TEXT: This adventure is to be played with the 3.5 version of the Dungeons And Dragon rules by Wizards of the 
  Coast. 
  ADP-9-05 
   
   
   
   
   
   
  Tower of the Black Pearl 
  An adventure for our Home Greyhawk Campaign  
  Set in the North Kingdom 
  By Harley Stroh 
  Adapted by Illinois Greyhawk 
   
  The Tower of the Black Pearl only rises above the surface of the Solnor ocean once every 10 years. 
  The evidence suggests that, if you want to investigate the tower, tonight’s the night... 
  A one/two round adventure set in the North Kingdom for characters levels 1-4 (APL 2)
  
  ADP9-05 Tower of the Black Pearl 
   
  Page 2 
  Background 
  Once every decade, the tides of the Solnor 
  Ocean recede far enough to reveal the highest 
  eaves of a mysterious undersea tower. Long 
  ago this was the eldritch fastness of a powerful 
  mage, but now the tower is known simply as the 
  final resting place of the fabled Black Pearl – an 
  artifact rumored to bring doom upon all who dare 
  to possess it. 
  Tonight the moon nearly fills the sky, and 
  the tides have already begun to recede. The 
  PCs have eight short hours to explore the tower 
  before the dark waters return. Unfortunately, a 
  ruthless band of motley pirates has already 
  made it to the Tower. The adventurers must 
  outwit and outfight the pirates, dodge ancient 
  traps, and solve arcane puzzles to reach the 
  Tower’s inner sanctum. 
  The fabled Black Pearl will be theirs for the 
  taking... if they can survive the Pearl’s curse. 
   
  The Tower of the Black Pearl is a popular 
  tale in seaside taverns. Nearly everyone has 
  heard of the tower that appears but once every 
  ten years, when the tides are right and the seas 
  at their lowest. Fewer stories recall the wizard 
  Sezrakan that built the tower to house his 
  corpse, but all the stories agree on two points: 
  that a enormous black pearl is hidden in the 
  tower, and that certain doom awaits any thief 
  who dares to steal the Pearl. 
  Savage Quenn and the Pirates of the 
  Black Mariah 
  The nefarious pirate known as Savage 
  Quenn is feared up and down the coast. Quenn 
  has terrorized the sea lanes for three years now, 
  and the local lord has finally decided to bring the 
  pirate’s career to an end. But Quenn has no 
  plans to end his career by stretching a noose. 
  Instead he sold his ship and dismissed his entire 
  crew, save for a few handpicked rogues. 
  Tonight his band will sack the Tower of the 
  Black Pearl, and if all goes as planned, the 
  savage pirate-lord will be the only one to emerge 
  from the tower, Pearl in hand. Quenn will vanish 
  into retirement, and none will be the wiser. 
  Quenn is a comely half-elf who would 
  appear more at home in a sylvan court than on 
  the deck of warship. The fancy silk doublet and 
  dainty rapier disguise a ruthless, self-absorbed 
  murderer, who has put entire cities to the torch. 
  Quenn’s pirates are a motley band of 
  desperate ruffians and rogues. All are wanted 
  men and will do everything in their power to 
  avoid capture. All are mongrel humans: a mix of 
  human and half-orc, sprinkled with the ancestry 
  of half a dozen other goblinoid races. Their 
  appearance is a testament to their desperate 
  lives: rude, homespun trousers and vests, bare 
  feet, sun-weathered skin, and colorful, sprawling 
  tattoos that cover their bodies. All sport multiple 
  piercings and brands from time spent as 
  convicts. They fight with fierce cunning; no trick 
  or deception is too low for them.. 
  Introduction 
  While relaxing in a seaside inn, the PCs 
  overhear a scuffle taking place outside. If the run 
  to the rescue, they discover two pirates have 
  just mugged a robed magician: 
  The North Kingdom has been considered 
  to be in a state of war ever since Herzog 
  Grenell I declared himself Overking. Rinloru 
  remains an undead city contained by armies 
  of the “Overking” Orcish forces continue to 
  support the Overking. But, for the ordinary 
  people, life goes on. People continue to meet 
  in the taverns of places like Bellport. 
  Let the PCs introduce themselves to each 
  other. 
  The atmosphere in the Bellport Alehouse 
  is still somewhat subdued. According to the 
  barman the atmosphere here has always 
  been subdued. 
  However that makes the dull “thud” 
  against the outside wall even more clearly 
  audible. 
  The PCs should take the hint to investigate. 
  Outside the Bellport Alehouse the slumped body 
  of a wizard lies in a pool of his own blood. Two 
  people are running down the darkened street. 
  The PCs can pursue the two assailants. The 
  two assailants are 40 feet away at the start of 
  the chase. If the PCs can catch the assailants, 
  use the pirate statistics on page 5 of the module. 
  The pirates readily surrender if confronted, they 
  are inherently cowards who robbed the wizard 
  for his money. They used to work for the pirate 
  Savage 
  Quenn, 
  but 
  they 
  were 
  recently 
  dismissed by the pirate and are now desperately 
  trying to make a dishonest living. 
  Investigating the magician’s corpse, the PCs 
  discover a map directing them to what seems to 
  be an underwater tower; the back of the map is 
  covered in a complex series of astrological 
  equations. A DC 10 Knowledge (arcana) check 
  determines the equations to be tidal and lunar 
  
  ADP9-05 Tower of the Black Pearl 
   
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  patterns. Judging from the equations, the tower 
  is not underwater tonight. 
  The PCs should have no problem renting a 
  skiff to get to the tower. 
  Running 
  the 
  Adapted 
  Adventure 
  Use the Player Beginning on page 4, do not 
  use any wandering monsters, but continue with 
  the following encounters: 
  • 
  Area 1-1. 
  • 
  Area 1-2. 
  • 
  Area 1-3. 
  • 
  Area 1-4. 
  • 
  Area 1-5. 
  • 
  Area 1-5a. 
  • 
  Area 1-6. 
  • 
  Area 1-7. 
  • 
  Area 1-8. 
  • 
  Area 1-9. 
  • 
  Area 1-10. 
  • 
  Area 1-11. 
  • 
  Area 1-11a 
  • 
  Area 1-12. 
  The Black Pearl 
  Because 
  Greyhawk 
  tournament-style 
  adventures don’t use wandering monsters, the 
  curse of the black pearl doesn’t work. For this 
  adaptation the black pearl has the following 
  characteristics: The possessor gains a +1 
  enhancement bonus to all saving throws, a +1 
  enhancement 
  bonus 
  to 
  armor, 
  a 
  +1 
  enhancement bonus to all skill checks and 
  attacks rolls, and +1 caster level for all spells. 
  On the down side all threats made against the 
  possessor of the pearl are automatically 
  confirmed.  
  Conclusion 
  Do not use the optional ending or any further 
  adventure notes. 
  AR Rewards 
  This section should detail how the PCs can 
  earn or lose any favor or access found on the 
  AR.  
  • 
  If a PCs purchases the Black Pearl they 
  receive “Black Pearl” AR reward. 
  • 
  If a PC purchases Savage Quenn’s rapier, 
  they earn the “Whisker” AR reward. 
  • 
  If the PCs returned proof of Savage Quenn’s 
  demise, they receive the “Defeated savage 
  Quenn” AR Reward. 
  Experience Points 
  Each encounter should earn the PCs a 
  number of experience points. The PCs earn a 
  number xp equal to the sum of the challenges 
  they overcame.  
  Encounters grant 30xp per EL faced. 
  Adventures should always grant at least 60% of 
  its xp through combat. 
  Only include encounters that grant the PCs 
  experience. 
  1­1: Tower of the Black Pearl 
  For defeating the pirates 
  APL2 
  60xp 
  1­2: Hall of Mysteries 
  For encountering or bypassing the burning 
  hands trap 
  APL2 
  60xp 
  1­3: False Hopes 
  For defeating the animated fetishes 
  APL2 
  60xp 
  For 
  encountering 
  or 
  bypassing 
  the 
  collapsing stairs trap 
  APL2 
  30xp 
  1­5: Ambush 
  For defeating the pirates 
  APL2 
  60xp 
  1­6: Boatman of the Depths 
  For taking a successful trip with the boatman 
  or for defeating the boatman 
  APL2 
  10xp 
  1­7: Gate of Iron 
  For defeating Savage Quenn and the pirates 
  APL2 
  60xp 
  For encountering or bypassing the wall 
  blade trap 
  APL2 
  30xp 
  1­8: Chamber of Doom 
  For encountering or bypassing the water-
  filled room trap 
  APL2 
  90xp 
  1­9: Escape  
  For encountering or bypassing the wall 
  spear trap 
  APL2 
  30xp 
  
  ADP9-05 Tower of the Black Pearl 
   
  Page 4 
  1­12: Shrine of the Black Pearl 
  For defeating the tiny sea snakes 
  APL2 
  90xp 
  Total XP allowed per TU 
  Below are the maximum XP that can be 
  awarded per TU spent.  
  Some adventures may penalize PCs with an 
  extra TU cost (for example, getting thrown in 
  jail). Those TUs do NOT give the PC any extra 
  xp. 
  APL2 
  580xp 
  Treasure 
  At the end of every adventure, all the 
  treasure found in the adventure is pawned off 
  and sold off in exchange for gold.  
  Add the cost of the loot found in each 
  encounter and divide it by 12. The result is how 
  much each PC’s share is.  
  Some adventures may penalize PCs with an 
  extra TU cost (for example, getting thrown in 
  jail). Those TUs do NOT give the PC any extra 
  gp. 
  Any gold left beyond the maximum allowable 
  (aka “overcap”) can be used ONLY to obtain 
  NPC spellcasting. 
  Total GP allowed per TU 
  Below are the maximum XP that can be 
  awarded per TU spent. A PC may spend an 
  extra TU to obtain 20% more by making a 
  successful Craft, Perform Profession or Sleight 
  of Hand, DC= 10+APL. 
  APL2 
  580gp 
  Special Rewards 
  List here any special favors or enmities the 
  PCs may have earned.  
  Do NOT give any favor that grant a 
  permanent bonus that mimics another class’s 
  abilities permanently (no free smite for life if you 
  are not a cleric or paladin). Any such favors 
  should have a limited number of uses (1, 3 or 5). 
  If not mentioned, assume you can use  once. 
  Defeated Savage Quenn: You provided 
  proof of Quenn’s demise. In addition to the 
  250gp you each receive as a reward (this is in 
  addition to the treasure cap). You have also 
  been noticed by Patriarch Halldrem, leader of 
  the Basilica of the Scourge in Bellport. Quenn 
  was no friend of the church of Hextor, and your 
  role in his demise has been recorded. 
  Black Pearl: You have retained the Black 
  Pearl from Sezrakan’s tomb. You gain a +1 
  enhancement bonus to all saving throws, a +1 
  enhancement 
  bonus 
  to 
  armor, 
  a 
  +1 
  enhancement bonus to all skill checks and 
  attacks rolls, and +1 caster level for all spells. 
  On the down side all threats made against you 
  are automatically confirmed. 
  Whisker: The weapon of choice for at least 
  3 generations of infamous pirate captains, this 
  +1 rapier has a pommel cast in the shape of a 
  cat’s head, a black steel blade, and a blood red 
  channel that runs the length of the blade. 
  Carrying the blade openly in any of the lands in 
  the Eastern Flanaess attracts the notice of 
  authorities. The blades notoriety grants the 
  wielder a +1 circumstance bonus to intimidate 
  checks made against sailors and seaside locals. 
  Item Access 
  APL 2: 
  • 
  Black Pearl (Adventure; see above, 2000gp) 
  • 
  Whisker  (Adventure; see above/DMG) 
   
  
   
   
  
   
   
  
   
   
  
   
   
  
   
   
  
   
   
  
   
   
  
   
   
  
   
   
  
   
   
  
   
   
  
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Adaptables/599/ADP9-05 - Tower of the Black Pearl (APL 2)/ADP9-05 - Tower of the Black Pearl.pdf