 
  Total: 13733 gp 
   
  APL 16: Loot: 42 gp; Coin: 239 gp; Magic: 19440 gp - 
  Total: 19721 gp 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  �The Black Sun: The Black Sun is a non-magical 
  medallion with a large block pearl at its center and 
  decorated with coral. The pattern of coral around the black 
  pearl looks a bit like a black sun, hence its name. It is just a 
  symbol of power, and divine blessing by Procan for the 
  Great Kingdom of old. 
   
  Only one per table; Cost 300 gp. 
   
  �Curse of Lemenster Rax: Whenever the PC is in water 
  the area around him becomes turbulent as if lashed by a 
  storm. Such water is automatically counted as Rough 
  Water. If the water already qualifies as Rough Water then 
  these effects combine to make the water stormy. An 
  atonement cast by a 16th level or higher cleric of Procan or 
  a miracle cast by any cleric can only remove the curse.  
   
  �Blessing of Lemenster Rax: When you are beset by 
  undead and your need is great Lemenster Rax will come to 
  
  CORS5-01 The Jungle of Lost Ships – High Level 
   
  Page 29 
  your aid. He will channel portions of his own energy 
  through you. This assistance generates an undead ward 
  around your body. This effect lasts for one minute. During 
  that time no undead creature may approach within 10 ft. of 
  you.  Undead within the area of affect are expelled directly 
  away from you. Unintelligent undead and undead with 
  fewer than half the PC's level will flee away from you for 
  the duration of this effect. Turn resistance does apply to the 
  undead’s hit dice. This ability is useable only once. 
   
  �Ingested Hag’s Poison: The PC has been foolish enough 
  to take a zip from a hag’s cauldron. As a result the PC suffers 
  a –2 alchemy penalty to saves vs. Necromancy spells and 
  spell-like abilitie. Once per day though the PC can chose to 
  get a +4 alchemy bonus on one save vs. a spell or spell-like 
  ability. A carefully worded wish or miracle spell can 
  remove this effect. 
   
  Item Access 
  APL 10 
  � Boots of the winterlands (Any, DMG) 
  � Brooch of shielding (Adventure, DMG) 
  � Eyes of the eagle (Any, DMG) 
  � Mithral chain shirt (Adventure, DMG) 
  � Necklace of adaptation (Any, DMG) 
  � Potion of inflict moderate wounds (Adventure, CL 
  3, PHB) 
   
  APL 12 (All of APL 10 plus the following) 
  � Boots of striding and springing (Any, DMG) 
  � Cloak of resistance +2 (Adventure, DMG) 
  � Vestment of resistance +1 (Adventure, T&B) 
  � Wand of mage armor (Adventure, DMG) 
  � Wand of resist energy (25 charges, Adventure, 
  2250 gp) 
   
  APL 14 (All of APLs 10-12 plus the following) 
  � Boots of speed (Any, DMG) 
  � Horn of goodness/evil (Adventure, DMG) 
  � Horn of the tritons (Any, DMG) 
  � +2 full plate with spikes (Adventure, DMG) 
  � +2 studded leather (Adventure, DMG) 
  � +1 keen scimitar (Adventure, DMG) 
  � +1 shocking trident (Any, DMG) 
  � Wand of eagles splendor (Adventure, DMG) 
   
  APL 16 (All of APLs 10-14 plus the following) 
  � +2 buckler (Adventure, DMG) 
  � Cloak of resistance +3 (Adventure, DMG) 
  � Gauntlets of rust (Any, DMG) 
  � Pale blue ion stone (Any, DMG) 
  � Ring of counterspells (Adventure, DMG) 
  � +1 shocking thundering trident (Any, DMG) 
  � Vestment of resistance +2 (Adventure, T&B) 
   
   
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 30 
  APPENDIX 1: 
  APL 10 
  Encounter 1: The Great Seaweed 
  �Harpy 
  Sor10: 
  CR 
  10; 
  Medium 
  Monstrous 
  Humanoid; HD 7d8 plus 10d4; hp 64; Init +2; Spd 20 
  ft., fly 80 ft. (average); AC 13, touch 12, flat-footed 11; 
  Base Atk +12/+7/+2 Grp +12; Atk +12 melee (1d6, 
  club); Full Atk +12/+7/+2 melee (1d6, club) and +7 
  melee (1d3, claw); SA Captivating song, spells; SQ 
  Darkvision 60 ft., summon familiar; AL CE; SV Fort +5, 
  Ref +10, Will +12; Str 10, Dex 15, Con 10, Int 7, Wis 12, 
  Cha 18. 
   
  Skills and Feats: Bluff +12, Concentration +11, 
  Intimidate +8, Listen +7, Perform (oratory) +6, Spot +3; 
  Dodge, Flyby Attack, Mobility, Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed at a DC 16 Will save or become 
  captivated. This is a sonic, mind-affecting charm effect. 
  If the save is successful, that creature cannot be 
  affected again by that harpy’s song for 24 hours. The 
  save DC is Charisma based.   
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area, that creature gets a second saving 
  throw. Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of 
  the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round hereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Skills: Harpies have a +4 racial bonus on Bluff and 
  Listen checks. 
   
  Spells Known: (6/7/7/7/6/3; base DC = 14 + spell 
  level): 0- acid splash, dancing lights, daze, detect magic, 
  mage hand, ray of frost, read magic, resistance, touch of 
  fatigue; 1st- color spray, mage armor, magic missile, ray 
  of enfeeblement, shield; 2nd- melf’s acid arrow, 
  protection from arrows, resist energy, scorching ray; 
  3rd- blink, fireball, slow; 4th- confusion, Evard’s black 
  tentacles; 5th- telekinesis. 
   
  Possessions: Club. 
   
  �Harpy 
  Drd10: 
  CR 
  10; 
  Medium 
  Monstrous 
  Humanoid; HD 7d8 plus 10d8; hp 81; Init +2; Spd 20 
  ft., fly 80 ft. (average); AC 13, touch 12, flat-footed 11; 
  Base Atk +14/+9/+4; Grp +14; Atk +14 melee (1d6, 
  club); Full Atk +14/+9/+4 melee (1d6, club) and +9 
  melee (1d3, claw); SA Captivating song; SQ Darkvision 
  60 ft. animal companion, nature sense, wild empathy, 
  woodland stride, trackless step, resist nature’s lure, wild 
  shape (4/day), venom immunity; AL NE; SV Fort +9, 
  Ref +10, Will +16; Str 10, Dex 15, Con 10, Int 7, Wis 17, 
  Cha 17. 
   
  Skills and Feats: Bluff +11, Concentration +13, 
  Handle Animal +5, Intimidate +7, Knowledge (nature) 
  +10, Listen +7, Perform (oratory) +5, Spot +3, Survival 
  +11; Dodge, Flyby Attack, Mobility, Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed at a DC 16 Will save or become 
  captivated. This is a sonic, mind-affecting charm effect. 
  If the save is successful, that creature cannot be 
  affected again by that harpy’s song for 24 hours. The 
  save DC is Charisma based.   
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area, that creature gets a second saving 
  throw. Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of 
  the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round hereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Resist Nature’s Lure (Ex): The druid gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Wild Shape (Su): The druid may transform 
  himself into an Small, Medium or Large-sized creature 
  from the Monster Manual a set number of times per 
  day. This ability functions as the spell polymorph 
  except as noted here. The effect lasts for 1 hour per 
  druid level or until he changes back into his own form. 
  Changing form is a standard action that doesn’t 
  provoke an attack of opportunity. The form chosen 
  must be that of one known to the druid. A druid looses 
  his power of speech while in animal form.  
   
  Skills: Harpies have a +4 racial bonus on Bluff and 
  Listen checks. 
   
  Spells Prepared: (6/5/5/4/3/2; base DC = 13 + spell 
  level: 0- cure minor wounds, detect magic, flare, 
  guidance, purify food and drink, resistance; 1st- cure 
  light wounds (2), entangle, faerie fire, shillelagh; 2nd- 
  barkskin, bear’s endurance, heat metal, resist energy, 
  warp wood; 3rd- call lightning, cure moderate wounds, 
  dominate animal, poison; 4th- control water, flame 
  strike, freedom of movement; 5th- call lightning storm, 
  cure critical wounds. 
   
  Possessions: Club. 
   
  Area 1: Main Deck – Green Horror 
  �Bloodthorn, 7 HD fiendish (2):  CR 7; Huge Plant 
  (Extraplannar); HD 7d8+49; hp 80; Init +3; Spd 0 ft.; AC 
  18 (touch 11, flat-footed 15); Base Atk +5; Grp +22; Atk 
  +12 melee (1d8+9, tendril); Full Atk +12/+12/+12/+12 
  melee (1d8+9, tendril); Space/Reach 15 ft./15 ft.; SA 
  Blood drain, improved grab, smite good 1/day (+8 
  dmg); SQ Darkvision 60 ft., DR 5/magic, plant traits, 
  resistance cold/fire 10, SR 13; AL NE; SV Fort +12, Ref 
  +5, Will +3; Str 28, Dex 16, Con 24, Int –, Wis 12, Cha 2. 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 31 
   
  Skills and Feats: – 
   
  Blood Drain (Ex): If a bloodthorn grabs an 
  opponent, it begins draining blood. It deals 1d4 points 
  of Constitution damage with each successful grapple 
  check. If the opponent wins a grapple check, one of the 
  bloodthorn’s 
  tentacles 
  comes 
  loose 
  from 
  the 
  opponent’s body. The resulting wound continues to 
  lose blood for 1 additional round. 
   
  Improved Grab (Ex): If a bloodthorn hits an 
  opponent that is at least one size category smaller than 
  itself with at least two tendril attacks, it deals normal 
  damage for each tendril and attempts to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it gets a hold, it can use its blood drain 
  ability. Each successful grapple check it makes during 
  successive rounds automatically deals tendril damage 
  and drains blood. 
   
  Possessions: – 
   
  �Skalesh: Vine horror Sor6; CR 7; Medium-size Plant 
  (Aquatic); HD 5d8+6d4+66; hp 103; Init +1; Spd 30 ft., 
  Swim 20 ft.; AC 18 (touch 10, flat-footed 18); Base Atk 
  +6; Grp +9; Atk +9 melee (1d6+3, slam); Full Atk +9/+9 
  melee (1d6+3, slam); SA Animate vines; SQ Half 
  damage from piercing and slashing, malleability, plant 
  traits; AL NE; SV Fort +12, Ref +4, Will +7; Str 16, Dex 
  12, Con 23, Int 11, Wis 13, Cha 15. 
   
  Skills and Feats: Concentration +12, Hide +16 (+31 
  when in an area with a lot of algae), Listen +5, 
  Spellcraft +6, Spot +5, Swim +16; Alertness, Blind-
  Fight, Practiced Spellcaster, Silent Spell. 
   
  Animate Vines (Sp): A vine horror can use this 
  ability to animate any single vine or similar kind of 
  plant life within 90 feet. An animated vine fights as an 
  assassin vine in all respects (see the Monster Manual). 
  An animated vine loses its ability to fight if the vine 
  horror that animated it is incapacitated or moves out of 
  range. 
   
  Malleability (Ex): Because of a vine horror’s 
  unusual body structure, it can compress its body 
  enough to squeeze through a 1-inch-wide crack. Cracks 
  and similar openings that are 1 inch or more in width 
  do not slow the vine horror at all. 
   
  Spells Known (6/7/6/3; Base DC = 12 + Spell 
  Level): 0–acid splash, daze, detect magic, mending, 
  message, prestidigitation, read magic; 1st–mage armor, 
  magic missile, ray of enfeeblement, shield; 2nd–
  scorching ray, resist energy; 3rd–dispel magic. 
   
  * Note that due to the feat Practiced Spellcaster its 
  effective CL is 10 and NOT 6. 
   
  Possessions: Spell component pouch. 
   
  Area 14: Orlop 
  �Maristern: Male spectre (human) Rog2; CR 9; 
  Medium Undead (Incorporeal); HD 9d12; hp 58; Init 
  +5; Spd 40 ft., fly 80 ft. (perfect); AC 19 (touch 19, flat-
  footed 15); Base Atk +4; Grp –; Atk +9 melee (1d8 plus 
  energy drain, incorporeal touch); Full Atk +9 melee 
  (1d8 plus energy drain, incorporeal touch); SA Energy 
  drain, create spawn, sneak attack +1d6; SQ Darkvision 
  60 ft., evasion, incorporeal traits, +6 turn resistance, 
  sunlight powerlessness, undead traits, unnatural aura; 
  AL LE; SV Fort +2, Ref +10, Will +6; Str –, Dex 20, Con 
  –, Int 14, Wis 12, Cha 18. 
   
  Skills and Feats: Balance +12, Hide +15, Intimidate 
  +14, Jump +7, Knowledge (religion) +12, Listen +11, 
  Search +12, Spot +11, Survival +1 (+3 following tracks), 
  Tumble +17; Dodge, Improved Turn Resistance, 
  Mobility, Spring Attack. 
   
  Energy Drain (Su): Living creatures hit by a 
  spectre’s incorporeal touch attack gain two negative 
  levels. The DC is 17 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each such negative level bestowed, the spectre gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  spectre becomes a spectre in 1d4 rounds. Spawn are 
  under the command of the spectre that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  spectre at a distance of 30 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
   
  Sunlight 
  Powerlessness 
  (Ex): 
  Spectres 
  are 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only a single move or attack 
  action in a round. 
   
  Possessions: – 
   
   
  �Captain Krovtosh: Male ghast Ftr4/Rog2; CR 9; 
  Medium Undead (Aquatic); HD 10d12; hp 65; Init +6; 
  Spd 30 ft., Swim 30 ft.; AC 25* (touch 17, flat-footed 
  20); Base Atk +7; Grp +11; Atk +11 melee (1d8+4 plus 
  paralysis, bite) or +12 melee (1d6+5/18-20/x2, +1 
  scimitar); Full Atk +10/+5 melee (1d6+5/18-20/x2, +1 
  scimitar), and +10 melee 1d4+2 plus paralysis, claw) 
  and +10 melee (1d8+2 plus paralysis, bite); SA Ghoul 
  fever, paralysis, sneak attack +1d6, stench; SQ 
  Darkvision 60 ft., evasion, undead traits, +6 turn 
  resistance; AL CE; SV Fort +9, Ref +12, Will +8; Str 19, 
  Dex 22, Con –, Int 13, Wis 12, Cha 18. 
   
  Skills and Feats: Balance +12, Bluff +9, Climb +13, 
  Diplomacy +6, Hide +11, Intimidate +6, Jump +15, 
  Move Silently +11, Profession (sailor) +5, Spot +7, 
  Swim +18, Tumble +13, Use Rope +10; Ability Focus 
  (paralysis), 
  Combat 
  Expertise, 
  Great 
  Fortitude, 
  Improved Turn Resistance, Multiattack, Two-Weapon 
  Defense, Two-Weapon Fighting. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 16, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed on a DC 18 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Even elves can be affected 
  by this paralysis. The save DC is Charisma-based. 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 32 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 16 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. The 
  save DC is Charisma-based. 
   
  Possessions: +1 scimitar, dagger, light crossbow, 20 
  bolts, masterwork studded leather, cloak of resistance 
  +1, 2x potions of shield of faith +2, 2x potion of inflict 
  moderate wounds, pouch with 24 gp. 
   
  * Unless surprised, they have quaffed a potion of 
  shield of faith +2. The effects have already been taken 
  into account, and the potion removed. 
   
  �Lacedons (2): Male ghast Ftr4/Rog2; CR 9; Medium 
  Undead (Aquatic); HD 10d12; hp 65; Init +6; Spd 30 ft., 
  Swim 30 ft.; AC 25* (touch 17, flat-footed 20); Base Atk 
  +7; Grp +11; Atk +11 melee (1d8+4 plus paralysis, bite) 
  or +12 melee (1d6+4/18-20/x2, masterwork scimitar); 
  Full Atk +10/+5 melee (1d6+4/18-20/x2, masterwork 
  scimitar), and +10 melee 1d4+2 plus paralysis, claw) 
  and +10 melee (1d8+2 plus paralysis, bite); SA Ghoul 
  fever, paralysis, sneak attack +1d6, stench; SQ 
  Darkvision 60 ft., evasion, undead traits, +6 turn 
  resistance; AL CE; SV Fort +8, Ref +11, Will +7; Str 19, 
  Dex 22, Con –, Int 13, Wis 12, Cha 18. 
   
  Skills and Feats: Balance +12, Bluff +9, Climb +13, 
  Diplomacy +6, Hide +11, Intimidate +6, Jump +15, 
  Move Silently +11, Profession (sailor) +5, Spot +7, 
  Swim +18, Tumble +13, Use Rope +10; Ability Focus 
  (paralysis), 
  Combat 
  Expertise, 
  Great 
  Fortitude, 
  Improved Turn Resistance, Multiattack, Two-Weapon 
  Defense, Two-Weapon Fighting. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 16, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed on a DC 18 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Even elves can be affected 
  by this paralysis. The save DC is Charisma-based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 16 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. The 
  save DC is Charisma-based. 
   
  Possessions: Masterwork scimitar, dagger, light 
  crossbow, 20 bolts, masterwork studded leather, cloak 
  of resistance +1, 2x potions of shield of faith +2, pouch 
  with 24 gp. 
   
  * Unless surprised, they have quaffed a potion of 
  shield of faith +2. The effects have already been taken 
  into account, and the potion removed. 
   
  Area 30: Shrine of Procan 
  �Poquann: Male spirit of the air Bbn1; CR 12; Large 
  Magical Beast (Air); HD 11d10+1d12+60; hp 119; Init 
  +6; Spd 40 ft., Climb 40 ft., fly 60 ft. (average); AC 31 
  (touch 15, flat-footed 25); Base Atk +12; Grp +23; Atk 
  +19 melee (2d6+8, +1 large trident); Full Atk 
  +19/+14/+9 melee (2d6+8, +1 large trident), and +16 
  melee (1d6+3, bite), and +16 melee (1d4+3, wing 
  buffet); Space/Reach 10 ft./10 ft.; SA Air mastery, rage 
  1/day, spell-like abilities, spells, whirlwind; SQ 
  Darkvision 60 ft., DR 10/magic, immunity to air 
  effects, low-light vision, scent, SR 23; AL CN; SV Fort 
  +14, Ref +13, Will +6; Str 24, Dex 22, Con 21, Int 14, 
  Wis 19, Cha 14. 
   
  Skills and Feats: Climb +14, Concentration +16, 
  Hide +14, Listen +15, Search +13, Spot +15, Survival 
  +10; Expertise, Hover, Improved Trip, Multiattack, 
  Power Attack. 
   
  Air Mastery (Ex): A spirit of the air gains a +1 
  bonus on its attack and damage rolls if its opponent is 
  airborne. 
   
  Spell-like Abilities (Ex): At will–call lightning, 
  control winds, detect magic; 1/day–confusion, control 
  weather, whirlwind, wind walk; Caster Lever 15th; save 
  DC 14 + spell level. 
   
  Whirlwind (Su): A spirit of the air can transform 
  itself into a whirlwind one per day and remain in that 
  form up to 10 rounds. In this form, a spirit of the air 
  can move through the air or along a surface at its fly 
  speed. 
   
  The whirlwind is 5 feet wide at its base, 20 feet 
  wide at the top, and 30 feet tall. The spirit of the air 
  controls the whirlwind’s exact height (using a standard 
  action to get taller or shorter), but it must be at least 10 
  feet tall. 
   
  Creatures one or more sizes smaller than that 
  spirit of the air might take damage when caught in the 
  whirlwind and may be lifted into the air. An affected 
  creature must succeed on a Reflex save (DC 21) when it 
  comes into contact with the whirlwind or take 2d6 
  points of damage. It must also succeed on a second 
  Reflex save (DC 21) or be pocked up bodily and held 
  suspended in the powerful winds, automatically taking 
  2d6 points of damage each round. A creature that can 
  fly is allowed a Reflex save each round to escape the 
  whirlwind. The creature still takes damage but can 
  leave if the save is successful. 
   
  A spirit of the air can eject any carried creature 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. The cloud is centered 
  on the spirit of the air and has a diameter equal to half 
  the whirlwind’s height. The cloud obscures vision, 
  including darkvision, beyond 5 feet. Creatures 5 feet 
  away have concealment, while those farther away have 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 33 
  total concealment. Those caught in the cloud also must 
  succeed on a DC 20 Concentration check to cast spells. 
   
  Spells Prepared (6/6/5/4/3; Base DC = 14 + spell 
  level): 0–create water, cure minor wounds (2), detect 
  magic (2), mending; 1st–cure light wounds, divine favor 
  (2), longstrider*, protection from evil, shield of faith; 
  2nd–aid, cure moderate wounds, fog cloud*, silence (2); 
  3rd–bestow curse, cure serious wounds, dispel magic, 
  fly*; 4th–dimensional door*, freedom of movement, 
  poison. 
   
  * Domain spell. Domains: Travel (7rds per day 
  freedom of movement against magical effects that 
  constrain movement); Water (turn fire creatures or 
  rebuke water creatures 6/day). Deity: Procan. 
   
  Possessions: +1 large trident, mithral chain shirt, 
  necklace of adaptation. 
   
  Area 32: The Hold 
  �Scrag Bodyguards (2): Male troll Bbn2; CR 7; Large 
  Giant (Aquatic); HD 6d8+2d12+54; hp 95; Init +4; Spd. 
  30 ft., Swim 40 ft.; AC 24* (touch 13, flat-footed 20); 
  Base Atk +6; Grp +19; Atk +15* melee (1d8+10, claw); 
  Full Atk +15/+15* melee (1d8+10, claw) and +9* melee 
  (1d6+5, bite); Space/Reach 10 ft./10 ft.; SA Rage 1/day, 
  rend 2d8+13; SQ Darkvision 90 ft., low-light vision, 
  regeneration 5, scent, uncanny dodge; AL CE; SV Fort 
  +16, Ref +7, Will +5; Str 28, Dex 18, Con 25, Int 6, Wis 
  11, Cha 2. 
   
  Skills and Feats: Listen +6, Spot +7, Survival +4, 
  Swim +15; Alertness, Improved Natural Attack (Claw), 
  Iron Will. 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an additional 2d8+12 
  points of damage. 
   
  Regeneration (Ex):  Fire and acid deal normal 
  damage to a troll. It regenerates only if mostly 
  immersed in water. 
   
  Rage (Ex): During rage the scrags are modified as 
  such: hp +16; AC 22* (touch 11, flat-footed 18); Atk 
  +17* melee (1d8+12, claw); Full Atk +17/+17* melee 
  (1d8+12, claw) and +12* melee (1d6+6, bite); SA Rend 
  2d8+16; SV Fort +18, Will +7. 
   
  * Protected by a barkskin cast at CL 3, a greater 
  magic fang at CL 6, and a resist energy (fire) cast at CL 
  6. 
   
  Possessions: +1 studded leather, cloak of resistance 
  +1, potion of cure serious wounds, potion of barkskin 
  +3, pouch with some pearls. 
   
  �Sahuagin envoy: Male sahuagin Drd6; Medium 
  Monstrous Humanoid (Aquatic); CR 7; HD 8d8+16; hp 
  55; Init +0; Spd 30 ft., Swim 60 ft.; AC 18 (touch 10, flat-
  footed 18); Base Atk +6; Grp +8; Atk +8 melee (1d4+2, 
  talon); Full Atk +8/+8 melee (1d4+2, talon) and +6 
  melee (1d4+1, bite); SA Blood frenzy, rake 1d4+1; SQ 
  Animal companion, blindsense 30 ft., darkvision 60 ft., 
  freshwater sensitivity, light blindness, speak with 
  sharks, resist nature’s lure, trackless step, water 
  dependent, wild empathy, wild shape 2/day, woodland 
  stride; AL NE; SV Fort +10, Ref +6, Will +13; Str 14, 
  Dex 11, Con 14, Int 16, Wis 19, Cha 13. 
   
  Skills and Feats: Concentration +16, Diplomacy 
  +8, Handle Animal +6 (+10 with sharks), Hide +6 (+10 
  underwater), Knowledge (Nature) +14, Listen +14 (+18 
  underwater), Professions (Hunter) +5 (+9 within 50 
  miles of lair), Ride +3, Spot +14 (+18 underwater), 
  Survival +16 (+20 within 50 miles of lair), Swim +9; 
  Great Fortitude, MultiattackB, Natural Spell, Skill 
  Focus (Concentration). 
   
  Blindsense (Ex): A sahuagin can locate creatures 
  underwater within a 30-foot radius. This ability works 
  only when the sahuagin is underwater. 
   
  Blood Frenzy: Once per day a sahuagin that takes 
  damage in combat can fly into a frenzy in the following 
  round, clawing and biting madly until either it or its 
  opponent is dead. It gains +2 Constitution and +2 
  Strength, and takes a –2 penalty to Armor Class. A 
  sahuagin cannot end its frenzy voluntarily.  
   
  Rake (Ex): Attack bonus +2 melee, damage 1d4+1. 
  A sahuagin also gains two rake attacks when it attacks 
  while swimming. 
   
  Freshwater Sensitivity (Ex): A sahuagin fully 
  immersed in fresh water must succeed on a DC 15 
  Fortitude save or become fatigued. Even on a success, it 
  must repeat the save attempt every 10 minutes it 
  remains immersed. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds 
  sahuagin for round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Speak 
  with 
  Sharks 
  (Ex): 
  Sahuagin 
  can 
  communicate telepathically with sharks up to 150 feet 
  away. The communication is limited to fairly simple 
  concepts such as “food,” “danger,” and “enemy.” 
  Sahuagin can use the Handle Animal skill to befriend 
  and train sharks. 
   
  Water Dependent (Ex): Sahuagin can survive out 
  of the water for 1 hour per 2 points of Constitution 
  (after that, refer to the drowning rules on page 304 of 
  the Dungeon Master ’s Guide). 
   
  Wild Shape: Favorite form is a medium shark – hp 
  47, Spd Swim 60 ft., +7 melee (1d6+1, bite), AC 15 
  (touch 12, flat-footed 15), Str 13, Dex 15, Con 13. 
   
  Spells Prepared (5/4/4/3; Base DC = 14 + spell 
  level): 0–detect magic (2), detect poison (2), read magic; 
  1st–cure light wounds (2), entangle, hide from animals; 
  2nd–resist energy (2(4)); 3rd–cure moderate wounds, 
  greater magic fang (2). 
   
  Possessions: Masterwork studded leather, periapt 
  of wisdom +2, cloak of resistance +1, 3x scroll of 
  barkskin, potion of barkskin +3, spell component 
  pouch. 
   
  �Shark animal companion: Large Animal (Aquatic); 
  HD 9d8+18; hp 58; Init +7; Spd Swim 60 ft.; AC 20* 
  (touch 12, flat-footed 17*); Base Atk +6; Grp +14; Atk +9 
  melee (2d6+6, bite); Full Atk +9 melee (2d6+6, bite); 
  Space/Reach 10 ft./5 ft.; SQ Blindsense, evasion, keen 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 34 
  scent, share spells; AL N; SV Fort +9, Ref +9, Will +4; 
  Str 18, Dex 16, Con 14, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Listen +9, Spot +8, Swim +12; 
  Alertness, Great Fortitude, Improved Initiative, 
  Improved Natural Attack. 
   
  * Protected by barkskin cast at CL 3. 
   
  Area 33: Coven’s Laboratory  
  �Fhiel: Sea Hag Sor6; CR 9; Medium Monstrous 
  Humanoid (Aquatic); HD 3d8+6d4+30; hp 61; Init +2; 
  Spd 30 ft., Swim 40 ft.; AC 15 (touch 12, flat-footed 13); 
  Base Atk +6; Grp +9; Atk +9 melee (1d4+3, claw); Full 
  Atk +9/+9 melee (1d4+3, claw); SA Horrific 
  appearance, evil eye; SQ Ambibious, SR 14; AL CE; SV 
  Fort +6, Ref +7, Will +9; Str 17, Dex 14, Con 16, Int 12, 
  Wis 13, Cha 22. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (Arcana) +7, Knowledge (History) +5, Hide +6, Listen 
  +7, Spellcraft +9, Spot +12, Swim +12; Alertness, Skill 
  Focus (Concentration), Spell Focus (Enchantment), 
  Toughness. 
   
  Horrific Appearance (Su): The sight of a sea hag is 
  so revolting that anyone (other than another hag) who 
  sets eyes upon one must succeed on a DC 17 Fortitude 
  save or instantly be weakened, taking 2d6 points of 
  Strength damage. This damage cannot reduce a victim’s 
  Strength score below 0, but anyone reduced to 
  Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
   
  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 17 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 17 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
   
  Spells Known (6/8/7/4; Base DC = 16 + spell 
  level): 0–daze, detect magic, detect poison, mending, 
  message, prestidigitation, read magic; 1st–charm 
  person*, 
  mage 
  armor, 
  magic 
  missile, 
  ray 
  of 
  enfeeblement; 2nd–resist energy, tasha’s hideous 
  laughter*; 3rd–haste. 
   
  * Due to Spell Focus (Enchantment) the Base DC = 
  17 + spell level for these spells. 
   
  Possessions: Cloak of charisma +2, eyes of the 
  eagle, 2x scroll of see invisibility, scroll of gaseous 
  form, spellcomponent pouch. 
   
  �Tieghan: Sea Hag Clr6; CR 9; Medium Monstrous 
  Humanoid (Aquatic); HD 9d8+30; hp 73; Init +0; Spd 
  30 ft., swim 40 ft.; AC 22 (touch 10, flat-footed 22); Base 
  Atk +7; Grp +13; Atk +13 melee (1d4+6, claw); Full Atk 
  +13/+13 melee (1d4+6, claw); SA Horrific appearance, 
  evil eye, 1/day smite (+4 atk, +6 dmg), spontaneous 
  inflict; SQ Amphibious, rebuke undead 4/day, SR 14; 
  AL CE; SV Fort +10, Ref +6, Will +13; Str 22, Dex 10, 
  Con 16, Int 12, Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +9, Diplomacy +8, 
  Knowledge (religion) +11, Hide -1, Listen +10, Spot 
  +10, Swim +5; Alertness, Corpsecrafter, Destruction 
  Retribution, Toughness. 
   
  Horrific Appearance (Su): The sight of a sea hag is 
  so revolting that anyone (other than another hag) who 
  sets eyes upon one must succeed on a DC 13 Fortitude 
  save or instantly be weakened, taking 2d6 points of 
  Strength damage. This damage cannot reduce a victim’s 
  Strength score below 0, but anyone reduced to 
  Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
   
  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 13 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 13 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
   
  Spells prepared (5/5/5/4; Base DC = 14 + spell 
  level): 0–cure minor wounds, detect magic (2), read 
  magic, resistance; 1st–cure light wounds, divine favor, 
  protection from good*, shield of faith (2); 2nd–cure 
  moderate wounds, death knell, resist energy (2), 
  shatter*; 3rd–dispel magic (2), cure serious wounds, 
  magic circle against good*. 
   
  * Domain spell. Deity: Panzuriel; Domains: 
  Destruction (smite 1/day), Evil (+1 caster level Evil 
  spells). 
   
  Possessions: Silver dagger, light crossbow, 20 cold 
  iron bolts, masterwork full plate, masterwork buckler, 
  cloak of resistance +1, brooch of shielding, silver holy 
  symbol, spell component pouch. 
   
  �Raesa: Sea Hag Ftr5; CR 9; Medium Monstrous 
  Humanoid (Aquatic); HD 3d8+5d10+27; hp 70; Init +2; 
  Spd 30 ft., Swim 60 ft.; AC 23 (touch 11, flat-footed 22); 
  Base Atk +8; Grp +15; Atk +16 melee (2d4+12/x4, 
  masterwork 
  scythe); 
  Full 
  Atk 
  +16/+11 
  melee 
  (2d4+12/x4, masterwork scythe) or +15/+14 melee 
  (1d4+7, claw); SA Horrific appearance, evil eye; SQ 
  Amphibious, SR 14; AL CE; SV Fort +9, Ref +7, Will +8; 
  Str 24, Dex 14, Con 16, Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Knowledge (local: Core) +3, Hide 
  -1, Intimidate +6, Listen +8, Spot +8, Swim +8; 
  Alertness, Improved Buckler Defense, Power Attack, 
  Toughness, 
  Weapon 
  Focus 
  (scythe), 
  Weapon 
  Specialization (scythe). 
   
   
  Horrific Appearance (Su): The sight of a sea 
  hag is so revolting that anyone (other than another 
  hag) who sets eyes upon one must succeed on a DC 12 
  Fortitude save or instantly be weakened, taking 2d6 
  points of Strength damage. This damage cannot reduce 
  a victim’s Strength score below 0, but anyone reduced 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 35 
  to Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
   
  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 12 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 12 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
   
  Possessions: Masterwork scythe, silver dagger, 
  light crossbow, 20x cold iron bolts, +1 full plate, 
  masterwork buckler, boots of the winterlands, cloak of 
  resistance +1. 
   
  Coven Powers:  
  Spell-Like Abilities: 3/day—animate dead, bestow 
  curse (DC 17), control weather, dream, forcecage, mind 
  blank, mirage arcana (DC 18), polymorph, veil (DC 19), 
  vision. Caster level 9th. The save DCs are based on a 
  Charisma score of 16. To use one of these abilities 
  (which requires a full-round action), all three hags 
  must be within 10 feet of one another, and all must 
  participate. 
   
  Note that mindblank is cast on Raesa in advance 
  and that veil has been used as well. 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 36 
  APPENDIX 2: 
  APL 12 
  Encounter 1: The Great Seaweed 
  �Harpy Sor12 (1): CR 12; Medium Monstrous 
  Humanoid; HD 7d8 plus 12d4; hp 70; Init +2; Spd 20 
  ft., fly 80 ft. (average); AC 13, touch 12, flat-footed 11; 
  Base Atk +13/+8/+3 Grp +13; Atk +13 melee (1d6, club); 
  Full Atk +13/+8/+3 melee (1d6, club) and +8 melee 
  (1d3, claw); SA Captivating song, spells; SQ Darkvision 
  60 ft., summon familiar; AL CE; SV Fort +8, Ref +11, 
  Will +13; Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 18. 
   
  Skills and Feats: Bluff +12, Concentration +13, 
  Intimidate +8, Listen +7, Perform (oratory) +6, Spot +3; 
  Dodge, Flyby Attack, Great Fortitude, Mobility, 
  Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed at a DC 16 Will save or become 
  captivated. This is a sonic, mind-affecting charm effect. 
  If the save is successful, that creature cannot be 
  affected again by that harpy’s song for 24 hours. The 
  save DC is Charisma based.   
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area, that creature gets a second saving 
  throw. Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of 
  the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round hereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Skills: Harpies have a +4 racial bonus on Bluff and 
  Listen checks. 
   
  Spells Known: (6/7/7/7/7/5/3; base DC = 14 + 
  spell level): 0- acid splash, dancing lights, daze, detect 
  magic, mage hand, ray of frost, read magic, resistance, 
  touch of fatigue; 1st- color spray, mage armor, magic 
  missile, ray of enfeeblement, shield; 2nd- Melf’s acid 
  arrow, mirror image, protection from arrows, resist 
  energy, scorching ray; 3rd- blink, dispel magic, fireball, 
  slow; 
  4th- 
  confusion, 
  Evard’s 
  black 
  tentacles, 
  polymorph; 5th- cone of cold, telekinesis; 6th- 
  disintegrate. 
   
  Possessions: Club. 
   
  �Harpy Drd12 (1): CR 12; Medium Monstrous 
  Humanoid; HD 7d8 plus 12d8; hp 91; Init +2; Spd 20 
  ft., fly 80 ft. (average); AC 13, touch 12, flat-footed 11; 
  Base Atk +15/+10/+5; Grp +15; Atk +15 melee (1d6, 
  club); Full Atk +15/+10/+5 melee (1d6, club) and +10 
  melee (1d3, claw); SA Captivating song; SQ Darkvision 
  60 ft. animal companion, nature sense, wild empathy, 
  woodland stride, trackless step, resist nature’s lure, wild 
  shape (Plant), venom immunity; AL NE; SV Fort +12, 
  Ref +11, Will +17; Str 10, Dex 15, Con 10, Int 7, Wis 17, 
  Cha 17. 
   
  Skills and Feats: Bluff +11, Concentration +15, 
  Handle Animal +5, Intimidate +7, Knowledge (nature) 
  +12, Listen +7, Perform (oratory) +5, Spot +3, Survival 
  +13; Dodge, Flyby Attack, Great Fortitude, Mobility, 
  Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed at a DC 16 Will save or become 
  captivated. This is a sonic, mind-affecting charm effect. 
  If the save is successful, that creature cannot be 
  affected again by that harpy’s song for 24 hours. The 
  save DC is Charisma based.   
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area, that creature gets a second saving 
  throw. Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of 
  the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round hereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Resist Nature’s Lure (Ex): The druid gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Wild Shape (Su): The druid may transform 
  himself into an Small, Medium or Large-sized creature 
  from the Monster Manual a set number of times per 
  day. This ability functions as the spell polymorph 
  except as noted here. The effect lasts for 1 hour per 
  druid level or until he changes back into his own form. 
  Changing form is a standard action that doesn’t 
  provoke an attack of opportunity. The form chosen 
  must be that of one known to the druid. A druid looses 
  his power of speech while in animal form.  
   
  Skills: Harpies have a +4 racial bonus on Bluff and 
  Listen checks. 
   
  Spells Prepared: (6/6/5/5/3/3/2; base DC = 13 + 
  spell level: 0- cure minor wounds, detect magic, flare, 
  guidance, purify food and drink, resistance; 1st- cure 
  light wounds (2), entangle, faerie fire, obscuring mist, 
  shillelagh; 2nd- barkskin, bear’s endurance, heat metal 
  (2), resist energy, warp wood; 3rd- call lightning, cure 
  moderate wounds, dominate animal, poison, protection 
  from energy; 4th- control water, flame strike, freedom 
  of movement; 5th- call lightning storm, cure critical 
  wounds, insect plague; 6th- antilife shell, greater dispel 
  magic. 
   
  Possessions: Club. 
   
  Area 1: Main Deck – Green Horror 
  �Bloodthorn, 15 HD fiendish (2):  CR 9; Huge Plant 
  (Extraplannar); HD 15d8+105; hp 172; Init +3; Spd 0 ft.; 
  AC 18 (touch 11, flat-footed 15); Base Atk +11; Grp +28; 
  Atk 
  +18 
  melee 
  (1d8+9, 
  tendril); 
  Full 
  Atk 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 37 
  +18/+18/+18/+18 melee (1d8+9, tendril); Space/Reach 
  15 ft./15 ft.; SA Blood drain, improved grab, smite good 
  1/day (+15 dmg); SQ Darkvision 60 ft., DR 10/magic, 
  plant traits, resistance cold/fire 10, SR 20; SV Fort +16, 
  Ref +8, Will +6; Str 29, Dex 16, Con 24, Int –, Wis 12, 
  Cha 2. 
   
  Skills and Feats: – 
   
  Blood Drain (Ex): If a bloodthorn grabs an 
  opponent, it begins draining blood. It deals 1d4 points 
  of Constitution damage with each successful grapple 
  check. If the opponent wins a grapple check, one of the 
  bloodthorn’s 
  tentacles 
  comes 
  loose 
  from 
  the 
  opponent’s body. The resulting wound continues to 
  lose blood for 1 additional round. 
   
  Improved Grab (Ex): If a bloodthorn hits an 
  opponent that is at least one size category smaller than 
  itself with at least two tendril attacks, it deals normal 
  damage for each tendril and attempts to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it gets a hold, it can use its blood drain 
  ability. Each successful grapple check it makes during 
  successive rounds automatically deals tendril damage 
  and drains blood. 
   
  Possessions: – 
   
  �Skalesh: Vine horror Sor8; CR 9; Medium-size Plant 
  (Aquatic); HD 5d8+8d4+78; hp 120; Init +1; Spd 30 ft., 
  Swim 20 ft.; AC 18 (touch 10, flat-footed 18); Base Atk 
  +7; Grp +10; Atk +10 melee (1d6+3, slam); Full Atk 
  +10/+10 melee (1d6+3, slam); SA Animate vines; SQ 
  Half damage from piercing and slashing, malleability, 
  plant traits; AL NE; SV Fort +12, Ref +4, Will +8; Str 16, 
  Dex 12, Con 23, Int 11, Wis 13, Cha 16. 
   
  Skills and Feats: Concentration +14, Hide +16 (+31 
  when in an area with a lot of algae), Listen +5, 
  Spellcraft +6, Spot +5, Swim +16; Alertness, Blind-
  Fight, Extend Spell, Practiced Spellcaster, Silent Spell. 
   
  Animate Vines (Sp): A vine horror can use this 
  ability to animate any single vine or similar kind of 
  plant life within 90 feet. An animated vine fights as an 
  assassin vine in all respects (see the Monster Manual). 
  An animated vine loses its ability to fight if the vine 
  horror that animated it is incapacitated or moves out of 
  range. 
   
  Malleability (Ex): Because of a vine horror’s 
  unusual body structure, it can compress its body 
  enough to squeeze through a 1-inch-wide crack. Cracks 
  and similar openings that are 1 inch or more in width 
  do not slow the vine horror at all. 
   
  Spells Known (6/7/7/6/3; Base DC = 13 + Spell 
  Level): 0–acid splash, daze, detect magic, mending, 
  message, prestidigitation, read magic; 1st–mage armor, 
  magic 
  missile, 
  protection 
  from 
  good, 
  ray 
  of 
  enfeeblement, shield; 2nd–glitterdust, resist energy, 
  scorching ray; 3rd–dispel magic, stinking cloud; 4th–
  greater invisibility. 
   
  * Note that due to the feat Practiced Spellcaster its 
  effective CL is 12 and NOT 8. 
   
  Possessions: Spell component pouch. 
   
  Area 14: Orlop 
  �Maristern: Male spectre (human) Rog4; CR 11; 
  Medium Undead (Incorporeal); HD 11d12; hp 71; Init 
  +5; Spd 40 ft., fly 80 ft. (perfect); AC 19 (touch 19, flat-
  footed 15); Base Atk +6; Grp –; Atk +11 melee (1d8 plus 
  energy drain, incorporeal touch); Full Atk +11 melee 
  (1d8 plus energy drain, incorporeal touch); SA Energy 
  drain, create spawn, sneak attack +2d6; SQ Darkvision 
  60 ft., evasion, incorporeal traits, +6 turn resistance, 
  sunlight powerlessness, uncanny dodge, undead traits, 
  unnatural aura; AL LE; SV Fort +3, Ref +11, Will +7; Str 
  –, Dex 20, Con –, Int 14, Wis 12, Cha 18. 
   
  Skills and Feats: Balance +12, Bluff +10, Hide +19, 
  Intimidate +14, Jump +7, Knowledge (religion) +12, 
  Listen +14, Search +12, Spot +14, Survival +1 (+3 
  following tracks), Tumble +21; Dodge, Improved Turn 
  Resistance, Mobility, Spring Attack. 
   
  Energy Drain (Su): Living creatures hit by a 
  spectre’s incorporeal touch attack gain two negative 
  levels. The DC is 17 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each such negative level bestowed, the spectre gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  spectre becomes a spectre in 1d4 rounds. Spawn are 
  under the command of the spectre that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  spectre at a distance of 30 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
   
  Sunlight 
  Powerlessness 
  (Ex): 
  Spectres 
  are 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only a single move or attack 
  action in a round. 
   
  Possessions: – 
   
  �Captain Krovtosh: Male ghast Ftr4/Rog4; CR 11; 
  Medium Undead (Aquatic); HD 12d12; hp 78; Init +6; 
  Spd 30 ft., Swim 30 ft.; AC 26* (touch 17, flat-footed 
  21); Base Atk +9; Grp +14; Atk +14 melee (1d8+5 plus 
  paralysis, bite) or +15 melee (1d6+6/18-20/x2, +1 
  scimitar); Full Atk +13/+8 melee (1d6+6/18-20/x2, +1 
  scimitar) and +12 melee (1d8+5 plus paralysis, bite) and 
  +12 melee (1d4+2 plus paralysis, claw); SA Ghoul fever, 
  paralysis, sneak attack +2d6, stench; SQ Darkvision 60 
  ft., evasion, uncanny dodge, undead traits, +6 turn 
  resistance; AL CE; SV Fort +10, Ref +13, Will +9; Str 20, 
  Dex 22, Con –, Int 13, Wis 12, Cha 18. 
   
  Skills and Feats: Balance +12, Bluff +10, Climb +14, 
  Diplomacy +6, Hide +15, Intimidate +6, Jump +16, 
  Move Silently +15, Profession (sailor) +5, Spot +7, 
  Swim +19, Tumble +21, Use Rope +10; Ability Focus 
  (paralysis), 
  Combat 
  Expertise, 
  Great 
  Fortitude, 
  Improved Paralysis, Improved Turn Resistance, 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 38 
  Multiattack, Two-Weapon Defense, Two-Weapon 
  Fighting. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 16, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed on a DC 20 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Even elves can be affected 
  by this paralysis. The save DC is Charisma-based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 16 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. The 
  save DC is Charisma-based. 
   
  Possessions: +1 scimitar, dagger, light crossbow, 20 
  bolts, +1 studded leather, cloak of resistance +1, 2x 
  potions of shield of faith +2, 2x potion of inflict 
  moderate wounds, pouch with 576 gp in pearls. 
   
  * Unless surprised, they have quaffed a potion of 
  shield of faith +2. The effects have already been taken 
  into account, and the potion removed. 
   
  �Lacedons (2): Male ghast Ftr4/Rog4; CR 11; Medium 
  Undead (Aquatic); HD 12d12; hp 78; Init +6; Spd 30 ft., 
  Swim 30 ft.; AC 26* (touch 17, flat-footed 21); Base Atk 
  +9; Grp +14; Atk +14 melee (1d8+5 plus paralysis, bite) 
  or +15 melee (1d6+5/18-20/x2, masterwork scimitar); 
  Full Atk +13/+8 melee (1d6+5/18-20/x2, masterwork 
  scimitar) and +12 melee (1d8+5 plus paralysis, bite) and 
  +12 melee (1d4+2 plus paralysis, claw); SA Ghoul fever, 
  paralysis, sneak attack +2d6, stench; SQ Darkvision 60 
  ft., evasion, uncanny dodge, undead traits, +6 turn 
  resistance; AL CE; SV Fort +9, Ref +12, Will +8; Str 20, 
  Dex 22, Con –, Int 13, Wis 12, Cha 18. 
   
  Skills and Feats: Balance +12, Bluff +10, Climb +14, 
  Diplomacy +6, Hide +15, Intimidate +6, Jump +16, 
  Move Silently +15, Profession (sailor) +5, Spot +7, 
  Swim +19, Tumble +21, Use Rope +10; Ability Focus 
  (paralysis), 
  Combat 
  Expertise, 
  Great 
  Fortitude, 
  Improved Paralysis, Improved Turn Resistance, 
  Multiattack, Two-Weapon Defense, Two-Weapon 
  Fighting. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 16, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed on a DC 20 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Even elves can be affected 
  by this paralysis. The save DC is Charisma-based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 16 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. The 
  save DC is Charisma-based. 
   
  Possessions: Masterwork scimitar, dagger, light 
  crossbow, 20 bolts, +1 studded leather, cloak of 
  resistance +1, 2x potions of shield of faith +2, pouch 
  with 24 gp. 
   
  * Unless surprised, they have quaffed a potion of 
  shield of faith +2. The effects have already been taken 
  into account, and the potion removed. 
   
  Area 30: Shrine of Procan 
  �Poquann: Male spirit of the air Bbn3; CR 14; Large 
  Magical Beast (Air); HD 11d10+3d12+70; hp 142; Init 
  +6; Spd 40 ft., Climb 40 ft., fly 60 ft. (average); AC 32 
  (touch 15, flat-footed 26); Base Atk +14; Grp +25; Atk 
  +21 melee (2d6+8, +1 large trident); Full Atk 
  +21/+16/+11 melee (2d6+8, +1 large trident), and +18 
  melee (1d6+3, bite), and +18 melee (1d4+3, wing 
  buffet); Space/Reach 10 ft./10 ft.; SA Air mastery, rage 
  1/day, spell-like abilities, spells, whirlwind; SQ 
  Darkvision 60 ft., DR 10/magic, immunity to air 
  effects, low-light vision, scent, SR 23, uncanny dodge; 
  AL CN; SV Fort +17, Ref +16, Will +9; Str 24, Dex 22, 
  Con 21, Int 14, Wis 19, Cha 14. 
   
  Skills and Feats: Climb +18, Concentration +16, 
  Hide +14, Listen +19, Search +13, Spot +15, Survival 
  +14; Expertise, Hover, Improved Trip, Multiattack, 
  Power Attack. 
   
  Air Mastery (Ex): A spirit of the air gains a +1 
  bonus on its attack and damage rolls if its opponent is 
  airborne. 
   
  Spell-like Abilities (Ex): At will–call lightning, 
  control winds, detect magic; 1/day–confusion, control 
  weather, whirlwind, wind walk; Caster Lever 15th; save 
  DC 14 + spell level. 
   
  Whirlwind (Su): A spirit of the air can transform 
  itself into a whirlwind one per day and remain in that 
  form up to 10 rounds. In this form, a spirit of the air 
  can move through the air or along a surface at its fly 
  speed. 
   
  The whirlwind is 5 feet wide at its base, 20 feet 
  wide at the top, and 30 feet tall. The spirit of the air 
  controls the whirlwind’s exact height (using a standard 
  action to get taller or shorter), but it must be at least 10 
  feet tall. 
   
  Creatures one or more sizes smaller than that 
  spirit of the air might take damage when caught in the 
  whirlwind and may be lifted into the air. An affected 
  creature must succeed on a Reflex save (DC 21) when it 
  comes into contact with the whirlwind or take 2d6 
  points of damage. It must also succeed on a second 
  Reflex save (DC 21) or be pocked up bodily and held 
  suspended in the powerful winds, automatically taking 
  2d6 points of damage each round. A creature that can 
  fly is allowed a Reflex save each round to escape the 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 39 
  whirlwind. The creature still takes damage but can 
  leave if the save is successful. 
   
  A spirit of the air can eject any carried creature 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. The cloud is centered 
  on the spirit of the air and has a diameter equal to half 
  the whirlwind’s height. The cloud obscures vision, 
  including darkvision, beyond 5 feet. Creatures 5 feet 
  away have concealment, while those farther away have 
  total concealment. Those caught in the cloud also must 
  succeed on a DC 20 Concentration check to cast spells. 
   
  Spells Prepared (6/6/5/4/3; Base DC = 14 + spell 
  level): 0–create water, cure minor wounds (2), detect 
  magic (2), mending; 1st–cure light wounds, divine favor 
  (2), longstrider*, protection from evil, shield of faith; 
  2nd–aid, cure moderate wounds, fog cloud*, silence (2); 
  3rd–bestow curse, cure serious wounds, dispel magic, 
  fly*; 4th–dimensional door*, freedom of movement, 
  poison. 
   
  * Domain spell. Domains: Travel (7rds per day 
  freedom of movement against magical effects that 
  constrain movement); Water (turn fire creatures or 
  rebuke water creatures 6/day). Deity: Procan. 
   
  Possessions: +1 large trident, +1 mithral chain 
  shirt, cloak of resistance +2, necklace of adaptation. 
   
  Area 32: The Hold 
  �Scrag Bodyguards (2): Male troll Bbn4; CR 9; Large 
  Giant (Aquatic); HD 6d8+4d12+66; hp 121; Init +4; Spd. 
  30 ft., Swim 40 ft.; AC 25* (touch 14, flat-footed 21); 
  Base Atk +8; Grp +21; Atk +19* melee (1d8+11, claw); 
  Full Atk +19/+19* melee (1d8+11, claw) and +10 melee 
  (1d6+4, bite); Space/Reach 10 ft./10 ft.; SA Rage 2/day, 
  rend 2d8+13; SQ Darkvision 90 ft., low-light vision, 
  regeneration 5, scent, trap sense +1, uncanny dodge; AL 
  CE; SV Fort +17, Ref +8, Will +6; Str 28, Dex 18, Con 
  25, Int 6, Wis 11, Cha 2. 
   
  Skills and Feats: Listen +6, Spot +7, Survival +8, 
  Swim +15; Alertness, Improved Natural Attack (Claw), 
  Iron Will, Weapon Focus (Claw). 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an additional 2d8+12 
  points of damage. 
   
  Regeneration (Ex):  Fire and acid deal normal 
  damage to a troll. It regenerates only if mostly 
  immersed in water. 
   
  Rage (Ex): During rage the scrags are modified as 
  such: hp +20; AC 23* (touch 11, flat-footed 19); Atk +19 
  melee (1d8+11, claw); Full Atk +21/+21 melee (1d8+13, 
  claw) and +13 melee (1d6+5, bite); SA Rend 2d8+16; SV 
  Fort +19, Will +8. 
   
  * The scrags are under the effect of a greater magic 
  fang and a resist energy cast at CL 8 and a barkskin cast 
  at CL 3. One of the scrags is also protected by a 
  freedom of movement cast at CL 8. 
   
  Possessions: +1 studded leather, cloak of resistance 
  +1, ring of protection +1, potion of cure serious 
  wounds, potion of barkskin +3, pouch with pearls. 
   
  �Sahuagin envoy: Male sahuagin Drd8; Medium 
  Monstrous Humanoid (Aquatic); CR 9; HD 10d8+30; 
  hp 79; Init +0; Spd 30 ft., Swim 60 ft.; AC 18 (touch 10, 
  flat-footed 18); Base Atk +8; Grp +10; Atk +10 melee 
  (1d4+2, talon); Full Atk +10/+10 melee (1d4+2, talon) 
  and +8 melee (1d4+1, bite); SA Blood frenzy, rake 
  1d4+1; SQ Animal companion, blindsense 30 ft., 
  darkvision 60 ft., freshwater sensitivity, light blindness, 
  speak with sharks, resist nature’s lure, trackless step, 
  water dependent, wild empathy, wild shape 3/day 
  (Large), woodland stride; AL NE; SV Fort +11, Ref +6, 
  Will +14; Str 14, Dex 11, Con 14, Int 16, Wis 19, Cha 
  13. 
   
  Skills and Feats: Concentration +18, Diplomacy 
  +10, Handle Animal +6 (+10 with sharks), Hide +6 (+10 
  underwater), Knowledge (Nature) +14, Listen +16 (+20 
  underwater), Professions (Hunter) +5 (+9 within 50 
  miles of lair), Ride +3, Spot +16 (+20 underwater), 
  Survival +18 (+22 within 50 miles of lair), Swim +13; 
  Great Fortitude, Improved Toughness, MultiattackB, 
  Natural Spell, Skill Focus (Concentration). 
   
  Blindsense (Ex): A sahuagin can locate creatures 
  underwater within a 30-foot radius. This ability works 
  only when the sahuagin is underwater. 
   
  Blood Frenzy: Once per day a sahuagin that takes 
  damage in combat can fly into a frenzy in the following 
  round, clawing and biting madly until either it or its 
  opponent is dead. It gains +2 Constitution and +2 
  Strength, and takes a –2 penalty to Armor Class. A 
  sahuagin cannot end its frenzy voluntarily.  
   
  Rake (Ex): Attack bonus +2 melee, damage 1d4+1. 
  A sahuagin also gains two rake attacks when it attacks 
  while swimming. 
   
  Freshwater Sensitivity (Ex): A sahuagin fully 
  immersed in fresh water must succeed on a DC 15 
  Fortitude save or become fatigued. Even on a success, it 
  must repeat the save attempt every 10 minutes it 
  remains immersed. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds 
  sahuagin for round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Speak 
  with 
  Sharks 
  (Ex): 
  Sahuagin 
  can 
  communicate telepathically with sharks up to 150 feet 
  away. The communication is limited to fairly simple 
  concepts such as “food,” “danger,” and “enemy.” 
  Sahuagin can use the Handle Animal skill to befriend 
  and train sharks. 
   
  Water Dependent (Ex): Sahuagin can survive out 
  of the water for 1 hour per 2 points of Constitution 
  (after that, refer to the drowning rules on page 304 of 
  the Dungeon Master ’s Guide). 
   
  Wild Shape: Favorite form is that of a giant 
  octopus – hp 69, AC 18 (touch 11, flat-footed 16), Grp 
  +17; Atk +12 melee (1d4+5, tentacle), Full Atk 
  +12/+12/+12/+12/+12/+12/+12/+12 (1d4+5, tentacle) 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 40 
  and +7 melee (1d3+2, bite), SA constrict (2d8+6), 
  improved grab, Reach 20 ft. with tentacle, Str 20, Dex 
  15, Con 13. 
   
  Spells Prepared (6/5/4/4/3; Base DC = 14 + spell 
  level): 0–detect magic (2), detect poison (2), flare, read 
  magic; 1st–charm animal, cure light wounds (2), 
  entangle, hide from animals; 2nd–resist energy (2); 3rd–
  cure moderate wounds, greater magic fang (2), poison; 
  4th–dispel magic, languor, freedom of movement. 
   
  Possessions: Masterwork studded leather, amulet 
  of wisdom +2, cloak of resistance +1, wand of resist 
  energy (25 charge), 3x scroll of barkskin, potion of 
  barkskin +3, spell component pouch. 
   
  �Shark animal companion: Large Animal (Aquatic); 
  HD 9d8+18; hp 58; Init +7; Spd Swim 60 ft.; AC 20* 
  (touch 12, flat-footed 17); Base Atk +6; Grp +14; Atk +9 
  melee (2d6+6, bite); Full Atk +9 melee (2d6+6, bite); 
  Space/Reach 10 ft./5 ft.; SQ Blindsense, evasion, keen 
  scent, share spells; AL N; SV Fort +9, Ref +9, Will +4; 
  Str 18, Dex 16, Con 14, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Listen +9, Spot +8, Swim +12; 
  Alertness, Great Fortitude, Improved Initiative, 
  Improved Natural Attack. 
   
  * Protected by a barkskin spell cast at CL 3. 
   
  Area 33: Coven’s Laboratory  
  �Fhiel: Sea Hag Sor8; CR 11; Medium Monstrous 
  Humanoid (Aquatic); HD 3d8+8d4+36; hp 73; Init +2; 
  Spd 30 ft., Swim 40 ft.; AC 15 (touch 12, flat-footed 13); 
  Base Atk +7; Grp +10; Atk +10 melee (1d4+3, claw); Full 
  Atk +10/+10 melee (1d4+3, claw); SA Horrific 
  appearance, evil eye; SQ Ambibious, SR 14; AL CE; SV 
  Fort +7, Ref +8, Will +11; Str 17, Dex 14, Con 16, Int 12, 
  Wis 13, Cha 22. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (Arcana) +7, Knowledge (History) +5, Hide +6, Listen 
  +7, Spellcraft +9, Spot +12, Swim +12; Alertness, Skill 
  Focus (Concentration), Spell Focus (Enchantment), 
  Toughness. 
   
  Horrific Appearance (Su): The sight of a sea hag is 
  so revolting that anyone (other than another hag) who 
  sets eyes upon one must succeed on a DC 17 Fortitude 
  save or instantly be weakened, taking 2d6 points of 
  Strength damage. This damage cannot reduce a victim’s 
  Strength score below 0, but anyone reduced to 
  Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
   
  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 17 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 17 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
   
  Spells Known (6/8/8/6/4; Base DC = 16 + spell 
  level): 0–daze, detect magic, detect poison, flare, 
  mending, message, prestidigitation, read magic; 1st–
  charm person*, mage armor, magic missile, ray of 
  enfeeblement, shield; 2nd–blindness/deafness, resist 
  energy, tasha’s hideous laughter*; 3rd–haste, slow; 4th–
  confusion*. 
   
  * Due to Spell Focus (Enchantment) the Base DC = 
  17 + spell level for these spells. 
   
  Possessions: Cloak of charisma +2, eyes of the 
  eagle, 2x scroll of see invisibility, scroll of gaseous 
  form, scroll of locate object, wand of mage armor, spell 
  component pouch. 
   
  �Tieghan: Sea Hag Clr8; CR 11; Medium Monstrous 
  Humanoid (Aquatic); HD 11d8+36; hp 89; Init +0; Spd 
  30 ft., swim 40 ft.; AC 22 (touch 10, flat-footed 22); Base 
  Atk +9; Grp +15; Atk +15 melee (1d4+6, claw); Full Atk 
  +15/+15 melee (1d4+6, claw); SA Horrific appearance, 
  evil eye, 1/day smite (+4 atk, +8 dmg), spontaneous 
  inflict; SQ Amphibious, rebuke undead 4/day, SR 14; 
  AL CE; SV Fort +11, Ref +6, Will +15; Str 22, Dex 10, 
  Con 16, Int 12, Wis 20, Cha 14. 
   
  Skills and Feats: Concentration +15, Diplomacy +8, 
  Knowledge (religion) +11, Hide -1, Listen +11, Spot 
  +11, Swim +5; Alertness, Corpsecrafter, Destruction 
  Retribution, Toughness. 
   
  Horrific Appearance (Su): The sight of a sea hag is 
  so revolting that anyone (other than another hag) who 
  sets eyes upon one must succeed on a DC 13 Fortitude 
  save or instantly be weakened, taking 2d6 points of 
  Strength damage. This damage cannot reduce a victim’s 
  Strength score below 0, but anyone reduced to 
  Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
   
  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 13 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 13 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
   
  Spells prepared (6/7/5/5/4; Base DC = 15 + spell 
  level): 0–cure minor wounds, detect magic (2), read 
  magic (2), resistance; 1st–cure light wounds (2), divine 
  favor (2), protection from good*, shield of faith (2); 2nd–
  cure moderate wounds, death knell, resist energy (2), 
  shatter*; 3rd–dispel magic (2), cure serious wounds, 
  invisibility purge, magic circle against good*; 4th–
  freedom of movement (2), spell immunity, unholy 
  blight* 
   
  * Domain spell. Deity: Panzuriel; Domains: 
  Destruction (smite 1/day), Evil (+1 caster level Evil 
  spells). 
   
  Possessions: Silver dagger, light crossbow, 20 cold 
  iron bolts, masterwork full plate, masterwork buckler, 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 41 
  cloak of resistance +1, periapt of wisdom +2, silver holy 
  symbol, spell component pouch. 
   
  �Raesa: Sea Hag Ftr7; CR 11; Medium Monstrous 
  Humanoid (Aquatic); HD 3d8+7d10+33; hp 88; Init +2; 
  Spd 40 ft., Swim 60 ft.; AC 24 (touch 11, flat-footed 23); 
  Base Atk +10; Grp +17; Atk +19 melee (2d4+12/19-
  20/x4, masterwork scythe) or +17 melee (1d4+7, claw); 
  Full Atk +18/+13 melee (2d4+12/19-20/x4, masterwork 
  scythe) or +17/+16 melee (1d4+7, claw); SA Horrific 
  appearance, evil eye; SQ Amphibious, SR 14; AL CE; 
  SV Fort +10, Ref +8, Will +11; Str 24, Dex 14, Con 16, 
  Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Knowledge (local: Core) +3, Hide 
  +4, Intimidate +8, Listen +8, Spot +8, Swim +10; 
  Alertness, Improved Buckler Defense, Improved 
  Critical (scythe), Iron Will, Power Attack, Toughness, 
  Weapon Focus (scythe), Weapon Specialization 
  (scythe). 
   
  Horrific Appearance (Su): The sight of a sea hag is 
  so revolting that anyone (other than another hag) who 
  sets eyes upon one must succeed on a DC 12 Fortitude 
  save or instantly be weakened, taking 2d6 points of 
  Strength damage. This damage cannot reduce a victim’s 
  Strength score below 0, but anyone reduced to 
  Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
   
  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 12 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 12 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
   
  Possessions: Masterwork scythe, silver dagger, 
  light crossbow, 20x cold iron bolts, +1 full plate, +1 
  buckler, boots of striding and springing, cloak of 
  resistance +1. 
   
  Coven Powers:  
  Spell-Like Abilities: 3/day—animate dead, bestow 
  curse (DC 17), control weather, dream, forcecage, mind 
  blank, mirage arcana (DC 18), polymorph, veil (DC 19), 
  vision. Caster level 9th. The save DCs are based on a 
  Charisma score of 16. To use one of these abilities 
  (which requires a full-round action), all three hags 
  must be within 10 feet of one another, and all must 
  participate. 
   
  Note that mindblank is cast on Raesa in advance 
  and that veil has been used as well. 
   
   
   
  
  CORS5-01 The Jungle of Lost Ships 
   
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  APPENDIX 3:  
  APL 14 
  Encounter 1: The Great Seaweed 
  �Harpy Sor14 (1): CR 14; Medium Monstrous 
  Humanoid; HD 7d8 plus 14d4; hp 76; Init +2; Spd 20 
  ft., fly 80 ft. (average); AC 13, touch 12, flat-footed 11; 
  Base Atk +14/+9/+4 Grp +14; Atk +14 melee (1d6, club); 
  Full Atk +14/+9/+4 melee (1d6, club) and +9 melee 
  (1d3, claw); SA Captivating song, spells; SQ Darkvision 
  60 ft., summon familiar; AL CE; SV Fort +8, Ref +11, 
  Will +14; Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 19. 
   
  Skills and Feats: Bluff +12, Concentration +15, 
  Intimidate +8, Listen +7, Perform (oratory) +6, Spot +3; 
  Dodge, Empower Spell, Flyby Attack, Great Fortitude, 
  Mobility, Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed at a DC 16 Will save or become 
  captivated. This is a sonic, mind-affecting charm effect. 
  If the save is successful, that creature cannot be 
  affected again by that harpy’s song for 24 hours. The 
  save DC is Charisma based.   
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area, that creature gets a second saving 
  throw. Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of 
  the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round hereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Skills: Harpies have a +4 racial bonus on Bluff and 
  Listen checks. 
   
  Spells Known: (6/7/7/7/7/6/5/3; base DC = 14 + 
  spell level): 0- acid splash, dancing lights, daze, detect 
  magic, mage hand, ray of frost, read magic, resistance, 
  touch of fatigue; 1st- color spray, mage armor, magic 
  missile, ray of enfeeblement, shield; 2nd- melf’s acid 
  arrow, mirror image, protection from arrows, resist 
  energy, scorching ray; 3rd- blink, dispel magic, fireball, 
  slow; 4th- confusion, Evard’s black tentacles, lesser 
  globe of invulnerability, polymorph; 5th- cone of cold, 
  feeblemind, telekinesis; 6th- disintegrate, spell turning; 
  7th- prismatic spray. 
   
  Possessions: Club. 
   
  �Harpy Drd14 (1): CR 14; Medium Monstrous 
  Humanoid; HD 7d8 plus 14d8; hp 101; Init +2; Spd 20 
  ft., fly 80 ft. (average); AC 13, touch 12, flat-footed 11; 
  Base Atk +16/+11/+6; Grp +16; Atk +16 melee (1d6, 
  club); Full Atk +16/+11/+6 melee (1d6, club) and +11 
  melee (1d3, claw); SA Captivating song; SQ Darkvision 
  60 ft. animal companion, nature sense, wild empathy, 
  woodland stride, trackless step, resist nature’s lure, wild 
  shape (5/day), venom immunity, thousand faces; AL 
  NE; SV Fort +13, Ref +11, Will +18; Str 10, Dex 15, Con 
  10, Int 7, Wis 18, Cha 17. 
   
  Skills and Feats: Bluff +11, Concentration +17, 
  Handle Animal +5, Intimidate +7, Knowledge (nature) 
  +14, Listen +7, Perform (oratory) +5, Spot +3, Survival 
  +15; Dodge, Flyby Attack, Great Fortitude, Mobility, 
  Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed at a DC 16 Will save or become 
  captivated. This is a sonic, mind-affecting charm effect. 
  If the save is successful, that creature cannot be 
  affected again by that harpy’s song for 24 hours. The 
  save DC is Charisma based.   
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area, that creature gets a second saving 
  throw. Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of 
  the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round hereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Resist Nature’s Lure (Ex): The druid gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Wild Shape (Su): The druid may transform 
  himself into an Small, Medium or Large-sized creature 
  from the Monster Manual a set number of times per 
  day. This ability functions as the spell polymorph 
  except as noted here. The effect lasts for 1 hour per 
  druid level or until he changes back into his own form. 
  Changing form is a standard action that doesn’t 
  provoke an attack of opportunity. The form chosen 
  must be that of one known to the druid. A druid looses 
  his power of speech while in animal form.  
   
  Skills: Harpies have a +4 racial bonus on Bluff and 
  Listen checks. 
   
  Spells Prepared: (6/6/6/5/5/3/3/2; base DC = 14 + 
  spell level: 0- cure minor wounds, detect magic, flare, 
  guidance, purify food and drink, resistance; 1st- cure 
  light wounds (2), entangle, faerie fire, obscuring mist, 
  shillelagh; 2nd- barkskin, bear’s endurance, heat metal 
  (2), resist energy, warp wood; 3rd- call lightning, cure 
  moderate wounds, dominate animal, poison, protection 
  from energy; 4th- control water, cure serious wounds, 
  flame strike, freedom of movement, ice storm; 5th- call 
  lightning storm, cure critical wounds, insect plague; 
  6th- antilife shell, fire seeds, greater dispel magic; 7th- 
  creeping doom, heal. 
   
  Possessions: Club. 
   
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 43 
  Area 1: Main Deck – Green Horror 
  �Bloodthorn, 23 HD fiendish (2):  CR 11; Huge Plant 
  (Extraplannar); HD 23d8+161; hp 264; Init +3; Spd 0 ft.; 
  AC 18 (touch 11, flat-footed 15); Base Atk +17; Grp +35; 
  Atk 
  +25 
  melee 
  (1d8+10, 
  tendril); 
  Full 
  Atk 
  +25/+25/+25/+25 melee (1d8+10, tendril); Space/Reach 
  15 ft./15 ft.; SA Blood drain, improved grab, smite good 
  1/day (+23 dmg); SQ Darkvision 60 ft., DR 10/magic, 
  plant traits, resistance cold/fire 10, SR 25; SV Fort +22, 
  Ref +10, Will +8; Str 30, Dex 17, Con 24, Int –, Wis 12, 
  Cha 2. 
   
  Skills and Feats: – 
   
  Blood Drain (Ex): If a bloodthorn grabs an 
  opponent, it begins draining blood. It deals 1d4 points 
  of Constitution damage with each successful grapple 
  check. If the opponent wins a grapple check, one of the 
  bloodthorn’s 
  tentacles 
  comes 
  loose 
  from 
  the 
  opponent’s body. The resulting wound continues to 
  lose blood for 1 additional round. 
   
  Improved Grab (Ex): If a bloodthorn hits an 
  opponent that is at least one size category smaller than 
  itself with at least two tendril attacks, it deals normal 
  damage for each tendril and attempts to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it gets a hold, it can use its blood drain 
  ability. Each successful grapple check it makes during 
  successive rounds automatically deals tendril damage 
  and drains blood. 
   
  Possessions: – 
   
  �Skalesh: Vine horror Sor10; CR 11; Medium-size 
  Plant (Aquatic); HD 5d8+10d4+90; hp 137; Init +1; Spd 
  30 ft., Swim 20 ft.; AC 18 (touch 10, flat-footed 18); Base 
  Atk +8; Grp +11; Atk +11 melee (1d6+3, slam); Full Atk 
  +11/+11 melee (1d6+3, slam); SA Animate vines; SQ 
  Half damage from piercing and slashing, malleability, 
  plant traits; AL NE; SV Fort +13, Ref +5, Will +9; Str 16, 
  Dex 12, Con 23, Int 11, Wis 13, Cha 16. 
   
  Skills and Feats: Concentration +16, Hide +16 (+31 
  when in an area with a lot of algae), Listen +5, 
  Spellcraft +6, Spot +5, Swim +16; Alertness, Blind-
  Fight, Empower Spell, Extend Spell, Practiced 
  Spellcaster, Silent Spell. 
   
  Animate Vines (Sp): A vine horror can use this 
  ability to animate any single vine or similar kind of 
  plant life within 90 feet. An animated vine fights as an 
  assassin vine in all respects (see the Monster Manual). 
  An animated vine loses its ability to fight if the vine 
  horror that animated it is incapacitated or moves out of 
  range. 
   
  Malleability (Ex): Because of a vine horror’s 
  unusual body structure, it can compress its body 
  enough to squeeze through a 1-inch-wide crack. Cracks 
  and similar openings that are 1 inch or more in width 
  do not slow the vine horror at all. 
   
  Spells Known (6/7/7/7/5/3; Base DC = 13 + Spell 
  Level): 0–acid splash, daze, detect magic, mage hand, 
  mending, message, prestidigitation, read magic; 1st–
  mage armor, magic missile, protection from good, ray 
  of 
  enfeeblement, 
  shield; 
  2nd–blindness/deafness, 
  glitterdust, resist energy, scorching ray; 3rd–dispel 
  magic, fire ball, stinking cloud; 4th–enervation, greater 
  invisibility; 5th–telekinesis. 
   
  * Note that due to the feat Practiced Spellcaster its 
  effective CL is 14 and NOT 10. 
   
  Possessions: Spell component pouch. 
   
  Area 14: Orlop 
  �Maristern: Male spectre (human) Rog6; CR 13; 
  Medium Undead (Incorporeal); HD 13d12; hp 84; Init 
  +9; Spd 40 ft., fly 80 ft. (perfect); AC 19 (touch 19, flat-
  footed 15); Base Atk +7; Grp –; Atk +12 melee (1d8 plus 
  energy drain, incorporeal touch); Full Atk +12 melee 
  (1d8 plus energy drain, incorporeal touch); SA Energy 
  drain, create spawn, sneak attack +3d6; SQ Darkvision 
  60 ft., evasion, incorporeal traits, +6 turn resistance, 
  sunlight powerlessness, uncanny dodge, undead traits, 
  unnatural aura; AL LE; SV Fort +4, Ref +12, Will +8; Str 
  –, Dex 21, Con –, Int 14, Wis 12, Cha 18. 
   
  Skills and Feats: Balance +12, Bluff +14, Hide +21, 
  Intimidate +14, Jump +7, Knowledge (religion) +12, 
  Listen +16, Search +12, Sense Motive +9, Spot +16, 
  Survival +1 (+3 following tracks), Tumble +23; Dodge, 
  Improved Initiative, Improved Turn Resistance, 
  Mobility, Spring Attack. 
   
  Energy Drain (Su): Living creatures hit by a 
  spectre’s incorporeal touch attack gain two negative 
  levels. The DC is 17 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each such negative level bestowed, the spectre gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  spectre becomes a spectre in 1d4 rounds. Spawn are 
  under the command of the spectre that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  spectre at a distance of 30 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
   
  Sunlight 
  Powerlessness 
  (Ex): 
  Spectres 
  are 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only a single move or attack 
  action in a round. 
   
  Possessions: – 
   
  �Captain Krovtosh: Male ghast Ftr4/Rog6; CR 13; 
  Medium Undead (Aquatic); HD 14d12; hp 91; Init +6; 
  Spd 30 ft., Swim 30 ft.; AC 27* (touch 17, flat-footed 
  22); Base Atk +10; Grp +15; Atk +15 melee (1d8+5 plus 
  paralysis, bite) or +16 melee (1d6+6/15-20/x2, +1 keen 
  scimitar); Full Atk +14/+9 melee (1d6+6/15-20/x2, +1 
  keen scimitar) and +13 melee (1d8+5 plus paralysis, 
  bite) and +13 melee (1d4+2 plus paralysis, claw); SA 
  Ghoul fever, paralysis, sneak attack +3d6, stench; SQ 
  Darkvision 60 ft., evasion, uncanny dodge, undead 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 44 
  traits, +6 turn resistance; AL CE; SV Fort +10, Ref +13, 
  Will +9; Str 20, Dex 22, Con –, Int 13, Wis 12, Cha 18. 
   
  Skills and Feats: Balance +18, Bluff +10, Climb +14, 
  Diplomacy +6, Hide +20, Intimidate +6, Jump +16, 
  Move Silently +20, Profession (sailor) +5, Spot +7, 
  Swim +19, Tumble +23, Use Rope +10; Ability Focus 
  (paralysis), 
  Combat 
  Expertise, 
  Great 
  Fortitude, 
  Improved Paralysis, Improved Turn Resistance, 
  Multiattack, Two-Weapon Defense, Two-Weapon 
  Fighting. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 16, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed on a DC 20 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Even elves can be affected 
  by this paralysis. The save DC is Charisma-based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 16 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. The 
  save DC is Charisma-based. 
   
  Possessions: +1 keen scimitar, dagger, light 
  crossbow, 20 bolts, +1 studded leather, cloak of 
  resistance +1, amulet of natural armor +1, 2x potions of 
  shield of faith +2, 2x potion of inflict moderate 
  wounds, pouch with 24 gp. 
   
  * Unless surprised, they have quaffed a potion of 
  shield of faith +2. The effects have already been taken 
  into account, and the potion removed. 
   
  �Lacedons (2): Male ghast Ftr4/Rog6; CR 13; Medium 
  Undead (Aquatic); HD 14d12; hp 91; Init +6; Spd 30 ft., 
  Swim 30 ft.; AC 27* (touch 17, flat-footed 22); Base Atk 
  +10; Grp +15; Atk +15 melee (1d8+5 plus paralysis, bite) 
  or +16 melee (1d6+6/18-20/x2, +1 scimitar); Full Atk 
  +14/+9 melee (1d6+6/18-20/x2, +1 scimitar) and +13 
  melee (1d8+5 plus paralysis, bite) and +13 melee (1d4+2 
  plus paralysis, claw); SA Ghoul fever, paralysis, sneak 
  attack +3d6, stench; SQ Darkvision 60 ft., evasion, 
  uncanny dodge, undead traits, +6 turn resistance; AL 
  CE; SV Fort +10, Ref +13, Will +9; Str 20, Dex 22, Con –
  , Int 13, Wis 12, Cha 18. 
   
  Skills and Feats: Balance +18, Bluff +10, Climb +14, 
  Diplomacy +6, Hide +20, Intimidate +6, Jump +16, 
  Move Silently +20, Profession (sailor) +5, Spot +7, 
  Swim +19, Tumble +23, Use Rope +10; Ability Focus 
  (paralysis), 
  Combat 
  Expertise, 
  Great 
  Fortitude, 
  Improved Paralysis, Improved Turn Resistance, 
  Multiattack, Two-Weapon Defense, Two-Weapon 
  Fighting. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 16, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed on a DC 20 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Even elves can be affected 
  by this paralysis. The save DC is Charisma-based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 16 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. The 
  save DC is Charisma-based. 
   
  Possessions: +1 scimitar, dagger, light crossbow, 20 
  bolts, +1 studded leather, cloak of resistance +1, amulet 
  of natural armor +1, 2x potions of shield of faith +2, 
  pouch with 24 gp. 
   
  * Unless surprised, they have quaffed a potion of 
  shield of faith +2. The effects have already been taken 
  into account, and the potion removed. 
   
  Area 30: Shrine of Procan 
  �Poquann: Male spirit of the air Bbn5; CR 16; Large 
  Magical Beast (Air); HD 11d10+5d12+96; hp 181; Init 
  +6; Spd 40 ft., Climb 40 ft., fly 60 ft. (average); AC 32 
  (touch 15, flat-footed 26); Base Atk +16; Grp +27; Atk 
  +23 melee (2d6+8+1d6 electricity, +1 large shocking 
  trident); Full Atk +23/+18/+13/+8 melee (2d6+8+1d6 
  shocking, +1 large shocking trident), and +20 melee 
  (1d6+3, bite), and +20 melee (1d4+3, wing buffet); 
  Space/Reach 10 ft./10 ft.; SA Air mastery, rage 2/day, 
  spell-like abilities, spells, whirlwind; SQ Darkvision 60 
  ft., DR 10/magic, immunity to air effects, improved 
  uncanny dodge, low-light vision, scent, SR 23; AL CN; 
  SV Fort +19, Ref +16, Will +9; Str 24, Dex 22, Con 22, 
  Int 14, Wis 19, Cha 14. 
   
  Skills and Feats: Climb +18, Concentration +16, 
  Hide +14, Intimidate +14, Listen +19, Search +13, Spot 
  +15, Survival +14; Cleave, Expertise, Hover, Improved 
  Trip, Multiattack, Power Attack. 
   
  Air Mastery (Ex): A spirit of the air gains a +1 
  bonus on its attack and damage rolls if its opponent is 
  airborne. 
   
  Spell-like Abilities (Ex): At will–call lightning, 
  control winds, detect magic; 1/day–confusion, control 
  weather, whirlwind, wind walk; Caster Lever 15th; save 
  DC 14 + spell level. 
   
  Whirlwind (Su): A spirit of the air can transform 
  itself into a whirlwind one per day and remain in that 
  form up to 10 rounds. In this form, a spirit of the air 
  can move through the air or along a surface at its fly 
  speed. 
   
  The whirlwind is 5 feet wide at its base, 20 feet 
  wide at the top, and 30 feet tall. The spirit of the air 
  controls the whirlwind’s exact height (using a standard 
  action to get taller or shorter), but it must be at least 10 
  feet tall. 
  
  CORS5-01 The Jungle of Lost Ships 
   
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  Creatures one or more sizes smaller than that 
  spirit of the air might take damage when caught in the 
  whirlwind and may be lifted into the air. An affected 
  creature must succeed on a Reflex save (DC 21) when it 
  comes into contact with the whirlwind or take 2d6 
  points of damage. It must also succeed on a second 
  Reflex save (DC 21) or be pocked up bodily and held 
  suspended in the powerful winds, automatically taking 
  2d6 points of damage each round. A creature that can 
  fly is allowed a Reflex save each round to escape the 
  whirlwind. The creature still takes damage but can 
  leave if the save is successful. 
   
  A spirit of the air can eject any carried creature 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. The cloud is centered 
  on the spirit of the air and has a diameter equal to half 
  the whirlwind’s height. The cloud obscures vision, 
  including darkvision, beyond 5 feet. Creatures 5 feet 
  away have concealment, while those farther away have 
  total concealment. Those caught in the cloud also must 
  succeed on a DC 20 Concentration check to cast spells. 
   
  Spells Prepared (6/6/5/4/3; Base DC = 14 + spell 
  level): 0–create water, cure minor wounds (2), detect 
  magic (2), mending; 1st–cure light wounds, divine favor 
  (2), longstrider*, protection from evil, shield of faith; 
  2nd–aid, cure moderate wounds, fog cloud*, silence (2); 
  3rd–bestow curse, cure serious wounds, dispel magic, 
  fly*; 4th–dimensional door*, freedom of movement, 
  poison. 
   
  * Domain spell. Domains: Travel (7rds per day 
  freedom of movement against magical effects that 
  constrain movement); Water (turn fire creatures or 
  rebuke water creatures 6/day). Deity: Procan. 
   
  Possessions: +1 large shocking trident, +1 mithral 
  chain shirt, cloak of resistance +2, necklace of 
  adaptation. 
   
  Area 32: The Hold 
  �Scrag Bodyguards (2): Male troll Bbn6; CR 11; Large 
  Giant (Aquatic); HD 6d8+6d12+96; hp 165; Init +4; Spd. 
  30 ft., Swim 40 ft.; AC 28* (touch 14, flat-footed 24*); 
  Base Atk +10; Grp +23; Atk +21* melee (1d8+11, claw); 
  Full Atk +21/+21* melee (1d8+11, claw) and +12 melee 
  (1d6+4, bite); Space/Reach 10 ft./10 ft.; SA Rage 2/day, 
  rend 2d8+13; SQ Darkvision 90 ft., improved uncanny 
  dodge, low-light vision, regeneration 5, scent, trap 
  sense +2; AL CE; SV Fort +20, Ref +10, Will +8; Str 28, 
  Dex 18, Con 26, Int 6, Wis 11, Cha 2. 
   
  Skills and Feats: Listen +6, Spot +7, Survival +10, 
  Swim +17; Alertness, Improved Natural Attack (Claw), 
  Iron Will, Power Attack, Weapon Focus (Claw). 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an additional 2d8+12 
  points of damage. 
   
  Regeneration (Ex):  Fire and acid deal normal 
  damage to a troll. It regenerates only if mostly 
  immersed in water. 
   
  Rage (Ex): During rage the scrags are modified as 
  such: hp +24; AC 26* (touch 12, flat-footed 22*); Atk 
  +23* melee (1d8+13, claw); Full Atk +23/+23* melee 
  (1d8+13, claw) and +15 melee (1d6+5, bite); SA Rend 
  2d8+16; SV Fort +22, Will +10. 
   
  * The scrags are protected by barkskin, resist 
  energy (fire), greater magic fang and freedom of 
  movement cast at CL 10. 
   
  Possessions: +2 studded leather, cloak of resistance 
  +2, ring of protection +1, 2x potion of cure serious 
  wounds, pouch of pearls. 
   
  �Sahuagin envoy: Male sahuagin Drd10; Medium 
  Monstrous Humanoid (Aquatic); CR 11; HD 12d8+36; 
  hp 95; Init +0; Spd 30 ft., Swim 60 ft.; AC 20* (touch 10, 
  flat-footed 20); Base Atk +9; Grp +11; Atk +13* melee 
  (1d4+4, talon); Full Atk +13/+13* melee (1d4+4, talon) 
  and +9 melee (1d4+1, bite); SA Blood frenzy, rake 
  1d4+1; SQ Animal companion, blindsense 30 ft., 
  darkvision 60 ft., freshwater sensitivity, light blindness, 
  speak with sharks, resist nature’s lure, trackless step, 
  venom immunity, water dependent, wild empathy, 
  wild shape 4/day (Large), woodland stride; AL NE; SV 
  Fort +12, Ref +7, Will +16; Str 14, Dex 11, Con 14, Int 
  16, Wis 20, Cha 13. 
   
  Skills and Feats: Concentration +20, Diplomacy 
  +12, Handle Animal +6 (+10 with sharks), Hide +6 (+10 
  underwater), Knowledge (Nature) +14, Listen +19 (+23 
  underwater), Professions (Hunter) +8 (+12 within 50 
  miles of lair), Ride +3, Spot +19 (+23 underwater), 
  Survival +21 (+25 within 50 miles of lair), Swim +15; 
  Great Fortitude, Improved Toughness, MultiattackB, 
  Natural Spell, Skill Focus (Concentration), Spell Focus 
  (Transmutation). 
   
  Blindsense (Ex): A sahuagin can locate creatures 
  underwater within a 30-foot radius. This ability works 
  only when the sahuagin is underwater. 
   
  Blood Frenzy: Once per day a sahuagin that takes 
  damage in combat can fly into a frenzy in the following 
  round, clawing and biting madly until either it or its 
  opponent is dead. It gains +2 Constitution and +2 
  Strength, and takes a –2 penalty to Armor Class. A 
  sahuagin cannot end its frenzy voluntarily.  
   
  Rake (Ex): Attack bonus +2 melee, damage 1d4+1. 
  A sahuagin also gains two rake attacks when it attacks 
  while swimming. 
   
  Freshwater Sensitivity (Ex): A sahuagin fully 
  immersed in fresh water must succeed on a DC 15 
  Fortitude save or become fatigued. Even on a success, it 
  must repeat the save attempt every 10 minutes it 
  remains immersed. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds 
  sahuagin for round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Speak 
  with 
  Sharks 
  (Ex): 
  Sahuagin 
  can 
  communicate telepathically with sharks up to 150 feet 
  away. The communication is limited to fairly simple 
  concepts such as “food,” “danger,” and “enemy.” 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 46 
  Sahuagin can use the Handle Animal skill to befriend 
  and train sharks. 
   
  Water Dependent (Ex): Sahuagin can survive out 
  of the water for 1 hour per 2 points of Constitution 
  (after that, refer to the drowning rules on page 304 of 
  the Dungeon Master ’s Guide). 
   
  Wild Shape: Favorite form is that of a giant 
  octopus – hp 69, AC 20* (touch 11, flat-footed 18), Grp 
  +17; Atk +15* melee (1d4+7, tentacle), Full Atk 
  +15/+15/+15/+15/+15/+15/+15/+15* (1d4+7, tentacle) 
  and +7 melee (1d3+2, bite), SA constrict (2d8+6), 
  improved grab, Reach 20 ft. with tentacle, Str 20, Dex 
  15, Con 13. 
   
  Spells Prepared (6/6/5/4/4/3; Base DC = 15 + spell 
  level): 0–detect magic (2), detect poison (2), flare, read 
  magic; 1st–charm animal, cure light wounds (2), 
  entangle* (2), hide from animals; 2nd–barkskin (2), 
  resist energy (1); 3rd–greater magic fang (3), poison; 
  4th–dispel magic, languor*, freedom of movement (2); 
  5th–animal growth, baleful polymorph*, wall of thorns. 
   
  * Due to Spell Focus (Transmutation) the base DC 
  = 16 + spell level for these spells. 
   
  Possessions: Masterwork studded leather, amulet 
  of wisdom +2, cloak of resistance +1, horn of 
  goodness/evil*, wand of resist energy (25 charges), 3x 
  scroll of barkskin, potion of barkskin +3,spell 
  component pouch. 
   
  * He used the horn on himself and has a +2 
  Deflection Bonus against attacks made by good aligned 
  opponents, and +2 resistance on saves. He is also 
  protected by a barkskin cast at CL 3 and a greater magic 
  fang cast at CL 10. 
   
  �Shark animal companion: Huge Animal (Aquatic); 
  HD 10d8+20; hp 65; Init +6; Spd Swim 60 ft.; AC 17* 
  (touch 10, flat-footed 15); Atk +7; Grp +20; Atk +10 
  melee (2d6+7, bite); Full Atk +10 melee (2d6+7, bite); 
  SQ Blindsense, keen scent, share spells; Space/Reach 
  15 ft./10 ft.; SV Fort +11, Ref +9, Will +4; Str 21, Dex 15, 
  Con 15, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Listen +10, Spot +10, Swim +13; 
  Alertness, Great Fortitude, Improved Initiative, Iron 
  Will. 
   
  * The shark is protected by a barkskin cast at CL 3. 
   
  Possessions: – 
   
  Area 33: Coven’s Laboratory  
  �Fhiel: Sea Hag Sor10; CR 13; Medium Monstrous 
  Humanoid (Aquatic); HD 3d8+10d4+42; hp 85; Init +2; 
  Spd 30 ft., Swim 40 ft.; AC 16 (touch 13, flat-footed 14); 
  Base Atk +8; Grp +11; Atk +11 melee (1d4+3, claw); Full 
  Atk +11/+11 melee (1d4+3, claw); SA Horrific 
  appearance, evil eye; SQ Ambibious, SR 14; AL CE; SV 
  Fort +8, Ref +9, Will +12; Str 17, Dex 14, Con 16, Int 12, 
  Wis 13, Cha 23. 
   
  Skills and Feats: Concentration +18, Knowledge 
  (Arcana) +7, Knowledge (History) +5, Hide +6, Listen 
  +7, Spellcraft +12, Spot +12, Swim +12; Alertness, 
  Practised Spellcaster, Skill Focus (Concentration), 
  Spell Focus (Enchantment), Toughness. 
   
  Horrific Appearance (Su): The sight of a sea hag is 
  so revolting that anyone (other than another hag) who 
  sets eyes upon one must succeed on a DC 17 Fortitude 
  save or instantly be weakened, taking 2d6 points of 
  Strength damage. This damage cannot reduce a victim’s 
  Strength score below 0, but anyone reduced to 
  Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
   
  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 17 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 17 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
   
  Spells Known (6/8/8/7/6/4; Base DC = 16 + spell 
  level): 0–daze, detect magic, detect poison, flare, mage 
  hand, mending, message, prestidigitation, read magic; 
  1st–charm person*, mage armor, magic missile, ray of 
  enfeeblement, shield; 2nd–blindness/deafness, resist 
  energy, scorching ray, tasha’s hideous laughter*; 3rd–
  haste, lightning bolt, slow; 4th–confusion*, dimensional 
  door; 5th–feeblemind*. 
   
  * Due to Spell Focus (Enchantment) the Base DC = 
  17 + spell level for these spells. 
   
  Note: that due to the feat Practiced Spellcaster her 
  effective CL is 13. 
   
  Possessions: Cloak of charisma +2, eyes of the 
  eagle, ring of protection +1, 2x scroll of see invisibility, 
  scroll of gaseous form, scroll of locate object, wand of 
  mage armor, wand of eagles splendor, spell component 
  pouch. 
   
  �Tieghan: Sea Hag Clr10; CR 13; Medium Monstrous 
  Humanoid (Aquatic); HD 13d8+12; hp 105; Init +0; Spd 
  30 ft., swim 40 ft.; AC 24 (touch 10, flat-footed 24); Base 
  Atk +10; Grp +16; Atk +16 melee (1d4+6, claw); Full Atk 
  +16/+16 melee (1d4+6, claw); SA Horrific appearance, 
  evil eye, 1/day smite (+4 atk, +10 dmg), spontaneous 
  inflict; SQ Amphibious, rebuke undead 4/day, SR 14; 
  AL CE; SV Fort +14, Ref +9, Will +18; Str 22, Dex 10, 
  Con 16, Int 12, Wis 21, Cha 14. 
   
  Skills and Feats: Concentration +19, Diplomacy +8, 
  Knowledge (religion) +13, Hide +4, Listen +11, Spot 
  +11, Swim +15; Alertness, Corpsecrafter, Destruction 
  Retribution, Practiced Spellcaster, Toughness. 
   
  Horrific Appearance (Su): The sight of a sea hag is 
  so revolting that anyone (other than another hag) who 
  sets eyes upon one must succeed on a DC 13 Fortitude 
  save or instantly be weakened, taking 2d6 points of 
  Strength damage. This damage cannot reduce a victim’s 
  Strength score below 0, but anyone reduced to 
  Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
  
  CORS5-01 The Jungle of Lost Ships 
   
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  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 13 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 13 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
   
  Spells prepared (6/7/6/5/5/4; Base DC = 15 + spell 
  level): 0–cure minor wounds, detect magic (2), read 
  magic (2), resistance; 1st–cure light wounds (2), divine 
  favor (2), protection from good*, shield of faith (2); 2nd–
  cure moderate wounds, death knell, resist energy (2), 
  shatter*, spiritual weapon; 3rd–dispel magic (2), cure 
  serious wounds, invisibility purge, magic circle against 
  good*; 4th–cure critical wounds, freedom of movement 
  (2), spell immunity, unholy blight*; 5th–dispel good*, 
  flame strike, righteous might, spell resistance. 
   
  * Domain spell. Deity: Panzuriel; Domains: 
  Destruction (smite 1/day), Evil (+1 caster level Evil 
  spells). 
   
  Note: Due to the Practiced Spellcaster feat she has 
  a CL of 13. 
   
  Possessions: Silver dagger, light crossbow, 20 cold 
  iron bolts, +1 full plate, +1 buckler, cloak of resistance 
  +2, periapt of wisdom +2, silver holy symbol, spell 
  component pouch. 
   
  �Raesa: Sea Hag Ftr9; CR 13; Medium Monstrous 
  Humanoid (Aquatic); HD 3d8+9d10+51; hp 118; Init 
  +2; Spd 30 ft., Swim 60 ft.; AC 27 (touch 11, flat-footed 
  26); Base Atk +12; Grp +19; Atk +20 melee (2d4+12/19-
  20/x4, Masterwork scythe) or +19 melee (1d4+7, claw); 
  Full 
  Atk 
  +19/+14/+9 
  melee 
  (2d4+12/19-20/x4, 
  Masterwork scythe) or +18/+17 melee (1d4+7, claw); 
  SA Horrific appearance, evil eye; SQ Amphibious, SR 
  14; AL CE; SV Fort +12, Ref +9, Will +12; Str 25, Dex 
  14, Con 18, Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Knowledge (local: Core) +3, Hide 
  -1, Intimidate +10, Listen +8, Spot +8, Swim +12; 
  Alertness, 
  Combat 
  Reflexes, 
  Improved 
  Buckler 
  Defense, Improved Critical (scythe), Improved Sunder, 
  Iron Will, Power Attack, Toughness, Weapon Focus 
  (scythe), Weapon Specialization (scythe). 
   
   
  Horrific Appearance (Su): The sight of a sea 
  hag is so revolting that anyone (other than another 
  hag) who sets eyes upon one must succeed on a DC 12 
  Fortitude save or instantly be weakened, taking 2d6 
  points of Strength damage. This damage cannot reduce 
  a victim’s Strength score below 0, but anyone reduced 
  to Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
   
  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 12 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 12 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
   
  Possessions: Masterwork scythe, silver dagger, 
  light crossbow, 20x cold iron bolts, +2 full plate, +1 
  buckler, amulet of health +2, boots of speed, cloak of 
  resistance +1, potion of cure serious wounds. 
   
  Coven Powers:  
  Spell-Like Abilities: 3/day—animate dead, bestow 
  curse (DC 17), control weather, dream, forcecage, mind 
  blank, mirage arcana (DC 18), polymorph, veil (DC 19), 
  vision. Caster level 9th. The save DCs are based on a 
  Charisma score of 16. To use one of these abilities 
  (which requires a full-round action), all three hags 
  must be within 10 feet of one another, and all must 
  participate. 
   
  Note that mindblank is cast on Raesa in advance 
  and that veil has been used as well. 
   
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 48 
  APPENDIX 4:  
  APL 16 
  Encounter 1: The Great Seaweed 
  �Harpy Sor16 (1): CR 14; Medium Monstrous 
  Humanoid; HD 7d8 plus 16d4; hp 82; Init +2; Spd 20 
  ft., fly 80 ft. (average); AC 13, touch 12, flat-footed 11; 
  Base Atk +15/+10/+5 Grp +15; Atk +15 melee (1d6, 
  club); Full Atk +15/+10/+5 melee (1d6, club) and +10 
  melee (1d3, claw); SA Captivating song, spells; SQ 
  Darkvision 60 ft., summon familiar; AL CE; SV Fort +9, 
  Ref +12, Will +15; Str 10, Dex 15, Con 10, Int 7, Wis 12, 
  Cha 19. 
   
  Skills and Feats: Bluff +12, Concentration +17, 
  Intimidate +8, Listen +7, Perform (oratory) +6, Spot +3; 
  Dodge, Empower Spell, Flyby Attack, Great Fortitude, 
  Mobility, Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed at a DC 16 Will save or become 
  captivated. This is a sonic, mind-affecting charm effect. 
  If the save is successful, that creature cannot be 
  affected again by that harpy’s song for 24 hours. The 
  save DC is Charisma based.   
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area, that creature gets a second saving 
  throw. Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of 
  the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round hereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Skills: Harpies have a +4 racial bonus on Bluff and 
  Listen checks. 
   
  Spells Known: (6/7/7/7/7/6/6/5/3; base DC = 14 + 
  spell level): 0- acid splash, dancing lights, daze, detect 
  magic, mage hand, ray of frost, read magic, resistance, 
  touch of fatigue; 1st- color spray, mage armor, magic 
  missile, ray of enfeeblement, shield; 2nd- melf’s acid 
  arrow, mirror image, protection from arrows, resist 
  energy, scorching ray; 3rd- blink, dispel magic, fireball, 
  slow; 4th- confusion, Evard’s black tentacles, lesser 
  globe of invulnerability, polymorph; 5th- cone of cold, 
  feeblemind, mind fog, telekinesis; 6th- disintegrate, 
  spell turning, true seeing; 7th- limited wish, prismatic 
  spray; 8th- maze. 
   
  Possessions: Club. 
   
  �Harpy Drd16 (1): CR 14; Medium Monstrous 
  Humanoid; HD 7d8 plus 16d8; hp 111; Init +2; Spd 20 
  ft., fly 80 ft. (average); AC 13, touch 12, flat-footed 11; 
  Base Atk +17/+12/+7; Grp +17; Atk +17 melee (1d6, 
  club); Full Atk +17/+12/+7 melee (1d6, club) and +12 
  melee (1d3, claw); SA Captivating song; SQ Darkvision 
  60 ft. animal companion, nature sense, wild empathy, 
  woodland stride, trackless step, resist nature’s lure, 
  wild shape (elemental 1/day), venom immunity, 
  thousand faces, timeless body; AL NE; SV Fort +14, Ref 
  +14, Will +19; Str 10, Dex 15, Con 10, Int 7, Wis 18, 
  Cha 17. 
   
  Skills and Feats: Bluff +11, Concentration +17, 
  Handle Animal +5, Intimidate +7, Knowledge (nature) 
  +14, Lightning Reflexes, Listen +7, Perform (oratory) 
  +5, Spot +3, Survival +15; Dodge, Flyby Attack, Great 
  Fortitude, Mobility, Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed at a DC 16 Will save or become 
  captivated. This is a sonic, mind-affecting charm effect. 
  If the save is successful, that creature cannot be 
  affected again by that harpy’s song for 24 hours. The 
  save DC is Charisma based.   
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area, that creature gets a second saving 
  throw. Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of 
  the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round hereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Resist Nature’s Lure (Ex): The druid gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Wild Shape (Su): The druid may transform 
  himself into an Small, Medium or Large-sized creature 
  from the Monster Manual a set number of times per 
  day. This ability functions as the spell polymorph 
  except as noted here. The effect lasts for 1 hour per 
  druid level or until he changes back into his own form. 
  Changing form is a standard action that doesn’t 
  provoke an attack of opportunity. The form chosen 
  must be that of one known to the druid. A druid looses 
  his power of speech while in animal form.  
   
  Skills: Harpies have a +4 racial bonus on Bluff and 
  Listen checks. 
   
  Spells Prepared: (6/6/6/6/6/4/3/3/2; base DC = 14 
  + spell level: 0- cure minor wounds, detect magic, flare, 
  guidance, purify food and drink, resistance; 1st- cure 
  light wounds (2), entangle, faerie fire, obscuring mist, 
  shillelagh; 2nd- barkskin, bear’s endurance, heat metal 
  (2), resist energy, warp wood; 3rd- call lightning, cure 
  moderate wounds, dominate animal, poison, protection 
  from energy, wind wall; 4th- control water (2), cure 
  serious wounds, flame strike, freedom of movement, 
  ice storm; 5th- call lightning storm, cure critical 
  wounds, death ward, insect plague; 6th- antilife shell, 
  fire seeds, greater dispel magic; 7th- creeping doom, fire 
  storm, heal; 8th- finger of death, reverse gravity. 
   
  Possessions: Club. 
  
  CORS5-01 The Jungle of Lost Ships 
   
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  Area 1: Main Deck – Green Horror 
  �Bloodthorn, 31 HD fiendish (2):  CR 13; Huge Plant 
  (Extraplannar); HD 31d8+217; hp 356; Init +4; Spd 0 ft.; 
  AC 19 (touch 12, flat-footed 15); Base Atk +23; Grp +41; 
  Atk 
  +31 
  melee 
  (1d8+10, 
  tendril); 
  Full 
  Atk 
  +31/+31/+31/+31 
  melee 
  (1d8+10, 
  tendril); 
  Space/Reach 15 ft./15 ft.; SA Blood drain, improved 
  grab, smite good 1/day (+31 dmg); SQ Darkvision 60 
  ft., DR 10/magic, plant traits, resistance cold/fire 10, 
  SR 25; SV Fort +26, Ref +13, Will +11; Str 30, Dex 18, 
  Con 25, Int –, Wis 12, Cha 2. 
   
  Skills and Feats: – 
   
  Blood Drain (Ex): If a bloodthorn grabs an 
  opponent, it begins draining blood. It deals 1d4 points 
  of Constitution damage with each successful grapple 
  check. If the opponent wins a grapple check, one of the 
  bloodthorn’s 
  tentacles 
  comes 
  loose 
  from 
  the 
  opponent’s body. The resulting wound continues to 
  lose blood for 1 additional round. 
   
  Improved Grab (Ex): If a bloodthorn hits an 
  opponent that is at least one size category smaller than 
  itself with at least two tendril attacks, it deals normal 
  damage for each tendril and attempts to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it gets a hold, it can use its blood drain 
  ability. Each successful grapple check it makes during 
  successive rounds automatically deals tendril damage 
  and drains blood. 
   
  Possessions: – 
   
  �Skalesh: Vine horror Sor12; CR 13; Medium-size 
  Plant (Aquatic); HD 5d8+12d4+102; hp 154; Init +1; 
  Spd 30 ft., Swim 20 ft.; AC 18 (touch 10, flat-footed 18); 
  Base Atk +9; Grp +12; Atk +12 melee (1d6+3, slam); Full 
  Atk +12/+12 melee (1d6+3, slam); SA Animate vines; 
  SQ Half damage from piercing and slashing, 
  malleability, plant traits; AL NE; SV Fort +14, Ref +6, 
  Will +10; Str 16, Dex 12, Con 23, Int 11, Wis 13, Cha 
  17. 
   
  Skills and Feats: Concentration +18, Hide +16 (+31 
  when in an area with a lot of algae), Listen +5, 
  Spellcraft +6, Spot +5, Swim +16; Alertness, Blind-
  Fight, Empower Spell, Extend Spell, Practiced 
  Spellcaster, Silent Spell. 
   
  Animate Vines (Sp): A vine horror can use this 
  ability to animate any single vine or similar kind of 
  plant life within 90 feet. An animated vine fights as an 
  assassin vine in all respects (see the Monster Manual). 
  An animated vine loses its ability to fight if the vine 
  horror that animated it is incapacitated or moves out of 
  range. 
   
  Malleability (Ex): Because of a vine horror’s 
  unusual body structure, it can compress its body 
  enough to squeeze through a 1-inch-wide crack. Cracks 
  and similar openings that are 1 inch or more in width 
  do not slow the vine horror at all. 
   
  Spells Known (6/7/7/7/6/5/3; Base DC = 13 + 
  Spell Level): 0–acid splash, daze, detect magic, mage 
  hand, mending, message, prestidigitation, read magic; 
  1st–mage armor, magic missile, protection from good, 
  ray of enfeeblement, shield; 2nd–blindness/deafness, 
  eagle’s splendor, glitterdust, resist energy, scorching 
  ray; 3rd– fire ball, fly, magic circle against good, 
  stinking cloud; 4th–dimensional door, enervation, 
  greater invisibility; 5th–feeblemind, telekinesis; 6th–
  greater dispel magic. 
   
  * Note that due to the feat Practiced Spellcaster its 
  effective CL is 16 and NOT 12. 
   
  Possessions: Spell component pouch. 
   
  Area 14: Orlop 
  �Maristern: Male spectre (human) Rog8; CR 15; 
  Medium Undead (Incorporeal); HD 15d12; hp 97; Init 
  +9; Spd 40 ft., fly 80 ft. (perfect); AC 19 (touch 19, flat-
  footed 15); Base Atk +9; Grp –; Atk +14 melee (1d8 plus 
  energy drain, incorporeal touch); Full Atk +14 melee 
  (1d8 plus energy drain, incorporeal touch); SA Energy 
  drain, create spawn, sneak attack +4d6; SQ Darkvision 
  60 ft., evasion, improved uncanny dodge, incorporeal 
  traits, +6 turn resistance, sunlight powerlessness, 
  undead traits, unnatural aura; AL LE; SV Fort +5, Ref 
  +13, Will +9; Str –, Dex 21, Con –, Int 14, Wis 12, Cha 
  18. 
   
  Skills and Feats: Balance +12, Bluff +16, Hide +23, 
  Intimidate +14, Jump +11, Knowledge (religion) +12, 
  Listen +18, Search +16, Sense Motive +11, Spot +18, 
  Survival +1 (+3 following tracks), Tumble +25; Combat 
  Expertise, Dodge, Improved Initiative, Improved Turn 
  Resistance, Mobility, Spring Attack. 
   
  Energy Drain (Su): Living creatures hit by a 
  spectre’s incorporeal touch attack gain two negative 
  levels. The DC is 17 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each such negative level bestowed, the spectre gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  spectre becomes a spectre in 1d4 rounds. Spawn are 
  under the command of the spectre that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  spectre at a distance of 30 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
   
  Sunlight 
  Powerlessness 
  (Ex): 
  Spectres 
  are 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only a single move or attack 
  action in a round. 
   
  Possessions: – 
   
  �Captain Krovtosh: Male ghast Ftr4/Rog8; CR 15; 
  Medium Undead (Aquatic); HD 16d12; hp 104; Init 
  +10; Spd 30 ft., Swim 30 ft.; AC 28* (touch 17, flat-
  footed 23); Base Atk +12; Grp +17; Atk +17 melee 
  (1d8+5 plus paralysis, bite) or +18 melee (1d6+6/15-
  20/x2, +1 keen scimitar); Full Atk +16/+11/+6 melee 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 50 
  (1d6+6/15-20/x2, +1 keen scimitar) and +15 melee 
  (1d8+5 plus paralysis, bite) and +15 melee (1d4+2 plus 
  paralysis, claw); SA Ghoul fever, paralysis, sneak attack 
  +4d6, stench; SQ Darkvision 60 ft., evasion, improved 
  uncanny dodge, undead traits, +6 turn resistance; AL 
  CE; SV Fort +11, Ref +15, Will +10; Str 20, Dex 23, Con 
  –, Int 13, Wis 12, Cha 18. 
   
  Skills and Feats: Balance +21, Bluff +13, Climb +14, 
  Diplomacy +6, Hide +25, Intimidate +6, Jump +16, 
  Move Silently +25, Profession (sailor) +5, Spot +7, 
  Swim +19, Tumble +25, Use Rope +10; Ability Focus 
  (paralysis), 
  Combat 
  Expertise, 
  Great 
  Fortitude, 
  Improved Initiative, Improved Paralysis, Improved 
  Turn Resistance, Multiattack, Two-Weapon Defense, 
  Two-Weapon Fighting. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 16, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed on a DC 20 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Even elves can be affected 
  by this paralysis. The save DC is Charisma-based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 16 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. The 
  save DC is Charisma-based. 
   
  Possessions: +1 keen scimitar, dagger, light 
  crossbow, 20 bolts, +2 studded leather, cloak of 
  resistance +2, amulet of natural armor +1, 2x potions of 
  shield of faith +2, 2x potion of inflict moderate 
  wounds, pouch with 24 gp. 
   
  * Unless surprised, they have quaffed a potion of 
  shield of faith +2. The effects have already been taken 
  into account, and the potion removed. 
   
  �Lacedons (2): Male ghast Ftr4/Rog8; CR 15; Medium 
  Undead (Aquatic); HD 16d12; hp 104; Init +10; Spd 30 
  ft., Swim 30 ft.; AC 28* (touch 17, flat-footed 23); Base 
  Atk +12; Grp +17; Atk +17 melee (1d8+5 plus paralysis, 
  bite) or +18 melee (1d6+6/18-20/x2, +1 scimitar); Full 
  Atk +16/+11/+6 melee (1d6+6/18-20/x2, +1 scimitar) 
  and +15 melee (1d8+5 plus paralysis, bite) and +15 
  melee (1d4+2 plus paralysis, claw); SA Ghoul fever, 
  paralysis, sneak attack +4d6, stench; SQ Darkvision 60 
  ft., evasion, improved uncanny dodge, undead traits, +6 
  turn resistance; AL CE; SV Fort +10, Ref +14, Will +9; 
  Str 20, Dex 23, Con –, Int 13, Wis 12, Cha 18. 
   
  Skills and Feats: Balance +21, Bluff +13, Climb +14, 
  Diplomacy +6, Hide +25, Intimidate +6, Jump +16, 
  Move Silently +25, Profession (sailor) +5, Spot +7, 
  Swim +19, Tumble +25, Use Rope +10; Ability Focus 
  (paralysis), 
  Combat 
  Expertise, 
  Great 
  Fortitude, 
  Improved Initiative, Improved Paralysis, Improved 
  Turn Resistance, Multiattack, Two-Weapon Defense, 
  Two-Weapon Fighting. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 16, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed on a DC 20 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Even elves can be affected 
  by this paralysis. The save DC is Charisma-based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 16 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. The 
  save DC is Charisma-based. 
   
  Possessions: +1 scimitar, dagger, light crossbow, 20 
  bolts, +2 studded leather, cloak of resistance +1, amulet 
  of natural armor +1, 2x potions of shield of faith +2, 
  pouch with 24 gp. 
   
  * Unless surprised, they have quaffed a potion of 
  shield of faith +2. The effects have already been taken 
  into account, and the potion removed. 
   
  Area 30: Shrine of Procan 
  �Poquann: Male spirit of the air Bbn7; CR 18; Large 
  Magical Beast (Air); HD 11d10+7d12+108; hp 205; Init 
  +6; Spd 40 ft., Climb 40 ft., fly 60 ft. (average); AC 32 
  (touch 15, flat-footed 26); Base Atk +18; Grp +30; Atk 
  +26 melee (2d6+9+1d6 electricity, +1 large shocking 
  thundering trident); Full Atk +26/+21/+16/+11 melee 
  (2d6+9+1d6 electricity, +1 large shocking thundering 
  trident), and +23 melee (1d6+4, bite), and +23 melee 
  (1d4+4, wing buffet); Space/Reach 10 ft./10 ft.; SA Air 
  mastery, rage 2/day, spell-like abilities, spells, 
  whirlwind; SQ Darkvision 60 ft., DR 10/magic, DR 1/–
  , immunity to air effects, improved uncanny dodge, 
  low-light vision, scent, SR 23; AL CN; SV Fort +20, Ref 
  +17, Will +12; Str 26, Dex 22, Con 22, Int 14, Wis 19, 
  Cha 14. 
   
  Skills and Feats: Climb +21, Concentration +16, 
  Hide +17, Intimidate +14, Listen +21, Search +13, Spot 
  +15, Survival +16; Cleave, Expertise, Hover, Improved 
  Trip, Iron Will, Multiattack, Power Attack. 
   
  Air Mastery (Ex): A spirit of the air gains a +1 
  bonus on its attack and damage rolls if its opponent is 
  airborne. 
   
  Spell-like Abilities (Ex): At will–call lightning, 
  control winds, detect magic; 1/day–confusion, control 
  weather, whirlwind, wind walk; Caster Lever 15th; save 
  DC 14 + spell level. 
   
  Whirlwind (Su): A spirit of the air can transform 
  itself into a whirlwind one per day and remain in that 
  form up to 10 rounds. In this form, a spirit of the air 
  can move through the air or along a surface at its fly 
  speed. 
  
  CORS5-01 The Jungle of Lost Ships 
   
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  The whirlwind is 5 feet wide at its base, 20 feet 
  wide at the top, and 30 feet tall. The spirit of the air 
  controls the whirlwind’s exact height (using a standard 
  action to get taller or shorter), but it must be at least 10 
  feet tall. 
   
  Creatures one or more sizes smaller than that 
  spirit of the air might take damage when caught in the 
  whirlwind and may be lifted into the air. An affected 
  creature must succeed on a Reflex save (DC 21) when it 
  comes into contact with the whirlwind or take 2d6 
  points of damage. It must also succeed on a second 
  Reflex save (DC 21) or be pocked up bodily and held 
  suspended in the powerful winds, automatically taking 
  2d6 points of damage each round. A creature that can 
  fly is allowed a Reflex save each round to escape the 
  whirlwind. The creature still takes damage but can 
  leave if the save is successful. 
   
  A spirit of the air can eject any carried creature 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. The cloud is centered 
  on the spirit of the air and has a diameter equal to half 
  the whirlwind’s height. The cloud obscures vision, 
  including darkvision, beyond 5 feet. Creatures 5 feet 
  away have concealment, while those farther away have 
  total concealment. Those caught in the cloud also must 
  succeed on a DC 20 Concentration check to cast spells. 
   
  Spells Prepared (6/6/5/4/3; Base DC = 14 + spell 
  level): 0–create water, cure minor wounds (2), detect 
  magic (2), mending; 1st–cure light wounds, divine favor 
  (2), longstrider*, protection from evil, shield of faith; 
  2nd–aid, cure moderate wounds, fog cloud*, silence (2); 
  3rd–bestow curse, cure serious wounds, dispel magic, 
  fly*; 4th–dimensional door*, freedom of movement, 
  poison. 
   
  * Domain spell. Domains: Travel (7rds per day 
  freedom of movement against magical effects that 
  constrain movement); Water (turn fire creatures or 
  rebuke water creatures 6/day). Deity: Procan. 
   
  Possessions: +1 large shocking thundering trident, 
  +1 mithral chain shirt, cloak of resistance +2, pale blue 
  ion stone. 
   
  Area 32: The Hold 
  �Scrag Bodyguards (2): Male troll Bbn8; CR 13; Large 
  Giant (Aquatic); HD 6d8+8d12+110; hp 193; Init +4; 
  Spd. 30 ft., Swim 40 ft.; AC 29* (touch 14, flat-footed 
  25*); Base Atk +12; Grp +25; Atk +24* melee (1d8+12, 
  claw); Full Atk +24/+24 melee (1d8+12, claw) and +14 
  melee (1d6+4, bite); Space/Reach 10 ft./10 ft.; SA Rage 
  3/day, rend 2d8+13; SQ Darkvision 90 ft., DR 1/–, 
  improved 
  uncanny 
  dodge, 
  low-light 
  vision, 
  regeneration 5, scent, trap sense +2; AL CE; SV Fort 
  +22, Ref +11, Will +9; Str 28, Dex 18, Con 26, Int 6, Wis 
  11, Cha 2. 
   
  Skills and Feats: Listen +6, Spot +7, Survival +12, 
  Swim +19; Alertness, Improved Natural Attack (Claw), 
  Iron Will, Power Attack, Weapon Focus (Claw). 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an additional 2d8+12 
  points of damage. 
   
  Regeneration (Ex):  Fire and acid deal normal 
  damage to a troll. It regenerates only if mostly 
  immersed in water. 
   
  Rage (Ex): During rage the scrags are modified as 
  such: hp +28; AC 27* (touch 12, flat-footed 23); Atk 
  +26* melee (1d8+14, claw); Full Atk +26/+26* melee 
  (1d8+14, claw) and +17 melee (1d6+5, bite); SA Rend 
  2d8+16; SV Fort +24, Will +11. 
   
  * The scrags are affected by greater magic fang, 
  freedom of movement, barkskin and resist energy (fire) 
  cast by a CL 12. 
   
  Possessions: +2 studded leather, cloak of resistance 
  +3, ring of counterspells (dispel magic), ring of 
  protection +1, 2x potion of cure serious wounds, potion 
  of barkskin +3. 
   
  �Sahuagin envoy: Male sahuagin Drd12; Medium 
  Monstrous Humanoid (Aquatic); CR 11; HD 14d8+42; 
  hp 111; Init +0; Spd 30 ft., Swim 60 ft.; AC 20* (touch 
  10, flat-footed 20*); Base Atk +11; Grp +13; Atk +16* 
  melee (1d4+5, talon); Full Atk +16*/+16* melee (1d4+5, 
  talon) and +11 melee (1d4+1, bite); SA Blood frenzy, 
  rake 1d4+1; SQ Animal companion, blindsense 30 ft., 
  darkvision 
  60 
  ft., 
  freshwater 
  sensitivity, 
  light 
  blindness, speak with sharks, resist nature’s lure, 
  trackless step, venom immunity, water dependent, 
  wild empathy, wild shape 4/day (Large), woodland 
  stride; AL NE; SV Fort +13, Ref +8, Will +17; Str 14, 
  Dex 11, Con 14, Int 16, Wis 20, Cha 13. 
   
  Skills and Feats: Concentration +22, Diplomacy 
  +14, Handle Animal +6 (+10 with sharks), Hide +6 (+10 
  underwater), Knowledge (Nature) +14, Listen +21 (+25 
  underwater), Professions (Hunter) +8 (+12 within 50 
  miles of lair), Ride +7, Spot +21 (+25 underwater), 
  Survival +23 (+27 within 50 miles of lair), Swim +15; 
  Great Fortitude, Improved Toughness, MultiattackB, 
  Natural Spell, Skill Focus (Concentration), Spell Focus 
  (Transmutation). 
   
  Blindsense (Ex): A sahuagin can locate creatures 
  underwater within a 30-foot radius. This ability works 
  only when the sahuagin is underwater. 
   
  Blood Frenzy: Once per day a sahuagin that takes 
  damage in combat can fly into a frenzy in the following 
  round, clawing and biting madly until either it or its 
  opponent is dead. It gains +2 Constitution and +2 
  Strength, and takes a –2 penalty to Armor Class. A 
  sahuagin cannot end its frenzy voluntarily.  
   
  Rake (Ex): Attack bonus +2 melee, damage 1d4+1. 
  A sahuagin also gains two rake attacks when it attacks 
  while swimming. 
   
  Freshwater Sensitivity (Ex): A sahuagin fully 
  immersed in fresh water must succeed on a DC 15 
  Fortitude save or become fatigued. Even on a success, it 
  must repeat the save attempt every 10 minutes it 
  remains immersed. 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 52 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds 
  sahuagin for round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Speak 
  with 
  Sharks 
  (Ex): 
  Sahuagin 
  can 
  communicate telepathically with sharks up to 150 feet 
  away. The communication is limited to fairly simple 
  concepts such as “food,” “danger,” and “enemy.” 
  Sahuagin can use the Handle Animal skill to befriend 
  and train sharks. 
   
  Water Dependent (Ex): Sahuagin can survive out 
  of the water for 1 hour per 2 points of Constitution 
  (after that, refer to the drowning rules on page 304 of 
  the Dungeon Master ’s Guide). 
   
  Wild Shape: Favorite form is that of a giant 
  octopus – hp 69, AC 20* (touch 11, flat-footed 18), Grp 
  +17; Atk +18* melee (1d4+8, tentacle), Full Atk 
  +18/+18/+18/+18/+18/+18/+18/+18* (1d4+8, tentacle) 
  and +7 melee (1d3+2, bite), SA constrict (2d8+6), 
  improved grab, Reach 20 ft. with tentacle, Str 20, Dex 
  15, Con 13. 
   
  Spells Prepared (6/7/5/5/4/4/2; Base DC = 15 + 
  spell level): 0–detect magic (2), detect poison (2), flare, 
  read magic; 1st–charm animal, cure light wounds (2), 
  entangle* (2), hide from animals (2); 2nd–barkskin (2), 
  resist energy (1); 3rd–cure moderate wounds, greater 
  magic fang (3), poison; 4th–dispel magic, languor*, 
  freedom of movement (2); 5th–animal growth, baleful 
  polymorph* (2), wall of thorns; 6th–fire seeds, mass 
  bull’s strength. 
   
  * Due to Spell Focus (Transmutation) the base DC 
  = 16 + spell level for these spells. 
   
  Possessions: Masterwork studded leather, amulet 
  of wisdom +2, cloak of resistance +1, horn of 
  goodness/evil*, wand of resist energy (25 charges), 3x 
  scroll of barkskin, potion of barkskin +3, spell 
  component pouch. 
   
  * He used the horn on himself and has a +2 
  Deflection Bonus against attacks made by good aligned 
  opponents, and +2 resistance on saves. He is also 
  protected by a barkskin cast at CL 3 and a greater magic 
  fang cast at CL 12. 
   
  �Shark animal companion: Huge Animal (Aquatic); 
  HD 12d8+48; hp 102; Init +7; Spd Swim 60 ft.; AC 18 
  (touch 11, flat-footed 15); Atk +9; Grp +23; Atk +13 
  melee (2d6+9, bite); Full Atk +13 melee (2d6+9, bite); 
  SQ Blindsense, evasion, keen scent, share spells; 
  Space/Reach 15 ft./10 ft.; SV Fort +13, Ref +11, Will +5; 
  Str 22, Dex 16, Con 16, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Listen +11, Spot +11, Swim +13; 
  Alertness, Great Fortitude, Improved Initiative, 
  Improved Toughness, Iron Will. 
   
  * Protected by a barkskin cast at CL 3. 
   
  Possessions: – 
   
  Area 33: Coven’s Laboratory  
  �Fhiel: Sea Hag Sor12; CR 15; Medium Monstrous 
  Humanoid (Aquatic); HD 3d8+12d4+48; hp 97; Init +2; 
  Spd 30 ft., Swim 40 ft.; AC 16 (touch 13, flat-footed 14); 
  Base Atk +9; Grp +12; Atk +12 melee (1d4+3, claw); Full 
  Atk +12/+12 melee (1d4+3, claw); SA Horrific 
  appearance, evil eye; SQ Ambibious, SR 14; AL CE; SV 
  Fort +10, Ref +11, Will +14; Str 17, Dex 14, Con 16, Int 
  12, Wis 13, Cha 23. 
   
  Skills and Feats: Concentration +21, Knowledge 
  (Arcana) +7, Knowledge (History) +5, Hide +6, Listen 
  +7, Spellcraft +15, Spot +12, Swim +12; Ability Focus 
  (horrific appearance), Alertness, Practised Spellcaster, 
  Skill 
  Focus 
  (Concentration), 
  Spell 
  Focus 
  (Enchantment), Toughness. 
   
  Horrific Appearance (Su): The sight of a sea hag is 
  so revolting that anyone (other than another hag) who 
  sets eyes upon one must succeed on a DC 19 Fortitude 
  save or instantly be weakened, taking 2d6 points of 
  Strength damage. This damage cannot reduce a victim’s 
  Strength score below 0, but anyone reduced to 
  Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
   
  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 17 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 17 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
   
  Spells Known (6/8/8/7/7/6/4; Base DC = 16 + 
  spell level): 0–daze, detect magic, detect poison, flare, 
  mage hand, mending, message, prestidigitation, read 
  magic; 1st–charm person*, mage armor, magic missile, 
  ray of enfeeblement, shield; 2nd–blindness/deafness, 
  blur, resist energy, scorching ray, tasha’s hideous 
  laughter*; 3rd–haste, lightning bolt, slow, vampiric 
  touch; 4th–confusion*, dimensional door, Otiluke’s 
  resilient sphere; 5th–feeblemind*, hold monster*; 6th–
  disintegrate. 
   
  * Due to Spell Focus (Enchantment) the Base DC = 
  17 + spell level for these spells. 
   
  Note that due to the feat Practiced Spellcaster her 
  effective CL is 15. 
   
  Possessions: Cloak of charisma +2, eyes of the 
  eagle, ring of protection +1, 2x scroll of see invisibility, 
  scroll of gaseous form, scroll of locate object, wand of 
  mage armor, wand of eagles splendor, spell component 
  pouch. 
   
  �Tieghan: Sea Hag Clr14; CR 15; Medium Monstrous 
  Humanoid (Aquatic); HD 15d8+18; hp 121; Init +0; Spd 
  30 ft., swim 40 ft.; AC 26 (touch 10, flat-footed 26); Base 
  Atk +12; Grp +18; Atk +18 melee (1d4+6, claw); Full 
  Atk +18/+18 melee (1d4+6, claw); SA Horrific 
  appearance, evil eye, 1/day smite (+4 atk, +12 dmg), 
  spontaneous inflict; SQ Amphibious, rebuke undead 
  4/day, SR 14; AL CE; SV Fort +14, Ref +9, Will +17; Str 
  22, Dex 10, Con 16, Int 12, Wis 21, Cha 14. 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 53 
   
  Skills and Feats: Concentration +21, Diplomacy 
  +8, Knowledge (religion) +17, Hide –1, Listen +11, Spot 
  +11, Swim +5; Alertness, Corpsecrafter, Destruction 
  Retribution, Quicken Spell, Practiced Spellcaster, 
  Toughness. 
   
  Horrific Appearance (Su): The sight of a sea hag is 
  so revolting that anyone (other than another hag) who 
  sets eyes upon one must succeed on a DC 13 Fortitude 
  save or instantly be weakened, taking 2d6 points of 
  Strength damage. This damage cannot reduce a victim’s 
  Strength score below 0, but anyone reduced to 
  Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
   
  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 13 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 13 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
   
  Spells prepared (6/8/6/6/5/5/3; Base DC = 15 + 
  spell level): 0–cure minor wounds, detect magic (2), 
  read magic (2), resistance; 1st–cure light wounds (2), 
  divine favor (2), protection from good*, shield of faith 
  (3); 2nd–cure moderate wounds, death knell, resist 
  energy (2), shatter*, spiritual weapon; 3rd–bestow curse, 
  dispel magic, cure serious wounds (2), invisibility 
  purge, magic circle against good*; 4th–cure critical 
  wounds, freedom of movement (2), spell immunity, 
  unholy blight*; 5th–dispel good*, flame strike, quicken 
  inflict light wounds, righteous might, spell resistance; 
  6th–greater dispel magic, harm*, heal. 
   
  * Domain spell. Deity: Panzuriel; Domains: 
  Destruction (smite 1/day), Evil (+1 caster level Evil 
  spells). 
   
  Note: Due to the Practiced Spellcaster feat she has 
  a CL of 15. 
   
  Possessions: Silver dagger, light crossbow, 20 cold 
  iron bolts, +2 full plate, +2 buckler, cloak of resistance 
  +2, gauntlet of rust, periapt of wisdom +2, silver holy 
  symbol, spell component pouch. 
   
  �Raesa: Sea Hag Ftr11; CR 15; Medium Monstrous 
  Humanoid (Aquatic); HD 3d8+11d10+58; hp 136; Init 
  +2; Spd 30 ft., Swim 60 ft.; AC 25 (touch 11, flat-footed 
  24); Base Atk +14; Grp +21; Atk +22 melee (2d4+15/19-
  20/x4, +1 scythe) or +21 melee (1d4+8, claw); Full Atk 
  +22/+17/+12 melee (2d4+15/19-20/x2, +1 scythe) or 
  +21/+20 melee (1d4+8, claw); SA Horrific appearance, 
  evil eye; SQ Amphibious, SR 14; AL CE; SV Fort +13, 
  Ref +9, Will +12; Str 27, Dex 14, Con 18, Int 10, Wis 16, 
  Cha 12. 
   
  Skills and Feats: Knowledge (local: Core) +3, Hide 
  -1, Intimidate +12, Listen +8, Spot +8, Swim +14; 
  Alertness, Combat Reflexes, Hold the Line, Improved 
  Buckler Defense, Improved Critical (scythe), Improved 
  Sunder, Iron Will, Power Attack, Toughness, Weapon 
  Focus (scythe), Weapon Specialization (scythe). 
   
   
  Horrific Appearance (Su): The sight of a sea 
  hag is so revolting that anyone (other than another 
  hag) who sets eyes upon one must succeed on a DC 12 
  Fortitude save or instantly be weakened, taking 2d6 
  points of Strength damage. This damage cannot reduce 
  a victim’s Strength score below 0, but anyone reduced 
  to Strength 0 is helpless. Creatures that are affected by 
  this power or that successfully save against it cannot be 
  affected again by the same hag’s horrific appearance for 
  24 hours. The save DC is Charisma-based. 
   
  Evil Eye (Su): Three times per day, a sea hag can 
  cast its dire gaze upon any single creature within 30 
  feet. The target must succeed on a DC 12 Will save or 
  be dazed for three days, although remove curse or 
  dispel evil can restore sanity sooner. In addition, an 
  affected creature must succeed on a DC 12 Fortitude 
  save or die from fright. Creatures with immunity to 
  fear effects are not affected by the sea hag’s evil eye. 
  The save DCs are Charisma-based. 
   
  Possessions: +1 scythe, silver dagger, light 
  crossbow, 20x cold iron bolts, +2 full plate, +1 buckler, 
  amulet of health +2, gauntlets of ogre power, boots of 
  speed, cloak of resistance +1, potion of cure serious 
  wounds. 
   
  Coven Powers:  
  Spell-Like Abilities: 3/day—animate dead, bestow 
  curse (DC 17), control weather, dream, forcecage, mind 
  blank, mirage arcana (DC 18), polymorph, veil (DC 19), 
  vision. Caster level 9th. The save DCs are based on a 
  Charisma score of 16. To use one of these abilities 
  (which requires a full-round action), all three hags 
  must be within 10 feet of one another, and all must 
  participate. 
   
  Note that mindblank is cast on Raesa in advance 
  and that veil has been used as well. 
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 54 
  Underwater Combat Adjustments 
  Attack/Damage 
  Condition 
  Slashing or 
  Bludgeoning 
  Tail 
  Movement 
  Off Balance?4 
  Freedom of movement 
  normal/normal 
  normal/normal 
  normal 
  No 
  Has a swim speed 
  -2/half 
  normal 
  normal 
  No 
  Successful Swim check 
  -2/half1 
  -2/half 
  quarter of half2 
  No 
  Firm footing3 
  -2/half 
  -2/half 
  half 
  No 
  None of the above 
  -2/half 
  -2/half 
  normal 
  Yes 
   
  1. 
  A creature without a freedom of movement effect or a swim speed makes grapple checks underwater at a 
  –2 penalty, but deals damage normally when grappling. 
  2. 
  A Successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed 
  as a full-round action. 
  3. 
  Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A 
  creature can only walk along the bottom if it wears or carries enough gear to weigh itself down – at least 
  16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for 
  each size category smaller than Medium. 
  4. 
  Creatures flailing about in the water (usually because they failed Swim checks) have a hard time fighting 
  effectively. An off-balance creature loses its Dexterity bonus to Armour Class, and opponents gain a +2 
  bonus on attacks against it. 
   
  APPENDIX 5: 
  FIGHTING IN WATER 
  Land based creatures have considerable disadvantages 
  when fighting in water.  
   
  Ranged Attacks Underwater: Thrown weapons are 
  ineffective, even when launched from land. Attacks 
  with other ranged weapons takes a –2 penalty on attack 
  rolls for every five feet of water they pass through. In 
  addition normal range increment penalties apply. 
   
  Attacks from Land: Characters swimming, floating 
  or treading water on the surface or wading in chest 
  deep water have improved cover (+8 bonus to AC, +4 
  bonus to Reflex saves) from opponents on land. Land 
  bound attackers who are under a freedom of 
  movement spell ignores these modifiers. Magical 
  effects are unaffected except for those that require 
  attack rolls and fire effects. 
   
  Fire: Nonmagical fire (including alchemist’s fire) 
  does not burn under water. Spells or spell-like effects 
  with the fire descriptor are ineffective underwater 
  unless the caster makes a DC 20 + spell level Spellcraft 
  check. If the check succeeds the spell creates a bubble 
  of steam instead of its usual fiery effect, but otherwise 
  the spell works as normal. A supernatural fire effect is 
  ineffective underwater unless it description states 
  otherwise.  
   
  The surface of the water blocks line of effect for 
  any fire spell, even of the caster makes a successful 
  Spellcraft check to make the fire spell work 
  underwater. 
   
  Drowning: Swimmers can hold their breath for a 
  number of rounds equal to double their Constitution 
  score but only if you do nothing other than take move 
  actions or free actions. If you take a standard action or a 
  full-round action the remainder of the duration for 
  which you can hold your breath is reduced by 1 round 
  (Effectively a character in combat can hold his or her 
  breath only half as long as normal). After this time a 
  successful DC 10 Constitution check must be made 
  every round. The DC for each subsequent check 
  increases by 1. 
   
  When a Constitution check is finally failed the 
  swimmer begins to drown. In the first round he falls 
  unconscious (0 hp). In the following round he drops to 
  –1 hit points and in the third round he drowns. 
   
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 55 
  APPENDIX 6 
  NEW RULES ITEMS 
  Blood Thorns 
  (Source: Fiend Folio, page 23) 
  Large Plant (Extraplanar) 
  Hit Dice: 3d8+12 (25 hp) 
  Initiative: +3 
  Speed: 0 ft. 
  AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 
  13. 
  Base Attack/Grapple: +2/+11 
  Attack: Tendril +6 melee 
  Full Attack: 4 tendrils +6 melee 
  Damage: Tendril 1d8+5 
  Face/Reach: 10 ft./10 ft. 
  Special Attacks: Blood drain, improved grab 
  Special Qualities: Plant traits 
  Saves: Fort +7, Ref +4, Will +2 
  Abilities: Str 20, Dex 17, Con 19, Int –, Wis 12, Cha 2. 
  Skills: – 
  Feats: – 
  Climate/Terrain: Any desert and plains (Abys, Carceri, 
  Outlands, Pandemonium) 
  Organization: Solitary 
  Treasure: – 
  Alignment: Always neutral 
  Advancement: 4–6 HD (Large); 7–15 HD (Huge) 
   
  The bloodthorn is a tough, wiry plant that grows in 
  thick, briarlike patches out in the barren wastelands of 
  the Outlands, Carceri, the Abyss, and Pandemonium. 
  The plant subsists entirely on the blood of living 
  creatures by draining it out through 3-inch-long, 
  hollow, 
  needle-sharp 
  spikes 
  on 
  its 
  tendrils. 
  Bloodthorns appear as black, desiccated vines with 
  small-bladed leaves. Bright red, succulent berries grow 
  on the plant continually. 
   
  The berries produce a fragrant odor that appeals to 
  most species, especially in the deserts where 
  bloodthorns grow. If a creature survives a bloodthorn’s 
  attack and steals away a few berries, it discovers its 
  efforts were in vain – the berries are bitter and provide 
  no sustenance. 
   
  On rare occasions, a bloodthorn is transplanted 
  onto the Material Plane. Such plants usually dies in a 
  few days, but some survive and grow to great sizes in 
  the wastelands. 
   
  Combat 
  A bloodthorn seems to be a normal plant until a living 
  creature comes within the reach of its tendrils. It then 
  lashes out with as many tendrils as possible and drains 
  the victim of blood. A bloodthorn allows scavengers to 
  remove the carcasses, thus keeping the area around the 
  plant free of its consumed prey. 
   
  A bloodthorn can be summoned using a summon 
  nature’s ally IV spell. 
   
  Blood Drain (Ex): If a bloodthorn grabs an 
  opponent, it begins draining blood. It deals 1d4 of 
  Constitution damage with each successful grapple 
  check. If the opponent wins a grapple check, one of the 
  bloodthorn’s 
  tentacles 
  comes 
  loose 
  from 
  the 
  opponent’s body. The resulting wound continues to 
  lose blood for 1 additional round. 
   
  Improved Grab (Ex): If a bloodthorn hits an 
  opponent that is at least one size category smaller then 
  itself with at least two tendril attacks, it deals normal 
  damage for each tendril and attempts to start a grapple 
  as a free action without provoking an attack of 
  opportunity (grapple bonus +11). If it gets a hold, it can 
  use its blood drain ability. Thereafter, the bloodthorn 
  has the option to conduct the grapple normally, or 
  simply use two tendrils to hold the opponent (-20 
  penalty on grapple check, but the bloodthorn is not 
  considered grappled). In either case, each successful 
  grapple check it makes during successive rounds 
  automatically deals tendril damage and drains blood. 
   
  Note: The bloodthorns used in this scenario are a 
  special breed created under unique circumstances. It 
  looks different, but it acts the same! 
   
  Spirit of the Air 
  (Source: Fiend Folio, page 160) 
  Large Magical Beast (Air) 
  Hit Dice: 11d10+33 (93 hp) 
  Initiative: +5 
  Speed: 30 ft., climb 40 ft., fly 60 ft. (average) 
  AC: 26 (-1 size, +5 Dex, +12 natural), touch 14, flat-
  footed 21 
  Base Attack/Grapple: +11/+19 
  Attack: +1 heavy mace +15 melee 
  Full Attack: +1 heavy mace +15/+10/+5 melee and bite 
  +12 melee and wing buffet +12 melee 
  Damage: +1 heavy mace 2d6+5, bite 1d6+2, wing buffet 
  1d4+2 
  Face/Reach: 10 ft./10 ft. 
  Special Attacks: Air mastery, spell-like abilities, spells, 
  whirlwind 
  Special Qualities: Darkvision 60 ft., DR 10/magic, 
  immunity to air effects, low-light vision, scent, SR 23 
  Saves: Fort +10, Ref +12, Will +6 
  Abilities: Str 19, Dex 20, Con 17, Int 14, Wis 17, Cha 16 
  Skills: Climb +12, Concentration +14, Hide +13, Listen 
  +14, Search +13, Spot +14 
  Feats: Combat Expertise, Hover, Improved Trip, 
  Multiattack 
  Climate/Terrain: Any land 
  Organization: Solitary, pair, or troop (5–12) 
  Challenge Rating: 11 
  Treasure: Standard 
  Alignment: Usually neutral 
  Advancement: 12–16 HD (Large); 17-33 HD (Huge) 
   
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 56 
  Spirits of the air are whimsical creatures that serve 
  deities of the wind and sky, or even nondeific powers 
  that deal in the same areas. They travel the upper parts 
  of the atmosphere near windy mountaintops as well as 
  the windswept plains of the lowlands. Wherever there 
  is wind, you can find the spirits of the air catching 
  updrafts and soaring through the clouds. 
   
  A spirit of the air resembles a monkey, roughly 10 
  feet tall, with elongated fingers that form the ribs of its 
  fanlike wings. The coloration of their furred bodies 
  ranges from dark brown to blond, and their tusked 
  mouths have a mirthful set, even when the spirits of 
  the air are engaged in battle. A spirit of the air’s mouth 
  sports two tusks that curl up toward the creature’s nose, 
  then out toward its cheeks. In its long, prehensile tail is 
  typically clutched a heavy mace. 
   
  Spirits of the air claim windy areas as their 
  territories. Due to their remarkable mobility, these 
  territories sometimes stretch for hundreds of miles. 
  Creatures that pass within are generally unmolested, 
  but the spirits sometimes take offense at unseen slights 
  and rush to attack interlopers. 
   
  Spirits of the air speak Auran, Draconic, and Giant. 
   
  Combat 
  Spirits of the air fight while hovering whenever 
  possible. They use their spell-like abilities from a 
  distance, then close to melee. If their maces are not 
  particularly successful, they resort to their whilrwind 
  attack. 
   
  Air Mastery (Ex): A spirit of the air gains a +1 
  bonus on its attack and damage rolls if its opponent is 
  airborne. 
   
  Spell-Like Abilities: At will–call lightning, control 
  winds, 
  detect 
  magic; 
  1/day–confusion, 
  control 
  weather, whirlwind, wind walk. Caster Level 15th; save 
  DC 13 + spell level. 
   
  Spells: A spirit of the air casts divine spells as a 7th-
  level cleric with the Air and Luck domains (6/6/5/4/2; 
  save DC 13 + spell level). A typical spell list: 0–create 
  water, cure minor wounds, light, resistance, virtue; 1st–
  command, comprehend languages, divine favor, 
  entropic shield*; 2nd–aid, animal messenger, cure 
  moderate wounds, enthrall, wind wall*; 3rd–dispel 
  magic, invisibility purge, magic vestment, protection 
  from elements*; 4th–freedom of movement*, summon 
  monster IV. 
   
  * Domain Spell. Domains: Air (turn, destroy, 
  rebuke, or command earth creatures 7/day), Luck 
  (reroll 1/day). 
   
  Whirlwind (Su): A spirit of the air can transform 
  itself into a whirlwind once per day and remain in that 
  form for up to 10 rounds. In this form, a spirit of the air 
  can move through the air or along a surface at its fly 
  speed. 
   
  The whirlwind is 5 feet wide at its base, 20 feet 
  wide at the top, and 30 feet tall. The spirit of the air 
  controls the whirlwind’s exact height (using a standard 
  action to get taller or shorter), but it must be at least 10 
  feet tall. 
   
  Creatures one or more sizes smaller than that 
  spirit of the air might take damage when caught in the 
  whirlwind and may be lifted into the air. An affected 
  creature must succeed on a Reflex save (DC 20) when it 
  comes into contact with the whirlwind or take 2d6 
  points of damage. It must also succeed on a Reflex (DC 
  20) save or be picked up bodily and held suspended in 
  the powerful winds, automatically taking 2d6 points of 
  damage each round. A creature that can fly is allowed a 
  Reflex save each round to escape the whirlwind. The 
  creature still takes damage but can leave if the save is 
  successful. 
   
  A spirit of the air can eject any carries creatures 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. This cloud is 
  centered on the spirit of the air and has a diameter 
  equal to half the whirlwind’s height. The cloud 
  obscures vision, including darkvision, beyond 5 feet. 
  Creatures 5 feet away have concealment (20% miss 
  chance), while those farther away have total 
  concealment (50% miss chance). Those caught in the 
  cloud must succeed on a Concentration check (DC 20) 
  to cast a spell. 
   
  Immunity to Air Effects (Ex): A spirit of the air is 
  immune to strong winds or any air-related effects. 
   
  Scent (Ex): A spirit of the air can detect 
  approaching enemies, sniff out hidden foes, and track 
  by sense of smell. 
   
  Skills: Spirits of the air have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  Vine Horror 
  (Source: Fiend Folio, page 185) 
  Medium-Size Plant (Aquatic) 
  Hit Dice: 5d8+20 (42 hp) 
  Initiative: +0 
  Speed: 30 ft., swim 20 ft. 
  AC:  18 (+8 natural), touch 10, flat-footed 18 
  Base Attack/Grapple: +3/+7 
  Attack: Slam +7 melee 
  Full Attack: 2 slams +7 melee 
  Damage: Slam 1d6+4 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: Animate vines 
  Special Qualities: Half damage from piercing and 
  slashing, malleability, plant traits 
  Saves: Fort +8, ref +1, Will +2 
  Abilities: Str 18, Dex 10, Con 19, Int 9, Wis 13, Cha 10. 
  Skills: Hide +15*, Listen +3, Spot +3, Swim +16 
  Feats: Alertness, Blind-Fight 
  Climate/Terrain: Any swamp or aquatic 
  Organization: Solitary or colony (2–12) 
  Challenge Rating: 4 
  Treasure: – 
  Alignment: Always neutral evil 
  Advancement: 6–7 HD (Large); 8–16 HD (Huge) 
   
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 57 
  Primitive, cruel, and elusive, vine horrors are sentient 
  colonies of algae with the ability to assume a roughly 
  humanoid form. They stalk swamps and similar areas, 
  and they attack by surprise whenever possible. 
   
  Vine horrors are often mistaken for green-skinned 
  humanoids with coarse, rough features. A vine horror’s 
  features appear smooth and somewhat unformed, and 
  when it speaks, its voice often changes pitch in unusual 
  and seemingly random patterns. 
   
  Guided by their own malicious instincts, vine 
  horrors seek to harm and slay any who enter their 
  territory. Communities located too close to swamps or 
  other vine horror lairs often suffer nocturnal attacks by 
  animated trees. 
   
  Vine horrors speak Sylvan. 
   
  Combat 
  Vine horrors often attempt to hide in shallow, algae-
  filled water, where they then animate trees to attack 
  foes on at a time. Unlike treants and similar creatures, 
  vine horrors care nothing for the trees they animate or 
  the swamps they inhabit. 
   
  Animate Vines (Sp): A vine horror can use this 
  ability to animate any single vine or similar kind of 
  plant life within 90 feet. An animated vine fights as an 
  assassin vine in all respects (see the Monster Manual). 
  An animated vine loses its ability to fight if the vine 
  horror that animated it is incapacitated or moves out of 
  range. 
   
  Malleability (Ex): Because of a vine horror’s 
  unusual body structure, it can compress its body 
  enough to squeeze through a 1-inch-wide crack. Cracks 
  and similar openings that are 1 inch or more in with do 
  not slow the vine horror at all. 
   
  Skills: Vine horrors have a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard and can always choose to take 10 on Swim 
  checks, even if distracted or endangered. * Vine 
  horrors have a +15 racial bonus on Hide checks in 
  swamps or other areas with noticeable concentrations 
  of algae. 
   
  Feats 
  Improved Buckler Defense 
  (Source: Complete Warrior, page 100) 
  You can attack with an off-hand weapon while 
  retaining a buckler’s shield bonus to your Armor Class. 
   
  Prerequisite: Shield Proficiency. 
   
  Benefit: When you attack with a weapon in your 
  off-hand, you may still apply your buckler’s shield 
  bonus to your Armor Class. 
   
  Normal: Without this feat, a character wielding a 
  buckler who attacks with an off-hand weapon loses the 
  buckler’s shield bonus to AC until his or her next turn. 
   
  Special: A fighter may select Prone Attack as one 
  of his fighter bonus feats. 
   
  Improved Toughness 
  (Source: Complete Warrior, page 101) 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Prone Attack as one 
  of his fighter bonus feats. 
   
  Practiced Spellcaster [General] 
  (Source: Complete Divine, page 82) 
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by +4. This can’t increase 
  your caster level beyond your HD. However, even if 
  you can’t benefit from the full bonus immediately, if 
  you later gain noncaster-level HD you may be able to 
  apply the rest of the bonus. 
   
  For example, a human 5th-level cleric/3rd-level 
  fighter who selects this feat would increase his cleric 
  caster level from 5th to 8th (since has 8 HD). If he later 
  gained a fighter level, he would gain the remainder of 
  the bonus and his cleric caster level would become 9th 
  (since he now has 9 HD). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger.druid) much 
  choose which class gains the feat’s effect. 
   
  This does not affect your spells per day r spells 
  known. It only increases your caster level, which 
  would help you penetrate SR and increase the duration 
  and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who has selected this feat twice 
  would cast cleric spells as an 8th-level caster and wizard 
  spells as a 9th-level caster. 
   
  Corpsecrafter [General] 
  (Source: Libris Mortis, page 25) 
  Undead you raise or create are tougher than normal. 
   
  Benefit: Each undead you raise or create with any 
  necromancy spell gains a +4 enhancement bonus to 
  Strength and +2 hit pints per Hit Dice. 
   
  Destruction Retribution [General] 
  (Source: Libris Mortis, page 26) 
  Undead you raise or create harbor a retributive curse 
  that is unleashed if they are destroyed. 
   
  Prerequisites: Corpsecrafter. 
   
  Benefit: Each undead you raise or create with any 
  necromancy spell releases a burst of negative energy 
  upon its destruction, dealing 1d6 points of damage plus 
  a additional 1d6 points per 2 Hit Dice to every creature 
  within a 10-foot spread (Reflex DC 15 half). This 
  damage comes from negative energy, and it therefore 
  heals undead creatures. 
   
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 58 
  Improved Paralysis [Monstrous] 
  (Source: Libris Mortis, page 27) 
  You are better at paralyzing your victims. 
   
  Prerequisites: Undead type, paralysis special 
  ability, Ability Focus (paralysis). 
   
  Benefit: When your natural attacks threaten to 
  paralyze your foe, add a +4 bonus to the save DC. 
   
  Improved Turn Resistance [Monstrous] 
  (Source: Libris Mortis, page 27) 
  You have better than normal chance to resist turning. 
   
  Prerequisites: Undead type. 
   
  Benefits: You are less easily affected by clerics or 
  paladins than you normally would be (see Turn or 
  Rebuke Undead, page 159 of the Player’s Handbook). 
  When resolving a turn, rebuke, command, or bolster 
  attept, add +4 to your character level (monster Hit Dice 
  plus class levels) to determine your Hit Dice for turn, 
  rebuke, command, and bolster attempts. For example, a 
  4 HD wight with this feat is treated as an 8 HD undead 
  for the purpose of turn, rebuke, command, and volster 
  attempts, even though it is a 4 HD creature for any 
  other purpose. A vampire that already has +4 turn 
  resistance adds an additional +4 with this feat, for a 
  total of +8. 
   
  
  FORTUNATE SON MAP
  1
  5
  6
  7
  8
  9
  10
  11
  12
  12
  12
  12
  2. Half Deck
  (atop stairs)
  4. Forecastle
  (atop stairs)
  3. Poop Deck
  (atop stairs)
  12
  12
  13
  14
  14
  15
  16
  16
  16
  16
  16
  16
  16 16 16
  17
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  
  CORS5-01 The Jungle of Lost Ships 
   
  Page 60 
   
  Campaign  
  Consequences 
  This adventure has Campaign Consequences. That is the results of the event will directly affect the long-term future of 
  the campaign. To this end please fill out this form and turn into HQ when your table is finished.. 
   
  1. For which nation did the PCs elect to work?  Keoland 
  Ahlissa 
   
  2. At what APL was the event run? 
   
  3. Did the PCs promise to help Lord Lemenster Rax? 
  Y 
   
  N 
   
  4. Did they destroy his tormentors (Maristern and the three lacedons)? 
   
   
   
   
   Y 
   
  N 
   
  5. Did the PCs win the Black Sun? If so what did they do with it? 
   
   
   
  6. Did the PCs return Lord Lemenster Rax to Rel Astra to be buried in the soil of 
  the Great Kingdom? 
  Y 
   
  N 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/595/CORS5-01 The Jungle of Lost Ships/CORS5-01 The Jungle of Lost Ships  High Level  1.0.pdf