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. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards 
  of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright 
  laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without 
  the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, 
  places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR6-18 
   
   
   
   
   
   
   
  STORM EBB 
  A ONE -ROUND DUNGEONS & DRAGONS® LIVING 
  GREYHAWK™ CORE ADVENTURE 
  Version 1 
   
  by David LoTempio 
  Circle Reviewer: Creighton Broadhurst 
  Reviewers: Chris Chesher and Jeff Simpson 
  Playtesters: John Baldwin, Jeffery Barnes, Michael Barnes, David Berge, Brian Chalmers, Robert Kistler, 
  Kevin Lawson, Beth Merwin, Shawn Merwin, Gordon Smith, Erin Wilson. 
   
   
  A natural disaster has struck the small fishing villages sprinkled along Woolly Bay. Refugees need heroes 
  adept at building as well as battling or else something sinister may chooses to nest in their submerged homes. 
  A one-round Core adventure set in Hardby and its environs for characters level 1-11 (APLs 2-8). 
   
  Resources for this adventure [and the authors of those works] include Monster Manual II [Jeff Grubb, Rich Redman, 
  Steve Winter, and Edward Bonny], “Hardby: City of Scorn” from Dungeon #109 [Paul Looby], and Stormwrack [Richard 
  Baker, Joseph D. Carriker, and Jennifer Clarke-Wilkes].
  
  COR6-18 Storm Ebb 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session Dungeon Master (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the session 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, 2007.  
   
  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.  
   
  PLAYERS 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 rule 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. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA session 
  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 players 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.  
  # 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 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  
  COR6-18 Storm Ebb 
   
  Page 2 
  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. 
   
  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:  
  • 
  Enlist a sixth player. 
  • 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round, core adventure, set near the 
  City of GREYHAWK. All characters pay 1 time unit per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp 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 adventure. 
   
  A character that 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 DC 20 
  Survival check, 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 
  Inhuman things are borne in the fetid Amedio Jungle. 
  Woe to those civilized cultures, when that humid clime 
  spurts out monstrous spawn to seek new nests. One such 
  menace is the depraved aquatic tyrants known as the 
  kopru. Like the mysterious Amedio Jungle, little is 
  known about these abhorrent creatures. Relics recovered 
  in the Azure Sea hint these creatures ruled a vast 
  undersea empire by dominating the will of other 
  creatures, an ability bequeathed to them by their god, 
  Panzuriel. Also known as the Lord of the Sunless Depths 
  or The Many-Tentacled One, Panzuriel delights in 
  corrupting other races. The kopru lost their rulership 
  when they turned their depravities upon each other. 
  Their empire crumbled and sunk back into its own sinful 
  waste. They have been left with a pervasive envy of all 
  races that thrive and prosper; this envy has long since 
  gestated into depraved fantasies. Their hate is bottomless; 
  their cruelty casual.  
   
  Fealty is unknown among the kopru and members of 
  the race must often abandon their home waters to escape 
  the malice of their peers. One of the aquatic tyrants has 
  followed the currents north. In the temperate waters of 
  Woolly Bay, it has decided to place its seed in the isolated 
  hills and waters south of Hardby. The area is prone to 
  ferocious storms that play havoc among the fishing 
  villages, much to the delight of the kopru. A particularly 
  fierce tempest has caused chaos along the coast, sweeping 
  many villages into the bay. The vile creature has set its 
  malevolent desires upon one of the few surviving villages.  
   
  Several small fishing villages dot the hilly coast 
  between Hardby and the Abbor-Alz. Most of these are 
  ancient villages settled long ago by the Flan. They are 
  cousins to the Flan barbarians who maraud through the 
  western hills of the Abbor-Alz. The two peoples share no 
  love despite their common ancestry. At some point in the 
  past, the two groups diverged one choosing the peaks of 
  the sea instead of those of the Abbor-Alz. These villagers 
  are known for enjoying the isolation provided by the 
  hills, which protect them from attacks by their cousins or 
  the occasional giant. They are also known for their 
  resolute spirit (some would say stubbornness), a trait 
  likely needed to survive the severe storms which 
  seasonally hit the coast. The resolve of these hardy people 
  may have helped them endure the recent storm, but the 
  monster and PCs find a village threatening to pull itself 
  
  COR6-18 Storm Ebb 
   
  Page 3 
  apart. Disease, bad water, and lack of shelter has pushed 
  these people past civility.  
   
  The kopru hates all prosperous life. It views 
  humanoids as either threats or pawns for its sadistic 
  amusements. While laying its lair, the kopru found a 
  small tribe of meenlocks who also survived the tempest. 
  The aquatic tyrant has allied itself with the creatures, 
  promising to aid them in kidnapping the Flan so they can 
  transform them into degenerate meenlocks. The 
  surviving villagers need heroes if they are to escape the 
  barbaric ruin envisioned by the kopru. 
   
  Fortunately, the dire circumstances of the coastal 
  villages have been noted by the valiant Hardby Marines 
  patrolling Woolly Bay. Wilbrm Carister, Military 
  Governor of Hardby and commander of the Marines, has 
  requested that the Greyhawk Mountaineers coordinate 
  relief efforts with the Temple of Pelor. Political tension 
  between Greyhawk and Hardby has strained relations so 
  the Mountaineers have issued a proclamation looking for 
  courageous souls to bring supplies to the stricken 
  communities. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs have heeded the call for heroes 
  and joined the relief efforts being organized in Hardby. 
  The Temple of Pelor is outfitting adventurers with 
  wagons full of supplies, and they direct the PCs to the 
  village of Zohlnyn, located on the coast of Woolly Bay, 
  among the foothills of the Abbor-Alz. This region 
  absorbed the full brunt of the storm’s fury; whole villages 
  were washed into the bay; miles of land are flooded 
  rendering bridges useless. It is up to the PCs to help the 
  village to begin reconstruction.  
   
  Encounter 1—An Unfortunate Incident: An early 
  encounter with shipwrecked Pomarj slavers give PCs a 
  hint of the trouble to come. (The kopru found a group of 
  Pomarj slavers who are busy repairing their vessel 
  wrecked by the storm. They are located too close to the 
  kopru’s lair for the monster’s comfort. It dominated the 
  orc leader and forced him to kill his own sailors.) The 
  lone surviving orc can only hint at the cause: a big fish. 
  Players can obtain valuable supplies from the camp. 
   
  Encounter 2—The Village: Arriving in Zohlnyn, 
  PCs need to use roleplaying and skills to defuse angry 
  villagers who expected more help. Disease is rampant, 
  shelter is unavailable, the village’s Mayaheine acolyte is 
  dead, and one of the Flan fishermen has gone crazy. 
  Three separate mini-missions must be successfully 
  completed if the village is to fully recover. Each of these 
  encounters provides various clues regarding the nature of 
  the threat and its home. PCs use the information to find 
  the lair of the kopru, located in a partially submerged 
  cavern. 
   
  Encounter 2A—Treating Disease: PCs help the 
  afflicted villagers overcome an outbreak of Sea Sores. 
  Treating the disease allows villagers to help in 
  reconstruction. PCs participating in encounter 2A 
  identify the local well as the source of the infections. 
  Delving into the well provides an opportunity to 
  eliminate the pollutant. In addition, they find the corpses 
  of several meenlocks and a tunnel leading to their lair. 
   
  Encounter 
  2B—Construction: PCs lead the 
  villagers in physically rebuilding their village. Without 
  the shelter, a new storm decimates the survivors. 
   
  Encounter 2C—Repairs: Fishing boats and nets are 
  the livelihood for these villagers. PCs who participate in 
  this task help the village to resume their previous lives. 
  Observant PCs may find treasure that can aid them later. 
   
  Encounter 
  3—Chopping 
  Wood: The kopru 
  dominates a villager while the PCs and Flan folk chop 
  wood, leading to an encounter with monstrous crabs.  
   
  Encounter 4—Rotting Fish: If that’s not enough, 
  the unquiet dead of Zohlnyn’s dead rise from Woolly Bay 
  to plague their former families.  
   
  Encounter 5—Storm Redux: Another vicious 
  storm lashes the coast. If PCs have not been successful 
  with reconstruction, the storm may result in the final 
  doom for many survivors.  
   
  Encounter 
  6—By 
  Crawling, 
  Climbing 
  or 
  Swimming: PCs attempt to enter the lair of the monsters. 
   
  Encounter 7—Lair of the Ratties: PCs confront the 
  degenerate meenlocks in their festering lair. 
   
  Encounter 8—The Bottom Drops Out: Natural 
  erosion combined with the recent storms has weakened 
  the structural integrity of the meenlock caverns. Unwary 
  PCs may find themselves flushed into the bay. 
   
  Encounter 9—The Big Fish: The kopru is building 
  a home in partially submerged caverns below the lair of 
  the meenlocks. By the time PCs arrive, it has kidnapped a 
  Zohlnyn villager to draw heroes into the water. 
    
  Encounter 10—Submerged Prayers: A ramshackle 
  shrine to Panzuriel holds the final threat: a kopru egg. 
  Removing the egg ends the potential threat of any further 
  deprivations. The shrine also contains coins and treasure 
  left from the kopru’s victims. 
   
  TIMETABLE OF EVENTS 
  This adventure takes place during Wealsun. The course of 
  events is listed below.  
  • 
  8th (Waterday): Storm from Azure Sea ravages the 
  coast. 
  • 
  9th (Earthday): Hardby Marines survey damage, 
  alert Greyhawk Mountaineers to areas worst hit. 
  • 
  10th (Freeday): Mountaineers and the Church of 
  Pelor plan aid response, proclamations sent out. 
  
  COR6-18 Storm Ebb 
   
  Page 4 
  • 
  11th (Starday): PCs respond and receive direction 
  from Church of Pelor. 
  • 
  12th (Sunday): PCs arrive in Zohlnyn 
  • 
  13th (Moonday): PCs start reconstruction; address 
  well problem. 
  • 
  14th (Godsday): PCs confront monstrous crabs. 
  • 
  15th (Waterday): Lacedon ghouls attack (APL 2 - 4). 
  • 
  16th (Earthday): Second storm strikes. 
   
  KEY VILLAGERS IN 
  ZOHLNYN 
  Janiss is the daughter of the village’s matriarch, and wife 
  to Rhoman. She has tried to assume leadership of the 
  village after her mother died in the storm. Janiss is a 
  know-it-all who is never satisfied with anything. She 
  gripes about even the slightest faults in others. Her 
  irritating nature has earned her the nickname “Anise,” in 
  reference to the pungent root. She is quick to point out 
  her house is the only one left standing, and praises her 
  husband’s education over the ignorance of the Flan 
  villagers. Janiss helps her husband monitor any seditious 
  gossip against the Hardby Gynarchs (which she 
  eventually reports to Gynarch Rotanna). She is currently 
  expecting her first child, a condition that does not deter 
  her from participating in the village’s reconstruction.  
   
  Rhoman is husband to Janiss. Rhoman is a Hardby 
  scholar and informant of Oeridan descent. He fell in love 
  with Janiss a few years ago while ostensibly studying the 
  flora along Woolly Bay, looking for plants to compliment 
  the menagerie of the Hardby Gynarch Rotanna Maynem. 
  While he is a botanist, he also reports on the activities of 
  merchants coming to Zohlnyn to buy fish. The tongues 
  of merchants are a little bit freer this far from Hardby. 
  Janiss married him for his connections with Gynarch 
  Rotanna, which she feels makes her family just a little bit 
  more important than the others. He is a nice enough 
  fellow, albeit submissive to his wife. Rhoman is still 
  employed by Gynarch Rotanna as a botanist and has 
  surveyed the surrounding foothills. He is not a tracker or 
  accomplished survivalist. His knowledge of creatures is 
  academic not practical.  
   
  Bergus is the unwilling murderer of Gusanna (an 
  acolyte of Mayaheine) is a young, stocky fisherman 
  following in the tradition of his forefathers. He is poorly 
  educated but good of heart. The meenlocks used their 
  rend mind ability to weaken his mind, which in turn left 
  him particularly susceptible to the kopru’s domination. A 
  DC 15 Sense Motive check reveals he is under the 
  influence of an enchantment effect. Bergus remains 
  dominated by the kopru for four days. PCs able to break 
  or interrupt the domination (perhaps using dispel magic 
  or protection from evil) are able to obtain hints as to the 
  cause of Bergus’ condition.  
   
  Gusanna is the now deceased acolyte of Mayaheine, 
  goddess of protection, justice, and valor. Gusanna acted as 
  both the local adjudicator and healer. The kokru ordered 
  her murder because she was the most obvious threat to 
  his plans. 
   
  Simionce is a middle-aged Flan fisherman who feels 
  uneasy stuck on land. He would rather place his trust in 
  Woolly Bay, even if she is a cruel mistress. Simionce is 
  more interested in rebuilding boats and fishing nets than 
  shelter. He is the husband to Lala. He bares two tattoos 
  on each arm of a green disk with a stout, curvy woman 
  (DC 14 Knowledge [religion] check to determine they 
  represent Beory). Simionce openly wonders if the village 
  could receive better assistance if they had a charter with 
  Greyhawk. He has disdain for the Hardby Gynarchy. 
   
  Lala is an older woman and wife to Simionce. She is 
  wise in the history of her Flan ancestors. Simionce tends 
  to leave her for stretches of time, which has resulted in 
  Lala being emotionally starved. She is attracted to any 
  comely PCs and openly flirts with them despite being 
  married. 
   
  PREPARATION FOR PLAY 
  Secretly make four Sense Motive checks for each PC 
  before the start of play. This adventure contains instances 
  where the PCs may be alerted to danger or spell effects 
  through Sense Motive. The DM may also desire players to 
  make several Spot and Listen checks. 
   
  PCs confront at least one underwater encounter. 
  (Appendix 3 presents rules to deal with this). 
   
  On Kopru: The kopru is an aquatic monstrous 
  humanoid creature with the ability to dominate the mind 
  of humans. Koprus despise all prosperous creatures and 
  enjoy nothing more than leading them into depravation. 
  In addition to its domination ability, the kopru can use its 
  eel-like tails to crush its opponents. Monster Manual II 
  has more information about Kopru. 
   
  On Meenlocks: Meenlocks are dwarves, humans, 
  elves, gnomes, and halflings transformed by indescribable 
  tortures into tiny, evil aberrations. Meenlocks seek to 
  increase their numbers by kidnapping other hapless 
  victims and submitting them to the same nightmarish 
  metamorphosis. Their body is a parody of their former 
  form but meenlocks are empowered with the ability to 
  paralyze their victims with fear or even shred their mind 
  with paranoia. Monster Manual II presents more about 
  Meelocks. 
   
  Finding the Lair: Clues as to the location of the 
  meenlocks’ and kopru’s lair as well as means of ingress 
  have been left for PCs to find. PCs have two approaches 
  they can choose: water or tunnel.  
  
  COR6-18 Storm Ebb 
   
  Page 5 
   
  It is possible for PCs to investigate the clues before 
  another lethal storm hits on Earthday the 16th 
  (encounter 5) but it is recommended that PCs take stock 
  of the village’s situation before fighting the kopru or 
  meelocks. PCs can enter the lair before the third storm 
  hits but they lose at least a day’s worth of work; the NPCs 
  do not work without strong leadership. This may have 
  dire consequences for villagers. A PC who explores the 
  meenlock tunnels around the well for four hours or more 
  loses of at least a half-day’s worth of labor in their 
  assigned sub-encounter task. 
   
  If PCs are having a particularly difficult time 
  figuring out the clues, the DM can have the storm on 
  Earthday erode part of the hills along the coast; thereby 
  partially exposing the submerged caves. This exposure 
  could be particularly evident during noontide if the DM 
  uses this option.  
   
  INTRODUCTION 
  Proclamations from the Greyhawk Mountaineer 
  garrison in Hardby request adventurers and skilled 
  laborers. Woolly Bay has unleashed one of its 
  powerful seasonal storms and outlying villages 
  between the city and the Abbor-Alz are in dire need. 
  Hardby Marines are to focused on guarding the 
  seaways to render assistance and the Mountaineers 
  are busy dealing with the threats of the Bright Desert. 
  Coordination of relief efforts has fallen to the Temple 
  of Pelor in Hardby. Now is the time for valiant heroes 
  to test their resolve against uncommon tides.  
   
  PCs can discuss joining the relief operation with Noranae 
  Longland deputy of the Temple in Hardby. She has 
  championed the burgeoning church of Mayaheine in 
  Hardby and is eager to aid the acolyte Gusanna of 
  Zohlnyn. 
   
  �Noranae Longland: LG female human cleric 7 – 
  Pelor. 
   
  Questions for Noranae 
  (Q)How can we (the PCs) help? 
   
  “The Temple of Pelor is looking for a team of able 
  men and women to take a wagon of supplies to the 
  village of Zohlnyn, located in the worst hit region of 
  the Abbor-Alz foothills. The village is home to 
  Gusanna, an acolyte of Mayaheine who acts as the 
  local constable. Gusanna needs the supplies to 
  stabilize the village. “ 
   
  (Q)What kind of supplies or equipment are provided? 
  The wagon contains: 
  • 
  2 healing kits 
  • 
  Nails, 2 axes, carpentry tools 
  • 
  Sheets and clothes 
  • 
  2 lengths of 50 ft. rope 
  • 
  20 days worth of trail rations 
  • 
  3 two-person tents 
  • 
  No extra water is provided as any acolyte can make 
  sufficient water thanks to the grace of the Pure Light. 
  If charity compels you, you may purchase more 
  supplies from local vendors but we have acquired all 
  the Temple can afford or have donated. 
   
  (Q)What kind of place is Zohlnyn? Does it have any 
  special importance? 
  “Zohlnyn is a simple fishing village. It was chosen to 
  receive assistance because Gusanna is a representative 
  of the Shield Maiden. She has proved to be an able 
  leader among the local people; therefore, helping her 
  may lead to greater stability in the area. (and more 
  converts)”  
   
  (Q)What about others in need? 
  The heroes are likely to find many people in distress 
  along the way; adventurers may be tempted to 
  disburse their supplies during these encounters. The 
  Temple of Pelor asks the heroes to balance their 
  charity with their duty to deliver the supplies. Render 
  what assistance you can provide but ensure these 
  goods reach Zohlnyn. 
   
  (Q)Do we get paid? 
  Heroes who return from the mission and successfully 
  report delivery of the supplies receive a modest 
  reward of 25 gp each. 
   
  Gathering Information: A Gather Information check 
  obtains the following information about Zohlnyn and 
  Woolly Bay. A successful check also reveals all 
  information gained by a lesser check. 
  • 
  DC 10: The yellow sails of Pomarj slavers have been 
  seen on Woolly Bay. Zohlnyn may be ripe prey.  
  • 
  DC 15: Gynarch Rotanna has animals in her 
  menagerie from around Zohlnyn area. Some people 
  think those grubby fisher folk belong there too. 
  • 
  DC 20: Strange things have been known to wash up 
  after one of the Bay’s storms. Men without 
  memories, unearthly fish, and even lost treasure 
  chests have been found among the debris. A lucky 
  hero might find some nice loot. 
   
  A DC 20 bardic knowledge check unveils a legend of a 
  whole family from Zohlnyn disappearing in one night, 
  swallowed by Woolly Bay. Similar stories have circulated 
  
  COR6-18 Storm Ebb 
   
  Page 6 
  among the bards in the Hardby area. Some of them 
  mention children who escaped from small rat folk. 
   
  ENCOUNTER 1: AN 
  UNFORTUNATE 
  ACCIDENT 
  The journey to Zohlnyn takes three days of 
  treacherous travel and staccato excursions by ferry 
  and road. While the worst of the fallen trees have 
  been removed, water and effluence slow the journey. 
  Dead bodies hang perched in trees like curious birds; 
  homes are reduced to cordwood. You even come 
  across the corpse of a hill giant. Judging by the cuts 
  and bites, its body has provided sustenance to some 
  desperate creatures. 
   
  As you traverse a flooded creek in the afternoon, 
  you can make out what appears to be a shipwreck 
  along a creek bank that leads further inland. A pile of 
  finished wood sits expectantly next to large timbers 
  waiting to be trimmed and tooled. The only thing 
  missing are workers and their sounds of hard labor. 
   
  A Pomarji slave ship ran aground here during the 
  tempest. The orc slavers established a camp to fix their 
  ship before the Hardby Marines could discover them. 
  Unfortunately, the camp is near the kopru’s lair, and the 
  monster does not like hostile neighbors. The kopru 
  dominated the leader, Daimokk, forcing him to slaughter 
  his crew. A DC 10 Spot check notices six bodies lying 
  scattered about the site. Any PC coming within 50 feet of 
  the site can clearly see a terrible battle was fought here.  
   
  A DC 10 Spot check notices a yellow flag listlessly 
  hanging from a broken mast. 
   
  A DC 15 Heal check reveals all of the bodies, except 
  one, bare axe wounds. The body of their leader, Daimokk, 
  a stout orc with ritual scarring, bares piercing and 
  bludgeoning wounds. Near his body is an axe red with 
  blood. The battle occurred with the past few hours. 
   
  A DC 10 Listen or Spot check notices a presence 
  located in a nearby tree. 
   
  Your keen senses detect the fearful shudder of 
  someone hiding in a nearby tree. As you look up, you 
  see an orc. His eyes dart nervously between your 
  group and the creek. He grasps a crude, bloody club. 
   
   
  This is Slobvak, a sailor and slaver of the Pomarj. He 
  witnessed his leader Daimok slaying his shipmates. 
  Slobvak is the only survivor.  
   
  All APLs 
   
  �Slobvak male orc; hp 7 (currently 4); Appendix 1 
   
  In all likelihood the PCs can quickly kill Slobvak if they 
  so wish, but those doing so miss useful information. 
  Slobvak is not inclined to fight and surrenders if given 
  the chance. A PC succeeding on a DC 25 Diplomacy or an 
  opposed Intimidate check can coax him down from the 
  tree.  
   
  Slobvak does speak Common, but he is not very 
  fluent and has terrible pronunciation; thus he prefers to 
  speak Orc. PCs able to speak Orc gain a +2 circumstance 
  bonus to Intimidate or Diplomacy checks made against 
  him,.  
   
  Slobvak does not willingly admit to being a slaver. 
  Instead, he claims to be a simple sailor who kept 
  uninvolved with Daimok’s business. The recent storm 
  ruined their ship so Daimok established a camp away 
  from the shore to hide from the Hardby Marines. (They 
  also hoped to capture any survivors in the village of 
  Zohlnyn once their ship was worthy, but Slobvak only 
  admits this under duress.)  
   
  Slobvak tells how his shipmates met their doom. 
  Daimok had them toil ceaselessly (even during daylight!) 
  During a respite, Daimok went to the creek edge to cool 
  off. He was startled by something large under the water; 
  something tentacled. He organized several sailors to try 
  and catch it. Daimok cried out in exultation when he saw 
  the beast. He raised his axe to strike, but when the blade 
  came down, he struck one of the crew. He proceeded to 
  attack the crew. Slobvak was finally able to kill his former 
  leader. 
   
  Slobvak refuses to journey with the party and wants 
  nothing to do with the water. Consider him hostile about 
  leaving. PCs must restrain him if they intend to bring 
  him along. Zohlnyn villagers are not excited about the 
  presence of the orc.  
   
  The PCs technical have no authority to adjudicate 
  law here. It is reasonable for them to take prisoners, 
  though. If they determine Slobvak is a slaver, Hardby 
  would certainly be interested in questioning him. In 
  addition, A DC 15 Knowledge (local) check reveals that 
  low-level Pomarj slavers are typically executed in Hardby 
  for their crimes. PCs find no clues near the creek 
  regarding the kopru. It is long gone and left no tracks 
  along the shore.  
   
  Treasure: 15 gp worth of lumber, as well as tools 
  sufficient for carpentry and ship-building are available to 
  the PCs. In addition, they are two barrels of fresh water. 
  Each barrel contains approximately 20 gallons of water. 
  This may prove useful in Zohlnyn.  
   
  The ship’s crew had leather armor, light wooden 
  shields, and cutlasses. PCs searching among the Pomarj 
  
  COR6-18 Storm Ebb 
   
  Page 7 
  camp who succeed on a DC 20 Search check find some 
  potion. 
   
  APL 2: Loot: 12 gp; Magic: 8 gp – 2 potions of cure 
  light wounds (4 gp each) 
   
  APL 4: Loot: 12 gp; Magic: 16 gp – 4 potions of cure 
  light wounds (4 gp each) 
   
  APL 6: Loot: 12 gp; Magic: 24 gp – 2 potions of cure 
  moderate wounds (12 gp each) 
   
  APL 8: Loot: 12 gp; Magic: 24gp – 2 potions of cure 
  moderate wounds (12 gp each) 
   
  Detect Magic Results: potion of cure light wounds 
  (faint conjuration), potion of cure moderate wounds 
  (faint conjuration). 
   
  ENCOUNTER 2: THE 
  VILLAGE 
  You arrive at the village of Zohlnyn late in the 
  afternoon. As approach over the forested hills, you see 
  the village has been nearly washed into Woolly Bay 
  by the recent tempest. Thatching from roofs and 
  broken timbers bob amidst the dirty surf in the bay. A 
  single home still stands surrounded by hastily 
  constructed tents. Two groups of people are yelling at 
  each other near one of the destroyed homes. A figure 
  seems to be bound. A pregnant woman and her 
  husband stand out from the group by virtue of their 
  cleanliness, some of the people wear brass and bone 
  headdresses favored by the Flan.  
   
  Zohlnyn had over 100 residents up until a few days ago; 
  the tempest cut that number down to 30. Survival has 
  been no comfort. The villagers are living either in crude 
  mud dens or beneath fragile lean-tos made of ruined 
  timber or sheets. The ground is slightly slippery (for the 
  duration of the adventure) and any accelerated 
  movement requires a DC 10 Balance check (Player’s 
  Handbook 67). All the refuges are infected with disease 
  caused by the squalid conditions. A DC 10 Spot check 
  notices open sores on the villagers, which the villagers 
  constantly itch. They are hungry, sick, and depressed. 
  Worse, they believe a murderer is in their midst.  
   
  While the acolyte Gusanna was ministering to 
  villagers yesterday, Bergus the fisherman bludgeoned her 
  to death. The village is divided over what to do with him. 
  No enmity existed between Bergus and Gusanna. Any of 
  the villagers can tell PCs what happened:  
   
  Bergus was busy retrieving fishing nets and rigs out 
  of the bay. Suddenly, he stopped working, picked up a 
  broken timber, and clubbed Gusanna to death. We 
  buried Gusanna beneath some stones in a washed out 
  foundation.  
   
  If the PCs exhume Gusanna’s body a DC 10 Heal check 
  confirms that she was beaten to death. She was also 
  infected with sea sores. 
   
  The last command telepathically given to Bergus by 
  the kopru was to kill the acolyte. With Gusanna dead 
  and buried, Bergus is left in a catatonic state in which he 
  can only fulfill necessary functions like eating, drinking, 
  sleeping, and so on. (Player’s Handbook 224 for details on 
  dominate person). He is unresponsive to questioning 
  unless the dominate effect can be interrupted or 
  removed. Protection from evil temporarily interrupts 
  outside control and dispel magic or break enchantment 
  can remove it.  
   
  The village easily restrained Bergus and bound him. 
  One faction of the village led by Simionce and Lala 
  demands Bergus execution; they believe Bergus’ state is 
  an omen related to legends of mysterious bogymen that 
  haunt the region. These stories tell of people going mad 
  before completely disappearing. Visions of “wee rat folk” 
  accompany these stories.  
   
  The 
  following 
  important 
  members 
  of 
  the 
  community are embroiled in the argument.  
   
  �Bergus: male human (Flan) commoner 2; hp 7; 
  Appendix 1. 
   
  �Janiss: female human (Flan) commoner 2; hp 7. 
   
  �Lala: female human (Flan) commoner 4; hp 14 
  (Heal + 6). 
   
  �Rhoman: male human (Oeridian) expert 2; hp 10. 
   
  �Simionce: male human (Flan) commoner 6; hp 21. 
   
  Simionce and Lala think it necessary to eliminate Bergus 
  before the curse spreads. 
   
  The other faction espoused by Janiss and Rhoman 
  believe Bergus is not in his right mind and should remain 
  bound until the proper authorities arrive. Rhoman has 
  seen no evidence of bogymen and thinks the elders are 
  just superstitious. Janiss agrees if only out of spite. She 
  flaunts her lineage as the daughter of the previous village 
  leaders, as well as her husband’s link with the Hardby 
  Gynarchy. As far as she is concerned, everyone should 
  listen to her. 
   
  The argument allows every petty jealousy to burn 
  into hatred between the opposing factions. Consider both 
  groups unfriendly towards each other and the PCs. The 
  PCs need to quell the squabbling so that the villagers can 
  focus on rebuilding. The fate of Bergus is a tipping point 
  for community. Until the PCs make a decision, both sides 
  of the conflict are unfriendly towards them.  
   
  PCs can try to modify dissenting opinion through 
  Diplomacy checks or quiet it through Intimidation 
  checks. Alternatively, they can simply ignore it. The DM 
  should pay careful attention to the attitudes of the two 
  factions. A DC 25 Diplomacy check changes the attitude 
  
  COR6-18 Storm Ebb 
   
  Page 8 
  of the villagers to friendly. A DC 15 Intimidate check is 
  sufficient to get villagers to comply with the PCs. (See 
  Player’s Handbook 71 – 72 for Diplomacy and 
  influencing NPC attitudes). 
   
  The PCs can gain circumstance bonuses to these 
  checks by doing one or more of the following:  
  • 
  PCs successfully treat disease-stricken villagers: +2 
  bonus. 
  • 
  PCs prove that Bergus is enchanted: +2 bonus. 
  • 
  PCs worship primarily Pelor or Mayaheine: +2 
  bonus. 
  • 
  PCs execute Bergus: +4 bonus among those who 
  wanted swift justice. 
  • 
  PCs keep Bergus imprisoned: +4 bonus among those 
  who desired imprisonment. 
   
  Circumstance bonuses stack unless the conditions for 
  them are obviously exclusive.  
   
  If PCs ask why the village has not or cannot start 
  reconstruction on their own, the villagers respond- 
  “That’s easy for you to say. Woolly Bay is about as 
  forgiving as the Stern Lady. Most mornings we can barely 
  open our eyes much less lift logs. These scabs constantly 
  itch. None of us can agree on anything. Gusanna was the 
  one to whom we all listened.”  
   
  PCs may want to investigate a number of things after 
  they arrive in the village. It is recommended that PCs 
  focus on quelling the discord and camp for the night 
  before running off to do other tasks. This allows the PCs 
  to experience a night in the camp and appreciate the 
  necessity of addressing the squalid conditions. PCs can 
  actively pursue leads like the meenlock tunnel in sub-
  encounter 2A once they have better understanding of 
  what is expected of them. 
   
  Development: Hardby’s authorities have not invested 
  the PCs with any legal authority in this matter. A DC 15 
  Knowledge (local-core) check indicates Zohlnyn is 
  probably like other villages in the area and under 
  Hardby’s control. Such villages have an appointed 
  constable to handle common civil issues; serious 
  offenders are sent to Hardby for judgement. Gusanna was 
  the locally appointed constable, and the remaining 
  villagers do not have the authority to appoint a new one.  
   
  The question of what to do with Bergus is a dilemma 
  the PCs cannot abdicate. Unless some decision is made, 
  the factions polarize and cannot be focused on 
  reconstruction. 
   
  Another DC 15 Knowledge (local) check notes that 
  murder is punishable by death. PCs who decide to 
  execute Bergus are favored in the eyes of Simionce’s 
  faction. The PCs embody the law and authority necessary 
  to lead them out of this situation.  
   
  PCs who decide to keep Bergus imprisoned for 
  extradition to Hardby are viewed as having the necessary 
  mercy to preserve the village’s conscience by Rhoman (if 
  not Janiss). Freeing Bergus without removing the 
  domination effect provides an opportunity for the kopru 
  to undermine reconstruction. He commands Bergus to 
  destroy any rebuilt building or shelters.  
   
  If freed from domination, Bergus is able to talk about 
  the murder, albeit displaying mental distress and paranoia 
  caused by his actions. He recalls murdering Gusanna but 
  claims he did not want to do it. He does not have the 
  words or experience to describe how it felt to have his 
  body disobey his own mind. He does not want to admit it 
  but, until he was freed, his only thought was to kill 
  Gusanna, even after she was already dead. He was 
  commanded by a voice in his head. It seemed to speak 
  Common but with an accent, as if the voice came from 
  someone drowned. The voice also told him strangers 
  would come to rebuild the village, but they were really in 
  league with Pomarj slavers. Naturally, he considers the 
  PCs part of the plot if he sees the Pomarj orc Slobvak with 
  them. Bergus admonishes the villagers for not killing the 
  PCs immediately. 
   
  PCs get a laugh from the Zohlnyn fishermen if they 
  ask whether anyone has seen a “big fish.”  
   
  “Aye, the one which always gets away that is! We all 
  blame some big fish for eating our catch. Don’t you 
  know better than to believe in fish stories!” 
   
  No one has seen any unusual fish, although their nets 
  have caught strange artifacts or creatures from time to 
  time. Nothing like that has happened in some time, 
  however. Strangely, a brass symbol denoting Pelor on one 
  side and Mayaheine on the other, survived the storm but 
  has gone missing. It once adorned the steeple of 
  Gusanna’s home, which sticks out of the floodwaters. It 
  disappeared from the steeple sometime in the past day. 
   
  The Lurker in the Waves: The kopru keeps an eye 
  on the village from the safety of the water (at lower APLs 
  it gets closer to the village). The waters are murky, 
  making it difficult see submerged objects. PCs watching 
  the floodwaters get one chance a day of glimpsing the 
  kopru. Success on a DC 20 + APL Spot check indicates 
  that the character has spotted the creature and is able to 
  determine its relative size, that it had a tentacled maw, 
  and that it was shaped like an eel. A subsequent DC 13 
  Knowledge (nature) check, identifies the creature as a 
  kopru. 
   
  PCs can find meenlock tracks in the outlying 
  marshes surrounding Zohlnyn with a DC 7 Search check 
  or Survival check; the ground is considered very soft. The 
  
  COR6-18 Storm Ebb 
   
  Page 9 
  tracks are tiny and from vaguely deformed humanoids. 
  Characters with the Track feat can follow the tracks 
  (which erratically stop and start every 100 ft. or so) with a 
  DC 17 Survival check. The trail is erratic because the 
  meenlocks used their dimension door ability to teleport 
  out of sight when necessary. A DC 14 Knowledge 
  (dungeoneering) check identifies the tracks as belonging 
  to a meenlock (see Appendix 1 for further details). 
   
  Janiss and Rhoman’s House 
  Janiss’ and Rhoman’s house is the only one left standing. 
  It survived because Rhoman was able to procure stronger 
  building materials from his patron Gynarch Rotanna (so 
  that he could establish a botany station in the village). 
  Janiss does not let anyone enter the home as a matter of 
  pride. The PCs, however, could persuade Rhoman to 
  show them his notes and surveys of the area. If the PCs 
  manage this they all get an earful from Janiss who does 
  not want dirty adventurers traipsing through her home. 
  Janiss considers herself smarter and better than anyone in 
  the village. Keeping her house clean and unsullied is just 
  one more way for her to lord over the other villagers.  
   
  Still, enterprising PCs may want to search the 
  building. They must either force their way in or sneak in 
  if Rhoman doesn’t invite them. PCs earn the unwavering 
  ire of Janiss if they push their way into the house. Janiss 
  goes out of her way to undermine the PCs’ authority for 
  the rest of the adventure. Sneaking into the house is 
  possible since Janiss and Rhoman are busy participating 
  in reconstruction. The doors and windows all have simple 
  locks. Thus, a DC 20 Open Locks check is enough to gain 
  entry. 
   
  Rhoman’s botany station is located in a room on the 
  southside of the first floor. The door is not locked. The 
  room is normally well lit as it has many windows, but 
  many were broken by the storm. All of the windows are 
  shuttered; 
  treat 
  the 
  room 
  as 
  having 
  shadowy 
  illumination. The room contains a small desk and 
  bookshelf. A Search check of the desk and bookcase 
  yields the following possible items: 
  • 
  DC 10: An unsent letter to the Gynarch Rotanna’s 
  discussing Simonicie’s complaints against the 
  Hardby Gynarchy. The merchants from Fishtown 
  told him that Greyhawk would pay a fair rate for 
  trade. 
  • 
  DC 15: A letter from a friend at the University of 
  Greyhawk. He spends a lot of time reminiscing 
  about 
  drunken 
  escapades 
  while 
  they 
  were 
  apprentices. He urges Rhoman to abandon his 
  shrewish wife and the bland Woolly Bay. He also 
  mentions the university has identified the symbol 
  Rhoman found washed up on the shore. It 
  represents Panzuriel, an aquatic deity worshipped by 
  sahuagin, kraken, and other evils from the depths. 
  His followers are known for subverting law and 
  prosperity. 
  • 
  DC 20: Rhoman made a map of the region noting 
  places where he found unique flora. A note in the 
  margin mentions peculiar burrows, but not their 
  location. The map provides a +2 circumstantial bonus 
  to Knowledge (geography) when determining 
  locations in the area. 
   
  A long table covered with potted plants runs along the 
  south wall of the room. A sheet covers a vaguely fetal-
  shaped lump in the middle of the table surrounded by the 
  other plants. 
   
  The grey rag has curious rusty-colored splotches. 
  Something smooth and white - like bone - peeks out from 
  the edges. The lump is about as big as a newborn baby or a 
  small head. 
   
  The object is nothing more than a piece of driftwood 
  upon which Rhoman dropped a towel, but the DM can 
  feel free to play with player expectations. The splotches 
  are fungus spoors cleaned by Rhoman. They are non-
  poisonous. 
   
  Rhoman, if around, does not want the PCs disturbing 
  his specimens and gets quite agitated if they start to mess 
  with the plants or their potting. 
   
  Weather and Environment 
  A Survival check can predict weather up to 24 hours in 
  advance. For every 5 points by which the check result 
  exceeds 15, the PC can predict the weather for on 
  additional day in advance. 
   
  A moderate rainstorm drenches the village on the 
  night of the PCs arrival (Sunday the 12th). Unprotected 
  fires are quenched and the temperature drops below 40 
  degrees for two hours during the night. The cold brings 
  the risk of hypothermia and any character outside must 
  succeed on a Constitution check (DC 12, +1 per previous 
  check) every hour to avoid 1d6 points of nonlethal 
  damage from exposure. Warmth from body contact 
  reduces the DC by 1 per body. 
   
  Any character who takes nonlethal damage from 
  cold or exposure has mild hypothermia and is thereafter 
  treated as fatigued. A successful DC 15 Heal check 
  removes the hypothermia. Heat from a fire lowers the DC 
  by 5. Warmth from body contact gives the same bonus as 
  listed above. 
   
  After that, the weather remains clear until Earthday 
  the 16th (see encounter 5: Storm Redux). 
   
  The tide fluctuates about every 6 hours with low tide 
  occurring around midnight and noon, and high tide 
  occurring around 6 AM and 6 PM. The map displays 
  
  COR6-18 Storm Ebb 
   
  Page 10 
  water at high tide. The tide drops approximately 10 ft. at 
  low tide. 
   
  SUB-ENCOUNTERS 
  After the PCs have quelled the civil discord, they can 
  focus their attention on the real work of leading the 
  village into rebuilding. This work has been divided into 
  three sub-encounters. The PCs are expected to participate 
  in at least one of the sub-encounters. See Appendix 5 for a 
  worksheet to aid charting the amount of work completed. 
   
  ENCOUNTER 2A: 
  TREATING DISEASE 
  The tempest has left the village and surrounding area 
  septic, leaving the ever-present threat of disease. The 
  most common affliction is sea sores, acquired through the 
  ingestion of infected food and water. No food and water 
  from Zohlnyn is free of infection by the time PCs arrive, 
  and all villagers are infected to varying degrees. Typical 
  precautions like boiling water from the well are 
  undermined by the lack of sufficient cooking pots and 
  pans. The infection has left the villgers so weak they 
  either cannot or will not participate in physically 
  rebuilding (but it does not stop them from arguing!) The 
  PCs need to cure at least 15 diseased villagers and 
  eliminate the treat of infection the cause to accomplish 
  this sub-encounter.  
   
  The villagers unanimously comment on the foul 
  taste of water from the only surviving well. 
   
  “The taste is awful but the stench in the well is worse. 
  My mother smelled something better even after she 
  had scaled the day’s catch. Most of us have more 
  important things to worry about than a smelly well. 
  By the way, when are you going to start putting a roof 
  over my family?” 
   
  Any PC who ingests food or water from Zohlnyn must 
  succeed on a DC 14 Fortitude save or contract sea sores 
  (Stormwrack 12). Sea sores incubate for 1d4 days and 
  inflicts 1d4 Strength points of damage and 1d2 Charisma 
  points of damage.  
   
  The Flan villagers can treat it but, unfortunately, do 
  not have the resources to do so. PCs can use the healing 
  kits they brought in the wagon to adequately treat the 
  disease in 20 of the villagers. (Each kit has 10 uses before 
  being exhausted). The DM can assign a villager, like Lala, 
  to perform the Heal checks if the PCs do not have 
  sufficient ranks in the skill. Lala has 6 ranks in Heal. 
  Spells likes purify food and water are particularly helpful 
  but PCs may need to utilize several such spells to purify 
  enough food for the village.  
   
  Each villager needs one pound of food and one 
  gallon of water a day. Two barrels of uncontaminated 
  water are located at the Pomarj slaver camp. The barrels 
  may be more important than their contents since the 
  barrels are not fouled. 
   
  Any uninfected food and water should be protected 
  or separated from exposure, otherwise it becomes 
  contaminated. Fouling occurs if the foodstuff are kept out 
  in the open or placed in a container retrieved from the 
  muck. Anything brought in by the PCs is free of 
  contamination. The Pomarj camp has several sealed casks 
  that could be used for this. 
   
  PCs can forage for fresh, uninfected food. A DC 10 
  Survival check is able to provide enough food for one 
  character. A PC is able to feed one additional character for 
  every 2 points by which the check exceeds 10. The first 
  character to exceed 18 on their Survival check catches a 
  large catfish. This grey catfish has an elongated eel-like 
  tail and four barbels protruding around its mouth. The 
  fish is five feet in length and weighs 100 lbs. It is an 
  uncommon game fish. Simionce praises the PCs for 
  catching that “big fish they were so worried about.” 
   
  Long-term care (successful DC 15 Heal checks) are 
  possible but the squalid conditions are not conducive to 
  rest. A full eight hours rest only counts as four hours of 
  rest until shelters are built. 
   
  PCs who visit the well find the following: 
   
  The lone well that survived the storm is located a 
  short distance away from the village. An acerbic odor 
  wafts up from its depths, drawing a persistent band of 
  flies. The stone sides of the well have withstood the 
  tempest’s fury. The glint of water can be seen but 
  appear below normal levels, based upon watermarks 
  on the walls.  
   
  The bodies of dead meenlocks have fouled the well water. 
  The aberrations have tunnels throughout the area, 
  including one entering the well. The storm flushed some 
  of these bodies from their nest and into the well. A 
  mound of refuse has formed around the bodies. PCs need 
  to remove the blockage so that free-flowing water can 
  cleanse the well.  
   
  The well is 5 feet in diameter. The walls of the well 
  are uneven stone with narrow handholds. PCs need to 
  make a DC 20 Climb check to climb down the well. The 
  well shaft is 40 feet deep and it ends in a 20-foot diameter 
  chamber. (See Appendix 4, map 2). 
   
  PCs reaching the bottom easily find the blockage of 
  debris, which can be cleared with an hour’s work and a 
  DC 20 Strength check. PCs can also knock out the 
  
  COR6-18 Storm Ebb 
   
  Page 11 
  blockage if they cannot make the Strength check. The 
  blockage has 30 hit points and a hardness of 5.  
   
  Freeing the blockage allows water to rapidly refill 
  the well basin. It also unveils the small tunnel used by the 
  meenlocks. Small or Medium PCs can squeeze through it. 
  The diameter is 2 1/2 feet. Larger PCs cannot squeeze 
  through. The tunnel is pitch-black and circuitous. Damp 
  pools and more corpses collect at low points. Any PC who 
  crawls through more than 100 feet of tunnel must make a 
  DC 14 Fortitude save to avoiding contracting the sea core 
  infection. After 1d4+5 hours of crawling, diligent PCs 
  discover the meenlock lair (see encounter 6). It is 
  recommended that PCs are asked every hour whether 
  they want to continue exploring the tunnels. 
   
  A DC 10 Search check uncovers the remains of three 
  tiny humanoids among the leaves, offal, stones, and wood 
  in the well. The monsters are partially consumed by 
  vermin. The bones in their hands have fused to form 
  crude claws; several bone spurs jut from the skeleton 
  indicating the creature probably lived in pain. PCs 
  succeeding on a DC 14 Knowledge (dungeoneering) 
  check identify the creature. They can uncover additional 
  information: 
  • 
  DC 14: Identify remains as meenlock, an aberrant 
  race that fears the light. They typically live in 
  burrows and caves. 
  • 
  DC 19: The meenlocks are rumored to abduct 
  victims and transform them into monsters. 
  • 
  DC 24: The meenlocks have strange mental powers 
  allowing them to teleport and attack the mind’s of 
  others.  
   
  Lala claims the body is one of the Ratties, diminutive 
  creatures rumored to live in burrows and caves around 
  Woolly Bay coast, if she is allowed to view the corpse. The 
  villagers know virtually nothing about the meenlock’s 
  habits or abilities. 
   
  A DC 10 Heal check or DC 20 Search check on the 
  body discovers faded tattoos on the skin. The tattoo 
  design appears to be a dark-haired woman holding a bird. 
  A DC 15 Knowledge (religion) check determines it 
  represents Myhriss, Flan goddess of love. Any villager 
  recognizes it as belonging to a missing villager. A DC 15 
  Gather 
  Information 
  check 
  reveals 
  the 
  villager 
  disappeared two months ago after arguing with Hardby 
  merchants about the cost of shipping his fish inland. The 
  Flan believed the merchants was responsible for the 
  disappearance since the merchants are considered in 
  league with the imperialistic City of Greyhawk. If proof 
  of the man’s fate is brought before the Flan villagers, PCs 
  receive a +2 modifier to Diplomacy and Intimidate 
  checks among the Flan for the rest of the adventure since 
  they have proved their ability to uncover the truth. 
   
  Treasure: A DC 20 Search check also reveals two potions 
  of protection from elements (cold). 
   
  All APLs: Magic: 124 gp – potion of protection from 
  energy (cold) (62 gp each). 
   
  Detect Magic Results: potion of protection from 
  energy (faint abjuration). 
   
  Development: Access to fresh water eventually allows 
  the Flan villagers to prevent exposure to the sea sore 
  disease.  
   
  ENCOUNTER 2B: 
  RECONSTRUCTION 
  Another violent storm hits the area within four days, and 
  any villagers without shelter are likely to die in it. Shelter 
  needs to be built quickly.  
   
  The villagers suggest constructing shelters to 
  accommodate the refugees until they sufficiently recover 
  to handle the task of rebuilding the whole village. A 
  simple, wooden cabin is 20 ft. by 20 ft. x 10 ft., has 
  hardness 5, 30 hit points, and can comfortably sleep up to 
  six individuals. Approximately seven shelters are need to 
  house all the survivors and the PCs. Each cabin costs 
  approximately 200 sp (2000 cp) in labor and supplies to 
  construct. Building a shelter requires a DC 15 Craft 
  check. 
   
  Building a shelter requires the PCs to lead the 
  villagers in cutting timber, draining the foundations, and 
  constructing each cabin. Each PC and NPC makes a Craft 
  skill (carpentry) check and multiples it by DC 15 to 
  determine the amount of work completed as valued in 
  copper pieces each day. To build the shelter, PCs do not 
  need Craft skill (carpentry), but (obviously) a PC with the 
  skill is at an advantage, here. PCs and the refugees can 
  accomplish more work by choosing to add 10 to the DC, 
  as well as adding any conditional modifiers to their skill 
  check. (See Player’s Handbook pages 70-71 for details on 
  the Craft skill). The village needs to complete 14,000 cp 
  worth of labor before the storm arrives. PCs can subtract 
  1,500 cp from the total if they use the wood from the 
  Pomarj camp. 
   
  PCs rally refugees if they can change the attitude of 
  the survivors to friendly. PCs then make a Diplomacy 
  check to determine the number of workers they assemble 
  for a day. On the other hand, PCs need not be diplomatic 
  to accomplish this task. They can pressgang dissenters 
  into service if they make an Intimidate check. They could 
  effectively 
  combine 
  both 
  tactics 
  to 
  maximize 
  productivity. It is up to the DM whether the PCs can use 
  the orc Slobvak in reconstruction. Villagers balk at 
  working with the slaver, requiring another Diplomacy or 
  Intimidate check.  
  
  COR6-18 Storm Ebb 
   
  Page 12 
   
  Diplomacy/ 
  Intimidate 
  check 
  Number of 
  workers 
  1-14 
  0 
  Conditional 
  modifiers to the 
  Craft (carpentry) 
  check 
  15-19 
  5  
  +10 
  20-24 
  10  
  +20 
  25-29 
  15  
  +30 
  30 or above 
  20  
  +40 
  Warp wood spell 
  +2 
  PC (Aid Another) 
  +2 per PC who 
  works 
  Craft 
  (carpentry) 
  modifier 
  for 
  average Zohlnyn villager 
  +5 
   
  NPCs who do not participate in reconstruction are either 
  too sick to do anything or trying to build primitive 
  shelters on their own. These villagers are not very 
  successful. They get into frequent shouting matches over 
  how to properly pitch a lean-to or who really owns the 
  flimsy sheet being used as a roof. 
   
  Rhoman does not participate in rebuilding. He is not 
  skilled as a laborer and he knows it. Instead, he quite 
  sincerely offers to act as a village watch. If anything 
  happens, he will ring a loud bell to signal trouble. The 
  other villagers look askance at him but Janiss defends his 
  idea: 
   
  “That’s just like Rhoman, always concerned about 
  safety. He’s a bit sharper then all the rest of you 
  combined. That’s why our house survived the 
  tempest, y’know.” 
   
  ENCOUNTER 2C: 
  CLEANUP AND REPAIR 
  Boats and nets need to be retrieved from the muck and 
  repaired. Its not exciting work but it is equally important 
  to getting the village on its feet. PCs who choose this task 
  work with at least five of the weakest villagers to retrieve 
  nets from the shore and repair them. 
   
  Fishing Net: made of reed, wood and rope; cost 5 sp; 
  repair cost 2sp for high quality; 1sp for typical quality.  
   
  PCs repair nets by making a Craft check and 
  multiplying the result by the DC (10 for typical quality or 
  15 for high quality). The result equals the amount of 
  repairs completed in copper pieces for that day. Zohlnyn 
  villagers are used to high quality nets and chide PCs 
  satisfied with lesser work. 
   
  PCs who participate in repairing nets can take 20 on 
  searching and one individual finds a scroll tube stuck in a 
  net. The tube contains three spell scrolls. A note written 
  in Common is attached (see Player Handout 1). The 
  author claims to be a wizard named Eliop. His vessel was 
  attacked by Pomarj slavers in Woolly Bay. He asks 
  whoever finds this note to say a prayer for him and to not 
  let the spells fall into the hands of the Pomarj. 
   
  PCs also need to repair two watercrafts. Several 
  fishing rafts litter the coast and PCs can use a repaired 
  vessel to explore the coast. 
   
  �Raft: 
  Huge 
  vehicle; 
  Seaworthiness-4; 
  Shiphandling +0; Speed oars 5ft. (poor); Overall AC 3; 
  Hull hp 30 (hardness 5); Ram 2d6; Mounts -; Space 15ft 
  wide x 10ft. long; Height 2-1/2ft.; complement 8; Watch 1 
  plus 2 rowers; Cargo 2 tons; Cost 100 gp. 
   
  All of the rafts were severely damaged. Their hulls 
  are at hp 10. The PC and a crew of five villagers makes a 
  DC 19 Craft (carpentry) check once per day. For every 
  point by which the check exceeds 19, 1 hit point is 
  restored to the damaged section. Only the PC leading the 
  repairs on the section makes a skill check; any other 
  villagers or characters assisting use the aid another action 
  to increase the Craft check result. A PC without ranks can 
  attempt to aid the effort of the village fishermen. See 
  Appendix 5 for worksheet. 
   
  Treasure: The tube contains three scrolls. Each scroll has 
  one spell scribed onto it. 
   
  All APLs: Magic: 26 gp – scroll of fins to feet (12 gp), 
  scroll of pressure sphere (12 gp), scroll of wave blessing (2 
  gp). 
   
  Detect Magic Results: scroll of fins to feet (faint 
  transmutation), scroll of pressure sphere (faint evocation 
  [water]) scroll of wave blessing (faint transmutation 
  [water]). 
   
  ENCOUNTER 3: 
  CHOPPING WOOD 
  This encounter takes place on the second day. 
   
  The woods around the village contain good timber 
  felled by the storm. The collection work is strenuous 
  but exhilarating. A cooling, if rank-smelling, wind 
  blows up from the nearby shore. 
   
  The bodies of several sea elves have washed ashore not far 
  up the shore from the village. These elves were sent after 
  the kopru but were killed by lacedon ghouls. The kopru is 
  worried whether the elves have materials that could aid 
  the humans find or kill him.  
   
  The kopru decides to dominate a villager to remove 
  the bodies. From the relative safety of the bay (DC 15 
  Hide check), it dominates Rhoman as he keeps watch 
  
  COR6-18 Storm Ebb 
   
  Page 13 
  around the village. The kopru commands Rhoman to go 
  down the beach and remove the bodies. Unfortunately, 
  the kopru hasn’t noticed the crabs, which attack Rhoman.  
   
  “By the Sun Father, what is Rhoman doing,” you hear 
  asked. “Rhoman! Slow those turtle feet! Did ye finally 
  realize the type of the monster ye married?” Sure 
  enough, Rhoman rushes along the shoreline about 
  200 feet from your position. He does not acknowledge 
  any of the curses or cries from the other villagers. 
  Rhoman careens around debris, heedless to any 
  danger. Finally, you lose sight of him as he rounds a 
  crest. 
   
  A Listen check hears Rhoman fearfully cry for help. PCs 
  treating disease hear Rhoman with a DC 20 Listen check, 
  PCs repairing nets and boats hear him with a DC 15 
  Listen check and PCs rebuilding hear him with a DC 10 
  Listen check. Sub-encounter 2A is approximately 200 feet 
  away from Rhoman, sub-encounter 2C is 150 feet away, 
  and sub-encounter 2B is only 50 feet away but loudly 
  working. 
   
  APL 2 (EL 2) 
   
  �Small Monstrous Crabs (4): hp 8 each; Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Medium Monstrous Crabs (2): hp 19 each; 
  Appendix 1. 
   
  APL 6 (EL 6)  
   
  �Medium Monstrous Crabs (4): hp 19 each; 
  Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Large Monstrous Crabs (4): hp 36 each; 
  Appendix 1. 
   
  Tactics: The crabs lack any strategy. Hunger has made 
  them reckless and ornery. They attack Rhoman first but 
  quickly recognize any new threat. 
  Treasure: One of the Flan villagers indicates he knows 
  how to fashion the shell of these monstrous crabs into 
  shell or chitin armor. The process requires chemically 
  treating the shell to soften it. Fortunately, the villagers are 
  able to acquire the necessary materials from flora in the 
  surrounding marshes and from mineral deposits from the 
  hills. The process consists of bathing the shells in a weak 
  acidic solution that draws out the calcium in the chitin. 
  (see the treasure summary and Stormwrack 106) 
   
  After the encounter, PCs succeeding on a DC 15 Spot 
  check notice a partially-buried chest sitting in the swamp 
  tooled in the shape of a sea turtle. It was once owned by 
  aquatic elves from Woolly Bay, and was deposited here by 
  the storm. The battle has dislodged it from the muck. A 
  DC 20 Decipher Script check reveals the chest is 
  inscribed with a name: Suswannia or “beautiful current” 
  in Common. 
   
  The chest is ornately covered with turquoise and 
  quartz gems set in silver wave motifs. It has a simple lock 
  (DC 20 Open Lock check). Inside are pieces of jewelry - 
  bejeweled webbed gloves, silver armlets and a comb. 
   
  PCs also discover several dead aquatic elves. They 
  were sent to kill the kopru, but the wily monster got the 
  better of them. Their bodies have washed ashore to 
  become fodder for the crabs. The vermin has cleaned 
  most of the exposed body parts but their cord armor is 
  relatively intact. The PCs also find a +1 trident . 
   
  PCs who search the bodies find a report written in 
  Elven that provides a vague description of a monster 
  terrorizing the local waters, including a vague picture 
  made of glued sea shells. The creature has the body of an 
  eel but the arms of a man. Its face is a mass of tentacles. 
  The monster used its tail to crush victims. The report 
  suggests hunters search the submerged caves located 
  along this section of Woolly Bay.  
   
  One of the bodies also has a scroll tube containing 
  maps written in Elven and Aquan. The maps detail the 
  underwater features of the southern portion of Woolly 
  Bay. A set of underwater caves are noted but the Zohlnyn 
  folk are unfamiliar with them. The old Flan woman Lala 
  believes any caves must be related to the Ratfolk legends 
  (actually meenlocks but she does not know that). The 
  map could be quite valuable to the fishermen since it 
  notes good fishing spots but, since its reference is 
  beneath the water, it is difficult to associate the map with 
  the land. A DC 15 Knowledge (geography) check can use 
  the map to determine the rough location of the 
  underwater caves. The fisherman Simionce has 6 ranks in 
  Knowledge (geography) and can make the check if PCs 
  befriend him. 
   
  Treasure: The chest contains jewelry, cord armor, and a 
  trident.  
   
  APL 2: Loot: 204 gp; Magic: 193 gp – +1 trident (193 
  gp). 
   
  APL 4: Loot: 554 gp; Magic: 193 gp – +1 trident 
  (193 gp). 
   
  APL 6: Loot: 654 gp; Magic: 193 gp – +1 trident 
  (193 gp). 
   
  APL 8: Loot: 929 gp; Magic: 193 gp – +1 trident 
  (193 gp). 
   
  Detect Magic Results: +1 trident (faint evocation). 
   
  Development: Rhoman offers the following information 
  if he survives the encounter. He was keeping watch with 
  his trusty bell when a voice told him to find sea elves. He 
  looked around the shore and did not see any elves along 
  
  COR6-18 Storm Ebb 
   
  Page 14 
  the shore, although he thinks he caught a glimpse of an 
  unusually large fish. Rhoman tried to get a closer look to 
  identify it when he felt an overwhelming compulsion to 
  run down the beach. The compulsion vanished after he 
  saw the dead elves along the shore, but then the crabs 
  attacked.  
   
  If Rhoman views the underwater map, he offers his 
  botany survey map as an additional guide if the PCs have 
  not acquired it already. The guide provides a +2 
  circumstantial bonus only on Knowledge (geography) 
  checks to understand geography around the village area. 
   
  If Rhoman perishes, PCs can only obtain Rhoman’s 
  survey map by searching his home office.  
   
  ENCOUNTER 4: ROTTING 
  FISH  
  This encounter happens on the third day that the PCs are 
  in the village. On run this encounter for APLs 2 and 4. 
   
  The waters of Woolly Bay continue to recede. The 
  morning sun slightly peeks through the clouds with a 
  paternal warmth that helps to dispel the night cold.  
   
  Flan children are running to their parents and 
  calling for their elders. “The beach! Come quickly!” 
  One of the older girls runs directly to Janiss and 
  Rhoman. “Your mother is alive down on the beach, 
  Janiss. She swam in. She’s trying to eat us!” 
   
  Some of the drowned dead of the village have risen as 
  lacedon ghouls and zombies. They are compelled to enter 
  the village and spread death and disease. One of the 
  undead is Janiss’s mother. The rest are recognizable as 
  other villagers killed in the storm despite their bloated 
  and battered appearance. 
   
  APL 2 (EL 2) 
   
  �Lacedon Ghoul (1): hp 13; Monster Manual 119. 
   
  �Human Commoner Zombie (1): hp 16; Monster 
  Manual 266. 
   
  APL 4 (EL 4) 
   
  �Lacedon Ghouls (3); hp 13; Monster Manual 119. 
   
  Tactics: The undead desire to sow fear and dread among 
  the survivors, and maybe have a snack. They attack the 
  nearest living creature.  
   
  ENCOUNTER 5: STORM 
  REDUX 
  This encounter takes place on the 4th day. 
   
  The sky has held a bruised hue all day but a swift cold 
  front has brought angry clouds to cover the bleak 
  firmament. Unfortunately, this has brought more rain 
  and lightning. The people of Zohlnyn look to you for 
  direction as fear grips them. 
   
  A strong thunderstorm hits the coast on the fourth night 
  after the PCs arrive. Anyone living outdoors must fight 
  hypothermia. Wind speeds range between 21-30 mph, 
  which are strong enough to extinguish unprotected 
  flames (candles, torches, and the like). Any Tiny or 
  smaller character outside during the storm must make a 
  DC 10 Fortitude save or be knocked prone by the winds. 
  Wind gusts impose a –2 penalty to ranged attacks and to 
  Listen checks.  
   
  After two hours of exposure to the thunderstorm, 
  any character outside makes a Constitution check (DC 12, 
  +1 per previous check) every 1 minute to avoid 1d6 points 
  of nonlethal damage from exposure. Any villagers left 
  outside are found dead the next morning. The cover 
  provided by the longhouses is sufficient to endure the 
  storm. 
   
  ENCOUNTER 6: BY 
  CRAWLING, CLIMBING, 
  OR SWIMMING 
  PCs can enter the underground lair of the meenlock and 
  kopru either through the tunnel leading from the well in 
  sub-encounter 2A or by the partially submerged cave 
  entrances in Woolly Bay. (See sub-encounter 2A for 
  details regarding the challenges of crawling through the 
  meenlock tunnels). 
   
  PCs who find the cavern entrance in Woolly Bay can 
  access the two entrances by raft or by climbing down 
  from the hill above. PCs can repair a raft in sub-encounter 
  2C and sail it to the cave. The entrance is completely 
  submerged in 15 feet of water at high tide but only 
  submerged in approximately 5 feet of water at low tide 
  (see Map 5 for further details). 
   
  The water around the coast is rough meaning 
  swimmers must make a DC 15 Swim check to 
  successfully swim there. The water inside the cave is 
  considered calm (DC 10 Swim check). At low tide, 
  Medium PCs can stand and move about the lip of the 
  entrance without making a Swim check. (See Player’s 
  Handbook 84 for more details). 
   
  The entrance is 50 feet below the cliff-face and PCs 
  must make DC 20 Climb checks to descend the cliffs.  
   
  
  COR6-18 Storm Ebb 
   
  Page 15 
  ENCOUNTER 7: LAIR OF 
  THE RAT FOLK 
  The small passage grasps you like a hungry mouth. 
  Fortunately, you are able to squirm through the 
  greedy grasp of the stone and dirt until you find a 
  larger chamber. The cavern stinks of dead fish. A cold, 
  damp aura slips into your clothes making the smell 
  almost palpable.  
   
  The entrance to the cave is no more than 3-4 ft. in 
  diameter, large enough to accommodate the meenlocks 
  but not much else. PCs must squeeze through these 
  tunnels to reach the inner chambers (Squeezing—
  Player’s Handbook 148). Foul water left over from the 
  recent storm has collected in a stretch of the tunnel.  
   
  The PCs have entered the home of the meenlock(s) 
  whose ranks were severely depleted by the recent storm. 
  Water rose high enough to drown or wash out most of 
  the monsters. Only a few remain and they are eager to 
  bolster their ranks with the PCs and refugees. PCs with 
  light or darkvision see the following: 
   
  The chamber is about 15 ft. tall and 10 ft. wide. The 
  bloated bodies of small creatures litter the floor. Their 
  inner humors leak out into foul pools. Small 2 ft. wide 
  tunnels riddled the walls. They also contain corpses. 
  The main chamber curves away for 30 ft.  
   
  A DC 10 Search check finds pieces of Zohlnyn 
  headdresses and jewelry cast off by the meenlocks after 
  their transformations. A DC 20 Search check reveals a 
  pair of lens of detection. 
   
  PCs succeeding on a DC 18 Listen check hear the 
  chattering of the surviving meenlock(s). The creature(s) 
  are hiding around the corners of the smaller tunnels, 
  which provide cover. The 2 ft. tunnels twist between 10-
  15 ft. into the walls to form a connected system.  
   
  When the PCs first encounter meelocks read the 
  following:  
   
  The tiny creature is covered in prickly black hairs and 
  bone spurs. The barest hint of fingers and toes are 
  seen on its misshapen limbs.  
   
  APL 2 (EL 2) 
   
  �Meenlock: hp 18; Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Meenlock (2): hp 18; Appendix 1. 
   
  �Rat Swarm (1): hp 13; Monster Manual 239. 
   
   
  APL 6 (EL 6) 
   
  �Meenlock (3): hp 18; Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Meenlock (6): hp 18; Appendix 1. 
   
  Tactics: The meenlock(s) waits until the PCs enter the 
  main chamber and then block the entrance. The 
  meenlock(s) dimension door in front of the exit and then 
  attacks in the next round with fear aura.  
   
  At APL 4 a rat swarm that also survived the recent 
  flood aids the meenlock. 
   
  At APLs 6 - 8, one meenlock uses dimension door to 
  block an exit and then activates its fear aura in the 
  following round. The others  attempt to rend mind.  
   
  A meenlock flees when it is reduced to less than 9 hit 
  points. It runs down to the kopru lair for assistance and 
  uses its dimension door abilty if necessary. 
   
  Treasure: The chamber contains the discarded 
  remnants and treasure of hundreds of victims who were 
  transformed into meenlocks. These remains have accrued 
  over the decades and include unfortunate Greyhawk 
  Mountaineers, other Flan hillfolk, and other travelers.  
   
  APL 2: Coin 31 gp; Magic: 229 gp – lens of detection 
  (229 gp) 
   
  APL 4: Coin 161 gp; Magic: 229 gp – lens of 
  detection (229 gp) 
   
  APL 6: Coin 181 gp; Magic: 521 gp – gloves of 
  swimming and climbing (521 gp). 
   
  APL 8: Coin 286 gp; Magic: 521 gp – gloves of 
  swimming and climbing (521 gp). 
   
  Detect Magic Results: lens of detection (moderate 
  divination), gloves of swimming and climbing (faint 
  transmutation). 
   
  ENCOUNTER 8: THE 
  BOTTOM DROPS OUT  
  The main tunnel snakes further into the hill. The 
  chamber’s walls are gritty and contain traces of 
  trapped shellfish. Sunlight leaks out of holes carved 
  by last night’s storm. It illuminates illegible text 
  scratched into the porous stones.  
   
  A DC 18 Listen check detects the faint lapping of water 
  from the tunnel’s end. PCs with Stonecunning receive an 
  automatic chance to notice the unsafe surface with a 
  Search check. In addition, a DC 20 Search check on the 
  other side of the trap floor finds a javelin lodged within a 
  crumbling wall crevice. 
   
  A DC 20 Decipher Script check on the text reveals 
  them to be the piteous scribbling of meenlocks trying to 
  remember their true identities. They repeat their names 
  
  COR6-18 Storm Ebb 
   
  Page 16 
  over and over, but the transformation eventually 
  eliminates any remnant of their former selves. 
   
  Trap: The walls and floors in the cavern are quite weak in 
  some spots, eaten away by erosion. The meenlocks are 
  diminutive enough they can cross these sections without 
  worry. Any Small or larger PCs who step on the weak 
  floor (about 30 ft. from the meenlock’s lair) must make a 
  Reflex save or fall into a shallow pool of water.  
   
  APL 2 (EL 2) 
   
  �Camouflaged Pit Trap: CR 2; mechanical; 
  location trigger; no reset; DC 20 Reflex save avoids; 20 ft. 
  deep (2d6, fall); multiple targets (first target in each of 
  two adjacent 5-ft. squares); Search DC 23; Disable Device 
  DC 17.  
   
  APL 4 (EL 2) 
   
  �Camouflaged Pit Trap: CR 2; mechanical; 
  location trigger; no reset; DC 22 Reflex save avoids; 20 ft. 
  deep (2d6, fall); multiple targets (first target in each of 
  two adjacent 5-ft. squares); Search DC 23; Disable Device 
  DC 17. 
   
  APL 6 (EL 6) 
   
  �Camouflaged Pit Trap: CR 6; mechanical; 
  location trigger; no reset; DC 26 Reflex save avoids; 60 ft. 
  deep (6d6, fall); multiple targets (first target in each of 
  two adjacent 5-ft. squares); Search DC 24; Disable Device 
  DC 19.  
   
  APL 8 (EL 8) 
   
  �Camouflaged Pit Trap: CR 6; mechanical; 
  location trigger; no reset; DC 28 Reflex save avoids; 60 ft. 
  deep (6d6, fall); multiple targets (first target in each of 
  two adjacent 5-ft. squares); Search DC 24; Disable Device 
  DC 19. 
   
  Treasure: At APL 2-6 there is a rusty old javalin in the 
  wall. It breaks if anyone touches it. At APL 8 the javelin is 
  of exceptional quality. It is another item discarded by an 
  adventurer transformed 
  into 
  a 
  meenlock. Upon 
  command, the javelin exudes an acidic slime. The 
  command word is “Skur”, the name of its previous owner 
  (which is etched in Oeridian on the surface of the 
  javelin). 
   
  APL 8: Magic: 692 gp – +1 corrosive javelin (692 gp 
  each) 
   
  Detect Magic Results: +1 corrosive javelin (faint 
  transmutation, moderate evocation). 
   
  Development: PCs that do not trigger the trap or avoid it 
  are able to continue through the tunnel towards an 
  opening that leads directly into the kopru’s lair.  
   
  PCs that fall into the water pit face an additional 
  challenge; the pressure of debris falling into the water 
  creates a suction effect one round after PCs fall into the 
  chamber. PCs must make a DC 10 Swim check before 
  suction and a DC 15 Swim check after suction to reach 
  the chamber’s side and then a DC 15 Strength check to 
  hold on. Otherwise, they take 1d3 points of nonlethal 
  damage per round as they are swept along 100 feet of 
  submerged canal (this takes three rounds) before they are 
  emptied out into Woolly Bay. PCs thrown a rope must 
  make DC 15 Strength check to hold on. Success results in 
  them being violently spun around the walls for 2d6 
  points of damage. 
   
  PCs find themselves near the entrance to the 
  underground cavern home of the kopru. The water is 20 
  ft. deep at low tide around noon and midnight or 30 ft. 
  during high tide around 6 AM and 6 PM. 
   
  Comrades can choose to follow their evacuated 
  fellows. The water refills halfway up its length 5 rounds 
  after the suction effect starts. It then slowly refills an 
  additionally 5 ft. every round thereafter. See DM Map 3. 
   
  ENCOUNTER 9: THE BIG 
  FISH 
  The tunnel opens into a chamber that is the upper 
  pocket of a partially submerged cave. Stalactites drip a 
  steady beat of tears upon the bodies of dead Flan and 
  aquatic elves arranged around the walls of the cave. 
  Waves gently lap over them like a funeral shroud.  
   
  The top of a stalagmite rises from the middle of 
  the submerged cave to which is lashed a Flan woman. 
  she groan s quietly.  
   
  When the PCs first see the kopru read the following: 
   
  The reddish scales of this creature taper down into 
  three flexible, barbed tails. Its torso and hands are 
  humanoid but the mass of tentacles on its bilbous 
  head bares no hint of humanity, and no sympathy 
  either. 
   
  The kopru has captured Janiss (or other female Zohlnyn 
  villager) for torture while the PCs have been exploring 
  the caves. It decides to use her as a lure so that the PCs 
  enter the water to save her. At APL 8, the kopru has also 
  captured Rhoman or another villager and the three 
  meenlocks are in the process of transforming him. The 
  kopru attacks the first character to reach Janiss on the 
  stalagmite. The kopru is not adverse to nibbling Janiss or 
  crushing her feet if it draws PCs into the water. Janiss 
  begs for the life of her child and admonished the PCs 
  until she is saved. 
  
  COR6-18 Storm Ebb 
   
  Page 17 
   
  The kopru hides in the murky water, which reduces 
  illumination in the water. All sight, including darkvision, 
  is obscured beyond 1d8x10 feet. Illumination provided by 
  light sources is cut by 50%. PCs who succeed on a Listen 
  check can detect the position of the kopru by its 
  swimming. 
   
  PCs deposited outside the caves by the trap are 
  unnoticed by the kopru. It does not expect anyone to 
  approach from that way.  
   
  The bottom of the cave has accumulated two feet of 
  muck. Creatures on foot pay four squares of movement to 
  move through it. The DC for Tumble increases by 5 
  points. (Stormwrack 22) 
   
  APL 2 (EL 2) 
   
  �Kopru (immature): hp 10; see Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Kopru (immature): hp 10; see Appendix 1. 
   
  �Meenlock (1): hp 18; see Appendix 1. 
   
  APL 6 (EL 6) 
   
  �Kopru: hp 36; see Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Kopru hp 36; see Appendix 1. 
   
  �Meenlock (3): hp 18; see Appendix 1. 
   
  Tactics: At APLs 2 - 4, the immature kopru uses dominate 
  person to control one of the PCs to fight for it. It prefers 
  to dominate a character who has not entered the water so 
  it can attack from the shore and possible flank opponents. 
  On subsequent rounds, the kopru attempts to constrict 
  PCs of Small size or smaller. It lurches onto land after it 
  eliminates any PCs in the water. The kopru refuses to 
  abandon the egg in the prayer chamber although it might 
  swim out into the bay after PCs if they try to escape. 
   
  The kopru’s tactics at APLs 6 & 8 are identical as for 
  APLs 2 & 4, except the adult can constrict PCs of Medium 
  size or smaller. 
   
  At APL 8, the meenlocks use rend mind to soften up 
  the PCs for the kopru’s dominate person. The kopru waits 
  to use dominate person until after the meenlocks attack. 
  The meenlocks attempt to paralyze PCs. They push 
  paralyzed PCs into pools of water, where the PCs 
  eventually drown.  
   
  Treasure: Rhoman’s patron, the Gynarch Rotanna of 
  Hardby, is interested in exotic animals. PCs receive a 
  reward from the Gynarch if they deliver the kopru’s body 
  to her. 
   
  APL 2: Loot: 100 gp. 
   
  APL 4: Loot: 200 gp. 
   
  APL 6: Loot: 400 gp. 
   
  APL 8: Loot: 800 gp. 
   
  Development: A PC succeeding on a DC 15 Spot check 
  notices the underwater entrance to a cave concealed by 
  the slime and weeds.  
   
  ENCOUNTER 10: 
  SUBMERGED PRAYERS 
  The submerged entrance leads into a cyst about 15 ft. 
  long, 7 ft. wide, and 15 ft. deep. A crude stone altar is 
  set along the farthest wall. The sigil of a kraken is set 
  on the wall above the altar; all of the monster’s 
  tentacles encircle a sun on its left. A large crab shell 
  sits atop the altar. Its claws interlock in a curious 
  fashion. 
   
  Two crevices cut off from this chamber. The right one 
  contains a tower of neatly stacked skulls. Each cavity on 
  the skulls have been plugged with clay, including the 
  spaces between teeth. The leftmost crevice contains a 
  curious structure. A net is slung between indeterminate 
  skeletal remains. Within the cords sits a greasy black 
  globe. Its surface has the rough hewn appearance of fresh 
  pitch. The throb of life can be seen within the globe 
  when brought into the light. 
   
  A DC 20 Knowledge (religion) check attributes the 
  kraken sigil to Panzuriel, god of evil aquatic creatures. 
   
  Treasure: PCs succeeding on a DC 10 Spot check notice 
  the eclipsed sun is the holy symbol of Pelor and 
  Mayaheine stolen from the village. The villagers 
  appreciate its recovery and pledge to place it atop a new 
  chapel after recovery is completed. 
   
  The crab shell contains an effigy to Panzuriel; a DC 
  20 Knowledge (religion) check identifies this. Human 
  eyes have never before seen this blasphemous object. It is 
  not magical but is of interest to scholars and individuals 
  interested in obscure art.  
   
  The skulls are the kopru’s ersatz treasure chests. 
  They each contain an assortment of coins, precious gems, 
  and jewelry retrieved from its victims. A tube containing 
  two scrolls is also contained in one of the skulls. 
   
  The greasy orb is a kopru egg, which would have 
  eventually birthed another monster to plague Woolly 
  Bay. Without a caretaker, the gestating creature withers 
  and dies, ending the threat of the kopru forever. If the 
  PCs recover the egg, Rhoman indicates his patron might 
  be interested in purchasing it as a curiosity.  
   
  Due to its innate philology, the egg radiates a faint 
  aura of evil if detected.  
   
  Treasure: The PCs can recover the following items: 
  
  COR6-18 Storm Ebb 
   
  Page 18 
  APL 2: Loot: 250 gp – Panzuriel effigy (100 gp), live kopru 
  egg (150 gp) or dead kopru egg (75 gp); Coin: 280 gp; 
  Magic: 2 scrolls of lesser restoration (12 gp each). 
   
  APL 4: Loot: 600 gp – Panzuriel effigy (300 gp), live 
  kopru egg (300 gp) or dead kopru egg (150 gp); Coin: 500 
  gp; Magic: 2 scrolls of lesser restoration (12 gp each). 
   
  APL 6: Loot: 600 gp – Panzuriel effigy (400 gp), live 
  kopru egg (600 gp) or dead kopru egg (300 gp); Coin: 780 
  gp; Magic: 2 scrolls of lesser restoration (12 gp each). 
   
  APL 8: Loot: 2,000 gp – Panzuriel effigy (800 gp), live 
  kopru egg (1,200 gp) or dead kopru egg (600 gp); Coin: 
  1,700 gp; Magic: 2 scrolls of lesser restoration (12 gp 
  each). 
   
  Detect Magic Results: scroll of lesser restoration 
  (faint conjuration). 
   
  CONCLUSION 
  Neither storm, disease, nor monster was able to dim 
  your courage. Your heroism has removed a terrible 
  monster from Woolly Bay and put Zohlnyn on the 
  path to recovery. Perhaps it is your imagination, but 
  the waters of Woolly Bay already appear to have 
  freshened. The people of Zohlnyn have rewoven the 
  sails of their own destiny. No longer do they live in 
  fear. The future prosperity of their children is free to 
  be charted by their own hands.  
   
  PCs receive a reward of 25 gp per character from the 
  Temple of Pelor when they report the success of their 
  mission. 
   
  The Village Survived 
  The villages living along Woolly Bay welcome the PC as 
  members of their community for eliminating the kopru. 
  They are willing to teach them the ways of water. This 
  association allows the PCs to learn the following feats: 
  Aquatic Shot, Clever Wrestling, Curling Wave Strike, 
  Expert Swimmer, and Sanctify Water. See Stormwrack 
  Chapter 4 for details. This is represented by the AR 
  reward ‘Fraternity of Woolly Bay’. 
   
  The Village Met Tragedy  
  If any Zohlnyn villagers die from the storm in encounter 
  5, or fail to accomplish any of the required rebuilding 
  efforts, then PCs lose access to ‘the Fraternity of Woolly 
  Bay’ AR special.  
   
   
   
  The End 
  
  COR6-18 Storm Ebb 
   
  Page 19 
  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 2 
  Successfully treat the villagers’ disease and build enough 
  shelters for the survivors 
  APL 2 
  60 XP 
   
  Encounter 3 
  Eliminate the vermin 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  Encounter 4 
  Eliminate the undead 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
   
  Encounter 7 
  Eliminate the meenlock(s) 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  Encounter 8 
  Avoid or survive the trap 
  APL 2  
  60 XP 
  APL 4  
  60 XP 
  APL 6  
  180 XP 
  APL 8  
  180 XP 
   
  Encounter 9 
  Eliminate the kopru 
  APL 2  
  90 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  Story Award 
  PCs build sufficient shelter for villagers to survive the 
  storm in encounter 5 
  APL 2  
  30 XP 
  APL 4  
  40 XP 
  APL 6  
  50 XP 
  APL 8  
  65 XP 
   
  Discretionary Roleplaying 
  Award 
  APL 2  
  60 XP 
  APL 4  
  95 XP 
  APL 6  
  130 XP 
  APL 8  
  160 XP 
   
  Total Possible Experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 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 
  
  COR6-18 Storm Ebb 
   
  Page 20 
  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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Encounter 1 
  APL 2: Loot: 140 gp; Magic: 50 gp – 2 potions of cure light 
  wounds (25 gp each) 
   
  APL 4: Loot: 140 gp; Magic: 100 gp – 4 potions of 
  cure light wounds (25 gp each) 
   
  APL 6: Loot: 140 gp; Magic: 300 gp – 2 potions of 
  cure moderate wounds (150 gp each) 
   
  APL 8: Loot: 140 gp; Magic: 300 gp – 2 potions of 
  cure moderate wounds (150 gp each) 
   
  Encounter 2A 
  All APLs: Magic: 124 gp – potion of protection from 
  energy (cold) (62 gp each). 
   
  Encounter 2C 
  All APLs: Magic: 26 gp – scroll of fins to feet (12 gp), 
  scroll of pressure sphere (12gp), scroll of wave blessing 
  (2gp). 
   
   
  Encounter 3 
  APL 2: Loot: 204 gp; Magic: 193 gp – +1 trident (193 gp). 
   
  APL 4: Loot: 554 gp; Magic: 193 gp – +1 trident 
  (193 gp). 
   
  APL 6: Loot: 654 gp; Magic: 193 gp – +1 trident 
  (193 gp). 
   
  APL 8: Loot: 929 gp; Magic: 193 gp – +1 trident 
  (193 gp). 
   
  Encounter 7 
  APL 2: Coin 31 gp; Magic: 229 gp – lens of detection (229 
  gp) 
   
  APL 4: Coin 161 gp; Magic: 229 gp – lens of 
  detection (229 gp) 
   
  APL 6: Coin 181 gp; Magic: 521 gp – gloves of 
  swimming and climbing (521 gp each). 
   
  APL 8: Coin 286 gp; Magic: 521 gp – gloves of 
  swimming and climbing (521 gp each). 
   
  Encounter 8 
  All APLs: Magic: 692 gp – javelin +1 (corrosive ability) 
  (692 gp each). 
   
  Encounter 9 
  APL 2: Loot: 100 gp. 
   
  APL 4: Loot: 200 gp. 
   
  APL 6: Loot: 400 gp. 
   
  APL 8: Loot: 800 gp. 
   
  Encounter 10 
  APL 2: Loot: 250 gp – Panzuriel effigy (100 gp), live kopru 
  egg (150 gp) or dead kopru egg (75 gp); Coin: 280 gp; 
  Magic: 2 scrolls of lesser restoration (12 gp each). 
   
  APL 4: Loot: 600 gp – Panzuriel effigy (300 gp), live 
  kopru egg (300 gp) or dead kopru egg (150 gp); Coin: 500 
  gp; Magic: 2 scrolls of lesser restoration (12 gp each). 
   
  APL 6: Loot: 600 gp – Panzuriel effigy (400 gp), live 
  kopru egg (600 gp) or dead kopru egg (300 gp); Coin: 780 
  gp; Magic: 2 scrolls of lesser restoration (12 gp each). 
   
  APL 8: Loot: 2,000 gp – Panzuriel effigy (800 gp), live 
  kopru egg (1,200 gp) or dead kopru egg (600 gp); Coin: 
  1,700 gp; Magic: 2 scrolls of lesser restoration (12 gp 
  each). 
   
  Conclusion 
  ALL APLs: Coin: 25 gp 
   
  Total Possible Treasure 
  APL 2: Loot: 694 gp; Coin: 336 gp; Magic: 1,359 gp; Total: 
  2,389 gp. 
  APL 4: Loot: 1,494 gp; Coin: 686 gp; Magic: 1,367 gp; 
  Total: 3547 gp. 
   
  APL 6: Loot: 2,194 gp; Coin: 976 gp; Magic: 1,630 gp; 
  Total: 4,800 gp. 
   
  APL 8: Loot: 3,869 gp; Coin: 2,001 gp; Magic: 1,630 
  gp; Total: 7,500 gp. 
   
  Special 
  �Fraternity of Woolly Bay: The villages living along 
  Woolly Bay welcome you as a member of their 
  community and are willing to teach you the ways of 
  water. This association gives you core access to the 
  following feats: Aquatic Shot, Clever Wrestling, Curling 
  Wave Strike, Expert Swimmer, and Sanctify Water. 
  (Stormwrack Chapter 4).  
   
  In addition, you can purchase (at normal prices) suits 
  of cord, shell, or chitin armor. You may purchase as many 
  of these as you desire.  
  
  COR6-18 Storm Ebb 
   
  Page 21 
   
  �Cutlass: A light slashing weapon especially favored by 
  pirates and other nautical raiders, the cutlass is a heavy 
  blade about 2 feet long with a curved edge. It is easy to 
  wield in close quarters and can deal vicious gashes to an 
  opponent. Its heavy basket hilt gives the wielder a +2 
  circumstance bonus on any checks to resist being 
  disarmed. 
   
  Cost 15 gp; Dmg (S) 1d4 (19-20/x2); Dmg (M) 1d6 
  (19-20/x2); weight 3 lb.; slashing; Stormwrack 107. 
    
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
  APL 2: 
  • 
  Masterwork cord armor (Adventure; Stormwrack)  
  • 
  Masterwork shell armor (Adventure; Stormwrack)  
  • 
  Quaal’s feather token (anchor) (Adventure; DMG) 
  • 
  Lens of detection (Adventure; DMG) 
  • 
  Gloves of swimming and climbing (Adventure; 
  DMG) 
  • 
  Scroll of fins to feet (Adventure; Stormwrack) 
  • 
  Scroll of pressure sphere (Adventure; Stormwrack) 
  • 
  Scroll of wave blessing (Adventure; Stormwrack) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Wand of wave blessing (Adventure; Stormwrack; 750 
  gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Quall’s feather token (boat) (Adventure; DMG) 
  • 
  +1 cord armor (Adventure; Stormwrack)  
  • 
  +1 shell armor (Adventure; Stormwrack)  
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  +1 corrosive javelin (Adventure; Stormwrack) 
  
  COR6-18 Storm Ebb 
   
  Page 22 
  Appendix 1: ALL APLS  
  ENCOUNTER 1: AN 
  UNFORTUNATE ACCIDENT 
  �Slobvak: male orc fighter 1; CR 1 Medium humanoid 
  (orc); HD 1d10; hp 7 (currently 4); Init +1; Spd 30 ft.; AC 
  14, touch 11, flat-footed 13; Base Atk +1; Grp +5; Atk +5 
  melee (1d6+4; club); Full Atk +5 melee (1d6+4; club); SQ 
  darkvision 60 ft.,  light sensitivity; AL CN; SV Fort +4, Ref 
  +1, Will -1; Str 19, Dex 13, Con 14, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +8, Craft (carpentry) +5, 
  Profession (sailor) +1, Swim +8; Athletic, Dodge. 
   
  Languages: Common, Orc. 
   
  Possessions: studded leather armor, club. 
   
  Encounter 2: THE VILLAGE 
  �Bergus: male human (Flan) commoner 2; CR 2; 
  Medium humanoid (human); HD 2d4+2; hp 7; Init +0; 
  Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +1; 
  Grp +2; Atk +2 melee (1d4+1/19-20, dagger); Full Atk +2 
  melee (1d4+1/19-20, dagger); AL NG; SV Fort +1, Ref +0, 
  Will -1 (currently -4); Str 13, Dex 11, Con 12, Int 10, Wis 8, 
  Cha 9. 
   
  Skills and Feats:  Craft (shipbuilding) +5, Profession 
  (fisherman) +7, Swim +5, Use Rope +1; Endurance, Skill 
  Focus (profession [fisherman]). 
   
  Possessions: normal clothes, dagger. 
   
   
   
  
  COR6-18 Storm Ebb 
   
  Page 23 
  APL 2
  Encounter 3: Chopping Wood  
  �Small Monstrous Crab: CR 1/2; Small vermin 
  (aquatic); HD 1d8+4; hp 8; Int +0; Spd 20 ft.; AC 15, 
  touch 11, flat-footed 15; Base Atk +0; Grp +0; Atk +1 
  melee (1d4, claw); Full Atk +1 melee (1d4, 2 claws); SA 
  constrict 2d4, improved grab; SQ amphibious, low-light 
  vision, scent, vermin traits; AL N; SV Fort +3, Ref +0, 
  Will +0; Str 10, Dex 11, Con 12, Int -, Wis 11, Cha 2. 
   
  Skills and Feats:  Hide +8, Spot +4; Toughness. 
   
  Amphibious (Ex): Monstrous crabs can survive 
  indefinitely on land and in the water. 
   
  Constrict (Ex): A monstrous crab deals damage 
  equal to twice its normal claw damage plus its Strength 
  bonus on a successful grapple check. 
   
  Improved Grab (Ex): A monstrous crab may 
  attempt a grapple as a free action when it successfully 
  hits with a claw. This action does not provoke an attack 
  of opportunity. The crab establishes a hold and can 
  constrict if it wins the grapple check. 
   
  Encounter 7: Lair of the 
  Ratties 
  �Meenlock: CR 3; Tiny aberration; HD 4d8; hp 18; Int 
  +1; Spd 20 ft.; AC 13, touch 13, flat-footed 12; Base Atk 
  +3; Grp -3; Atk +3 melee (1d2-2, claws); Full Atk +3 
  melee (1d2-2, 2 claws); SA fear aura, meenlock 
  transformation, paralysis, rend mind; SQ darkvision 60 
  ft., dimension door, telepathy; Space/Reach 2-1/2 ft./0 
  ft.; AL LE; SV Fort +1, Ref +2, Will +5; Str 6, Dex 13, 
  Con 10, Int 11, Wis 12, Cha 15. 
   
  Skills and Feats:  Hide +12, Listen +5, Move 
  Silently +5, Spot +4, Survival +5; Alertness, Track
  B. 
   
  Fear Aura (Su): As a free action, a meenlock can 
  produce a fear effect in a 30-foot radius burst, centered 
  on itself. Any creature within the area that fails a DC 14 
  Will save becomes catatonic from fear for 1d4+4 
  rounds. During this time, it rolls into a ball, hugs its 
  knees, or simply stands in place, shivering and staring. 
  Any creature that makes a saving throw against the 
  effect cannot be affected again by that meenlock’s fear 
  aura for 24 hours. 
   
  Meenlock Transformation (Su): Three or more 
  meenlocks can transform a creature into a meenlock by 
  touching it for 1d6 hours. All of the subject’s ability 
  scores fall to 1 (except for any already at 0), reducing 
  him or her to a drooling, helpless state (no saving 
  throw). A heal or greater restoration spell can restore a 
  creature to normal. In another 1d6 hours, the 
  transformation becomes a meenlock; only a wish or 
  miracle can restore the victim. 
   
  Paralysis (Ex): Any creature hit by a meenlock’s 
  claw must make a DC 14 Fortitude save or be paralyzed 
  for 3d6 rounds.  
   
  Rend Mind (Su): A meenlock can project 
  thoughts and suggestions into the mind of single 
  creature within 300 feet. These thoughts cause 
  paranoia. The target must make a successful DC 14 Will 
  save or take 1d4 points of Wisdom damage. A 
  meenlock must wait 1d4 rounds between uses of this 
  ability. 
   
  Dimension Door (Su): Once every 2 rounds, a 
  meenlock can produce an effect like that of a 
  dimension door spell, with a range of 60 feet and no 
  additional weight can be transported. 
   
  Telepathy (Ex): A meenlock can communicate 
  through telepathy with any other creature that has a 
  language (range 300 feet). 
   
    
  Encounter 9: The Big Fish 
   
   
  �Kopru 
  (immature): 
  CR 
  2; 
  Small 
  monstrous 
  humanoid (aquatic); HD 3d8; hp 10; Int +3; Spd 5 ft.; 30 
  ft. swim; AC 17, touch 14, flat-footed 14; Base Atk +3; 
  Grp +6; Atk +4 melee (1d4, tail slap); Full Atk + 4 melee 
  (1d4, tail slap), +2 melee (1d4, bite) and +2 melee (1d3, 2 
  claws); SA dominate person, improved grab; AL CE; SQ 
  darkvision 60 ft.; SV Fort +0, Ref +6, Will +6; Str 11, Dex 
  16, Con 9, Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +5, Escape Artist 
  +5, Move Silently +3, Search +1, Swim +10; Iron Will, 
  Multiattack. 
   
  Languages: Aquan, Common.  
   
  Dominate Person (Su): Once per day, a kopru can 
  produce an effect like that of a dominate person spell 
  (caster level 10th, Will save DC 11).  
   
  Improved Grab (Ex): If a kopru hits an opponent 
  of its own size or smaller with a tail attack, it deals 
  normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity (+7 
  racial bonus on grapple checks). It constricts in the 
  same round if it gets a hold. Thereafter, the kopru has 
  the option to conduct the grapple normally, or simply 
  use its tails to hold the opponent (-20 on grapple check, 
  but the kopru is not considered grappled). Each 
  successful grapple check it makes during successive 
  rounds automatically deals tail and constrict damage. 
  
  COR6-18 Storm Ebb 
   
  Page 24 
  APL 4 
  Encounter 3: Chopping Wood  
  �Medium Monstrous Crab: CR 2; Medium vermin 
  (aquatic); HD 3d8+6; hp 19; Int +0; Spd 20 ft.; AC 16, 
  touch 10, flat-footed 16; Base Atk +2; Grp +8; Atk +4 
  melee (1d6+2, claw); Full Atk +4 melee (1d6+2, 2 claws); 
  SA constrict 2d6+2, improved grab; SQ amphibious, 
  low-light vision, scent, vermin traits; AL N; SV Fort +4, 
  Ref +1, Will +1; ; Str 15, Dex 11, Con 12, Int -, Wis 11, 
  Cha 2. 
   
  Skills and Feats:  Hide +4, Spot +4; Toughness
  B. 
   
  Amphibious (Ex): Monstrous crabs can survive 
  indefinitely on land and in the water. 
   
  Constrict (Ex): A monstrous crab deals damage 
  equal to twice its normal claw damage plus its Strength 
  bonus on a successful grapple check. 
   
  Improved Grab (Ex): A monstrous crab may 
  attempt a grapple as a free action when it successfully 
  hits with a claw. This action does not provoke an attack 
  of opportunity. The crab establishes a hold and can 
  constrict if it wins the grapple check. 
   
  Encounter 7: Lair of the 
  Ratties 
  �Meenlock: CR 3; Tiny aberration; HD 4d8; hp 18; Int 
  +1; Spd 20 ft.; AC 13, touch 13, flat-footed 12; Base Atk 
  +3; Grp -3; Atk +3 melee (1d2-2, claws); Full Atk +3 
  melee (1d2-2, 2 claws); SA fear aura, meenlock 
  transformation, paralysis, rend mind; SQ darkvision 60 
  ft., dimension door, telepathy; Space/Reach 2-1/2 ft./0 
  ft.; AL LE; SV Fort +1, Ref +2, Will +5; Str 6, Dex 13, 
  Con 10, Int 11, Wis 12, Cha 15. 
   
  Skills and Feats:  Hide +12, Listen +5, Move 
  Silently +5, Spot +4, Survival +5; Alertness, Track
  B. 
   
  Fear Aura (Su): As a free action, a meenlock can 
  produce a fear effect in a 30-foot radius burst, centered 
  on itself. Any creature within the area that fails a DC 14 
  Will save becomes catatonic from fear for 1d4+4 
  rounds. During this time, it rolls into a ball, hugs its 
  knees, or simply stands in place, shivering and staring. 
  Any creature that makes a saving throw against the 
  effect cannot be affected again by that meenlock’s fear 
  aura for 24 hours. 
   
  Meenlock Transformation (Su): Three or more 
  meenlocks can transform a creature into a meenlock by 
  touching it for 1d6 hours. All of the subject’s ability 
  scores fall to 1 (except for any already at 0), reducing 
  him or her to a drooling, helpless state (no saving 
  throw). A heal or greater restoration spell can restore a 
  creature to normal. In another 1d6 hours, the 
  transformation becomes a meenlock; only a wish or 
  miracle can restore the victim. 
   
  Paralysis (Ex): Any creature hit by a meenlock’s 
  claw must make a DC 14 Fortitude save or be paralyzed 
  for 3d6 rounds.  
   
  Rend Mind (Su): A meenlock can project 
  thoughts and suggestions into the mind of single 
  creature within 300 feet. These thoughts cause 
  paranoia. The target must make a successful DC 14 Will 
  save or take 1d4 points of Wisdom damage. A 
  meenlock must wait 1d4 rounds between uses of this 
  ability. 
   
  Dimension Door (Su): Once every 2 rounds, a 
  meenlock can produce an effect like that of a 
  dimension door spell, with a range of 60 feet and no 
  additional weight can be transported. 
   
  Telepathy (Ex): A meenlock can communicate 
  through telepathy with any other creature that has a 
  language (range 300 feet). 
   
  Encounter 9: The Big Fish 
   
  �Kopru 
  (immature): 
  CR 
  2; 
  Small 
  monstrous 
  humanoid (aquatic); HD 3d8; hp 10; Int +3; Spd 5 ft.; 30 
  ft. swim; AC 17, touch 14, flat-footed 14; Base Atk +3; 
  Grp +6; Atk +4 melee (1d4, tail slap); Full Atk + 4 melee 
  (1d4, tail slap), +2 melee (1d4, bite) and +2 melee (1d3, 2 
  claws); SA dominate person, improved grab; AL CE; SQ 
  darkvision 60 ft.; SV Fort +0, Ref +6, Will +6; Str 11, Dex 
  16, Con 9, Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +5, Escape Artist 
  +5 , Move Silently +3, Search +1, Swim +10; Iron Will, 
  Multiattack. 
   
  Languages: Aquan, Common.  
   
  Dominate Person (Su): Once per day, a kopru can 
  produce an effect like that of a dominate person spell 
  (caster level 10th, Will save DC 11).  
   
  Improved Grab (Ex): If a kopru hits an opponent 
  of its own size or smaller with a tail attack, it deals 
  normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity (+7 
  racial bonus on grapple checks). It constricts in the 
  same round if it gets a hold. Thereafter, the kopru has 
  the option to conduct the grapple normally, or simply 
  use its tails to hold the opponent (-20 on grapple check, 
  but the kopru is not considered grappled). Each 
  successful grapple check it makes during successive 
  rounds automatically deals tail and constrict damage. 
   
  �Meenlock: CR 3; Tiny aberration; HD 4d8; hp 18; Int 
  +1; Spd 20 ft.; AC 13, touch 13, flat-footed 12; Base Atk 
  +3; Grp -3; Atk +3 melee (1d2-2, claws); Full Atk +3 
  
  COR6-18 Storm Ebb 
   
  Page 25 
  melee (1d2-2, 2 claws); SA fear aura, meenlock 
  transformation, paralysis, rend mind; SQ darkvision 60 
  ft., dimension door, telepathy; Space/Reach 2-1/2 ft./0 
  ft.; AL LE; SV Fort +1, Ref +2, Will +5; Str 6, Dex 13, 
  Con 10, Int 11, Wis 12, Cha 15. 
   
  Skills and Feats:  Hide +12, Listen +5, Move 
  Silently +5, Spot +4, Survival +5; Alertness, Track
  B. 
   
  Fear Aura (Su): As a free action, a meenlock can 
  produce a fear effect in a 30-foot radius burst, centered 
  on itself. Any creature within the area that fails a DC 14 
  Will save becomes catatonic from fear for 1d4+4 
  rounds. During this time, it rolls into a ball, hugs its 
  knees, or simply stands in place, shivering and staring. 
  Any creature that makes a saving throw against the 
  effect cannot be affected again by that meenlock’s fear 
  aura for 24 hours. 
   
  Meenlock Transformation (Su): Three or more 
  meenlocks can transform a creature into a meenlock by 
  touching it for 1d6 hours. All of the subject’s ability 
  scores fall to 1 (except for any already at 0), reducing 
  him or her to a drooling, helpless state (no saving 
  throw). A heal or greater restoration spell can restore a 
  creature to normal. In another 1d6 hours, the 
  transformation becomes a meenlock; only a wish or 
  miracle can restore the victim. 
   
  Paralysis (Ex): Any creature hit by a meenlock’s 
  claw must make a DC 14 Fortitude save or be paralyzed 
  for 3d6 rounds.  
   
  Rend Mind (Su): A meenlock can project 
  thoughts and suggestions into the mind of single 
  creature within 300 feet. These thoughts cause 
  paranoia. The target must make a successful DC 14 Will 
  save or take 1d4 points of Wisdom damage. A 
  meenlock must wait 1d4 rounds between uses of this 
  ability. 
   
  Dimension Door (Su): Once every 2 rounds, a 
  meenlock can produce an effect like that of a 
  dimension door spell, with a range of 60 feet and no 
  additional weight can be transported. 
   
  Telepathy (Ex): A meenlock can communicate 
  through telepathy with any other creature that has a 
  language (range 300 feet). 
   
  
  COR6-18 Storm Ebb 
   
  Page 26 
  APL 6 
  Encounter 3: Chopping Wood  
  �Medium Monstrous Crab: CR 2; Medium vermin 
  (aquatic); HD 3d8+6; hp 19; Int +0; Spd 20 ft.; AC 16, 
  touch 10, flat-footed 16; Base Atk +2; Grp +8; Atk +4 
  melee (1d6+2, claw); Full Atk +4 melee (1d6+2, 2 claws); 
  SA constrict 2d6+2, improved grab; SQ amphibious, 
  low-light vision, scent, vermin traits; AL N; SV Fort +4, 
  Ref +1, Will +1; ; Str 15, Dex 11, Con 12, Int -, Wis 11, 
  Cha 2. 
   
  Skills and Feats:  Hide +4, Spot +4; Toughness
  B. 
   
  Amphibious (Ex): Monstrous crabs can survive 
  indefinitely on land and in the water. 
   
  Constrict (Ex): A monstrous crab deals damage 
  equal to twice its normal claw damage plus its Strength 
  bonus on a successful grapple check. 
   
  Improved Grab (Ex): A monstrous crab may 
  attempt a grapple as a free action when it successfully 
  hits with a claw. This action does not provoke an attack 
  of opportunity. The crab establishes a hold and can 
  constrict if it wins the grapple check. 
   
  Encounter 7: Lair of the 
  Ratties 
  �Meenlock: CR 3; Tiny aberration; HD 4d8; hp 18; Int 
  +1; Spd 20 ft.; AC 13, touch 13, flat-footed 12; Base Atk 
  +3; Grp -3; Atk +3 melee (1d2-2, claws); Full Atk +3 
  melee (1d2-2, 2 claws); SA fear aura, meenlock 
  transformation, paralysis, rend mind; SQ darkvision 60 
  ft., dimension door, telepathy; Space/Reach 2-1/2 ft./0 
  ft.; AL LE; SV Fort +1, Ref +2, Will +5; Str 6, Dex 13, 
  Con 10, Int 11, Wis 12, Cha 15. 
   
  Skills and Feats:  Hide +12, Listen +5, Move 
  Silently +5, Spot +4, Survival +5; Alertness, Track
  B. 
   
  Fear Aura (Su): As a free action, a meenlock can 
  produce a fear effect in a 30-foot radius burst, centered 
  on itself. Any creature within the area that fails a DC 14 
  Will save becomes catatonic from fear for 1d4+4 
  rounds. During this time, it rolls into a ball, hugs its 
  knees, or simply stands in place, shivering and staring. 
  Any creature that makes a saving throw against the 
  effect cannot be affected again by that meenlock’s fear 
  aura for 24 hours. 
   
  Meenlock Transformation (Su): Three or more 
  meenlocks can transform a creature into a meenlock by 
  touching it for 1d6 hours. All of the subject’s ability 
  scores fall to 1 (except for any already at 0), reducing 
  him or her to a drooling, helpless state (no saving 
  throw). A heal or greater restoration spell can restore a 
  creature to normal. In another 1d6 hours, the 
  transformation becomes a meenlock; only a wish or 
  miracle can restore the victim. 
   
  Paralysis (Ex): Any creature hit by a meenlock’s 
  claw must make a DC 14 Fortitude save or be paralyzed 
  for 3d6 rounds.  
   
  Rend Mind (Su): A meenlock can project 
  thoughts and suggestions into the mind of single 
  creature within 300 feet. These thoughts cause 
  paranoia. The target must make a successful DC 14 Will 
  save or take 1d4 points of Wisdom damage. A 
  meenlock must wait 1d4 rounds between uses of this 
  ability. 
   
  Dimension Door (Su): Once every 2 rounds, a 
  meenlock can produce an effect like that of a 
  dimension door spell, with a range of 60 feet and no 
  additional weight can be transported. 
   
  Telepathy (Ex): A meenlock can communicate 
  through telepathy with any other creature that has a 
  language (range 300 feet). 
   
  Encounter 9: The Big Fish 
   
  �Kopru: CR 6; Medium monstrous humanoid 
  (aquatic); HD 8d8; hp 36; Int +2; Spd 5 ft.; swim 40 ft.; 
  AC 15 , touch 12, flat-footed 13; Base Atk +8; Grp +17; 
  Atk +10 melee (1d6+2, tail slap) ; Full Atk +10 melee 
  (1d6+2, tail slap)  and +8 melee (1d4+1, 2 claws) and +8 
  melee (1d4+1, bite); SA constrict 3d6+3, dominate 
  person, improved grab; SQ darkvision 60 ft.; AL CE; SV 
  Fort +2, Ref +8, Will +9; ; Str 15, Dex 14, Con 11, Int 11, 
  Wis 12, Cha 10. 
   
  Skills and Feats:  Concentration +8, Escape Artist 
  +11, Move Silently +6, Search +4 , Swim +10; Iron Will, 
  Multiattack, Skill Focus (Escape Artist). 
   
  Languages: Aquan, Common.  
   
  Constrict (Ex): With a successful grapple check, a 
  kopru can constrict a grabbed opponent, dealing 3d6+3 
  points of bludgeoning damage.  
   
  Dominate Person (Su): Once per day, a kopru can 
  produce an effect like that of a dominate person spell 
  (caster level 10th; DC 14 Will save), except that the 
  range is 180 feet and the duration is eight days.  
   
  Improved Grab (Ex): If a kopru hits an opponent 
  that is Medium or smaller with a tail attack, it deals 
  normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity 
  (grapple bonus +17, including +7 racial bonus to 
  grapple checks). If it gets a hold, it also constricts in the 
  same round. Thereafter, the kopru has the option to 
  conduct the grapple normally, or simply use its tails to 
  hold the opponent (-20 penalty on grapple check, but 
  the kopru is not considered grappled). In either case, 
  
  COR6-18 Storm Ebb 
   
  Page 27 
  each successful grapple check it makes during 
  successive rounds automatically deals tail and constrict 
  damage.
  
  COR6-18 Storm Ebb 
   
  Page 28 
  APL 8 
  Encounter 3: Chopping Wood  
  �Large Monstrous Crab: CR 4; Large vermin 
  (aquatic); HD 6d8+9; hp 36; Int +0; Spd 20 ft.; AC 18, 
  touch 9, flat-footed 18; Base Atk +4; Grp +17; Atk +8 
  melee (1d8+5, claw); Full Atk +8 melee (1d8+5, 2 claws); 
  SA constrict 2d8+5, improved grab; SQ amphibious, 
  low-light vision, scent, vermin traits; AL N; SV Fort +6, 
  Ref +2, Will +2; ; Str 21, Dex 11, Con 12, Int -, Wis 11, 
  Cha 2. 
   
  Skills and Feats:  Hide +0, Spot +4; Toughness
  B. 
   
  Amphibious (Ex): Monstrous crabs can survive 
  indefinitely on land and in the water. 
   
  Constrict (Ex): A monstrous crab deals damage 
  equal to twice its normal claw damage plus its Strength 
  bonus on a successful grapple check. 
   
  Improved Grab (Ex): A monstrous crab may 
  attempt a grapple as a free action when it successfully 
  hits with a claw. This action does not provoke an attack 
  of opportunity. The crab establishes a hold and can 
  constrict if it wins the grapple check. 
   
  Encounter 7: Lair of the 
  Ratties 
  �Meenlock: CR 3; Tiny aberration; HD 4d8; hp 18; Int 
  +1; Spd 20 ft.; AC 13, touch 13, flat-footed 12; Base Atk 
  +3; Grp -3; Atk +3 melee (1d2-2, claws); Full Atk +3 
  melee (1d2-2, 2 claws); SA fear aura, meenlock 
  transformation, paralysis, rend mind; SQ darkvision 60 
  ft., dimension door, telepathy; Space/Reach 2-1/2 ft./0 
  ft.; AL LE; SV Fort +1, Ref +2, Will +5; Str 6, Dex 13, 
  Con 10, Int 11, Wis 12, Cha 15. 
   
  Skills and Feats:  Hide +12, Listen +5, Move 
  Silently +5, Spot +4, Survival +5; Alertness, Track
  B. 
   
  Fear Aura (Su): As a free action, a meenlock can 
  produce a fear effect in a 30-foot radius burst, centered 
  on itself. Any creature within the area that fails a DC 14 
  Will save becomes catatonic from fear for 1d4+4 
  rounds. During this time, it rolls into a ball, hugs its 
  knees, or simply stands in place, shivering and staring. 
  Any creature that makes a saving throw against the 
  effect cannot be affected again by that meenlock’s fear 
  aura for 24 hours. 
   
  Meenlock Transformation (Su): Three or more 
  meenlocks can transform a creature into a meenlock by 
  touching it for 1d6 hours. All of the subject’s ability 
  scores fall to 1 (except for any already at 0), reducing 
  him or her to a drooling, helpless state (no saving 
  throw). A heal or greater restoration spell can restore a 
  creature to normal. In another 1d6 hours, the 
  transformation becomes a meenlock; only a wish or 
  miracle can restore the victim. 
   
  Paralysis (Ex): Any creature hit by a meenlock’s 
  claw must make a DC 14 Fortitude save or be paralyzed 
  for 3d6 rounds.  
   
  Rend Mind (Su): A meenlock can project 
  thoughts and suggestions into the mind of single 
  creature within 300 feet. These thoughts cause 
  paranoia. The target must make a successful DC 14 Will 
  save or take 1d4 points of Wisdom damage. A 
  meenlock must wait 1d4 rounds between uses of this 
  ability. 
   
  Dimension Door (Su): Once every 2 rounds, a 
  meenlock can produce an effect like that of a 
  dimension door spell, with a range of 60 feet and no 
  additional weight can be transported. 
   
  Telepathy (Ex): A meenlock can communicate 
  through telepathy with any other creature that has a 
  language (range 300 feet). 
   
  Encounter 9: The Big Fish 
   
  �Kopru: CR 6; Medium monstrous humanoid 
  (aquatic); HD 8d8; hp 36; Int +2; Spd 5 ft.; swim 40 ft.; 
  AC 15 , touch 12, flat-footed 13; Base Atk +8; Grp +17; 
  Atk +10 melee (1d6+2, tail slap) ; Full Atk +10 melee 
  (1d6+2, tail slap)  and +8 melee (1d4+1, 2 claws) and +8 
  melee (1d4+1, bite); SA constrict 3d6+3, dominate 
  person, improved grab; SQ darkvision 60 ft.; AL CE; SV 
  Fort +2, Ref +8, Will +9; ; Str 15, Dex 14, Con 11, Int 11, 
  Wis 12, Cha 10. 
   
  Skills and Feats:  Concentration +8, Escape Artist 
  +11, Move Silently +6, Search +4 , Swim +10; Iron Will, 
  Multiattack, Skill Focus (Escape Artist). 
   
  Languages: Aquan, Common.  
   
  Constrict (Ex): With a successful grapple check, a 
  kopru can constrict a grabbed opponent, dealing 3d6+3 
  points of bludgeoning damage.  
   
  Dominate Person (Su): Once per day, a kopru can 
  produce an effect like that of a dominate person spell 
  (caster level 10th; DC 14 Will save), except that the 
  range is 180 feet and the duration is eight days.  
   
  Improved Grab (Ex): If a kopru hits an opponent 
  that is Medium or smaller with a tail attack, it deals 
  normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity 
  (grapple bonus +17, including +7 racial bonus to 
  grapple checks). If it gets a hold, it also constricts in the 
  same round. Thereafter, the kopru has the option to 
  conduct the grapple normally, or simply use its tails to 
  hold the opponent (-20 penalty on grapple check, but 
  the kopru is not considered grappled). In either case, 
  
  COR6-18 Storm Ebb 
   
  Page 29 
  each successful grapple check it makes during 
  successive rounds automatically deals tail and constrict 
  damage.
  
  COR6-18 Storm Ebb 
   
  Page 30 
  APPENDIX 2: NEW RULES 
  New Disease 
  Sea Sores: Contracted from eating or drinking food or 
  water of poor quality, such as that found in the stores of 
  poorly provisioned ships. 
   
  Ingested; Dc 14 Fort save; 1d4 days incubation; 1d4 
  Str and 1d2 Con. 
  New Feats 
  Aquatic Shot 
  Prerequisite: Point Blank Shot 
   
  Benefit: 
  You 
  can 
  employ 
  ranged 
  weapons 
  underwater at a reduced range increment. You do not 
  take the normal penalty for making a ranged attack 
  through water. 
   
  Thrown Weapons: You can use thrown piercing 
  weapons underwater with a –2 penalty for every 5 feet of 
  water passed through, in addition to any range increment 
  penalties. 
   
  Missile Weapons: You can use bows and crossbows 
  underwater with a –2 penalty for every 10 feet of water 
  passed through, in addition to any range increment 
  penalties. 
   
  In addition, water does not provide any cover against 
  ranged attacks if you are out of water and firing at a target 
  in the water. If your weapon’s range increment is 
  different underwater than it is above the water, count the 
  water surface as the beginning of a new range increment, 
  and use your underwater range increment after the point 
  at which your weapon strikes the water. 
   
  Clever Wrestling 
  Prerequisite: Small or Medium-size, Improved Unarmed 
  Strike 
   
  Benefit: When your opponent is Large or larger, you 
  gain a circumstance bonuses on your grapple check to 
  escape a grapple or pin. The size of the bonus depends on 
  your opponent’s size. 
   
  Opponent Size 
  Bonus 
  Large 
  +2 
  Huge 
  +4 
  Gargantuan 
  +6 
  Colossal 
  +8 
   
  Curling Wave Strike 
  Prerequisite: Dex 13, Improved Trip 
   
  Benefit: If you trip an opponent in melee combat, 
  you can immediately make another trip attempt against 
  another foe within reach at the same total attack bonus as 
  the first trip attack. This replaces the free attack you 
  would normally get against the tripped opponent (from 
  the Improved Trip feat). If you successfully trip a second 
  opponent, you do not get a free attack against the 
  opponent. You can use this feat only once per round. 
   
  Expert Swimmer 
  Prerequisite: Swim 4 ranks, Endurance 
   
  Benefit: You can hold your breath for 3 rounds per 
  point of Constitution. You gain a +4 bonus on 
  Constitution checks made to continue holding your 
  breath. On a successful Swim check, you swim you land 
  speed (as a full-round action) or half your land speed (as a 
  move action).  
   
  You natural swim speed increases by 10 feet, if you 
  have a swim speed. 
   
  Sanctify Water (Divine) 
  Prerequisite: Cha 13, ability to channel positive energy 
   
  Benefit: By expending a daily turn undead attempt, 
  you can infuse the water around you with positive energy, 
  which has the same effect as holy water. All creatures in a 
  20-foot radius around you immediately take damage as 
  through they had been struck directly by a flask of holy 
  water. The water retains positive energy for a number of 
  rounds equal to 1+ your Charisma modifier, and deals 
  damage each round. 
   
  Creatures unaffected by holy water are similarly 
  unaffected by this ability. 
   
  New Spells 
  Wave Blessing  
  Stormwrack 125 
  Transmutation [Water] 
  Level: 1 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Medium (100ft. + 10ft. level) 
  Target: One Medium or smaller subject or creature/level, 
  no two of which can be more than 60ft. apart. 
  Duration: 10 min./level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  Affected targets do not go under the water if they fail a 
  Swim check for any reason, including being tied up, 
  unconscious, or heavily burdened. However, targets can 
  still be dragged under by the actions of other creatures. 
  You can cast this spell with an instant utterance. Casting 
  this spell is an immediate action. You can even cast this 
  spell when it isn’t your turn. 
  Wave blessing counters and dispels sink. 
   
  Fins to Feet 
   
  
  COR6-18 Storm Ebb 
   
  Page 31 
  Stormwrack 117 
  Transmutation  
  Level: 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: touch 
  Target: Willing creature touched 
  Duration: 1 hour/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell transforms tails, tentacles, and finned 
  extremities into humanoid legs and feet. Creatures so 
  affected lose any natural swim speed they possess but 
  gain a land speed instead. Transmuted Medium creatures 
  have a base land speed of 30 feet, Small and smaller 
  creatures have a base land speed of 20 feet, and Large or 
  larger creatures have a base land speed of 40 feet. The 
  creature loses any natural attacks based on its tail or 
  tentacles. 
   
  Pressure Sphere 
   
  Stormwrack 120 
  Evocation [Water] 
  Level: 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100ft. + 10ft. level) 
  Target: 20-ft.-radius spread 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes  
   
  This spell suddenly causes the water around a target to 
  take on the terrible, bone-crushing pressure of the 
  deepest ocean trenches. This pressure deals 4d6 points of 
  damage (Fortitude save for half). 
   
  The area of the spell can be constrained by the 
  available water; its has no effect on creatures or objects 
  that are within the radius but not in the water, or on 
  squares of water that are not at least 5 feet deep. The spell 
  must be centered at or below the surface of the water. 
   
  Mundane Items 
  Cutlass: A light slashing weapon especially favored by 
  pirates and other nautical raiders, the cutlass is a heavy 
  blade about 2 feet long with a curved edge. It is easy to 
  wield in close quarters and can deal vicious gashes to an 
  opponent. Its heavy basket hilt gives the wielder a +2 
  circumstance bonus on any checks to resist being 
  disarmed. 
   
  Cost 15 gp; Dmg( S) 1d4 (19-20/x2); Dmg (M) 1d6 
  (19-20/x2); weight 3 lb.; slashing; Stormwrack 107. 
   
  Cord Armor (light armor): Made from hemp fibers or 
  similarly tough seaweed woven and knotted into a thick, 
  tough covering, coard armor is common in places where 
  metalworking and leatherworking are not practiced. 
   
  Armor/Shield bonus +2; Maximum Dex Bonus +5; 
  Armor Check Penalty –1; Arcane Spell Failure Chance 
  15%; Speed 30ft./20ft. Weight 15lb. (Adventure, 
  Stormwrack page 106; price 15 gp) 
   
  Shell Armor (medium armor): This armor is created 
  from specially treated tortoise or monstrous crab shells. 
  The armormaking process softens the shells, making 
  them far more pliable and likely to bend instead of 
  shatter when struck. Shell armor includes a breastplate, 
  shoulder guards, and even gauntlets created from smaller 
  and smaller shells. The main difference between shell 
  and chitin armor is the degree of coverage as shell armor 
  usually leaves the legs bare. 
   
  Armor/Shield bonus +3; Maximum Dex Bonus +3; 
  Armor Check Penalty –2; Arcane Spell Failure Chance 
  20%; Speed 20ft./15ft. Weight 20lb. (Adventure, 
  Stormwrack page 106; price 25 gp) 
   
  Chitin armor (medium armor): This armor is 
  constructed from the shells of giant vermin or similar 
  creatures. For aquatic races, monstrous crabs are the most 
  popular source for chitin armor. The chitin is treated for 
  flexibility and often cut and reshaped in long strips 
  bound together by tightly woven cord where necessary. 
   
  Armor/Shield bonus +4; Max. Dex. Bonus +4; Armor 
  Check Penalty –3; Arcane Spell Failure Chance 30%; 
  Speed 20ft./15ft.; Weight 20lb. (Adventure, Stormwrack 
  page 106; price 75 gp) 
   
  Magic Weapon Special Ability 
  Corrosive: Upon command, a corrosive weapon becomes 
  slick with a thick layer of acidic slime. The acide does not 
  harm the wielder and does not wash away in water. The 
  effect remains until a counter command is given. A 
  corrosive weapon deals an extra 1d6 points of acid 
  damage per hit. Bows, crossbows, and slings so crafted 
  bestow the acid energy upon their ammunition. 
   
  Moderate evocation; CL 10
  th; Craft Magic Arms and 
  Armor and acid fog or Melf’s acid arrow; Price +1 bonus. 
  See Stormwrack page 129. 
   
  
  COR6-18 Storm Ebb 
   
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  APPENDIX 3: UNDERWATER COMBAT
  Land-based creatures can have considerable difficulty 
  when fighting in water. Water affects a creature’s Armor 
  Class, attack rolls, damage, and movement. In some cases 
  a creature’s opponents may get a bonus on attacks. The 
  effects are summarized in the table below. They apply 
  whenever a character is swimming, walking in chest deep 
  water, or walking along the bottom.  
   
  Holding Breath: Characters can hold their breath 
  for a number of rounds equal to their Constitution score, 
  but only if they do nothing other than take move actions 
  or free actions. A standard action or full-round action 
  (such as making an attack) reduces the duration of 
  holding breath by 1 round. After that period, PCs much 
  make a DC 10 Constitution check every round to 
  continue holding breath. The DC check increases by 1 on 
  each consecutive round. Failure means the PC begins to 
  drown. In the first round, the PC falls unconscious (0 hp). 
  In the following round, the PC drops to –1 hp and is 
  dying. In the third round the PC suffocates. 
   
  Movement: Characters swimming, floating, or 
  treading water on the surface, or wading in water at least 
  chest deep, have improved cover (+8 bonus to AC, +4 
  bonus on Reflex saves) from opponents on land. 
  Landbound opponents who have freedom of movement 
  effects ignore this cover when making melee attacks 
  against targets in the water. A completely submerged 
  creature has total cover against opponents on land unless 
  those opponents have freedom of movement effects. 
  Magical effects are unaffected except for those that 
  require attack rolls (which are treated like any other 
  effects) and fire effects. 
   
  Thrown weapons are ineffective underwater, even 
  when launched from land. Attacks with other ranged 
  weapons take a –2 penalty on attack rolls for every 5 feet 
  of water they pass through, in addition to the normal 
  penalties for range. 
   
  Nonmagical fire (including alchemist’s fire) does not 
  burn underwater. Spells or spell-like effects with the fire 
  descriptor are ineffective underwater unless the caster 
  makes a Spellcraft check (DC 20 + spell level). If the 
  check succeeds, the spell creates a bubble of steam 
  instead of its usual fiery effect, but otherwise the spell 
  works as described. A supernatural fire effect is 
  ineffective underwater unless its description states 
  otherwise. 
   
  The surface of a body of water blocks line of effect 
  for any fire spell. If the caster has made a Spellcraft check 
  to make the fire spell usable underwater, the surface still 
  blocks the spell’s line of effect. 
   
  Stealth and Detection Underwater: How far you 
  can see underwater depends on the water’s clarity. As a 
  guideline, creatures can see 4d8+10 feet if the water is 
  clear, and 1d8+10 feet if it’s murky. Moving water is 
  always murky, unless it’s in a particularly large, slow-
  moving river. 
   
  Invisibility: An invisible creature displaces water 
  and leaves a visible, body-shaped “bubble” where the 
  water was displaced. The creature still has concealment 
  (20% miss chance), but not total concealment (50% miss 
  chance). 
  
  COR6-18 Storm Ebb 
   
  Page 33 
  Combat Adjustments Underwater 
   
   
   
  ————— Attack/Damage ———  
   
  Condition 
  Slashing or BludgeoningTail 
  Movement 
  Off Balance?
  4 
  Freedom of movement 
  normal/normal 
  normal/nor
  mal 
  normal 
  No 
  Has a swim speed 
  –2/half 
  normal 
  normal 
  No 
  Successful Swim check 
  –2/half
  1 
  –2/half 
  quarter or half
  2 
  No 
  Firm footing
  3 
  –2/half 
  –2/half 
  half 
  No 
  None of the above 
  –2/half 
  –2/half 
  normal 
  Yes 
  1 A creature without a freedom of movement effects 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 their Swim checks) have a hard time 
  fighting effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 
  bonus on attacks against it.  
  
  COR6-18 Storm Ebb 
   
  Page 34 
  APPENDIX 4: MAPS 
   
  MAP 1: ZOHLNYN AREA  
   
   
   
  Legend 
   or 
  = tree 
  = heavily forested area 
   = remnant of homes 
   
   
   
  
  COR6-18 Storm Ebb 
   
  Page 35 
  MAP 2: JANISS AND RHOMAN’S HOUSE & VILLAGE WELL 
  Each square = 5ft.
  80ft across
  100 ft long
  Rhoman and Janiss’s house
  Floor1
  oven
  Rhoman’s 
  botany room
  table
  desk
  table 
  & 
  chairs
  cabinets
  Floor 2
  Rhoman 
  and 
  Janiss’ 
  room
  Nursery room
  Meenlock 
  tunnel
  water tunnel
  blockage
  Water fills to top of 
  the basin in 4 
  rounds.
  Zohlnyn Well
   
  
  COR6-18 Storm Ebb 
   
  Page 36 
  MAP 3: MEENLOCK TUNNELS AND LAIR 
   
  Each square = 5ft.
  80ft across
  100 ft long
  Meenlock 
  lair
  Camouflag
  ed Pit Trap
  Trap water tunnel 
  that leads into 
  Midbay
  Entrance to kopru lair
  Meenlock Cave 
  System
  Shaft leads towards 
  tunnel system and 
  connects with well
   
  
  COR6-18 Storm Ebb 
   
  Page 37 
  MAP 4: KOPRU LAIR 
  Each square = 5ft.
  80ft across
  100 ft long
  submerged cavern 
  entrances; lead to 
  Midbay
  KORPU CAVERN
  STALAGMITE rises 
  15 feet out of water 
  during low tideor 5 
  feet out of water 
  during high tide.
  Submerged 
  entrance to 
  PRAYER 
  CAVERN
  PRAYER CAVERN
  crude altar
  NATURAL 
  STAIRCASE, leads 
  from meenlock area
  60ft
  50ft
  40ft
  30ft
  20ft
  10ft
  
  COR6-18 Storm Ebb 
   
  Page 38 
  MAP 5: ALTERNATE VIEW OF KOPRU LAIR 
   
  
  COR6-18 Storm Ebb 
   
  Page 39 
  APPENDIX 5: SUB-ENCOUNTERS WORKSHEET 
   
  Encounter 2A: Treating Disease 
  Encounter 2B: Reconstruction 
  Encounter 2C: Cleanup and Repair 
  Goal: Remove disease vector and 
  heal at least 15 villagers. 
   
  Healing kits provide a maximum 
  of 10 treatments. 
   
  DC 14 Heal check to successfully 
  treat sea sores in one NPC. 
  Goal: Build 6 shelters to house 30 
  villagers (7 shelters including PCs) 
   
  Total cost in cp of labor: 12,000 cp 
  (6 shelters) or 14,000 cp (7 
  shelters) 
   
  Subtract 1,500 cp from total cost if 
  PCs 
  recover 
  timber 
  from 
  Encounter 1.  
   
  1st day - Moonday 13th 
  DC 15 x __ (total Craft modifiers) = 
  _______ value of labor in cp for day. 
   
  2nd day - Godsday 14th  
  DC 15 x __ (total Craft modifiers) = 
  _______ value of labor in cp for day). 
   
  3rd day - Waterday 15th  
  DC 15 x __ (total Craft modifiers) = 
  _______ value of labor in cp for day. 
   
  Three day total: ________ cp 
  Goal: Repair 2 rafts and either 15 
  high quality fishing nets or 30 
  typical quality nets. 
   
  Total cost in cp of labor: 120 cp to 
  repair the nets. 
   
  1st day - Moonday 13th 
  DC 15 x __ (total Craft modifiers) = 
  _______ value of labor in cp for day. 
   
  2nd day - Godsday 14th  
  DC 15 x __ (total Craft modifiers) = 
  _______ value of labor in cp for day). 
   
  3rd day - Waterday 15th  
  DC 15 x __ (total Craft modifiers) = 
  _______ value of labor in cp for day. 
   
  Three day total: ________ cp 
   
  Total hp repaired on rafts: 40 hp 
  (20 hp per raft). 
   
  1st day - Moonday 13th 
  Craft check ____ - DC 19 = ____ total 
  hp repaired. 
   
  2nd day - Godsday 14th  
  Craft check ____ - DC 19 = ____ total 
  hp repaired. 
   
  3rd day - Waterday 15th  
  Craft check ____ - DC 19 = ____ total 
  hp repaired. 
   
  Conditional modifiers to the Craft (carpentry) check 
  +10 if 5 refugees aid 
  +20 if 10 refugees aid 
  +30 if 15 refugees aid 
  +40 if 20 refugees aid 
  +2 per Warp Wood spell 
  +2 per PC who successfully aids another 
  +5 Craft (carpentry) modifier for average Zohlnyn villager 
   
  
  COR6-18 Storm Ebb 
   
  Page 40 
  PLAYER HANDOUT 1 
   
  CAPTURED BY POMARJ ORCS! 
   
  Encountered yellow sails somewhere off Barren Point. Onnwal trading ship “Unction” bound for Hardby. My 
  group Svengoord’s Seven planned to investigate sunken ruins along Bright Desert coast. 
   
  Allies put to death. Crew enslaved. Too many orcs! 
   
  Peculiar wizard among the slavers. More interested in securing the crew than me. She’s looking for something 
  magical.  
   
  Can’t allow her to obtain my new found water magic and have placed scrolls within this tube. 
   
  To whoever finds this note, say a prayer for me and do not let the Pomarj orcs obtain these spells! 
   
  Eliop  
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/596/COR6-18 Storm Ebb (APL 2-8)/COR6-18 Storm Ebb.pdf