TEXT: Eerie lights? Strange noises? Ships are sailing blind into the rough shores of the
  Bay of Saurvorn. Why is the light out at Lokrom’s Beacon? Will the party find
  clues to a murderer? Or is there something more sinister at stake.
  An OSR adventure for Levels 4-7.
  MM 3
  
  Standoff at Sandfell Sea Fort
  Author/Maps/Layout: Malrex
  Editor: A.P. Klosky
  Cover Art: Publisher’s Choice Stock Art ©Rick
  Hershey/Fat Goblin Games
  Backcover Artist: Dean Spencer
  Interior Artists: Some artwork  © 2018 Dean
  Spencer, used with permission, all rights reserved.
  Public Domain, Images on pg. 6, 10, 12, 13, 17, and
  19 are by Thomas Novosel
  (www.patreon.com/thomosnovosel), Patrick E.
  Pullen, Publisher’s Choice Stock Art ©Rick
  Hershey/Fat Goblin Games, Some artwork
  copyrighted by Robert Hemminger, used with
  permission, William McAusland, Nathan Atterbery,
  Maciej Zagorski of The Forge Studios, andJoe
  Calkins. All artwork is copyrighted by the artists!
  Author’s Note
  I had some fun with this one. I wanted a sea adventure
  without the usual sahuagin as the focus….and luckily I
  had some great art to inspire me! I want to thank
  Nathan Atterbery for providing the art and name of the
  Ghuhudan. I love his style of artwork. I also found
  Thomas Novosel’s patreon and wow!! Lots of art that
  takes me out of the box. If you are into art, I
  recommend you check out what he is up too.
  www.patreon.com/thomosnovosel
  
  Standoff at Sandfell Sea Fort
  Introduction: Lokom’s Beacon has been
  extinguished for more than a week. Without warning
  from the beacon, ships have struggled to navigate
  the rough coast of the Bay of Saurvorn. In fact, one
  ship, The Jolly Merchant, crashed along the shoals a
  few nights ago, its captain raving about strange lights
  and a crew possessed! While a rescue party departed
  to help survivors and recover lost goods three days
  ago, Lord Dremens of Mjova wants to hire a party to
  check on the
  lighthouse.
  Summary: The warden of Lokrom’s Beacon was
  murdered by a tribe of Histrix, who were angered by
  the light shining upon their new dwelling, the old
  Sandfell Sea Fort. However, during the assault, they
  shattered a sea captain’s old magic bottle which
  contained an angry air elemental. However, most of
  the Histrix managed to escape with their lives.
  Meanwhile a tribe of peaceful Ghuhudan has floated
  into the Sandfell Sea Fort territory on floating kelp
  beds, latching themselves to a reef. Seeking a new
  home to rebuild, the Ghuhudan have settled on the
  idea of inhabiting the sea fort. However, as
  negotiations have failed and their reef-perch grows
  more precarious, the Ghuhudan grow desperate for
  resources.  The Histrix raided their village, taking
  several prisoners, and the Ghuhudan recently
  retaliated by sending in a war party to free their family
  members, but the outcome is unknown.
  Nearby, the ship known as the Jolly Merchant is
  actually a pirate ship called The Red Tempest, now
  run aground on a reef. Earlier, these pirates had great
  luck salvaging from sunken ships surrounding the unlit
  lighthouse. However, the Red Tempest now has a
  huge hole near the keel and continually gets
  bombarded by waves. The ship lies next to the cavern
  home of a rare Crown of Thorns starfish which has
  begun using its Domination ability to create slaves
  from the hapless pirates. A disheveled band of Red
  Tempest pirates have escaped to dry land, currently
  debating on a course of action (Area #4).
  GM’s Notes: Histrix and Ghuhudan are in the New
  Monster section in back of the adventure. Random
  encounters are a 1 or 2 on a d10 every 6 turns. See
  the Bay Encounters Table and the Seashore/Land
  Encounters Table.
  Adventure Hooks:
  1. Lord Dremens of Mjova hires the party to
  investigate the lighthouse, offering them 150 gp each.
  He also supplies a small drakkar and 5 sailors (level 0)
  for the journey.
  Storm. Choppy waters. 35% veer off course if on water, lose 1d6 hours of time.
  AC 4, Move 9 (land) 12 (swimming), HD 5, hp 33 ea, THACO 15, Attack 1 (by weapon), MR
  25%, Size M, Morale 15, XP 975 ea. Special: Project Force, Inertial Barrier abilities. Each Histrix have tridents or
  spears, daggers, 8 sp, and 9 gp. These Histrix attempt to loudly jab a hole in a small drakkar or sailing vessel.
  AC -2, Move 12, HD 6, hp 38 ea, THACO 15, Attack: 2 claws (1d6 +2 damage), Size L,
  Morale 15, XP 650 ea. Fighting over a drowned, dead sailor corpse for lunch.
  AC 6, Move 24 (swimming), HD 4, hp 26 ea, THACO 17, Attack 1 (bite 2d4), Size L, Morale 8, XP 175
  ea. These sharks swim near the boat, attacking anything that falls overboard.
  AC 7, Move 3, 18 (swimming), HD 1, hp 8 ea, THACO 20, Attack 1 (bite 1d4), Size M, Morale 6, XP
  35 ea. These playful seals swim and bark around the boat for awhile before swimming off.
  Floating wreackage. A keg of wine (75 gp), debris and spliced rope.
  AC 5, Move 15 (swimming), HD 3, hp 18 ea, THACO 17, Attack 1 (by weapon), MR 90%, Size M,
  Morale 13, XP 650. Equipped with tridents, spears, and daggers. These tritons watch the ship from a distance.
  AC 2, Move 3, 12 (swimming), HD 6+1, hp 38 ea, THACO 13, Attack 3 (2 claws 1d4, bite 1d8+8,
  Size L, Morale 15, XP 1,400. These
  Roll
  Bay Encounters
  1
  2
  (6) Histrix Patrol:
  3
  (1d2+1) Giant Crab:
  4
  (2d6) Shark:
  5
  (2d4) Seals:
  6
  7
  (2d8) Tritons:
  8
  (1d4) Scrags:
  scrags await an opportune time to attack.
  Continued
  Artist: Dean Spencer
  3
  
  2. Vorkas, the general store owner, offers the party 50
  gp each to obtain any supplies from the run aground
  Jolly Merchant (Red Tempest.
  3. Meeples, the half-crazed survivor of the Red
  Tempest, is mostly belligerent, but speaks of strange
  lights and a fearsome beast in a cave that took
  control of the crews’ minds!
  4. The Jax family worries about their missing patriarch.
  They can only offer shelter and meals for the party if
  they investigate the lighthouse, but they offer the use
  of their small rowboat for free.
  5. Larangos, a powerful mage of the far off Darkcrest
  Tower, has offered the party 500 gp to obtain the
  brain of a Histrix for research. He has heard a small
  tribe may be located at the Sandfell Sea Fort.
  6. Pretty Maura of
  Mjova, devastated by
  her son’s decision to
  sail off with pirates
  offers an emerald
  (250 gp) for his
  capture and return.
  She believes that
  pirates regularly
  patrol the bay and
  have shanghaied her
  son.
  The Bay of Saurvorn
  1. Mjova:  Once a bustling border trade town, Mjova
  has been reduced to a ramshackle fishing village as
  larger cities drew greater population and wealth.
  Several buildings are boarded up and run-down,
  while the remaining folk have relied on fishery as a
  livelihood. Lokom’s Beacon is the only important thing
  sea-farers care about when nearing Mjova, and ships
  usually only port for emergencies or a rare supply run.
  Desperation for resources has led to a wary truce with
  a number of pirates, making Mjova a safe harbor for
  the lawless men if they stay discreet.
  Important Establishments:
  ● The Lobster’s Whiskers: Mjova’s only Tavern, is
  run by Gilroy, a hefty, balding fellow who is
  handy with a club. He likes a quiet crowd with
  no disruptions.  Usually 1d8 patrons at all
  times, +10 at night (most are pirates). Kilroy
  and his twin brother Serak are the town
  drunks, frequently found arguing or fist
  fighting in or near the tavern. Check rumor
  table, roll 1d4 times.
  ●Dawn’s Pearl: Mjova’s general store,
  owned by the skin-flint Vorkas. A weasel
  looking man with greasy hair, Vorkas is
  known for his steep prices and his
  disdainful gaze.
  AC -2, Move 12, HD 6, hp 38 ea, THACO 15, Attack: 2 claws (1d6 +2 damage), Size L,
  Morale 15, XP 650 ea. Fighting over a drowned, dead sailor corpse for lunch.
  Storm, freezing rain and wind. 25% to get hypothermia unless cover is sought.
  AC 5, Move 12, Lvl 4 Warrior, hp 30 ea average, THACO 17, Attack 1 (by weapon), Size M,
  Morale 9, XP 175. Rag tag band equipped with rusted chainmail, longswords, battle axes, and longbows.
  Each have 1d12 sp, 1d6 gp. They are scattered about a campfire, some sleeping. Attempt to negotiate a
  'safety fee' of 25 gp each for safe passage.
  AC 3, Move 12, fly 30 (MC 3), HD 7, hp 44 ea, THACO 13, Attack 3 (2 claws 1d4, bite 2d8), Size L,
  Morale 11-12, XP 650 ea. These hungry griffons are searching for any type of food. One is completely soaked
  from attempting to dive bomb a seal.
  AC 7, Move 12, HD 3, hp 17 ea, THACO 17, Attack 1 (3d4 damage), Size M, Morale 10, XP
  120 ea. These boar are in a foul mood, finding meager food. They attack to protect their young (3 piglets).
  AC 5, Move 9, HD 3+1, hp 20 ea, THACO 17, Attack 1 (slam 2d4 or by weapon, Size L, Morale
  11-13, XP 120 ea. They got a total of 52 gp, and a ruby 100 gp that they are taking to another tribe to trade for
  a female for their chief. If they can offer prisoners
  Roll
  Seashore/Land Encounters
  1
  (1d2+1) Giant Crab:
  2
  3
  (6 + 1d6) Bandits:
  4
  (1d3) Griffons:
  5
  (1d12) Wild Boar:
  6
  (2d4) Bugbears:
  7
  (2d6) Giant Sea Igaunas:
  8
  (1) Donkey:
  instead of the ruby, all the better.
  AC 5, Move 12, HD 3+1, hp 16 ea, THACO 17 Attack 1 (bite 1d8+1), Size L, Morale 10,
  XP 175. Special: On a natural 20, bite does double damage. These iguanas feed along the shallow reefs and
  seashore. They attack giant crabs on sight. They defend themselves if attacked.
  AC 7, Move 12, HD 3, hp 19, THACO 17, Attack 3 (2 hooves 1d3, bite 1d6), Size M, Morale 5-7, XP
  65. This donkey escaped the rescue party. It has a week of iron rations, 2 waterskins, a healer's satchel, a
  silver flask of rum (25 gp), 50' rope, and a shovel. It keeps running from rescuers...a pain in the ass.
  Continued
  Artist: Dean Spencer
  4
  
  ● Mjova Fort: Lord Dremens, the nominal
  ruler of Mjova, is a fair, grim man who
  does his best to keep his people safe.
  While his garrison is small—only 10
  soldiers (each level 1 warriors), Dremens
  is proud of his station and his town.
  Proud Dremen is often accompanied by
  his captain, Grome, a grizzled veteran
  who enjoys telling old war stories,
  especially after a pint or two of ale in
  The Lobster’s Whiskers.
  ● The Deep’s Glow: A homely inn run by
  the middle-aged Evelyn, rates at The
  Deep’s Glow run 1.5x the regular price.
  Evelyn likes to gossip, but has a heart of
  gold, often letting homeless individuals
  stay for free, if needed. Most often,
  though, her inn is empty. Check rumor
  table, roll 2 times.
  ● Other Buildings:  Mjova has only the
  barest of other businesses.  The rest of
  the village features candle store,
  leather-worker, fishing supply shop, boat
  builder, blacksmith, and bait shop. A fair
  number of stray cats wander the
  muddy streets.
  2. Lokrom’s Beacon: Slender, dark, and storm-
  stained, Lokrom’s Beacon squats on a barnacle
  covered rock outcropping, defiant towards the
  crash of violent waves that surround it. Ocean
  mist drenches a rickety dock, which extends
  into the chaotic turmoil of the sea.  A steep
  staircase hugs the rocky cliff as it winds its way
  towards the lighthouse’s base. See Appendix
  A: Lokrom’s Beacon.
  I thought the lighthouse was working again, but the glow of light was past the lighthouse. It was a clear
  night, and the lights shifted from a light purple, to eerie green!
  Calos swears he saw the biggest crab he has ever seen along the coast to the east. He yapped at me sayin
  he would use the shell for a hut or some such nonsense. Hmm, funny thing, I haven't seen him around lately.
  I think the lighthouse is haunted. I took a rowboat out there, but the water got too rough. But I heard the
  weirdest moaning sound I've ever heard!
  Don't let em fool ya. That Jolly Merchant ship…yeah, it ain't no merchant ship. It’s a band of pirates!
  I saw a naked woman swimming
  Roll
  Rumor
  1
  2
  3
  4
  5
  6
  7
  8
  in the bay just the other day! Not sure how she wasn't freezing. She looked
  like she was crying. Was the strangest thing. She bolted off swimming and I lost track of her.
  Lord Dremens ordered the lighthouse to be shut off. He thinks Port Hollowvane will send us money to turn it
  back on!
  I heard Captain Grome pays off pirates so that they don't cause a ruckus in town.
  The Sandfell Seafort was abandoned awhile back. The tides kept coming in and flooding it. Darn fools built it
  too close to the sea!
  5
  Artist: Public Domain
  
  3. Bloody Sands: Here, sand forms a long beach with
  rolling dunes covered in scrubby beach grass. Shells,
  pebbles, wooden debris, and bits of garbage litter the
  beach and small crabs scatter and dive into their
  holes.
  ● Three giant crabs make their home amongst
  the dunes and are eager for an opportunity
  for fresh food. They are near the wagon.
  ● A wagon, a half-eaten horse, and bits and
  pieces of decapitated men from the rescue
  party are scattered about the beach. Amidst
  the bodies and the wagon, supplies include:
  iron rations, blankets, various mundane
  weapons,  waterskins, 150’ of rope, a bundle
  of bandages, and 21 sp.
  ● Walking near the shore gives a 25% of finding
  a watertight scroll tube containing a scroll of
  wizard spells: Level 6: Invisible Stalker, Level 5:
  Feeblemind, and Level 3: Water Breathing.
  Monster: (3) Giant Crab: AC -2, Move 12, HD 6, hp 44,
  40, 36, THACO 15, Attack: 2 claws (1d6 +2 damage),
  Size L, Morale 15, XP 650 ea.
  4. Pirates: A rowdy-looking and disheveled band of
  men and women whoop and yell at the sight of the
  PCs,  waving their arms above their heads.  The band
  immediately starts running towards the PCs.
  ● Their excitement may be taken as an attack,
  but they immediately dive for cover and/or try
  to defuse the situation.
  ● This misfit band of people is at their wits’ end.
  They are part of the pirate crew of The Red
  Tempest. Surprisingly, they like their captain
  due to their success and want her back. She
  has been dominated by the Crown of Thorns
  Starfish (see Area #5).
  ● The pirates attempt to talk,
  trick, manipulate and/or
  intimidate to get the party
  to rescue their fellow
  ‘merchants’, and they are
  willing to lead the way to
  the location. One burly lug
  named ‘Silver Tooth’ does
  most of the talking (dim-
  witted, rough, yet cautious).
  Monster: (7) Pirates: AC 8, Move 12,
  Level 3 Warriors, hp, 28 (Lug), 24 x 5,
  22, THACO 18, Attack: by weapon,
  Size M, Morale 9-11, XP 120 ea.
  Equipped with cutlasses, daggers,
  and belaying pins.
  5. Crown of Thorns:  A rough and rocky section of
  beach with scattered rock outcroppings that tirelessly
  get pounded by waves.  A cog style ship leans on its
  side continually getting bashed by waves that have
  the ship pinned against the jagged rocks. A sizable
  rock outcrop has collected a bit of sand about it, with
  a cave that leads inside.  See Appendix B: Crown of
  Thorns.
  6. Land…Shark?: Sandy soil, scrub brush ,and a few
  windswept trees seem to stretch for miles. The PCs
  can hear a slight rumbling noise which seems to be
  getting closer. A fin breaks the surface nearby…
  ● The party has 1 free round to react before the
  bullette is upon them.
  Monster: (1) Bullette: AC -2/4/6, Move 12, 3 burrowing,
  HD 9, hp 58, THACO 11, Attack 3 (3d6, 3d6, 4d12), Size
  L, Morale 13, XP 2,000.
  7. Ghuhudan Village: A huge kelp entwined ‘island’
  floats, lashed to a few protruding rocks. Kelp with
  wooden pole reinforcements serves as 7 small huts.
  Wooden poles with strange glass balls stand scattered
  across the kelp island. Bulky creatures resembling
  humanoid elephant seals wander about, many
  carrying fishing poles.
  ● The Ghuhudan gather to greet the party. They
  are very cautious and consist of 5 families,
  mainly females, children and the elderly. Only
  a handful of young, male Ghuhudan protect
  the village.
  ● The glass balls emit a light purple light at night,
  but cast an eerie green light if the village is
  under attack. These lights can be seen from
  the lighthouse by night.
  ● The Ghuhudan leader is old with thickly
  calloused skin. If treated with respect, he tells
  the party:
  1. They floated here and were attacked
    
  by the Histrix. Histrix are a type of sea-horse
    
  people living in the sea fort, who took
    
  many Ghuhudan family members as
    
  prisoners during a recent raid.
  2. Angered, they sent in a war party to
    
  recover their family members. It has been
    
  two days since the war party was sent and
    
  they have not received any word.
  3. They wish to lay claim to the fort and live
    
  there peacefully, as the cliffs provide bird
    
  nests and eggs are a delicacy.
  Artist: Thomas Novosel
  Continued
  6
  
  4. He believes the Histrix attacked
  the “Great Light” (Lokom’s
  Beacon) about a week ago.
  ● The Guhudan offer a bag of pearls (500 gp)
  for the party’s help to recover their family
  members from the Histrix. One Ghuhudan,
  Mirounga, accompanies the party if
  desired. An older female presents a
  robe made of lacquered shells to a
  random spellcaster in the party (provides AC
  8, but loud), as well as a Potion of Water
  Breathing for each party member.
  Monster: (8) Ghuhudan: AC 6, Move 9, 18
  (swimming), HD 4, hp 27 average, THACO 17,
  Attack 1 (by weapon), Size L, Morale
  11, XP 270 ea. Equipped with gaff
  hooks, daggers, and spears.
  (4) Ghuhudan Guards: AC 6, Move 9, 18 (swimming),
  HD 6, hp 42 (leader), 37, 35, 34, THACO 15, Attack 1
  (by weapon), Size L, Morale 13, XP 420 ea. Equipped
  with gaff hooks, daggers and spears.
  Mirounga: AC 6, Move 9, 18 (swimming), HD 4, hp 29
  THACO 17, Attack 1 (by weapon), Size L, Morale 13,
  XP 270. Equipped with a gaff hook, dagger and a
  spear. Angry, stubborn, fearless, and loyal. He doesn’t
  hold the line….he IS the line.
  8. A Plea: Above the lapping of waves, sobbing and
  whimpering can be heard amongst the exposed,
  seaweed covered reefs.
  ● An injured mermaid rests near the reef.
  Desperate, she attempts to talk to the party. If
  Mirounga is with the party, she attempts to fly
  while Mirounga licks his chops.
  ● She claims she is scared of the human town,
  and the Ghuhudan tried to eat her, but she
  seeks assistance. Her lover, Narius, was
  captured by the Histrix three days ago and
  she begs the party to enter the fort to free him.
  She provides a shell necklace as proof for her
  lover that the party are friends if they decide
  to help.
  Monster: Velmous, the Mermaid: AC 7, Move 1, 18
  (swimming), HD 1+1, hp (4) 8, THACO 19, Attack 1
  (dagger 1d4), Size M, Morale 10, XP 35.
  9. Sandfell Sea Fort: This old sea fort is tucked inside an
  eroding cliff face. A sandy stairwell leads up to an
  exposed platform with three solid doors embedded in
  the cliff. A short sandy swath of beach is nestled
  below the platform. Please refer to Appendix C:
  SandFell Sea Fort and the Sandfell Sea Fort map.
  Appendix A: Lokom’s Beacon
  GM’s Note: There are no wandering encounters
  while inside the lighthouse. Perceptive characters
  notice drag marks near the lighthouse (Histrix tracks).
  See Lokom’s Beacon map.
  1.  Larder: Drag marks enter/leave through the door
  here. The rusty metal door opens into a spacious room
  filled with random crates and, barrels filled with
  miscellaneous supplies such as rope, lanterns and
  lantern oil. A messy eating area with spilt, now-moldy
  porridge is in the northeast corner. An impressive
  carving of a huge sea snake swirls its way up to the
  next floor in the form of a spiral staircase.
  ● Besides the supplies, there is a small keg of
  brandy that could fetch 150 gp.
  2. Bunk Room: This spartan bunkhouse contains a
  simple bed with a wooden wardrobe.
  ● From this room, the party can hear moaning
  and whistling from wind upstairs.
  ● The wardrobe contains a waterproof sealskin
  poncho, a bunch of musty clothes and two
  pairs of boots. A silver dagger (200 sp) is thrust
  inside one of the boots.
  ● The diary of Borgrek Jax lies under a pillow.
  Besides day-to-day ramblings, several
  passages near the end that discuss strange
  lights by the old Sandfell Fort. The colors range
  from a light purple to an eerie green. Borgrek
  shifted the beacon upon the area, but the
  lights stopped glowing and he wrote that
  there were ‘booming noises erupting from the
  area’ (the Ghuhudan).  The Jax family will pay
  25 gp for the diary’s return.
  Artist: Maciej Zagorski-The Forge
  7
  
  3. Rec Room: A whirlwind of fluttering papers, books,
  maps, and ash dominates the center of this cramped
  room, obstructing both vision and hearing. Two
  glowing yellow orbs flare in the middle of the mini-
  tornado and the whistling sound becomes a low
  moan.
  ● The
  enraged air
  elemental attacks
  immediately.
  ● Most of the papers consist of sea charts, star
  constellations and random sea maps.
  ● The books cover subjects such as boats,
  fishing, underwater critters, and seafood
  cooking recipes. There are a few famous
  books-‘Captain Reefclaw’s Guide to
  Seamanship’ (75 gp), and “Lydia Snoose’s
  Guide to Rope Usefulness” (300 gp). Those
  spending an uninterrupted week reading
  Lydia Snoose’s manual and practicing its
  techniques can gain the Rope Use non-
  combat proficiency as a bonus.
  ● Secret Compartment: The fireplace contains a
  shifting metal plate half-covered by ash.
  Under the plate, a soot-stained, sealskin
  pouch contains 45 cp, 23 sp, 117 gp, and 2
  pearls (125 gp each).
  ● Once the air elemental is slain, the PCs might
  find a broken bottle glass scattered in with the
  paperwork. A labeled piece of glass states
  “Ol’ Cap Shiftywalk’s Sailing Advantage.” The
  Histrix knocked over the bottle releasing the
  elemental.
  Monster: (1) Air Elemental: AC 2, Move 36-fly (MC 1),
  HD 8, hp 54, THACO 12, Attack: Buffet 2d10 damage),
  Size L, Morale 15, XP 4,000. Special: whirlwind, +2 or
  better weapons to hit.
  4. Murder Scene: Tiny crabs dart away from a
  bearded man’s corpse, which lies crumpled in a pool
  of congealed blood near the stairwell. A dagger with
  a fish shaped handle lies next to the nearby wall. A
  low table sits nearby, covered with papers.. The stairs
  continue upward to a trap door.
  ● The corpse is that of Borgrek Jax. He died of
  piercing wounds (spears, tridents) and looks to
  have been dead for more than a week.
  ● The dagger has remnants of red, scaly skin
  and dark stains of blood (Histrix skin). The
  blade is incredibly sharp and well crafted
  (provides a +1 to damage only).
  ● The papers on the desk contain ship names,
  including a list of known pirate ship names (50
  gp reward if taken to nearby Port
  Hollowvane). There is also a book of doodles.
  5. The Beacon: A trapdoor opens up from the top of
  the staircase. Pillars hold up a ceiling as the room is
  open to the elements. The room contains angled
  mirrors from the floor and the ceiling which face a
  closed 3’ diameter metal sphere in the center of the
  room. Handles protrude from the sphere for easy
  opening. The crashing waves of the tumultuous sea
  below send misty vapors throughout the chamber.
  ● Lifting the sphere shows an impressive rune-
  lined glass sphere containing a living globe of
  light that immediately brightens when
  exposed to outside. The trapped will-o-wisp
  flees if the glass sphere is broken.
  Monster: (1) Will-o-the-Wisp: AC -8, Move fly 18 (MC
  1), HD 9, hp 63, THACO 11, Attack: shock 2d8, Size S,
  Morale 17, XP 3,000. Special: magic immunity.
  Artist: Patrick E. Pullen
  Artist: William McAusland
  8
  
  Appendix B: Crown of Thorns
  GM’s Note: Refer to the Crown of Thorns Starfish Lair
  map. At the sandy beach and ship, the party runs into
  patrolling pirates on a 1 or 2 on a d10, rolled every 3
  turns.  Pirate patrols consist of 3 to 5 pirates. There are
  a total of 20 dominated pirates in the area, one of
  which is Maura’s son, Elgrik. The pirates are dominated
  by the Crown of Thorn’s starfish, which used its special
  ability Domination (see New Monster).
  Monster: Pirate: AC 9, Move 12, Level 3 Warriors, hp 25
  average, THACO 18, Attack 1 (by weapon), Size M,
  Morale 9-11, XP 120 ea. Equipped with cutlasses,
  daggers, and belaying pins.
  1. The Red Tempest: A gaping hole of twisted wood
  lies open near the keel. Water weighs down the cog
  and it rests on top of the shallow rocks but continually
  rocks under the unrelenting waves. A painted, wood-
  carved prow resembles a mermaid with a tangle of
  red hair surrounding a face set in a sneer. A sign
  hangs limply from the ship’s side, that says ‘The Jolly
  Merchant’, although clearly visible under it, says ‘The
  Red Tempest’.
  ● The ship is half submerged, with the hold
  carrying floating garbage, supplies, four
  drowned pirates, and several curious fish.
  Submerged hammocks make it easy to get
  tangled while moving about the area.
  ● The captain’s quarters has been mostly
  rummaged and looted for the Crown of Thorns
  starfish by the pirates. However, a golden
  candlestick (50 gp) and a necklace of pearls
  (250 gp) can be found if searched.
  ● Typical sailing items can still be found on deck
  (ropes, pails, sails, etc.).
  2. Guards: A narrow cave opening leads into the tall
  rock outcropping. Barnacles and patches of
  seaweed cling to all the rocks and tide pools are
  abundant, separated by slivers of sand peninsulas.
  ● Three dominated pirates are guarding the
  cave entrance and attack intruders on sight.
  Monster: (3) Pirates: AC 9, Move 12, Level 3 Warriors,
  hp 25 average, THACO 18, Attack 1 (by weapon), Size
  M, Morale 9-11, XP 120 ea. Equipped with cutlasses,
  daggers, and belaying pins.
  3. Loot Grotto: A cave opening leads out to the sea. A
  wealth of sea life inhabits the rocky bottom of the
  grotto. Starfish, anemones, sea urchins, multi-sized fish
  and crabs amble along the bottom and sides.
  Various coins are scattered and submerged in the
  grotto. Four men dump crates and chests of coins into
  the water.
  �There is a total of 1,500 cp, 2,000 sp, 300 gp,
  and 222 pp littering the bottom of the grotto.
  Recovering these coins takes a significant
  amount of time.
  �Any fighting in this chamber brings 8 more
  pirates in 1d3+1 rounds.
  Monster: (4) Pirates: AC 9, Move 12, Level 3 Warriors,
  hp 27 average, THACO 18, Attack 1 (by weapon), Size
  M, Morale 9-11, XP 120 ea. Equipped with cutlasses,
  daggers, and belaying pins.
  4. Crown of Thorns Starfish Lair: Sand covers the floor
  of the cave. A huge, multi-armed purple and dark
  blue starfish grips a stone outcrop along the southern
  part of the chamber. Thorn-like spines cover its upper
  bulk and it sprawls over a 10’ radius area with 20 arms.
  Kegs and crates of goods are scattered through the
  chamber and a few pirates mill about, moving things
  from one area to other, as if decorating.
  ● The starfish immediately attempts to dominate
  someone chosen at random if it is not at its
  maximum 20 people. It further orders the
  pirates to defend it from attack.
  Artist: Rick Hershey
  9
  
  ● See pirate loot table below for the contents of
  the crates.
  ● Upon the rocks before the starfish are stacks of
  9 emeralds (45 gp ea), 5 piece of jade (25 gp
  ea), and 3 amethysts (50 gp ea) intermixed
  with colorful shells and a school of colorful
  fish.
  ● Eating the entire brain of this particular
  starfish increases Charisma by 1 point
  permanently.
  ● If the starfish is slain, the pirates become free
  of their mental domination and fight to keep
  their loot (including the coins in Area #3) if
  there is unsuccessful negotiation. Any pirates
  from Area #4 (Bay of Saurvorn)that traveled
  with the party sides with their old pirate crew.
  However, if the party decides not to take the
  pirate’s loot and moves on, Captain Swales
  stops the party and offers a blue feather
  from her hat, claiming she will give them free
  passage to wherever they desire if it’s
  presented to her at a later date.
  Monster: Remaining Pirates: AC 9, Move 12, Level 3
  Warriors, hp 25 average, THACO 18, Attack 1 (by
  weapon), Size M, Morale 9-11, XP 120 ea. Equipped
  with short swords, cutlass, daggers, and belaying
  pins.
  Captain Evalyne ‘The Fierce’ Swales: AC 6, Move 12,
  Level 5 Warrior, hp 44, THACO 16, Attack 3/2 (cutlass
  1d8 +1 to hit, +3 damage), Size M, Morale 15, XP 270.
  Equipped with sapphire Earrings of Protection +2. Long
  red hair, comely, blue feathered hat, demanding,
  strict, but congratulates often on work well done.
  Crown of Thorns Starfish: AC 4 (body) 6 (arms), Move
  3, HD 10, hp 73, THACO 11, Attack N/A, Size L, Morale
  16, XP 2,000. Special: Anytime the body is hit in melee,
  thorns deliver 1d4 damage to the attacker. See New
  Monster.
  Appendix C: Sandfell Sea Fort
  GM’s Notes: The role of the tide in this adventure is
  up to the GM. Potentially, the platform (Room #1) can
  be relatively dry, though during high tide the sea
  may be 2-3’ deep on the platform, which means
  Room #2 is filled with water. All doors in the dry
  section are half-rotted, faded, and some even
  have dead barnacles on them. All ‘doors’ in the
  wetted portions are composed of kelp curtains.
  There is a 25% that the party is spotted entering the
  fort by those stationed at Area #12 causing the
  Histrix to be on alert, difficult to surprise, and
  camouflaged to ambush the party.
  Wandering Encounters: For every 6 turns, a 1 or
  2 on a d10 signifies a wandering encounter.
  1. The Platform: Sandy,
  barnacled stairs lead to a
  broad platform 10’ off the
  ground with three solid
  doors. Bits of driftwood,
  seaweed and other
  debris are scattered
  about the platform.
  ● The northern and
  southern doors
  are easy to open.
  The central door is
  rusty and requires
  a successful Open
  Doors to open.
  Roll
  Loot
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Potions of Healing
  10
  11
  12
  Crate full of netting
  Crate full of rigging tackle
  Crate has 3 bolts of silk (50 gp ea).
  Small wooden box full of multi-colored dyes (300 gp).
  5 casks of rice
  12 tanned skins in a huge chest worth 25 gp ea.
  Crate full of coils of 50' silk rope
  Box full of glass marbles (worthless)
  Chest full of herbs and medical supplies. There are 2
  .
  Crate with straw and water damaged paintings.
  Crate full of sacks of sugar (34 lbs).
  Box full of lantern oil (15 bottles).
  10
  Artist: Thomas Novosel
  AC 6, Move 9, 18 (swimming), HD 6, hp 11 (44), 15
  (38), THACO 15, Attack 1 (by weapon), Size L, Morale 13, XP 420 ea.
  These injured Ghuhudan move away from 3 slain Histrix.
  AC 4, Move 9 (land) 12 (swimming), HD 5, hp 37, 35, 34x2,
  THACO 15, Attack 1 (by weapon), MR 25%, Size M, Morale 15, XP
  975 ea. Special:
  abilities. Each Histrix
  has 1d12 sp, and 1d20 gp. These blood-thirsty Histrix seek revenge
  on Ghuhudan within their halls. They immediately attack.
  A loud splashing noise echoes through the caverns and tunnels,
  then fades away.
  AC 2, Move 3, 12 (swimming), HD 6+1, hp 38 ea,
  THACO 13, Attack 3 (2 claws 1d4, bite 1d8+8, Size L, Morale 15, XP
  1,400. These scrags drag
  Roll
  Encounter
  1
  (2) Ghuhudan:
  2
  (4) Histrix:
  3
  4
  (1d3) Scrags:
  5
  (2) Histrix:
  6
  Old Karl
  half a Histrix behind them creating a
  disgusting trail.
  AC 4, Move 9 (land) 12 (swimming), HD 5, hp 32 each,
  THACO 15, Attack 1 (by weapon), MR 25%, Size M, Morale 15, XP
  975 ea. Special:
  abilities. Each Histrix
  has 1d12 sp, and 1d20 gp. These 2 are furious with each over an
  escaped captive (Old Karl) and very distracted. They go to blows
  with each other in 1d6 rounds.
  (AC 10, hp 4), a fisherman from Mjova. Ambushed and
  captured, he just escaped his 2 arguing Histrix captors over who
  got to eat him. Old Karl keeps mumbling that he will never eat
  clam chowder again. If taken back to Mjova, he offers 50 gp (all
  he has) and a treasure map to the party.
  Project Force, Inertial Barrier
  Project Force, Inertial Barrier
  
  2. Tide Trap: A series of steep stairs lead to a spacious
  chamber with sand swept floors and bits of moist
  seaweed. A rusty steel box sits atop a stone pedestal
  in the northern alcove.
  ● Trap: Pressure plates near the stone pedestal
  activate if the box is tampered with, closing
  two portcullises: one at the room’s entrance
  and one in the hallway between the two
  stairs. The two portcullises need a successful
  Bend Bars/Lift Gates to open (or magic).
  Otherwise, the rising of the tide floods the
  room and eventually (1 hour to fill room)
  drowns anyone within it.
  ● The steel box contains a ship in a bottle and a
  wand with the inscription: ‘Happy Sailing’. It is
  a Wand of Wind Wall (7 charges).
  3. King’s Grotto:  A short set of slippery stairs lead to a
  wondrous sea cave grotto. Cracks in the cliff wall to
  the northwest provide natural light to illuminate the
  chamber. Coral and rocks fill the bottom of the room,
  with water flooding the entire room. Colorful sea life
  occupy nooks and crannies of the coral, and rocks
  and fish flit through miniature rock arches, caves, and
  patches of kelp. A lazy current seems to be coming
  from the western side of the room.
  ● Water is between 10’ to 30’ deep in this
  chamber, with the deeper portion in the
  southern portion of the room.
  ● Following the current reveals a hidden
  entrance by kelp, which leads out to sea.
  ● Anyone attempting to climb the stairs to Room
  #4 is attacked by a hungry Sand King Crawler
  (see New Monster).
  ● Fighting near the stairs to Room #4 has a 25%
  chance of attracting the resting Ghuhudan
  that fearlessly join the party against the
  creature in 1d4 rounds.
  Monster: Sand King Crawler: AC 2, Move 6, 18
  (swimming), HD 8, hp 60, THACO 13, Attack 3 (2 claws
  2d8, bite 3d8), Size H, Morale 14, XP 2,000.  Special:
  Swallows prey whole on a natural 18 or higher.
  Treasure: Inside the creature is a morganite
  embedded bracelet (300 gp), a platinum ring (50 pp),
  a half decomposed Histrix, and a statuette shaped as
  a beautiful siren with an inscription of Shriller on the
  bottom.
  Shriller
  Shriller is a stone statuette shaped as a beautiful siren
  lying on her back against a reef. Once per day,
  Shriller can be ‘armed’ and for all intents and
  purposes, acts as an Alarm spell for 8 hours, emitting a
  dreadful scream when enemies approach.
  4. The Resistance: This room smells of sea stench and
  dead animals. Several corpses of sea horse creatures
  lay flayed open and scattered about the room. A
  hoarse and raspy breathing, rag tag group of
  ‘walking elephant seals’ sit against the wall, bloody,
  and exhausted.
  ● 3 uninjured and 4 injured Ghuhudan have
  barricaded themselves in this room in this room
  after their recent forays against the Histrix. They
  look happy to see Mirounga if he is with the
  party.
  ● They know Rooms #4-6 and have been
  fighting to enter Room #8. They are not aware
  of Room #7.
  ● They plan to take their injured back to their
  village. If treated unfairly by the party,
  Mirounga leaves to join his family. If healed,
  they offer to help the party.
  Monster: (7) Ghuhudan: AC 6, Move 9, 18 (swimming),
  HD 6, hp 48, 44, 42, 15 (38), 10 (43), 5 (33), THACO 15,
  Attack 1 (by weapon), Size L, Morale 13, XP 420 ea.
  Equipped with gaff hooks, daggers and spears. One
  carries a trophy—a headband made with shells and
  rubies (300 gp).
  5. Massacre: The room is full of congealed blood,
  guts, and the stench of death mixed with old, dry
  seaweed. Five Ghuhudan, pierced in several areas by
  weapons, lie scattered about the floor from their
  death throes. Dark ichor stains the path leading
  through the door to the east, as if something(s) were
  dragged through the doorway. The walls have
  painted murals of sea life, sailing ships, and islands. A
  table rests against the south wall with old, faded sea
  charts.
  ● One mural shows the sea fort when first
  constructed long ago, immaculate and set
  against a solid cliff, with a narrow harbor for
  1-2 ships.
  11
  
  6. Storage: Broken bits of wood,
  glass, debris and rubbish litter
  the floor. A strange lantern
  filled with water and two
  orangish glowing jellyfish
  teeters on an upturned keg.
  The lantern emits unusual
  dancing shadows against the
  walls.
  ● The lantern is common
  among Histrix and emits
  light 10’ radius
  underwater. The jellyfish
  are harmless.
  ● Nothing else of value.
  7. Secret Relaxation Room: Dry and dusty, this room
  has been unused for quite some time. A plush,
  comfortable chair squats in the center of the room,
  facing the south wall next to a huge, 6’ tall conch
  shell on a wooden stand. A mirror covers the entire
  south wall.
  ● Once someone sits in the chair, the entire
  mirror erupts into a scene of sea life, acting like
  a window looking into the sea or aquarium.
  The shell begins to slowly build up tempo of a
  dull roar of the ocean.
  ● Sitting in the chair for a turn, causes the
  individual to fall asleep in total relaxation. 4
  hours in the chair acts like a full night’s sleep
  and the user may regain spells and heal
  wounds as if they had rested for the full night.
  8. Three Pillars: Stairs leading up to this room have
  three dead Ghuhudans splattered and
  disemboweled across the floor. A message is
  scrawled on the wall with the Ghuhudan’s blood ‘Die
  Sea Slugs’. The door requires a successful Open Doors
  check.
  Loose furniture topples over as the door squeals open.
  The room has 3 ornate pillars carved to look like
  jellyfish at the ceiling with sprawling tentacles
  reaching the floor. A knocked over copper brazier (50
  gp, 35 lbs) sits in the middle of the pillars, coal
  scattered about the floor.
  ● 5 Histrix are camouflaged here, lying in wait to
  ambush the party.
  Monster: (5) Histrix: AC 4, Move 9 (land) 12
  (swimming), HD 5, hp 37, 34, 33x2, 29, THACO 15,
  Attack 1 (by weapon), MR 25%, Size M, Morale 15, XP
  975 ea. Special: Project Force, Inertial Barrier abilities.
  Each Histrix has 15 sp, and 12 gp.
  9. Secret Den: Stairs lead up to a dry, dusty chamber
  with a stout, ale-stained table in the middle
  surrounded 6 plush chairs. Half the table is covered in
  maps and scrolls. On the south wall is a stuffed sea-
  snake with enormous, sharp teeth with spindly fins.
  Two axes are mounted on the eastern wall with a
  round shield in the middle. A tattered dark blue
  banner with an upside down golden trident and five
  silver, squiggly lines representing waves hangs on the
  west wall. A moth-eaten blue rug covers most of the
  stone floor.
  ● The maps show most of the coast, the
  shallows, and major towns.
  ● One map depicts a treasure map. It leads
  through a swampy canyon, near a village
  called Kharazan, has notes on some sort of
  Bone Cult, and provides a description of a
  magical helmet known as Vornskaar.
  ● The banner holds an ancient magic and is
  known as Oddgeir’s Banner. A bard or sage
  may know the history of the heraldry.
  ● The axes and shield are mundane, but still
  functional.
  Oddgeir’s Banner
  Oddgeir refers to an ancient people that lived along
  the coast on the Harokian Islands. Excellent seamen,
  they dominated their territory. Their symbol was an
  upside down golden trident and five silver, squiggly
  lines representing waves on a dark blue background.
  While the Oddgeir people and culture were
  completely wiped out by a tsunami hundreds of years
  ago, some legends say parts of their city and
  remnants still stand underwater.
  The banner still holds an ancient magic. When flown
  on a ship and the command word ‘Aegir, Begone!’ is
  spoken, the banner repels sea creatures, much like a
  Protection vs. Evil spell of the same name and
  protects everyone onboard the ship for one hour. This
  power can be summoned twice a day.
  The Flooded Halls
  GM’s Note: All hallways and Rooms #10-#21 (minus
  Rooms #12 and #18) are completely filled with water
  and underwater rules apply. An abomination known
  as a Coral Golem continuously roams the passages in
  a circuit including Room #10, #16, #17, and #19. It
  attacks anything that is not a Histrix and bigger than
  3’ tall.
  Artist: Thomos Novosel
  Continued
  12
  
  The Coral Golem resembles a 4’ tall dwarf, complete
  with coral beard and seaweed clinging to random
  bits of rusted armor. It brandishes a harpoon.
  Coral Golem: AC 0, Move 6, HD 8, hp 60, THACO 13,
  Attack 1 or 2 (Harpoon +1 2d4 +3 to attack rolls, or 2
  fists 1d8 +2 damage), Size M (4’ tall), Morale 17, XP
  2,000. Special: Paralysis, can’t leave water, need +1
  magic weapons to hit.
  The Coral Golem uses its Harpoon +1, until targets
  enter melee range. It then begins to pummel with its
  fists. Each successful hit with its fists, the victim must
  make a save vs paralyzation or be paralyzed for 1d4
  rounds from the coral’s tiny tentacles. The Coral
  Golem never leaves the water. Fighting the Coral
  Golem in its usual circuit has a 50% chance to attract
  nearby Histrix.
  10. Alcoves: Several alcoves line the passage, each
  bearing a golden statue including a golden octopus,
  shark, mermaid, and a trident impaled into the
  ground. Barnacles, sea anemones, starfish and other
  sea life cling to the walls, floor and ceiling. Luminous
  jellyfish drift offering a faint glow throughout the
  passage.
  ● Each statue is worth 200 gp, and weigh
  approximately 30 lbs. each. The trident statue
  rests in front of the secret door.
  ● A school of barracuda enjoy the alcoves as
  their territory and attack those moving down
  the passage.
  Monster: (9) Barracuda: AC 6, Move 12 (swimming),
  HD 2, hp 12 ea, THACO 19, Attack 1 (bite 2d4), Size S,
  Morale 12, XP 65 ea.
  11. Guardroom: Kelp lines the walls like banners and
  several luminescent jellyfish float near the ceiling with
  thin, dangling tendrils. A decrepit table missing two
  legs lays against the east wall. Four Histrix are here,
  fashioning coral tipped spears and an impressive
  turtle shell shield.
  ● Bits of coral and weapon-making materials.
  ● Turtle shell functions as a medium shield, but
  on a natural 20, it breaks.
  Monster: (4) Histrix: AC 4, Move 9 (land) 12
  (swimming), HD 6, hp 46, 44, 42, 38, THACO 15, Attack
  3/2 (by weapon), MR 25%, Size M, Morale 15, XP 975
  ea. Special: Project Force, Inertial Barrier abilities.
  Each Histrix have tridents, daggers, 23 sp, and 3 gp.
  One guardsmen wears a silver armband (40 gp).
  12. Peepholes: The crashing of waves gives a weird
  echo in this passageway.
  ● 2 Histrix are stationed here at all times,
  completely bored and have a 75% of sleeping
  while on duty.
  ● The secret doors are visible from the inside, but
  hidden on the outside.
  Monster: (2) Histrix: AC 4, Move 9 (land) 12
  (swimming), HD 5, hp 36 ea, THACO 15, Attack 1 (by
  weapon), MR 25%, Size M, Morale 15, XP 975 ea.
  Special: Project Force, Inertial Barrier abilities. Each
  Histrix have tridents, daggers, 8 sp, and 8 gp.
  13. Kelp: The chamber is dark and full of floating kelp.
  ● The kelp obstructs vision to 3’.
  ● Lurking within the kelp are the pets of the high
  priestess: 2 large moray eels. They use the kelp
  to their advantage biting at random targets,
  and ducking back into the kelp. They bite
  every other round using this tactic. Characters
  fight at a -4 due to the kelp, reduced -2 if
  using small weapons (daggers, etc.).
  Monster: (2) Moray Eels: AC 6, Move 12 (swimming),
  HD 5, hp 40, 34, THACO 15, Attack 1 (bite 3d6), Size L,
  Morale 11, XP 270 ea.
  Treasure: Each eel has a collar of pearls around its
  neck (350 gp ea).
  Continued
  Artist: Thomos Novosel
  13
  
  14. High Priestess Chambers: 50% chance high
  priestess is here or will be in Room #21. Kelp curtains
  act as a ‘door’ to this room. A thick, kelp bed lies in
  the northeast corner tucked inside a giant open clam
  shell. Several glowing jellyfish float near the ceiling,
  giving the room a dull glow. A smaller, closed clam
  shell sits next to the bed.
  ● The High Priestess attempts to flee immediately
  through the secret door to Room #15 or Room
  #13 depending on which way the party enters.
  ● The small clam acts as a chest. Inside is a silver
  coronet embedded with emeralds and pearls
  (1,500 gp), a trio of platinum arm bracelets
  (100 pp ea), garnet earrings shaped like
  jellyfish (75 gp), a ceremonial, shark handled
  dagger (50 gp), 200 sp, and 532 gp.
  Monster: Syngnath, the High Priestess (Histrix): AC 4,
  Move 9 (land) 12 (swimming), HD 9, hp 64, THACO 11,
  Attack 1 (Keelhauler 1d8 +3 attack rolls), MR 25%, Size
  M, Morale 15, XP 3,000. Special: Project Force, Inertial
  Barrier abilities. Syngnath wields Keelhauler, a dagger,
  42 gp, and 17 pp.
  Spells: Level 1: Animal Friendship (sea), Cure Light
  Wounds, Entangle, Pro. From Good, Fear, Sanctuary
  Level 2: Charm, Enthrall, Hold Person, Silence 15’
  radius, Wyvern Watch Level 3: Dispel Magic, Snare,
  Spike Growth, Level 4: Animal Summoning I (sea), Free
  Action Level 5: Cure Critical Wounds
  Keelhauler
  Keelhauler is a bizarre spear created from fused coral
  and barnacles and acts as a Spear +2. Kelp twine
  serves as hand grips. On a successful attack roll of 18
  or higher, Keelhauler stuns opponents for 1 round,
  unless a successful saving throw vs. paralyzation is
  made.  However, the paralyze ability  only functions
  underwater. If Keelhauler is  kept outside of water for
  over a day, it disintegrates into a fine reddish powder.
  Immersing Keelhauler in seawater for one full turn
  keeps the spear from disintegrating.
  15. Guards: Sparsely furnished, this room contains two
  piles of kelp and a few barnacle hooks on the walls.
  ● This is the quarters of the Syngnath’s
  bodyguards. They spar each other if not on
  alert.
  (2) Histrix Bodyguards: AC 4, Move 9 (land) 12
  (swimming), HD 7, hp 50 ea, THACO 13, Attack 3/2
  (trident 1d6+1, +2 to attack rolls), MR 25%, Size M,
  Morale 16, XP 1,400 ea. Special: Project Force, Inertial
  Barrier abilities. Each Histrix has tridents, daggers, 20
  gp, and 5 pp.
  The Grotto
  GM’s Notes: The Grotto covers Rooms #16, #17, and
  #21. These areas are a place of wonder—luminescent
  jellyfish float everywhere, colorful starfish, sea urchins,
  anemones cling to rocks, floors, and walls, and
  mussels, barnacles and clams are scattered
  throughout. Multi-colored fish swim in and out and
  between rocks and seaweed. Anyone attempting to
  walk barefoot through this area suffers 1d3 damage
  per round. The water ranges in depth from 10’ to 20’
  deep. The Coral Golem patrols through Room #16
  and #17.
  16. Jellyfish Grotto: The northwest corner of this
  immense chamber has a massive collection of
  colorful jellyfish with long, dangling tendrils floating
  from floor to ceiling which block vision beyond a few
  yards. A sizable turtle swims gently by, searching for
  food through the multi-colored hued rocks and coral.
  The grotto continues off to the east.
  ● The jellyfish are stun jellies; anyone swimming
  through the area or tunnel beyond need to
  make a saving throw vs. paralyzation or be
  stunned for 1 turn and take 1 hp of damage
  per turn as the jellyfish slowly feed.
  ● Next to the entrance of the tunnel, on the
  cavern’s floor is a staff with an octopus head
  carved on its top and tentacles interwoven
  into the shaft. The staff is magical and repels
  jellyfish (giant varieties get a saving throw at
  +4), allowing access through the tunnel and to
  the sea beyond.
  17. Histrix Grotto: Seahorse humanoids frolic and swim
  about this breathtaking grotto. Luminescent jellyfish
  float about the room and a variety of fish swim about,
  creating a kaleidoscope of colors and a feeling of
  tranquility. Kelp has been gathered into beds in
  different areas of the underground reef.
  ● There are a total of 13 Histrix in this room. 8
  Histrix immediately attack. 3 males attempt to
  flee through Room #16 and out the tunnel as
  they are carrying eggs. 1 Histrix attempts to
  flee to Room #21 to warn the others who arrive
  in 5 + 1d6 rounds.
  Monster: (8) Histrix: AC 4, Move 9 (land) 12
  (swimming), HD 5, hp 30 ea, THACO 15, Attack 1 (by
  weapon), MR 25%, Size M, Morale 15, XP 975 ea.
  Special: Project Force, Inertial Barrier abilities. Each
  Histrix have tridents or spears, daggers, 12 sp, and 2
  gp.
  14
  
  18. Pirate Loot: A
  jagged, 20’ high cliff
  leads to a dry
  platform. A skeleton
  lies against the wall,
  connected to it by
  dry seaweed and
  algae. A
  cobwebbed chest
  lies next to the
  skeleton.
  ● The cliff has numerous dry handholds and
  does not require a roll to climb.
  ● Trap: The chest has a poison needle trap. Save
  vs. poison or take 15 damage.
  ● Inside the chest is a splattering of coins, 400
  cp, 322 sp, 200 ep, and 112 gp. A small leather
  sack holds 5 ametrines (75 gp ea) and a gold
  bracelet inscribed ‘To my beloved Darrla’ (130
  gp). Three potions are tucked in amidst the
  coins: Healing, Water Breathing, and Oil of
  Impact.
  ● A scroll case holds the damaged remains of a
  Captain’s Log.
  19. Shells: The floor of this chamber is covered in a
  variety of shapes, sizes, and colored shells. The walls
  have murals of underwater scenes with merfolk and
  different sea creatures. Three Ghuhudan corpses lay
  on the northwestern chamber’s floor, where one
  Histrix is sucking out the insides of a fallen Ghuhudan
  through its snout. Several other Histrix are huddled
  over a section of the seafloor near the middle.
  ● The Histrix have created a battle map of the
  dry areas of the sea fort (Areas #4-6 and #8)
  to strategize against the Ghuhudan.
  ● The Ghuhudan corpses have been punctured
  in numerous places and their insides devoured
  by the Histrix.
  Monster: (5) Histrix: AC 4, Move 9 (land) 12 (swim), HD
  5, hp 30 ea, THACO 15, Attack 1 (by weapon), MR
  25%, Size M, Morale 15, XP 975 ea. Special: Project
  Force, Inertial Barrier abilities. Each Histrix have tridents
  or spears, daggers, 1d12 sp, and 1d4 gp.
  20. Prisoners: Rusty shackles line the walls of this
  chamber. Clumps of seaweed and small fish dart
  before several different humanoids chained to the
  walls.  A large, red colored Histrix wearing a gemmed
  mask is engaged in torturing a limp, barely-conscious
  sahuagin.
  Monster: (1) Jailor (Histrix): AC 4, Move 9 (land) 12
  (swimming), HD 8, hp 55, THACO 13, Attack 3/2
  (spear 1d8 +3 to attack rolls), MR 25%, Size M,
  Morale 15, XP 1,400. Special: Project Force, Inertial
  Barrier abilities. The jailor has a spear, a dagger, 24
  gp, 3 pp, and a citrine embedded mask (300 gp).
  ● Prisoners include: 5 drowned Ghuhudan, 1
  half-dead sahuagin (hp 2), and 2 tritons (Jinnis
  and Khonvos) AC 5, HD 3 hp 7 (19), 10 (17).
  ● The tritons want to flee the sea fort, but if
  healed, could be talked into helping the
  party.
  ● If characters are captured, they are brought
  here (and will drown unless they have a way
  to breathe).
  21. Grotto of Ceremonies: If the Histrix moved to Room
  #17 during an alarm, this area may be relatively
  empty except the merman. If no alarm has sounded,
  Syngnath has a 50% to be here, conducting the
  sacrifice alongside Sarellis.
  A massive grotto with a dry platform, 10’ high, runs
  along the east wall. On the platform, lies a stone slab.
  A squirming merman lies atop it, fighting against his
  shackles, while one seahorse humanoid raises a
  ceremonial dagger. Several seahorse humanoids
  gather below the platform, their heads above the
  water’s surface to watch the proceedings.
  The merman is Narious, Velmous’s lover, and will be
  grateful if rescued.
  ● A chest lies on the platform, against the east
  wall. It holds ceremonial items and include a
  silver platter (25 gp), 3 ceremonial daggers (10
  gp ea), a strange hat made from a manta
  ray, and a pouch with Dust of Dryness.
  Monster: (5) Histrix: AC 4, Move 9 (land) 12
  (swimming), HD 5, hp 33 ea, THACO 15, Attack 1 (by
  weapon), MR 25%, Size M, Morale 15, XP 975 ea.
  Special: Project Force, Inertial Barrier abilities. Each
  Histrix have tridents or spears, daggers, 8 sp, and 9 gp.
  (1) Acolyte Priestess, Sarellis (Histrix): AC 4, Move 9
  (land) 12 (swimming), HD 5, hp 37, THACO 15, Attack 1
  (by weapon), MR 25%, Size M, Morale 15, XP 975 ea.
  Special: Project Force, Inertial Barrier abilities.
  Daughter of Syngnath, Sarellis wants to take her
  mother’s position as leader one day. Sarellis is
  equipped with a spear, Bracers of the Squid, and 27
  gp, 14 pp.
  Spells: Level 1: Bless, Command, Cure Light Wounds,
  Darkness, Faerie Fire, Level 2: Aid, Hold Person, Silence
  15’ Radius, Spiritual Hammer, Withdraw, Level 3:
  Magical Vestment
  Continued
  nd
  Continued
  15
  Artist: William McAusland
  
  Bracers of the Squid
  These bizarre bracers seem to be made of rubbery,
  purple tentacles that wrap around the wearer’s wrists.
  When the wearer concentrates, the tentacle can lash
  out up to 12’, grasping outcroppings like a whip, or
  using its hundreds of miniature suction cups to stick to
  hard surfaces.  The tentacles can support up to 400
  lbs. of weight and could be used to swing from
  treetops or swing over pits, climb walls, or disarm foes.
  The bracers can also be used as a whip, dealing 1d3
  damage and potentially entangling the target, much
  like a regular whip. If both are used at the same time,
  then the wearer fights at -2/-4. Delivering 15 damage
  to a tentacle severs it and destroys a bracer.
  Conclusion
  Successfully clearing out the Histrix leads the
  Ghuhudan to happily move into the dry areas of the
  sea fort. They live peacefully with the nearby town of
  Mjova and may even set up trade.
  If Narious and Velmous are reunited, they thank the
  party profusely. They offer a medallion shaped as a
  dolphin (50 gp) and claim it can be used to summon
  a dolphin to help in times of trouble.
  The residents of Mjova will be happy to hear of the
  events and plan to send a new lighthouse warden to
  Lokom’s Beacon. If the party helped the crew of the
  Red Tempest, most of the pirates lingering about town
  will demonstrate a grudging respect for the party. If
  it’s learned that the party killed the crew, other pirates
  may seek revenge.
  New Monsters
  Crown of Thorns Starfish
  Climate/Terrain:  Ocean, sea coasts, bays, coastal
  beaches
  Frequency: Very Rare
  Number Appearing: 1
  Organization:  Solitary
  Activity Cycle:  Any
  Intelligence: 11-12
  Treasure: A (lair)
  Alignment: Neutral Evil
  Armor Class: 4 (body) 6 (arms)
  Movement: 3
  Hit Dice: 10
  THACO: 11
  Attack: N/A
  Saving Throws: as 10th+ level Fighter
  Special Traits: Domination, regeneration
  Magic Resistance: 0%
  Size: L
  Morale: 15-16
  Experience:  2,000
  The Crown of Thorns Starfish is a multi-armed, thorn
  covered ,purplish to dark blue starfish that can have
  up to 20 arms (https://en.wikipedia.org/wiki/Crown-of-
  thorns_starfish#Description). They can become large,
  covering a 10’ radius. They move by using their
  prehensile arms and grasping the seafloor bottom or
  rocks. They are carnivorous, preying on fish, barnacles
  and other sea life but consume food very slowly. The
  Crown of Thorns Starfish enjoys dominating humanoids
  and fish to act as its slaves and servants. Most often, it
  controls others to deliver food and to surround it with
  shiny objects. Rumors tell that eating the brain of the
  starfish, which tastes awful, increases the natural
  charm of the eater, increasing their Charisma by one
  point permanently.
  Combat: The Crown of Thorns is too slow to be an
  effective combatant and, in melee, relies
      on its defensive mechanisms. Anyone striking the
  starfish in melee releases venomous thorns that
  deliver 1d4 damage.  A foe taking damage
  this way must also make a saving throw vs
  poison is needed or take an
  additional 1d6 damage. The
  starfish’s most potent ability is its
  Domination ability, which works
  identically to the wizard’s spell. The
  starfish focuses on ranged attackers
  first with its Domination ability.
  However, it can only control as many
  individuals as it has arms.  Each arm has 10 hp before
  becoming severed, which releases an individual. The
  Crown of Thorns regenerates one arm per day, up to
  its maximum of 20 arms.
  Artist: Maciej Zagorski–The Forge
  16
  
  Histrix
  Climate/Terrain:  Ocean, sea coasts, bays, coastal
  beaches
  Frequency: Rare
  Number Appearing: 1d12
  Organization:  Tribe
  Activity Cycle:  Any
  Intelligence: 13-14
  Treasure: D (lair), M (individual)
  Alignment: Neutral to Chaotic Evil
  Armor Class: 4
  Movement: 9 (land) 12 (swimming)
  Hit Dice: 5+
  THACO: 15
  Attack: 1, by weapon
  Saving Throws: as 5th+ level Fighter
  Special Traits: Camouflage, some psionic ability
  Magic Resistance: 25%
  Size: M
  Morale: 15
  Experience:  975
  Histrix are a race of sea dwelling creatures that look
  like man-sized seahorses. They have two scaly arms
  and webbed hands that can grip weapons and
  tools.  Histrix have no legs, but rather slither on their
  elongated, serpentine bodies and prehensile tails.
  Their bodies are completely covered with tiny thorns
  with dark tips which surround the forehead forming
  a natural coronet. Their nose is a long and tapered
  snout with one or more thin white lines. The color of
  their bodies is markedly variable and can match
  their surroundings over time. There have been
  rumors of black Histrix, but they seem to be
  extremely rare. Histrix favor adorning themselves in
  jewelry made of all varieties of gemstones and
  seashells.
  Histrix  males carry and brood their eggs in a ventral brood pouch. When fully grown, the pups emerge from the
  pouch and evolve in complete autonomy. Histrix usually serve a female leader, usually a priestess, and guard
  her to the death. Histrix seek reefs, coral, and underwater grottoes as their lairs. While Histrix understand
  common languages, they use telepathy in their own language, occasionally making strange trumpeting noises
  while in combat..
  Combat: Histrix favor spears and tridents in combat, as they are easier to wield underwater. Histrix are very
  intelligent and use terrain to their advantage as well as working together against their enemies. Histrix are able
  to use their tail to attach themselves to rocks or seaweed to be able to fight upside down or withstand currents
  while fighting. Anyone grappling with a Histrix receive1d3 damage per round from their thorns. While Histrix
  have a camouflage ability, it takes at least 1 turn for their coloration to change. If prepared and camouflaged,
  they have a 60% to be hidden and may attack with surprise.  Histrix also possess limited strange powers that
  resemble psionics, however they are limited to Telepathy, Project Force and Inertial Barrier with notable
  differences. Their Project Force has a maximum range of 100 feet, deals 1d8+2 damage, can be their only
  action for that round, and can only be used 3x per day. The Inertial Barrier looks more like a water bubble and
  only covers the caster. The Inertial Barrier can be used 3x per day and it lasts for 6 +1d4 rounds.
  Artist: Thomas Novosel
  17
  
  Ghuhudan
  Climate/Terrain:  Ocean, sea coasts, bays, coastal beaches, reefs
  Frequency: Uncommon
  Number Appearing: 1d12
  Organization:  Tribe
  Activity Cycle: Any
  Intelligence: 8-10
  Treasure: B (lair), O (individual)
  Alignment: Neutral Good
  Armor Class: 6
  Movement: 9 (land), 18 (swimming)
  Hit Dice: 4+
  THACO: 17
  Attack: 1, by weapon
  Saving Throws: As 4th+ level Fighter
  Special Traits: +2 vs. cold attacks
  Magic Resistance: N/A
  Size: L (8’)
  Morale: 11
  Experience:  270
  Ghuhudan are strange, bulky, creatures which
  resemble humanoid elephant seals.  Average
  Ghuhudans can grow up to 8’ tall and weigh over
  1,300 pounds. Their coloration ranges from black, to
  dark brown, to a pale gray.  Ghuhudan communicate in their own language, which sounds like
  sea lions. However, they also are able to inflate their proboscises, creating a series of deep intimidating
  sounds for warnings or in combat.  Ghuhudan are able to speak speak a broken Common that can be difficult
  for some to understand.
  Ghuhudan are peaceful and a passive race that tend towards isolation, living along rocky shores and in sea
  caves. They are hunter/gatherers, enjoying fishing as well as treating themselves to bird eggs which they find a
  delicacy. Ghuhudan have also learned a technique of weaving huge strands of kelp together to create
  floating ‘islands’. These islands take an extraordinarily amount of effort and time to build but are very buoyant
  and surprisingly sturdy. Small groups of adventurous families make floating islands and use them to drift in the
  sea, fishing as they go, in search for their next tasty bird egg hunting ground. Aquatic by nature, Ghuhudan
  can hold their breath for 2 hours underwater.
  Combat: Although peaceful, Ghuhudan are fearless and defend themselves, their kin, and homes ferociously
  when threatened. Due to this fierce nature, Ghuhudan receive an extra +1 to all attack rolls. They favor
  daggers and gaff hooks (1d6 damage) in combat, which they often make from barnacles, shells, and other
  natural materials. Their tough, calloused skin provides a natural AC 6. Ghuhudan prefer to fight in water where
  they have more maneuverability.
  Artist: Nathan Atterbery
  18
  
  Sand King Crawler
  Climate/Terrain:  Ocean, sea coasts,
  bays, coastal beaches, reefs
  Frequency: Very Rare
  Number Appearing: 1
  Organization:  Solitary
  Activity Cycle: Any
  Intelligence: 2-4
  Treasure: D
  Alignment: Neutral
  Armor Class: 2
  Movement: 6 (land), 18 (swimming)
  Hit Dice: 8
  THACO: 13
  Attack: 3 (2 claws 2d8, and bite 3d8)
  Saving Throws: As 8th+ level Fighter
  Special Traits: Swallow whole
  Magic Resistance: 0%
  Size: H (20’)
  Morale: 14
  Experience:  1,400
  This strange beast looks like a combination of a crayfish and some monstrous deep sea fish.
  A Sand King Crawler has a hood-like head with a huge mouth with spiraling teeth, a
  heavily armored mid-thorax with tentacle ‘feelers’, and a long finned tail. It prefers water
  with a depth of 100’ but has also been known to bury itself in beaches as it waits for prey
  to come close. A Crawler’s ‘feelers’ help it feel vibrations on the sand or water movements when in water, so
  the Crawler is very difficult to surprise. An agile swimmer, it prefers eating seals and other larger sea life though
  Crawlers are not known to be terribly picky. The rumor of a Sand King Crawler attacking small vessels is not
  unheard of. Any accumulated treasure from its victims is usually found inside it, as its stomach acids are very
  slow to digest meals.
  Combat: A Sand King Crawler’s mouth is elastic and acts almost like a net, spreading open revealing spiral rows
  of razor sharp teeth, before clamping closed on its target. On a natural attack roll of 18 or better, the Crawler
  has a chance to swallow its prey.  Crawlers tend to prefer to bite would-be prey, using their claws to hold prey
  in place and bring them closer to its maw.
  Artist: Thomas Novosel
  19
  
  20
  
  21
  
  Each hex = 3 Feet
  22
  The Jolly Merchant (a.k.a. The Red Tempest)
  
  Artist: Joe Calkins
  23
  
  LEGAL
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  15. COPYRIGHT NOTICE
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  System Reference Document Copyright 2000-2003, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material
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  For Gold & Glory, Copyright 2014, Justen Brown
  Standoff at Sandfell Sea Fort, Copyright 2014, “Malrex”--Aaron Fairbrook
  24
  
  Malrex’s Modules
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  Artist: Some artwork  © 2018 Dean Spencer, used with permission, all rights reserved.
  25
  
  “Standoff at Sandfell Sea Fort” is an adventure for use with the For Gold & Glory ruleset, a
  retroclone of 2nd edition of the world’s most popular roleplaying game. For Gold & Glory
  are trademarks of Justen Brown. This work is not affiliated with Justen Brown. This product is
  easy to convert for any of the old school rulesets of the OGL v1.0a.
  
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