TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  please visit www.wizards.com/d20 
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  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, 
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  Visit the LIVING GREYHAWK website at www.rpga.com 
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  ONWI6-01 
   
   
   
   
  Shoreswell 
  First Part of “Slaves to the Princess” 
   
   
  A Two-Round D&D Living Greyhawk®  
  Introductory Onnwal Regional Adventure 
  Version 6.0 
   
  APL2 (1st level characters only) 
  by Andy Glenn 
  Triad Reviewer: Hayden Smith 
   
  Play testers: Grant Strachan, Ed Morton, Steve Pitson, Sean Connor, Mat Booth, Phil Benson 
   
  The small fishing cove of Shoreswell nestles opposite the Storm Isles. The players are acting as couriers 
  when they are drawn below the surface.  
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 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. 
   
  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 
  This adventure’s challenges are suited to 6 1st 
  level PCs. Characters that have played previous 
  adventures may play this adventure but they must 
  be 1st level.  
   
  Four or five 1st-level characters may find the 
  challenge of an this adventure difficult. Suggest 
  the following to these groups to help increase their 
  chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard two round Regional adventure, 
  set in Onnwal.  All characters pay two Time Units 
  per round.  
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character 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 
  ONWI6-01 Shoreswell 
   
  Page 1 
  
  (bows).  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 
  Onnwal has fought for years. The authorities, 
  armies and many warriors had their eyes firmly set 
  on the Scarlet Brotherhood. The taking and 
  destruction of Scant has taken time and effort from 
  everyone involved.  
   
  However war creates many opportunities in its 
  dark corners. One such opportunity is a flourishing 
  black market. In the Cantred village of Tarlesan in 
  Stormwal,  a group of greedy dwarves started a 
  hidden business moving necessities along the 
  estuary to and from the Storm coast. Their greedy 
  leader, Larket of Abbathor, had a better offer and 
  they began abducting and selling slaves to the 
  Storm Isles. They plucked people in ones and 
  twos from the cantreds of Stormwal and Gearnwal, 
  people chosen because they had few ties. The 
  tide of war has always thrown up such flotsam and 
  jetsam, people easily forgotten. These prisoners 
  were moved through the heavily wooded hills of 
  the Volanots to a small coastal village, Shoreswell.  
   
  Shoreswell 
   
   
  A small hamlet like Shoreswell is easily 
  overlooked and so was perfect for the smugglers’ 
  purposes. Whatever happens to the prisoners 
  when they leave Shoreswell is outside the scope 
  of this scenario, suffice to say that every few 
  weeks a boat from the Storm Isles would arrive 
  and take the prisoners away.  
   
  Larket took over the Shoreswell warehouse 
  about two years ago. He gradually took control of 
  all the fishing produce using mercenaries and 
  pirates for threats and intimidation. 
   
   
   
   
  The smugglers have made their mark on the 
  village. Larket has employed a vicious character 
  named Gervis Hanger to keep the villagers from 
  asking too many questions. Gervis Hanger is a 
  savage bully. Worse the fisher folk are now mainly 
  the old, infirm or young since their main strength 
  was lured away by war or disappeared at the 
  hands of the Brotherhood. However Damiel, the 
  owner of the Kraken Inn, did stand up to the greed 
  of Larket. The result was a night time visit by 
  Gervis Hanger and a burnt body in the ashes of 
  his Inn.  
   
  In a separate incident, Gervis went to the 
  nearby holy sea cave to Procan, the Stormlord, 
  and took its only symbol, a beautifully crafted 
  trident – engraved in honour of Procan. Its acolyte, 
  Devor, tried to stop this and became a prisoner of 
  the smugglers for his trouble. He has suffered at 
  the hands of Gervis since. Meanwhile most of the 
  villagers buried their heads to the sand and 
  “guessed” that Devor had just left. 
  Sir Ilchord  
   
  The village belongs to its noble lord, Sir 
  Ilchord Baryaern. A sage and wizard of the noble 
  clan of Stormwal, Sir Ilchord has no interest in the 
  day-to-day lives of the villagers. His studies are 
  more esoteric, concentrated on the Storm Coast, 
  its peoples and their history. Sir Ilchord did have a 
  young ambitious aristocrat, A’Mals Baryaern, 
  working for him as an apprentice. However the 
  apprentice disappeared following the theft of a 
  magical amulet. Unbeknownst to Sir Ilchord, 
  A’Mals had managed to awaken its powers by 
  dipping it in sea water. A’Mals then started 
  receiving messages from a mysterious power 
  simply called the Princess.  
   
  A’Mals found himself drawn to the smuggler’s 
  caves. The amulet could not be resisted. So the 
  young man made an unholy alliance with Gervis 
  and Larket. In return for his knowledge of the 
  Cantred nobility and possible future contacts, 
  Larket allowed A’Mals to investigate the caves. 
  A’Mals found a strange door and an odd riddle. He 
  took some of Lord Ilchord’s valuable research 
  notes and managed to solve the riddle. Sir Ilchord 
  wants those notes back. 
  The Coral Caves 
   
  Beyond the door, A’Mals found alien coral 
  caves. These had been home to the sea elves of 
  the Storm Coast in times past. The caves held a 
  dormant shrine to their God, Deep Sashelas. The 
  apprentice befriended a guardian and eventually 
  found his way to the Starfish shrine. There A’Mals 
  has stayed talking not to the sea elf God but to the 
  Princess.   
   
  Recently Larket has left on business and 
  Gervis is in charge. This simple fact and the 
  actions of the party may convince the villagers that 
  salvation could be at hand. 
   
  Into this background of hidden tension and 
  intimidation, the party will travel to the quiet fishing 
  hamlet of Shoreswell. 
   
  ADVENTURE SUMMARY 
  Introduction: The introduction sets out that the 
  party is on the road traveling through the Volanots 
  to Shoreswell. The party is acting as couriers for 
  ONWI6-01 Shoreswell 
   
  Page 2 
  
  the noble Baryaern family to a sage, Sir Ilchord, 
  the lord of Shoreswell. 
   
  Encounter 1 [The Two Warhorses]: The party 
  comes across the site of an ambush. Two 
  desperately thin hochebi have slain a Free Army 
  Officer. Eagerly they charged in to ransack the 
  body and his horses. However his two warhorses 
  killed them. Now they wait by their master. One 
  way or another, the party should be able to 
  examine the body and his belongings. 
   
  Encounter 2 [Shoreswell]: The party arrives at 
  the sleepy fishing village of Shoreswell. Reaching 
  the Sail Inn, they encounter the nasty Gervis 
  Hanger and some of his cronies. After he leaves, 
  the innkeeper will give them directions to the 
  coastal mansion of Sir Ilchord. 
   
  Encounter 3 [Sir Ilchord]: The party completes 
  the first half of their mission and hand over the 
  parcel of letters to Sir Ilchord. A pompous noble 
  that has no interest in anything but his research, 
  the noble orders them to wait in Shoreswell for a 
  few days while he prepares answers to the letters.  
   
  He also gives them a job, find his missing 
  apprentice, A’Mals, and get back his stolen 
  research notes.   
   
  Encounter 4 [Return to Shoreswell]: When the 
  party returns to Shoreswell, they find that Gervis 
  has struck again. He has stolen the innkeeper’s 
  daughter, Nadina. She was taken to stop the 
  innkeeper from talking to outsiders but also 
  because he likes the girl.  
   
  The atmosphere in the Sail Inn is tense. 
  Suitable diplomacy and tact will unlock from the 
  desperate innkeeper where his daughter is and 
  what he knows about the smugglers. The party 
  can also gather some other tidbits of information 
  from the fisher folk. 
    
  Encounter 5 [The Smugglers’ Caves]: The 
  smugglers’ caves are somewhere behind Larket’s 
  warehouse. The party will have to defeat a trap 
  and four smugglers. They find four cages each 
  with prisoners, but no Nadina. One is the acolyte 
  to Procan and he asks the party to find Gervis and 
  return the shrine’s holy trident. 
   
  Another prisoner, Loborea, is able to confirm 
  that Gervis and A’Mals are deeper underground. 
  A’Mals is working somewhere called the Coral 
  Caves. 
   
  Across a pool, beyond a waterfall guarded by 
  a water elemental and down into another cave, the 
  party do find the girl. However they are surprised 
  by Gervis, whose true nature, is revealed. Gervis 
  is a sea wolf, a lycanthrope, which explains his 
  savage nature.  
   
  They also find a strange wheel door marked 
  by a riddle in Aquan. The presence of the 
  daughter and the difficulty of bypassing the door 
  mean that the party will probably return to the 
  surface.  
   
  Encounter 6 [Return to the Surface]: The 
  innkeeper is overjoyed to have his daughter back. 
  If the trident is returned then the party receives 
  four potions from the acolyte of Procan.  
   
  The lord, Sir Ilchord, will be interested in the 
  riddle on the wheel door and can help solve it. He 
  won’t go deeper into the cave system until the 
  party has made it safe. 
   
  Encounter 7 [the coral caves]: The party can 
  explore the coral caves of the sea elves. They 
  must squeeze through a long tunnel, negotiating a 
  trap at its end and defeat a Dreadguard armed 
  with harpoons.  Finally beyond a portcullis, the 
  party enters the shrine of the Starfish. They find 
  A’Mals meditating to his Princess however he has 
  left several skeleton crabs on guard.  
   
  Conclusion: The party returns to Shoreswell. 
  They have hopefully gained the favour of Procan 
  by returning its trident. They may also earn the 
  favour of the Sir Ilchord Baryaern and his clan if 
  they return his research notes. 
   
  PREPARATION FOR PLAY 
  This is an eight hour scenario; however there is a 
  great deal to get through in that time. Preparation 
  is the key and I have tried to cover all the pertinent 
  points that a DM should be aware of before 
  running the scenario. 
   
  These are as follows: 
  • It is an introductory scenario that challenges the 
  DM and the players due to the fragility of the 
  characters. The encounter with the warhorses and 
  the one in Gervis’ cave can be quite dangerous, 
  especially if the party do not act together.  
  • Before play, DM’s should check each PC 
  character sheet noting the following: 
  - 
  If the PC speaks Aquan, since this 
  allows him to understand the water 
  elemental, riddle on the wheel door 
  and the Dreadguard’s question. 
  - 
  What knowledge skills they have. 
  ONWI6-01 Shoreswell 
   
  Page 3 
  
  - 
  Whether any of the PC’s has the Wild 
  Empathy ability or Handle Animal skill. 
  This is important for the first encounter 
  with the two warhorses. 
  - 
  What skill the PC has in Swim and 
  Balance bearing in mind the armour 
  check penalty is double that for 
  swimming that it is for balancing. 
  • Various encounters have DM’s Notes: in bold, 
  these are provided to help in case of limited 
  preparation time. 
  • All the major NPCs and monsters are listed in 
  separately in the Appendices. Minor NPCs are 
  listed in the encounters in which they appear. 
  • Should time become an issue then the main 
  area where time can be sacrificed is Encounter 6. 
  The aid of Devor for the return of his trident and 
  the answer to the wheel door riddle from Sir 
  Ilchord can be dealt with at speed. Also one other 
  minor area is the maze in the Coral Caves could 
  be ignored 
   
  INTRODUCTION 
  Read or paraphrase the following description; 
  The wagon trail you are travelling on is one 
  that  not many use. Tufts of grass spring up all 
  along the tracks as evidence of this fact. 
   
  Summer breezes blow inland as the coast 
  nears.  
   
  The woods cover the Volanot hills that 
  surround.  
   
  A simple task. Travel from Tarlesan, 
  through Stormwal as couriers and deliver a 
  parcel of letters to Sir Ilchord from the noble 
  house of Baryaern. 
   
   
  Ahead lies Shoreswell, a fishing cove 
  where Sir Ilchord lives.  
   
    
   
  The party has been given a straightforward task by 
  a scribe serving the Noble Clan of Baryaern. They 
  must deliver a parcel of messages to Sir Ilchord 
  Baryaern in the coastal village of Shoreswell. They 
  then wait in Shoreswell for his replies and return to 
  Tarlesan. It should only take a week and for this 
  they will receive 22 gold each. 
   
  Shoreswell nestles in a cove near the border 
  between Gearnwal and Stormwal. It faces towards 
  the Storm Isles themselves. The party is traveling 
  towards 
  the 
  fishing 
  village 
  of 
  Shoreswell. 
  Appendix 3.1: DM’s Map of Stormwal provides 
  further information on the area. 
   
  The parcel is sealed and for security should 
  remain that way. Lawful characters should not be 
  party 
  to 
  opening 
  the 
  documents. 
  Anyone 
  attempting to break the wavecrest seal will trigger 
  a warding trap. The documents are written in 
  draconic and are a series of arcane questions 
  about the uses of sea water and storms. If 
  detected, the parcel gives off a faint aura of 
  necromantic magic. 
   
  � Inflict Light Wounds Trap: CR2; magic 
  device; touch trigger (breaking the seal); no reset; 
  spell effect (inflict light wounds, 1st-level wizard, 
  1d8+1 fire, DC 11 Will save for half damage); 
  Search DC26; Disable Device DC26.    
      
  DM’s Note: decide which of the characters carries 
  the parcel of messages.  
   
  Experience: PC’s receive no additional experience 
  for breaking into the parcel. They should not do 
  this at all. 
   
  ENCOUNTER 1: THE TWO 
  WARHORSES (EL3) 
  Read or paraphrase the following description; 
  Rounding a bend in the woods, a strange sight 
  comes into view. Two hochebi lie in a clearing. 
  each with its head caved in. Between them is a 
  man’s body in chainmail. 
   
  Also two armoured horses graze nearby.  
   
  The following information should be given to the 
  players if they take the time and trouble to study 
  the animals and bodies. The horses have leather 
  barding. One horse is saddled with a battleaxe 
  strapped in. The other has two heavy saddle bags.  
  The man is face down and wearing chainmail 
  armour. He has no visible wounds. The hochebi 
  are unarmoured and bear no visible weapons. 
   
  � Light warhorses (2): hp 22 each; see 
  Appendix 1. 
   
  Tactics: Both the horses are light warhorses 
  trained to defend their fallen master. The horses 
  will attack anyone who comes within ten foot of 
  their master’s body. 
   
  The horses do not differentiate between 
  someone approaching the body of their master or 
  a fallen PC; it is the distance that matters.  
   
  There are two ways to overcome the horses. 
  The first way is to sit back and pepper them with 
  ranged attacks. They will not attack but just stay 
  by their master.  
  ONWI6-01 Shoreswell 
   
  Page 4 
  
   
  The second way is to use a wild empathy 
  ability and try to calm down the horses. Handle 
  Animal skill is not sufficient since it only refers to 
  the training of animals not calming them by body 
  language and gestures. However someone with 
  Handle Animal skill has a chance to understand 
  the warhorses’ behavior (DC10 Handle Animal – 
  stay close to master and defend him). 
   
  They are Hostile to anyone that approaches 
  within ten feet of his body and both will attack 
  unless that attitude is modified (wild empathy 
  check to modify (DC20 Unfriendly/ DC25 
  Indifferent). An Unfriendly warhorse will act as a 
  nervous nuisance but doesn’t attack. An Indifferent 
  warhorse doesn’t bother anyone. The warhorses 
  may not fight the party but convincing them to 
  come with them requires their attitude to be 
  modified to Indifferent. 
   
  The man was a member of the Free Army of 
  Onnwal although there is no evidence of this. If his 
  body is turned over then two javelins are snapped 
  off in his chest. He has a pouch at his belt 
  containing some money. The two saddle bags 
  contain animal feed and hidden in one is a potion 
  of cure light wounds (DC10 Search to find). 
   
  The hochebi are thin and weak looking 
  creatures. They have no possessions.  
   
  Treasure: 2 light warhorses (25gp), 2 sets of 
  leather armour barding (7gp), a suit of chainmail 
  (13gp), battleaxe (1gp), pouch with 6 gold and 60 
  silver pieces, potion of cure light wounds (4gp). 
   
   
  ENCOUNTER 2: SHORESWELL 
  � Shoreswell (Hamlet): 120 fisher folk (39 
  children, 50 females, 31 males – mainly old men); 
  GP Limit 100gp; Conventional (Neutral Evil – 
  Larket the Dwarven merchant is away at the 
  moment). 
   
  Shoreswell is a small fishing community. It was a 
  hamlet before the war. It paid its taxes to whoever 
  ruled the land. The fishermen went out to fish off 
  the coast, returning in a day or so. Every 
  Godsday, services to the Stormlord, Procan, were 
  held in a sea cave nearby. The people met in 
  either the Sail or Kraken Inn to gossip and tell 
  tales.  
   
  The Adventure Background details what has 
  been going on in Shoreswell lately.  
   
  Appendix 3.2: DM’s Map of Shoreswell should 
  be used to describe what is seen as the 
  characters enter the village. 
   
  Appendix 4.1: Players Map of Shoreswell 
  should be given to the players so that they can 
  follow the descriptions and quickly get their 
  bearings. 
   
  The following sights should be highlighted:  
  • The burnt remains of a building.  
  • The harbour with only one rowing boat moored 
  near the quay. 
  • The large two storey building (Sail Inn) that faces 
  out to sea. A large sign of a white sail swings in 
  the sea breeze. An old man sits outside. 
  • The double doors almost embedded in the 
  hillside next to the quay (Larket’s warehouse). 
  • The 40 or so dwellings in several terraces on 
  three levels. Washing is hung out of several 
  homes. 
  •The lack of people about. This is due to the fleet 
  being out. 
   
  2A: THE SAIL INN 
  The Sail Inn is a clean and tidy place. Read or 
  paraphrase the following description as the party 
  approaches the Inn; 
   
  An old man sits at a bench outside an Inn 
  marked with the simple picture of a sail on it’s 
  sign.  His face and hands are leathered and 
  creased from a lifetime of work.  Work that 
  continues now as he sit’s mending a net. 
   
  He takes another pull on his ale and 
  continues working.  
   
   
  � Old Hereny: male human com3.  
  He can discuss the weather (stormy), the state of 
  the fishing (poor thanks to Larket’s taxes) and the 
  possible presence of a sea monster eating the 
  stocks. 
   
   
  When anyone opens the inn door, read or 
  paraphrase the following scene before them: 
  A powerfully built man is slapped in the face 
  by a young woman. He laughs and she tears 
  from his grasp, running across the Inn. The 
  man sits and his two cronies join in the 
  laughter. 
   
  The woman tries to go back to her 
  sweeping at the far side of the Inn. 
   
  The only people present in the Inn are the 
  following: 
  ONWI6-01 Shoreswell 
   
  Page 5 
  
  • Zeltar, the innkeeper, is checking a couple of 
  barrels. 
  • Nadina, his daughter, is sweeping. 
  • Gervis Hanger is drinking with two cronies, 
  Bectin and Jovel. 
   
  Zeltar and Nadina are detailed in Appendix 2: 
  NPCs. 
   
  If necessary, Gervis, Bectin and Jovel are detailed 
  in Appendix 1: Monsters. 
   
   
  Nadina wants no trouble with Gervis about and so 
  she will try to keep away from the party. She 
  certainly won’t talk to them and Zeltar will ask any 
  persistent suitors to leave her alone. 
   
  Zeltar will try to smooth over the situation and 
  explains it was all a bit of fun between his 
  daughter and Gervis. The innkeeper will offer 
  rooms and board. He can also give directions to 
  the nobleman, Sir Ilchord, whose home is further 
  around the headland. 
   
  Gervis does not want to confront the party at 
  this time. He picks up his “new” trident and soon 
  leaves with his cronies and enters the warehouse 
  opposite.  
   
   
  When the party is ready, they can head around the 
  coast to Sir Ilchord’s home. It is about a half hour 
  walk along the coastal path. 
   
  DM’s Note: A fight shouldn’t happen in the Inn. 
  The EL of a fight against two guards (CR1) and 
  Gervis (CR3) is 4 and so you may need to take 
  steps to ensure that the party is not killed in this 
  encounter. I recommend that when and if Gervis 
  gets wounded, have him flee out into the harbour, 
  where he shapechanges and swims back to his 
  cave to heal. 
   
  2B: THE SHRINE OF PROCAN 
  Around the point from the Sail Inn is the sea cave 
  of Procan. At one time many fisher folk prayed 
  here with the acolyte, Devor the Stormseeker. 
   
  However 
  the 
  locals’ 
  prayers 
  were 
  not 
  answered. Devor couldn’t do anything about the 
  War or the evil dwarf, Larket. Worse followed. 
  Gervis stole the holy item from the shrine – a 
  crafted trident of Procan. Then when a desperate 
  Devor confronted Gervis, he was promptly 
  grabbed by the smugglers. 
   
  Very few of the locals know this, most think 
  Devor just left. 
   
  Read or paraphrase the following description 
  of the empty cave as the PCs walk around the 
  point from the Sail Inn;  
   
   
   
  A 
  large 
  empty 
  cave 
  contains 
  an 
  amphitheatre with a pool of water at the centre. 
  One wall has a long depression and two nails 
  at the top. 
   
  The depression in the wall is approximately 
  shaped like a trident, wide at the top and narrow 
  down most of its length. 
   
  A religious character may guess the purpose 
  of the sea cave and its strange steps going down 
  towards the pool (DC 14 Knowledge (religion)). 
  This is where the locals come to pray for the 
  safety of the fishermen at the God of Stormy Seas, 
  Procan. 
   
  ENCOUNTER 3: SIR ILCHORD 
  Read or paraphrase the following description as 
  the party reaches Sir Ilchord’s home: 
   
  A sprawling complex of buildings is spread 
  along the coast. Most face out to sea and are 
  built into the cliff hills.  
   
  Close by is a two storey building with a 
  black door surrounded by worn carvings of 
  sea serpents and waves. Unlike the other 
  buildings, this one has its window shutters 
  open. 
   
  The door will be answered by Sir Ilchord’s only 
  retainer, Earnado. He is a tall, thin man in worn 
  black monk clothes. He takes a while to come to 
  the door. 
   
  � Earnado: Male human Exp4 (Profession 
  (Butler +8)). 
   
  He takes the party to a large study and fetches his 
  master. The party will hear raised voices then Sir 
  Ilchord Baryaern comes downstairs. 
   
   
  � Sir 
  Ilchord 
  Baryaern: 
  Male 
  Human 
  Aristocrat1/Wizard6; see Appendix 2. 
   
  Sir Ilchord will accept the packet of mail from the 
  party.  
   
  While he studies the letters in the next door 
  room, Sir Ilchord will order a small jug of wine from 
  Earnado.   
   
  When Sir Ilchord returns he is a little happier. He 
  tells the party to wait for two nights in the local Inn 
  ONWI6-01 Shoreswell 
   
  Page 6 
  
  and then return for the answers. If they ask, then 
  Sir Ilchord may make arrangements to pay for 
  their room and board over the next few days 
  (DC15 Diplomacy check) - in which case the 
  PC’s only pay half the upkeep for this scenario. 
   
  He then thinks further and sets them a task. 
  Since they have nothing to do they can find out 
  where his apprentice, A’Mals Baryaern, is. He left 
  with some important research materials a week or 
  so ago. If necessary, Sir Ilchord will remind the 
  party that A’Mals is a cousin to the Baroness. 
  Otherwise a DC 10 Knowledge (nobility and 
  royalty) check or a DC 15 Knowledge (local: the 
  Splintered Suns) check will reveal the information 
   
  DM’s Note: Sir Ilchord does not know the value of 
  the Amulet, thinking it a mere trinket, and so is not 
  that bothered about its return. 
   
  As for payment, a noble does not haggle. He 
  wants the papers returned and then he will sort 
  out some payment. Sir Ilchord may be sweet 
  talked into telling the party how much he intends to 
  pay them for the research notes return (DC16 
  Diplomacy check). He will pay the party 60 gold 
  pieces. 
   
  If the party refuse to work  for him without payment 
  he will look disgusted but tell them they will be 
  getting 40 gp. This is the most he will then be 
  willing to pay them. If they do not wish to work for 
  him for this amount then the adventure will most 
  likely end here for them. 
   
  If any party member shows signs of intelligence 
  and interest in his work then Sir Ilchord will 
  noticeably warm to them (+2 Diplomacy in any 
  future negotiations for this scenario only). If so, 
  then Sir Ilchord will impart the following story; 
   
  “Do you know the story of the Seaspire? This 
  may not be true since it is centuries old. The 
  Seaspire is a large single shell that rises out of the 
  sea about 10 or 15 miles out to sea. The flan 
  regard it as a shell of a gigantic sea worm that still 
  roams the sea floor to this day. It is believed that 
  the creature has some strange ink that forms 
  words on the inside of its shell speaking about its 
  travel in a strange language.” 
   
  “The creature itself is ancient and as such its 
  writings would represent a great treatise on the 
  undersea.” 
   
  “Sailors and sages have investigated the 
  Seaspire but to this day, no one has uncovered 
  those writings.” 
   
  Then he orders the party to wait in Shoreswell for 
  a few days while he answers the questions and 
  asks some of his own.  
   
   
  Treasure: Possibly half standard upkeep for this 
  scenario if Sir Ilchord is convinced.  
   
  ENCOUNTER 4: RETURN TO 
  SHORESWELL 
  The Sail Inn will fill up in the evening. Strangely 
  Zeltar has Old Hereny helping him to serve food 
  and drinks. He becomes evasive if questioned 
  about the whereabouts of his daughter, Nadina. 
  She has been taken by Gervis to keep him silent. 
  Give the PC’s a chance to notice this after a short 
  time in the  inn. A DC 15 Sense Motive check will 
  make them aware that most people in the Inn 
  seem to be aware that Hereny serving is odd. 
   
  The party may have already caused a stir by 
  taking on Gervis and his cronies in the afternoon. 
  Overall this gives PC’s a +2 bonus when gathering 
  information from the locals. However many fisher 
  folk will warn them that Gervis and his men are 
  dangerous. 
   
  A half dozen fishing smacks have returned 
  and some of the men are drinking in the Inn. The 
  fisher folk are an insular breed and it may take 
  some effort to get anyone talking in the beginning.  
   
  DM’s Note: Be aware that fully roleplaying this 
  encounter will use up a large chunk of game time, 
  however it should be fun. Bards can sing or tell 
  tales to warm the atmosphere and improve the 
  chances to gather information. The fisher folk love 
  to chat about the fish and weather. One or two 
  enjoy a good gossip about anyone. 
   
  Also this is a good opportunity to foreshadow 
  Gervis. He is feared by the locals and rightly so. 
  The party is in for a surprise when they meet him 
  in the caves. 
   
  They all like Nadina and Old Hereny but the 
  old man isn’t so pretty to look at. Zeltar will be 
  visibly shaken each time Nadina’s name is 
  mentioned. 
   
  When, 
  and 
  if, 
  the 
  party 
  starts 
  their 
  investigations into the missing A’Mals at the inn, 
  they will find out the following some of which 
  relates to A’Mals; 
   
  DC 5 Diplomacy/Gather Info: 
  • The sailors used to see him swimming in the 
  harbour over the last few months.  
  ONWI6-01 Shoreswell 
   
  Page 7 
  
  • Everyone knows that the dwarf merchant and his 
  bodyguards are due to return in the next day or so 
  and he is a very dangerous individual. 
   
  DC10 Diplomacy/Gather Info: 
  • If asked directly, they all believe that the coast is 
  riddled with sea caves.  
  • The warehouse is open by day and Ned works 
  there but he is thick as thieves with Larket and 
  Gervis. 
  • One fisherman is hard to talk to but he knows 
  A’Mals was getting friendly with the dwarf, Larket. 
   
  DC 15 Diplomacy/Gather Info: 
  • Zeltar knows that the warehouse is used to hold 
  people over time. He has seen it. This is a 
  backhanded way of hinting at what he wants the 
  party to do. 
  • One of the sailors mentions that he saw the 
  cleric of Procan, Devor, taken into the warehouse 
  by Gervis and his men. No one else can 
  corroborate this. 
   
  DC 20 Diplomacy/Gather Info: 
  •One of the sailors overheard someone talking 
  about Gervis beating the prisoners and Larket told 
  him off because they were sold to the mage, 
  Nasquinius. 
  • Zeltar breaks down and tells the party that 
  Gervis has his daughter and he is very worried for 
  her safety. 
   
  Should the party have problems talking to Zeltar 
  and the rest then sometime after most of the 
  patrons have left, Zeltar becomes desperate. 
  Whether or not the party has behaved well, they 
  are the only ones that can save his daughter. He 
  asks for their help. At this point Zeltar will also 
  explain all he knows about the warehouse being 
  used for smuggling people by Gervis and Larket. 
  Lastly he points out that Larket is much worse 
  than Gervis and he is due back in the next couple 
  of days. 
   
  In truth once the party starts to investigate the 
  smugglers caves then one of the locals warns 
  Larket not to return.  
   
  ENCOUNTER 5: SMUGGLER’S 
  CAVES 
  The following general description applies for most 
  of the caves, passages and its contents. 
  The system came naturally from the erosion 
  of limestone by an underground river. The river 
  still flows through part of the caves and provides 
  the constant sounds of dripping water and a 
  roaring waterfall. Over time the water has created 
  many beautiful sights within the caves. Stalactites 
  point down from the ceilings and, walls and floors 
  of flowing stone compete for attention with pools of 
  fresh water.    
  The passages were originally carved out by 
  water, but they have been chipped wider by the 
  pirates.  
   
  DM’s Note: feel free to mention these sights 
  and sounds as and when appropriate. 
   
  5A: WAREHOUSE CAVE 
  The warehouse has a set of double doors. This 
  should be barred from the far side. However since 
  Larket has been away and Gervis has taken over, 
  security has become lax. The bar is leaning 
  against the wall next to the doors and these have 
  just been closed. 
   
  Read or paraphrase the following the description 
  of the cave: 
  Smelly barrels of salted fish sit around 
  the edge of this cave.  
  The far end of the cave is secured by a 
  wooden lattice. Through the lattice and its 
  door, various piles of large crates are visible. 
   
   
  By night there is no chance of meeting anyone in 
  this cave. 
   
  By day, one of the villagers, Ned, is always 
  here looking after the fish, preparing the barrels 
  and making sure no one pays too much attention 
  to the cave.  
   
  � Ned Salter: Male human Com2 (Craft (Fish 
  preserving) +3; hp 5). 
  Ned is tall, thin and on the side of the smugglers 
  until his life is seriously threatened. He has a key 
  to the lattice doors inside. 
    
  The warehouse is also the main entrance to the 
  pirate caves. Usually Gervis and his men try to 
  avoid using this entrance by day. Again they have 
  lapsed while Larket is away. Now many tracks 
  lead across the cave to the lattice door (DC 10 
  Survival).  
   
  � Lattice Wooden Door: 1 in thick; padlock on 
  bar; hardness 5; 15hp; Break DC18; Open Locks 
  DC20. 
   
  The lattice fence is from wall to wall and floor 
  to ceiling. It has 1 foot spaces between the bars. 
  ONWI6-01 Shoreswell 
   
  Page 8 
  
  There are about a dozen crates on the other side. 
  They are in three piles. Most contain provisions 
  and tools.  
   
  One old crate on the left is filled with cheap 
  wine. It is marked with an Ahlissan trade stamp. 
  (The wine is white but cloudy and has become 
  corked making it valueless). 
  Someone searching may notice that part of 
  the cave’s rear wall has been bricked up (DC 10 
  Spot).  
  Four empty crates (marked with an E) have 
  been stacked in front of the concealed door to the 
  cave complex. The lattice door is locked but not 
  difficult to open, thanks to lazy pirates carelessly 
  leaving a key in the lock. This key also opens the 
  lattice door at the far end of the passage. Both 
  doors have padlocks. 
   
  5B: THE FLOWING STEPS (EL2) 
  The following view can be seen from the lattice 
  door at the top of the steps: 
   
  The doorway is near the top of a large cave. 
  Great flowing steps run down the right to a 
  natural bridge over dark water.  
  The entire area is in low light lit from 
  torches in the caves beyond the bridge. A 
  single 30ft high pillar seems to hold up the 
  entire cave. 
  Faintly the sound of laughter can be 
  heard in the distance. 
   
  The guards beyond may be heard playing cards 
  (DC 10 Listen check). 
  The cave has a small balcony over a large 
  pool of 10 foot deep water. Down the right, the 
  floor flows with four 5ft high steps. The pirates 
  have placed planks down each one to make travel 
  easier. However it requires a move action to use a 
  plank and if care isn’t taken the person can fall 
  prone on the floor (DC 10 Balance to move half 
  speed, DC 15 Balance to move at greater than 
  half speed, failure by 5 or more indicates that 
  the character falls taking 1 point of non-lethal 
  damage).  
  If someone falls off a plank then allow the 
  guards a chance to hear the noise (DC [10+1 for 
  every ten foot from the bridge] Listen). 
  Also when anyone steps onto the square 
  marked with a T, they trigger a block from the 
  ceiling to swing down and possibly bullrush the 
  person off the ledge. The block is cut to resemble 
  a stalactite. 
   
  � Swinging Block Trap: CR2; mechanical; 
  touch trigger; manual reset; multiple traps (melee 
  attack and bullrush); Atk +9 melee (2d6, stone 
  block), Improved Bullrush (Strength check DC12 
  to avoid falling into the pool); Search DC18; 
  Disable Device DC18. 
   
  DM’s Note: Player’s Handbook page 154 for info 
  on bullrush. (All factors such as charging and 
  block size have been included in the DC of the 
  Strength check).  
   
  Tactics: Allow the guards a chance to hear the 
  sound of anyone splashing 20 foot down into the 
  pool below (DC 5 Listen check). Then they react 
  as below.  
   
  5C: THE SMUGGLER’S GUARDROOM 
  (EL4) 
  Read or paraphrase the following but change 
  where necessary. This depends on if the guards 
  have heard the party coming. 
   
  This small cave is an offshoot of a much larger 
  cavern. There is bedding for several men 
  beside the walls. Four men are asleep in their 
  leathers. 
  In the middle next to a stalagmite is a 
  table. Four pirates are playing cards at it. Each 
  has halberds and crossbows within easy 
  reach. 
  A warming brazier of coals sits next to 
  the table. 
   
  The pirates may hear the party coming either 
  because they have been talking too loudly or more 
  likely someone has been knocked into the pool or 
  fallen off a plank. 
  There are 48 pieces of silver on the table. 
  Also there are a jug of ale, four mugs, a pack of 
  cards and a set of keys on the table.  
  Searching the cave and bedding reveals 
  nothing but rubbish. 
   
  � Pirates; Bectin, Jovel, etc (8):  Male human 
  War1; hp 6; see Appendix 1. 
   
  Tactics: Once alerted, the pirates playing cards 
  will react as follows: 
  • 
  Two will grab light crossbows and attack.  
  • 
  Two will pick up their halberds and call for 
  the sleepers to wake up. 
  • 
  Four wake up in the first round, grab 
  cutlasses and attack next round. 
  ONWI6-01 Shoreswell 
   
  Page 9 
  
   
  5D: JAIL CAVERN 
  Read or paraphrase the following description of 
  the main cavern: 
   
  Across the bridge there is a large cavern. One 
  half of it has stepping stones across a pool to 
  another chamber. It is obscured by spray and 
  mist. The crashing roar of a waterfall comes 
  from beyond.  
  There are four pillars holding up the high 
  ceiling.  
  The other half contains four cages. 
  Inside each cage is a prone figure. 
  The cavern has no extra guards. There are two 
  small crates and a large jar of water. The crates 
  contain iron rations for 20 days. The cages 
  (numbered 1-4) contain prisoners taken from 
  Onnwal recently. These were due to be taken by 
  boat to the Storm Isles but the party will interrupt 
  that plan.  
  Note that the party’s combat with the guards 
  will not awaken the prisoners. They need 
  individual attention to bring them round. 
   
  Cage 1 
  A thin middle-aged woman lies with her 
  graying hair matted with dirt. 
   
  Here lies a very weak woman. She is Janea 
  Herlla, a cook taken from the town of Tarlesan. 
  She was socializing at an open theatre with some 
  friends and last thing she remembers was drinking 
  with a bald half-orc. If freed, she will go to the 
  shrine of Procan to rest and recuperate. 
   
  � Janea of Tarlesan: Female human Com1 (hp 
  2, craft (cooking) +2, perform (dance) +2.) 
   
  Cage 2 
  There is a thin man robed in the green rags. 
  His face, arms, torso and legs are covered in 
  welts and bruises. 
   
  � Devor the Stormseeker: Male human Com2; 
  see Appendix 2. 
   
  When Devor is brought round, he offers to help if  
  the party promises to find and return the holy 
  trident of Procan. Until the trident is returned 
  Devor is Indifferent to the party. To help them he 
  will mention that A’Mals is working for Gervis in 
  somewhere called the Coral Caves. 
   
  Cage 3 
  A Dwarven woman is snoring in the cage. Her 
  ragged clothes show the rusty marks of 
  armour once worn.   
   
  � Fertilla the Dwarven woman: Female dwarf 
  War1 (Str14, Con15, 10hp, Intimidate +3, Climb 
  +3). 
   
  The Dwarven woman, Fertilla, has been a warrior 
  during the War. She was in Tarlesan drinking in 
  taverns. Someone must have grabbed her later 
  on. She cannot remember much except a bald 
  half-orc and a wrestling bout.  
   She was meant to go on the last boat to 
  the Storm Isles but she fought tooth and nail. The 
  pirates intend to drug her next time.  She will not 
  admit it but Fertilla hates the sea and has a phobic 
  reaction to lots of water, believing she will drown. 
  If freed, Fertilla will not go deeper into the caves 
  with its waterfall and deep pools. She simply 
  wants to go to the inn. 
   
  Cage 4 
  A slim woman is sat with her head hidden in 
  long hair and tucked between her legs. She 
  bears many marks of a whip. 
   
  � Loborea the half-sea elf: Female half-sea elf 
  Ftr1; see Appendix 2. 
   
  If freed, Loborea will walk with the other prisoners 
  out to the quay and then dive off into the sea. 
  Devor can tell the party about this if they miss it 
  happening.  
   
  Stepping Stones 
  The 10ft deep pool has several stepping stones. 
  Each 2ft sq. stone is damp with water but only 
  three foot apart. Anyone moving carefully from 
  stone to stone can make it easily; this is 
  represented by moving at half normal speed. If the 
  person moves quicker than this then they may slip 
  and fall in the pool (DC 6 Balance check check 
  for each stepping stone traversed). 
   
  The stones lead to a ledge and a 10 ft wide 
  passageway beyond. The entire area is filled with 
  mist and spray that acts like an obscuring mist. 
  This is caused by the waterfall at the end of the 
  passageway. The slippery stone floor has been 
  worn so that it slopes towards the waterfall (DC 15 
  Balance to run or charge, otherwise the 
  character can act normally) 
  ONWI6-01 Shoreswell 
   
  Page 10 
  
   
  The waterfall at the far end is fed by the High 
  Pool of the above ground river that created these 
  limestone caves and passages. 
   
  5E:   WATERFALL STAIRS (EL3) 
  Read or paraphrase the following description as 
  anyone travels through the obscuring spray of the 
  waterfall: 
   
  The water crashes down in front. Who knows 
  what lies beyond the water, even the floor is 
  obscured.  
   
  Then these words ring out, “droolip 
  bildooploo oo oo do coo!” 
   
  These words are the only warning the party get. In 
  Aquan they mean “Leave, you do not bear the 
  heart of a white shellfish!”  
   
  Anyone freely displaying a pearl will be able to 
  bypass the elemental without harm. 
   
  The waterfall itself is quite powerful. It batters 
  down onto the ledge then drops thirty feet to the 
  large pool below. The 10ft wide ledge itself 
  consists of several slopes that curl round the 
  chamber down and out of sight. Anyone stepping 
  through the two squares marked with a W may be 
  battered by the water as it falls (DC 15 Fort Save 
  or they are squashed prone). 
   
  Beyond the waterfall is a 10ft square sloping 
  ledge that the waterfall has worn down. The water 
  hits the ledge and then slips over it and down into 
  the pool below. This makes footing on the ledge 
  treacherous to anyone on it (DC 12 Reflex Save 
  or fall prone). The water elemental has been 
  tasked to guard the steps down. It is unaffected by 
  the waterfall and slippery ledge, it is in its element. 
  While inside the waterfall, the elemental has 50% 
  concealment. If the elemental is hurt, it retreats 
  behind the waterfall. From the ledge, it waits for 
  someone to come through. It will attack the first 
  person while they inside the waterfall itself. The 
  presence of water gives the elemental +1 to hit 
  and damage.  
   
  � Water elemental: hp 17; see Appendix 1. 
   
  5F:  THE HOME OF A SEAWOLF (EL 2 + 
  EL 3) 
  Read or paraphrase the following description of 
  the chamber below the waterfall; 
  The ledge circles down to the waterfall pool 
  below. The water bubbles up to the water’s 
  edge. Then the chamber’s floor goes out of 
  sight. 
   
  Firelight is flickering against the sidewalls, 
  creating many shadows. 
    
  When anyone reaches ground level then give 
  them a more full description of the cave; 
   
  This is a wide chamber. Another pool is on the 
  far side of the chamber next to a black crack in 
  the wall. 
   
  There are stalactites and stalagmites 
  dotted about the cave. Near one such pillar, a 
  brazier is burning brightly, lightly the entire 
  chamber a little. 
   
  Piles of ragged clothes make a bed next to 
  the brazier. There are small bones and an 
  empty glass bottle strewn about the floor. 
   
   
  This is the home of Gervis Hanger the sea wolf.  
   
  � Gervis Hanger: Male seawolf; hp 40; see 
  Appendx 1. 
   
  At present, when the party first enters this 
  chamber, Gervis is swimming nearby in the sea. 
  He will return in about 10 minutes, using the far 
  pool which has an underwater crack to the sea. 
   
  This should give them sufficient time to make 
  a start searching the chamber. However sufficient 
  dallying will interrupt any investigation they may be 
  making. 
   
  Old Sea Chest 
  There is an old sea chest hidden from view (DC 
  14 Search) in a niche. This is a trap. The chest is 
  locked but all it contains is brown mold. Anyone 
  attempting to pick the lock has a chance to notice 
  that the wood is slightly cold to the touch (DC10 
  Spot). Sitting on the mold are two pouches of 
  leather (each with 36gold inside). 
   
  � Box of Brown Mold: CR2; mechanical; touch 
  trigger (opening the box); automatic reset; 5ft cold 
  aura (3d6 cold non-lethal); Search DC 22; Disable 
  Device DC16. 
   
  Also one of the stalagmites has a peculiar top. It 
  has a curved bowl filled with clear water. The bowl 
  was part of an ancient font when originally used by 
  servants of Procan for worship. A devout PC may 
  guess this (DC 12 Knowledge (religion)). The 
  font can be reclaimed by Devor if the party informs 
  him of this. 
   
  ONWI6-01 Shoreswell 
   
  Page 11 
  
  The last item of note is hidden behind the 
  waterfall. There is a door set in the wall which can 
  easily be found if the party search behind the 
  waterfall. 
   
  Describe the following 
  Here behind the waterfall, there is a small 
  stone door crafted in to the natural stone worn 
  down by time. Upon the door is a stone wheel. 
  Tied to the wheel by her wrists is Nadina. 
   
    
  Nadina is in shock. She has a large bruise on her 
  face, courtesy of Gervis. She simply stares ahead. 
  Returning her to Zeltar will begin the slow process 
  of recovery. If she sees Gervis, she will freeze in 
  one spot. 
   
   
  The Wheel Door 
  Read or paraphrase the following when the party 
  can concentrate on the door and not Nadina: 
   
   
  There are patterns of words that curl about the 
  surface of the door. They flow around the 
  wheel.  
   
  The words have been written in a language 
  other than common. An alien language. 
   
   
  The words on the wheel door are in Aquan. They 
  say, 
  “All hail the Lord of the Undersea, the Dolphin 
  Prince, and the Sailors Friend and enter his 
  shrine.” 
   
  The three titles all refer to Deep Sashelas. It is 
  difficult to know these titles mean him (DC 24 
  Knowledge 
  (history/the 
  Splintered 
  Sin/religion)). 
  Speaking 
  the 
  name, 
  Deep 
  Sashelas (in Aquan) unlocks the wheel door for 
  ten minutes. After that time the wheel door will 
  close and lock again. However there is another 
  wheel on the far side which can be used to unlock 
  the door and this opens automatically. 
   
  The door is solid and can only be opened by 
  turning the wheel. However the wheel has an 
  arcane lock on it, making it very difficult to turn at 
  all (Stuck Break DC 38 Strength check).  
   
   
  � Strong Stone Door: 4in., Hardness 8, 60hp; 
  Stuck DC38, (Disable Device DC15 to keep it 
  open). 
   
  It is likely that the party will need help to open this 
  door. Sir Ilchord can help by simply guessing the 
  command words are Deep Sashelas and can 
  teach the party how to say his name in Aquan.  
   
  Then the wheel can be turned easily for the 
  next ten minutes. Unless the party remembers to 
  disable the stone door then it swings shut after 
  that as the arcane lock returns.   
   
  At some point in the party’s search, Gervis will 
  return. Allow the PC’s a chance to notice his head 
  breaking the surface of the outer pool as he spots 
  them (DC 13 Spot). Read or paraphrase the 
  following to those that notice the seawolf; 
   
  A wolf head briefly pops up above the pool’s 
  surface. It disappears straight away.  
   
  Gervis swims down and shapechanges into hybrid 
  form. He then rises out the water carrying his 
  trident.  
   
  Gervis can then taunt the party before 
  attacking. He can drink his potion of shield of faith 
  +2. (This should give some of the party a round to 
  prepare before facing such a tough challenge, 
  especially if they are spread about the chamber).  
   
  Treasure: Masterwork trident of Procan marked 
  with a wave crest (26gp), potion of cure moderate 
  wounds (25gp), potion of shield of faith +2 (4gp), 
  potion of sharkskin (barkskin +2) (25gp), Lesser 
  Necklace of Swimming (150gp), 72gp in with the 
  brown mold. 
   
  ENCOUNTER 6: RETURN TO 
  SURFACE 
  6A: THE SHRINE OF PROCAN 
  Depending on whenever the party decides to 
  return to the surface, Devor may still be suffering 
  from the effects of his last beating by Gervis 
  Hanger. 
   
  He will be extremely grateful if the party 
  manages to return the trident. He has the following 
  aid he will give to the party for returning the 
  shrine’s trident. He gives them 3 potions of cure 
  light wounds and a potion of aid. 
   
  Devor is not a cleric but he has studied 
  mundane healing and can help tend people so 
  that they recover more quickly. 
   
  Treasure: 3 potions of cure light wounds (12gp) 
  and a potion of aid (25gp). 
   
  6B: THE SAIL INN 
  Bringing back Nadina makes Zeltar a very happy 
  man. He has little to give the party except his 
  ONWI6-01 Shoreswell 
   
  Page 12 
  
  thanks. He also spreads the word and other fisher 
  folk soon turn up to thank the party. 
   
  If Gervis has been killed then a small 
  celebration begins.  
   
  6C: SIR ILCHORD 
  The party will probably need to return the surface 
  for rest and recuperation by this time (if not much 
  sooner).  
   
  The party can go back to Sir Ilchord with 
  whatever information they have found in the sea 
  caves. He will be very interested in finding out 
  more about the caves and urges the party to delve 
  deeper.  
   
  He can use his knowledge of Aquan to 
  understand the riddle of the wheel door and break 
  into the tunnel. More importantly he reminds the 
  party that he still wants his books back from 
  A’Mals. 
   
  ENCOUNTER 7: THE CORAL 
  CAVES 
  The lower caves are less used. They were once 
  part of an extensive underground shrine made by 
  the sea elves in homage to Deep Sashelas, their 
  God of the Sea.  
   
  The caves are festooned with coral brought 
  from the deep sea. Walls still bear the coloured 
  coral in patches of rainbow colours; however the 
  floor has been worn flat. The walls beyond the 
  tunnel give off blue-green glows in places 
  providing low-light for all. The light does seem 
  to waver and move occasionally making rippling 
  shadows in the passageways and caves. 
   
  The echoes of the Songs of Sashelas still 
  sound about the caves. They sound like whale 
  song and seem to come from far away.  
   
  With the passage of time, the sea elves left 
  this shrine and moved on – leaving a Dreadguard. 
   
  A’Mals Baryaern was drawn here by the Pearl 
  Amulet of the Princess. He managed to bypass 
  the wheel door because the Amulet gave him the 
  ability to speak Aquan. One lucky guess (and 
  several hours research in Sir Ilchord’s library) and 
  he was in. Once inside A’Mals spoke Aquan and 
  with his smattering of arcane knowledge, he was 
  able to subvert the guardians to his will. 
   
  Since then A’Mals has spent many days 
  drawn to the Starfish Shrine and its Pearl Altar. In 
  supplicant to the Shrine and its altar, A’Mals has 
  used the ancient sea elf items to make contact 
  with the Sea Princess.  
   
  When the door with the wheel is opened then read 
  or paraphrase the following description: 
   
  Darkness lies ahead. A smooth bored hole 
  slopes away from the door. It looks a tight 
  squeeze being less than 2½ft in diameter. 
   
  The complete length of the tunnel beyond the 
  wheel door is only 2½ft wide at best. For medium-
  sized creatures, they have to squeeze into this 
  space and this means that: 
  • Each square uses up 2 squares of movement  
  • Also suffer -4 penalties on attack rolls and AC. 
   
   
  Anyone squeezing into the tunnel must state 
  whether they are entering feet first or head first. 
  Once inside, they cannot change from one to the 
  other and may be unable to help each other in the 
  event of a problem occurring. The tunnel stretches 
  for about 200 ft. with a slope of 1 in 6. In 
  construction the presence of deeper caves had 
  been divined and this then built directly towards 
  them. 
   
  7A: THE TUNNEL TRAP (EL2) 
  Read or paraphrase the following description as 
  the party approach the far end of the tunnel; 
   
  There is a light at the end of the tunnel. It is 
  blue. It is green. It is rippling within a chamber. 
   
  The end of the sloped tunnel enters the 
  cave at an angle so that the floor can be seen. 
   
  There is a glistening white ledge and a very 
  narrow bridge across to another ledge. The 
  bridge spans a pool of milky green water – 
  although that could be an effect of the strange 
  light. 
   
  The chamber itself is too wide for the party to get a 
  full picture of it until they reach the end. To do so 
  they have to negotiate the trap in the end of the 
  tunnel.  
   
  When anyone reaches square T2 then they 
  will set off the trap causing darts to fly out and 
  strike anyone in T1 or T2. The trap isn’t difficult to 
  find or disable for that matter, but the cramped 
  conditions and poison make the darts particularly 
  nasty.  
   
  � Fusillade of Darts: CR 2; mechanical; 
  location trigger;  manual reset; Atk +10 ranged 
  (1d6+1, dart); multiple targets (fires 1d4 darts at 
  each target in two adjacent 5ft squares); Search 
  DC14; Disable Device DC13. 
  ONWI6-01 Shoreswell 
   
  Page 13 
  
   
  7B: THE MILKY POOL CAVE (EL3)  
  Read or paraphrase this description when anyone 
  reaches the very end of the tunnel and may be 
  able to look all around: 
  The chamber is oval. The nearest ledge goes 
  round one wall and across a 12 inch wide 
  bridge to the far ledge. The far ledge has a 
  shell curtain draped before the wall.  
   
  Also the nearby ledge descends like a 
  ramp into the pool of fluid around the other 
  wall. 
   
  The fluid is hard to make out but moves 
  like milk. It is only a drop of 5ft from the tunnel 
  to the ledge. 
   
  From the tunnel exit, it is not difficult to spot the 
  waiting Elven dread guard (DC 12 Spot). If 
  spotted then describe the dread guard is as 
  follows; 
   
  A tall slim figure stands in the low light 30 feet 
  away. Its eyes glow red in a face of darkness. 
  The humanoid figure wears alien silver-banded 
  mail and two harpoons rest in its hand. 
   
   The Dreadguard could appear to the party to be 
  undead. This is a perfectly natural response to the 
  flashing red eyes and lack of a face or body. 
   
  When anyone steps into the chamber then 
  that triggers a question from the Dread guard.  
   
   
  “Rogillollo Sashelas e drowssoril?” 
   
   
   
  In Aquan – what is the name of the sword 
  of Deep Sashelas? 
   
  The correct answer must be given in a round, it is 
  Dolphin’s Tooth. If answered correctly then the 
  Elven dread guard leaves everyone alone. 
  However this is a minor detail of an obscure sea 
  Elven god (DC 26 Knowledge (history/the 
  Splintered Suns/religion)). 
   
  � Elven Dreadguard: hp 27; see Appendix 1. 
   
   
  If not correctly answered straight away, then the 
  dread guard will do the following;  
   
  Tactics: In the first round the Dreadguard throws 
  a harpoon through the curtain at the first PC. 
  Anyone using ranged weapons through a shell 
  curtain gives their target 20% concealment.  
   
  In the next round, the Dreadguard will attack. 
  However although the construct is mindless, it has 
  been told that it cannot pass through the shell 
  curtains. Thus the dreadguard retreats, shouting 
  “Flie-sha-carrcuda! (Intruders!)”.   
   
  It pushes straight into the concealed door, 
  which is hinged and balanced so that no extra 
  move is required as the door opens and closes 
  gracefully and silently.  
   
  The dread guard moves through the secret 
  passage at forty foot per round, onto the ledge and 
  attacks using its remaining harpoon in two hands. 
   
  The ledges around the chamber are 4 foot wide. 
  The pool is 15 foot deep and twenty feet below the 
  ledge and bridge. The pool is milky because it is 
  filled with calcium carbonate and other salts and 
  so can provide a refreshing dip.  
   
  The bridge is only 12 inches wide and can cause 
  problems with balance for anyone attempting to 
  cross. 
   
  • 
  DC 10 Balance if crossed at half speed. 
  Failure by four or less means the person 
  gets nowhere. Failure by 5 or more and 
  they fall in. 
  • 
  Add 5 to the DC if a PC tries to move at 
  normal speed across the bridge. 
  • 
  Anyone falling in the pool cannot be seen 
  from either above or inside the pool. If 
  they are wearing heavy or medium armour 
  and fail a swim check DC 10 (remember 
  that the armour check penalty is doubled) 
  then they cannot break the surface. 
  7C: THE MAZE INSIDE THE SHELL 
  The sea elves took the series of passages and 
  molded them into a small maze of tunnels much 
  like the inside of a spiral shell. The walls are 
  curved, the passages about 5ft wide. The stairs on 
  the map indicate where the passage dips and 
  curves, there are no actual steps at each point. 
   
   
  The concealed doors are not that hard to find but it 
  takes a full round to find them (DC 15 Search).  
   
   
  Eventually the party will come out at the far end of 
  the spiral maze. They find that there is a lowered 
  portcullis in a normal corridor; it has spikes that sit 
  in hole in the floor. 
   
  � Portcullis, iron: 2in thick bars; hardness 10; 
  60hp; Break DC25. 
   
   
  10 foot beyond the portcullis on one wall is a lever. 
  The lever operates the portcullis and A’Mals has 
  ONWI6-01 Shoreswell 
   
  Page 14 
  
  closed it. The lever moves horizontally and the 
  closed position is towards the portcullis. 
   
  It is up to the PC how they negotiate this 
  problem. They could simply try to lift the portcullis. 
  This will cause a good deal of grinding and 
  screeching from the gears above. They could 
  attempt to shoot the lever back towards the far 
  end of the corridor. 
   
  � Iron Lever: AC16; Damage required to move 
  lever to far end and raise the portcullis 4pts. 
   
  Any strange grinding noises or shouting will 
  probably reach the ears of A’Mals, but he is 
  meditating with his Princess so may not hear the 
  actions of the PC’s (A’Mals Listen DC18). 
   
   
   
  7D: THE STARFISH SHRINE OF DEEP 
  SASHELAS 
  The sea elves once inhabited the entire coastline 
  and used this as a base for their infrequent travels 
  on land. It gave them an ideal place to meet with 
  other races.  
   
  Over time the sea elves moved away and 
  developed more under the sea. Places such as 
  this one became lost in the memories of all but the 
  most religious sea elves. Then when a wandering 
  sea elf priest came back to administer to the 
  shrine and hallow its ground in the name of 
  Sashelas, he found that the humans had settled all 
  about. He left. 
   
  Soon no one came. 
   
   
  While the upper caves were taken over by 
  humans for a variety of purposes including service 
  to the faithful of Procan, the Starfish Shrine could 
  not be entered. 
   
  A’Mals finally managed to get in and he was 
  drawn by the aquatic power of the amulet. In the 
  Shrine, he felt closer to his Princess and she in 
  turn was able to summon him some aid. 
   
  That aid took the form of a water elemental 
  and six undead crabs as guardians. The water 
  elemental defended the waterfall above and acted 
  to cement A’Mals position within the smuggler 
  organization. The crabs guard him in the Shrine. 
  A’Mals also gave Gervis and Larket two of the sea 
  Elven artifacts, he found in the shrine. 
    
  Unless the party has made sufficient noise for 
  A’Mals to be aware of them, then he will be in a 
  reverie when they enter the chamber.  
   
  When the party enters this chamber then 
  describe what they see as follows; 
   
  The cave is large and shaped as a star. 
  Channels of the milky fluid flow down each 
  point. The floor slopes up towards the centre 
  where the milky fluid bubbles up into a pool.. 
  This gives the effect of the fluid pumping 
  through the star. 
   
  The walls have a good deal of coral dotted 
  about however this is all in poor condition. 
  Each point is filled with massive chunks of 
  rubble. 
    
  A shell curtain covers the near ledge 
  entrance. After that a 5ft wide bridge spans the 
  central pool to another ledge. A 3ft crab sits 
  between two large white pearls (4ft across) and 
  another far larger pearl is embedded in the 
  wall. 
   
   
  If A’Mals is still meditating then he will be 
  kneeling facing the largest pearl – a man dressed 
  in dirty silken shirt and hose. Otherwise he hides 
  in cover behind one of the smaller pearls and 
  orders his crabs to fight using the bestowed 
  authority of the Princess. This authority does not 
  extend beyond the Shrine. 
   
  The crabs serve A’Mals and do his bidding. 
  He has ordered them to attack anyone that enters 
  the Star Shrine. All six do this when a PC steps 
  through the shell curtain. 
   
  DM’s Note: The crabs aren’t normal. If a crab is 
  wounded then the PC attacking may notice 
  something strange about the wounds (DC 10 
  Spot). The crab has just an exoskeleton; no flesh 
  and no blood. This is a clue that they are undead. 
   
  Treasure: The Pearl Amulet of Sea Speech (133 
  gp), Pearl of Power – 1st Lvl (83 gp), Sea Horn of 
  Great Thunderclap (3 charges) (138 gp), Scroll of 
  Control Water 58gp),  3 pieces of research on the 
  Storm coast belonging to Sir Ilchord. 
   
  The treasure and sheets of research are 
  scattered about the floor near A’Mals. He found 
  the Pearl, Sea Horn and Scroll beside the large 
  Pearls. The large pearls are stone crafted and 
  drenched in the milky water until they went white. 
  They have no intrinsic value. All of these things 
  were made by the sea elves long ago. 
   
  CONCLUSION 
  This takes place once the party have returned to 
  Shoreswell and is depends on whether the party 
  goes back to see Sir Ilchord with his research 
  notes. 
   
  ONWI6-01 Shoreswell 
   
  Page 15 
  
  If so, then Sir Ilchord pays them 60 gold each for 
  the notes. He also would like to take a look at the 
  other sea elven artifacts found and he can 
  describe their abilities and use. 
   
  Finally in the next few days, Sir Ilchord can 
  provide the party with a parcel of answers for them 
  to courier back to Tarlesan upon which they each 
  receive a further 22 gold pieces. 
   
  So ends this adventure. Any member of the 
  party that helped recover the holy trident of Procan 
  and return it to the shrine receives the following on 
  their AR: 
   
  Favor of the Church of Procan: Returning the 
  holy trident back to the shrine of Shoreswell is a 
  valuable service for the Church of Procan. You 
  have earned their favor. This favor grants access 
  to the organization of the Stormseekers if all the 
  other requirements are met. Membership of this 
  organization is a pre-requisite for the Prestige 
  class – Stormsinger. Until this favor is expended, 
  the character is deemed to have an Influence 
  Point with the Church of Procan. 
   
  CAMPAIGN CONSEQUENCES 
   
  What happened to Gervis Hanger? 
   
  What was the fate of A’Mals? 
   
  Did the party set the sea elf, Loborea free? 
   
  Responses 
  should 
  be 
  sent 
  to 
  frenchwolf17@yahoo.com. 
  ONWI6-01 Shoreswell 
   
  Page 16 
  
  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 role playing) to each 
  character. 
   
  Encounter 1: the two warhorses 
  Calm or defeat the two warhorses 
  APL2  
  90 XP 
   
  Encounter 5B: the Flowing Steps 
  Negotiate the Swing Block trap 
  APL2 
  60 XP 
   
  Encounter 5c: the Smugglers Guardroom 
  Defeat the eight smuggler guards 
  APL2 
  120 XP 
   
  Encounter 5E: the Waterfall Stairs 
  Defeat or avoid the water elemental 
  APL2 
  60 XP 
   
  Encounter 5F: the Home of the Seawolf 
  Defeat Gervis and the brown mold chest 
  APL2 
  150 XP 
   
  Encounter 7A: the Tunnel Trap 
  Negotiate the Dart trap 
  APL2 
  60 XP 
   
  Encounter 7B: the Milky Pool Chamber 
  Defeat or avoid the guardian 
  APL2 
  90 XP 
   
  Encounter 7D: the Starfish Shrine 
  Defeat the undead crabs and A’Mals 
  APL2 
  90 XP 
   
   
  Story Award 
  Defeat Gervis and A’Mals 
  APL 2  
  90 XP 
   
  Discretionary roleplaying award 
  APL 2  
  90 XP 
   
  Total possible experience: 
  APL 2  
  900 XP 
   
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available.  A normal adventuring party can usually 
  gather this wealth in a round or so.  If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure.  Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.   
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  Encounter 1: the two warhorses 
  APL 2: Loot: 46 gp; Coin: 2 gp; Magic: 4 gp 
   
  Encounter 2: the smugglers guardroom 
  APL 2: Loot: 27 gp 2 sp; Coin: 8 sp; Magic: 0 gp 
  ONWI6-01 Shoreswell 
   
  Page 17 
  
   
  Encounter 5F: the Home of the Seawolf 
  APL 2: Loot: 26 gp; Coin: 12 gp; Magic: 204 gp – 
  potion of cure moderate wounds (25gp), potion of 
  shield of faith +2 (4gp), potion of sharkskin 
  (barkskin 
  +2) 
  (25gp), 
  Lesser 
  Necklace 
  of 
  Swimming (150gp) 
   
  Encounter 6A: Return to the Surface – Shrine 
  APL2: Loot: 0 gp; Coin: 0 gp; Magic: 37 gp – 3 
  potions of cure light wounds  (3 x 4gp) and a 
  potion of aid (25gp). 
   
  Encounter 7B: the Milky Pool Chamber 
  APL2: Loot: 35 gp; Coin 0 gp; Magic: 0 gp 
   
  Encounter 7D: the Starfish Shrine 
  APL2: Loot: 0 gp; Coin 0 gp; Magic: 412 gp – 
  Pearl Amulet of Sea Speech (133gp); Pearl of 
  Power – 1st lvl  (83gp); Sea Horn of Great 
  Thunderclap (3 charges)  (138gp); Scroll of 
  Control Water (58gp). 
   
  Denouement 
  APL2: Loot: 0 gp; Coin 82 gp; Magic 0 gp. 
   
  Total Possible Treasure 
  APL2: Loot 134 gp 2 sp; Coin 108 gp 8 sp; Magic 
  657 gp. 
   
  Special 
  Favor of the Church of Procan: Returning the 
  holy trident back to the shrine of Shoreswell is a 
  valuable service for the Church of Procan. You 
  have earned their favor. This favor grants access 
  to the organization of the Stormseekers if all the 
  other requirements are met. Membership of this 
  organization is a pre-requisite for the Prestige 
  class – Stormsinger. Until this favor is expended, 
  the character is deemed to have an Influence 
  Point with the Church of Procan. 
   
  Mark of the Star Shrine: For cleansing the Star 
  Shrine the PCs receive the Mark of Deep 
  Sashelas - three wavy green lines that appear just 
  behind each ear." 
   
    
   
   
   
   
  ONWI6-01 Shoreswell 
   
  Page 18 
  
  APPENDIX 1: APL2
  ENCOUNTER 1: THE TWO WARHORSES 
  Light Warhorse (2): Large Animal; CR1; HD 
  3d8+9 hp 22; Init +1; Spd 60 ft.; AC 16 (+2 leather 
  barding, –1 size, +1 Dex, +4 natural), touch 10, 
  flat-footed 15; Base Atk +2; Grp +9; Atk Hoof +4 
  melee (1d4+3); Full Atk 2 hooves +4 melee 
  (1d4+3) and bite –1 melee (1d3+1); Space/Reach 
  10 ft./5 ft.; SA –; SQ Low-light vision, scent; AL N; 
  SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 
  17, Int 2, Wis 13, Cha 6.  
  Skills and Feats: Listen +4, Spot +4; 
  Endurance, Run. 
  Possessions: 2 light warhorses (25gp), 2 sets 
  of leather armour barding (7gp), a suit of chainmail 
  (13gp), battleaxe (1gp), pouch with 6 gold and 60 
  silver pieces, potion of cure light wounds (4gp). 
   
  SMUGGLERS CAVES 
  ENCOUNTER 3: THE GUARDROOM 
  Pirates (8): male human War1; CR½; HD 1d8+1, 
  hp 6; Init +2; Spd 30ft; AC 16 (+3 studded leather 
  armour, +2 Dex., +1 dodge), flatfooted 13, touch 
  13; Base Atk +1; Grp +2; Atk +2 melee 
  (1d10+1/x3, halberd) or +2 melee (1d6+1, cutlass) 
  or +3 ranged (1d8/19-20, light crossbow); Full 
  Attack +2 melee (1d10+1/x3, halberd) or +2 melee 
  (1d6+1, cutlass) or +3 ranged (1d8/19-20, light 
  crossbow); Space/Reach 5ft/10ft (with halberd); 
  SA -; SQ -; AL CE; SV Fort +3, Ref +2, Will -1; 
  Str12, Dex14, Con13, Int10, Wis9, Cha8. 
   
  Skills and Feats: Dodge, Balance +4, Climb 
  +3, Jump +3, Listen +1, Use Rope +4. 
   
  Possessions: studded leather armour (7gp), 4 
  halberds (3gp), 4 cutlasses (5gp), light crossbow 
  (12gp), 24 bolts (2sp), 48 silver pieces (8sp). 
   
  ENCOUNTER 
  5: 
  THE 
  WATERFALL 
  STAIRS 
  Advanced 
  Water 
  Elemental, 
  Small; 
  Small 
  Elemental (Water, Extraplanar); CR2; HD 3d8+3, 
  hp 17; Init. +0; Spd 20 ft., swim 90 ft.; AC 17 (+1 
  size, +6 natural), touch 11, flat-footed 17; Base 
  Attack +1; Grp -1; Atk Slam +4 melee (1d6+3); 
  Full 
  Attack: 
  Slam 
  +4 
  melee 
  (1d6+3); 
  Space/Reach: 5 ft./5 ft.; SA Water mastery, 
  drench, vortex 
  SQ Darkvision 60 ft., elemental traits; AL NE; SV 
  Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, 
  Int 4, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +2, Spot +3; Power 
  Attack. 
   
   
  A water elemental can’t venture more than 
  180 feet from the body of water from which it was 
  conjured. It was conjured to the waterfall pool. 
   
  Water elementals speak Aquan but rarely 
  choose to do so. 
   
  Water Mastery (Ex): A water elemental gains 
  a +1 bonus on attack and damage rolls if both it 
  and its opponent are touching water. If the 
  opponent or the elemental is touching the ground, 
  the elemental takes a –4 penalty on attack and 
  damage rolls. (These modifiers are not included in 
  the statistics block.) 
   
  Drench (Ex): The elemental’s touch puts out 
  torches, campfires, exposed lanterns, and other 
  open flames of nonmagical origin if these are of 
  Large size or smaller. The creature can dispel 
  magical fire it touches as dispel magic (caster 
  level equals elemental’s HD). 
   
  Vortex (Su): The elemental can transform 
  itself into a whirlpool once every 10 minutes, 
  provided it is underwater, and remain in that form 
  for up to 1 round for every 2 HD it has. In vortex 
  form, the elemental can move through the water or 
  along the bottom at its swim speed. The vortex is 
  5 feet wide at the base, up to 15 feet wide at the 
  top, and 15 feet tall.  
   
  The elemental’s movement while in vortex 
  form does not provoke attacks of opportunity, even 
  if the elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  vortex if it touches or enters the vortex, or if the 
  elemental moves into or through the creature’s 
  space. 
   
  Tiny or smaller creatures might take damage 
  when caught in the vortex. The damage is 1d4. 
  and the creature may be swept up by it. An 
  affected creature must succeed on a Reflex save 
  when it comes into contact with the vortex or take 
  the indicated damage. It must also succeed on a  
  second Reflex save or be picked up bodily and 
  held 
  suspended 
  in 
  the 
  powerful 
  currents, 
  automatically taking damage each round. An 
  affected creature is allowed a Reflex save each 
  round to escape the vortex.  
   
  The creature still takes damage, but can leave 
  if the save is successful. The DC for saves against 
  the vortex’s effects varies with the elemental’s 
  size. The save DC is Strength-based. 
  ONWI6-01 Shoreswell 
   
  Page 19 
  
   
  Creatures trapped in the vortex cannot move 
  except to go where the elemental carries them or 
  to escape the whirlwind. Creatures caught in the 
  vortex can otherwise act normally, but must make 
  a Concentration check (DC 10 + spell level) to 
  cast a spell. 
   
  Creatures caught in the vortex take a –4 
  penalty to Dexterity and a –2 penalty on attack 
  rolls. The elemental can have only as many 
  creatures trapped inside the vortex at one time as 
  will fit inside the vortex’s volume. 
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  vortex happens to be.  
   
  A summoned elemental always ejects trapped 
  creatures before returning to its home plane. 
   
  If the vortex’s base touches the bottom, it 
  creates a swirling cloud of debris. This cloud is 
  centred on the elemental and has a diameter 
  equal to half the vortex’s height. The cloud 
  obscures all vision, including darkvision, beyond 5 
  feet. Creatures 5 feet away have concealment, 
  while those farther away have total concealment. 
   
  Those caught in the cloud must make a 
  Concentration check (DC 15 + spell level) to cast 
  a spell. 
   
  An elemental in vortex form cannot make slam 
  attacks and does not threaten the area around it. 
   
  ENCOUNTER 6.  THE HOME OF A 
  SEAWOLF 
  Gervis Hanger; Seawolf in Hybrid Form; CR 3; 
  Medium Magical Beast (Shapechanger); HD 
  4d10+8, hp 30; Init. +3; Spd 30ft., swim 20ft.; AC 
  17 (+3 Dex, +4 natural), touch 13, flatfooted 14; 
  Base Atk +4; Grp +6; Atk +7 melee (1d6+3, bite) 
  or +7 melee (1d8+3/x2,masterwork trident); Full 
  Atk +7 melee (1d6+3, bite) or +7 melee 
  (1d8+3/x2,masterwork 
  trident); 
  Space/Reach 
  5ft/5ft.; SA Curse; SQ Change shape, darkvision 
  60ft., hold breath, low-light vision, scent; AL CE; 
  SV Fort +6, Ref +7, Will +5 
  Str 15, Dex 17, Con 14, Int 10, Wis 14, Cha 12 
  Skills and Feats: Bluff +3, Disguise +3, Hide 
  +5, Listen +6, Move Silently +5, Profession (sailor) 
  +4, Spot +6, Swim +10; Iron Will, Stealthy, 
  Weapon focus (bite).  
   
  Possessions: Masterwork trident of Procan 
  marked with a wave crest (26gp), potion of cure 
  moderate wounds (25gp), potion of shield of faith 
  +2 (4gp), potion of sharkskin (barkskin +2) (25gp), 
  Lesser Necklace of Swimming (150gp), 72gp in 
  with the brown mold. 
   
  Appearance: 
  Gervis 
  is 
  tall 
  and 
  broad 
  shouldered. His hair is lank and matted and his 
  eyes hold a wild gleam. 
   
  Personality: He is a savage seawolf who has 
  beaten the majority of the pirates and villagers into 
  accepting his leadership.  
  Gervis was part of a large pack that raided the 
  Storm coast but the rest were slain by a wizard. 
  Gervis hates magic and hates arcane spellcasters 
  with a passion.  
  The seawolf is a supernatural beast, a 
  predator that lives for the opportunity to murder 
  humanoids and spread woe. 
  Tactics: Gervis is a very direct killer. He 
  wields a trident and uses its bite as a secondary 
  natural attack. Gervis will not flee. He fights to the 
  death in hybrid form with an arrogance bordering 
  on the insane. He can use the potion of sanctuary 
  to get nice and close to the fighters before 
  wreaking havoc. He will go for arcane spellcasters 
  over everyone. 
  Curse (Su): Any human bitten by a 
  seawolf in hybrid form must succeed on a DC 13 
  Will save or fall prey to a unique curse. On the 
  night of the next new moon, the character 
  transforms into a seawolf. The character’s ability 
  scores, class levels (and racial HD, if any), racial 
  traits, and other special abilities are replaced by 
  those of a seawolf. He or she also becomes 
  chaotic evil in alignment. The curse can be broken 
  by a successful break enchantment or remove 
  curse spell or effect, but the caster must succeed 
  on a caster level check (DC15) to successful undo 
  the curse (which restores the character’s race to 
  human). 
  Change Shape (Su): A seawolf’s natural 
  form is that of a wolf-headed seal, but it can 
  assume two other forms: a human or a wolf-
  human hybrid. The human form is unique; a 
  seawolf in human form always assumes the same 
  appearance and traits, much as a lycanthrope 
  would. In human form, a seawolf cannot use its 
  bite attack, and it does not convey its curse. 
  In hybrid form, a seawolf’s swim speed is reduced 
  to 20 feet, but it has a much faster land speed, 
  and it gains two claw attacks (or it can use its 
  claws to wield weapons, if it prefers). This form 
  otherwise resembles the seawolf form. 
  A seawolf remains in one form until it 
  chooses to assume a new one. A change in form 
  cannot be dispelled, nor does a seawolf revert to 
  its natural form when killed. A true seeing spell, 
  however, reveals its natural form if it is in human 
  form. 
  Hold Breath (Ex): A seawolf can hold its 
  breath for a number of rounds equal to 6 x its 
  ONWI6-01 Shoreswell 
   
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  Constitution score before it risks drowning. For a 
  typical seawolf, this is 84 rounds or over 8 
  minutes. 
  Skills: A seawolf has a +8 racial bonus on 
  any Swim check to perform a special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
   
   
  CORAL CAVES 
  8. THE MILKY POOL CAVE 
  Sea 
  Elven 
  Dread 
  Guard; 
  CR2; 
  Medium 
  Construct; HD 5d10, hp 27; Init. +0; Spd 20ft. 
  (can’t run); AC 16 (+6 masterwork banded mail), 
  touch 10, flat-footed 16; Base Attack +3; Grp +6; 
  Attack*: +6 melee (1d10+4, harpoon + Ref save) 
  or +6 ranged (1d10+3/x2, 30ft, harpoon); Full 
  Attack*: +6 melee (1d10+4, harpoon) or +6 ranged 
  (1d10+3/x2, 30ft, harpoon); Space/Reach: 5ft./5ft.; 
  SA -; SQ Cold resistance 10, construct traits, fire 
  resistance 10.; AL N; SV Fort +1, Ref +1, Will +2; 
  Str 17, Dex 11, Con –, Int 6, Wis 13, Cha 2.  
  Skills and Feats:  - 
  Possessions: 2 harpoons (2gp), masterwork 
  banded mail (33gp). 
   
  * - Harpoon: the harpoon is a broad-bladed spear 
  forges with barbs. The shaft of a harpoon has a 
  trailing rope attached, to control harpooned 
  opponents. Though designed for hunting whales 
  and other sea creatures, the harpoon can be used 
  on dry land. 
   
  If it deals damage, the harpoon lodges in an 
  opponent who fails on a Reflex save (DC10 + the 
  damage dealt). A harpooned creature moves at 
  only half speed and cannot run or charge. If you 
  control the trailing rope by succeeding on an 
  opposed Strength check while holding it; the 
  harpooned creature can move only within the 
  limits that the rope allows (the trailing rope is 30ft 
  long). If the harpooned creature attempts to cast a 
  spell, it must succeed on a Concentration check or 
  lose the spell.  
   
  The harpooned creature can pull the harpoon 
  from its wound if it has two free hands and takes a 
  full-round action to do so, but it deals damage to 
  itself equal to the initial damage that the harpoon 
  dealt. A character who succeeds on a DC15 Heal 
  check can remove the harpoon without further 
  damage. 
   
  ENCOUNTER 10. THE STARFISH SHRINE 
  OF DEEP SASHELAS (EL3) 
  Monstrous Crab Skeletons (5): CR 1/3; Small 
  Undead; HD 1d12, hp 9; Init +5, Spd 20ft.; AC 17 
  (+1 size, +5 natural, +1 Dex.), touch 12, flat-footed 
  16; Base Atk +1; Grp -3; Atk +1 melee (1d4+1, 
  claw); Full Atk +1/+1 melee (1d4+1, claws); 
  Space/Reach 5 ft./5 ft.; SA Constrict 2d4, 
  improved grab; SQ Amphibious, damage reduction 
  5/bludgeoning, darkvision 60ft., immunity to cold, 
  undead traits; AL NE; SV Fort +0, Ref +1, Will +2; 
  Str 10, Dex 13, Con –, Int –, Wis 10, Cha 1. 
   
  Skills and Feats: Improved Initiative 
   
  Constrict (Ex): a monstrous crab deals 
  damage equal to twice its normal claw damage as 
  a free action without provoking attacks of 
  opportunity on a successful grapple check.  
   
  Improved Grab (Ex): To use this ability, a 
  crab must firs hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can then 
  constrict. Monstrous crabs gain a +4 racial bonus 
  to grapple checks. 
   
  Amphibious (Ex): Although monstrous crabs 
  are aquatic, they can survive indefinitely on land. 
   
  A’Mals Baryaern; Male human Aristocrat1; CR 0; 
  Medium Humanoid (human); HD 1d8+1, hp 7; Init 
  +2; Spd 30ft.; AC  12 (+2 Dex.), touch 12, flat-
  footed 10; Base Atk +0; Grp +1; Atk –; Full Atk –; 
  Space/Reach 5 ft./5 ft.; SA –; SQ –; AL NE;  SV 
  Fort +1, Ref +2, Will +1; Str 13, Dex 14, Con 12, 
  Int 15, Wis 8, Cha 10. 
  Skills and Feats: Bluff +4, Gather Info +4, 
  Knowledge Arcana +9, Knowledge History +6, 
  Knowledge Nobility +6, Speak Languages IIII, 
  Swim +5; Skill Focus (Knowledge (Arcana)). 
  Languages: Common, Draconic, Halfling, 
  Elven, Suel, Flan, Aquan. 
   
  Appearance: He is tall and thin with a long 
  nose. His noble clothes have become scuffed and 
  dirty since A’Mals became drawn into the power of 
  the Princess’ Amulet.  
   
  Personality:  A’Mals is a coward and a natural 
  scholar. He is also very arrogant and selfish. He 
  uses his family connections to study in various 
  libraries in a bid to gather power. 
   
  Possessions: The Pearl Amulet of Sea 
  Speech (133 gp), Pearl of Power – 1st Lvl (83 gp), 
  Sea Horn of Great Thunderclap (3 charges) (138 
  gp), Scroll of Control Water 58gp),  3 pieces of 
  research on the Storm coast belonging to Sir 
  Ilchord. 
   
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  APPENDIX 2: NPCS  
  � Devor the Stormseeker: Male human Com2 
   
  Skills 
  and 
  Feats: 
  Heal 
  +5, 
  Knowledge 
  (Religion) +2, Swim +3, Survival +5; Toughness. 
   
  Languages: Common.  
   
  Appearance: Devor is of an above average 
  athletic build thanks to the swimming. However at 
  first he is covered in welts and bruises from the 
  torture of Gervis.  
   
  Personality: Devoted and faithful to the sea, 
  Devor feels strongly that his faith helps save lives 
  along the Storm Coast. The man is in awe of the 
  power of Procan. 
   
  He will offer to aid the party if they return the 
  trident.   He wants the trident back but is afraid of 
  Gervis. Gervis threatened to kill him many times 
  and has beaten him a lot. Devor is an acolyte of 
  Procan and as such has no divine magic but he 
  can use mundane healing to help other prisoners.  
   
  � Loborea the half-elf: Female Half-sea elf 
  fighter1; Str13, Dex16.  
   
  Skills and Feats: Handle Animal +3, Swim +7, 
  Weapon focus (trident).  
   
  Languages: Aquan, Common 
   
  Appearance: Loborea appears to be a half-
  elven woman. However she is covered in welts 
  from whippings by Gervis. Her long hair is 
  covering her gills. 
   
  Personality: Tight-lipped and graceful, she has 
  been using her water to keep herself alive. 
  However Loborea is weak and feeble. 
   
  She was captured off the Coast and given to 
  the smugglers. She pretends to be a sailor off the 
  merchant ship Maelstrom (which does not exist) 
  that was attacked out of Sornhill. Someone may 
  see through this bluff (DC 12 Sense Motive). 
   
  She can tell the party that the prisoners were 
  due to go to the Storm Isles in the next few days, 
  when Larket returns – something she heard over 
  the last few weeks. 
   
  � Nadina Werdlan: Female Human Com1 
   
  Appearance: She is a young and attractive 
  brunette. 
   
  Personality: At first Nadina is excited by the 
  attention of Gervis but that will change.  She is 
  friendly and capable in the Sail Inn. Most people 
  like her and vice versa. She pays little attention to 
  what is happening in the village. 
   
  � Sir 
  Ilchord 
  Baryaern: 
  Male 
  Human 
  Aristocrat1/Wizard6. 
   
  Appearance: He is an old man with worn fine 
  clothes. 
   
  Personality: Sir Ilchord has two sides to his 
  personality. On the one hand he is a noble of the 
  Baryaern clan and expects to be treated with 
  respect. However his driving passion is his 
  studies. He is interested in the Storm Coast, its 
  history, races and mythology. Anyone else with a 
  modicum of intelligence that shows interest in 
  these fields will be treated by Sir Ilchord as an 
  equal.  
   
  � Zeltar Werdlan: Male human Com4 
   
  Skills and Feats: Gather Info +6, Profession 
  (barkeep) +6. Improved Unarmed Strike. 
   
  Languages: Common   
   
  Appearance: Zeltar is a small nondescript 
  man, slightly balding on top.  
   
  Personality: He left Ahlissa to avoid its harsh 
  laws. Then found himself in an out of the way 
  tavern under Brotherhood rule. They took his wife. 
   Now he lives for his Inn and his daughter. 
  However Zeltar is not sure how to handle his 
  daughter and her hormones.  
   
  He likes to serve people. He is a good source 
  of information and gets on well with his customers. 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  APPENDIX 5: NEW MAGIC 
  ITEMS  
  Lesser Necklace of Swimming: This silver 
  necklace has a wave pattern etched into the pearl. 
  It grants the wearer a +5 competence bonus on 
  Swim checks 3 times per day. Each time lasts for 
  ten minutes. 
   
  Faint Transmutation; CL 2nd; Craft Wondrous 
  Item; creator must have a 5 ranks in the Swim 
  skill; Price 1800 gp. 
   
  Pearl Amulet of Sea Speech:: This amulet is 
  beautifully crafted using a large blue pearl as the 
  centerpiece. The necklace grants its wearer the 
  ability 
  to 
  understand 
  the 
  language 
  Aquan 
  continuously. 
   
  Faint Divination; CL 3rd; Craft Wondrous Item; 
  comprehend languages, creator must be able to 
  speak Aquan; Price 2000 gp; Weight 2lb. 
   
  Sea Horn of Great Thunderclap: (based on 
  necklace of Fireballs Type I and using the Spell 
  Compendium): This narwhal’s horn is two foot 
  long and spirals to a point. When the horn is blown 
  the spell Great Thunderclap occurs. The horn only 
  works three times before its power is used up and 
  the horn reverts to normal.  
   
  Faint Evocation; CL 5th; Craft Wondrous Item; 
  Great Thunderclap; Price 1,650 gp. 
   
  Great Thunderclap 
  Evocation (Sonic) 
  Level:  Sor/Wiz 3 
  Components: V, S, F. 
  Casting Time: 1 standard action 
  Range: Medium (100ft + 10ft/level) 
  Area:: 20-ft radius spread 
  Duration: Instantaneous 
  Saving Throw: See Text 
  Spell Resistance: No 
  You create a loud noise equivalent to a peal of 
  thunder. The spell has three effects. First, all 
  creatures in the area must make Will saves to 
  avoid being stunned for 1 round. Second, the 
  creatures must make Fortitude saves or be 
  deafened for 1 minute. Third, they must make 
  Reflex saves or fall prone. Creatures that cannot 
  hear are not stunned, but might still fall prone. 
   
   
    
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Onnwal/596/Intro mods/ONWI6-01 - Shoreswell/ONWI6-01 - Shoreswell.pdf