TEXT: Art of the
  
  Frog God 
  Games
  5th Edition Rules,
  1st Edition Feel
  Author: 
  Author: Alex KAmmer
  Alex KAmmer
  Developers: 
  Developers: Jeff hArKness AnD eDwin nAgy
  Jeff hArKness AnD eDwin nAgy
  proDucer: 
  proDucer: Bill weBB & ZAch glAZAr
  Bill weBB & ZAch glAZAr
  proJect mAnAger: 
  proJect mAnAger: eDwin nAgy
  eDwin nAgy
  eDitor: 
  eDitor: Jeff hArKness
  Jeff hArKness
  proofreADers 
  proofreADers Kelly lAishes AnD pAt lAuBAch
  Kelly lAishes AnD pAt lAuBAch
  Art Director: 
  Art Director: cAsey christofferson
  cAsey christofferson
  lAyout: 
  lAyout: suZy moseBy
  suZy moseBy
  cover Art:
  cover Art: AlAynA lemmer-DAnner
   AlAynA lemmer-DAnner
  interior Art:
  interior Art: Julio De cArvAhlo, ADriAn lAnDeros,  
   Julio De cArvAhlo, ADriAn lAnDeros,  
  sAntA norvAisAite, terry pAvlet, hector roDrigueZ, 
  sAntA norvAisAite, terry pAvlet, hector roDrigueZ, 
  Josh stewArt, michAel syrigos
  Josh stewArt, michAel syrigos
  front & BAcK cover Design: 
  front & BAcK cover Design: chArles A. wright
  chArles A. wright
  cArtogrAphy: 
  cArtogrAphy: roBert AltBAuer AnD AlyssA fADen
  roBert AltBAuer AnD AlyssA fADen
  contriButing Artists: 
  contriButing Artists: AlAynA lemmer-DAnner, sAntA 
  AlAynA lemmer-DAnner, sAntA 
  norvAisite, ADriAn lAnDeros, Julio De cArvAhlo, 
  norvAisite, ADriAn lAnDeros, Julio De cArvAhlo, 
  michAel syrigos, hector roDrigueZ, Josh stewArt, cJ 
  michAel syrigos, hector roDrigueZ, Josh stewArt, cJ 
  mArsh. 
  mArsh. 
  DeDicAtion: 
  DeDicAtion: this BooK is DeDicAteD to the AmAZing fAns  
  this BooK is DeDicAteD to the AmAZing fAns  
  AnD BAcKers. you All mADe it hAppen
  AnD BAcKers. you All mADe it hAppen!
  The ArT of
  The ArT of
  ©2019 Frog God Games. All rights reserved. Reproduction without the written permission of the publisher is expressly 
  forbidden. Frog God Games and the Frog God Games logo is a trademark of Frog God Games. All characters, names, 
  places, items, art and text herein are copyrighted by Frog God Games, Inc. The mention of or reference to any company or 
  product in these pages is not a challenge to the trademark or copyright concerned.
  Product Identity: The following items are hereby identified as Frog God Games LLC’s Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Game Content: product and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product Identity. Previously released Open Game Content is excluded from the above list.
  ISBN: 978-1-62283-806-6
  
  Artist: Santa Norvaisite, Digital, 2019
  As you approach the Trademoot, the town’s central open-
  air market, the sense of excitement only increases.
  You hear many different minstrels vying for attention in
  the din among a cacophony of celebratory sounds and voices.
  However, as you take all of this in, one clear and penetrating
  voice rises above the tumult:
  “Step forward my lords and ladies! Come forward and
  compete in contests of strength, grace, and wit to determine
  who will be this year’s Master of the Blooms! Don’t be shy!
  Any and all are welcome to give it a go! Step up and try to
  cover yourself in endless glory!”
  As you move forward to take a closer look, the crowd parts
  to reveal an open space where a series of contests have been
  set up. The barker whose voice you so clearly heard is owned
  by a middle-aged man bearing an outlandish top hat and a
  bright blue sash over his dark topcoat. Seeming to catch your
  eye, he waves you forward to take part in the contests.
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  Artist: Alayna Lemmer-Danner, Digital, 2019
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  CrAniform PriesTess
  CrAniform PriesTess
  Medium humanoid (craniform), lawful good 
  Artist: Adrian Landeros, Digital, 2019
  CrAniform
  CrAniform
  Medium humanoid (craniform), lawful good 
  Artist: Adrian Landeros, Digital, 2019
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  King’s guArd sAhuAgin
  King’s guArd sAhuAgin
  Large humanoid (sahuagin), lawful evil 
  Artist: Adrian Landeros, Digital, 2019
  CrAniform
  CrAniform
  Medium humanoid (craniform), lawful good 
  Artist: Adrian Landeros, Digital, 2019
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  Artist: Santa Norvaisite, Digital, 2019
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  After a couple of weeks on the Bounty, you have settled into the rhythm of life at sea. Despite 
  the questionable leadership of Captain Timothy, the Bounty’s crew dispatches their daily duties with a 
  practiced efficiency. The weather has been fair and the winds favorable. Land has been out of sight now 
  for a couple of days. Other than the occasional pod of dolphins that has accompanied the Bounty for 
  short stretches, the voyage thus far has been almost boring. 
  That is, until the normal creak of riggings and usual banter among the crew is broken by a sharp 
  cry from the barrelman, “Ahoy! Starboard!” As all eyes swing in that direction, you see quite the sight. 
  Scores of large fish, maybe a school of tuna, break the surface of the water porpoising at high speed. 
  Suddenly, a pointed maw attached to a reptilian head the size of a carriage breaks the surface of the sea 
  and engulfs maybe a dozen of the big silver fish in one swallow. As this monstrosity continues to breach, 
  the ship lists suddenly to port under your feet due to the water displaced by this massive creature.
  After regaining your balance, your eyes swing back to the source of the disturbance: a huge turtle-like 
  creature with a long tail and neck with large, taloned flippers. This massive creature is easily as large, 
  if not larger, than your ship in length and width. As water continues to stream off the crenulations of 
  its shell, its huge head swings in your direction. With baleful eyes fixed on the Bounty, it surprisingly 
  speaks in Common; its powerful voice sounds like a combination of hissing and a beast clearing its 
  throat: “Well, what do we have here? It has been many moons since I have tasted landbound flesh. 
  Maybe you have something delicious for me?”
  Artist: Adrian Landeros, Digital, 2019
  Artist: Adrian Landeros, Digital, 2019
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  meeTing JAxon BrAnd
  meeTing JAxon BrAnd
  As the characters explore town, they find Bridgeport to be a 
  prosperous and friendly city, especially with the current festival 
  as its backdrop. Inquiries made anywhere about work yields the 
  universal answers that that the Galley’s Hands guild is always 
  looking for strong rowers and that field hand help in many of 
  the surrounding farms is always in short supply. However, with 
  a successful DC 10 Charisma (Persuasion) check, any inquiry 
  about work beyond simple menial labor — after a thoughtful 
  moment of reflection on the part of the NPC — results in a 
  statement to the effect of “I heard that Jaxon Brand is putting 
  some sort of expedition together, and he is paying top coin to 
  those who sign on.”
  Any Bridgeporter who is asked volunteers that Jaxon Brand is 
  head of the Brand family, which owns Zephyr Assimilated, the 
  largest mercantile shipping company in Bridgeport. Further, a 
  character who asks where to find Jaxon Brand is directed to the 
  Brand estate that is located directly east just out of town, and told 
  to look for the large white manse with the Zephyr Assimilated 
  sign (a stylized sloop riding a gust of wind) at the beginning of 
  the approach to the manse.
  The characters can easily find their way to Jaxon Brand’s 
  estate, which is just a few minutes’ walk outside of Bridgeport 
  proper. If this visit happens during the day, they find a large 
  ornate archway that features open iron gates (closed after dark) 
  that lead up to a magnolia tree-lined path of pea gravel wide 
  enough for two carriages or carts to pass. On the very top of 
  the arch is a large sign bearing the Zephyr Assimilated logo. 
  Beneath the sign in raised letters painted with gold are the 
  words “Estate Brand.”
  King BAChzArisAA The insATiABle
  King BAChzArisAA The insATiABle
  Large humanoid (sahuagin), lawful evil 
  Artist: Michael Syrigos, Digital, 2019
  The characters see the manse before them as they walk up the 
  approach. The mansion is a sprawling affair, two stories tall, with 
  a broad, open-air veranda on the front. As the party approaches 
  the front steps, a smiling liveried servant moves to greet them. 
  This servant (a middle-aged man with a pale complexion) 
  cheerfully and simply asks, “Good day. What brings you to the 
  Brand Estate?” Any answer relating to the expedition that Jaxon 
  Brand is assembling combined with a successful DC 13 Charisma 
  (Persuasion) check (made with advantage if Baron Ulien’s name 
  is used) results in the following response: “Please come with me 
  then. I will take you to Mr. Brand forthwith.”
  Failed checks or inquiries made of other subjects result 
  in a courteous, “Please wait here,” followed by a 15-minute 
  wait while that servant goes off to find Martin Brand (noble), 
  Jaxon’s younger son, who handles many of the day-to-day 
  affairs of the estate. When Martin arrives (a young man; 
  short, dark hair; wearing a creased and well-worn vest that 
  looks like it was slept in), he is mildly annoyed and put out 
  by the interruption. A DC 15 Charisma (Persuasion) check 
  improves his mood and makes him more tractable with 
  respect to getting questions answered and finding out about 
  the expedition. He leads those asking about the expedition 
  to his father. In this case, modify the following text to apply 
  to Martin rather than the servant leading the party to meet 
  with Jaxon Brand.
  Artist: Julio de Carvahlo, Digital, 2019
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  Artist: Santa Norvaisite, Digital, 2019
  Artist: Hector Rodriguez, Digital, 2019
  Artist: Hector Rodriguez, Digital, 2019
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  Blood orChid
  Blood orChid
  This beast has three downward curving “petals” of flesh 
  with dark, pebbly outer hides and pallid whitish undersides. 
  The petals converge at the blood orchid’s center and end with 
  split tips. On its underside at the center dangle a swarm of 
  writhing pallid tentacles: sixteen manipulator arms and eight 
  thinner tendrils with red eyes at the ends. At the center of 
  these tentacles is a sphincter-shaped mouth at the end of a 
  flexible trunk one foot long and six inches in diameter. At the 
  apex of the creature, there is another cluster of eye tendrils.
  Blood orchids are territorial, xenophobic, and possessive. 
  They rarely form alliances with other creatures as their alien 
  mindset keeps them from forming any common ground. They 
  regard other races as aberrant and not to be trusted, even other 
  lawful creatures.
  Communication by blood orchids is through a means of 
  empathy/telepathy. They have no sense of hearing, which 
  helps render them immune to sonic effects. The blood orchid 
  can close its outer petals downward and rest on the ground, 
  where it resembles a rocky nodule or fungus of some kind.
  Blood orchids occasionally develop sorcerous talents and 
  transform into savants. When their abilities have reached a 
  certain level, they can evolve into a grand savant. Normally 
  each colony of blood orchids is led by a single grand savant, 
  and another cannot evolve while one is present. Typically, a 
  blood orchid savant ready to become a grand savant leaves 
  the colony with a few followers and sets out to establish a 
  new brood elsewhere.
  Artist: Hector Rodriguez, Digital, 2019
  Artist: Josh Stewart, Digital, 2019
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  EntEring thE Wrong SidE of thE iSland?
  EntEring thE Wrong SidE of thE iSland?
  The adventure contemplates the characters’ arriving on the western side of Crocodile Island on board the Bounty. Seeing nothing 
  of note on that side of the island, most parties will want to circle the small island before deciding on a course of action. And, in the 
  process of doing so, they find the Zephyr, at anchor, on the east side of the island. After picking up the trail of the object of their 
  quest, Elisa Brand, the characters follow her trail inland going from east to west.
  The critical encounter on the island lies at the very center of the island as part of the Hidden Valley section below. So, if a 
  group of characters lands on the west side of the island and then goes inland, it is a simple matter to run all of the encounters 
  as written east-to-west instead of west-to-east. Characters still arrive at the same crucial location: the salt water lagoon 
  detailed in the Hidden Valley section.
  Artist: Santa Norvaisite, Digital, 2019
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  sTorm
  sTorm
  Many weeks into the voyage and with memories of land recalled 
  like wistful dreams, a violent storm strikes the Bounty. The storm 
  builds quickly, starting with increasing winds that change direction 
  by the minute, followed by dark and ominous clouds that appear 
  to stack densely over the ship. When the storm strikes, it is with 
  tremendous violence and requires courageous and composed actions 
  by the crew and the characters to survive it.
  Artist: Hector Rodriguez, Digital, 2019
  Artist: Adrian Landeros, Digital, 2019
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  seA giAnT
  seA giAnT
  Large giant, chaotic neutral 
  Artist: CJ Marsh, Digital, 2019
  merrow (seA ogre)
  merrow (seA ogre)
  Bestial Mermen, neutral 
  Artist: CJ Marsh, Digital, 2019
  gamaa
  gamaa
  Gamaa is amused at the characters’ 
  rescue effort. She is utterly indifferent 
  to terrestrial affairs and is unlikely to 
  help the characters. That said, she is 
  no fan of King Bachzarisaa and the 
  fanatical Enzu. She is happy to give the 
  characters information — delivered in a 
  teasing and lighthearted way.
  Artist: CJ Marsh, Digital, 2019
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  Artist: Santa Norvaisite, Digital, 2019
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  hElping UdEr
  hElping UdEr
  If the characters are willing to help Uder and 
  say anything to that effect to him, he mentions 
  that the grand duke brought him here through a 
  planar portal. This portal is in the depths of the 
  volcano and Uder has not seen the grand duke use 
  it since. Uder can lead the party there, and after a 
  one-hour winding descent through hot, stale, and 
  acrid (sulfur) air-filled tunnels, the group arrives 
  at a landing 400 feet above a large lake of molten 
  lava. The heat here is nearly unbearable.
  In the middle of this landing is a 10-foot-
  diameter circle of inscribed arcane runes on the 
  ground. A successful DC 18 Intelligence (Arcana) 
  check is necessary to activate the portal. If 
  successful, the earth shakes as the portal blazes 
  with magical energy. A hazy image of a view from 
  the Hellsgate Peaks mountains appears within 
  the circle’s bounds. Uder immediately recognizes 
  what he is seeing and without a backward 
  glance, strides into the circle and immediately 
  disappears. The circle then stills, and the runes go 
  dark.
  lACedon
  lACedon
  Lacedons are an aquatic type of ghoul. Similar to ghouls in all other 
  respects, they are distinguished by their natural ability to swim as well 
  as they can walk. They are found only in water, usually prowling near 
  unseen reefs and other dangerous locations where boats and ships are at 
  risk of sinking.
  Artist: Hector Rodriguez, Digital, 2019
  Artist: Adrian Landeros, Digital, 2019
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  Artist: Hector Rodriguez, Digital, 2019
  Artist: Josh Stewart, Digital, 2019
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  After clearing the crude but 
  dangerous trap at the far end of the 
  fissure, you find yourself in a cramped 
  cavern that widens as you move away 
  from the fissure to a width of nearly 
  eight feet. At the midpoint of the 
  room, it begins to taper down again 
  until the chamber terminates in a 
  punctiform fashion roughly ten feet 
  away from you to the west.
  Beyond the vaguely turnip shape 
  of 
  the 
  room, 
  you 
  immediately 
  notice two features: one appears to 
  be a sleeping pallet or mat made of 
  desiccated fronds and leaves, on top 
  of which lies a supine skeletal body 
  clad in tattered bits of clothing; next 
  to and a bit behind the pallet and 
  body stands a small crude shelf, 
  about three feet tall with two shelves. 
  The shelves appear to be heaped with 
  all kinds of shells and rocks.
  Artist: Michael Syrigos, Digital, 2019
  Artist: Santa Norvaisite, Digital, 2019
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  Artist: Santa Norvaisite, Digital, 2019
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  once through the Strait of Praeis, the Bounty turns 
  southeast toward open ocean. The Sinnar spreads out in its 
  vast blue glory before the Bridgeport vessel. Good weather 
  and fair winds still accompany the mission, and but for the 
  high-handed presence of Captain Timothy, everyone should 
  be settling into the rhythm of sea life. After a week on board, 
  the characters have met and interacted with most of the 
  officers and crew. Bonds or grudges form as you orchestrate.
  What follows are a series of encounters that take place 
  on the open sea. It is important to have the storm encounter 
  occur before the Bounty encounters the Discovery. 
  Encountering the wreckage of the Discovery must be the last 
  in the series, and it takes place approximately two months 
  after the Bounty leaves Bridgeport.
  Artist: CJ Marsh, Digital, 2019
  Artist: Michael Syrigos, Digital, 2019
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  Artist: Josh Stewart, Digital, 2019
  Artist: Adrian Landeros, Digital, 2019
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  Artist: Unknown, Digital, 2019
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  sPeCiAl ThAnKs
  sPeCiAl ThAnKs
  I would like to thank a number of additional people for their invaluable assistance on this book. First of all, thank you to the Frogs for 
  asking me to write it in the first place and especially to Zach, Edwin, and Casey for putting up with so many questions and comments. 
  Thank you to Scott Fitzgerald Grey for the developmental read and all the fantastic input. Thank you to Skeeter Green for the early 
  read and helpful suggestions. Thank you to Steve Marsh for creating the Sahuagin in the late 1970s as well as to Skip Williams for his 
  excellent supplement, The Sea Devils, which was a true inspiration on this project. Next, I have to thank the lovely country of Costa Rica 
  which directly inspired several elements in the book. Finally, I must thank my wife Kelly for her constant support and encouragement 
  and my two kids, Vivian and Jove, for their numerous suggestions of things that should be in the book, two of which were as follows:
  Finally, I expressly and fully disclaim any responsibility for any and all aquaphobia, selachophobia, ostraconophobia, thalassophobia, 
  fear of tridents, or general concerns about jellyfish that may result from reading this book.
  —Alex KAmmer
  —Alex KAmmer
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  838059
  781622
  9
   
  ISBN 9781622838059
  90000 >
  Art of the
  From the docks of Bridgeport to the watery depths of the Fang,  
  Sea King’s Malice is an adventure dripping with stunning visuals of the  
  Sinnar Ocean and Crescent Sea. Art of the Sea King’s Malice seeks  
  to capture this fantastic imagery so that it can be readily enjoyed either  
  on the coffee table or around the gaming table. 
  Within these pages are portraits of King Bachzarissa, cruel ruler of 
  Tzar’Grandula, his horrid Queen Enzu, and his dreaded bodyguard.  
  Here too are the faces of the puckish Captain Timothy, the sad giant  
  Uder Conbar, the sultry Petruska, and the wise Jyrcyx. Their images are  
  ready to share with player and casual art fan alike.
  Art of the Sea King’s Malice details the fantastic landscapes of an epic 
  adventure. Here the viewer can see the desperate battles fought on the decks of 
  the Bounty as it is drawn ever closer to the jungle environment of the volcanic 
  Crocodile Island. There they see the Temple of the Sea Mother and the Fane of 
  Djobus imagined by some of the greatest illustrators working in the RPG field.
  Art of the Sea King’s Malice features gorgeous illustrations from:  
  Santa Norvaisite, Adrian Landeros, Michael Syrigos, Hector Rodriguez,  
  C. J. Marsh, Julio De Carvahlo,and Josh Stewart. 
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/Sea King's Malice/The Art of Sea King's Malice.pdf