TEXT: ISBN 978-1-62283-190-6
  
  Created By: Nicolas Logue
  Contributing Authors: Lou Agresta, Tim Hitchcock, John Ling, Nicolas Logue 
  Special Guest Designers: Wolfgang Baur, Adam Daigle, Tom Knauss,  
  Frank Mentzer, Richard Pett, David Posener, Craig Shackleton,  
  Greg A. Vaughan, Brendan Victorson
  Swords & Wizardry Conversion: Matthew J. Finch, James Redmon, Skeeter Green
  Developers: Lou Agresta, Nicolas Logue, Greg A. Vaughan
  Producers: Lou Agresta, Bill Webb
  Editors: Lou Agresta
  Editorial Assistance: Rone Barton, Erik Frankhouse, David Hall, John E. Ling,  
  Jeremy Miller, Ernest Mueller, Jeff Spencer 
  Ruleset Conversion: John E. Ling
  Electronic File Conversion: Jeffrey Hersh, Robb Lukasik, Karen McDonald (God-Empress of the 
  Universe), Tim Shadow, Rob Smith
  D20Pro Electronic File Conversions: Rachel Ventura (Blonde Frog)
  Art Direction: Lou Agresta, Nicolas Logue, Charles A. Wright
  Template Design and Layout: Tiara Lynn Agresta & Charles A. Wright
  Production Artist: Tracy VanTilburg
  Additional Design and Touchups: Erik Frankhouse
  Cover Art: Wayne Reynolds
  Interior Art: Rowena Aitken, Richard Clark, David Day, Steve Ellis, Andrew Hou, Eric Lofgren, 
  Claudio Pozas, Wayne Reynolds, Ted Reed, Tony Schmidt, Cynthia Shephard, Hugo Solis, & Savage 
  Mojo’s: Aaron Acevedo, Alec Acevedo, Chris Malidore, Chris Bivins, and Carly Sorge
  Cartography: Robert Altbauer, Erik Frankhouse,  
  Rob Lazzaretti, Sean Macdonald, Hugo Solis
  Playtesters: Jason Schaff, Sridhar Ayengar, Robert Gee,  
  and Erik Frankhouse and The Crew
  Special Thanks: Patient and supportive fans everywhere! Lou would like to thank Jeff Spencer, 
  whose monumental proofreading chops and willingness to work all hours crossed the border from 
  titanic into flat out Herculean, and Rone Barton and Erik Frankhouse for the brainstorming sessions 
  clarifying organization and contributing ideas – don’t know what I’d have done without them! 
  Skeeter Green would like to thank James Redmon and Matthew J. Finch, without whom this version 
  of the book would never have been possible. Thanks guys!
  
  ii
  Razor Coast
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  Razor Coast Copyright 2013 Frog God Games, LLC; Authors Lou Agresta, 
  Tim Hitchcock, John Ling, Nicolas Logue
  
  iv
  Razor Coast
  Table of Contents
  CHAPTER ONE 
  Into the Razor   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 1
  CHAPTER TWO 
  Build an Adventure Path  .  .  .  .  .  .  .  .  .  .  .  .23
  CHAPTER THREE 
  Port Shaw   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .105
  CHAPTER FOUR 
  Beneath and Near Port Shaw  .  .  .  .  .  .  .  . 137
  CHAPTER FIVE 
  To Sail the Razor Sea  .  .  .  .  .  .  .  .  .  .  .  .  . 171
  CHAPTER SIX 
  Night of the Shark  .  .  .  .  .  .  .  .  .  .  .  .  .  . 209
  CHAPTER SEVEN 
  The Kraken Strikes  .  .  .  .  .  .  .  .  .  .  .  .  .  . 231
  APPENDIX ONE 
  Everything New Except Monsters  .  .  .  .  .264
  APPENDIX TWO 
  Recurring NPCs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 270
  APPENDIX THREE 
  Bestiary  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .272
  APPENDIX FOUR 
  Gazetteer of the Greater Razor Coast  .  .284
  APPENDIX FIVE 
  Book of Indulgences .  .  .  .  .  .  .  .  .  .  .  .  .  .293
  APPENDIX SIX 
  Deep Waters by Frank Mentzer  .  .  .  .  .  . 365
  APPENDIX SEVEN 
  Handouts  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 389
  APPENDIX EIGHT 
  Campaign Worksheets  .  .  .  .  .  .  .  .  .  .  .  . 393
  
  v
  
  vi
  Razor Coast
  
  vii
  Introduction to the Razor Coast
  The Razor Coast has drawn men to madness and slaughter since the world was young. 
  Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long 
  before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and 
  its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. 
  The Razor bucks the trappings of civilization in much the same manner the storm-tossed 
  sea spurns the men who dare mount her. This is no place for the weak-willed. Untested 
  souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of 
  unfathomable creatures. No less dangerous are the men who make the coast their home 
  and whose dark desires put most horrors to shame. 
  Every year another colony of hopeful settlers springs up, only to be silenced by the 
  unforgiving landscape or butchered by fearsome tribes of monsters lurking just beyond 
  the tree line. Yet still the colonists come in their hundreds, lured to the coast’s riches: 
  its kava, its jocas fruit and koa wood, to name but a few. All treasures worth twice their 
  weight in gold and all ripe for the picking along the Razor. Mossy placards emblazoned 
  with the bold names of these colonies’ founders are the only testament left to their brief, 
  prideful existence. The last chapter of their story is now told in dust and ash. 
  Port Shaw is the only survivor. The town clings to the coast like the sea’s most 
  stubborn barnacle, impossible to scrape from the Razor’s edge. At times it limps along, 
  vexed by demons, angry gods, cannibal tribes, dread pirate armadas and worse; but at 
  present the city thrives as foreign vessels flock to its harbor, their holds hungry for whale 
  oil and other treasures. 
  Port Shaw menaces and delights in equal extremes. Treasures and pleasures abound in 
  this whaling boomtown, but evil and abandon take almost every soul who comes her way. 
  This playground of pirates is ruled by the crushing fist of the Municipal Dragoons and 
  filled with both the ancient curses of the coast’s Tulita natives and dark secrets of its own. 
  It is an easy place to die, and a town where countless legends are born . . . 
  - Reiker Glassgrinder, accredited naturalist of the  
  Guild of Cartographers and Explorers 
  I
  n
  t
  r
  o
  d
  u
  c
  ti
  o
  n
  to
   t
  he
   R
  az
  or
   C
  oa
  st
  
  viii
  Razor Coast
  A Quick Note Before We Begin
  Razor Coast was originally written for the Pathfinder 
  Roleplaying Game by Nick Logue, and was edited and 
  produced by Lou Agresta. For better or worse, I have made 
  some very significant changes to the setting/campaign, so 
  Lou’s original introduction, which is to be found here in 
  the Pathfinder version, no longer fits the subsequent pages 
  particularly well.
  One of the signal differences between the two 
  introductions is that Lou introduces the Razor Coast as 
  a pure sandbox campaign, which, in the language of the 
  so-called “old schoolers” is not entirely correct. It’s true for 
  Pathfinder—don’t get me wrong—but over the years, the 
  definitions of the words “sandbox” and “campaign” have 
  evolved to have a very different meaning than many Swords 
  & Wizardry players might use.
  Campaigns
  In the original wargamer’s parlance, the word 
  “campaign” had the same usage common among modern 
  RPG players, meaning a series of linked scenarios that were 
  each affected by the results of the scenario that came before. 
  The origin of the wargaming word is, as one might expect, 
  military—armies went into the country (the true, original 
  use of the word), to capture or destroy a series of military 
  objectives. This longer-than-one-battle sequence was what 
  the wargamers sought to emulate on the tabletop or board. 
  Since a series of linked scenarios was generally defined, 
  for wargamers, in terms of the terrain and the objectives, 
  a campaign was usually very dependent upon the overall 
  map. When fantasy wargaming began, fantasy maps were 
  created to house the campaigns. Then, in the manner of 
  linguistic change, these fantasy worlds began to be referred 
  to as the “campaign,” even though the term originally meant 
  the sequence of scenarios. This isn’t to say that the fantasy 
  wargamers were wrong—campaign (or rather campagne) 
  means countryside—but it created a dual gamer-definition 
  of the word that persists to this day.
  Thus, when the author and producer of the Pathfinder 
  version say that the Razor Coast is a “campaign,” what they 
  mean is that it is a series of linked adventures in which the 
  earlier adventures affect some of the parameters of the later 
  ones. Essentially, the Razor Coast is like a vast and free-
  wheeling version of the game’s early, tournament-series 
  modules. Granted, these tournament modules, by their very 
  nature, restricted the players’ ability to engage in general 
  exploration. However, many of these, such as the Giants 
  series and the Slavers series, are generally perceived as the 
  great classics of the game.
  For the gamers who started playing in the earliest days 
  of fantasy roleplaying (but weren’t wargamers) a campaign 
  isn’t so much a series of adventures, it is a campaign 
  setting. A setting is a map, an area, a region that isn’t so 
  much defined as a series of adventures as by its lack of 
  any required sequence of events. In a sense, the word 
  “campaign” meaning a series of expected scenarios, and 
  the word “campaign” meaning the wide-open spaces of an 
  undetermined future for the characters, have fundamentally 
  opposite meanings. 
  The Swords & Wizardry version of Razor Coast is a 
  campaign in both senses of the word. This region is well 
  and richly described in some areas, and left open for the 
  Referee’s own development in other areas. The series of 
  adventures woven into it can be seen as nothing more than 
  a resource, they can be used as a full sequence like in the 
  old mode of tournament play, or they can be used in bits 
  and pieces as stand-alone events.
  Sandboxes
  Just as the term “campaign” has gone through multiple 
  usages, so has the term “sandbox.” At this particular 
  moment, early in the year 2013, sandboxes are considered 
  the sine qua non of old school adventuring. I tend to agree, 
  provided that the gaming group has the time for it and the 
  players themselves enjoy directing the events between the 
  actual adventures. Some people prefer to skip to the good 
  parts, or to play one-shot adventures, or to let the Referee 
  dictate the more pedestrian parts of the characters’ stories. 
  I would be the last person to condemn this type of episodic 
  gaming as somehow inauthentic or inferior—especially in 
  this day and age when time is at a tremendous premium for 
  so many of us.
  As I mentioned above, Razor Coast was designed as a 
  freewheeling series of linked adventures, but not so much 
  as a vehicle for breaking away from the adventure sequence. 
  Indeed, the Pathfinder draft of the book does not contain 
  a region-specific random encounter table for waterborne 
  adventuring.  That isn’t an omission, since there’s a perfectly 
  good set of tables in the rulebooks, but it points out that the 
  focus of the Pathfinder version is the adventures rather than 
  the countryside. 
  In the case of the Swords & Wizardry version, we had 
  in addition to myself a tremendously talented team of 
  adapters: Skeeter Green, James Redmon, and Jeff Harkness. 
  Our goal was to supplement the double-barreled adventure 
  sequence that weaves through the Razor Coast with 
  sandbox tools, such as the random encounter chart, and 
  also to downplay some of the elements that were originally 
  designed to move the adventure sequences forward, thereby 
  making it easier for the players to go on side-adventures 
  without causing undue grief to the hardworking Referee. 
  By doing so, I think we have successfully navigated – if the 
  gentle reader will pardon me the nautical analogy – a safe 
  channel between the shoals of “paralysis-by-too-many-
  choices” on the one hand, and the sharp rocks of “too-
  scripted” on the other hand. Some readers will no doubt 
  feel that the balance we have struck is neither the finest 
  nor the fittest that could have been achieved, for this is the 
  
  ix
  Introduction to the Razor Coast
  nature of a balancing act. However, there are many pure 
  sandboxes, and many pure adventure-sequences, but not so 
  many books that weave the two together. The book you are 
  about to read is something extremely appropriate to its own 
  subject matter—a hybrid form.
  From this point onward in the introduction, you 
  are reading a highly-edited version of Lou Agresta’s 
  introduction to the Pathfinder version, adapted to 
  the nature of the Swords & Wizardry version. I have 
  removed his signature from the bottom, because I have so 
  dramatically altered the details of what he wrote.
  Good Gaming in the Demesnes of the Pirates!
  — Matt Finch
  Welcome to Razor Coast
  Razor Coast is a sandbox-style, mini-campaign setting 
  and toolkit that guides the Referee to create a high-fantasy, 
  age of sail adventure path for a party of player characters 
  ranging from 3rd to as high as 10th level. The action of 
  the campaign runs from the iniquitous town of Port Shaw, 
  into the catacombs and sewers beneath this city, along the 
  Razor Coast, and both atop and below the waves of the 
  mysterious Razor Sea. Detailed within are adventuring 
  sites, a host of diabolical villains, potential enemies and 
  allies, and countless insidious plots set around a struggling, 
  isolated whaling port, a port founded by foreigners seeking 
  to extract local riches for their own gain. The book also 
  contains a gazetteer of the Razor Coast that lists unexplored 
  regions, presents all manner of new items—mundane and 
  magical—new monsters, optional rules, and a host of other 
  exciting game-play possibilities. 
  Who is this book for?
  This book is designed for the Swords & Wizardry 
  Referee who wants to add a bit of Caribbean-Sea pirate 
  flavor into a campaign, whether as a source of ideas, as 
  a demi-plane or alternate world, or as a pre-prepared 
  campaign setting. Since the general level of technology 
  in this area is higher than the average fantasy campaign 
  (roughly the 17th century CE), there should be some sort of 
  barrier separating it from a traditional campaign, whether 
  that is a planar barrier, a physical barrier such as a wall of 
  storms, a barrier in distance (e.g., it’s on the other side of 
  the world and the only way to get there is with powerful 
  magic), a barrier in space (e.g., it’s on the world’s moon 
  or an nearby planet, as Mars in the Barsoom books), or a 
  barrier in time that requires time traveling magic to reach.
  What is inside?
  Here is an overview of what you will find in the chapters 
  of Razor Coast:
  This introduction 
  Tells you what the book Razor Coast is, what it is not, 
  explains some new ways of using old terminology, and 
  outlines what you can expect to find inside.
  Chapter 1 – Into the Razor
  Contains an overview of the Razor Coast’s recent history, 
  introduces Port Shaw – the adventurers’ most likely home base 
  – and describes the setting’s primary movers and shakers. 
  Chapter 2 – Build an Adventure Path
  Provides the road map for building your Razor Coast 
  campaign. This chapter is a combination blueprint, 
  instruction manual, Referee advice guide, and roadmap. 
  It reveals the hidden power structures in the Razor, 
  summarizes all the plots and subplots that are going on 
  behind the scenes, and organizes the adventure possibilities 
  by level.
  Chapter 3 – Port Shaw
  In addition to introducing your players to Port Shaw – 
  the so-called ‘civilized’ world’s toe-hold in the Razor – this 
  chapter holds everything you need to get your campaign 
  started: hooks to introduce existing characters to Razor 
  Coast, vignettes to set the scene and convey the flavor of 
  this infamous city, rumors and whispers to intrigue the 
  party, encounters to show them Port Shaw’s rougher side, 
  and a menu of incidents to entice your players to take those 
  first baby steps into what we call the “Background Plots.” 
  Background Plots are current status of major ongoing 
  events in the Razor, along with information about how the 
  characters can influence them or be influenced by them. . 
  Chapter 3 also details many of the important NPCs and 
  their locations in Port Shaw.  
  Chapter 4 – Beneath and Near Port Shaw
  You thought Port Shaw was bad? Wait until your 
  players venture outside the city or below it. Chapter 
  4 gives you all you need for navigating the ancient and 
  foully infested sewers below ground, lays out rumors and 
  Producer’s Note – 
  Bemoaning Undead 
  Cannibal Pygmies
  As you will come to notice, the Producer likes  
  cannibal pygmies, preferably undead or mutating, and 
  wishes the Author had included them without his help. 
  
  x
  Razor Coast
  dangles adventure opportunities to draw the party out of 
  the city, and serves up new monsters. Key locations outside 
  Port Shaw draw your players deeper into the campaign’s 
  Background Plots, while beneath Port Shaw seven sections 
  of sewer provide important clues, some of which may 
  prompt them to set sail for the horizon.  
  Chapter 5 – To Sail the Razor Sea 
  It takes a ship to sail the Razor, and Chapter 5 explores 
  what players need to know about the high seas: acquiring 
  a vessel, gauging the weather, and more. This chapter 
  provides encounters to challenge the party while on the 
  ocean. It includes important adventures and scenarios that 
  set the stage for some of the main Background Plots. It also 
  includes undead cannibal pygmies!
  Chapter 6 – Night of the Shark
  All the encounters involved in the first of Razor 
  Coast’s two Background Plots. Night of the Shark takes 
  place because Port Shaw is (at the beginning of the mini-
  campaign) at the mercy of Dajobas’ wereshark minions, 
  with only the adventurers to foil a surprise assault and 
  prevent the Shark God from returning to devour the 
  world. Provides a step-by-step guide to designing and 
  executing your campaign’s own unique Night of the Shark 
  Background Plot.  
  Chapter 7 – The Kraken Strikes
  What could be worse than a revenant Shark God bent 
  on devouring all existence? The Krakenfiend of course. 
  This chapter contains all the encounters required to 
  bring the foul and intricate plots of Harthagoa – spawn 
  of Demogorgon and a she-kraken – to a head. The 
  players must rally their allies, still reeling from a night of 
  weresharks and blood, to defeat the monster that has time 
  and again handily crushed the Razor’s most potent heroes.
  Appendix
  Razor Coast provides your players a host of new options. 
  We accumulated them here for easy reference. We’ve also 
  assembled for Referee convenience all the new items, 
  optional rules, stats for recurring NPC types, and every new 
  monster created for Razor Coast, except those found in 
  the supplemental material. Additionally, we tossed in extra 
  blank copies of the worksheets, checklists, and tracking tools 
  from Chapter 2. Finally, the Appendix delivers inspiration, 
  outlining all the mysteries and terrors of the region – 
  especially those not developed elsewhere in the book – and 
  invites Referees to come play in the sandbox.
  Tell Me About This Book
  Razor Coast is both setting and campaign, written 
  sandbox style. It is a toolkit intended to help Referees 
  construct their own series of adventures from the 
  encounters and seeds provided. The book anticipates some 
  Referees might want to ignore the embedded campaign 
  altogether and simply explore the Razor. The creator 
  describes many sections of the Razor Coast specifically 
  to jumpstart such creativity, but deliberately leaves them 
  undeveloped, inviting your imagination to come play. If that 
  is your bent, please indulge! 
  Let us know how it goes. Consider posting a play 
  report on www.talesofthefroggod.com, but be warned: 
  if your characters run into the NPCs as written, the 
  underlying web of connections written into the book 
  may draw players into the embedded campaign despite a 
  Referee’s best intentions. 
  Design Overview
  The plot of Razor Coast is non-linear, but the campaign 
  has a trajectory because its major villains work hard to 
  drive their own sinister plans to fruition. As a result, two 
  overarching series of events—one minor and one major—
  are embedded in the campaign. There is no pre-defined 
  path, no encounter map the adventurers must walk, to 
  engage these events. Instead, we divided the encounters 
  of the campaign into stand-alone encounters that work on 
  their own, and mini-adventures that are related to the more 
  significant underlying events being driven by the area’s 
  major villains. 
  Finally, I’d like to offer a note of personal thanks for 
  the unending patience, encouragement, and support 
  of the gaming community. This just would never have 
  been possible without your steadfastness, generosity, and 
  unflappable support for the creative arts.
  Without further ado, I present Nicolas Logue’s Razor 
  Coast. Please enjoy!
   
  —  Lou Agresta 
   Razor Coast, Editor/Producer 
   
  (Lover of Undead Cannibal Pygmies… 
  er wait…that came out wrong)
  
  1
  Chapter One: Into the Razor
  Into
  the 
  Razor
  Rule the Razor you say? A fool’s ambition. The subtleties 
  and perils of this realm are manifold. Land and sea commit 
  murder at the whim of ancient gods. Men’s smiles hide 
  a thousand knives. Those fooled into believing that the 
  Kraken’s tentacles are more fearsome than its insidious and 
  far-reaching schemes soon find themselves cruelly enlightened 
  – usually moments before calamity claims their souls. The 
  Razor is too vast, its terrors too multitudinous, for even 
  the bravest adventurer to conquer. It won’t stop them from 
  trying though, and that means good business for me. I thank 
  the gods daily for sending so many fools into this world.  
   
  — Saldrin Seaheart,
   
   
  local guide and purveyor of “adventuring supplies” 
  CHAPTER ONE
  
  2
  Razor Coast
  Into the Razor
  Create A Razor 
  Coast Campaign
  Port Shaw
  Beneath and Near 
  Port Shaw
  
  3
  Chapter One: Into the Razor
  This chapter contains the keys to adventuring on 
  the Razor, as well as to exploring the background of the 
  campaign, including all the most important background 
  information for the Referee, non-player characters and 
  events of Razor Coast. 
  The first chapter is divided into three sections: section 
  one provides a backdrop on the sordid and mystery-
  shrouded history of the Razor Coast region; section two 
  details Port Shaw as a home base for the characters; and 
  the third, entitled Dramatis Personae, introduces several of 
  the most important (and most colorful) characters involved 
  in the background plots. How the characters interact with 
  the Dramatis Personae determines much of the adventure’s 
  outcome. 
  Life on the Razor
  The Razor Coast is a land of promise and danger. Balmy 
  weather throughout most of the year ensures plentiful 
  crops, and the lush green of the coast grows unchecked 
  during the lengthy wet season. Still, the elements do their 
  best to keep life exciting for residents. Tropical storms 
  sweep down the coast on a moment’s notice. Earthquakes 
  strike with little warning. The volcanic Dreadsmoke 
  Mountains threaten eruption and tidal waves wash away 
  whole villages, sucking them out to sea. Those hardy 
  enough to survive, however, enjoy a land filled with natural 
  treasures, bountiful food and all the trappings of paradise. 
  Yet the beacon of paradise, by its nature, draws evil to its 
  shores. Men and women with conquest in their merciless 
  hearts, freebooters who slaughter the innocent for gain, 
  and inscrutable sea monsters all flock to the Razor to make 
  their fortunes or hunt their prey. This is no place for a soul 
  unskilled with blade or spell, and only the most hardened 
  adventurers make their livelihood on the Razor.
  Recent History of the Razor
  The Tulita Diaspora
  The Tulita are a fierce and proud island people with 
  extremely complex social mores and strong shamanic and 
  monastic traditions. Once a force to be feared, they repelled 
  not only the most ferocious of sahuagin raiding parties, 
  but also brutal attacks by the Karikanti tribes of Blacksink 
  Marsh. 
  Their small communities survived by harvesting 
  tropical fruits and nutrient-rich vegetables while carefully 
  controlling hunting. They appeased the spirits of Whale, 
  Turtle and Dolphin with offerings and rituals, hoping to 
  keep the Shark at bay forever. The Tulitas’ only contact with 
  other civilizations was limited to their association with a 
  locathah kingdom below the waves.
  Then the ships came: strange towering vessels, five times 
  the size of a Tulita war canoe, spitting smoke from dozens 
  of angry metal maws. Like Lakano Mua, the Red Misery, 
  and other legendary dragons of old these foreign vessels 
  sailed into Kai Bay and blocked out the rising sun’s rays with 
  their stretched canvas wings. 
  Soon after the first explorers stepped ashore, merchant 
  cogs, three-masted frigates and whaling ships arrived in 
  droves. Giant dromons and slave barges from the far off 
  hell of Carcass laid siege to the Tulita as well. All manner of 
  strange men and women rode these wooden monstrosities. 
  Humans, elves, dwarves, orcs and other races soon 
  established settlements in the area, though the Razor’s 
  savage mysteries as swiftly snuffed most of these out. 
  The Tulita believed the old gods of the sea sent these 
  travelers and attempted to accommodate their needs at 
  first, but it swiftly grew apparent these newcomers’ ways 
  were not in accordance with the Tulitas’. Many abused 
  Tulita hospitality and destroyed land the tribes held dear. 
  The travelers butchered the Whale, spreading a red stain of 
  blood across the ocean, until this totemic defender of the 
  Tulita ceased to visit Kai Bay or entreat with the shamans. 
  Other newcomers sold whole tribes into misery at the pox-
  ridden slave markets of Carcass. 
  Whale-silence and seas of blood mean only one thing 
  to the Tulita – the Time of the Shark is at hand. Many of 
  the Tulita, rendered awestruck by the newcomers’ glass 
  beads and shining gold, delayed the tribes’ response to these 
  affronts to the old gods, but finally a handful of stalwart 
  Tulita tribes went to war. 
  The resulting conflicts sprayed the coast in blood. 
  In the end, the newcomers’ weapons of steel and smoke 
  proved too much for even the fiercest Tulita. The natives, 
  fragmented in their leadership and outnumbered by ever-
  arriving waves of foreign ships, tore apart from within. 
  They devolved to fighting amongst themselves, as some 
  The Razor in Razor Coast
  The Razor Coast is named for the dangerous shoals 
  and reefs dotting the Razor Sea. These hazards 
  cut down vessels like a scythe to wheat, and have 
  claimed thousands of ships over the centuries. Lost 
  treasures and the sunken ships of ancient cultures 
  long forgotten earned the Coast its other moniker 
  – the Seafarer’s Graveyard. No respectable seaman 
  utters this nickname while at sea. It is ill luck to do so 
  and brings calamity upon the ship, for the deep holds 
  many mysteries and attracting their attention always 
  proves unwise.
  
  4
  Razor Coast
  Into the Razor
  Create A Razor 
  Coast Campaign
  Port Shaw
  Beneath and Near 
  Port Shaw
  tribes swore allegiance to the newcomers in exchange for 
  powerful weapons – and then turned to settling past feuds. 
  So it came to pass that the mighty Tulita, who once 
  slaughtered the aboleth enclaves of Shaldroon and pushed 
  their hideous skum-armies back into the depths, suffered 
  dismal defeat. In the wake of the war, the newcomers forced 
  the Tulita Grand Lodge to grant honors, land, and the titles 
  of chief and elder to the most powerful and influential of 
  their conquerors. 
  The Tulita became prisoners in their own lands. Many 
  believed mother Pele had turned her back on them, 
  and hundreds converted to the myriad religions of their 
  oppressors. Other Tulita fled to outlying islands or retreated 
  deeper into the monster-ridden interior. One way or 
  another, they left their ancestral home of Kai Bay forever, 
  abandoning it to the invaders. 
  After the conflict, more explorers, adventurers, 
  merchants, farmers, missionaries and whalers arrived, 
  accumulating in the city of Port Shaw, which grew like a 
  tumor. Once a paradise cove, forbidden to all but the great 
  kings of the Tulita, Port Shaw is now a den of unwashed 
  whalers and scurvy pirates. Their continued predations 
  drive Whale further from the shore every year. Grandfather 
  Turtle, his eggs snatched from beaches and senselessly 
  smashed by the newcomers, no longer visits the Razor. 
  Dolphin’s cries are silenced, strangled in the fishing fleet’s 
  great nets. The Tulita are alone.
  Port Shaw —  
  Adventurers Home Base
  Port Shaw, a young port town, sprang up at the very heart 
  of an ancient culture and promptly polluted its most treasured 
  and sacred landscape – the coastline encircling Kai Bay. Once 
  a crucible where Pele’s fires smoldered in the sea and birthed 
  land, Port Shaw now squats on the birthplace of the first Tulita 
  and dumps its muddy waste into the sacred waters.
  Founding of Port Shaw
  A renegade captain named Aldrin Shaw, having long ago 
  dispensed with whatever loyalty he bore the distant nation 
  of his birth, settled here with his fleet of freebooters. 
  Aldrin fought hard in several campaigns against the 
  Tulita, and when the war wound down, he claimed the bay 
  as his own. Captain Shaw and his men built the port town 
  by hacking plank and board from the surrounding forest and 
  constructing dozens of long piers that pierce the sanctity of 
  the bay like so many knives. They raised houses, chandlers, 
  inns, warehouses, taverns and brothels to lure trade and 
  accommodate the host of explorers and treasure hunters who 
  descended like locusts upon the ripe, virgin coast. 
  Port Shaw attracted a dangerous breed of brigand and 
  cutthroat, and the bayside settlement quickly grew perilous 
  for any traveler off his guard. Smugglers, pirates, outlaws and 
  outcasts filled out the population. In Port Shaw the streets are 
  unruly, the docks downright deadly after dark, and the only law 
  in town remains the brutal iron fist of the Municipal Dragoons.
  Port Shaw Today
  Port Shaw is divided into loose districts. Like any pirate 
  town, there are no legal boundaries of any kind, and the 
  districts themselves grow and shrink with each passing year. 
  The Dragoons patrol each, though anarchy reigns in Tide 
  and Bawd districts after dark. They blithely ignore most 
  murders, assaults and robberies unless a powerful member 
  of the Lodge takes an interest or a violent act disrupts the 
  tycoons’ lucrative business endeavors.  
  The Lodge
  After the war against the Tulita ended, the victorious 
  colonials, determined to police both the colonists and the 
  conquered Tulita natives, co-opted the Tulitas’ political 
  organization and renamed their own ruling body the Lodge.
  Once revered for their experience and spiritual wisdom, 
  Lodge members no longer number among the most sage of the 
  Tulita. Since the conflict, most who sit in the Lodge are merely 
  wealthy foreigners or Tulita puppets who dance to their tune. 
  Today’s Lodge “elders” are mere merchants with their hands on 
  the gold, pearls and sunken treasure beneath the Razor’s waves, 
  busy raping the rich bounty of the coast’s natural treasures. 
  Other elders are displaced or disgraced aristocrats 
  who fled their own lands and now play god in Port Shaw. 
  Most of these bought their titles with gold and mercenary 
  blades and now take obscene liberties, indulging their every 
  debauched whim. Port Shaw’s ruling body does little good 
  for its citizens, while parasites suck as many riches from the 
  region as possible – then retire in luxury.
  Municipal Dragoons
  The Lodge created the Municipal Dragoons to ensure 
  order in Port Shaw, their capital city – for themselves, not 
  their citizens. When drunken whalers wreak mayhem in 
  the streets and pirates prey on fat cargo freighters with 
  abandon, the elders’ precious profits stand in jeopardy. 
  They formed the Dragoons, a force of sellswords and 
  militiamen, most of whom were pirates or smugglers before 
  signing up for a regular salary, to keep the streets safe at night 
  and the waters pirate-free. Though they bedeck themselves in 
  royal blue uniforms with tasseled shoulders and carry shining 
  sabers, in practice the Dragoons bear more resemblance to a 
  gang of pirate marauders than civic peacekeepers – but these 
  cutthroats are on the Lodge’s leash. 
  Gregory Bonedeuce, the current leader of the Dragoons, 
  commands Fort Stormshield and captains Bonedeuce’s Pride, 
  the most impressive man-o-war ever to cut the waves of the 
  Razor Sea. 
  
  5
  Chapter One: Into the Razor
  The Districts
  The following are the major districts of Port Shaw, but 
  many smaller neighborhoods cling to the cracks between 
  them or nestle within their larger fellows.  
  Silk District
  Home to Port Shaw’s artisans and artists, where many of 
  the town’s tailors, coopers, dressmakers, apothecaries and 
  other artisans ply their trades and keep their quarters. More 
  than a few artists exiled from their homeland maintain 
  exhibition halls and meager residences in Silk. The avant-
  garde of Port Shaw are a mishmash of artists from diverse 
  cultures, hailing from all across the world. 
  Tulita traditional arts and performance (most notably 
  their dance and musical traditions) add to the mix, making 
  Silk District a melodious and entertaining quarter to visit 
  both day and night. Many of the Tulita arts practiced 
  and taught here cater distinctly to tourists and are highly 
  demystified – watered down and oversimplified to cater to 
  the lowest cultural denominator. The lure of Silk District’s 
  coin and pleasures commercializes the natives’ culture; an 
  aspect of Port Shaw constantly criticized by the remaining 
  traditionalist Tulita tribes along the Razor. 
   Jade District 
  The lair of Port Shaw’s wealthiest upper crust – or at 
  least where most aristocrats of the Coast maintain their 
  “city residences.” Many of the richest citizens of Port 
  Shaw also own plantations on the outskirts of the city, or 
  spend some of the year aboard luxurious pleasure barges, 
  intermittently restocking at Jade.
  Shops and upscale markets cater to these displaced 
  aristocrats, offering the latest fashions from far-off ports of 
  call and every decadent tea, spice, textile or other good the 
  rich simply cannot live without. The personal bodyguards 
  of these pampered debutants prowl the streets here. Many 
  of these warriors fashion themselves after the knights of 
  distant kingdoms across the Razor Sea and swear oaths of 
  allegiance to the loathsome aristocrats they serve, displaying 
  whatever ridiculous crest or insignia their employer takes 
  for a coat of arms. The oaths of these ruthless sellswords 
  are only as binding as the weight of their masters’ gold; 
  still, anyone who looks like they do not belong in Jade gets 
  tossed.  
  Bawd District
  The low-burning, smoky tar lanterns of Bawd call sailors 
  and other visitors to her dark twisting alleys and dock-ways, 
  luring them to experiment with exotic and far-ranging 
  narcotics, to lose their shirts (and occasionally their teeth) 
  at gambling dens, to enjoy Port Shaw’s infamous houses 
  of ill repute and to attend her myriad entertainments: 
  performances from the Speckled Eyes snake charmer’s 
  guild, baboon fights, gourd-gazing seers, legendary scorpion 
  baths, noose races and other wild spectacles. 
  Bawd district is also home to The Broken Skull tavern, 
  a well-known pugilists’ den, where nightly matches of 
  
  6
  Razor Coast
  Into the Razor
  Create A Razor 
  Coast Campaign
  Port Shaw
  Beneath and Near 
  Port Shaw
  grit, stamina and blood on sawdust entertain the drinking 
  crowd. Gangs and guilds of beggars and thieves are a 
  constant nuisance in this quarter, most of who kick back 
  “tribute” to the Municipal Dragoons in exchange for 
  freedom to pursue their business interests. Gang wars 
  occasionally break out, resulting in bloody mayhem that can 
  go on for weeks at a time. Eventually the Dragoons step in 
  and quell these conflicts, usually by taking the highest offer 
  from one warring faction and wiping out their adversaries.
  Tide District
  The docks of Tide District are the epicenter of the 
  town, where the constant comings and goings of merchant, 
  fishing, and whaling vessels create permanent bedlam on the 
  boardwalks. Few goods or services in the world cannot be 
  procured in Tide, for the right price. In this bustling district, 
  ships restock their holds, off-load their cargo and trade their 
  goods from distant shores in exchange for local commodities, 
  angling to fetch a handsome price in a far-off port. 
  Tide is as subtly lethal as its namesake. The district 
  literally pulls people in from the sea, or back out, never to 
  be heard from again. Press gangs steal drunks off the docks 
  to toil at the oars. Slavers pick off loners and indigents to 
  add to the sweaty hordes in the holds of their dromons, 
  destined for sale in the reeking markets of Carcass. Dock-
  walking whores garrote well-heeled marks, and slide their 
  pouches from blood-slick belts. Vicious knife-gangs like the 
  Salty Dogs roam in packs and tear apart Tide’s weakest, like 
  jackals taking down a young gazelle on the savannah. Tide 
  after sundown is no place to stroll unarmed or alone. 
  Plantations
  Fields of pineapple, taro patches, sugar cane, mango 
  trees and other delicacies worth a king’s ransom ring the 
  interior-facing side of Port Shaw, wealth growing by the 
  acre. These sprawling estates look like paradise from a 
  distance, their rich colorful treasures waving in the cool 
  breeze. A closer view reveals the sweaty sheen of dark-
  skinned Tulita and the crack of their overseers’ whips. 
  The plantations are a place of misery, and sadly one of the 
  only places left for displaced Tulita struggling to survive 
  in the face of the Razor Sea’s most dangerous encroaching 
  predator – civilization. Their verdant lands no longer belong 
  to the tribes, so now the most they can hope is to slave on 
  property they once owned – for barely enough food to feed 
  their families. The conditions at different plantations vary. 
  Some owners at least make an effort to treat the Tulita as 
  treasured employees, while they work the land their fathers 
  owned for the profit of their new masters. 
  Outskirts
  Life on the Razor forces many of the unfortunate and 
  downtrodden to live beyond Fort Stormshield on the 
  outskirts of Port Shaw. Bare survival on the edge of a 
  
  7
  Chapter One: Into the Razor
  harsh wilderness teeming with monsters is the fate of such 
  outcasts. Most of the surviving Tulita population lingers in 
  the Outskirts, as do those friends of the Tulita people who 
  need to hide from the rulers of Port Shaw – without leaving 
  the city’s shadow. 
  Struggling against disease, famine, and aggressive 
  predators, some of these proud people cling to life with 
  the strength of their ancestors – even as their gods 
  turn away. Others are beyond hope. More than half the 
  Tulita population has been enslaved and toils under the 
  backbreaking yoke of the plantations. Many of the rest – 
  brothers, fathers and sons – take berths on whaling ships, 
  leaving their loved ones to struggle in the Outskirts. Those 
  left behind hope to make enough gold to buy back their 
  family’s lands. Those who depart rarely return, as slavers 
  posing as whalers lure gullible natives aboard before making 
  a beeline for Carcass’ festering markets. Their orphaned 
  families persist in the Outskirts, filled with hope, anger and 
  despair in equal measure.
  Dramatis Personae
  Several of the important non-player characters of the 
  Razor Coast are not tied to a single location, but appear 
  multiple times throughout the course of the campaign. 
  These non-player characters are presented here 
  in complete detail, along with their connection to the 
  background plots of the campaign and their relationships to 
  other dramatis personae.
  The Arch Villains
  The major antagonists of the campaign are presented 
  below. The characters will not discover this information 
  quickly, and much of it they will never learn at all. This 
  information is a resource for you as the Referee, allowing 
  you to work outside the location key when the players 
  start thinking outside the box. There is no need to rush 
  the introduction of these forces of evil; eventually the 
  Characters will cross their paths. 
  The Chosen One of Dajobas
  Dalang Jalamar is the unholy herald of the savage god 
  Dajobas and intends to satisfy his master’s lust for wholesale 
  slaughter. Jalamar no longer sees himself as one of the 
  pathetic mortal humanoids whom he served diligently when 
  he still wore the robes of Quell. His life among the people of 
  the coast seems a fever dream now – a hallucination from 
  sick days spent wallowing in ignorance of his master’s glory. 
  He sees his former flock as prey, and he savors the taste of 
  their flesh in his mouth. 
  Jalamar is driven to prepare for Dajobas’ second coming 
  — a dark future that beclouds the fate of the Razor like 
  squid ink clouds water. He waits patiently for the night of 
  the full moon when he plans to announce Dajobas’ return 
  to the World in an orgy of terror and blood.
  In human form, Jalamar is a large, well-muscled, dark 
  skinned man, his head shorn bald. Bare-chested, Jalamar 
  wears his holy symbol of Dajobas (the pried-open jaws of 
  a small shark) on a heavy chain hung loosely around his 
  neck. His chest is marked with two long jagged shark bite 
  scars, one on either side. He wears loose-fitting silk pants 
  and a bejeweled belt from which he hangs his sacred punch 
  daggers, the Teeth of Dajobas. 
  In hybrid form, Dalang Jalamar is a jet-black shark-man. 
  He hunches over, and a serrated fin crests his back. His 
  maw is enormous and filled with row upon row of pearly 
  white, razor teeth. Unlike other items, the thick chain 
  bearing his holy symbol absorbs into the skin covering his 
  large bulging neck. 
  In shark form, he is a midnight black shark with 
  smoldering red eyes. His scars turn fiery red, appearing 
  almost like two jagged red stripes of unholy light along his 
  flanks.
  The Shark
  Long ago, long before the strangers came to their 
  lands, a tribe of Tulita turned to the worship of a 
  shark idol they called Dajobas. Embodying the fierce 
  nature of the shark and the urge to destroy and con-
  sume all, Dajobas was born of their prayers. He quick-
  ly claimed a wide following among the more warlike 
  clans of the Tulita. The sahuagin also bowed to his 
  power, and before long the shark god claimed all the 
  Razor Coast as his dominion. Bloody ruin ruled the 
  waves and shores for over a decade. The senseless 
  slaughter wiped out whole tribes, and entire peoples 
  drowned in their own blood. 
  Only years later, after countless massacres and wars 
  of attrition, a group of powerful shamans among the 
  Tulita banded together and called upon older ocean 
  spirits to stop the horror of Dajobas. The Whale, the 
  Dolphin and the Turtle rose against the shark god 
  and cast him so far out to sea he would never harm 
  their people again. Since then, Dajobas has waited.
  When the strangers arrived, they used the power 
  of their massive ships to greatly weaken the other 
  spirits of the seas. The newcomers hunt the Whale 
  to near extinction, they chase the Turtle from his 
  beaches, and their enormous fishing nets drown the 
  Dolphin. With the other spirits dwindling, the Time of 
  the Shark returns and with it the dark god Dajobas. 
  Dalang Jalamar is his new Chosen One, transformed 
  to bring Dajobas’ dark message to all the people of 
  the Razor Coast and to administer the shark-god’s 
  razor-toothed kiss to a new flock.
  
  8
  Razor Coast
  Into the Razor
  Create A Razor 
  Coast Campaign
  Port Shaw
  Beneath and Near 
  Port Shaw
  In any form, Dalang speaks the language of sharks. He 
  has a 75% chance to control normal sharks (up to 8HD), 
  and giant sharks (HD13) have a 50% chance to fall under the 
  sway of his persuasiveness. The commands that Dalang can 
  give to sharks include “friend,” “foe,” “flee,” “bring that,” and 
  “attack.” The commands are generally useful for combat and 
  guarding; sharks do not have long memories or much in the 
  way of abstract thought.
  Dalang Jalamar, Wereshark human form (Clr11): HD 
  9+2; HP 47; AC 9[10]; Atk 2 +2 punching daggers (1d4+2, 
  wounding); Move 12; Save 5; AL C; CL/XP 14/2,600; Spe-
  cial: hit only by magic or silver weapons, lycanthropy, +2 
  save vs. paralysis and poison, spells (4/4/4/3/3);
  Dalang Jalamar, Wereshark hybrid form (Clr11):  
  HD 9+2; HP 47; AC 2[17]; Atk bite (1d6+2), 2 +2 punching 
  daggers (1d4+2, wounding); Move 12 (swim 18); Save 5; 
  AL C; CL/XP 14/2,600; Special: control sharks (75% normal, 
  50% giant), hit only by magic or silver weapons, lycanthro-
  py, +2 save vs. paralysis and poison, spells (4/4/4/3/3);
  Dalang Jalamar, Wereshark animal form (Clr11): HD 
  9+2; HP 47; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 
  24); Save 5; AL C; CL/XP 14/2,600; Special: control sharks 
  (75% normal, 50% giant), hit only by magic or silver weap-
  ons, lycanthropy, +2 save vs. paralysis and poison, spells 
  (4/4/4/3/3). 
  Spells: 1st—cause light wounds (x2), detect good, 
  protection from good; 2nd— bless, hold person (x2), 
  silence 15-foot radius; 3rd—cause disease, prayer, 
  remove curse; 4th—cause serious wounds, poison, pro-
  tection from good 10ft radius.
  Equipment: loose-fitting silk pants, hemp shoes, 
  Teeth of Dajobas (+2 punching daggers, two of them, 
  Teeth of Dajobas
  These +2 punching daggers (1d4+2) were fashioned 
  out of the teeth of an ancient great white shark. Over 
  time, they have had a way of coming into the posses-
  sion of an individual who has been selected by Dajobas 
  to serve as his Chosen Champion—even if the possessor 
  is unaware of the selection. Lawful and neutral creatures 
  may wield these weapons, but they will only function as 
  +1 daggers unless they are in the hands of a creature of 
  Chaotic alignment. Any Chaotic creatures holding the 
  daggers will hear horrible whisperings in their mind, 
  driving them to commit great atrocities in the name of 
  Dajobas.
  A successful attack with either of these daggers 
  causes the wounding effect in the target. Each hit 
  causes 1 hp of bleeding damage per round until the 
  target receives any magical healing. 
  The possessor of either one of the teeth can curse a 
  struck opponent once per day (save avoids).  If both 
  teeth are possessed, this can be used twice per day. The 
  curse causes the victim to suffer a –4 penalty to attacks 
  and saving throws until the curse is removed.
  When brought together by a lycanthrope (of any type, 
  not just weresharks), the Teeth of Dajobas can create a 
  blade barrier (the blades are actually whirling shark’s 
  teeth) once per day.   
  To destroy the Teeth of Dajobas, each weapon must 
  first be sundered into three pieces. Once the weapons 
  are sundered, one piece of each weapon must be fed to 
  a whale, a turtle, and a dolphin. 
  
  9
  Chapter One: Into the Razor
  1d4+2, wounding; see sidebox), unholy symbol of 
  Dajobas.
  Tactics: Jalamar’s tactics vary greatly from encounter 
  to encounter (and form to form). When hunting, he fights 
  in shark form, but when battling capable foes (like the 
  Characters) he fights in hybrid form to better use the Teeth 
  of Dajobas. 
  Thanks to his keen scent, especially in hybrid and 
  shark forms, almost nothing surprises Jalamar. When 
  fighting enemies alongside his Razortooth Raiders, he 
  casts protection from good, 10ft radius, then attempts to 
  cast hold person on the strongest-looking fighter on the 
  opposing side.
  Jalamar revels in melee combat. He enjoys the frenzy of 
  battle, the rush of the kill, and most of all the taste of fear 
  and blood in his razored mouth. He is fond of toying with 
  weaker foes as a child plays with his food, but once he tastes 
  blood he fights until either he or the opposition lies slain.
  The Crooked Commandant
  Gregory Bonedeuce did not make a deal with the devil, 
  but allying with the aquatic offspring of Demogorgon is 
  not far off. Gregory was born into the wealthy Bonedeuce 
  family in the County of Axepry, far across the sea. Spoiled 
  as a boy, he grew into a tempestuous young man. Naturally 
  gifted in many arenas, a shining future lay ahead of him 
  but his avarice, arrogance and inability to appreciate others 
  without secretly coveting their talents and possessions led 
  him down a darker road. Unable to respect his betters, 
  he instead learned to kill them, training religiously in 
  the deadly art of swordplay and developing a less than 
  honorable combat style. He slew over a dozen rivals in duels 
  before earning the enmity of enough people to force his 
  exodus to Port Shaw. 
  When he arrived in the land of promise, Bonedeuce 
  took a commission with the Dragoons. His baleful pride 
  still at work, Gregory quickly decided his talents were 
  unappreciated by his superiors. Discontent boiled inside 
  him when he was given a mere captainship and not made 
  commandant the instant he signed up. 
  While captaining a two-masted schooner named 
  Windspear, he encountered the Krakenfiend at sea. 
  Harthagoa crushed his vessel like a handful of matchsticks 
  and drowned the crew, sparing only Bonedeuce. The 
  Demon Below dragged the impotent captain to his coral 
  fortress and offered him riches and influence beyond all 
  conception in exchange for unquestioning allegiance. 
  Refusal would offer Gregory only a crushing death in the 
  dark cold reaches of the sea. A mere captain with no wealth 
  or family connections on this side of the ocean — and 
  little chance of advancing much further in the Dragoons 
  — a heady combination of ambition and sense of self-
  preservation seized him. Captain Gregory Bonedeuce swore 
  service to the Krakenfiend, and with those words birthed 
  their fell union. 
  The Krakenfiend set many events in motion to ensure 
  Gregory Bonedeuce’s rise in the Dragoons. For example, 
  shortly after this chance encounter, a war between Port 
  Shaw and the Pirate King Garr Bloodbane broke out. The 
  Krakenfiend fed Gregory important intelligence about 
  the pirate armada’s movements, affording the Bonedeuce 
  several decisive victories and all the glory and honor due a 
  hero – never truthfully earned.  
  The Great Betrayal
  No matter how glorious Bonedeuce’s achievements, 
  one commander continually proved his better. Jacob 
  Razor, whose kin discovered the Coast in ages past, was a 
  legendary pirate and formerly a member of Bloodbane’s 
  own crew. Razor gave up the skull-and-cross to serve 
  Port Shaw after a lovely elven freebooter named Bethany 
  Moonsliver stole his heart. Jacob left the service of the 
  Pirate King and married his sylvan love, defecting to Port 
  Shaw’s side in the bloody conflict. Razor’s skill as a seaman 
  was beyond comprehension, his bravery in battle second to 
  none, and his intimate knowledge of the Pirate King’s tactics 
  aided him in his fight against Bloodbane’s armada. 
  Bethany was a skilled captain in her own right and 
  trained in the druidic traditions of her ancestors. The 
  couple seemed invincible, singlehandedly turning the 
  tide of war. Jacob Razor’s victories far outshone Gregory 
  Bonedeuce’s, and scuttlebutt among the higher ups of Port 
  Shaw hinted Jacob was first in line for commandant of Port 
  Shaw’s Municipal Dragoons, once he defeated Bloodbane.
  Harthagoa was not about to allow the Razors to ruin 
  his ambitions for Gregory Bonedeuce. The Krakenfiend 
  concocted a simple plan. By this time, the Pirate King Garr 
  Bloodbane, beleaguered and hard pressed, retained only his 
  command ship, the Dark Lady, and one more seaworthy 
  frigate, Devil’s Grasp. Garr holed up near an atoll not far 
  from Beacon Island to lay low and rebuild his fleet. 
  Harthagoa informed Bonedeuce of the Pirate King’s 
  hideaway, commanding the captain to inform Jacob Razor 
  as well. Razor suggested his fast running man-o-war, 
  Razor’s Edge, team up with Bonedeuce’s current command, 
  the Pride, and quickly ambush Bloodbane before they 
  missed their chance and he went to ground again. With no 
  time to gather a fleet, the two captains engaged Garr in the 
  bedlam of battle. By the end of it, Pride was crippled, and 
  Garr’s Dark Lady rested below the waves. Garr Bloodbane 
  himself met death on Razor’s sword during a brief boarding 
  action. But triumph turned to dark betrayal. 
  Jacob Razor, bloodied and barely able to swim after his 
  brutal battle with the Pirate King aboard the sinking Dark 
  Lady, staggered to the deck of the Pride. Even as Gregory 
  Bonedeuce pulled his fellow captain from the waves, he 
  rammed a dagger into Jacob’s ribs. Disbelief written on his 
  
  10
  Razor Coast
  Into the Razor
  Create A Razor 
  Coast Campaign
  Port Shaw
  Beneath and Near 
  Port Shaw
  face, Jacob Razor watched his heart’s blood stain the deck. 
  A lookout on Jacob’s ship spotted the calumny. Before the 
  survivors among his crew could turn their ship about and 
  avenge their beloved captain, a forest of barbed tentacles 
  rose from the deep and dragged Razor’s Edge with all 
  witnesses down to the crushing deeps. Gregory Bonedeuce 
  shoved the dying Captain Razor over the side to sink to the 
  ocean floor alongside his beloved ship, thus becoming the 
  sole surviving captain of the last Pirate War. 
  Bonedeuce ordered the crippled Pride to run aground 
  on Beacon Island, where he proceeded to hunt and murder 
  his surviving crew. A week later, a passing patrol spotted the 
  stranded Pride and rescued Bonedeuce. He told the tale of the 
  battle upon his return, extolling the bravery of Jacob Razor, 
  relating his fellow captain’s heroic fall to Garr’s battleaxe, and 
  claiming to have brought the Pride to shore, single handed. 
  Bonedeuce also took credit for Garr’s death himself, claiming 
  he slew the pirate just before the powder main on the Razor’s 
  Edge exploded and sank the ship with no survivors. 
  Bonedeuce’s appointment to commandant followed hard 
  upon the heels of this supposed triumph. After his rise to 
  power in the Dragoons, the traitorous captain spent years 
  recruiting other high-ranking commanders into the Ring 
  of the Kraken, ensuring that when the day of Harthagoa’s 
  long planned assault on Port Shaw comes, the city will stand 
  defenseless. Through Bonedeuce, the Dragoons’ fleet of ships 
  and Fort Stormshield’s cannons … all belong to Harthagoa. 
  The Man, Himself
  Gregory Bonedeuce is arrogant and his sense of 
  entitlement knows no bounds. His pride is his greatest 
  weakness, as he cannot stomach an insult or affront to his 
  honor. Intelligent Characters can exploit this flaw and use 
  Bonedeuce’s bloated sense of self-worth to force his hand 
  in certain situations, or even breed bad blood between the 
  Commandant and other antagonists in the campaign. For 
  one, Bonedeuce is not overly fond of Elder Hargrove and 
  chafes at sharing leadership of the Ring with a tired old man 
  who, truth be told, reminds him of his overbearing noble 
  father. 
  As one of the most important members of the Ring, 
  Gregory communicates often with his dark master below 
  the waves. Once he brands the last of the respected 
  commanders with the Mark of the Kraken, he will notify 
  Harthagoa in the hopes their assault can begin.
  Meeting Bonedeuce
  The Characters likely meet Gregory Bonedeuce face 
  to face early in the campaign. He is a strikingly handsome 
  man, with chiseled features and cool blue eyes like the 
  sea in winter. Always well dressed in his crisp uniform of 
  white and royal blue, Gregory bears several medals and 
  marks of distinction upon his jacket and enjoys a good 
  cigar. He swathes his shoulders in a snow-white silken 
  gentleman’s cape trimmed with blue velvet and is never 
  without his commandant’s hat, also decorated with medals 
  and trimmed with silver. Gregory is an excellent specimen 
  of warrior, with a lithe frame and panther-like movements. 
  He crops his jet-black hair short and his tanned skin is 
  unblemished save for the Krakenfiend’s mark, a ringed scar 
  concealed beneath his right armpit. 
  Gregory can be charming or terrifying depending 
  on his intended effect. If the Characters are law-abiding 
  citizens keeping their noses out of his less-than-respectable 
  affairs, Gregory befriends them, soon treating them like old 
  shipmates. He is an excellent carouser and dancer, and he 
  plays a mean ditty on the fiddle – a skill much appreciated 
  in Port Shaw. He is also quick with a jest, generous with his 
  money, and capable of feigning interest in the Characters’ 
  well being. 
  Once he earns their trust, the commandant attempts 
  to use the party to deal with other problems vexing him. 
  For example, if Falken Drango is at large, he laments the 
  murderous outlaw’s escape, hoping the Characters offer 
  to track the pirate down for him. If the Characters seem 
  interested in noble pursuits, he points them towards 
  Bonegnaw’s smuggling ring (since the gnoll has refused to 
  pay any bribes to Gregory).
  If the Characters prove unruly or unreceptive to 
  Bonedeuce’s friendly overtures, he watches them closely to 
  determine if they are a threat to Harthagoa’s plan. He may 
  find a reason to challenge a character to a duel to first blood 
  (or have one of his Dragoons do so) in order to evaluate 
  their skill at arms. 
  If the Characters actions suggest an interest in the Ring 
  of the Kraken, Bonedeuce has them arrested for any crimes 
  they commit or frames them – perhaps ordering his most 
  loyal Dragoons to murder someone the Characters have 
  publicly challenged or argued with. If all these measures fail, 
  the commandant reports to Barrison Hargrove (possibly 
  the only man in Port Shaw more dangerous than he) who 
  eventually hires Old Fish to assassinate the Characters (see 
  Chapter 2 for more details).
  Commandant Gregory Bonedeuce (Th4/Ftr4): HP 46; AC 
  2[17]; Atk +2 rapier x2 (1d6+2) or double pistol (1d8) or 2 
  dueling pistols (1d6); Move 9; Save 6; AL C; CL/XP 9/1,100; 
  Special: accomplished duelist (+2 to attack rolls when 
  dueling or firing pistols), backstab (x2), +2 save vs. traps, 
  thieving skills.
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%. 
  Equipment: bracers of defense AC 4[15], boots of leaping, 
  several uniforms, Bonny Lass (+2 rapier of speed; allows 
  2 attacks per round), a double pistol with 10 reloads of 
  shot and powder, a pair of dueling pistols with pres-
  sure release needle traps (See Appendix) tipped with 
  poison, ring of water breathing (as the spell), ring of pro-
  tection +2, a monogrammed gold-plated mechanical 
  pocket watch (worth 1,500 gp), a fiddle and bow, a snuff 
  box, several exquisite quality cigars, a box of matches.
  
  11
  Chapter One: Into the Razor
  Tactics: Gregory Bonedeuce’s 
  brand of honor demands he look 
  a man straight in the back before 
  plunging a rapier into him, and a stand 
  up fight is something he avoids at all costs. 
  The Commandant is an accomplished duelist, 
  but when fighting to the death he prefers to 
  strike from behind or while the enemy’s attention is 
  distracted elsewhere. When contending with the Characters, 
  Bonedeuce presents the façade of an honorable and 
  courageous spirit. This veneer peels away if he is directly 
  attacked, and he hastens to shield himself with the law and 
  his sycophantic Dragoons. 
  When a direct conflict proves necessary, Bonedeuce 
  prefers a duel. He is a skilled duelist, and he often packs the 
  odds in his favor by applying a dose of poison to his blade 
  before the match. He gains a +2 to attack rolls when dueling 
  an opponent. If his opponent chooses pistols, Bonedeuce 
  supplies his set of dueling pistols, cheerfully allowing the 
  enemy to select either of the weapons. Both are outfitted 
  with one of Old Fish’s devilish pressure release needle traps. 
  When anyone attempts to fire the pistol a needle housed 
  near the trigger strikes them, injecting a dose of poison and 
  throwing their aim (–2 penalty to their attack roll). This 
  needle trap can be discovered by examining the weapon 
  closely (1 in 6 chance to spot). Bonedeuce is intimately 
  familiar with the weapons and can fire them safely. See the 
  Appendix for details on these pistols and much more. 
  Gregory rarely loses a duel, and if a character manages 
  to defeat him, he heartily congratulates them openly while 
  swearing in his heart to slay the character painfully at a later 
  date.
  In melee combat, Bonedeuce relies on his speed and 
  finesse to dispatch opponents and tumbles in and out 
  of combat in true swashbuckling style to gain the most 
  advantageous ground. 
  The Demon Below
  Harthagoa is one of the two primary villains of the 
  campaign, and an enemy far too dangerous for most parties 
  to tackle alone. His plans and motivations are described 
  in the Chapter 2 summation of The Kraken Strikes 
  Background Plot. 
  The Demon Below dedicates himself to the glory of his 
  dark abyssal father, Demogorgon, and he seeks to bring as 
  much of the world as possible into the demon lord’s service. 
  Harthagoa’s taste for carnage is tempered only by his 
  sinister intellect and the patience of an immortal demon. 
  The Krakenfiend burst from his mother’s body and 
  grew to maturity over the course of a few scant hours. He 
  then devoured his crippled mother in order to claim her 
  territory. He spreads his dark tentacles farther and farther 
  with each passing year. Although nigh impossible to defeat 
  in combat, Harthagoa is not foolish enough to face threats 
  personally. Sinister to the core, the Krakenfiend prefers to 
  turn foes against one another and use cat’s-paws to do his 
  dirty work for him. 
  Moreover, Harthagoa is intimately familiar with wielding 
  terror as a weapon. He controls most of his minions 
  through the alternating application of intimidation and 
  insincere promises of dark reward. He guarantees his 
  followers’ loyalties by generating utter hopelessness over 
  anything but himself. The great Krakenfiend is a dark force 
  of nature, twisted and polluted by demonic influence. 
  Opposing him is as impossible as opposing the implacable 
  sea or standing against a winter’s storm. 
  In appearance, Harthagoa looms straight out of a god’s 
  nightmare. His body is more than 50 feet in length, and 
  his tentacles are twice as long, ending in barbed talons 
  – a mark of his demonic heritage. These razor-barbed 
  tentacles are speckled with ugly sucker-rings capable of 
  shredding a great blue whale to chum in a mere moment. 
  Yet the greatest indication of his father’s vile blood lies in 
  the enormous pair of leathery bat-like wings that extend 
  from Harthagoa’s bulbous body, allowing the Demon Below 
  to take to the air if need be. His large eyes glow with a 
  malevolent fire, and his maw is filled with jagged poisonous 
  
  12
  Razor Coast
  Into the Razor
  Create A Razor 
  Coast Campaign
  Port Shaw
  Beneath and Near 
  Port Shaw
  teeth. The Krakenfiend’s thick arms can reduce a frigate to 
  driftwood as casually as a man might a crush paper lantern. 
  Harthagoa, The Krakenfiend aka The Demon Below: HD 
  25; HP 125; AC –5[24]; Atk 6 arms (1d6 plus crush), 2 claws 
  (2d6), 2 tentacles (2d8 plus constrict), bite (4d6); Move 9 
  (fly 18, swim 24, jet 48); Save 3; AL C; CL/XP 32/8,000; Spe-
  cial: constrict (2d8+4), crush (1d6+4), immune to poison, 
  electricity, cold and acid, ink cloud (1/round as darkness 
  spell with 80-ft. radius), magic resistance (50%), spells, 
  “strike of chaos” (+15 damage to Lawful, 1/day), summon 
  1d4+1 vrocks 3/day (60%). 
  Spells: at will—cause fear, darkness 300-ft. radius, dispel 
  magic, polymorph self; 3/day—control weather, control 
  winds, part water; 1/day—disintegrate, suggestion.
  Equipment: staff of healing (33 charges), medallion 
  of ESP.
  Tactics: When facing multiple foes, Harthagoa quickly 
  grapples the most dangerous spellcasters, constricting them 
  each round until they are little more than pulp. 
  At sea he uses the water to his advantage, swiftly sinking 
  any offending vessels and forcing his enemies to battle amongst 
  the churning waves. If the Krakenfiend ends up attacking Port 
  Shaw (see Chapter 7), he hurtles out of the water into the sky, 
  stretching his horrific black wings. His massive form blocks 
  out the sun as he swoops down on Port Shaw. 
  In a large-scale battle, Harthagoa issues orders to his 
  sahuagin troops via telepathy just as he communicates with 
  his spies in the Ring. He often disintegrates well-cannoned 
  vessels right out from under sailors. Harthagoa also punish 
  minions by reducing them to gulls or rainbow fish using 
  polymorph other. He then sends them out to spy for him 
  in their new inconspicuous forms. He uses his medallion 
  of ESP to read their minds and learn the secrets they have 
  witnessed. When traveling away from Kraken’s Reef, the 
  Krakenfiend sometimes polymorphs in order to avoid 
  attracting the wrong kind of attention. Harthagoa has, on 
  occasion and for a short time, transformed himself into a 
  humanoid to walk the docks of Port Shaw and learn about 
  the pathetic surface dwellers – in order to exploit their 
  numerous weaknesses better.
  Harthagoa is far too intelligent to fight to the death, and 
  if he feels there is genuine mortal danger he flees, making 
  full use of his jet ability to retreat into the deep reaches of 
  the ocean where land dwellers cannot follow.
  Elder Hargrove, 
  Grandfather of Port Shaw 
  The Hargrove family arrived in the early days, when Port 
  Shaw was a rough frontier settlement. Barrison Hargrove 
  came as a chubby young boy holding his mother’s hand and 
  hiding behind her skirts. Hargrove’s father was a merchant 
  of considerable wealth, but married to his business above all 
  else. He relegated Barrison’s mother to the life of a beautiful 
  and neglected trophy wife. 
  The senior Hargrove’s business acumen and icy heart 
  allowed him to wrangle the local Tulita out of much of their 
  most productive land. Soon his wealth rivaled that of kings 
  and theocrats. The Hargrove family seemed destined to live 
  happily for generations to come. 
  Barrison’s mother ruined everything by falling in love 
  with a local Tulita man and running off into the wilds with 
  him. Barrison’s father fell apart after this betrayal. He sank 
  into torpor, refused to eat and deteriorated rapidly into a 
  rail-thin, sunken-eyed half-wit. This forced young Barrison 
  to take up the reins of the Hargrove economic empire at the 
  tender age of eleven. He rose to the occasion with a fierce 
  tenacity, proving far more heartless than his father, and 
  brought even more acclaim and wealth to his family name. 
  In his young polluted soul, a burning hatred began to 
  fester. Barrison leveled his emotions over the loss of mother 
  and his father’s wasting disease against the Tulita, whom 
  he held responsible for tearing his family apart. At thirteen, 
  Barrison hired a band of cutthroats to track his mother 
  and her new lover down and murder them both, bringing 
  back their heads to satisfy his family honor. He mounted 
  them on his mansion gate for one month, until the gulls and 
  flies picked them clean. Local legend claims he kept their 
  bleached skulls and sleeps with his mother’s like a toddler 
  clutches a blanket.
  As he grew older, Barrison went out of his way to ruin 
  the Tulitas’ relations with other newcomers, forcing the 
  local people deeper and deeper into poverty and exclusion. 
  Now the tribes are all but banished to the Outskirts of Port 
  Shaw where famine, prowling monsters and newcomer 
  plagues threaten their very survival.
  Today Barrison is the major figure in Port Shaw’s 
  continued expansion, and the driving force behind the 
  town. He strong-armed the Tulita into granting him both 
  the title of Elder and a seat on the Lodge, which he rules 
  with an iron fist – and hired knives hovering in the dark. 
  He instigated Port Shaw’s recent burst of development, 
  shepherding the city into the ill-gotten center for profit and 
  skullduggery it has become. 
  Nothing major happens in Port Shaw without his 
  knowledge and involvement. He is feared and respected 
  by every captain who makes port at the docks, and his 
  invitations and requests are never ignored. It is no small 
  wonder Harthagoa, the Demon Below, chose Barrison 
  Hargrove as his foremost cat’s-paw and the leader of the 
  fiendish Kraken’s cult. Even over his previous favorite, 
  Gregory Bonedeuce.
  Backed by his Kraken-inflated influence, Hargrove 
  merrily eradicates Tulita culture wherever he finds the 
  opportunity, outlawing their language within city limits 
  and forbidding the practice of their ancient chants and 
  dances. Only those Tulita who take refuge on distant 
  islands (such as Kakeou) or the deep jungles hold onto 
  
  13
  Chapter One: Into the Razor
  the old ways. Worse, as the Tulita suffer, the desperate, 
  younger generation turns to the worship of taboo gods, to 
  devastation and murder, allowing Dajobas to find his place 
  in the hearts of Tulita once more. Hargrove knows nothing 
  of Dajobas, but if he discovers this pollution of Tulita 
  religion, it only amuses him. 
  Barrison is no longer young. His once striking chestnut hair 
  frosted with age, which only serves to add to the distinguished 
  façade he layers over his rotted heart. His bespectacled face 
  helps him affect a learned, scholarly air. He dresses in finery 
  worth more than a sea captain’s annual wages, often swathing 
  himself in a cape of hunter’s green or bright crimson. 
  Barrison Hargrove is as sinister as he is handsome, and 
  he possesses the dangerous intellect expected in a tyrant 
  of industry. If the Characters efforts come to his attention, 
  he immediately tries to use them against the Tulita, whom 
  he paints as the most dangerous faction of unrest in the 
  region. He may show the party forged documents, “proving” 
  the Tulitas’ collusion with Garr Bloodbane four years ago, 
  as well as their involvement with dozens of smugglers, 
  including Bonegnaw and his ring of dragonsmoke dealers 
  (See Chapter 4 for details). 
  If Hargrove’s efforts to deflect the Characters from 
  the Ring of the Kraken’s activities fail, he might call in the 
  debt owed to him by Old Fish, forcing the aged assassin 
  out of retirement to eliminate the Characters. If Fish fails, 
  Hargrove likely orders Bonedeuce to take drastic measures 
  and send the entire company of Dragoons after them.  
  Elder Barrison Hargrove (Thf14): HP 38; AC 4[15]; Atk +3 
  dagger (1d4+3); Move 12; Save 5; AL C; CL/XP 14/2,600; 
  Special: backstab (x4), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 98%, Traps/Tasks 100%, Hear 6 
  in 6, Hide 100%, Silent 100%, Locks 100%. 
  Equipment: bracers of defense AC 4[15], several sets 
  of expensive clothing, Lightning Strike (+3 dagger 
  with a blade composed of flickering lighting that 
  ignores a foe’s armor and shield; deals additional 
  1d10 points of electrical damage on a roll of a natural 
  20), a gentleman’s pistol with 5 reloads of shot and 
  powder, a sword cane with a silver rapier inside and 
  a one-shot pistol built into the grip (1d10 damage), 
  amulet against scrying, a pair of silver-rimmed spec-
  tacles (that can turn a foe to stone 5/day as a medusa, 
  save avoids.)
  Barrison Hargrove rarely travels without the 
  accompaniment of at least two minotaur slaves that act as 
  his bodyguards. 
  Minotaurs (2): HD 6+4; HP 34, 36; AC 6[13]; Atk head butt 
  (2d4), bite (1d3), weapon (1d8); Move 12; Save 11; AL C; 
  CL/XP 6/400; Special: never get lost in labyrinths.
  Tactics: Barrison Hargrove is a craven coward who 
  abhors physical confrontation. He has money to ensure he 
  must never dirty his hands with the blood he wants shed. 
  He hires mercenaries to deal with Tulita who trespass on 
  the lands he stole from them and wields the Dragoons 
  against anyone else who gets in his way. Hargrove is an 
  accomplished forger and often manipulates visiting captains 
  from faraway lands with false documents apparently from 
  their homeland’s ruling body. 
  When physical confrontation becomes imminent, 
  Barrison always attempts to hide and get the upper hand. 
  He allows his minotaur slaves to engage opponents and 
  then sneak attacks with his gentlemen’s pistol or the firearm 
  housed in his sword cane before opponents close to melee. 
  As soon as enemies step within 30 ft., he activates his 
  spectacles to pacify as many foes as possible by rendering 
  
  14
  Razor Coast
  Into the Razor
  Create A Razor 
  Coast Campaign
  Port Shaw
  Beneath and Near 
  Port Shaw
  them into statues. Any character who survives this assault 
  must face his dagger, Lighting Strike. If the combat goes 
  poorly for Hargrove, he flees without hesitation, seeking 
  reinforcements. 
  Fallen Heroes
  Razor Coast was not always submerged in scum and 
  villainy. Once, proud heroes walked the piers and sailed the 
  bloody waters with steel and spell prepared against the dark. 
  The Wave Riders were such a band of brave adventurers 
  and renowned heroes, who faced death without question or 
  pause and looked evil dead in the eye with nary a blink. 
  Five years ago, the Wave Riders planned to ambush the 
  Kraken and rid the shipping lanes of this fiendish terror 
  once and for all. Disguising their ship, the Trident, as a 
  cargo freighter laden down with gold, they sailed forth to 
  battle the Demon Below. 
  Unfortunately, the Ring of the Kraken learned their plan 
  and passed it on. Warned of the intricacies of their strategy, 
  Harthagoa brought a legion of bloodthirsty sahuagin 
  warriors and ambushed the Wave Riders. In the resultant 
  massacre, many of the heroes fed the Kraken, while others 
  met brutal deaths between the sahuagin’s flesh-shearing 
  teeth. 
  Solomon Trafalgar, a chosen paladin of Quell and the heart 
  and soul of the Wave Riders, fell in the massacre, crushed to 
  death by Harthagoa. The Kraken dragged Trafalgar’s body to 
  his deep demesne as a grisly trophy. The surviving heroes, 
  viewing the defeat of their steadfast leader, fled in disgrace. 
  Since this demoralizing defeat, none have dared face the 
  Demon Below. Nowadays, the only precautions available to a 
  captain who braves the sea are prayers to Quell. Most ensure 
  their affairs are in order before they set sail.
  The following non-player characters were all members 
  of the original Wave Riders. They sailed out against the 
  Krakenfiend five years ago in hopes of ridding the Razor 
  Coast of its most fearsome scourge. Since the death of their 
  leader, Solomon Trafalgar, these one-time heroes have fallen 
  low. Some are destitute, little more than mendicants. Others 
  have even resorted to petty crime to survive. One has even 
  gone over to the Ring of the Kraken, selling his soul to the 
  murderer of his once beloved leader. Others faded into 
  mediocrity and are now simple folk whose heroic deeds of 
  the past are long forgotten.
  The Cutpurse
  Jalia Ramires was orphaned when Old Fish, under orders 
  of Barrison Hargrove, murdered her adventurer parents. 
  Jalia never discovered who slew her parents or the architect 
  behind the crime and grew up believing them murdered 
  by bloodthirsty buccaneers. Her early training aborted by 
  her parents’ deaths, Ramires learned hard lessons on the 
  streets and docks of Port Shaw. A skilled pickpocket, escape 
  artist and cat burglar by her early teens, she quickly became 
  one of Port Shaw’s best thieves, earning her title “Lady 
  Lightfingers” from the other rogues on the street. 
  As a girl magic fascinated her, and she dreamed of one 
  day becoming a powerful wizard who could whisk herself 
  away from the grime, salt air and festering stink of Port 
  Shaw. She never did take up magic as an official study, 
  but learnt a great deal about how to use it by tailing local 
  wizards and making more than a few uninvited trips to 
  Sagacious Samuel’s study and laboratory. She became skilled 
  with all sorts of magical trinkets: wands, staffs, even scrolls, 
  making her even more capable as a burglar. 
  Her life changed in a heartbeat one spring morning. 
  Running from the Dragoons after pinching a fat merchant’s 
  fatter purse, she rounded a corner and ended up face-to-
  face with the most beautiful man she ever imagined. It 
  was as if he walked out of her dream and careened into 
  her during a getaway. Smitten and thunderstruck, she 
  stood rooted to the spot. Then the man of her dreams did 
  something she never dreamed he would do. He arrested her 
  – just Jalia’s luck that the love of her life would be a paladin. 
  Solomon Trafalgar, commander of the Wave Riders, stole 
  this thief’s heart. Her only recourse was to reform and join 
  his silly band of adventurers. She served them truly and 
  even made some fast friends in her time among the Riders, 
  but her love remained unrequited. 
  On the tragic day of the Wave Rider’s battle with the 
  Kraken, Jalia watched Harthagoa drag her love beneath the 
  waves. Her heart went to the watery grave with him. After 
  the battle, she abandoned her life of adventure and slipped 
  Dancing with the  
  Old Devil
  Hargrove is a revolting excuse for a human being, 
  but sadly could turn out to be useful to the Charac-
  ters. Barrison remains unaware of Harthagoa’s end-
  game – the destruction of Port Shaw. The old man, 
  for all his disgusting faults, believes in Port Shaw and 
  sees it as his hallowed dominion. He is king of the 
  city, and if he learns Harthagoa plans to destroy Port 
  Shaw he considers betraying the Krakenfiend, pos-
  sibly even moving against Gregory Bonedeuce and 
  supporting the Characters. The power of Barrison’s 
  ego is so profound; he even considers opposing the 
  Demon Below. Bonedeuce may have the Dragoons, 
  but Barrison Hargrove’s fortune can raise an army of 
  sellswords and pirates, not to mention Old Fish – the 
  Coast’s most lethal assassin. 
  However, joining forces with Barrison means the 
  Characters rub shoulders with the most evil man in 
  the city and team up with a racist mass-murderer 
  who actively pursues an agenda of genocide against 
  the natives of Razor Coast.
  
  15
  Chapter One: Into the Razor
  back into the shadows to resume her unfulfilling life of crime. 
  Today, Jalia appears the quintessential harlequin. She 
  quips and steals with a sly smile and a bat of her eyelashes. 
  Yet behind her flippant demeanor she is a woman whose 
  heart broke against the waves. 
  Jalia “Lady Lightfingers” Ramires, female (Mk1/Th9): 
  HP 31; AC 7[12]; Atk punch (1d4) or dart (1d4 plus poison); 
  Move 12; Save 7; AL N; CL/XP 9/1,100; Special: backstab 
  (x4), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 93%, Traps/Tasks 60%, Hear 5 
  in 6, Hide 65%, Silent 70%, Locks 65%. 
  Equipment: emerald green silk bodice, aqua hoop 
  skirt (quick tear away), black silk leggings, white lace 
  gloves, a silken ladies purse (filled with tiny caltrops), 
  2 hairpin darts (laced with poison), vial of “perfume” 
  paralysis-poison, +2 ring of protection, magical lady’s 
  fan (casts illusions, 18 charges), ring of acquisition, 
  slippers of spider climbing, fine emerald brooch (fake, 
  only worth 4 cp).
  Tactics: Jalia disguises herself to appear as a well-to-do 
  captain’s wife or merchant’s daughter, casting suspicion 
  away from her in public. She then employs her magical 
  umbrella to create an illusion of a dirty street urchin girl 
  (who looks just like she did as a young, up-and-coming 
  pickpocket) and picks her mark’s pocket. If the target 
  notices the theft, Jalia has the urchin image look guilty 
  Enlisting the Lady
  The Characters may convince Jalia the time is 
  right to move against Harthagoa if they guess her 
  true feelings for Solomon and push her toward ven-
  geance. Convincing Jalia that Solomon is still alive 
  and captive within Kraken’s Reef is also a cruel but 
  potentially effective way of enlisting her help. Strong-
  arming her with threats to turn her over to the Dra-
  goons or with time in the brig at Fort Stormshield 
  might also nudge Jalia in the right direction, though 
  it may also spur her enmity. Potentially the best way 
  to earn Jalia’s trust is to bring to light the true circum-
  stances behind her parents’ death. If the party uncov-
  ers evidence of Barrison Hargrove’s involvement in 
  the Ramires’ murder and connects Hargrove to the 
  Ring of the Kraken, Jalia’s rage roils to uncontrollable 
  heights. Even if it amounts to suicide, she willingly 
  takes the fight to Harthagoa – the Krakenfiend who 
  not only slew her one true love, but who also engi-
  neered her parents’ murder.
  
  16
  Razor Coast
  Into the Razor
  Create A Razor 
  Coast Campaign
  Port Shaw
  Beneath and Near 
  Port Shaw
  and run off in a random direction while she unassumingly 
  makes her getaway in a different direction. If this ploy fails, 
  she flees immediately. If anyone bars her path she lays them 
  out with a blow to the jaw and runs while dropping caltrops 
  (1d4) behind her. In a pinch she hurls one of her hairpins to 
  incapacitate a foe. Jalia uses her slippers of spider climbing 
  to take to the rooftops where many pursuers cannot follow.  
  Jalia sometimes lures a particularly wealthy looking 
  mark into an alleyway by disguising herself as an alluring 
  harlot. She then insists the mark smells awful and applies 
  her vial of perfume (actually paralysis-inducing poison) to 
  paralyze them before looting their pockets and purse.
  The Drunkard
  Captain Donovan Montgomery was once the captain 
  of the Trident and one of the most respected seafarers 
  in the Razor Coast. It was said, “If it floats, he can sail it.” 
  Pirates and smugglers all feared Montgomery, who seemed 
  able to sniff them out of any fog or cove and track them 
  across the Razor Sea. Captain Montgomery could harness a 
  quartermaster’s belch and turn it into a 12-knot wind. 
  Now they call him “Shakes” Montgomery. After his 
  crushing defeat by the Kraken and the sinking of the 
  Trident, Donovan turned to port (wine) and grew hard. 
  Today he captains a barnacled, single-masted sloop he 
  christened the Vintage, taking tourists around the Razor 
  Coast to see the sights. He is washed-up. Once handsome, 
  his face sags from years of drink and his brown eyes are 
  permanently bloodshot. His hair has thinned and his 
  clothes are patched and unkempt. A wild, filthy beard grows 
  where once a trimmed goatee adorned his chin. 
  Donovan pawned most of his possessions from the 
  olden days and his mighty war hammer, Maelstrom, now 
  belongs to a Dragoon named Darenar. He is still a demon 
  with his fists, but he rarely has the spirit to raise his hands 
  these days – even in self-defense. He usually lets someone 
  beat him until they grow tired of it before crawling back to 
  the sloop and into a bottle. 
  Captain Donovan “Shakes” Montgomery (Ftr9): HP 67; 
  AC 7[12]; Atk sap (1d6, subdual); Move 12; Save 6; AL L; 
  CL/XP 9/1,100; Special: none. 
  Equipment: leather armor, sap, leather work gloves, 
  patched breeches and vest, hard leather boots, bar-
  nacle scraper, 50 ft. heavy rope, grappling hook, the 
  Vintage (sloop).
  Constant Companion: Donovan is always accompanied 
  by a young seaman named Jenkie Barnes who idolizes the 
  once-legendary captain despite his descent into destitu-
  tion and alcoholism. 
  Jenkie Barnes (Th4): HP 11; AC 7[12]; Atk dagger (1d4); 
  Move 12; Save 12; AL N; CL/XP 4/120; Special: backstab 
  (x2), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%. 
  Equipment: leather armor, 2 daggers, carpentry 
  tools, 50 ft. rope, 6 pitons.
  The Prizefighter
  Belok Talorg once embraced his god’s teachings as 
  firmly as he embraces his opponents in the ring at “The 
  Broken Skull.” The half-orc was a mighty holy warrior and 
  a feared priest of the God of Strength and Battle, who slew 
  all manner of towering terrifying beasts. Now he beats up 
  people for money at a tavern in Bawd district. Sadly he 
  is not even the champion of Skull’s ring any longer, as a 
  wandering monk put him down firmly the last two times 
  they clashed. 
  For a while, Belok was content to let the roar of the 
  crowd fill his ears and heart as he slammed opponents to 
  the floorboards. No longer champion, he is not as popular 
  as he once was and desperately seeks to hold onto some 
  Ring of Acquisition
  This simple gold band is featureless, save for the 
  initial of the current wearer which always appears in-
  scribed on it. Whenever the bearer of this ring picks up 
  an item, any personal markings (monograms, engrav-
  ings, even magical markings) vanish from it and are 
  immediately replaced with the wearer’s initials. In ad-
  dition the person who formally owned the item must 
  make a saving throw at +4 to recall ever having it. 
  Slippers of Spider Climbing
  The wearer of these enchanted slippers can walk 
  on vertical surfaces and even upside down on ceil-
  ings without fear of falling. The wearer’s has a move-
  ment rate of 9 while walking on surfaces other than 
  the floor.
  Revitalizing the Drunkard
  If the Characters want to convince Donovan to give 
  up the drink and take on the Kraken once more, they 
  have a hard time of it. Even merely reminding him 
  of his former glory in some tangible way will they 
  even get a chance to convince him? The Characters 
  might obtain his war hammer and return it to him or 
  arrange a meeting between him and Solomon’s son, 
  Zalen. In either case - or by undertaking some other 
  suitable reminder of Donovan’s days among the 
  Wave Riders - the Referee may allow the Characters a 
  chance to set Shakes back on the path to heroism. 
  
  17
  Chapter One: Into the Razor
  shred of glory. The half-orc is by far the easiest of the 
  former Wave Riders to convince to take up the mantle once 
  more, and he readily follows anyone who can best him in 
  the ring on even the most foolhardy quest. 
  Belok Talorg, Half-Orc shaman: HD 8; HP 52; AC 9[10] 
  or armor 3[16]; Atk fist (1d3) or +3 bastard sword (1d8+3); 
  Move 12; Save 8; AL L; CL/XP 11/1,700; Special: spells 
  (3/2/2/2/2). 
  Spells: 1st—cure light wounds, purify food and drink; 
  2nd—bless, hold person; 3rd—cure disease, prayer; 
  4th—cure serious wounds, neutralize poison; 5th—cre-
  ate food, raise dead. 
  Equipment: simple white robes, leather leggings, 
  holy symbol. Belok also possesses a suit of +3 ring 
  mail and a +3 bastard sword, but he never wears 
  them. He keeps them stored in a locked trunk in his 
  room at The Broken Skull, and only retrieves them if 
  he is somehow convinced to take up the mantle of 
  the Wave Riders once more.
  Tactics: Belok excels at his current occupation of 
  prizefighter. Before stepping into the ring, Belok smashes an 
  oak table to splinters with his fist to intimidate his opponent 
  (he later painstakingly repairs the damage he caused). Belok 
  prays before every fight. Belok uses his powerful punches 
  to stun and subdue his opponents. If he takes a great deal 
  of damage, he spends a round attempting to cast the most 
  potent curative spell he still has available.
  Belok is very wary of poison as he lost a match to Amory 
  Fairbanks’ unscrupulous ways earlier in his career (see 
  Chapter 3). Before he fights he always casts purify food and 
  drink on his meal and when his opponent enters the ring 
  he immediately looks for obvious poison (1 in 6 chance to 
  notice) on them. If Belok notices poison on a foe’s weapon 
  he casts neutralize poison on it immediately.
  Belok is a good-hearted combatant and always heals his 
  foes after he defeats them. 
  The Prodigal Son
  Zalen Trafalgar is a young man cursed with the 
  burden of filling his father’s massive shoes. The only son 
  of Solomon Trafalgar, the boy lost his father when he was 
  only eleven. Without any family to look after him (he never 
  knew his mother), the Church took Zalen in. For the past 
  five years, he hid from his father’s memory – and from Port 
  Shaw – in a temple far across the world.
  Recently Zalen’s superiors in the Church sent him 
  to run the Chapterhouse of Quell in Port Shaw after the 
  unfortunate and mysterious disappearance of Archibald 
  Noeliss, the cleric who presided there for the past twenty 
  years. Originally, the Church planned to fill Noeliss’ place 
  with Dalang Jalamar but the respected missionary vanished 
  without a trace two months ago. They do not know he is 
  now the ravening lycanthropic emissary of a diabolical 
  shark god, bent on devouring the world, but they do 
  (incorrectly) suspect the same killer murdered Archibald 
  and Dalang. 
  Zalen, though still young, has proven himself a talented 
  cleric and a devout student of Quell’s mysteries. He was 
  the next likely candidate for the position in Port Shaw. 
  His masters in the Church feel the only way for the young 
  man to mature into a powerful servant of the Sea God is to 
  confront the dark memories of his father’s death. 
  Young Zalen has grown into the handsome spitting 
  image of his father. His golden-flecked blue eyes highlight 
  long yellow locks of hair. On him, the aqua and deep blue 
  robes of Quell drape the perfect body of a young hero in the 
  making. His skin is sun-kissed, his teeth flash ivory. 
  While Zalen desires vengeance against the Kraken for 
  taking his father from him, he is still a boy with neither swords 
  at his disposal nor allies. Zalen is no fool, and he is quite 
  certain that the Kraken has spies among the people of Port 
  Shaw. Therefore he is doing all he can to appear harmless. 
  He heals the sick. He offers prayer services for fisher folk and 
  visiting ship’s crews, careful to appear nothing more than an 
  austere servant of Quell. He keeps his ears open, though, and 
  hears whispers of the secret Ring of the Kraken. He tended 
  an injury that Barrett (the proprietor of Barrett’s Barnacle and 
  a member of the Ring of the Kraken, see Chapter 4) once 
  brought him and noticed the ring shaped scar there. 
  Zalen Seeks Heroes
  At the outset of the campaign, Zalen may prove a 
  valuable resource to characters that require healing 
  or the removal of curses. Once the Characters learn 
  the story of the Wave Riders and discover the young 
  man’s heritage, the party may seek more from him. 
  The young cleric may also attempt to enlist the aid 
  of the characters if the party accomplishes notable 
  heroic deeds. Zalen is waiting for a group of heroes 
  to step forward from the masses. He needs men and 
  women of vision, power, and virtue to aid him in his 
  quest for vengeance. 
  Zalen Trafalgar (Clr9): HD 9; HP 47; AC 1[18]; Atk +2 tri-
  dent (1d8+2); Move 12; Save 7; AL L; CL/XP 11/1,700; Spe-
  cial: +2 save vs. paralysis and poison, spells (3/3/3/2/2). 
  Spells: 1st—cure light wounds, detect evil, protection 
  from evil; 2nd—bless, hold person, silence 15-ft. radius; 
  3rd—cure disease, prayer, remove curse; 4th—cure 
  serious wounds, protection from evil 10-ft. radius; 5th—
  dispel evil, raise dead. 
  Equipment: +2 plate mail, aqua robes of Quell, +2 
  trident, holy symbol of Quell.
  Tactics: Zalen’s tactic right now is to lay low and do his 
  job, while probing the waters of Port Shaw’s underworld 
  trying to discover leads on the Krakenfiend’s spies. He 
  
  18
  Razor Coast
  Into the Razor
  Create A Razor 
  Coast Campaign
  Port Shaw
  Beneath and Near 
  Port Shaw
  has heard whispers of the dreaded Ring of the Kraken. 
  He suspects Barrett is a member. It has come back to him 
  that, on the night of Archibald’s disappearance, several 
  men cloaked in black delivered a rather large package to 
  “Barrett’s Barnacle” in the dark hours of the morning. He 
  does not know the particulars of Barrett’s grisly business 
  (See Chapter 4). 
  The spell list above reflects Zalen’s selection of spells 
  at the outset of the campaign. He is merely tending to 
  the diseased, ill and unfortunate of Port Shaw. If roused 
  to battle by the characters, or if he suspects trouble from 
  Harthagoa’s agents, he instead prepares spells more suited 
  towards combat
  The Turn Cloak
  Of all the Wave Riders to survive the clash with Harthagoa, 
  Commander Aeron Chambers, now Sorcerer Supreme of the 
  Dragoons, is the only one who made good. Of course, he had 
  to sell his soul to the Demon Below to do it. 
  Aeron had always been a peripheral member of the 
  Riders, and he always stood in the shadow of the great 
  wizard Xander Brim (see below). Brim dealt with matters 
  arcane, always with a smug affected air of mystery, looking 
  down on Aeron’s magical abilities. Xander held the firm 
  belief that magic-users should steep their minds in rigorous 
  training and constant study, Aeron simply “waved his arms, 
  and didn’t adhere to the rest.” Xander’s arrogance convinced 
  the other Wave Riders that the wizard was the authority 
  on the arcane, much to Aeron’s irritation. This is why 
  Commander Chambers takes special pleasure in Xander’s 
  current plight and takes every opportunity to lord his 
  success over the fallen magic-user. 
  After the battle with the Krakenfiend, Aeron, crushed 
  at the defeat and fueled by his lack of acceptance in the 
  Wave Riders, quickly turned coat and joined the Dragoons. 
  Afterwards, Bonedeuce groomed him carefully for 
  command, all the while nurturing the seeds of malcontent 
  and anger planted by both Xander Brim’s arrogance and 
  the Wave Riders’ neglect of Aeron’s abilities. Before long, 
  the younger wizard grew into an apt candidate for the Ring 
  of the Kraken. Convinced by Bonedeuce (and his own 
  personal experience) that the Krakenfiend is undefeatable, 
  Aeron followed the age-old adage: “If you can’t beat them, 
  join them.” 
  Aeron is currently a high-ranking officer in the 
  Dragoons and a very influential member of the Ring of the 
  Kraken. It is his responsibility to relay the Ring’s actions to 
  the Krakenfiend and await orders in return (Aeron and the 
  Demon Below communicate via the Krakenfiend’s powerful 
  telepathy). He is the single most important link between 
  Harthagoa and his land-based spies. Before Aeron joined, 
  the Krakenfiend relied on secret meetings between his 
  skum agents in the sewers and members of the Ring, and if 
  the characters eliminate Aeron, Harthagoa resorts to this 
  fallible method of communication once more.
  Besides a strong sense of loyalty to the Krakenfiend (who 
  appreciates Aeron’s arcane talents), Commander Chambers 
  also is obsessed by swordplay. He had never trained much 
  in the arts of the blade before entering the Dragoons, but 
  now he relishes it. He enjoys dueling for sport, often picking 
  fights for no other reason than to test his skill. His affection 
  for duels is rubbing against his hatred for Xander Brim, and 
  he soon plans to challenge the wizard to a public mage’s 
  duel to the death in order to win the recognition he believes 
  he deserves as the finest spell slinger in Port Shaw. 
  Commander and Sorcerer Supreme Aeron Chambers 
  (Ftr1/MU7): HP 31; AC 9[10]; Atk rapier (1d6) or dagger 
  (1d4); Move 12; Save 9; AL C; CL/XP 8/800; Special: +2 
  save vs. magic, spells (4/3/2/1). 
  Spells: 1st—detect magic, light, magic missile, read 
  magic; 2nd—ESP, phantasmal force, strength; 3rd—ex-
  plosive runes, fireball; 4th—wall of fire. 
  Equipment: highly decorated dragoon uniform, 
  powder white gentleman’s cape, a Dontorian special 
  captain’s cap, rapier, dagger, crystal ball, gloves of 
  swimming and climbing (as per gauntlets of swim-
  ming and climbing, but usable by all classes), ring of 
  invisibility, spellbook.
  Tactics:  Aeron enjoys dueling with his rapier and 
  toying with lesser opponents. He only duels to first blood, 
  saving his first lethal showdown for a meaningful occasion. 
  Although he delights in his newfound swrd skills, he is no 
  fool. Against dangerous opponents he prepares for battle by 
  casting several spells on himself if able. Aeron casts strength 
  and uses his ring of invisibility before entering the fray. 
  In a large scale melee Aeron truly shines, blanketing 
  enemy forces or the decks of enemy ships with fire spells. 
  Even more dangerous than combat with Aeron is 
  the magic-user’s ability to keep tabs on the Characters 
  (if they come to the attention of the Ring of the Kraken) 
  with the crystal ball he keeps in his private chambers at 
  Fort Stormshield. Aeron supplies Harthagoa and Gregory 
  Bonedeuce with intelligence on the Characters’ actions and 
  movements regularly, allowing the dragoons and agents of 
  the Society to catch the Characters at the most inopportune 
  times (such as emerging from an illegal trip into the sewers, 
  or returning from an excursion at Pirate’s Nest or Beacon 
  Island).
  The Wash-up
  They once heralded Xander Brim as the “Archmage of 
  the Razor Coast.” He provided the arcane punch behind the 
  Wave Riders, and his services as ship’s wizard were sought 
  by every sea captain to sail the Razor. 
  The defeat of the Riders bore down hard on Brim. 
  The wizard never failed to bail his companions out of 
  danger before, and the citizens of Port Shaw blamed the 
  
  19
  Chapter One: Into the Razor
  death of his compatriots beneath Harthagoa’s tentacles on 
  Brim. People lost all respect for the wizard, and rumors, 
  perpetuated by Aeron Chambers, began to circulate about 
  Xander being “a two-bit charlatan.” 
  This began a difficult time for Xander, who went from 
  the esteemed position of Ship’s Wizard on Trafalgar’s 
  Trident to safeguarding freighter cogs ferrying guano across 
  the Razor. Things soon grew even worse. Nowadays Xander 
  would leap at the chance to serve on a guano freighter, as he 
  has not found employ in months. 
  A gentleman and a connoisseur of the finer things, 
  Xander’s rich tastes depleted what little coin he had left, 
  and he pawned off all his potent magical possessions long 
  ago (Aeron Chambers took perverse joy in buying some 
  of Brim’s belongings for a pittance). The “Archmage of 
  the Razor” lives in abject poverty, scrounging for every 
  meal and relying on the charity of old friends. Friends are 
  beginning to chafe at his constant freeloading. If Xander’s 
  situation does not improve soon, he may secure passage to 
  start over far away from the Razor Coast. 
  Xander Brim (MU13): HP 37; AC 9[10]; Atk +2 staff 
  (1d6+2) or dagger (1d4); Move 12; Save 5; AL L; CL/XP 
  will try and kill him so he can keep his skills sharp. He 
  is aware of the enmity Aeron Chambers bears him and 
  in retrospect, he deeply regrets the dismissive way he 
  once treated the younger wizard. Xander is ready for 
  the magic-user to move against him at all times. He 
  has detected Aeron spying on him (through what was 
  formerly his own crystal ball, no less) and takes petty 
  delight in casting phantasmal force to keep the other 
  sorcerer in the dark about his actual whereabouts and 
  activities. As a result of this tactic, Aeron is under the 
  impression Xander spends all his spare time gambling at 
  various establishments in Bawd district.  
  Neither Villain Nor Hero
  A den of skullduggery, Port Shaw houses more than its 
  fair share of pirates and shady characters. The following are 
  the most notable – or just plain colorful.
  The Innocent Pirate
  Captain Falken Drango is a force of nature. The lethal 
  pirate cuts a swathe through his foes on the Razor. With a 
  larcenous fire in his heart and tempered steel in his spine, 
  he took his first command five years ago after besting the 
  captain of the Tartas in single combat. His legend is a 
  tsunami, towering over the lesser waves cut by the other 
  scurvy buccaneers prowling the Razor. The most notorious 
  pirate captain to curse the Coast since Garr Bloodbane’s 
  defeat, Falken Drango is a dangerous outlaw who steals 
  on a whim, robbing freighters, whalers and even the odd 
  Dragoon man-o-war. He has slain his fair share of men, 
  but never someone who was not facing him with cold steel 
  drawn. Drango never kills a man he does not have to (“If 
  you kill a merchant, you can’t rob him again next year”). 
  Truth be told, he has no stomach for murdering innocents 
  and fools, and has cultivated his fearsome reputation to cow 
  victims with his dread presence and save him the trouble of 
  spitting them on a cutlass.
  The captain stands over six feet, looking down a 
  crooked, well-broke-in nose at his foes. He ties his greasy 
  hair in braids and keeps his body lean like a hunting wolf’s, 
  not one ounce of fat covering countless packets of wiry 
  muscle. Drango’s arms and shoulders are thick from years at 
  oar, helm and rigging, while his upper body is work of art, 
  covered with tattoos telling a tale of hardship, adventure 
  and peril on the Razor and including more than a few 
  prison brands – one from the brutal mines of Darkol Island. 
  Drango’s recent troubles began over a month ago when 
  a damnable witch-breath fog rose up, and an evil wind 
  carried his ship, Nightslink, onto a reef down the coast 
  from Port Shaw. Drango left his crew to defend the ship 
  and took a longboat to Port Shaw, planning to steal another 
  vessel and return to the Nightslink to rescue his crew (not 
  to mention the plunder in their hold). Shortly after skulking 
  into town, he stole a fast sloop and made for the Nightslink 
  with a Dragoon frigate on his tail. Drango knew once he 
  reached his ship, the frigate’s compliment of bumbling 
  Our Very Own  
  Whiny Wizard
  If the Characters show any interest (especially fi-
  nancial) in Xander, he is extremely enthusiastic about 
  joining their cause. His enthusiasm may even be a bit 
  overwhelming or annoying, as he seeks to win the 
  Characters favor. Also, Xander’s destitution makes him 
  a bit mercenary. He tries to get as good a fee as he 
  can, without ever being dishonest, for any – and every 
  single little – service the Characters ask of him. No pay, 
  no spell, even if someone dies. It’s the principle of the 
  thing. A mighty wizard like Xander alternately postur-
  ing and playing the sycophant to a group of lower 
  level adventurers is a sad sight indeed.
  13/2,300; Special: +2 save vs. magic, spells (5/5/5/4/4/2).
  Spells: 1st—charm person, detect magic, light, magic 
  missile, read magic; 2nd—detect evil, ESP, invisibility, 
  phantasmal force, strength; 3rd—dispel magic, explo-
  sive runes, fireball, hold person, lightning bolt; 4th—
  dimension door, ice storm, remove curse, wall of fire; 
  5th—hold monster, monster summoning III, telekinesis, 
  wall of stone; 6th—control weather, lower water. 
  Equipment: patched grey and sea-blue robes, +2 
  staff, spellbook.
  Tactics: Xander does not often get the chance to do battle 
  these days. In fact, when he is depressed, he wanders 
  the docks alone at night hoping some foolhardy rogues 
  
  20
  Razor Coast
  For and Against  
  Falken Drango
  In Chapter 3, the Characters may encounter Dran-
  go as the Dragoons drag him along the docks of Port 
  Shaw, shortly after his capture. If the Characters assist 
  his escape attempt, he proves a valuable ally if they 
  also help him find his vanished crewmates. Allied to 
  Drango, the party has an able captain and infamous 
  pirate loosely at their disposal
  If instead the Characters help the Dragoons recap-
  ture Drango, Barrison Hargrove rewards them hand-
  somely and they win favor with Gregory Bonedeuce. 
  However, when the adventurers learn of Drango’s in-
  nocence later, they may wish to break the pirate out 
  of Fort Stormshield’s brig. Instead, if the Characters 
  simply stand by and watch during Drango’s escape 
  attempt, the pirate successfully flees and disappears. 
  They encounter him later as a neutral party.
  Running with a Sewer Rat
  If the Characters plan to lurk in the muck, they 
  might hire Lester Farrows. He charges 100 gp for a 
  “sewer run” on his raft, the Gallant. It may not look 
  like much, but the Gallant can get a party of adven-
  turers through the sewers much more safely than 
  swimming. 
  If the Characters seek an alternate entrance to the 
  brig in Fort Stormshield, hunt for Viscount Deep-
  warder’s lost ring, try to track down the Tulitas’ miss-
  ing scrimshaw whale bone, or investigate the disap-
  pearance of children in Bawd district, then they may 
  need Lester Farrow’s help.
  Into the Razor
  Create A Razor 
  Coast Campaign
  Port Shaw
  Beneath and Near 
  Port Shaw
  Dragoons would prove easy prey for his seasoned crew of 
  murderous pirates, but when he reached the Nightslink, he 
  found her decks soaked with blood. His crew was gone, but 
  the cargo in the bay remained untouched. Confounded and 
  hard pressed, he fled, and was on the run for days before the 
  Dragoons finally cornered him. 
  Drango put up a daring fight, felling several Dragoons, but 
  eventually they overwhelmed him. Now he returns to Port 
  Shaw in chains. He faces a list of charges as long as a sea 
  serpent’s tail; one of his many hanging offenses being the 
  murder of his own crew, which the Dragoons conveniently 
  hung on him. The pirate is determined to escape and find 
  out what happened to his boon sailing companions. He 
  believes them dead and plans to avenge them. He has no 
  idea they were attacked by Dalang Jalamar, or that those not 
  immediately slain and devoured were given Dajobas’ dark 
  kiss. Falken Drango’s old crewmates are now the Razortooth 
  Raiders, who shall arise from a silvered sea to soak Port 
  Shaw in blood on the next full moon.
  catch’n me at me best, to be sure.” If he is apprehended he 
  goes down with a snarl and “I toll ya’ll ready I’m not da one 
  a’ put me crew to da sword!” If he escapes (or is freed from 
  the brig later), he arms himself with whatever weapons and 
  armor are available (though he will not wear armor heavier 
  than leather).
  The Sewer Rat
  While many treasures can be found on the high seas and 
  below the waves, others lurk below the streets of Port Shaw. 
  The life of a sewer pirate is not glamorous, but for a skilled 
  sifter there are many valuable finds to claim in the stink of the 
  sewers. Cap’n Lester Farrows is the best of the best when it 
  comes to people who swim around in other folk’s waste. 
  Lester might be the laughing stock of most pirates on 
  the Coast, but he is proud of his job. No one else can turn 
  sewage into gold. The smell leaves a little to be desired, and 
  while the odd Karikanti hunter and cockroaches the size of 
  a pig are little worrisome, a professional sewer pirate like 
  Cap’n Farrows knows the risks. 
  Since the Dragoons outlawed sewer raiding a few weeks 
  back, the rest of Lester’s colleagues (those precious few) 
  packed it in, giving up on the fine art of sewer pillage. Not 
  Lester. He operates secretly, avoiding the vigilant Dragoon 
  patrols of the sea intakes and sliding in and out of the 
  bowels of Port Shaw unnoticed. 
  Besides being Port Shaw’s most accomplished sewer 
  pirate, Cap’n Farrows is also a faithful follower of Quell, as 
  zealous as they come. He may be called upon to assist the 
  Characters if they are planning on tackling any deeds of 
  which the Sea God would approve (such as taking on the 
  aquatic seed of Demogorgon). 
  Cap’n Lester Farrows, Cleric of Quell (Clr 9): HP 55; AC 
  7[12]; Atk +1 slingstone (1d4+1; returns to wielder after 
  being thrown); Move 9; Save 8; AL C; CL/XP 11/1,700; Spe-
  cial: +2 save vs. paralysis and poison, spells (3/3/3/2/2).
  Spells: 1st—cure light wounds (x3); 2nd—find traps, 
  Falken Drango (Ftr2/Thf9): HP 41; AC 9[10]; Atk fist x2 (1 
  hp each); Move 12; Save 7; AL N; CL/XP 11/1,700; Special: 
  backstab (x4), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 93%, Traps/Tasks 60%, Hear 5 
  in 6, Hide 65%, Silent 70%, Locks 65%. 
  Equipment: torn black leggings, leather belt, lock-
  pick (concealed in lining of leather belt), manacles.
  Tactics: Falken Drango is one of the most feared pirates 
  on the seas, and he is no pushover even manacled and 
  weaponless. He is an intimidating presence and stares down 
  his captors. He pummels anyone who gets in the way of his 
  escape. If aided, he flashes a smile at the Characters saying 
  “Many thanks to ye. Apologies sirs and madams, ya ain’t 
  
  21
  Chapter One: Into the Razor
  Token of Quell 
  This special holy symbol of Quell is adorned with a 
  vial of water collected from the deep reaches of the 
  ocean where the might of the Sea God is most potent. 
  The bearer of this token may cast water breathing once 
  per day. Also, once per day the token may be used to 
  automatically dispel a water spell effect or dismiss a 
  creature from the Elemental Plane of Water back to its 
  home (saving throw at –4 negates). 
  Tarpaulin of Obscurement
  These magical sheets of hemp are commonly used 
  by wealthy smugglers to conceal contraband within 
  their holds. The tarp spread over a 10 ft. by 10 ft. area 
  masks objects within that area, blending them into 
  the surrounding terrain and making them difficult to 
  see (1 in 6 chance). If draped around a creature, the 
  tarp grants an 85% chance to avoid detection.
  Igniting a Widow’s Rage
  The adventurers’ involvement with Bethany can be 
  romantic (more than one character may fall for her 
  sultry smile or ample bodice) or practical. They may 
  hire Bethany to take them out to sea on any number 
  of quests. She sells her services as captain and puts 
  her ship to use for a flat fee of 500 gp up front, an ad-
  ditional 50 gp per day of travel, plus any unforeseen 
  expenses (such as damage to Quell’s Whore).
  If the characters discover the truth of her hus-
  band’s death and reveal the circumstances of his 
  betrayal, Bethany chokes back tears. Her face hardens 
  and she swears vengeance against Bonedeuce, what-
  ever the cost. Bethany Razor may prove a powerful 
  ally if the characters play their cards right. 
  silence 15-ft. radius, snake charm; 3rd—continual light, 
  cure disease, locate object; 4th—create water, protec-
  tion from evil 10-ft. radius; 5th —create food, dispel evil. 
  Equipment: leather armor, +1 returning slingstone, 
  sling, tarpaulin of obscurement (see sidebox), token of 
  Quell (see sidebox), Gallant (sewer raft), 10-ft. pole, 
  200 ft. of rope, thieves’ tools, bull’s-eye lantern.
  Tactics: Lester takes his job of protecting his charges 
  very seriously. In battle he stays on the raft, hurling his 
  slingstone at the enemy most capable of harming the party 
  every round. If a character is badly wounded or knocked 
  unconscious, Lester casts whatever curative spells he has 
  left to protect them from further harm. 
  The Widow Razor
  After her husband’s demise, Bethany Razor shied from 
  direct involvement in the affairs of Port Shaw. She fills the 
  void in her heart with an extremely successful career as 
  the region’s only privateer. Under legal writ of the Elders, 
  Bethany Razor preys on pirates and other dangerous 
  outlaws of the Razor Coast, captaining her impressive ship 
  Quell’s Whore. She is a powerful woman who always gets 
  what she wants. 
  Devilishly attractive and flirtatious to the extreme, her 
  air of sensuality is smoke without a flame. Still mourning 
  her husband’s death, she has gone five years without a lover 
  and intends to keep it that way. She finds that a seductive 
  smile and a figure-hugging leather bodice open doors for 
  an independent operator, so she puts her charms to work 
  winning the writs of many maritime powers, which in turn 
  allows her free passage and the right to plunder unprotected 
  vessels at her choosing. All who try to win her to bed fail, 
  which for some only serves to increase her allure.
  Bethany is a woman of unsurpassable attraction. Besides 
  the obvious mystery of her dark beauty, (raven-black hair, 
  midnight eyes, and skin deep as bronze) the dancing fire 
  of her eyes, and her devilish smile make men weak in the 
  knees. She is a pirate, plundering cargo holds and hearts 
  all along the Razor Coast. Viscount Senegar Deepwarder 
  (a visiting elven aristocrat, see Chapter 3), Sagacious 
  Samuel (local wizard and shop owner), and none other than 
  Commandant Gregory Bonedeuce himself all actively seek 
  her hand. Should they convince her to do so, Bethany can 
  wield her considerable influence with any of these men to 
  aid the Characters. 
  Bethany has a fiery personality and an excellent sense 
  of humor, but does not take kindly to disrespect. She 
  enjoys appreciation of her beauty from others – even such 
  considered lewd by other women – but will not tolerate any 
  remarks that belittle her position as captain. She responds 
  to such insults with her rapier wit, and if that fails, with 
  her rapier. She will not kill a man for insulting her, but she 
  will embarrass him by bettering him in a duel or slashing 
  his belt right off his trousers. Bethany makes sure everyone 
  onboard Quell’s Whore knows she is the captain, and her 
  word is stronger than the laws of heaven.
  Captain Bethany Razor, Elf female (Drd5/Thf7): HP 
  44; AC 4[15]; Atk +2 rapier (1d6+2 plus wounding) or pistol 
  (1d6); Move 12; Save 9; AL N; CL/XP 11/1,700; Special: 
  backstab (x3), elf traits, immune to fey charms, +2 save vs. 
  traps, shape change, spells (3/2/1), thieving skills. 
  Thieving Skills: Climb 91%, Traps/Tasks 45%, Hear 5 
  in 6, Hide 40%, Silent 50%, Locks 40%
  Spells: 1st—detect magic, faerie fire, predict weather; 
  2nd—cure light wounds, warp wood; 3rd—water 
  breathing. 
  Equipment: +2 leather armor, wooden shield, jet 
  
  22
  Razor Coast
  Into the Razor
  Create A Razor 
  Coast Campaign
  Port Shaw
  Beneath and Near 
  Port Shaw
  black leather bodice, white laced silk blouse, knee 
  high black leather boots of speed, Fate’s Cruel Twist 
  (+2 rapier; see sidebox), pistol, 5 reloads of powder 
  and shot, potion of water breathing, ruby ring (300 
  gp value, a gift from a suitor whose name she has 
  forgotten), silver necklace with emeralds inlaid (1,600 
  gp value, gift from Viscount Senegar Deepwarder), 
  jeweled scabbard for her rapier (700 gp value, gift 
  from Gregory Bonedeuce), a simple silver wedding 
  band (her most treasured possession, worth 5 gp to 
  anyone else).
  Notes: Bethany’s dolphin animal companion, Sarah (see 
  below), always accompanies her ship. In addition, Captain 
  Razor rescued a minotaur bound for a remote mining 
  colony during an attack on an illegal slaver vessel. Korg has 
  since become  
   
  her trusted first mate 
  and bodyguard. He 
  ensures that people 
  “listen carefully when 
  the captain speaks, or 
  listen to the ringing 
  in their ears.” 
  Tactics: On 
  the open sea 
  Bethany uses 
  Sarah to survey 
  the waters and 
  warn her of 
  The Referee’s Code:  
  “Rules are more in the 
  nature of Guidelines . . .”
  Bethany Razor breaks the multiclassing rules pre-
  sented in the Swords and Wizardry Complete rule-
  book, but, because of the nature of the storyline, she 
  is allowed. If a Referee would like to change her stats, 
  please feel free to either drop the druid class altogether, 
  or possibly switch her to a magic-user/thief, with a pen-
  chant for nature-related spells. In such a case, Sarah the 
  dolphin (see below) would have the relationship of a 
  familiar rather than a druidic companionship.
  Fate’s Cruel Twist
  This +2 rapier causes wounds that refuse to heal. 
  The victim suffers 1 point of damage per round after 
  being struck until magically healed, to a maximum 
  of 12. Multiple hits cause multiple bleeding wounds. 
  Finally, this potent magical item causes opponents a 
  –3 penalty to hit when engaging the rapier in melee 
  combat.
  approaching danger. If engaged by a larger, more dangerous 
  ship, she uses the Whore’s speed and maneuverability to 
  her weal. If she can, she sweeps the aft of a larger vessel 
  and casts warp wood on their rudder, rendering the ship 
  difficult to steer, then makes her getaway. 
  In personal combat, Bethany uses her boots of speed 
  and Fate’s Cruel Twist to wound foes mercilessly. In a large 
  melee, her first mate, Korg, is never far from Bethany, and 
  she often maneuvers around foes he engages, dancing in 
  to backstab.
  Sarah, Dolphin: HD 2; HP 16; AC 6[13]; Atk bite (1d6); 
  Move 0 (swim 24); Save 16; AL N; CL/XP 2/30; Special: 
  none.
  First Mate Korg, Minotaur: HD 6+4; HP 40; AC 6[13]; 
  Atk head butt (2d4), bite (1d3), weapon (1d8); Move 12; 
  Save 11; AL N; CL/XP 6/400; Special: never get lost in 
  labyrinths. 
  Equipment: heavy pick, short sword (uses as his 
  knife), 50 ft. of heavy steel cable.
  
  23
  Chapter Two: Create A Razor Coast Campaign
  Create A  
  Razor Coast 
  Campaign
  How This Works:
  The Razor Coast campaign is produced for  
  two different rules-systems: Swords & Wizardry 
  (the retro-clone of the original edition of the 
  world’s best known fantasy RPG), and the Pathfinder 
  Roleplaying Game. What you hold in your hands is 
  the Swords & Wizardry version of the Razor. That’s 
  important, because in the two versions of the 
  campaign, Chapter 2 is almost entirely different 
  from one to the other, with the exception of the 
  fact that both chapters contain an outline of the 
  adventures.
  CHAPTER TWO
  
  24
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  The Pathfinder version of this chapter offers a far more 
  structured matrix of the campaign’s encounters, themes, 
  vignettes, incidents, subplots, and story threads than the 
  Swords & Wizardry version does. Swords & Wizardry in 
  general takes the approach that the progression through 
  a series of adventures is player-driven to a larger degree 
  than it is in a series of Pathfinder adventurers, where more 
  attention is paid to the appropriateness of the risk level 
  for the characters, and the overall game balance of the 
  encounters. 
  In a Swords & Wizardry campaign, it is still common 
  for the Referee to set the stage for “tonight’s adventure,” 
  in which case the players can expect the adventure to be 
  more or less appropriate for the levels of their characters. 
  However, there is another approach—player groups often 
  alternate between them—which is generally called a 
  “sandbox,” in which the players decide where the characters 
  will (try) to go, and what they will (try) to do. Whatever is 
  there is what they encounter, without much tweaking to 
  make the adventure level-appropriate. It is a matter of the 
  players’ skill to get a sense of what risks they might face in a 
  particular locale and what the potential rewards might be. 
  The obvious difficulty in running a good sandbox campaign 
  is that you, as the Referee, have to be able to give the players 
  enough information (through the party’s information-
  gathering) to make those decisions meaningfully. This can 
  result in lots and lots of over-preparation as you envision 
  the characters asking all kinds of questions and going to all 
  types of places in an evening’s session. Granted, Swords & 
  Wizardry is a simple enough system to let you manufacture 
  all kinds of enemies on the fly, letting you concentrate on 
  the more interesting parts of an adventure—the tactics, 
  the villainous plots, the strange locales—but let’s face it, 
  you can’t be a creative genius each and every game session 
  forever.
  So, the Razor Coast offers a rich tapestry of interlaced 
  events, people, and locations, allowing you to respond 
  quickly and creatively when your players do the unexpected. 
  There is also a presumed timetable based on the two big 
  villains and the plots they have been hatching since before 
  the characters arrived in the Razor. The actual timing 
  elements of the Background Plots can be used or discarded 
  at will, depending on how you want to run the campaign. 
  You will get a sense of how the Background Plots will affect 
  the campaign as you read further in the book.
  The Basics
  To prepare, a Referee sits down with this chapter, turns 
  to the section matching their party’s approximate level, and 
  selects the potential encounters, hooks, rumors, and NPCs 
  connected to them. 
  Episodes and Sandboxes
  When everyone sits down at the gaming table—
  or, perhaps more likely in this day and age, at their 
  computers—one of two things is going to happen, 
  depending on your gaming group and how the last session 
  ended. Perhaps the players don’t really care what the 
  characters do next, they just want a fun adventure—or 
  perhaps they generally just like to skip to the more dramatic 
  parts of their characters’ adventures. In this case, you as 
  the Referee are on the hook to announce the beginning of 
  “tonight’s adventure.” And since the players didn’t or don’t 
  want to do the decision-making, then it’s usually considered 
  impolite if they suddenly want to veto the adventure 
  you prepared in the absence of their input. On the other 
  hand, if your group runs the type of campaign in which 
  the characters ask around and make decisions like, “we 
  go to the city of X,” or “we head westward,” then it is your 
  job as the Referee to run –as much as possible, anyway—a 
  game in which the players influence the course of their 
  characters’ decisions. It would be rude on your part to 
  pretend like their efforts have some sort of meaning in the 
  game, and then to ignore it by running the same adventure 
  wherever they go, regardless of what they do. If you usually 
  choose the adventures due to time constraints or personal 
  preference, let the players know this, and just run your 
  campaign as a series of episodes. If this is how your group 
  operates, you will find that the adventures in Razor Coast 
  can (according to the timelines of the Background Plots) be 
  run in a fairly sequential manner, and they are progressively 
  more difficult as they evolve. In this sense, the campaign 
  may be viewed as an adventure series.
  If you allow the players to direct the course of their 
  travels and explorations, and they take up the challenge 
  rather than whinging about it or arguing endlessly among 
  themselves, then you no longer have the comfort of 
  knowing exactly what “tonight’s adventure” is going to be. It 
  is always a good idea, at the end of each session, to ask the 
  players what the characters are going to do next. This gives 
  you time to prepare between sessions, rather than finding 
  out that you have about ten minutes of small talk before 
  you have to Referee an impromptu sea journey to a city-
  state whose existence currently consists of a name and a dot 
  scrawled at the edge of your map.
  This book is organized to work whether your campaign 
  is episodic “tonight’s adventure is…” or sandboxy, “what do 
  you do then…” or—most commonly—a mix of the two.
  Four Primary Flavors of a  
  Razor Coast Campaign
  Referees can deliver nearly every Adventure Option 
  in Razor Coast to their players in one of four primary 
  flavors, each represented by a loose faction of NPCs. Think 
  “primary” as in “primary colors,” as there are many ways 
  to mix and match Adventure Options to produce various 
  shades of campaign. Your Razor Coast adventure path will 
  play differently depending upon which orientation your 
  players enjoy most.
  
  25
  Chapter Two: Create A Razor Coast Campaign
  The primary flavors offered in Razor Coast and their 
  representative factions are:  
  POWERS THAT BE  (Barrison Hargrove, Gregory 
  Bonedeuce, etc.), representing the worst that the colonizing 
  newcomers have to offer, themselves fooled and bound in 
  turn by one of the worst inhabitants of the Razor Sea—
  Harthagoa the Krakenfiend. The Powers that Be represent 
  the self-interested and self-deluding evil that willingly 
  wreaks horror on others in pursuit of its own ends.
  THE FORMER HEROES AND THEIR FRIENDS 
  (the Wave Riders, Jenkie Barnes, Zalan Trafalgar, etc.), 
  who represent the best the newcomers have to offer, yet 
  currently defeated by the Razor. They also represent the evil 
  that passivity wreaks when good folk allow the world to so 
  undo them, they cease to act like the heroes they remain at 
  heart.
  THE TULITA  (Milliauka, Mokoli Ali’i) also represent 
  defeated heroes, but those who have not yet given up the 
  fight. They suffer the evils of oppression, represent living in 
  balance with the natural world, and they fight the good fight 
  against overwhelming odds. Their heroic posture offers 
  them no special advantages, and they are as likely to fail in 
  their attempt as to engineer the political, economic, and 
  cultural renaissance their people need.
  THE INDIVIDUALISTS  (Bethany Razor, Falken 
  Drango, etc.). These are the people unconcerned with the 
  polity as a whole and indifferent to the big questions of who 
  shall rule and who shall serve. They see life through the lens 
  of the immediate and live it that way, acting for the Good 
  or…the less-than-Good but always for their own, personal 
  reasons. They embody those who think the large scale 
  question of Good vs. Evil is unsolvable and are concerened 
  only with the justice and injustice in their immediate 
  spheres. Most mercenaries, pirates, and many adventuring 
  parties start in this category.
  Generally, each Adventure Option presented below 
  contains Hooks linking it to one or more of these four 
  primary flavors. Supporting NPCs, Rumors, Whispers 
  and other devices also link Adventure Options to one or 
  more of the four orientations. Offering a particular flavor 
  for your Razor Coast campaign is as easy as selecting the 
  appropriate hook (or creating one of your own) for the 
  Adventure Options you place before your players.
  Background Plots  
  of Razor Coast
  Razor Coast contains two major Background Plots: 
  The Night of the Shark and The Kraken Strikes. These 
  are perhaps best viewed as the likely sequences of events 
  that will occur based on the current plans of the area’s 
  biggest villains. The characters might be pitted against 
  these villains, in which case they will be striving to alter 
  or prevent these events, or they might just be bystanders, 
  in which case the plots will progress as the villains have 
  planned, and the results will be nothing more than a 
  backdrop to whatever activities the characters are up to. A 
  very dangerous backdrop, it is true, but a backdrop. 
  It is, of course, possible to leave out the Background Plots 
  entirely and play the Razor Coast as a setting without any.
  First Plot Arc: Night of the Shark
  Synopsis
  Over the past months Dalang Jalamar, Chosen of the 
  Shark God Dajobas, organized “shark attacks” up and down 
  the Razor Coast, in order to fill Port Shaw with two kinds 
  of weresharks: the knowing and the unknowing; those 
  who knowingly follow Dajobas, glorying in their shark 
  forms, and those who do not yet know their “shark bites” 
  have infected them with lycanthropy (also called the Kiss 
  of Dajobas). To their shock and horror, these latter “Kiss 
  Victims” will first discover their lycanthropy only when they 
  abruptly transform into weresharks at the rise of the next 
  full moon. The next full moon will go down in Port Shaw 
  history as “The Night of the Shark.”
  Meanwhile, in human form, Dalang’s followers prowl 
  Port Shaw seeking the Jawbone of Kaho Ali’i, a relic that 
  holds the key to a Tulita renaissance – just the kind of 
  resurgence in Tulita culture and religion that might counter 
  the Shark God and prevent His return.
  Kiss Victims? Followers? 
  What’s the Difference?
  Jalamar’s wereshark followers willingly serve the 
  Dalang, Chosen of Dajobas. Many were once mem-
  bers of Falken Drango’s missing crew, the Nightslinks. 
  Long before the Night of the Shark all of Jalamar’s 
  followers passed through their first transformation 
  and swallowed humanoid flesh. This group includes 
  Razortooth Enforcers and Razortooth Raiders, but it 
  does not include denizens of Port Shaw who merely 
  survived a bite from Jalamar.
  Surviving a bite from Jalamar that also infects 
  you with lycanthropy makes you a Kiss Victim. As 
  discussed, Kiss Victims are doomed to transform on 
  the next full moon and, driven by a nigh insatiable 
  hunger, eat someone. Once a Kiss Victim swallows 
  humanoid flesh, their transformation is complete 
  and they become evil. Most likely they willingly serve 
  Dajobas from that moment on.
  In short—you are what you eat.
  
  26
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  When the shark-moon rises, mayhem erupts. Common 
  folk inflicted with the Kiss transform and attack their 
  neighbors. Dalanag Jalamar’s followers leap into the fray, 
  drenching the docks in blood. Under cover of this carnage 
  Jalamar moves to secure the Jawbone—but the party has a 
  chance to secure the relic before him.. 
  In this case, Jalamar rounds up people close to the party 
  and piles them on a raft doused with whale oil. “Give me the 
  Jawbone!” he demands, “or they burn!” It’s a trap, of course, 
  but a difficult decision and likely a good battle.
  Background
  Jalamar was born far up the coast of Port Shaw in 
  the near-idyllic town of White Reef. His mother died 
  during childbirth and a bale-shark ate his father, a simple 
  fisherman, when Jalamar was six. Young Jalamar watched 
  the whole thing from his dad’s fishing sloop. He listened 
  to the symphony of crunching bones and the ear-splitting 
  death squeals of his father. 
  Given to the local Church of Quell to be raised as an 
  acolyte, the youngster proved studious. He pleased his 
  tutors with both his intelligence and his quiet, patient spirit. 
  Jalamar eventually developed into an upstanding cleric of 
  the sea god.
  He never told anyone about his dreams. Every night 
  after his father’s death, Jalamar dreamed of a monstrous 
  jet-black shark with red burning eyes who stared straight 
  into his soul. Night after night he jerked awake, awash with 
  A Desperate People and a 
  Priceless Relic
  The Tulita fell hard after losing their war with the 
  foreigners. Since then, various tribes signed the first 
  treaties granting foreigners their power—vested in 
  huge tracks of plantation land, positions as Elders, 
  and seats on the Lodge Council—and the Tulitas’ 
  hold on the Razor erodes ever more swiftly before 
  the foreign tide. Their heroes lie fallen in battle, their 
  Elders humiliated in Council meetings by jumped-up 
  puppets and rapacious merchants. 
  Despite the depredations, many Tulita main-
  tained unity and preserved the old ways. Until a few 
  months ago, that is, when a foreign thief absconded 
  with the single most treasured relic of the local 
  tribes—a beautiful piece of scrimshaw depicting 
  the 1,000-year-old coronation of the first Tulita war 
  chief, Kaho Ali’i. To Jalamar’s dark delight, the loss of 
  this treasure drove many younger Tulita away from 
  the old ways. In response, the rate of desertion to 
  whaling ships, piracy and other ignoble pursuits in-
  creased— speeding the day of Dajobas’ return.
  sweat, just as the shark sank its razor teeth into him. 
  Once Jalamar earned his initiate’s robes, he traveled 
  the coast, preaching Quell’s glory to the ramshackle 
  communities of the Razor. For a few years he passed on 
  the good word and protected small communities against 
  sickness, storm, and the constant threat of pirates. 
  Still the dreams came every evening, with increasing 
  intensity, until two months ago he found himself camping 
  on a beach in a sleepy inlet not far from Port Shaw. 
  Snapping awake from his dream, Jalamar feverishly made 
  his way to the water. There, by moonlight, he recognized the 
  cove of his nightmares—a dark secluded place of still black 
  waters, a place he’d swum time and again in his mind’s eye. 
  Possessed by an inexorable urge, Jalamar threw himself into 
  the ink-still ocean.
  Then he saw the fin.
  Blacker than the night around him, it cut the water faster 
  than any arrow. Pain burst in his chest as the shark lifted 
  him from the sea, and the warmth of his own blood rose, 
  copper and hot, in Jalamar’s throat. Then consciousness 
  fled.
  He awoke in the home of Harok McFarrows, a local 
  fisherman who had discovered his mangled body floating 
  in the morning surf. The kindly man did what he could 
  for Jalamar, tending the two gruesome bite wounds that 
  now marked both sides of the young missionary’s torso. 
  The wounds were deep, and McFarrows did not expect the 
  unfortunate priest to survive the night. 
  When darkness fell, the full moon rose and Jalamar 
  became something else. He climbed from his wet and 
  bloodied bed a hideous monstrosity—half-shark, half-
  man—and he tore Harok’s wife to pieces. The fisherman 
  heard the sounds of slaughter from outside where he 
  squatted, preparing the next day’s nets. Harok rushed into 
  the house and beheld the butchery of his bride. Blind with 
  anguish, he hurled himself at the enormous wereshark, but 
  Jalamar, his hunger sated, simply swatted the fisherman 
  aside and through a wall. Jalamar fled into the surf, but only 
  after biting Harok’s surviving daughter Jessica—once. 
  That night Jalamar swam as he slept, and in his dark 
  dreams he heard the voice of the Shark. The voice of 
  Dajobas, Devourer of Worlds. His god.
  Jalamar now sees himself as more than mortal. He 
  spends much of his time in shark form, hunting the pathetic 
  men who sail his waters. The flavor of their fear-tainted 
  flesh is exquisite, and he feels he has accomplished much in 
  preparation for Dajobas’ return.
  He wrangled away the sharks of the sahuagin. He 
  recruited Falken Drango’s pirates, the Nightslinks, 
  infected them with lycanthropy and christened them “The 
  Razortooth Raiders.” On their first full moon in shark form, 
  the Raiders slaughtered the crew of a cargo freighter named 
  
  27
  Chapter Two: Create A Razor Coast Campaign
  Tide Marcher and looted its hold of silks and exotic spiced 
  teas from lands far away. 
  Jalamar now spreads the shark god’s Kiss to as many as 
  possible. The fisher folk of Port Shaw suffer a strange rash 
  of shark attacks these days. Few are fatal, and most of the 
  survivors tell the same strange tale: of a shark as black as 
  midnight striking with unthinkable speed then vanishing 
  into the night.  
  Setup
  The characters learn about the shark attacks soon 
  after arriving in Port Shaw. For example, talk of strange 
  encounters with a fierce black shark consumes the docks. 
  The party may decide to venture seaward to search for 
  the black shark themselves and investigate an abandoned 
  fishing village—only to learn of a great shark that ravaged 
  the town. They may stumble across a young boy near death 
  and covered in shark bites. The characters may also meet 
  Falken Drango and hear of his crew’s strange disappearance 
  from his pirate ship, Nightslink, and decide to solve that 
  mystery. Regardless, they continue to hear about shark 
  attacks throughout the first half of the campaign.
  While it is possible for the adventurers to unravel the 
  mystery of the shark attacks and stop Dalang Jalamar, 
  Chosen of Dajobas, before he unleashes the Night of the 
  Shark, the most likely outcome is that the party learns what 
  Dalang plans just a bit too late—perhaps not even until the 
  moon rises. 
  From before the characters arrived in Port Shaw, Jalamar 
  spent his time biting as many ordinary citizens as he 
  could. However, just prior to the full moon Jalamar does 
  two more things: first, he increases the number of people 
  infected with wereshark lycanthropy by stealing a bunch of 
  fishermen off to his underwater caves and, later, he attempts 
  to infiltrate Fort Stormshield to bite yet more Dragoons. 
  The second thing Dalang does a few days before the full 
  moon is send his followers—turned wereshark long ago and 
  since steeped in blood and evil—into Port Shaw in their 
  human guises. As mentioned, these followers covertly seek 
  the Jawbone of Kaho Ali’i. If Dalang secures the Jawbone 
  and destroys it, Dajobas shall surely return. If Dalang does 
  not secure the Jawbone, the Shark God may or may not 
  return—at least not yet, anyway.
  Action
  Dalang Jalamar, if not slain in his lair by the characters before 
  the full moon, mounts an assault on Port Shaw. As explained, 
  that evening all the folk Jalamar ever successfully bit suddenly 
  and unexpectedly transform into full-fledged weresharks. In 
  hybrid form they frenzy, wreaking havoc throughout Port 
  Shaw. If the Referee played the cards right, many of these latent 
  weresharks are the party’s friends and allies.
  At the same time Jalamars wereshark followers throw off 
  their disguises and join the mayhem.
  Hard upon the townsfolk’s transformations, Jalamar 
  strolls into Port Shaw, accepting bloodspray like flowers 
  tossed to a reigning monarch. He also seeks the Jawbone. 
  When his minions fail to recover it, the wereshark priest 
  gathers subjects to sacrifice to Dajobas, publicly demanding 
  the Jawbone in return for their lives. It is, of course, an 
  elaborate trap. Dalang wants the Jawbone but has no 
  intention of letting anyone live.
  Development
  Should Dalang Jalamar capture the Jawbone and destroy 
  it, the coming of Dajobas is assured. Perhaps not today, 
  perhaps not tomorrow—but the Shark God’s return is 
  nearly certain. Alternately, should the characters secure 
  the Jawbone and defeat Jalamar, they hold in their hands 
  the power to set in motion events that force the Shark God 
  back into exile. It all depends with whom the characters 
  side: the Tulita, the newcomers, the independents or 
  themselves.
  Phases of the Plot
  The Night of the Shark Background Plot plays out over 
  three phases.
  PHASE 1 – Setting the Stage 
  The Referee chooses from rumors, vignettes, incidents, 
  and encounters to deliver clues that beg for further 
  investigation or lead to additional encounters and set-pieces 
  connected to this Background Plot.
  PHASE 2 – The Plot Revealed 
  While the adventurers likely visit Beacon Island before 
  this Act, around 9-10th level, they finally link sightings 
  of the “Black Shark” and the rash of local shark attacks 
  to whomever lurks inside Beacon Island. They track 
  these villains through underwater tunnels and partially 
  submerged sea caves to learn Port Shaw is in danger from 
  the enigmatic Chosen of Dajobas, who may also be the 
  Black Shark.
  PHASE 3 – The Night of the Shark
  This Background Plot culminates on a night that goes 
  down in Port Shaw’s history as the Night of the Shark. As 
  bloody chaos erupts around them, the adventurers must 
  stop Dalang Jalamar from securing the Jawbone of Kaho 
  Ali’i and simultaneously save Port Shaw from destruction.
  Second Plot Arc: The Kraken Strikes
  Synopsis
  For over a century Harthagoa the Krakenfiend, spawn 
  of Demogorgon and a she-kraken, has executed a carefully 
  laid plan aimed at ruling the Razor in his father’s name—
  with Port Shaw as his capital. Even as the characters begin 
  adventuring, Harthagoa sets the last stages of his far-
  ranging plan into motion.
  When the characters arrive on the scene, these are the 
  five steps remaining in Harthagoa’s multi-generational 
  
  28
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  scheme:
   
  G Control or neuter Port Shaw’s political leadership
   
  G Seize control of the Dragoons
   
  G Eliminate the Church of Quell on the Razor
   
  G Destroy any heroes with the power to oppose him
   
  G Invade and conquer Port Shaw
  Control or neuter Port Shaw’s political leadership. 
  For all intents and purposes, by the time the characters 
  first arrive, Harthagoa has accomplished this goal. Barrison 
  Hargrove serves the Kraken, though under the delusion 
  Harthagoa plans to make him King of Port Shaw. Through 
  Hargrove, the Krakenfiend comands the Lodge unopposed, 
  having instructed Bonedeuce to addict the Tulita Lodge 
  Elder Nakuaka to dragonsmoke.
  Seize control of the Dragoons. Nearly accomplished. 
  Harthagoa controls Gregory Bonedeuce and through 
  him most of the Dragoons. Following Harthagoa’s orders, 
  Bonedeuce drove out champions of the good like Roland 
  Lawrence. Bonedeuce bound the worst of the Dragoons to 
  Harthagoa’s service by inducting them directly into the Ring 
  of the Kraken. Only Lt. Commander Trey Perrin remains 
  a threat to Gregory’s machinations and prevents the total 
  corruption of the Dragoons. Early in the party’s adventuring 
  career on the Razor, Hargrove and Bonedeuce contrive to 
  send Perrin on a fool’s errand from which he’ll likely never 
  return—at least not without the party’s assistance.
  Eliminate the Church of Quell on the Razor. Also 
  nearly done. Between Dalang Jalamar, Chosen of Dajobas 
  and Harthagoa’s attacks, neither a single Chapterhouse 
  nor a single priest of Quell remains on the Razor Coast—
  except in Port Shaw. After Harthagoa ordered Bonedeuce 
  to arrange the last high priest of Quell’s murder, the 
  Krakenfiend never expected a replacement to arrive 
  so swiftly. Zalen Trafalgar, the new priest of Quell, is a 
  problem. Harthagoa plans to blow up Quell’s Port Shaw 
  Chapterhouse and if that does not get him—assassinate 
  Zalen. The Krakenfiend will succeed unless the characters 
  intervene.
  Destroy any heroes with the power to oppose him. 
  Harthagoa thought he settled this one when he broke the 
  Wave Riders. Then the characters showed up.
  Invade and conquer Port Shaw. Once Harthagoa gets 
  the characters out of the way, he’ll launch his invasion. Like 
  the rise of some storm-driven, malevolent tide, Harthagoa’s 
  sahuagin armies and monstrous legions will emerge from 
  the harbor waters and, with neither heroes nor Dragoons to 
  oppose them, they’ll seize the city for the Demon Below and 
  kill or enslave the populace
  Background
  The Demon Lord Demogorgon, ever seeking to spread 
  his vile influence in the world, long viewed the seas of the 
  Prime Material plane as a ripe prospect for domination. 
  Centuries ago, his ruthless ambition and unnatural demon 
  lusts led Demogorgon to cavort with a great kraken 
  mistress. They named the abominable fruit of their sick 
  union Harthagoa, but most know him as the Demon Below. 
  The Krakenfiend rules much of the open sea beyond 
  the coast and has enlisted countless followers and slaves 
  for his dark father. Now Harthagoa has set his sights on the 
  coastline. The Krakenfiend is patient, quite brilliant, and 
  brutally persuasive. Over the past several years he cowed or 
  coerced many influential figures of the coast into his service. 
  Harthagoa enslaved the sahuagin tribes, brought the rogue 
  aboleths of the Razor’s depths under his auspice, and created 
  a secret society among the land dwellers who worship him as 
  a living god—a society called the Ring of the Kraken. 
  The populace of Port Shaw and the surrounding region 
  remain largely unaware of the Ring, regarding it as a 
  shadowy criminal organization, if they even recognize its 
  name. Members of the Ring bear the Mark of the Kraken—a 
  scar left when Harthagoa applied a tentacle to their tender 
  skin and tore a ring of flesh away.
  The members of the society—a multiplicity of NPCs, 
  organized much like a thieves’ guild—serve the Krakenfiend 
  in many ways. Mostly they spy upon Harthagoa’s enemies 
  and keep him updated on the best vessels to target for 
  destruction and pillage. Treasures salvaged from ships 
  crushed by the Krakenfiend’s cruel embrace thicken his 
  hoard. Harthagoa offers gold, jewels, and captured slaves to 
  Demogorgon as sacrificial tribute or uses them to buy the 
  loyalty of fell demons and fierce mercenaries. 
  While several individuals of considerable political 
  usefulness belong to the Ring of the Kraken, Harthagoa 
  required a highly placed agent in the Dragoons to complete 
  his scheme for conquest. Twelve years ago the Krakenfiend 
  began grooming an impressive young captain named 
  Gregory Bonedeuce for an intrinsic role in his long-
  range plans for Port Shaw. Harthagoa’s twisted demonic 
  machinations maneuvered Bonedeuce into the illustrious 
  position of Commandant of the Port Shaw Municipal 
  Dragoons.
  The Demon Below used his cat’s-paw to cultivate a 
  
  29
  Chapter Two: Create A Razor Coast Campaign
  brood of followers among the Dragoons, who augment 
  his already impressive network of spies, stand ready to 
  enact Harthagoa’s insidious plans against Port Shaw, and 
  undermine his enemies in the guise of official business.
  At first, the sea god Quell’s faithful proved the most 
  dangerous threat to Harthagoa’s dominion on land, but now 
  that his schemes reduced their temples to ash and reddened 
  the sea with the blood of their priests, the Krakenfiend 
  grows confident he shall soon rule the Razor in his father’s 
  blasphemous name.
  Setup
  Harthagoa’s plot has been long in the making. At its 
  simplest, he follows the maxim, “Only fight battles you have 
  already won,” and aims to eliminate all resistance before the 
  invasion. For Harthagoa that meant first eliminating the 
  Wave Riders, heroes with the power to oppose him, then 
  using Barrison Hargrove to corrupt Port Shaw’s political 
  leadership. 
  For example, Hargrove supported Nakuaka’s elevation to 
  the lodge because the Tulita elder indulged a dragonsmoke 
  habit, a habit that the Ring of the Kraken happily inflated 
  into an addiction. As mentioned, Harthagoa all but 
  eliminated the Church of Quell throughout the Razor 
  Coast, and he even ordered the assassination of Quell’s high 
  priest in Port Shaw. Having so thoroughly seduced their 
  Commander, Gregory Bonedeuce, the Krakenfiend stands 
  on the threshold of turning the Dragoons – Port Shaw’s 
  only military force—into his active instrument. 
  As mentioned, when the characters arrive on the scene, 
  little remains undone on the Krakenfiend’s pre-invasion 
  list. He wants to accomplish three more things before 
  unleashing his armies: (1) consolidate his control of the 
  Municipal Dragoons, (2) eliminate, not just cripple, the 
  Church of Quell in Port Shaw, and (3) get any new players 
  out of the picture.
  Eliminating the Church of Quell should have been 
  simple. After instructing the Ring to arrange the death 
  of Archibald Noeliss, Quell’s High Priest in Port Shaw, 
  Harthagoa decided to plant explosives beneath the church 
  Chapterhouse and blow it sky high. He arranged for Vrina, 
  a succubus, to handle this in secret, and the sewers beneath 
  the Chapterhouse of Quell filled with barrels of alchemist’s 
  fire, gunpowder, and rusty nails even as the characters 
  arrived in port. 
  Matters for Harthagoa grew tricky of late, and the plan 
  to blow the Chapterhouse slowed due to the unexpected 
  arrival of Zalen Trafalgar. Son of an old enemy and the new 
  high priest of Quell in town, Zalen is a replacement sent 
  from overseas by Quell’s Fatherhold to pick up Archibald’s 
  duties and restore Quell’s church in the Razor. 
  Lead Designer’s Note: 
  Complex Evil versus  
  Simple Evil
  Hargrove is a revolting excuse for a human being, 
  but sadly could turn out to be useful to the characters. 
  Barrison remains unaware of Harthagoa’s endgame—
  the destruction and enslavement of Port Shaw. 
  The old man, for all his disgusting faults, believes 
  in Port Shaw and sees it as his hallowed dominion. 
  He is king of the city in all but name, and if he learns 
  Harthagoa plans to destroy Port Shaw he considers 
  betraying the Krakenfiend, possibly even moving 
  against Gregory Bonedeuce and supporting the char-
  acters. The power of Barrison’s ego is so profound, he 
  even considers opposing the Demon Below. 
  Bonedeuce may have the Dragoons, but Barrison 
  Hargrove’s fortune can raise an army of sellswords 
  and pirates, not to mention Old Fish—the Razor’s 
  most lethal assassin.
  Zalen’s Assassination and 
  Archibald Noeliss’ Secrets
  Noeliss was murdered by the Ring of the Kraken 
  after uncovering evidence of their conspiratorial alli-
  ance with Harthagoa. Noeliss treated a few Dragoons 
  for injuries and noted the strange Mark of the Kraken 
  on their bodies. When he questioned the Dragoons 
  under his care, they all lied to him and he began to 
  suspect the mark implied membership in some sort 
  of secret society. Further investigations got Archibald 
  killed and dropped in a vat of acid.
  In Noeliss’ chambers, Zalen found hidden writings 
  concerning this information. He sent word to the 
  Church of Quell across the sea, but he is unaware that 
  Ring of the Kraken spies intercepted his missives. If 
  his bomb plot fails, Harthagoa has additional plans 
  for Zalen’s demise—plans that Harthagoa asked Har-
  gove to put in motion even before the bomb goes 
  off. The only bit of luck on the party’s side is that 
  Hargrove decided to solicit outside help to handle 
  the assassination. Barrison feels that Old Fish grows 
  weary of murder in his retirement and prefers not to 
  irk the retired assassin unnecessarily.
  If the characters befriend Zalen and aid him in any 
  way, he entrusts them with what he knows of an evil 
  secret society operating in Port Shaw, whose mark 
  includes the sucker scars of a giant tentacle. If the 
  characters foil the assassination attempt on Zalen, 
  they find a scrap of parchment on the body of the as-
  sassin that reads, “For your trouble. – The Ring”
  
  30
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Fearing plots within plots and possible opposition 
  from the Church masters overseas, the Krakenfiend calls a 
  temporary halt to his plans for blowing the Chapterhouse 
  while he assesses the threat this Zalen might pose. Even as the 
  characters gain power, Harthagoa grows convinced that Zalen 
  is a non-entity, easily eliminated. He restarts the timeline for 
  blowing up the Chapterhouse. If the characters defuse the 
  plot and prevent the explosion—or help Zalen live through 
  the event, then the Krakenfiend uses cutout agents to hire 
  an assassin to kill Zalen. That assassin will be en route as the 
  campaign approaches the Night of the Shark. The party may 
  or may not stop the contract killer coming for Zalen, but if they 
  do intervene, they stand to learn the Ring of the Kraken hired 
  the assassin—though not much more than that bare fact.
  On the military front, a single officer—a leader with 
  the integrity to resist Harthagoa and the charisma to 
  capture the hearts of the troops—is the only one who 
  might challenge the Demon Below’s cat’s-paw, Bonedeuce, 
  for command. This paragon’s name is Lt. Commander 
  Trey Perrin, so Harthagoa arranges for him to sail out to 
  sea—and into an ambush. The characters may glimpse the 
  edges of this plot in the course of their adventures, but 
  they only learn enough to foil the ambush in its final hours. 
  The adventurers grow more embroiled in Lt. Commander 
  Perrin’s tale after the Night of the Shark during The 
  Kraken Strikes, Phase 2 – Quest for the Albatross.
  Action
  Recently, an unexpected headache entered the arena 
  to worry the meticulous and careful Krakenfiend. A new 
  power rises, a power to rival the Wave Riders should it 
  choose to challenge the Kraken’s might. At best this force 
  seeks to rule the Razor itself and at worst it aims to counter 
  evil at every turn. It seems on the brink of learning that 
  the Ring of the Kraken killed Archibald Noeliss, and it may 
  discover the bomb plot—even put a stop to the—and in the 
  process learn that the Ring was behind both events. 
  What force is this you ask? The characters, of course, 
  and soon after the Night of the Shark, Harthagoa decides 
  to eliminate them. 
  The Krakenfiend employs a similar stratagem to the one he 
  used on Lt. Commander Perrin. He lures the characters out 
  to sea, where he hopes the dangers of the Razor will eliminate 
  his foes for him. As a backup, he plans to kill two birds with 
  one stone and instructs Gregory Bonedeuce—already hunting 
  the Albatross with orders to sink her—to let the adventurers 
  do the work for him. As the characters seek Perrin and the 
  Albatross, Gregory Bonedeuce trails them. When they locate 
  Perrin, explained the Kraken to Bonedeuce, send them both to 
  the bottom with a broadside from the Pride.
  If the characters survive Bonedeuce’s ambush and make 
  it back to Port Shaw, they find an overconfident Krakenfiend 
  moved too soon. The party arrives to an invasion in full 
  swing but not yet a fate accompli. Only the characters can 
  defeat Harthagoa and save the day.
  The Phases of the Plot
  The Kraken Strikes Background Plot also unfolds 
  across three phases.
  PHASE 1 – Setting the Stage 
  The Referee chooses from rumors, vignettes, incidents, 
  and Adventure Options that deliver clues begging for 
  further investigation or lead to additional encounters 
  connected to the Background Plot. During their early 
  adventuring days, the party continually brushes up against 
  hints of a sinister organization called the Ring of the Kraken 
  or more simply, the “Ring.” Clues point to a dark conspiracy 
  corrupting Port Shaw’s leadership and involving her 
  criminal underworld, but the Night of the Shark cuts the 
  investigation short.
  PHASE 2 – Quest for the Albatross
  Convinced the party threatens the Ring’s carefully 
  laid plans, Barrison Hargrove engineers a reason for the 
  adventurers to head to sea—even if only to flee his power—
  and this eventually involves the party in the fate of the 
  Albatross, Lt. Commander Trey Perrin’s ship. While on the 
  high seas, the party begins a veritable odyssey of adventure, 
  taking them from 10th—12th level. Along the way, they 
  confirm Hargrove and Bonedeuce serve Harthagoa and that 
  they scheme to bring the Krakenfiend into Port Shaw as 
  their conquering overlord.
  PHASE 3 – The Kraken Strikes
  A final showdown in which the characters must 
  rally their surviving friends and allies to halt a full-scale 
  invasion of Port Shaw by the Krakenfiend’s armies. Scrags, 
  lacedons, pirates, other foul creatures—even the occasional 
  wereshark—swarm the streets. The characters sail into 
  Port Shaw harbor and catch Harthagoa’s forces in the act of 
  putting all they know and love to the sword. In a do-or-die 
  final battle, the adventurers either defeat Harthagoa, fall in 
  battle, or flee in failure.
  Whispers and Rumors
  As previously discussed, Whispers are the common 
  currency of the docks. Referees should plan to simply give 
  this information out, in the mouths of NPCs during day-to-
  day interactions, whenever possible. Whispers are largely 
  informational. They identify no opportunity on which the 
  characters must act immediately. 
  Rumors, however, contain information. Often a Rumor 
  learned from an NPC offers an immediate opportunity for 
  further action. When Rumors do not offer an opportunity 
  for immediate action, they likely color the party’s 
  perceptions of a future interaction; for example, revealing 
  someone the party might not otherwise suspect to be evil.
  
  31
  Chapter Two: Create A Razor Coast Campaign
  Relationship Arcs:  
  Redemption and the  
  Post-Heroic Razor Coast 
  If they choose the heroic course, your characters are 
  potentially the first injection of heroes onto the Razor 
  for several years. Prior to their entrance, no other heroes 
  survive. Twas not always so. The Razor is packed with fallen 
  and forgotten champions—once brave souls who lost their 
  way, abandoned all hope, or fell into a bottle. 
  tIf the characters are of a heroic mold, one of the 
  more rewarding elements of Razor Coast involves the 
  redemption of the various NPCs, while a wellspring of fun 
  for the Referee lies in prompting complex and interesting 
  relationships between characters and NPCs—relationships 
  that impact the course of your Razor Coast campaign. 
  Right at your fingertips you’ll find romance, friendship, 
  rivalry and brinkmanship, mentor-mentee bonds, along 
  with student-becomes-master developments whenever the 
  characters, as the main protagonists, mix and mesh in the 
  lives of the non-player characters.
  Below, you’ll find the keys to restoring each of the 
  Razor’s fallen heroes to their former glory. 
  Bethany Razor 
  The widow Bethany Razor has lost the love of her life 
  and lost hope. She once fought beside her husband Jacob 
  against all threats to the Razor, but since Jacob passed, 
  she has drifted into the life of a vagabond. Despite her 
  good-hearted intentions, Bethany now has little interest 
  in opening herself up to the fierce emotions and exciting 
  adventures that led to the loss of her love. However if the 
  heroic exploits of others inspire her or events conspire to 
  mend her broken heart, Bethany may once again involve 
  herself meaningfully in the conflicts surrounding Port Shaw. 
  Without the Characters: Bethany’s Downfall
  At the outset of your Razor Coast campaign, Bethany is 
  adrift. Her ignorance of the treachery surrounding Jacob’s 
  demise robbed her of any closure over his death. With no 
  other heroes to stand up and be counted as allies, Bethany’s 
  misery over her husband’s death continues to erode her 
  commitment to good. 
  Gregory Boneduece views turning Bethany toward evil 
  as his magnum opus, and though he proceeds with caution, 
  he remains hellbent on engineering her fall into darkness—
  and into his bed. 
  In the ordinary course of events, when Bonedeuce 
  offers his affections as a distraction from Bethany’s 
  broken-hearted and lonely existence, she resists at first 
  but eventually this insidious villain’s charisma overcomes 
  her. He even feigns a shared affection for Jacob, claiming 
  admiration for her former husband and recounting tales of 
  Jacob’s bravery in the final battle against Garr Bloodbane. 
  The following outlines the arc of Bethany’s corruption, 
  assuming the characters take no interest and never 
  intervene in her story:
   
  G Gregory first stirs Bethany’s passions by courting her 
  fiercely, perhaps even challenging her to a friendly duel, 
  becoming her sometime sparring partner, sometime 
  bedmate. 
   
  G Bethany’s alignment slips to Neutral as Gregory 
  painstakingly points out how little her good intentions 
  have rewarded her in life and imbues in her a heightened 
  awareness of the cold practicalities of the world. 
   
  G The two spend more time together in public, often 
  spotted by the characters, and Gregory may even 
  convince Bethany that the party threatens his authority 
  and Port Shaw. 
   
  G Bethany succumbs to Bonedeuce’s attentions entirely, 
  wearing his ring about Port Shaw and promising herself 
  to him in marriage. 
   
  G Bethany’s alignment slips to Chaos as she starts to 
  justify even the most extreme actions taken by her new 
  love. Moreover, Bethany begins enjoying the poisonous 
  cocktail of Bonedeuce’s attentions drenched in her newly 
  gained power throughout Port Shaw.
   
  G Gregory convinces Bethany to forsake Jacob’s memory 
  completely, convincing her he was a fool who opposed 
  the natural order of might-makes-right that so obviously 
  prevails on the Razor. 
   
  G Bethany joins the Ring of the Kraken. 
  Character Intervention: A Broken Heart Mended 
  If the characters take an active interest in Bethany’s 
  story, her life may turn out quite differently. At the start of 
  the campaign, Bethany is always spoiling for a fight against 
  evil doers and more than willing to lend her scimitar and 
  spell in defense of fellow, good-hearted denizens of the 
  Razor. 
  Bethany intervening to aid the characters in an Incident 
  may not be entirely random. Bethany has spent too long 
  in the doldrums of life. Perhaps witnessing the characters 
  heroically defending themselves against some miscreants in 
  Port Shaw is the perfect impetus to jolt Bethany into rising 
  from the depths of her misery. If the characters prove they 
  are heroes worthy of the Razor, under their inspiration 
  she might once more take up her mantle, Defender of the 
  Coast, and assist them in their deeds, growing too busy and 
  too outwardly focused to fall to Gregory’s seductions. This 
  transformation of her destiny grows more likely to occur if:
   
  G A Lawfully aligned character succeeds in winning her 
  close friendship—or her heart. 
   
  G The characters discover the truth that Gregory murdered 
  her husband, Jacob Razor. This likely requires a visit to 
  the wreck of the Razor’s Edge.
  
  32
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
   
  G The following are likely to gain Bethany’s increased 
  attention and affections:
   
  G Fight pirates or slavers.
   
  G Stand up for the rights of underdogs and take any 
  actions in line with the Individualists or Tulita path 
  through Razor Coast (as opposed to the Powers that Be 
  orientation). 
   
  G Display strength without trying to undermine Bethany’s 
  own abilities.
   
  G Challenge Bethany to a friendly (non-lethal) duel over a 
  minor argument and win (she respects this). 
   
  G Discover the truth of her husband’s demise.
  Bethany is likely to find the following actions displeasing, 
  which will keep the characters from gaining her trust and 
  affections:
   
  G Aid any pirate openly—such as Falken Drango. Bethany 
  has always been a fierce pirate hunter and views any who 
  prey on the innocent as cowards and parasites. 
   
  G Engage in evil activity of any kind. If Bethany hears of 
  such, she naturally begins to recoil from the characters; 
  though, perhaps not until she confronts them to demand 
  if the rumors are true.
   
  G Indulge in Dragonsmoke. She sees reliance on the drug 
  as pure weakness.
   
  G Take too many actions demonstrably in-line with the 
  Powers that Be orientation.
   
  G Abuse nature in some way: by whaling, polluting, 
  destroying sacred natural creatures or areas, etc.
   
  G Patronize her or romance her as if she were a helpless 
  lass. Bethany is proud of her strength and independence. 
  Gifts of jewels, flowers, etc. are more likely to raise her 
  ire than impress her. Gifts of deeds or offering help to 
  those close to her? That’s a different matter.
   
  G Allow slavery to go unpunished. Bethany is a fierce 
  abolitionist.
  Mistreat anyone based on race. Bethany’s best friend in the 
  world is a minotaur. She does not suffer racists and fools.
  Complications
  Many roadblocks stand between the characters and 
  Bethany’s trust.These include:
   
  G In their early levels, Bethany views the characters as 
  young wards to be protected and never takes them very 
  seriously—until they prove themselves as heroes, which 
  at least requires they gain a few levels.
   
  G Bethany seems to begin to enjoy one of the characters 
  affections, and Korg is displeased. He fears their 
  intentions may not be worthy of his captain. Now the 
  characters have an over-protective minotaur snarling at 
  their every friendly sign. Any action taken against Korg 
  alienates Bethany, as he is her closest confidant and 
  friend.
   
  G Even after a character gains her affections, Bethany is 
  unwilling to take the relationship anywhere beyond 
  casual, as her heart still belongs to Jacob. She lacks 
  closure, there. No matter what, until the mystery 
  surrounding Jacob’s death is solved, the character (and no 
  one, for that matter) measures up to her lost love. 
   
  G Bonedeuce catches wind of the characters courting or 
  carousing with the object of his affection. Gregory cuts 
  in, impressing Bethany with his superior skill at arms 
  and his devilishly charming fiddling. If the characters 
  are unable to best him in some way (dancing, fiddling, 
  a duel), Bethany’s interest begins to wander to the 
  handsome commandant. 
   
  G Any attempts to reveal that Bonedeuce is evil seem like 
  petty and jealous lies to Bethany, which she does not 
  take too seriously; especially because Gregory has only 
  honeyed words for her and fond praises for her long-
  dead husband. Gregory’s involvement may have at least 
  one positive side effect: Korg likes Bonedeuce even less 
  than he likes the characters. At this point, he is likely to 
  tell the party he suspects Bonedeuce of Jacob’s murder 
  and suggests they look for proof in the wreck of the 
  Razor’s Edge, last reported sunk off Beacon Island.
   
  G To get his rival in love out of the way, Bonedeuce might 
  blackmail one or more of the characters for crimes they 
  didn’t commit—such as an act of piracy—which curdles 
  Bethany’s affections. 
   
  G Bonedeuce may challenge the character courting 
  Bethany to a duel and lose on purpose, in a manner 
  that it makes the character appear to have cheated 
  (for example, Gregory poisons himself and blames the 
  character). Bethany is not amused.
  Payoff
  If the characters succeed in winning Bethany over and 
  preventing her downfall into evil, they gain a valuable ally 
  and rob Boneduce of his final revenge against Jacob (the 
  planned corruption and taking of his wife). She also puts 
  Quell’s Whore at the characters’ service following the Night 
  of the Shark, joining them in the hunt for Bonedeuce and 
  the Pride, revenge in her heart. See Reap What You Sow 
  for more thoughts on making this relationship pay off 
  dramatically in the characters’ adventures.
  The Wave Riders
  Dajobas and the Krakenfiend are terrible foes, and the 
  characters may want strong backup on their side when they 
  stare these dread evils dead in the eye. The redemption of 
  the Wave Riders—once the Razor’s most noted band of 
  heroes, now scattered and fallen—could prove a rewarding 
  part of your campaign. To actualize this possibility, the 
  Wave Riders offer several interesting relationships for your 
  characters to explore:
  
  33
  Chapter Two: Create A Razor Coast Campaign
  Without the Characters: Belok Talorg’s Downfall
  When the Wave Riders disbanded, Belok lost a piece of 
  his soul. He admired the strength of Solomon Trafalgar, and 
  when Harthagoa effortlessly crushed his idol in tentacled 
  embrace, something broke inside the big warrior. He gave 
  up on heroism, and decided instead to use his great strength 
  for fame and profit. 
  Shortly after his return to Port Shaw, Belok took up 
  fighting at the Broken Skull. At first this provided some 
  satisfaction—or at least distraction—from the horrors of 
  the Wave Riders’ final defeat. However, the rush of the 
  ring quickly waned. These days Belok just goes through the 
  motions and recently, he lost to Jin, the current champion. 
  If the characters take no interest in Belok he continues to 
  fade into ignominy in the following fashion:
   
  G Belok’s fights grow increasingly sloppy. The up and coming 
  generation of fighters neither know nor care he once 
  fought as a Wave Rider. Memories being short on the 
  Razor, they don’t even know who the Wave Riders were.
   
  G Eventually Belok loses all hope of regaining his title. He 
  stops even trying for a rematch with Jin. 
   
  G Belok’s motivation crumbles further until a crisis of 
  faith results. No longer able to pray with a fervent and 
  true heart, his loses most of his most useful abilities in 
  the ring: his spells, his domain power, etc.
   
  G Either Brunner Hammerfell or Amory Fairbanks beats 
  Belok and drops him to third among the ranked fighters 
  at the Broken Skull. 
   
  G Belok’s confidence death spirals. He no longer accepts 
  or makes challenges against the top ranked fighters 
  at the Skull, settling for the small purses earned by 
  trouncing new-comers and whelps.
   
  G A mockery no longer welcome at the champions 
  table in the Skull, he starts to keep his own company. 
  Eventually he starts abusing dragonsmoke. 
   
  G Belok’s dragonsmoke habit eats up his earnings, and he 
  borrows heavily. His debts mounting, the Skull declares 
  him persona-non-grata.
   
  G Belok dies of a dragonsmoke overdose in a filthy room 
  in Bawd. No one even remembers his name, and he 
  chokes out his last breath alone, without fanfare. It 
  takes them days to even find the body.
  Party Intervention:  
  Fighter to Champion, Champion to Hero
  If the characters involve themselves in Belok’s story, he 
  may be inspired to regain his confidence and his heroism, 
  but before he can leave the den of bloody fists and cracked 
  teeth behind Belok must find closure at the Broken Skull. If 
  the characters take an active interest they can redeem Belok 
  through a two step process:
   
  G Befriend Belok and help him regain his title as 
  Champion of the Broken Skull.
   
  G Replace the lost leader of the Wave Riders with Zalen 
  Trafalgar (see Zalen Trafalgar, below, for more details).
  The following actions, or ones similar to them, help 
  the characters gain Belok’s friendship, spark a romantic 
  interest, establish trust, and put the old fighter on the path 
  to redemption:
   
  G The characters prove their own effectiveness in the ring 
  at the Broken Skull by at least defeating all those ranked 
  up to (and including) Brunner Hammerfell 
   
  G The characters aid another former member of the Wave 
  Riders in some way. This good deed gains Belok’s favor 
  and simultaneously reminds him he is not alone in 
  the world. Belok may even begin to carouse with his 
  former friends, whom he had been avoiding because 
  they remind him of the pain and shame of their shared 
  defeat by Harthagoa
   
  G Displays of great strength and respect for strength 
  greatly impress Belok
   
  G The character stands up to a bully, either for themselves 
  or for someone who is unable to do so
  Create a Song in Belok’s Honor
  
  34
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
   
  G If the characters defeat Belok in the ring, in a 
  sportsmanlike fashion, they gain his esteem 
  immediately
   
  G If the characters expose Amory or Varion’s cheating, 
  they gain Belok’s respect—especially if in the act of 
  exposing the fraud they save Belok from defeat at the 
  two cheats’ unscrupulous hands.
   
  G If the characters are (or pretend to be) fans of Belok and 
  create a cheering section for him at the Skull, or create 
  a song or ballad in Belok’s honor, this builds Belok’s 
  confidence. He is grateful to the characters for their 
  praise.
   
  G If the characters help Belok train to retake his title at 
  the Skull—and he succeeds—this alone renders him 
  almost ready to take up the cause of the Wave Riders 
  once more.
   
  G Conversely if a character defeats Jin (taking the title) 
  and then loses to Belok, as long as Belok doesn’t learn 
  or believe the character threw the match, then Belok 
  regains his confidence. His courage re-awakens. He 
  may soon prove ready to take up arms against the 
  Krakenfiend again.
   
  G If a character succeeds in redeeming one or more other 
  Wave Riders and convinces them to talk to Belok about 
  striving to protect the Razor, Belok listens and sets out 
  on a path that eventually helps him regain his lost glory.
  The following actions drive Belok away, enrage him, or 
  otherwise reduce the chance he will trust a character or 
  offer his friendship:
   
  G Character displays a disdain for physical strength or is 
  extremely physically weak 
   
  G Character cheats or otherwise displays unsportsmanlike 
  behavior
   
  G Character does not stand up for themselves, or allows 
  someone to bully them
   
  G Character besmirches the Wave Riders’ memory in 
  speech or deed
   
  G Character harms or takes action against another former 
  Wave Rider
   
  G Character belittles Belok or, worse, preaches to him 
  about living up to his history as a Wave Rider. Such talk 
  makes him secretly more ashamed, and blustering he 
  pulls away from the characters.
  Complications 
  The following conflicts/problems may rear their head as 
  the characters attempt to redeem Belok.
   
  G Early in the campaign, Belok cannot take the characters 
  seriously—dismissing them as hangers-on, or wannabe 
  contenders in the Skull. They must prove themselves to 
  even gain Belok’s attention. 
   
  G Another rival might begin a campaign of derision 
  against Belok, spreading rumors about how he failed 
  the Wave Riders during the final battle. This is likely, 
  if the party creates a swift improvement in Belok’s 
  reputation.
   
  G As Belok begins to experience terrible nightmares 
  about the defeat of the Wave Riders. A remove curse or 
  similar magic dispels these nightmares, and allows him 
  to rest and recover normally. Conversely a character 
  may help him discuss these nightmares and come to 
  terms with the defeat in a way that allows Belok to put 
  the event solidly behind him. 
   
  G One of the other fighters with their ambitions on rising 
  through the ranks may hire some thugs to murder 
  Belok. 
   
  G As Belok begins to regain his confidence and skills, 
  agents of the Ring of the Kraken may begin to view the 
  pit fighter as a potential threat again.
   
  G Ring of the Kraken conspirators coerce Amory 
  Fairbanks into using a lethal poison against Belok in 
  their next match together. The party must uncover 
  the plot and stop the poisoning if they are to save the 
  former Wave Rider.
   
  G Another fighter in the Skull, or agents of the Kraken 
  may realize one of the characters is the source of Belok’s 
  new-found confidence and heroism and take steps to 
  remove that character. 
  Payoff
  If the characters orchestrate Belok’s retaking the 
  champion’s title at the Broken Skull, he is ready to retire 
  from the ring and reemerge a hero for Port Shaw. The 
  party has gained a steady ally. See Reap What You Sow for 
  additional detail.
  Xander Brim
  Xander is a rare soul—a man far too principled for 
  his own good. Since the defeat of the Wave Riders he has 
  remained a bastion of morality and uncompromising virtue. 
  Such dedication to wholesomeness earns no favors in a 
  pit like Port Shaw. Xander is most likely one of the only 
  staunchly Law-aligned citizens in a city that considers self-
  interest a virtue. 
  The archmage watched his companions fall into petty 
  thievery (Jalia), lose themselves in the rush of combat 
  (Belok), drown themselves in drink (Capt. Montgomery) 
  and even turn to the forces of evil (Aeron Chambers). 
  Xander still wanders Tide trying to do good, but he is a man 
  alone, a quixotic crusader more mocked than loved. He has 
  begun to lose hope for Port Shaw and is considering taking 
  passage to a place less pox-ridden, less bent on sliding 
  inexorably into wholesale evil. 
  In addition, Xander is broke. He no longer earns good 
  money by honest means, and refuses to profit from any 
  dishonesty. Hard times forced him to sell most of his 
  
  35
  Chapter Two: Create A Razor Coast Campaign
  treasured tools for his fight against evil. If the characters 
  take no interest in Xander’s story, his sad tale ends with him 
  abandoning the Razor and goes something like this:
  Without the Characters: Xander’s Downfall
  If the characters take no interest in Xander’s story, his 
  sad tale ends with him abandoning the Razor and goes 
  something like this:
   
  G As his coins dwindle, Xander wanders Tide trying to 
  gain honest employ on a freighter, if only for a few 
  weeks. 
   
  G Xander becomes a figure of fun. Local children chase 
  after him, casting stones at the threadbare mage. He 
  takes this abuse with silent dignity, but it causes some 
  of those who once spoke his name with respect to mock 
  him and others to wonder if he’s gone mad.
   
  G Xander starts patrolling Tide in the evenings, hoping to 
  punish some scourge of the docks for their evil crimes. 
   
  G He chastises and defeats a member of either 
  Bonegnaw’s smuggling ring, the Salty Dogs, or catches 
  corrupt Dragoons red-handed in an evil act. 
   
  G The organization decides to make an example of 
  Xander. They hire a sneak thief to steal the wizard’s 
  spellbook from the shoddy unsecure inn in Tide, where 
  he sleeps. 
   
  G Xander continues to patrol out of commitment to law 
  and goodness, but quickly uses up his spells defending 
  the weak and innocent. He cannot afford the materials 
  needed to redraft his spellbook. The organizations 
  warns off all who would help him out of charity or a 
  willingness to trade the spells Xander yet recalls for 
  financial support
   
  G Once Xander exhausts his spells, the organization 
  closes in for the kill. Instead of simply murdering the 
  wizard, they beat him within an inch of his life and 
  brand his face as a warning to any would be “heroes” 
  who might foolishly oppose them.
   
  G Shamed beyond measure, Xander sells all his remaining 
  possessions to Sagacious Samuel for enough gold 
  to book passage far from the evils of Port Shaw. He 
  departs and never returns.
  Character Intervention: Rise of the Archmage
  If the characters involve themselves in Xander Brim’s 
  plight, they may convince him that he does not fight the 
  shadows of Port Shaw alone. Xander’s path to redemption 
  lies in companionship and the belief that others are 
  willing to stand with him against the terrors of the Razor. 
  To gain the archmage’s trust, the characters must prove 
  their intentions are wholesome and their actions beyond 
  reproach—at least as far as Xander is aware. The following 
  steps build a strong relationship with Xander:
   
  G Prove themselves worthy heroes of the Razor, with 
  whom any lawful good being would find pride in allying
   
  G Help redeem Xander’s stray companions and restore 
  the Wave Riders to their former glory.
  The following are ways in which the characters might 
  gain Xander’s esteem, friendship and trust:
   
  G Demonstrate a deep understanding of magic 
   
  G Express the philosophy that magical power should 
  only be used to help others in need or to support the 
  common good.
   
  G Take brave action against forces of Chaos.
   
  G Engage in acts of charity and kindness that serve the 
  downtrodden.
   
  G Show a lack of self-interest, pass up a bribe or reward.
   
  G A party magic-user “talks shop” with Xander
   
  G If the characters recover some of the items 
  circumstances forced Xander to sell to Aeron 
  Chambers, he is overjoyed.
   
  G Characters redeem one or more other Wave Riders, 
  who resume heroic deeds in Port Shaw. 
   
  G Stick up for Xander when others bad-mouth the poor 
  mage.
   
  G Convince citizens of Port Shaw to treat Xander with the 
  respect a man of his power and principles deserves; for 
  example, by reminding people of Xander’s past heroism.
   
  G Show Xander that there are good people left in Port 
  Shaw by introducing him to Bethany Razor or Roland 
  Lawrence.
   
  G Swearing an oath to protect Port Shaw against Chaos, 
  or by some similar grand gesture.
  The following kinds of action repel Xander and make it 
  difficult for the party to gain his trust and friendship:
   
  G Commit evil acts or gain a reputation for evil behavior. 
  Even baseless rumors spread about the characters by 
  their enemies may serve to turn Xander away from 
  them early on.
   
  G Ally or appear to ally with criminal organizations 
  or individuals, such as Old Fish, Falken Drango, 
  Bonegnaw’s smugglers, etc.
   
  G Harm or disparage any other former Wave Rider.
   
  G Use magic for selfish gain or as a mere display of self-
  aggrandizing power.
   
  G Display ignorance about magic.
   
  G Belittle magic-users.
   
  G Compromise in the face of evil.
   
  G Display overly Chaotic tendencies or behave in an 
  incredibly rude or crass manner.
  
  36
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Complications
  The following are possible snags to the characters 
  developing a relationship with Xander that must be overcome:
   
  G Xander is dubious of anyone claiming to live up to 
  the heroic virtues he holds dear. He may require the 
  characters prove themselves by performing some 
  dangerous service against Chaos. 
   
  G Some enemy of the characters may slander them and 
  cause Xander to believe they lack virtue and are not 
  worthy of his companionship. 
   
  G Aeron Chambers’s personal spite for Xander consumes 
  him. He decides to abuse his new place in the 
  Dragoons and make Xander’s life difficult. He begins 
  by instructing Dragoons to harass Xander during his 
  nightly patrols. 
   
  G Aeron uses some former magic item or another of 
  Xander’s to commit a terrible crime and then frames 
  the wayward archmage for it. 
   
  G Aeron Chambers or an enemy Xander has made during 
  his nightly patrols steals the archmage’s spellbook. Out 
  of pride and an unwillingness to trouble a new ally, 
  Xander hides the theft and pretends nothing is amiss. 
   
  G Aeron spies on the archmage (with his own crystal ball), 
  waits until Xander’s spells are nearly exhausted, and 
  then challenges the archmage to a mage’s duel. Xander, 
  puffed up with pride and honor accepts even though his 
  powers are terribly depleted. He forbids the characters 
  to interfere. 
   
  G A lone Nightslink, unhappy with his wereshark state, 
  kidnaps Xander and tries to force the wizard to use 
  magic to undo the enchantments upon him.  
  Payoff
  Because Xander’s nemesis Aeron Chambers joins 
  Bonedeuce when the Pride departs in pursuit of the 
  Albatross, the characters might persuade the archmage 
  to join them on the hunt. This works best if Aeron also 
  holds the archmage’s spellbook and Xander depleted many 
  of his most potent magicks. During Ambushed by the 
  Pride consider narrating how Xander brings the last of 
  his arcane might to bear and counters Aeron’s sorcery, 
  freeing the characters to deal with Bonedeuce and the Pride 
  unhindered. See Reap What You Sow for additional ideas 
  concerning the characters’ relationship with Xander.
  Donovan Montgomery
  Once renowned as the Razor’s most skilled helmsman 
  and a feared captain of great renown, Donovan Montgom-
  ery braved the deepest brine for dozens of years. Now he 
  hugs the shore and drowns himself in wine instead. Like 
  many addicts, Donovan never intended to fall into a bottle. 
  He kept telling himself he’d mount a mission to bring back 
  Soloman Trafalgar’s remains “right after I finish this bottle.” 
  Days became weeks as he drank to forget the shame of 
  defeat. He replays the last battle in his mind, again and 
  again. He’s convinced his failure to maneuver the Trident 
  fast enough to avoid the krakenfiend’s forest of murderous 
  tentacles makes him personally responsible for Soloman’s 
  death. He now seeks to join his leader in drowning, one 
  bottle of cheap wine at a time. 
  Without the Characters:  
  The Downfall of “Shakes” Montgomery
  If the characters take no interest in Donovan’s his story 
  arc goes something like this:
   
  G The fire at the quartermasters, caused by Donovan’s 
  drunken negligence, results in the captain losing his 
  docking rights in Port Shaw.
   
  G Shortly thereafter Donovan, trying to moor the Vintage 
  down coast of Port Shaw, runs his vessel aground and 
  wrecks her (and his livelihood, such as it is) beyond 
  repair. 
   
  G Donovan secures a helmsman or pilot’s post on a 
  freighter ship. His first night on duty he nearly rams 
  another vessel leaving Kai Bay. They give him twenty 
  lashes and eject him. 
   
  G Donovan roams Tide district in a constant drunken 
  stupor. Jenkie does his best to keep him out of trouble.
   
  G In a drunken rage, Donovan brawls with Jenkie, 
  accidentally pushing his friend off a pier and breaking 
  his neck. 
   
  G Without his steadfast friend to keep him from trouble, 
  Donovan starts a suicidal fight with the Salty Dogs and 
  they cut him down. Strays eat his innards, and his body 
  slips into the grim embrace of the outward tide. 
  Party Intervention: Drying Out the Captain
  If the characters decide to reform Donovan and help 
  him rediscover his former glory, they face two potent 
  obstacles. The first is Donovan’s crippling addiction to the 
  demon rum (he’s a particular fan of brand called Blatcher’s). 
  The second obstacle lies in Donovan’s deep, soul-rending 
  guilt over the death of his former leader Soloman Trafalgar. 
  Luckily the characters have an ally. Jenkie Barnes knows his 
  captain better than any man alive and serves as an excellent 
  window into the drunkard’s broken soul. With Jenkie’s help 
  the characters may pursue two avenues that together lead to 
  redeeming old Shakes:
   
  G Help him recover from his addiction to alcohol.
   
  G Absolve him of his guilt over both Soloman Trafalgar’s 
  death and the defeat of the Wave Riders.
  The following actions (or ones similar to these) help 
  Donovan begin recovering from his addiction and move 
  him toward redemption.
   
  G If a character proves to be an able seaman, Donovan 
  considers them a kindred soul.
   
  G Asking Donovan’s advice on several matters of 
  
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  Chapter Two: Create A Razor Coast Campaign
  seamanship—for example, how to chart the best course 
  to a destination or what tactics to adopt during an 
  engagement—rekindles his confidence and reminds him 
  of his captaining days.
   
  G Sadly, offering Donovan free alcohol is a quick “in” to 
  securing his interest and kinship; however, unless the 
  characters turn from simple enabler to real friends, the 
  captain just sinks further into his addiction.
   
  G Donovan has been unable to tell the story of 
  Harthagoa’s attack on the Wave Riders aloud, even 
  though he dreams it every night. If a persistent and 
  charismatic character gently urges Donovan to open 
  up and share the tale (he resists the first few attempts, 
  outright), the words suddenly pour free and the burden 
  Dononvan carries lightens somewhat.
   
  G If a character who has proven an able seaman listens 
  to the story of the battle then firmly points out that 
  Donovan did all he could against the krakenfiend and 
  made no mistakes, the captain starts to turn from drink 
  and regain his respect.
   
  G If characters swear an oath to avenge Soloman Trafalgar 
  and to retrieve at least a memento of the great leader 
  from the Kraken’s grasp, Donovan hurls his current 
  bottle aside and dries out even further.
   
  G If the characters purchase a worthy vessel (such as 
  Baron of the Tide) and offer Donovan a position as 
  helmsman (or even captain), he stands a foot taller and 
  regains the salty gleam in his eye. 
   
  G If a character returns Donovan’s hammer, Maelstrom, 
  the captain rises even further above his addiction. 
   
  G If the ship Donovan serves on (or captains) wins 
  a potent victory (such as against the Pride), his 
  redemption is complete.
  The following actions (or those similar) serve to drive 
  Donovan deeper into his bottle and alienate him from the 
  characters.
   
  G Berating or shaming Donovan for drinking or otherwise 
  disparaging him as a drunk or a worthless shadow of 
  his former self. Donovan nods, agrees grimly, and then 
  goes on a bender that ends in chaos.
   
  G Drinking around Donovan validates his illness and 
  causes him to ignore his deepening problem with 
  alcohol.
   
  G Sullying Soloman Trafalgar’s name or calling the Wave 
  Riders failures or has-beens again generates grim 
  agreement, followed by a bender.
   
  G Trying to forcibly dry Donovan out works in the 
  short term—the length of a single excursion, for 
  example—but then he hits the bottle harder at the 
  first opportunity and resents the characters for trying 
  to stop his death spiral. He actively avoids them 
  thereafter.
  Complications
  Any of the following obstacles and incidents may 
  impede the party’s attempts to redeem Donovan or cause 
  him to backslide in his recovery.
   
  G While carousing or feasting in Tide district, a group of 
  old salts swapping tales o’ the sea around the fire dive 
  into the classic tragedy of the Wave Rider’s defeat. They 
  cover Donovan’s failure at the helm in excruciating 
  detail. Donovan excuses himself to the outhouse, but 
  does not return. He instead launches a bender and 
  ends up face down in a barrel of fresh fish on the docks 
  days later. It takes days more to dry him out, days the 
  characters may not have to spare.
   
  G While trying kick the drink, Donovan bumps into some 
  old carousing buddies and vanishes into the boozy 
  night with them.
   
  G Spies from the Ring of the Kraken take note of 
  Donovan’s steps towards recovery and kidnap Jenkie 
  Barnes. Donovan blames himself for not being there 
  to protect the lad—exactly like he failed to protect 
  Old Fish: Some Folks are 
  Beyond Redemption
  Old Fish has no intention of turning from assassin 
  to hero—his soul is too far gone for anything like 
  the redemption options available to the other NPCs 
  in this section. That said, Fish is weary of murder. He 
  retired to Port Shaw to escape cutting out hearts and 
  slicing throats. However, as recent activities have pro-
  voked Barrison Hargrove, the elder urges the “retired” 
  assassin to commit more killings than Old Fish wants. 
  Old Fish no longer sleeps well. He has bad dreams. 
  The faces of the multitudes he has murdered visit 
  him every night and whisper in the darkness. His 
  heart is not in the killing anymore. If a character 
  befriends the old assassin, Fish may take a shine to 
  them and try to pass on his some of his skills, hoping 
  to pass his gifts for slaughter to a young hero whose 
  good acts might at least partially redeem Old Fish’s 
  own past follies. 
  When Barrison Hargrove grows desperate to re-
  move the characters, he may order Old Fish to assas-
  sinate the party. Fish won’t defy Hargrove—his own 
  strange code of honor and his blood debt to the el-
  der won’t allow it. He might purposefully fail though, 
  perhaps allowing himself to be spitted on the blade 
  of his protégé. See Night of the Shark, Run-Up for 
  more details on this Adventure Option. Or if the char-
  acters have done nothing to gain Old Fish’s eye, he 
  may just add them to the host of ghosts who plague 
  his dreams.
  
  38
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Soloman—and backslides into the bottle until Jenkie is 
  rescued.
   
  G Donovan wakes up after a blackout next to an 
  eviscerated dockside harlot. The Dragoons charge him 
  with murder and toss him in Fort Stormshield. The 
  party must prove his innocence by catching the real 
  killer. Even so, if the Dragoons have soured on the party, 
  Donovan, or both they refuse to release him forcing the 
  party to break him out.
  Jalia Ramires
  Soon after the Wave Riders were defeated, several cruel 
  twists spurred Jalia’s quick return to a life of crime. During 
  the battle with Harthagoa, her one true love (Soloman 
  Trafalgar)—the reason she turned from thievery in the first 
  place—perished before her eyes. To make matters worse, 
  intelligence supplied to Harthagoa allowed the krakenfiend 
  to surprise the Wave Riders, and many speculated one of 
  the Wave Riders’ own members must have betrayed them. 
  Sadly, some among her fellows voiced suspicions that Jalia, 
  considering her colorful past, was the most likely traitor. 
  Hurt by the only real compatriots she ever knew, Jalia 
  turned her back on heroism for good and all. 
  Although skilled at criminal hijinks, Jalia grows ever 
  bolder and is bound to end up on the end of a rope one day.
  Without the Characters: The Doom of Jalia Ramires
   If the characters take no interest in her story, her arc 
  progresses as follows:
   
  G With Trey Perrin gone from the city and without the 
  characters interest to bolster her confidence, Jalia’s 
  investigations into the Ring of the Kraken eventually 
  dead-end, and she gives up on proving the Ring exists.
   
  G No longer believing she can expose the Ring, Jalia never 
  visits Zalen Trafalgar, never develops his friendship, 
  and never reads Archibald Noeliss’ notes 
   
  G However, her suspicions and resentment of the Powers 
  that Be—and Aaron Chambers in particular—do not 
  fade. Instead, Jalia acts out by continuing to steal from 
  the wealthy and powerful of Port Shaw with increasing 
  disregard for her own safety.
   
  G As her crimes grow in daring and visibility, Jalia gains 
  the attention of the Dragoons who actively hunt her.
   
  G Eventually cornered by Dragoons, she defends herself 
  and a Dragoon sergeant dies in the fracas.
   
  G The Dragoons offer a rich reward for Jalia’s capture, one 
  that characters who never met her might even try to 
  collect. 
   
  G Eventually, the Powers that Be capture Jalia and hang 
  for her crimes. She dies unmourned as a criminal, her 
  ignominious end confirming for many that she was 
  indeed the traitor responsible for the Wave Riders’ 
  defeat all those years ago.
  Please note, this same hanging may occur for entirely 
  different reasons and be put to an entirely different purpose 
  if the characters do befriend Jalia. See Running the Kraken 
  Strikes, Phase 2 for more details on The Hanging of Jalia 
  Ramires.
  Character Intervention: Back into the Light
  If the characters take an interest in Jalia Ramires’ trials 
  and tribulations, they likely bring her from the shadows to 
  the light once more. She is bitter that rumors persist of her 
  “treachery” when in fact no one was more committed to 
  Soloman than she, whose heart burned for the paladin. The 
  characters might win her allegiance and her redemption if 
  they accomplish any one of the following:
   
  G They reveal Old Fish as the murderer of her parents and 
  help her extract revenge on the assassin and Barrison 
  Hargrove, who ordered their deaths.
   
  G They direct her affections towards Zalen Trafalgar 
  (spitting image of her old flame and not nearly as 
  untouchable).
   
  G Commit to helping her unveil the Ring of the Kraken as 
  the true source of Harthagoa’s intelligence from the day 
  the Wave Rider’s went down in defeat.
  The following actions (or similar) gain Jalia’s confidence 
  and esteem.
   
  G Succeed in stealing from Jalia herself. This amuses her 
  and she respects a skilled thief.
   
  G Show kindness or charity to the very poor, especially 
  street scamps and orphans.
   
  G A character who knows the way around the underworld 
  impresses Jalia.
   
  G If they give Jalia a memento of Soloman Trafalgar—his 
  trident from the Kraken’s Maw, for example—this 
  breaks her hardened criminal veneer and earns both 
  her trust and active support.
   
  G Swear to defeat Harthagoa, especially if there is 
  emphasis on avenging Soloman.
   
  G Pledge to discover the truth behind her parents’ death.
   
  G Introduce Jalia to Zalen Trafalgar and help her win his 
  affection.
   
  G Believe Jalia’s innocent of betraying the Wave Riders 
  and take her part against the suspicions of others, 
  especially other Wave Riders.
  The following actions (or similar) push Jalia away and 
  drive her further into her criminal shell.
   
  G Try to apprehend or punish Jalia for her crimes.
   
  G Contribute to speculation that Jalia was the traitor in 
  the Wave Riders ranks, or accuse her of any treachery 
  whatsoever (this strikes a nerve).
  
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  Chapter Two: Create A Razor Coast Campaign
   
  G Behave in an overly righteous manner.
   
  G Treat an orphan or street urchin with disdain or cruelty.
   
  G Engage in ostentatious displays of wealth, especially in 
  the face of the crushing poverty among those living in 
  Tide, Bawd or the Outskirts.
  Complications
  The following obstacles stand between Jalia, the 
  characters, and her own redemption.
   
  G In the course of getting to know the characters, Jalia 
  becomes wanted for one of her many crimes against 
  the wealthy elite of Port Shaw. She is hunted by patrols 
  of Dragoons, possibly even captured, and may require 
  rescue from Fort Stormshield.
   
  G Refusing to pay “tribute” to other skullduggerous organi-
  zations earns Jalia the malice of Bonegnaw’s smugglers, 
  the Salty Dogs or another evil band of ne’er-do-wells. 
  They seek her death and corner her at some point, unless 
  the characters help her take the fight to the enemy.
   
  G Between her childhood and problematic “break-up” 
  with the Wave Riders, Jalia has trust issues. Even if the 
  characters reach out with good intentions, she may just 
  take them for common marks, rob them and vanish into 
  the wind. 
   
  G If Jalia strikes up a strange, morbid romance with Zalen 
  Trafalgar, things get sticky when she finally reveals her 
  past passion for Zalen’s father. Initially, the cleric spurns 
  Jalia and retreats from her in anger and confusion. Un-
  less the characters smooth things over and either help 
  the two find a more meaningful connection or amicably 
  Restoring the  
  Trafalgar Name
  While the notes on the Wave Riders included here 
  are useful in forging interesting relationships that 
  span your Razor Coast campaign, Referees might of-
  fer an alternate, simpler route to retrieving the Wave 
  Riders from oblivion and securing their assistance in 
  the final showdown against Harthagoa. Zalen Trafal-
  gar is the key to inspiring a return to heroism among 
  the surviving Wave Riders. 
  As the Ring of the Kraken strives to destroy Zalen, 
  finally wiping out Quell’s presence in Port Shaw, they 
  unwittingly wake a sleeping dragon. If the characters 
  point out to the former Wave Riders that Harthagoa 
  even now strikes blows at their dead leader by at-
  tacking his son, this infuriates Jalia, Belok, Donovan, 
  and Xander. Propelled by rage, indignation, and 
  memory they step back into the light for one last 
  glorious battle against their nemesis.
  settle on mere friendship, Jalia returns to a life of crime 
  to escape her emotional turmoil.
  Payoff
  See Running the Kraken Strikes, Phase 2 and The 
  Hanging of Jalia Ramires, below for more details on how 
  the characters benefit from knowing Jalia Ramires.
  Falken Drango 
  Make no mistake that Falken is a dangerous pirate, but 
  he’s not an evil man. He revels in the freedom and rebellion 
  more than the carnage and blood. He takes what he wants 
  but is happy to spare those who don’t oppose him. Depend-
  ing on the party’s beliefs and code, not to mention their 
  other relationships, Falken could prove a foe, a non-entity, 
  or an important ally in the fight for the Razor’s survival. 
  Whatever one might think of this piratical man (or men-
  ace), the fact is Captain Drango has fallen on hard times.  
  Without the Characters: Falken’s End
  If the characters do not involve themselves in his life, his 
  story goes something like this:
   
  G Though he escapes capture early in the campaign, 
  Falken is a hunted pirate with no ship and no crew. He 
  steals a small one-man sloop and heads back out to the 
  wreck of his former ship, the Nightslink.
   
  G He encounters his old crew—now weresharks. He 
  survives the attack, but the Nightslinks savage him and, 
  badly bloodied, he limps back to Port Shaw. 
   
  G Without a friend left in the world he hides out in the 
  sewers, struggling to survive against the dangerous 
  denizens below the city. Falcon remains unaware he 
  suffers the Kiss of Dajobas.
   
  G During the Night of the Shark he transforms and rushes 
  top side to feed on the warm blood of the innocent. The 
  characters may even encounter him and recognize him 
  by his clothes.
   
  G If he survives the rising of the shark-moon, he 
  awakens blood-soaked and confused. Dragoons take 
  him prisoner, as they crack down in the wake of the 
  bloodshed Dalang unleashed. Shortly after, they hang 
  him. Falcon becomes just another collection of bones 
  dangling from a pier as warning to pirates.
  Party Intervention: A Pirate’s Life for Us!
  Falken is self-interested and untrustworthy, but he 
  doesn’t forget a favor and holds true friends dear. If the 
  characters take either of the following routes they might 
  earn his favor or friendship:
   
  G Help Falken recover his ship and save his crew from 
  Dalang Jalamar’s curse.
   
  G Embrace individuality and liberty to tear down the 
  corrupt institution of Dragoons who hunt Captain 
  Drango.
  
  40
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  The following actions (or similar ones) earn Falken 
  Drango’s favor and help the character build a relationship 
  with the pirate.
   
  G The party takes up the mantle of pirate, although they 
  must prove themselves true scallywags through some 
  sort of larcenous activity. It’s not enough to pose as 
  pirates. 
   
  G The characters bloody the noses of the Dragoons by 
  embarrassing or defeating them, becoming fugitives in 
  the process.
   
  G The characters break Drango out of Fort Stormshield or 
  otherwise help him escape bondage or evade capture.
   
  G The characters supply Drango with a new ship.
   
  G The characters display particularly erratic behavior and 
  such a joy of living life on the edge that Drango feels 
  he’s found kindred spirits.
  The following actions (or similar ones) serve to anger 
  Falken Drango or otherwise alienates this scurvy pirate.
   
  G Aid the Dragoons of Port Shaw, especially in capturing 
  Falken or other pirates.
   
  G Espouse the virtues of law and order over freedom.
   
  G Refuse to break rules or laws in the pursuit of goals.
   
  G Hunt or kill pirates, or associate with known pirate 
  hunters such as Bethany Razor.
   
  G Refuse to enjoy ostentatious displays of wealth or other 
  excesses.
   
  G Drango learns the characters killed any of his former 
  crew, instead of trying to subdue them and help them 
  recover.
  Complications
  The following incidents and obstacles could challenge 
  characters trying to win Falken Drango for an ally:
   
  G Drango is a pirate. Until he forms a solid bond with 
  someone he is more likely to see them as prey than 
  peer. He may rob the party, or abuse them in some way 
  that serves his own ends, especially if he feels the party 
  is too weak or inexperienced to be of any real aid.
   
  G The Dragoons hunt Drango relentlessly and the more 
  the characters associate with the old pirate, the more 
  patrols of Dragoons end up on their tail.
   
  G By associating with Drango, the characters may gain the 
  ire of Bethany Razor and be added to her list of pirates 
  who must be hunted down and eradicated.
   
  G Certain members of the Wave Riders (Xander, 
  especially) will NOT approve of the characters 
  associating with Drango, and parties interested in 
  befriending both may have to make some very difficult 
  compromises to stay on everyone’s good side.
   
  G Drango is a force of disorder and freedom. He may at 
  any time engage in activities that seriously harm the 
  characters’ reputation, if they are known associates of 
  his. 
   
  G Drango’s personal reputation is legendary. Other pirates 
  may seek to challenge him in order to establish their 
  own reputations on the high seas—and mistake the 
  characters for crew in the process.
   
  G In the past, Drango wronged many people. At some 
  point a powerful merchant with gold to spend employs 
  a bevy of forces to exact vengeance on Drango, possibly 
  even hiring Old Fish to do the pirate in—and the 
  characters get caught in the middle.
  Payoff
  If the characters manage to earn Drango’s trust they gain 
  a powerful ally and may also free some of his old crew from 
  the curse of Dalang Jalamar before the Night of the Shark. 
  This outcome is its own reward as it aids their chances of 
  surviving the bloody carnage of that razor-toothed night.
  Roland Lawrence 
  Major Roland Lawrence is a rarity in Port Shaw: an 
  honorable man with a deep-seated sense of justice and fair 
  play. Roland came to the attention of Gregory Bonedeuce 
  after earning a promotion to Major for defeating a 
  dockside gang called The Low Tide Crabs. Concerned 
  by Roland’s “do-gooder” nature, Gregory spent a great 
  deal of time carousing with the young Major and quickly 
  came to the conclusion that Roland’s up-jumped sense 
  of honor and justice would only cause problems for the 
  Ring of the Kraken. Decision reached, Bonedeuce quickly 
  made arrangements and framed Roland by planting 
  dragonsmoke and incriminating smugglers manifests in 
  the Major’s lockbox. Charged with conspiratcy to “aid 
  and abet smugglers in the ferrying of the illegal substance 
  dragonsmoke,” Roland departed the Dragoons in disgrace. 
  Now he drowns his self pity at the Run Aground tavern 
  most nights. 
  Without the Characters: Roland’s Demise
  If the characters take no interest in Roland’s story, his 
  arc plummets him through growing disgrace into outright 
  tragedy:
   
  G Roland’s sister Carna, is forced to make a living as a 
  docksie since Lawrence lost his post and salary with 
  the Dragoons. Roland is horribly ashamed of her, yet 
  blames himself for her lot.
   
  G While Roland is drinking himself into oblivion one 
  night, the Salty Dogs (or some other dock-hunting 
  criminals) attack and kill Carna. When he finds out he 
  blames himself for not protecting her.
   
  G Bonedeuce sees a perfect opportunity to remove 
  Roland cleanly and permanently. He instructs his agents 
  in the Ring to contribute to the already festering rumors 
  that Roland hated the fact that his sister had turned 
  whore. 
  
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  Chapter Two: Create A Razor Coast Campaign
   
  G The Dragoons he used to serve so faithfully arrest 
  Roland and charge him with his sister’s murder, calling 
  it an “honor” killing. They toss him into the dungeons 
  of Fort Stormshield, after which his is summarily 
  convicted and hung—a disgraced former Dragoon 
  turned sister-slaying murderer.
  Party Intervention: Truth and Honor Prevail
  If the characters decide to involve themselves in Roland’s 
  story, they may gain an ally and save a good soul from a 
  miserable end provided they take either of the following paths:
   
  G Prove the Dragoons suffer the corrupting influence of 
  something called the Ring of the Kraken, and that it 
  framed Roland
   
  G Restore Roland’s confidence in goodness and in himself.
  The following actions (or ones like them) rebuild 
  Roland’s faith and gain his favor at the same time:
   
  G Express their belief in Roland’s innocence.
   
  G Actively investigate whether the Dragoons are corrupt, 
  especially if they can unmask Bonedeuce and the Ring 
  of the Kraken.
   
  G Trounce Darenar, who was always against Roland and 
  whom Roland thinks framed him.
   
  G Act heroically and honorably where Roland witnesses it
   
  G Settle problems in a straight-forward manner, such as 
  by challenging an offender to a duel of honor.
   
  G Save Carna from danger or, better yet, from her current 
  situation and provider her an alternate means to earn a 
  living
  The following actions (or ones like them) push Roland 
  deeper into despair and alienate him from the characterss.
   
  G Express belief that Roland’s crimes are real.
   
  G Show an acceptance for evil or even underhanded 
  tactics to deal with a situation. Roland believes a 
  gentleman is straight-forward in all things.
   
  G Express a positive opinion of any Dragoons other than 
  Trey Perrin and his followers.
   
  G Disparage Carna, or worse, sample her services.
   
  G Berate Roland for being weak and not standing up to 
  his accusers.
  Complications
  The following problems may arise as the characters do 
  their best to redeem Roland and gain his friendship.
   
  G Roland goes off the deep end and tries to commit 
  suicide by ranging the docks at night looking for a 
  gang of opponents he can’t possibly defeat alone. The 
  characters may hear about this from his drinking 
  buddies and have to rush to his aid.
   
  G Another ally of the characters (such as Falken Drango 
  or Belok) hires Carna. Roland is furious and blames 
  the characters. He also challenges their other ally to a 
  duel to the death. Conversely, a character who pays for 
  sexing Port Shaw may end up accidentally sleeping with 
  Carna. Roland finds out about it and challenges them to 
  a duel.
   
  G After stewing far too long, his confidence bolstered 
  by associating with the characters, Roland decides to 
  challenge Darenar to a duel. The sergeant agrees then 
  cheats and brings a patrol of cronies who beat Roland 
  to death if the party doesn’t intervene.
   
  G Bonedeuce may learn that the characters are hanging 
  around with Roland and fear they might learn too much 
  about the Ring. He takes drastic action against the party 
  and their allies.
  Payoff
  Roland’s tale opens many inroads into the Ring of the 
  Kraken plot; specifically, it identifies Darenar as a likely 
  member and, perhaps, casts some suspicions on Bonedeuce. 
  Additionally, if the characters bring Roland back from the 
  brink, they gain a valuable and true-hearted ally in the fight 
  against evil along the Razor. See Reap What You Sow for 
  additional details.
  Milliauka, Mokoli Ali’i and the  
  Tulita of Port Shaw
  There area many tribes and even whole peoples the 
  ignorant among the invaders group under the blanket 
  term “Tulita,” but the tribes who inhabited the shores 
  surrounding Kai Bay are the true ancestral bearers of this 
  particular name. These (most accurately termed) Tulita 
  suffer most under the hegemony of the colonists. 
  Today’s Tulita are a scattered and enslaved people. Not 
  content to take their lands, the invaders forced the Tulita 
  to pay heavy reparations after the war, as well as taxes 
  and “residence fees.” The Tulita now rent the land they 
  once shared freely with one another. Greedy landlords 
  turn tenants into indentured servants when they prove 
  unable to pay, and as a result many Tulita toil under 
  cruel taskmasters on the plantations for the rest of their 
  shortened lives. Other Tulita flee their invaded home by any 
  means necessary, even turning to whaling and slaughtering 
  the totems of their ancestral gods in order to escape their 
  subjugation. 
  Other Tulita strive to keep to the old ways. They live in 
  the jungles on the edge of Port Shaw or hide amongst the 
  plantation workers. They believe the Tulita people will rise 
  again and reclaim their birthright. 
  Two brave souls stand at the center of this Tulita 
  sovereignty movement. Milliauka is a mighty shaman of 
  the Tulita who keeps the old rites. His age and wisdom 
  draw many rebellious souls to his cause, but he is not suited 
  to unite the fractured Tulita tribes. For this he relies on a 
  
  42
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  prophecy which foretells the rise of a “Son of Pele” bearing 
  the blood of the old ali’i (chieftans, kings). After searching 
  many years, Milliauka believes he found the ali’i foretold: 
  Mokoli Ali’i, a young, fierce warrior of the Tulita people in 
  whose veins run the bloodlines and mana—the spiritual 
  energy—of great ali’i from the past.  
  Tracking down Mokoli Ali’i involves a trip to the 
  outskirts of Port Shaw, where the few holdouts still 
  practicing the old ways live in pili-grass huts and dilapidated 
  warehouses, but slip into the jungle from the hidden edges 
  of the plantations to farm taro from taro ponds and fish 
  from the same. Thirty Tulita warriors reside here with their 
  families (use the statistics from Chapter 3, Incident #5: 
  Trouble in Paradise). If the characters seek Mokoli Ali’i in 
  peace the Tulita receive them with honor and respect, then 
  offer hospitality and a chance to parley.
  If the Dragoons arrested the shaman Milliauka (see 
  Chapter 3, The Mad Shaman Attacks for details), Mokoli 
  Ali’i is concerned about him and plans a foolish assault on Fort 
  Stormshield to retrieve the honored shaman. The characters 
  can talk him out of this course of action, and talking him out of 
  it will prove either easier or more difficult depending on what 
  the characters have accomplished before this meeting.  
  Without the Characters: Extermination
  At the start of your Razor Coast campaign, the Tulita 
  resistance is yet small and scattered. Without the assistance 
  of virtuous heroes to aid this cause, oppression, disease, and 
  the hunger of Dajobas are destined to wipe the Tulita away. 
  If the characters take an interest in aiding the cause of the 
  Tulita (or their own cause, if one or more characters are 
  Tulita themselves), they not only undo a grave injustice but 
  also gain valuable allies in their own quests along the Razor.
  Additionally, while the foreign colonists remain largely 
  ignorant of the threat Dajobas poses, Tulita like Milliauka, 
  who keep the old ways, know well the evil and all-consuming 
  hunger of the Shark God. Allying with the Tulita forewarns 
  and forearms the characters against the rising forces of evil.
  Should the characters take no interest in the struggles 
  of the Tulita people, their arc progresses towards tragedy as 
  follows:
   
  G Darenar arrests Milliauka on the docks of Tide.
   
  G They charge Milliauka with assaulting a Dragoon and 
  sentence him to hang.
   
  G Mokoli Ali’i and a band of Tulita warriors stage a 
  desperate rescue attempt, which, while daring, fails. 
  Mokoli Ali’i is also taken prisoner.
   
  G Barrison Hargrove portrays the attacks by Milliauaka 
  and Mokoli Ali’i as “unprovoked hostilities by a barbaric 
  people” and uses these incidents to turn public opinion 
  even further against the Tulita and to enact even 
  harsher policies against them.
   
  G Eventually the colonials openly hunt unindentured 
  Tulita for bounty. This atrocity drives those not slain or 
  enslaved from Kai Bay for good. 
   
  G The Tulita legacy ends as the violence wipes away their 
  stories, culture, religion and history forever.
  Party Intervention: Supporting a Tulita Renaissance 
  As Tulita themselves or if they show an interest in the 
  Tulita’s story, the characters may help reverse current trends 
  by pursuing either of the following paths:
   
  G Contribute to restoring Tulita pride and culture by 
  fighting for and alongside them. The key to this path 
  lies in helping Mokoli Ali’iand Milliauka reclaim the 
  lost scrimshaw Jawbone of Kaho Ali’i, which tells the 
  story of the Tulita as a people and which legend claims 
  belonged to Whale itself. When the jawbone was lost, 
  so too went the past and future of the Tulita.
   
  G Oppose Dajobas at all costs and stop the wholesale 
  slaughter of Whale, Turtle and Dolphin. 
  The following (or similar) actions help persuade 
  Milliauka and Mokoli Ali’i that the characters are stalwart 
  allies and worthy friends to the Tulita.
   
  G Aid Tulita in need through any of the many Adventure 
  Options in Razor Coast
   
  G Save Milliauka from capture or help rescue him from 
  Fort Stormshield
   
  G Actively oppose Dajobas’ agents on the Razor
   
  G Oppose colonial interests in Port Shaw
   
  G Go on a vision quest to find their own totem (after 
  earning the basic friendship and respect of Milliauka 
  and Mokoli Ali’i), or otherwise engaging (properly) in 
  sacred rituals of adherent to the Old Ways of the Tulita.
   
  G Supporting the Tulita’s right to reclaim their lost lands 
  and rights.
  The following actions (or similar) convince Milliauka 
  and Mokoli Ali’i that the characters are just like the other 
  invaders or collaborators, pushing them away.
   
  G Treat the Old Ways with disrespect by word or deed. 
  Even using whale oil lanterns disappoints Milliauka. 
   
  G Disparage the Tulita, or show racism of any kind.
   
  G Commit acts of violence against any Tulita, unless they 
  are under the influence of Dajobas.
   
  G Too frequently aid Barrison Hargrove or other 
  prominent colonists who subjugate Tulita in and 
  around Port Shaw.
   
  G Claim land or land rights in Port Shaw or in the 
  surrounding area – unless the characters are Tulita 
  themselves.
   
  G Destroy creatures sacred to the Tulita, most notably 
  Whale, Dolphin, and Turtle.
   
  G Ally themselves with Dajobas or any of his followers.
  
  43
  Chapter Two: Create A Razor Coast Campaign
  Complications
  The following obstacles stand between the characters 
  and Tulita trust and friendship:
   
  G The Tulita are rightfully wary of anyone claiming to 
  hold their best interests at heart. The history with 
  colonials in Port Shaw contains nothing but betrayed 
  treaties and broken deals. The characters must prove 
  themselves a step at a time, across the campaign. The 
  first obstacle is the suspicion in which Milliauka and 
  Mokoli Ali’i hold them. Their trust begins tenuous 
  and halting. Many of the Adventure Options in this 
  chapter offer quests through which the characters 
  might prove their devotion to the Tulita cause. 
   
  G Barrison, Gregory, the Lodge and the Dragoons keep 
  an eye out for anyone lending the Tulita significant 
  aid. If they learn that Milliauka and Mokoli Ali’i 
  formed a resistance movement, they move quickly to 
  quell it. 
   
  G Dragoons begin rounding up Tulita and their 
  friends, openly questioning them about “rebellion, 
  by undesirable elements among the Tulita.” The 
  characters may be targeted.
   
  G As the party investigates Dajobas’ curse, they might 
  try and cure some of the afflicted (with Milliauka’s 
  help), but doing so draws attention. The Dragoons 
  misread the characters actions as attacks against 
  citizens of Port Shaw.
   
  G Jalamar sends word to the karikanti, his fellow 
  worshippers of Dajobas, about the threat the Tulita 
  resistance and the characters represent . A group of 
  karikanti enter Port Shaw through the sewers and 
  attack the party, while another abducts Milliauka and 
  drags him into the Blacksink as a sacrifice to Dajobas.
   
  G If Barrison Hargrove learns through his agents that the 
  Tulita seek the lost Jawbone, he instructs an operative 
  to pretend to have found it, and lays a trap for the 
  characters, Milliauka, and Mokoli’ali’i.
  Payoff
  If the characters aid the Tulita cause, they may help 
  usher in a new golden age for the Tulita, including a return 
  of their lands and rights. Milliauka and Mokoli Ali’i end up 
  serving on the Lodge and start healing the wounds of their 
  people.  
  Reap What You Sow
  The above relationship arcs add spice to your campaign, 
  and if the characters take the effort to befriend or redeem 
  the Wave Riders, Bethany Razor, Roland Lawrence, or any 
  other fallen heroes then Referees should reward them. 
  Befriended and redeemed, these non-player characters can 
  provide significant assistance to the party.
  
  44
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Running a Razor Coast 
  Campaign
  Timeline
  Strictly adhering to draconian timelines often derails 
  adventure and excitement, negates potentially entertaining 
  choices, or punishes the characters for indulging their 
  instincts to explore unknown horizons. Despite the way 
  it may sound in the previous explanation of the major 
  Background Plots, we do not suggest that the Razor Coast 
  campaign requires any such rigid timeline. 
  Nonetheless, Dalang Jalamar’s plans to turn the city 
  into a ravening frenzy of blood and nightmare are linked 
  inextricably to the rise of a full moon—any full moon. 
  Meanwhile, Harthagoa’s plot for the utter destruction 
  of Port Shaw and all its inhabitants simmers along at a 
  demon’s slow boil. We think the adventure works best when 
  the characters deal with the wereshark cult of Dajobas 
  first and then continue their adventures until the Demon 
  Below’s invasion besets Port Shaw, but this is not required. 
  Referees who do not want to emphasize the “race against 
  time” are encouraged to guide the passage of time to suit 
  their particular campaigns; for example, stretching out 
  the arrival of the next full moon or deciding events occur 
  on a later full moon if that maximizes the fun. Instead, of 
  following a strict timeline, we encourage these Referees to 
  tie encounters and showdowns to whatever pace suits the 
  game, rather than to a strict in-game timeline.
  However, if you prefer to run your games on a timeline, 
  it is probably best to begin the campaign a few days after 
  a full moon. This is just enough time for Jalamar and his 
  newly christened Razortooth Raiders to complete the 
  bloody work of infecting fisherman, Dragoons, pirates, 
  whalers and Tulita tribesfolk with the Kiss of Dajobas. In 
  such rigid timeline scenarios, the characters have about one 
  month to adventure around the coast before the Night of 
  the Shark falls on Port Shaw. Keep in mind that this limits 
  the potential for leveling-up before the first big event!
  After Jalamar’s attack on the city, timing grows more fluid 
  because it is partially based on the villains’ evaluation of the 
  situation. The Kraken’s schemes are long reaching and never 
  5th — the characters arrive in Port Shaw
  6th–7th — the characters adventure in and around Port Shaw,  
  unearthing hints of dark doings
  7th–8th — adventures in and around Port Shaw continue; the characters spend  
  more time at sea; and the plots thicken; success brings notoriety  
  and notoriety brings attention — for good and ill
  9th–10th — the adventures continue, mostly at sea now; 
  mysteries deepen; forces align against the characters; it 
  becomes increasingly clear Port Shaw is in danger
  NIGHT OF THE SHARK
  10th–12th — to sea again,  chasing  
  the Albatross or buried treasure;  
  Port Shaw again in peril
  THE KRAKEN
  STRIKES
  
  45
  Chapter Two: Create A Razor Coast Campaign
  half-baked. The Demon Below will not waste his precious 
  resources attacking Port Shaw unless he is nearly certain of 
  victory (and an easy one at that). Only after ensuring that Lt. 
  Commander Perrin’s Albatross cannot oppose him during 
  the invasion will he turn his guns, tentacles, and skum on the 
  defenseless residents of Port Shaw.   
  Toolbox
  Razor Coast provides tools to help Referees prepare for 
  gaming sessions and to track pertinent information as the 
  campaign progresses. These tools are the the Worksheets 
  and the NPC Tracker.
  The Plot Web
  The Plot Web is a map showing how all the Adventure 
  Options, NPCs, events, Whispers and Rumors of Razor 
  Coast interconnect. It helps the Referee visualize how their 
  players’ choices shape the trajectory of the game. In this 
  capacity it serves as a navigational tool to help the Referee see 
  which encounters the characters are most likely to head into 
  next. By tracing the lines connecting enconters, the Plot Web 
  helps Referees decide to which encounters they should next 
  guide the party and which additional encounters it might be 
  prudent to prepare prior to the coming game session.
  Worksheets
  To begin with, every stage of the campaign comes with 
  a Worksheet to help keep track of events and to help you 
  determine the difficulty range of the encounters. These 
  Worksheets are: Level 5–6 (1), Level 5–6 (2), Level 6–7 (1), 
  Level 6–7 (2), Level 6–7 (3), and Level 7–8. Worksheets 
  help you make a list of what you need to prepare 
  (encounters to read, monsters to study, Whispers to release, 
  etc.) for your next gaming session. They also serve as a 
  handy reference sheet during the session.
  To use a Worksheet, print out the one corresponding 
  roughly to the party’s level, then follow the steps in the 
  Prepping section for that level range. This tells you how to 
  fill out your Worksheet. When you complete this exercise 
  you create the list of what to prepare and jot down any notes 
  you’ll need for the session. Keep it handy when you run.
  NPC Tracker
  The NPC Tracker is a master list of every NPC in the 
  game, plus blank spaces where Referees write in their new 
  NPCs. It helps track the party’s relationship with the NPC, 
  whether or not they become infected, live or die, join the 
  Ring of the Kraken, etc. s
  To use the NPC Tracker, simply keep it handy during 
  your game sessions. When something happens to an NPC 
  – the NPC comes to love or hate the party, loses an arm, 
  etc.—check the appropriate box on the tracker. When an 
  NPC dies, draw a line through them. When an NPC joins 
  the Ring of the Kraken, circle their name.The Prepping 
  sections for each level will intermittently suggest that the 
  Referee should reference the NPC Tracker for information.
  Typically, a first game session of Razor Coast flows 
  like this:
  THE CHARACTERS ARRIVE IN PORT SHAW
  the Referee shows them a few
  VIGNETTES
  then the Referee tosses in a few
  SHORT ENCOUNTERS
  Generally, there are four steps to preparing for your first 
  game session of Razor Coast:
   
  G Step 1: Select a Hook from the List
   
  G Step 2: Select a Vignette or Two from the List
   
  G Step 3: Select a few Short Encounters from the List
   
  G Step 4: Read Up on Whispers and Rumors
  Step 1: Select a Hook from the List
  If none appeal, create your own. However, any hook you 
  write should motivate the characters to travel through two 
  or more districts of Port Shaw. Write the hook you chose 
  on the Level 5–6 (1) Worksheet. Cross it off the list of 
  Adventure Options. 
  Step 2: Select Vignettes from the List 
  Scan the list then read up on the ones you suspect might 
  captivate or intrigue your party. Write them down on your 
  Level 5–6 (1) Worksheet. If none appeal or the ones you 
  like prove too few to convey the sense of Port Shaw as a 
  living city, create a few of your own.
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
   Worksheet Level 5-6 (1)
  VIGNETTES
  SHOWN
  OWN HOOKS
  Encounter Notes and Statstcs
  False Beggars
  
  
  The Madman
  
  
  A Shatered Man
  
  
  Out to Sea
  
  
  Entering Bawd
  
  
  Untl Someone Loses an Eye
  
  
  The Litle Mugging
  
  
  Chewed Out
  
  
  OWN VIGNETTES
  Kids Will Be Kids
  
  
  The Jade Heavens
  
  
  Get Your Fish Here
  
  
  Whale Oil
  
  
  Here Come the Dragoons
  
  
  SHORT ENCOUNTERS
  USED
  Blood Orphan
  
  OWN ENCOUNTERS
  Drunken Sailors
  
  1
  Wanna Smoke
  
  Bone Hunters
  
  Agents of Skum
  
  XP
  Ravenous Roaches
  
  Dragoon Patrol
  
  2
  WHISPERS
  USED
  Hargrove is a map collector
  
  XP
  Bonedeuce is well liked
  
  Falken Drango murdered his crew
  
  Harok called for his wife Jessica
  
  3
  Harok murdered his family over a woman
  
  Harok says a man-shark atacked his village
  
  The Tulita want a witchdoctor in the Lodge
  
  XP
  The Viscount's niece ran of
  
  Zalen Trafalgar is healing the sick
  
  Dragonsmoke pollutes the streets
  
  4
  They sell dragonsmoke on the docks
  
  Something destroys shipping out past Darkol Island
  
  They found a map to Garr Bloodbane's gold!
  
  XP
  POSITIVE 
  RESPONSE
  F
  ul
  l S
  iz
  e Page 396
  LE
  V
  E
  L
   
  5
  -
  6 
  (1)
  
  46
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Step 3: Select a Few Short Encounters  
  from the List
  Scan the list of Short Encounters and select at least two 
  or three combat encounters to toss before the characters 
  across the span of their first session. Each of these 
  encounters is a fight the party could engage in, or instead 
  ignore. Which they fight and which they ignore provides 
  more clues as to which of the four flavors they’ll enjoy most.
  Write the names of the encounters on your Level 5–6 
  (1) Worksheet, read up on the monsters if need be, and 
  make any notes you think you’ll need in the space provided. 
  Step 4: Read Up on Whispers and Rumors
  Read the Whispers and Rumors until you know them 
  well enough to insert them in NPC interactions on the 
  fly. Considering noting a few on your Level 5–6 (1) 
  Worksheet that you are particularly keen to convey. The 
  goal is to become an opportunist. When roleplay and fights 
  in Port Shaw create an opportunity, you want to easily slip 
  words into NPC and monster mouths. “I’m going to cut you 
  so bad, not even Trafalgar can heal you up!”  
   The Characters  
  Arrive in Port Shaw 
  From where does the party hail? There are only two real 
  options: “not from around here” or “to the Razor born and 
  bred.”
  Not from Around Here
  The Referee and players may decide to use characters 
  from their home campaign and introduce them to the Razor 
  Coast. In this case, consider dropping the characters onto 
  the docks of Port Shaw at the end of their last adventure 
  with one of the following: 
  Hook #1: Press-ganged
  A band of scurvy dogs drug and then press-gangs the 
  characters into service aboard the good ship Festering 
  Wound, captained by a slaver named Sarlow Eats-Eyes. 
  The party overhears Sarlow plans to sell them as food to 
  a brigand and drug dealer named Bonegnaw, but learn 
  nothing of this villain’s location. 
  The characters must either lead a mutiny of fellow press-
  ganged crewmates against the captain and his pox-ridden 
  crew or otherwise escape. By the time they do, the Festering 
  Wound flounders right outside Kai Bay with no food, water, 
  supplies, or gold and drifts into Port Shaw—where it is 
  promptly seized and impounded by Wharfmaster Creely. 
  The Dragoons toss the characters onto the streets, beggars 
  in rags, with a word that the Church of the Quell serves hot 
  meals to vagrants. 
  Alternately, on the good word of the wharfmaster, Lt. 
  Commander Trey Perrin takes pity on them and refers the 
  party to Gregory Bonedeuce for possible employment. The 
  party must seek Bonedeuce at the Broken Skull Tavern, 
  where they find him winning a fiddler’s contest held before 
  the first fight of the evening. 
  The press gang consists of 8 pirate sailors, plus 3 
  musketeers and Sarlow Eats-Eyes. 
  Pirates (8): HD 1; HP 6 each; AC 7[12]; Atk boarding-pike 
  (1d8); Move 12; Save 17; AL C; CL/XP 1/15; Special: none.
  Equipment: leather armor, boarding-pike, belt 
  pouch with 1d6 gp.
  Pirate Musketeers (Ftr3) (3): HP 17, 12, 16; AC 7 [12];  
  Atk rapier (1d8) or long-barreled musket (2d6); Move 12; 
  Save 12; AL N; CL/XP 3/60. Special: none. 
  Equipment: leather armor, rapier, long-barreled 
  musket, 5 reloads of powder and shot, purse with 
  1d100 gp.
  Captain Sarlow Eats-Eyes (Ftr6): HP 41; AC 5[14];  
  Atk longsword (1d8); Move 12; Save 9; AL C; CL/XP 6/400. 
  Special: none. 
  Equipment: ring mail, shield, extravagantly plumed 
  hat (25gp), coat, silver-tipped boots (20gp), long-
  sword, purse with 24 gp, ivory skull earring (50gp), 
  and 3 pearls worth 100gp each.
  Hook #2: Stranded Sellswords
  A silk merchant of minor repute named Selman Piter 
  hires the party to protect him and his vessel, Minerva’s Joy, 
  on a voyage to Port Shaw. Along the way a benthic serpent 
  savages the ship, and it limps in to Port Shaw. Minerva’s Joy 
  will not be leaving for the characters’ homes anytime soon 
  (repairs could take weeks), and the harbormaster marks no 
  other vessel heading for the party’s corner of the world until 
  next month. They may as well settle in for a little recreation 
  in the Razor Coast’s most rambunctious (and only) port of 
  call. 
  Benthic Serpent: HD 12; HP 52; AC 4[15]; Atk bite (3d8 
  plus constrict) and 2 claws (2d6); Move 4 (swim 18); Save 3; 
  AL C; CL/XP 13/2,300; Special: capsize, constrict, deepwa-
  ter stare, immune to fire, sleep and paralysis. 
  For some extra mileage consider tasking the characters 
  with telling an anxious family in Port Shaw, that the benthic 
  serpent ate their relative, a crewmember. 
  Hook #3: Call for Help
  Zalen Trafalgar is beset on all sides by foes and 
  scallywags. He is alone in his quest to bring Quell’s blessings 
  to the city and, as the only beacon of goodness shining on 
  shore, the young hero could be snuffed out any moment. 
  A high-ranking cleric in the Church of Quell, a personal 
  mentor, relative, or a friend of the characters may ask (or 
  even manipulate) them into making for Port Shaw to check 
  on the boy, in hopes that their sense of duty or justice sways 
  them to Zalen’s cause and the protection of Port Shaw’s 
  downtrodden.
  
  47
  Chapter Two: Create A Razor Coast Campaign
  Hook #4: Secrets of the Necromancer King
  Mystery and power abound on the Razor Coast, and 
  more than a few brave souls have ventured to Port Shaw in 
  search of storied artifacts. The lost stronghold of Tarath-
  Vreen, the legendary necromancer overlord who once 
  turned the coast into a dead zone of shambling corpses and 
  wailing shades, remains undiscovered somewhere in the 
  vicinity of Port Shaw. 
  Whispers Rumor the city’s sewers connect to his 
  ancient catacomb complex. Perhaps the characters search 
  for Tarath-Vreen’s sinister knowledge of the undead or for 
  some artifact rumored left behind in his hidden stronghold. 
  They arrive knowing the sage Sagacious Samuel is 
  rumored to possess maps and journals once owned by 
  Tarath-Vreen. Alternately, a relation, wife, or friend of 
  Carthias Delnor (see Chapter 4, Sewer Section 7 for 
  more details on Carthias), Sagacious Samuel’s now missing 
  assistant, might hire the party because they are concerned 
  by his disappearance.
  Hook #5: Breaking the Smuggling Ring
  A magistrate in the characters’ area of the world seethes 
  when he learns a nefarious gnoll smuggler, wanted for 
  numerous crimes (including the murder of said magistrate’s 
  brother), has escaped justice. The magistrate’s sources 
  report the gnoll captain and his abominable crew fled to the 
  Razor Coast. Obsessed with vengeance for his murdered 
  brother, the magistrate offers the characters a small fortune 
  to bring the gnoll to justice—or bring back his head. See 
  Chapter 4 for details on Bonegnaw and his smuggling 
  operation. 
  He gives the characters a letter of introduction to Acting 
  Commander of Dragoons, Captain Jacob Razor. This is a 
  mistake. The current Commander of Dragoons is Gregory 
  Bonedeuce, but this is the kind of mistake made common 
  by the slow, sketchy way news leaks back and forth across 
  the waves. After arriving, any Dragoon questioned tells the 
  characters to take their letter to Fort Stormshield. They 
  cannot meet Jacob Razor (he’s dead), but their letter of 
  introduction brings them to Gregory Bonedeuce’s attention.
  Razor Coast, Born and Bred
  On the other hand, your players may wish to generate 
  tailor-made characters for adventuring along the Razor 
  Coast. Tulita Warriors, redeemed Karikanti seeking to  
  enter society, Clerics of Pele or Quell… In this case, 
  consider the Freebooter’s Guide to the Razor Coast at 
  http://www.talesofthefroggod.com for further ideas.
   Vignettes
  Vignettes serve to establish mood and fill players’ minds 
  with the flavor of Port Shaw. With luck they will evoke 
  sounds, smells, and even memories for your players. Player 
  reactions to Vignettes—what they ignore, what they stop 
  to stare at, what they move to interact with—tells Referees 
  what interests them, which in turn suggests Incidents you 
  might want to bring in (see the Worksheets, starting with 
  the second one). 
  Each of the above Hooks asks the characters to travel 
  some distance through the city. The Vignettes were written 
  with this walk (or ride) in mind. This short list summarizes 
  the mini-scenarios described more fully in Chapter 3, Port 
  Shaw.
  As the adventurers move about the city, share additional 
  Vignettes to further establish the tone of Port Shaw. 
  Eventually, the party will likely interact with or seek to 
  intervene in one or more of the Vignettes they witness—
  and that decision tells you without a doubt what topics 
  interest the players.
  Some Vignettes are linked to specific Incidents. When 
  
  48
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  you see that referenced in the text it means that if your 
  players respond to that particular Vignette, they’ll probably 
  also respond to the associated Incident.
  Anywhere in Port Shaw
   
  G In a filthy alley, three beggars turn out to be thugs or 
  drug dealers (False Beggars)
   
  G A man broken by circumstance or drug addiction 
  yearns for death (The Madman)
   
  G A Tulita man weeps for his broken people or for his 
  devestated life (A Shattered Man)
   
  G A view of mysterious islands on the storm-tossed 
  horizon beckon adventure (Out to Sea)  
  Bawd
   
  G A glimpse of the earthy, carnivale cacophony and reek 
  of the district (Entering Bawd)
   
  G A street fight between an apple seller and a drunk 
  escalates to bloodshed, but the Dragoons do nothing 
  (Until Someone Loses an Eye)
   
  G A halfling mugging a gnome amuses the Municipal 
  Dragoons (The Little Mugging)
   
  G An ancient Tulita crone reads a hulking minotaur 
  worker the riot act (Chewed Out)
  Jade
   
  G Local street urchins pelt the party with rotten fruit 
  (Kids Will Be Kids)
   
  G A glimpse of Jade district at sunset lights a sense of 
  wonder in cynical character hearts (The Jade Heavens)
  Tide
   
  G A fight between vendors ends in bloodshed, while the 
  the seafood hawkers of Tide distract the characters with 
  their chatter (Get Your Fish Here)
   
  G The treasures of a thousand lands unload onto the Port 
  Shaw docks (Whale Oil)
   
  G The Dragoons march the docks like they own them, 
  collecting bribes (Here Come the Dragoons)
   Short Encounters
  As they travel through Port Shaw, soaking in its 
  flavor, your players will likely itch for a little action or 
  foreshadowing of the horrors to come. When your party 
  plays through the Hook which brings them to Port Shaw 
  and tires of merely watching slice-of-life scenes in Port 
  Shaw, consider inflicting one or more of the following on 
  the party to close out your first session:
  Stumble upon a shark-bitten young boy, feverish and 
  at death’s door, floating in an abandoned rowboat. Blood 
  Orphan (Ch. 3, Stand-Alone Encounters)
   
  G Accosted by drunken sailors. Drunken Sailors (Ch. 3, 
  Stand-Alone Encounters)
   
  G Approached by two pushers offering free tastes of 
  dragonsmoke. Wanna Smoke? (Ch. 3, Stand-Alone 
  Encounters)
   
  G Attacked by long drowned, undead Tulita warriors 
  dripping seaweed and sewage, who groan about the 
  “jawjaw…booooonnnneee.” Bone Hunters (Ch. 3, 
  Stand-Alone Encounters)
   
  G Slime covered fishmen attack the characters. Agents of 
  Skum (Ch. 3, Stand-Alone Encounters)
   
  G Attacked by clouds of vicious cockroaches swarming 
  up from between bricks or planks in the ground. 
  Ravenous Roaches (Ch. 3, Stand-Alone Encounters)
   
  G A patrol of Dragoons shakes down the characters 
  for a bribe. Dragoon Patrol (Ch. 3, Stand-Alone 
  Encounters). 
  NOTES   At this level, characters who are foolish enough 
  to fight the Dragoon Patrol likely lose, perhaps die, and 
  certainly wind up imprisoned. 
  Whispers and Rumors
  The docks are the lifeline of Port Shaw and any visitor 
  who spends ample time here quickly learns the ins and outs 
  from the city’s residents. News of important happenings 
  always flows freely, and the fishmongers working the market 
  stalls love to gossip. The docks of Tide District are the 
  perfect place for characters to overhear information or to 
  specifically hunt leads on the shady activities of NPCs using 
  Diplomacy or Intimidation.
  Whispers
  Much of the background information in the 
  Appendix 4 is common knowledge, as is the tragic tale 
  of the Wave Riders and Gregory Boneduece’s version 
  of the climactic battle between Jacob Razor, Bonedeuce 
  and Pirate King Garr Bloodbane. Referees should 
  remind players of this information whenver it proves 
  pertinent; for example, in the mouth of an indignant 
  local, “What? You don’t know how Gregory Bonedeuce 
  saved us all from Bloodbane’s mauraders? What, did 
  you arrive yester—oh. Yeah. Obviously you did. Well, 
  here’s how it went…”
  As indicated, people frequently discuss the politics 
  and fashions of the day, including what the Lodge is up 
  to, the fact that Edler Nakuwhatever showed up drunk 
  again, what a great harvest the Hargroves pulled off, etc. 
  As a result, the names and basic backstories of the major 
  NPCs detailed in Chapter 1— with none of the juicy 
  tidbits about the Ring of the Kraken, secret betrayals or 
  transformations into weresharks—frequently cross the lips 
  of Port Shaw citizens. 
  
  49
  Chapter Two: Create A Razor Coast Campaign
  All Whispers are true unless marked false.
   
  G Hargrove has a reputation as a premier map collector 
  and boasts an even greater reputation as an appraiser 
  and cartography enthusiast. He plans to hold a gallery 
  opening for his cartography treasures, opening them 
  to the public for the cultural enrichment of Port Shaw 
  (FALSE). 
   
  G Bonedeuce seems well liked by most citizens, and his 
  rise to the position of commandant is legitimate and 
  well deserved (FALSE). He’ll be fiddling again at the 
  Broken Skull soon (TRUE). 
   
  G Falken Drango, a feared pirate of the Razor Coast, went 
  mad and murdered his own crew.
   
  G When they nabbed that McFarrows fellow, blood 
  stained his mouth like a big ‘o’ and he kept calling for 
  his wife, Jessica (PARTIALLY TRUE—no blood and he 
  called for his daughter, Jessica)
   
  G Harok McFarrows murdered his wife and family for the 
  love of another woman! (FALSE)
   
  G I believe Harok’s tale of a man-shark devouring the 
  village and attacking him, don’t you?
   
  G The Tulita Elder keeps trying to get some Milliwhosis 
  witch doctor into the Lodge to help govern the city.” 
  Most folks find this ridiculous. A minority believe 
  better representation among the original inhabitants 
  will ease tensions in Port Shaw.
   
  G Did ye hear? Viscount Deepwarder’s niece, ah wha’ be 
  her name? Damn. Anyways she ran off wit’ a bunch o’ 
  other rich sprogs. They headed t’ that island or other. 
  Stupid sprogs. Dolentla Isle! Thar be t’ one. Damned 
  memory ain’t wha’ it used t’ be. 
   
  G There’s a new High Priest of Quell in town, who 
  came to replace Archibald Noeliss. His name is Zalen 
  Trafalgar, and some folks wonder if he is related to the 
  famed Wave Rider Solomon Trafalgar. Whoever he’s 
  related to, he’s healing the sick and the poor—even 
  Tulita. He should be healin’ them thar’s that pays, 
  instead!
   
  G Dragonsmoke smugglers pollute the local people with 
  their deadly drugs. Young colonials as well as Tulita 
  swell the ranks of local addicts. Despite their best 
  efforts, the Dragoons have accomplished nothing.
   
  G The docks at night are a hot bed of illegal dealings. It’s 
  a good place to buy dragonsmoke, and Tulita from the 
  inland tribes routinely bring cages of exotic mainland 
  animals to the docks at night. They leave each morning 
  with empty cages. (TRUE—they are selling cockatrices 
  to an agent of Bonegnaw. See Level 6–7, Wipe out a 
  ring of humanoid trafficking drug smugglers for more 
  details.
   
  G People know of the Kraken, but not his demonic 
  heritage. While no one has sighted the Kraken for many 
  years, and some take that as proof he died breaking the 
  Wave Riders, most Rumor of a dark power that kills 
  those foolish enough to venture too far past Darkol 
  Island and Halgrim’s Rest. Moreover, they are angry 
  about the impact on shipping, and how ships vanishing 
  on the Razor Sea drives up the price of whale oil and 
  commodities from the far continent. (TRUE)
   
  G They found the map to Garr Bloodbane’s gold! The 
  real map. No joke. Hargrove found it, of course. The 
  rich always make out, don’t they? And you know how I 
  know its true? Word is they’re equipping an expedition. 
  Those’re expensive. They don’t send something like that 
  out unless the map is real, I tell you.
  Designer’s Note: Everyone 
  and Their Mother 
  In Port Shaw, everyone has a map to sell. Every-
  one. On every street corner, in every dark alley, at 
  every tavern some down-on-their-luck sailor or bar-
  maid approaches the characters and offers to sell 
  them a map to Garr Bloodbane’s gold, a significant 
  hoard that some say the infamous Pirate Lord divid-
  ed into a score of chests and hid on different islands 
  throughout the Pearl Eye Atoll—a chain of volcanic 
  ilsands also known as Bloodbane’s Knuckles
  “Psst…buddy. Yeah, yeah you. Wanna buy a map?” 
  Everyone has a story, “I’d do it myself but I don’t 
  have the gold for a ship. Tell you what. You get the 
  majority of the treasure. Just cut me in for 10% and 
  half that in advance for the map…”
  It’s almost a ritual, a veritable rite of passage. 
  Street urchins, washer women, barkeeps, the baker’s 
  assistant: everyone tries to sell the greenhorn char-
  acters a map to Garr Bloodbane’s gold. Have fun 
  with this. 
  Make the occurences so frequent as to turn it into 
  a joke. Even allow the characters to discover that 
  many of these “maps” were forged by Sagacious 
  Samuel and his assistant Carthias Delnor. Keep it 
  up at every level in every circumstance. Whenever 
  the characters are in Port Shaw someone tries to 
  sell them the “real” Bloodbane treasure map at least 
  once per session. Your players almost won’t believe 
  it when they finally do find the real thing. Certainly 
  no one will believe the characters if they claim to 
  have found the real treasure map. Trust us on this 
  one. Hilarity ensues.
  
  50
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Rumors
  Unlike Whispers—information which Referees should 
  look for ways to disseminate—Rumors contain facts that 
  Referees should withold until the characters discover them. 
  All Rumors are true unless otherwise noted.
  Roll  
  (D20)
  Rumor
  1-5
  The characters learn the public circumstances of the 
  remaining Wave Riders, including their likely locations. 
  See Chapter 1 for details.
  6-10
  A popular angler from the town of Thumb’s Reach has not 
  sold his catch at the docks for over a week. Many believe 
  the town was attacked and wonder if this is related to the 
  recent arrest of Harrok McFarrows for murder, as he sails 
  out of Thumb’s Reach. 
  11-14
  A cabal of influential persons around Port Shaw, called 
  the Ring of the Kraken, is involved in all sorts of sinister 
  business. Strangely, no rumors connect them to 
  dragonsmoke dealing.
  15-18
  Word is Hargrove is sending Lt. Commander Trey Perrin 
  in the Albatross out to hunt Garr Bloodbane’s gold. If 
  that’s not proof that Hargrove bought the Dragoons long 
  ago—he can order about a sloop!—I don’t know what 
  could paint it more clearly.
  19-20
  Elder Barrison Hargrove hates the Tulita, and Whispers 
  persist that he plans to eradicate the remaining local 
  people—or at least force them from the Razor Coast.
  Having gathered enough information in your first game 
  session to detect your player’s inclinations and preferences, 
  typically, your second game session of Razor Coast flows 
  like this:
  the Referee opens with one or more 
  INCIDENTS
  and the character eventually pursue one or more 
  ADVENTURE OPTIONS
  Additionally, by the close of this session the Albatross 
  has set sail, captained by Lt. Commander Trey Perrin, not 
  to be found again until the characters reach 10th level or 
  higher (see The Kraken Strikes, Act 2: Quest for the 
  Albatross for additional details).
  After the First Adventure
  These are the four key steps to preparing your second game 
  session of Razor Coast:
   
  G Step 1: Remove Used Adventure Options
   
  G Step 2: Pick out Incidents that may occur
   
  G Step 3: Choose Adventure Options
   
  G Step 4: Review Whispers and Rumors
  Step 1: Remove Used Adventure Options
  Anything you crossed off the list of Adventure Options 
  on the previous sheet, cross off on this sheet. Any short 
  encounters you didn’t use in your first session now serve 
  as random encounters in Port Shaw. You’ll find the short 
  encounters from Level 5–6 (1) Worksheet listed on your 
  Level 5–6 (2)Worksheet under Random Encounters.
  Step 2: Pick Incidents that may occur
  Kick off the adventure session with an Incident. You’ve 
  narrowed the field of options, but you don’t want to railroad 
  the party; so plan to hit them with multiple Incidents until 
  one catches fire.
  Step 3: Choose Adventure Options
  Scan the list of Adventure Options. Choose options you 
  think your players will enjoy, then write the number of the 
  option down on your Worksheet. The Adventure Options: 
  Details section tells you which encounters comprise that 
  Adventure Option. Write those encounter names and their 
  chapters down on your Worksheet as well. Finally, choose 
  the hook or hooks into that Adventure Option that you 
  wish to dangle as bait for your players. On your Worksheet, 
  jot down enough notes on the hook to remember it.
  Repeat this step until you have enough encounters listed 
  for your coming session.
  Step 4: Review Whispers and Rumors
  Familiarize yourself with the Rumors by reading them. If 
  the characters ask about these topics, you’ll remember and 
  know where to look. Whispers, however, should be leaked 
  throughout the course of the session. Add any unwhispered 
  Whispers from the previous sheet to this Worksheet.
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  Worksheet Level 5-6 (2)
  PORT SHAW RANDOM ENCOUNTERS
  USED
  ADVENTURE OPTIONS
  Encounter Notes and Statstcs
  Blood Orphan
  
  Drunken Sailors
  
  Adventure Opton #
  Wanna Smoke
  
  Encounter Name / Ch.
  Bone Hunters
  
  Encounter Name / Ch.
  Agents of Skum
  
  Encounter Name / Ch.
  Ravenous Roaches
  
  Hook
  Dragoon Patrol
  
  INCIDENTS
  SHOWN
  An argument about the Black Shark introduces Old Craw
  
  
  Adventure Opton #
  Intervene as Dragoons threaten to beat an old Tulita Man
  
  
  Encounter Name / Ch.
  The infamous pirate Drango escapes
  
  
  Encounter Name / Ch.
  A team of dragonsmoke pushers reveals their supplier
  
  
  Encounter Name / Ch.
  A mad brawl between Tulita and newcomer dock workers
  
  
  Hook
  A fre on the docks grants the chance to be local heros
  
  
  A pickpocket atempt embroils the PCs in the Kraken's plots
  
  
  A chance meetng introduces Bethany Razor
  
  
  Adventure Opton #
  WHISPERS
  USED
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Hook
  Unwhispered:
  
  Unwhispered:
  
  Unwhispered:
  
  Unwhispered:
  
  Adventure Opton #
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Hook
  Zalen Trafalgar ofers a reward for a missing person
  
  Chapterhouses of Quell along the Razor are guted and gone
  
  A new drug called Brainfog shoed up in the Islands
  
  Elder Nakuaka is a dragonsmoke user
  
  Adventure Opton #
  Hargrove found the map to Garr Bloodbane's gold
  
  Encounter Name / Ch.
  My cousin's mother found Garr Bloodbane's gold
  
  Encounter Name / Ch.
  Shark atacks killed serveral fsherfolk near Port Shaw
  
  Encounter Name / Ch.
  They're sending the best Dragoons to fnd Garr Bloodbane's gold
  
  Hook
  Always seek Quells blessing before heading to sea
  
  Lt. Commander Trey Perrin sailed the Albatross out to sea
  POSITIVE 
  RESPONSE
  F
  ul
  l 
  Si
  ze P
  age 397
  LE
  V
  E
  L
   
  5
  -6
   (2
  )
  
  51
  Chapter Two: Create A Razor Coast Campaign
  But I’ve Already Got a 
  Pirate City!
  Port Shaw — perched on the edge of the Razor Sea 
  like a raptor waiting to swoop upon its prey — fulfills a 
  lot of the roles needed in a pirate campaign, but though 
  its genesis with Nick Logue began a decade ago, it’s only 
  now coming onto the scene and there are other pirate 
  city’s out there. For instance, “What about Green Ronin 
  Publishing’s Freeport setting?” you might ask. Well, if 
  you were a member of the Razor Coast Kickstarter, then 
  you may have noticed that an item available to backers 
  included one of Green Ronin’s own Freeport-based 
  PDFs. So in short, even the masters of the RPG pirate genre 
  were willing to get behind Razor Coast – for which we 
  are eternally grateful. 
  Collectively we decided to go a step further and show 
  Referees how to connect Razor Coast with the extensive 
  nautical lore already produced in Freeport – a task that 
  Frog God Games was only too willing to undertake. It’s 
  not often that you get to team up with that kind of talent. 
  Putting the brainchildren of Chris Pramas and Nick Logue 
  in one room should probably be illegal. Nevertheless, 
  here’s a quick run-down on adding Freeport to your 
  Razor Coast campaign or vice versa.
  Spoiler Alert! Only read the following if you’re 
  interested in a sneak preview of Frog God Games’ 
  upcoming campaign world.
  As will be revealed in the upcoming Frog God Games 
  campaign setting The Lost Lands, Port Shaw and the 
  Razor Coast exist upon the world known as Lloegyr. The 
  coastland that comprises the Razor Coast and its environs 
  lies due south of the primary continent, Akados. To the 
  east of Akados, across the Irkainian Isthmus, lies the 
  continent of Libynos. Between and south of them sits 
  Great Oceanus in whose southern reaches is the stretch 
  of water known as the Razor Sea. The Razor Sea’s western 
  extremity is the Razor Coast, from which the sea takes its 
  name (and vice versa). Many islands dot the Razor Sea as 
  one sails due east. 
  To the north, as one approaches the sea’s eastern 
  extremity, float the Aizanes Islands introduced in the 
  Frank Mentzer adventure, Deep Waters. These mark the 
  northeastern portion of the Razor Sea and have long 
  served as a destination and waystop for traders from 
  Libynos. Many consider the Aizanes, as they are called, 
  the last point of civilization upon the Razor Sea until Port 
  Shaw, because to the south of them lies the infamous 
  Pirate Confederacy, a loosely organized group of island 
  chains given over by the navies of Akados and Libynos to 
  the freebooters that call them home and who prey upon 
  the shipping lanes whenever naval vigilance grows lax.
  That’s great you say, but I thought this was about putting 
  Freeport together with Razor Coast – not a primer for The 
  Lost Lands. Well, yes and no. We’ll use the one to get to the 
  other. Now that you’ve got a general lay of the land (or sea, 
  as it were), let’s see how Freeport fits in. 
  The islands of the Pirate Confederacy are many and 
  frequently separated by hundreds or even thousands of 
  miles. It’s even possible that these islands are the remains 
  of some lost continent destroyed in a massive cataclysm 
  thousands of years ago. And if so, at least one group of 
  them likely resembles the teeth of a serpent. So there you 
  have the Serpent’s Teeth, and upon the largest island of 
  A’val, Freeport, City of Adventure — located strategically 
  between the freewheeling chaos of the Pirate Confederacy 
  and the trade and exploration opportunities found on the 
  Razor Sea and along the Razor Coast.
  In addition, while the Razor Coast provides many 
  opportunities for piracy upon the high seas and easily 
  carries the flavor of a pirate campaign, Port Shaw is by no 
  means a pirate city. Instead it is a colonial city of law and 
  order — a corrupt law and order built on the backs of the 
  indigenous population and policed by its brutal Municipal 
  Dragoons, sure, but true pirates have no place within its 
  hierarchy and are in danger of arrest any time they are 
  within its bounds – including the surrounding waters of 
  Kai Bay. Meanwhile Freeport, as a free port, is much more 
  welcoming to pirates and their ilk from the surrounding 
  Pirate Confederacy. Therefore, by transporting Freeport 
  into your Razor Coast campaign you’re not merely getting 
  more of the same, you’re actually adding complimentary 
  pieces of the puzzle — Port Shaw’s “Port Royal” to Freeport’s 
  “Tortuga”, if you will. 
  Freeport can maintain peaceful relations with the Pirate 
  Confederacy without actually being a part of it, thereby 
  providing characters a means to explore further pirate-
  themed adventures in and around those islands from a 
  hostile port like Port Shaw when fencing or otherwise 
  moving booty taken from or on behalf of the pirates.
  Need more tie-ins? Well, Freeport began as a pirate haven 
  and gained legitimacy through treaties with the mainland 
  powers (Akados and Libynos, in this case), while Port Shaw 
  began as a colonial excursion Akados, specifically the 
  Kingdoms of Foere. It seems likely that those powers, after 
  having settled matters with the pirates of Freeport, were 
  able to turn their resources to exploring and exploiting the 
  Razor Coast. With the rise of the Pirate Confederacy it seems 
  just as likely that Port Shaw and the rest of the colonies 
  have been left to their own devices precisely because the 
  
  52
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  w Tangle with the Dragoons as they leave the sewers 
  e Fight or join Port Shaw’s criminal underworld 
  r Rescue a child stolen by the roachlord 
  t Lay a pirate bard’s spirit to rest and find a treasure 
  map in the sewers
  y Root out a nest of the Kraken’s spies in the sewers 
  u Brawl bare knuckle for fame and profit in Port Shaw 
  The Coast and the Continent
   Investigate an abandoned village plagued by shark 
  attack
  On the Razor Sea 
   Redeem an Elf noble by rescuing her shipmates from 
  an abyss-haunted isles
  1) Lured inside an underwater mountain, the characters 
  confront extradimensional invaders
  1! Fight monsters on the high seas
  Level 5-6 (1)  
  Adventure Options Detail
  Incidents
  These Incidents work best when used to support the 
  campaign orientation (Powers That Be, Former Heroes, 
  Tulita, or Individualists) in which the characters are already 
  leaning. The suggested uses beneath each Incident, below, 
  do not mean the Incident cannot be used to support 
  a different orientation. These are just a few uses that 
  spring readily to mind. Referees can and should adapt the 
  Incidents to fit any orientation or simply write their own.
  mainland powers turned their naval attentions to the eastern 
  waters of the Razor. 
  It also seems likely to expect trade ties and at least loose 
  alliances between the Lodge of Port Shaw and the Sea Lord 
  and Captain’s Council of Freeport. Furthermore, the recent 
  troubles involving Sea Lord Milton and the rest in many ways 
  mirror the travails of the Tulita and the threats that have been 
  building in Port Shaw for some time. Perhaps Harthagoa 
  had some subtle influence in Milton coming unhinged — 
  or perhaps the Demon Below simply watched and bided his 
  time, allowing the troubles facing the eastern Razor Sea to 
  serve as a distraction from his own machinations in the west. 
  The actual distance between Port Shaw and Freeport 
  remains intentionally vague so that it can fit the needs of 
  your campaign, but it’s probably safe to assume a week or 
  two at sea to cross the width of the Razor Sea. Far enough 
  that the two campaign stops need not intrude upon each 
  other, but close enough that a voyage between them is not a 
  major undertaking and inserting frequent trips between Port 
  Shaw and Freeport will not disrupt your campaign.
  Your players should be able to explore the length and 
  breadth of the Razor Sea for some time between Razor 
  Coast and Freeport and find adventure aplenty awaiting 
  them without ever needing to range further. I mean, it’s not 
  like they’re going to want to sail to the Tempest Meridian or 
  anything like that. “What’s that?” you say? Oops, looks like 
  we’re out of time. Until next time, enjoy your adventures 
  upon the Razor and perhaps drop by the City of Adventure 
  while you’re at it. You’re bound to find something of interest 
  to do while you’re there.
  — Greg A. Vaughan, Frog God Games, Creative Director: 
  Pathfinder Roleplaying Game 
  Level 5: Game Session 2 
  Adventure Options
  Incidents
  Because the Incidents all take place in Port Shaw, you’ll 
  find them in Chapter 3, Port Shaw. The map provided 
  in Chapter 3 suggests likely locations at which Incidents 
  might occur, but these are by no means set in stone. The 
  eight Incidents are:
   An argument about the Black Shark allows the 
  characters to befriend an “old Razor hand” named Old 
  Craw
  w Intervene as Dragoons threaten to beat an old Tulita 
  man to death for his “crazy” behavior 
  e The infamous pirate Drango escapes, and the 
  characters help or hinder pursuit
  r Under pressure from the characters, a team of 
  dragonsmoke pushers foolishly reveals their supplier 
  t In a mad brawl between Tulita and newcomer dock 
  workers, who will the characters back?
  y A fire on the docks introduces a Wave Rider and 
  grants the chance to be local heroes
  u A pickpocket attempt by a former Wave Rider 
  embroils the characters in the Kraken’s plots
   A chance meeting introduces Bethany Razor, opening 
  opportunities for adventure 
  In and Near Port Shaw
   Discover a secret entrance into Fort Stormshield in 
  the sewers
  
  53
  Chapter Two: Create A Razor Coast Campaign
   An argument about the Black Shark allows 
  the characters to befriend a “Razor hand” 
  named Old Craw
  Useful for putting the characters on the track of the 
  Dalang Jalamar and coaxing them to investigate shark 
  attacks outside of Port Shaw.
  w Intervene as Dragoons threaten to beat 
  an old Tulita man to death for his “crazy” 
  behavior 
  Works well for introducing the characters to the Tulita 
  orientation, meeting Mokoli Ali’i and setting them up to 
  adventure in and around Port Shaw.
  e The infamous pirate Drango escapes, and 
  the characters help or hinder pursuit
  Intended to introduce the characters to the Individualist 
  orientation or introduce them to coorperating with the 
  Dragoons. Also works well to suggest the characters investigate 
  shark attacks by putting them onto the Nightslink Mystery. 
  This particular encounter is best not handled as a fight to the 
  death against either Falken Drango or the Dragoons; if your 
  party tends to tackle problems with the blast of spells and the 
  swing of an axe, this can prove a difficult encounter.
  r Under pressure from the characters, a team 
  of dragonsmoke pushers foolishly reveals 
  their supplier 
  This encounter sets the characters up to join or fight the 
  criminal underworld in Port Shaw. Specifcially it’s useful for 
  introducing them to Barrett, as well as for learning how to 
  find Bonegnaw’s Cove.
  t In a mad brawl between Tulita and new-
  comer dockworkers, who will the characters 
  back?
  Another Incident that pushes the characters to start 
  aligning themselves with either the Tulita or the Powers that 
  Be orientation.
  y A fire on the docks introduces a  
  Wave Rider and grants the chance to be local 
  heroes
  This incident throws the party together with one of the 
  Former Heroes and his friend, the ever-klutzy Jenkie Barnes.
  u A pickpocket attempt by a former Wave Rider 
  embroils the characters in the Kraken’s plots
  Another Incident that puts the characters in contact 
  with a Former Hero, Lady Jalia “Lightfingers” Ramires. If the 
  party winds up talking with her, she mentions she’s on the 
  way to meet a friend departing on a long trip. This Incident 
  plants seeds for the Referee to develop and puts the party in 
  touch with the Ring of the Kraken and the Kraken Strikes 
  Background Plot.
   A chance meeting introduces Bethany 
  Razor, opening opportunities for adventure
  This incident involves the characters in Bethany Razor’s 
  story and works well for an Individualists approach to Razor 
  Coast.
  Adventure Options
  In and Near Port Shaw
   Discover a secret entrance into Fort Storm-
  shield in the sewers
  The Krakenfiend lent Gregory Bonedeuce his servants 
  to protect the underbelly of the Fort. The characters fight 
  past sahuagin, hydrodaemons, and gibbering mouthers to 
  uncover a secret escape route that they can use to enter the 
  fort unseen.
  Encounters
   
  G #1: Sewer Section 4 (Ch. 4, Set-Pieces) 
  Hooks
  Former Heroes Hook
  Many of the Wave Riders personal story arcs land them 
  in Fort Stormshield’s brig, and any time the characters 
  need to break a friend out of a jail a secret way into the 
  fort proves useful. Jalia and Donovan can both wind up in 
  prison and need a rescue. 
  Tulita Hook
  A Tulita warrior, proudly bedecked in feathers, struts 
  up to the characters and announces that the Great Chief 
  Mokoli Ali’i seeks an audience. He leads the party to a 
  shuttered temple to the Three and asks the characters 
  help rescuing Milliauka from Fort Stormshield. If M’okol’i 
  Ali’i’s warriors attempt a rescue and fail, retribution from 
  the Powers that Be will fall on all Tulita everywhere, and 
  Milliauka would rather rot in prison than bring further woe 
  to his people. Should an appeal to the characters better 
  natures fails to suffice, M’okol’i offers them ambergris and 
  jade. If they accept he reveals rumors of a secret entrance 
  into the Fort somewhere in the sewers.
  Individualists Hook
  The former Wave Riders are not the only NPCs who 
  might wind up in Jail. Falken Drango and Roland Lawrence 
  might wind up there too. Additionally there are many 
  circumstances under which the characters might find 
  themselves imprisoned, and knowing a secret way out 
  always proves useful.
  NOTES   Just outside the secret entrance to Fort 
  Stormshield, allow the party to discover the remains of a 
  
  54
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  pried open wooden crate. It’s stamped with the number 341. 
  This is the crate of dragonsmoke from which Bonedeuce 
  took the drugs he used to frame Roland Lawrence.
  The sewers also provide plenty of random encounters. 
  See Chapter 4, Beneath Port Shaw, for additional details.
  w Tangle with the Dragoons as they leave  
  the sewers
  Worn out by tough fights in the sewers below Port Shaw, 
  as they leave this encounters forces the characters to deal 
  with a patrol of Dragoons who want to arrest them for 
  venturing below. 
  Encounters 
   
  G #1: Leaving the Sewers (Ch. 4, Stand-Alone 
  Encounters)
  e Fight or Join Port Shaw’s Criminal  
  Underworld 
  Investigate gruesome criminal doings or look up a 
  dragonsmoke dealer in a run-down bar in the outskirsts.
  Encounters
   
  G #1: The Salty Dogs (Ch. 3, Stand-Alone Encounters)
   
  G #2: Barrett’s Barnacle (Ch. 4, Set-Pieces)
  Hooks
  Powers That Be Hook
  Darenar is irritated by the paltry tribute delivered by the 
  prostitutes of Port Shaw. He thinks someone is skimming 
  off his boys and ladies, but does not wish to reveal his 
  racket. Pretending concern that someone is preying on 
  the doxies in Tide, he aks the characters to investigate. He 
  directs them to a lady of ill repute named Carna, booted 
  from Bawd district by her madam for bad behavior, who 
  wanders the docks alone in search of customers. The Salty 
  Dogs frequently harrass her – as do drunken sailors and 
  wandering monsters – skimming off her earnings. Carna 
  used to peddle herself around Barrett’s Barnacle and has 
  seen strange goings on there after hours; for example, an 
  ugly scar-faced half-orc carrying human shaped bags out to 
  the Barnacle’s back shed.
  Former Heroes Hook
  The characters spot a notice pinned to the door of 
  the Chapterhouse of Quell. The new high priest, Zalen 
  Trafalgar, is offering a reward for any information leading 
  to the whereabouts of the previous high priest, Archibald 
  Noeliss. Archibald was last seen leaving the Chapterhouse 
  and walking the docks late one night.
  Tulita Hook
  Milliauka approaches the characters concerned about 
  the dragonsmoke pouring into Port Shaw and poisoning 
  the streets. His eyes and ears among the Tulita suspect 
  someone at Barett’s Barnacle supplies a majority of the 
  dragonsmoke consumed in Port Shaw. He’d like the 
  characters to put an end to the trade.
  Individualists Hook
  An old peddler named Jeth (normal human) wanders 
  the docks hawking his wares, mostly scraps of metal and 
  shells he finds along the beaches. Usually, the Salty Dogs 
  leave Jeth alone because he feeds their mutts. Jeth attempts 
  to peddle rusted manacles, broken hinges, and other 
  worthless items to the characters. If the characters are 
  friendly and seem trustworthy, Jeth shows them his only 
  real item of interest, a figurine of the onyx dog he found 
  washed up on the beach (once the possession of a deceased 
  Wave Rider). Jeth is a simple soul and is unaware of the 
  magical nature of the item, though he is sure it is made 
  of onyx and worth something. He will sell the dog to the 
  characters for 20 sp. The first time the characters encounter 
  Jeth, he has the dog. The next time, Rickard Bleardon has 
  beaten Jeth within a inch of his life and took the dog – a fact 
  Jeth bemoans to the players at any opportunity. 
  NOTES   Barrett is a member of the Ring of the Kraken. 
  If threatened with death and questioned about the Ring, 
  Barrett first tries to finger Bonegnaw, who is not a Ring 
  member. He knows that Bonegnaw’s men often collect 
  exotic animals for him at night, on the docks. If pressed, 
  Barrett reveals that Garreg—right here in the Barnacle—
  deals dragonsmoke for Bonegnaw.
  If the characters don’t buy his Bonegnaw dodge, Barrett 
  claims “a hooded man” running a protection racket works 
  for the Ring and is coming to collect that evening. This 
  turns out to be Darenar. If forced to discuss the Ring, 
  Darenar claims he runs a protection racket all on his own 
  and further claims he “made up the Ring” to scare people. 
  In truth Daranar is protecting Bonedeuce, from whom he 
  takes his orders. Darenar will go to his grave in silence, 
  willing to die to keep Bonedeuce’s secret. Both Barett and 
  Darenar bear the Kraken’s mark.
  r Rescue a child stolen by the Roachlord
  Rumors of missing children lead the characters to 
  the lair of a cockroach transfromed by the effluvium of 
  Sagacious Samuel’s experiments into a hideous humanoid-
  eating monstrosity.
  Encounters
   
  G #1: Sewer Section 3 (Ch. 4, Set-Pieces)
  Hooks
  Powers That Be Hook
  A member of the family from Hook #2 Stranded 
  Sellswords (Level 5–6 [1]) hunts the party down. Not only 
  did they lose a family member on the characters’ vessel, but 
  now the mariner’s daughter is missing. She was last seen 
  near the east-most end of the road dividing Bawd from 
  Jade, wearing a blue and white floral dress. If the characters 
  
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  Chapter Two: Create A Razor Coast Campaign
  follow up this lead, they find a scrap of her dress near the 
  drain to the sewer.
  Former Heroes Hook
  Either Zalen Trafalgar or Falgor Finney of the Run 
  Aground Tavern tells the characters that a Tulita orphan 
  girl, named Lucinda, failed to show up at his soup kitchen 
  three days running. Concerned, he offers them gold or a 
  month’s boarding to track her down and give her something 
  to eat. The characters find her crouched by a sewer grate, 
  weeping. If the characters assist her – and especially if they 
  feed her – she tells them that her friends have gone missing 
  by this “big ole smelly sewer grate.” She adds, “The Roach 
  King ate them up.” This grate is the entrance to Section 3 of 
  the sewers (see Chapter 4 for details).
  Tulita Hook
  In the Outskirts, the party stumbles across weeping 
  Tulita women posting signs in poorly scribed common. The 
  parchment placards bear highly realistic, lovingly rendered 
  sketches of Tulita children and read, “Mizing. Near sewr. 
  Hep find, pleez.”
  Individualists Hook
  Cap’n Lester Farrows contacts the characters with 
  concerns. Little dresses and pants have started showing up 
  in his daily sewer salvage and “That thar’ jus’ ain’ right.” He’d 
  like their help investigating.
  t Lay a pirate bard’s spirit to rest and find a 
  treasure map in the sewers
  The ghost of Garr Bloodbane’s bard haunts the docks of 
  Port Shaw and asks the characters to help lay his bones to 
  rest. He fails to mention his bones also hide the real map to 
  Garr Bloodbane’s treasure.
  Encounters
   
  G #1: The Ghost of Durrell Ravenkith (Ch. 3, Stand-
  Alone Encounters)
  Hooks
  Powers That Be Hook
  Gregory Bonedeuce is concerned that this ghost makes 
  the docks too dangerous, even for citizens of Port Shaw. He 
  confesses his Dragoons are a superstitous lot and asks if the 
  characters think they have what it takes to put an end to the 
  haunting.
  Former Heroes Hook
  Zalen is concerned that any ghost making demands of 
  passers-by is a spirit in pain. His duties to his congregation 
  bar him from highing off on a quest or putting himself too 
  much at risk, but the Church of Quell would appreciate it if 
  the characters spoke with this ghost to find out what might 
  be done to lay the poor soul to rest.
  Individualists Hook
  A friend of Jenkie Barnes has a get rich quick scheme. He 
  believes there’s this ghost haunting the docks at night who 
  knows the real location of Garr Bloodbane’s gold. He’ll tell 
  the characters where to find the ghost if the characters 
  agree to interrogate the spirit and split the treasure with 
  him. 
  y Root out a nest of the Kraken’s spies in the 
  sewers
  Harthagoa is slowly building up an attack force of skum 
  in the sewers below Port Shaw. Unbenknownst to anyone, 
  even the skum, they’ve chosen to squat in a location that 
  contains the Jawbone of Kaho Ali’i. This non-magical 
  scrimshaw relic proves pivotal in the days to come.
  Encounters
   
  G #1: Bone Hunters (Ch. 3, Stand-Alone Encounters)
   
  G #2: Agents of Skum (Ch. 3, Stand-Alone Encounters)
   
  G #3: Sewer Section 1 (Ch. 4, Set-Pieces)
  Hooks
  Powers That Be Hook
  Gregory Bonedeuce asks the characters’ help tracking 
  down a theif named Karskor Thul. He explains the fool 
  broke into Barrison Hargroves residence and made off 
  with a scrimshaw objet d’art. It would prove embarassing 
  to Hargove should it become the talk of the town that a 
  common street thief burgled his mansion successfully. 
  Gregory would appreciate it if the characters tracked 
  Thul down and brought him in – quietly of course – so 
  Bonedeuce can handle matters from there. Asking around 
  the characters soon learn from Cap’n Lester Farrows that 
  Karskor fled into the sewers about a week ago.
  Tulita Hook
  Tulita warriors from the interior have been stomping 
  around Port Shaw hunting someone, but their lack of facility 
  with the Common tongue makes understanding them 
  difficult. If the characters speak any of the Tulita dialects 
  fluently, they learn the the details below. Alternately, if the 
  characters have a strong relationship to Milliauka and/or 
  Mokoli Ali’i they also learn the following: 
  About a month ago, a newcomer stole the Tulita peoples’ 
  most sacred relic. Mokoli’s men caught a glimpse of the 
  rogue before he escaped: short, half-Tulita/half-foreigner, 
  sporting short-cropped hair, and wearing leather armor 
  with black lacquered rat skulls dangling from the shoulders. 
  Anyone asking after a man of this description in Port Shaw 
  soon learns his name is Karskor Thul, and he was last seen 
  slipping into the sewers from whence he never resurfaced. 
  NOTES   Either the Bone Hunters or Agents of 
  Skum encounter may serve as their own hook to lure the 
  characters into the sewers. To make those encounters do 
  double duty as hooks, with Bone Hunters play up the smell 
  of sewage. With Agents, have the skum run off for the 
  sewers early in the encounter; hopefully, with the characters 
  
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  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  in pursuit. Either way your adventurers likely learn the 
  sewers are a place of interest. Warning: the depths of the 
  sewers are dangerous!
  If using the Tulita Hook, consider building up to it. The 
  characters must first earn Milliauka and M’okol’i Ali’i’s 
  trust by aiding the Tulita people and performing missions 
  that demonstrate the party’s allegience. Only after a series 
  of such encounters builds a bond between the characters 
  and the two Tulita leaders do they trust the party with the 
  mission to retrieve the Jawbone. 
  u Brawl bare knuckle for fame and profit in 
  Port Shaw
  Bare knuckle brawling at the Broken Skull is a great way 
  to blow off steam, earn XP non-lethally, and build some 
  notoriety around Port Shaw.
  Encounters
   
  G The Broken Skull (Ch. 3, Set-Pieces)
  NOTES   Reasons for visiting the Broken Skull change 
  as the characters grow in power and experience. When they 
  first arrive, no one knows who the adventurers are, and the 
  Broken Skull serves as a place to pick up a hot meal, win 
  some quick cash, make friends, and build a little notoriety. 
  The may even rent rooms at the Skull, transforming it into 
  their first home base in Port Shaw.
  As the characters advance, winning fights at the Skull 
  earns them local renown. People nod at the characters on 
  the street, congratulate them on their victories, buy the 
  party free drinks in thanks for a bet won, and otherwise 
  place the characters in the spotlight. This brings overtures, 
  for good and ill, from the representatives among the four 
  primary factions.
  Later still, fights at the Broken Skull play an important 
  role in redeeming the Wave Riders, in general, and Belok 
  Talorg’s relationship arc, specifically. How the characters 
  perform at the Skull earns them friends, enemies or 
  both and help shapes the final confrontation with the 
  Krakenfiend.
  The Coast and the Continent
   Investigate an abandoned village plagued 
  by shark attacks
  Something plagues the town of Thumb’s Reach, the 
  imprisoned Harrok McFarrows village. The characters arrive to 
  find it cleared out and inhabited by only a single mad wereshark 
  — from whom they rescue young Jessica McFarrows.
  Encounters
   
  G #1: From the Mouths of Babes (Ch. 4, Set-Pieces)
  Hooks
  Powers That Be Hook
  Gregory Bonedeuce and Barrison Hargrove grow 
  concerned that fishing villages up and down the coast no 
  longer bring their catch to Port Shaw. The latest casualty, 
  the hamlet of Thumb’s Reach, even produced its own 
  madman, Harok McFarrows. Gregory explains that the 
  Dragoons are stretched thin investigating shark attacks and 
  keeping the city under control. He asks the characters if 
  they’ll question this Harok fellow, then visit Thumb’s Reach 
  to see what they can learn about this rash of attacks.
  Former Heroes Hook
  Zalen Trafalgar or Donovan Montgomery approaches 
  the characters to express concern about the town of 
  Thumb’s Reach. Zalen worries that the Powers that Be aren’t 
  revealing the whole story and that they plan to hang an 
  innocent man – Harok McFarrows. Donovan reports he 
  often shipped fish to market from Thumb’s Reach, but the 
  last time he visited the town was abandoned except for a 
  high caterwauling noise that raised the hairs on the back of 
  his neck. He sailed back into town only to learn his town 
  contact, a local fisherman named Harok McFarrows, is 
  accused of savagely murdering his entire family by hacking 
  them to pieces with a sharkstooth club. Neither man 
  can learn any additional information, and they’d like the 
  characters to investigate. In recompense, Zalen offers to 
  heal one party member and Donovan offers a short ride on 
  his ship to a location of their choice and back. 
  Tulita Hook
  Milliauka has heard about Harok McFarrows, and he 
  wants the characters to investigate “This could be bad…” 
  Milliauka is deeply troubled by Harok’s account. He fears 
  that the Kiss of Dajobas is spreading like a plague, but he 
  wants to be sure. He points out that the Dragoons are 
  holding this Harok person in the brig at Fort Stormshield, 
  until his hanging five days hence, and suggests the 
  characters find a way into the fort to interrogate him.
  Individualists Hook
  An escaped criminal on the run from the Dragoons 
  crosses the characters’ path. This criminal is named Modar. 
  If questioned, the fugitive can tell the characters about 
  the other residents of the Fort Stormshield brig: Harok 
  McFarrows, Falken Drango (if he is there), and Milliauka (if 
  he is there). 
  In addition, Modar knows Harrok’s story and believes 
  that McFarrows is innocent of his family’s murder and will 
  tell the characters this if they inquire. Modar also gives the 
  characters a description of The Inquisitor and the depths of 
  the man’s cruelty (See Fort Stormshield for details). 
  Finally, if asked how he made his escape, Modar tells 
  the characters about the sewer tunnels leading beneath 
  the fort (See Chapter 4 for details). He relates how he was 
  brought blindfolded into a room of chanting men, but felt a 
  trapdoor thump hollowly beneath his feet. So he bit the arm 
  of a captor, tore off his blindfold, popped the trapdoor and 
  escaped. His eyes were adjusting to the sudden light, and he 
  did not see any of the people who dragged him out of his 
  
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  Chapter Two: Create A Razor Coast Campaign
  cell before running off through the sewers. He remembers 
  little of his mad dash to freedom save that he exited near 
  the dock behind Fort Stormshield.
  Modar (Th4): HP 11; AC 9[10]; Atk fists (1hp); Move 12; 
  Save 12; AL N; CL/XP 4/120; Special: backstab (x2), +2 save 
  vs. traps, thieving skills.
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%. 
  Equipment: Ragged clothing, torn blindfold.
  NOTES   There are many potential hooks for luring 
  the party to investigate Thumb’s Reach. Relgin McFarrows 
  could be concerned about his missing niece, Jessica, for 
  example, and offer the Rita as compensation for recovering 
  her.
  On the Razor Sea 
   Redeem an Elf noble by rescuing her ship-
  mates from an Abyss-haunted isle
  Viscount Senegar Deepwarder is in trouble. His niece 
  led an ill-fated venture crewed by the dilettante children of 
  Port Shaw’s wealthy elite. Worse, she abandoned them to 
  their fate on a haunted island. Now the Viscount needs the 
  party’s help redeeming his niece’s honor.
  Encounters
   
  G #1: Sinful Whispers (Heart of the Razor)
  Hooks
  See Heart of the Razor, Sinful Whispers for hooks to 
  lure the characters into tackling this Adventure Option.
  NOTES   This adventure also works as a challenging 
  but survivable prequel adventure, leading to the characters 
  arrival in Port Shaw as rescuers. Additionally, successfully 
  completing this adventure is an excellent segue to the 
  Adventure Option Recover an elven diplomat’s stolen 
  magic ring from the sewers.
  1) Lured inside an underwater mountain, the 
  characters fight extra-dimnensional invaders
  While traveling at sea the characters discover a rich 
  treasure floating atop the strangest wreck – an entire ship 
  pierced through its belly by an underwater mountain. 
  Venturing aboard they discover a passage within the 
  mountain, down to an even stranger wreck: the marooned 
  advanced scout craft for an extradimensional invasion force. 
   
  Encounters
   
  G #1: The Black Spot (Heart of the Razor)
  Hooks
  Generally, involvement in The Black Spot is event 
  driven, rather than hook driven. Any time the characters 
  hire a ship, book passage, or otherwise travel on the Razor 
  Sea, this Adventure Option is open to them. See Heart 
  of the Razor, The Black Spot for more suggestions on 
  introducing this option into your campaign.
  1! Fight monsters on the high seas
  Random encounters while sailing the Razor Sea.
  Encounters
   
  G #1: Ghastly Tag-Along (Ch. 5, Stand-Alone 
  Encounter)
   
  G #2: Electric Eels (Ch. 5, Stand-Alone Encounter)
   
  G #3: The Lurking Aboleth (Ch. 5, Stand-Alone 
  Encounter)
   
  G #4: Pirates! (Ch. 5, Stand-Alone Encounter)
   
  G #5: Goblin Raiders (Ch. 5, Stand-Alone Encounter)
  NOTES   The encounter Pirates! proves useful for a 
  variety of reasons, if you are using Heart of the Razor. The 
  attacking pirates may threaten the characters with Admiral 
  Tame’s retribution when the battle goes against them, 
  planting seeds that may encourage the characters to favor 
  Captain Mercy’s proposal from the Heart of the Razor 
  adventure Angry Waters. Alternately, Referees may use it 
  to plant seeds for the adventure Jungle Fever, also in Heart 
  of the Razor, by leaving clues connecting the pirates to 
  Sharkjaw Docks, a cargo station in the Pearl Eyes. 
  Whispers and Rumors
  Include any Whispers and Rumors not shared during the 
  previous session, plus the following:  
  Whispers
  All Whispers are true unless marked false.
   
  G Zalen Trafalgar, the new high priest of Quell, is offering 
  a reward for finding a missing person. Interested parties 
  may inquire at the Chapterhouse.
   
  G Chapterhouses of Quell along the Razor are gutted and 
  gone. Empty. No one knows what attacked them, but 
  something did.
   
  G I heard there’s a new drug turned up in the islands. 
  Some cargo pit, the Jaws or sumthin’ is serving up 
  Brainfog, it’s called. (PARTIALLY TRUE—it’s called 
  Dreamfog and it does not originate at Sharkjaw Docks)
   
  G Elder Nakuaka is a dragonsmoke user. 
   
  G Hargrove found a map to Garr Bloodbane’s gold—for 
  real! (PARTIALLY TRUE—he has a map he claims 
  shows the route to Bloodbane’s treasure)
   
  G My cousin’s mother found Garr Bloodbane’s gold—for 
  real! (FALSE—Unless a character is the cousin’s mother)
  
  58
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Typically, at this point, adventuring parties will be 
  pursuing whichever Adventure Options strike their fancy, 
  leveling up and uncovering clues to the major Background 
  Plots of Razor Coast, without yet realizing what the 
  clues they’ve collected mean – or even that they have 
  collected clues. They begin to identify with one of the four 
  orientations, building relationships with major NPCs.
  Prepping for Level 6-7
  Typically, Referees follow these three steps when preparing 
  for game sessions when their characterss are 6th-7th level:
   
  G Step 1: Remove Used Adventure Options
   
  G Step 2: Choose Adventure Options
   
  G Step 3: Review Whispers and Rumors
  Step 1: Remove Used Adventure Options
  Anything you crossed off the list of Adventure Options 
  on the previous sheet, cross off on this sheet. Any short 
  encounters you didn’t use in your previous sessions may 
  serve as random encounters. Unused Incidents are still 
  open to you, but cross off those already presented to your 
  players.
  Step 2: Choose Adventure Options
  Scan the list of Adventure Options. Note that on the 
  list below (and all subsequent lists), Adventure Options 
  appearing for the first time are listed in small caps-italics. 
  This distinguishes them from Adventure Options that were 
  also available at a previous level spread.
   
  G A series of violent shark attacks killed several fisherfolk 
  and left many others badly injured not far from Port 
  Shaw.
   
  G They’re sending the best of the Dragoons on a mission 
  to find Bloodbane’s Gold. What a joke! Things are just 
  going to get worse ‘round here.
   
  G It’s always best to get the sea god’s blessing before 
  heading out on the waves.
   
  G Turns out that Roland Lawrence fellow got booted from 
  the Dragoons for dragonsmoke smuggling (PARTIALLY 
  TRUE—he was framed for dragonsmoke smuggling).
  Rumors
  Roll  
  (D10)
  Rumor
  1
  Archibald is not the only priest of Quell gone missing or 
  dead; there was another guy Jalma something or other 
  went missing a month or two back.
  2
  You can fence goods, especially weapons, at Old Fish’s 
  Supplies.
  3
  Tulita warriors from the interior are hunting the rogue 
  Karskor Thul.
  4
  Archibald just up and vanished. Then they sent along this 
  new guy. Maybe it was a plot by the church! (FALSE)
  5
  The Lodge is sending Lt. Commander Perrin on a long-
  range patrol in the Albatross. They’re covering up the 
  real mission by claiming it’s about Garr Bloodbane’s Gold. 
  (PARTIALLY TRUE)
  6
  Karskor Thul was last seen entering the sewers.
  7
  The Dragoons are extremely corrupt and accept bribes 
  from various criminals. For example, Barrett, owner of 
  “Barrett’s Barnacle” is a known rogue and cutthroat 
  protected by the Dragoons.
  8
  Someone bought up all the alchemist’s fire from every 
  alchemist in Silk. They warned the Alchemist’s Guild to 
  keep their mouths shut, and the guild’s pretty shaken up. 
  I heard the Ring was involved.
  9
  The Ring is upping its protection charge by a silver piece. 
  A good protection racket is one thing, but they’re going 
  to bankrupt us! (FALSE)
  10
  No one knows who belongs to this Ring of the Kraken, 
  but they are rumored to somehow mark their members.
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  Worksheet Level 6-7 (1)
  PORT SHAW RANDOM ENCOUNTERS
  USED
  ADVENTURE OPTIONS
  Encounter Notes and Statstcs
  Bone Hunters
  
  Agents of Skum
  
  Adventure Opton #
  Ravenous Roaches
  
  Encounter Name / Ch.
  Dragoon Patrol
  
  Encounter Name / Ch.
  Encounter Name / Ch.
  ADVENTURE OPTIONS
  Hook
  In and Near Port Shaw
  Discover a secret entrance into Fort Stormshield in the sewers
  
  Tangle with the Dragoons as they leave the sewers
  
  Fight or join Port Shaw’s criminal underworld
  
  Adventure Opton #
  Rescue a child stolen by the roachlord
  
  Encounter Name / Ch.
  Lay a pirate bard’s spirit to rest and find a treasure map in the sewers
  
  Encounter Name / Ch.
  Root out a nest of the Kraken’s spies in the sewers
  
  Encounter Name / Ch.
  Brawl bare knuckle for fame and profit in Port Shaw
  
  Hook
  The Coast and the Continent
  Investigate an abandoned village plagued by shark attacks
  
  On the Razor Sea
  Redeem an Elf noble by rescuing her shipmates from an abyss-haunted isle
  
  Adventure Opton #
  Lured inside an underwater mountain, the PCs confront extradimensional invaders
  
  Encounter Name / Ch.
  Fight monsters on the high sea
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  
  Hook
  
  
  
  
  Adventure Opton #
  
  Encounter Name / Ch.
  WHISPERS
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Hook
  Unwhispered:
  
  Elder Nakuaka isn't just a user, he's a dragonsmoke addict
  
  
  Some one broke in and stole stuf from Barrison Hargrove
  
  Adventure Opton #
  The Tulita plan to kill us all!
  
  Encounter Name / Ch.
  There be a black shark!
  
  Encounter Name / Ch.
  Belok's going to try to take his ttle back from Jin
  
  Encounter Name / Ch.
  Children have been going missing around the docks
  
  Hook
  Barrison Hargrove is going to open his map and art collecton to public viewing
  
  Tulita warriors are in town huntng bones or something
  
  The found Garr Bloodbane's treasure at Halgrim's Rest
  
  
  You can fence goods at Old Fish's supplies
  
  
  #1: Electric Eels
  #2:The Lurking Aboleth
  #3:Pirates!
  #4:Goblin Raiders
  #5:Territorial Dispute
  #6:Merrow Maurader
  #7:St. Dunstan’s Tooth
  The Lodge sent Trey Perrin to fnd Bloodbane's gold in the Albatross
  Word is Perrin and the Albatross madd the Pearl Eyes
  The Albatross headed out to sea awfully quickly
  F
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  Chapter Two: Create A Razor Coast Campaign
  Step 3: Review Whispers and Rumors
  Familiarize yourself with the Rumors. If the characters 
  ask about these topics, you’ll remember and know where to 
  look. Whispers, however, should be leaked throughout the 
  course of the session. As many as possible. If there remain 
  Whispers un-whispered from the previous level, jot them 
  down in the notes section of your Level 6–7 Worksheet.
  Level 6-7 Adventure Options
  In and Near Port Shaw
   Discover a secret entrance into Fort Stormshield in 
  the sewers
  w Tangle with the Dragoons as they leave the sewers
  e Fight or join Port Shaw’s criminal underworld
  r Rescue a child stolen by the Roachlord
  t Recover an elven diplomat’s stolen magic ring from 
  the sewers
  y Lay a pirate bard’s spirit to rest and find a treasure 
  map in the sewers
  u Put down a criminal gang extorting Tulita in the 
  outskirts
   Root out a nest of the Kraken’s spies in the sewers
   Brawl bare knuckle for fame and profit in Port Shaw
  The Coast and the Continent
  1) Brave Blacksink Marsh to save kidnapped plantation 
  workers from sacrifice
  1! Explore a shrine to the shark god, revealed by an 
  earthquake 
  1@ Wipe out a ring of humanoid trafficking drug 
  smugglers
  On the Razor Sea
  1# Fight monsters on the high seas
  Level 6-7 (1) 
  Adventure Options Detail
  In and Near Port Shaw
   Discover a secret entrance into Fort Storm-
  shield in the sewers
  The Krakenfiend lent Gregory Bonedeuce his servants 
  to protect the underbelly of the Fort. The characters fight 
  past sahuagin, hydrodaemons, and gibbering mouthers to 
  uncover a secret escape route that they can use to enter the 
  fort unseen.
  Encounters
   
  G #1: Sewer Section 4 (Ch. 4, Set-Pieces). 
  w Tangle with the Dragoons as they leave the 
  sewers
  Worn out by tough fights in the sewers below Port Shaw, 
  as they leave force the characters to deal with a patrol of 
  Dragoons who want to arrest them for venturing below. 
  Encounters 
   
  G #1: Leaving the Sewers (Ch. 4, Stand-Alone 
  Encounters)
  e Fight or Join Port Shaw’s Criminal Under-
  world 
  Investigate gruesome criminal doings or look up a 
  dragonsmoke dealer in a run-down bar in the outskirsts.
  Encounters
   
  G #1: The Salty Dogs (Ch. 3, Stand-Alone Encounters)
   
  G #2: Barrett’s Barnacle (Ch. 4, Set-Pieces)
  r Rescue a child stolen by the Roachlord
  Rumors of missing children lead the characters to 
  the lair of a cockroach transfromed by the effluvium of 
  Sagacious Samuel’s experiments into a hideous humanoid-
  eating monstrosity.
  Encounters
   
  G #1: Sewer Section 3 (Ch. 4, Set-Pieces)
  t Recover an elven diplomat’s stolen magic 
  ring from the sewers
  After a meeting at the Kraken’s Gullet – where only 
  the powerful of Port Shaw dine – the characters take 
  a commission from the Elven ambassador, Viscount 
  Deepwarder, to find his missing signet ring; but the Viscount 
  does not warn them it’s a ring of great power.
  Encounters
   
  G #1: The Kraken’s Gullet (Ch. 3, Jade District Location)
   
  G #2: Sewer Section 6 (Ch. 4, Set-Pieces)
  Hooks
  Powers That Be Hook
  The characters stumble upon a murdered elven 
  merchant, covered in dog bites. Inquiring about Port Shaw 
  points the finger at the Salty Dogs. The Dogs hacked him up 
  pretty bad and stole his purse, but the gang missed a pouch 
  of gold in his boot (25 gp). He also has a letter, written by 
  his eldest sister to Viscount Senegar Deepwarder, tucked 
  into the same boot. The Viscount rewards anyone who 
  brings it to him with an additional 100gp, and offers the 
  party the job of recovering his missing signet ring.
  Tulita Hook
  
  60
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Milliauka asks the characters to come with him to find 
  Nakuaka, because the Elder is late for a Lodge meeting. 
  They find him, alright, scoring dragonsmoke in an alley. 
  Once the characters dispose of the pushers, Milliauka uses 
  neutralize poison to temporarily clean up the addicted 
  Elder. Together they frog march a sober Nakuaka to the 
  Lodge on time. Word of the deed gets around the Kraken’s 
  Gullet and Viscount Deepwarder decides the characters are 
  just the fellows to help him retrieve his ring.
  Individualists Hook 
  Having aided his family in the course of the Sinful 
  Whispers Adventure Option (see Heart of the Razor, 
  Sinful Whispers for details), Viscount Deepwarder 
  naturally thinks of the characters when he needs help 
  recovering his missing ring.
  y Lay a pirate bard’s spirit to rest and find a 
  treasure map in the sewers 
  The ghost of Garr Bloodbane’s bard haunts the docks of 
  Port Shaw and asks the characters to help lay his bones to 
  rest. He fails to mention his bones also hide the real map to 
  Garr Bloodbane’s treasure.
  Encounters
   
  G #1: The Ghost of Durrell Ravenkith (Ch. 3, Stand-
  Alone Encounters)
   
  G #2: Sewer Section 6 (Ch. 4, Set-Pieces)
  u Put down a criminal gang extorting Tulita 
  in the outskirts
  The characters learn that a gang of thugs is extorting 
  supplies from poor folks in the Outskirts, and the locals beg 
  them to intervene. Confronting the thieves, the characters 
  discover they’ve no ordinary pair of toughs on their hands.
  Encounters
   
  G #1: The Nightslink Mystery, Part I (Ch. 4, Stand-
  Alone Encounters)
  Hooks
  Powers That Be Hook 
  Gregory Bonedeuce approaches the characters. He 
  believes these thieves plauging the Tulita may actually be 
  Nightslinks, members of Falken Drango’s crew. If so, the 
  infamous pirate cannot be far behind. Since they’ll bolt the 
  moment they so much as smell a Dragoon, Bonedeuce asks 
  the characters to capture and “interrogate” the criminals, 
  by which he means beat Falken’s location out of them and 
  report back. Gregory Bonedeuce could care less about them 
  preying on the Tulita
  Former Heroes Hook
  Belok approaches the characters explaining that this 
  criminal gang is praticing extortion near his home, against 
  his neighbors. He’d do something about it himself, but he 
  has to make a living at the Broken Skull most evenings. 
  Would the characters mind confronting these criminals and 
  stop them from preying on the poor folks in the Outskirts? 
  Tulita Hook
  Milliauka explains that a gang of thugs is extorting ships’ 
  supplies – cordage, sailcloth, and the like – not to mention 
  food out of poor Tulita families living in the Outskirts. He 
  asks the characters to put an end to it.
  Individualists Hook
  Falken Drango admits he could use some help tracking 
  down all the rumors about his missing crew. Everywhere he 
  turns someone else reports seeing a Nightslink. Would the 
  characters mind checking out this rumor of a criminal gang 
  in the Outskirts? A description of the perpetrators actually 
  sounded like one of Falken’s mates. If they are Nightslinks, 
  don’t hurt them! At worst, capture one and meet back up 
  with Falken, please. Meanwhile, Falken will work the ten 
  other leads he’s uncovered. Thanks!
  NOTES   This encounter is essentially a pre-requisite for 
  using the Nightslink Mystery, Part II during the Night 
  of the Shark. Give yourself extra points if in the course of 
  this encounter an innocent bystander – preferably a friend 
  of the characters – gets bitten by one of the two Nightslinks 
  and contracts Dajobas’ Kiss.
   Root out a nest of the Kraken’s spies in the 
  sewers
  Harthagoa is slowly building up an attack force of skum 
  in the sewers below Port Shaw. Unbenknownst to anyone, 
  even the skum, they’ve chosen to squat in a location that 
  contains the Jawbone of Kaho Ali’i. This non-magical 
  scrimshaw relic proves pivotal in the days to come.
  Encounters
   
  G #1: Sewer Section 1 (Ch. 4, Set-Pieces)
   Brawl bare knuckle for fame and profit in 
  Port Shaw
  Bare knuckle brawling at the Broken Skull is a great way 
  to blow off steam, earn XP non-lethally, and build some 
  notoriety around Port Shaw.
  Encounters
   
  G The Broken Skull (Ch. 3, Set-Pieces)
  NOTES   See Level 5–6 (2) for details.
  The Coast and the Continent
  1) Brave Blacksink Marsh to save kidnapped 
  plantation workers from sacrifice
  Workers go missing and the trail leads into the Blacksink 
  Marsh. The characters brave the depths of the foul swamp 
  only to uncover an even greater evil.
  
  61
  Chapter Two: Create A Razor Coast Campaign
  Encounters
   
  G Still Waters (Appendix 5, Book of Indulgences)
  Hooks
   
  G See Appendix 5, Still Waters.
  1! Explore a shrine to the shark god, revealed 
  by an earthquake
  The characters must travel to the Cove of Dead Gods 
  on the other side of the Blacksink Marsh and shut down an 
  underwater temple to the Shark God, recently revealed by 
  an earthquake and breeding death incarnidine.
  Encounters
   
  G Shrine of Frenzy (Appendix 5, Book of Indulgences)
  Hooks
  See Appendix 5, Shrine of Frenzy. 
  1@ Wipe out a ring of slavers and drug  
  smugglers
  Pressuring a dealer in Barrett’s Barnacle, the characters 
  discover that the gnoll slaver Bonegaw also supplies most of 
  Port Shaw with dragonsmoke. A major shipment is coming 
  into the docks soon and the people delivering know how to 
  find Bonegnaw’s secret cove.
  Encounters
   
  G #1: The Midnight Deal (Ch. 3, Stand-Alone 
  Encounters)
   
  G #2: Bonegnaw’s Cove (Ch. 4, Set-Pieces)
  Hooks
  Powers That Be Hook
  Gregory Bonedeuce tells the characters he’s concerned 
  about all the dragonsmoke flooding the streets of Port Shaw. 
  He’s learned that a primary distributor of dragonsmoke, 
  named Garreg, does busines out of Barrett’s Barnacle. 
  Bonedeuce would like the characters to interrogate this 
  Garreg and trace the dragonsmoke supply chain back 
  to its source. He explains that he’d put his Dragoons on 
  the task, but he’s concerned many of them may be in the 
  dragonsmoke kingpin’s pocket. If the characters are Chaotic 
  in alignment, Bonedeuce explains about Bonegnaw refusing 
  Bonedeuce any cut of the drug maret and he’s frank that he 
  wants the characters to teach the gnoll a lesson.
  Former Heroes Hook
  Spies from the Ring of the Kraken take note of 
  Donovan’s steps towards recovery and kidnap Jenkie Barnes 
  then sell him to Bonegnaw for food. Donovan blames 
  himself for not being there to protect the lad and begs the 
  characters to help him find Jenkie. Asking around the docks 
  reveals that Jenkie was loaded unconscious into the back of 
  a boat that makes midnight deliveries of dragonsmoke to 
  Port Shaw and is next expected back as described in The 
  Midnight Deal. 
  Tulita Hook
  Milliauka and Mokoli Ali’i abhor the havoc dragonsmoke 
  wreaks in the lives of the Tulita living in and around Port 
  Shaw. They want the distribution of this drug to end, 
  and believe a supplier named Garreg who sells out of the 
  Barnacle may prove the key to tracing the supply back to its 
  source and ending it.
  Individualists Hook
  The owner of the Broken Skull fears his customers grow 
  bored of watching the same fighters battle it out over and 
  over. He has an exciting idea: wouldn’t it be amazing to 
  watch the pit fighters duke it out with a girallon? He’s heard 
  this crazy gnoll living in a cove south of Port Shaw actually 
  has a pet girallon. He wants to hire the characters to go 
  “convince” the gnoll to sell the girallon to the Broken Skull – 
  by whatever means necessary.
  NOTES   If the characters interrogate Garreg 
  Meldenbourne and question him about Elder Nakuaka, he 
  confesses that Barrett ordered him to hook the Tulita leader 
  on dragonsmoke. Threatened further, Garreg shares in a 
  whisper that he believes Barett is Ring. Both of Garreg’s 
  statements are true. However, if confronted, Barett denies 
  these accusations and insists he watched Garreg give free 
  dragonsmoke to Nakuaka. This latter statement is also true. 
  After defeating Bonegnaw, allow the characters to locate 
  the gnoll’s ledger of drug transactions. It notes that a few 
  years ago the Dragoons seized a case of dragonsmoke, 
  numbered 341. A margin note proclaims in Gnoll, “Cost of 
  doing business!”
  On the Razor Sea
  1# Fight monsters on the high seas 
  Encounters
   
  G #1: Electric Eels (Ch. 5, Stand-Alone Encounters)
   
  G #2: The Lurking Aboleth (Ch. 5, Stand-Alone 
  Encounters)
   
  G #3: Pirates! (Ch. 5, Stand-Alone Encounters)
   
  G #4: Goblin Raiders (Ch. 5, Stand-Alone Encounters)
   
  G #5: Territorial Dispute (Ch. 5, Stand-Alone 
  Encounters)
   
  G #6: Merrow Maurader (Ch. 5, Stand-Alone 
  Encounters)
   
  G #7: St. Dunstan’s Tooth (Ch. 5, Stand-Alone 
  Encounters)
  
  62
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Whispers and Rumors
  Any Whispers and Rumors not shared during the 
  previous session, plus the following: 
  Whispers
   
  G Elder Nakuaka was once a great man, and now he’s just 
  a dragonsmoke addict! They pulled him out of a smoke 
  den when he was supposed to be attending a Lodge 
  meeting – again!
   
  G The Lodge sent Commander Trey Perrin to find Garr 
  Bloodbane’s gold in the Albatross. 
   
  G Someone broke in and stole a valuable map from 
  Barrison Hargrove! No it was a painting! No it was a 
  bit of magic from the homeland. No it was a Tulita 
  relic. No one broke in! They just killed someone on his 
  plantations. (FALSE)
   
  G The Tulita plan to kill us all (FALSE)
   
  G There be a black shark!
   
  G The latest fist fight at the Broken Skull is going to be 
  good. Belok’s going to try to take his title back from Jin.
   
  G Children have been going missing around the docks. 
  No one knows who is responsible for their kidnappings. 
  Some people claim a dreadful ghost haunts the docks at 
  night and devours the children.
   
  G Barrison Hargrove is going to open his map and art 
  collection for public viewing. (FALSE)
   
  G Some inland Tulita warriors are in town hunting bones 
  or something.
   
  G They found Garr Bloodbane’s treasure at Halgrim’s Rest! 
  (FALSE)
   
  G Word out of Sharkjaw Docks is Perrin and the Albatross 
  made the Pearl Eyes.
   
  G You can fence goods, especially weapons, at Old Fish’s 
  Supplies.
   
  G The Albatross headed out to sea awfully quickly.
   
  G That old wizard, Xander Brim, has been wandering 
  Tide at night casting spells on people.
  Rumors
  Roll  
  (D8)
  Rumor
  1
  The former priest of Quell in charge of the Chapterhouse 
  in Port Shaw, named Archibald Noeliss, vanished without 
  a trace last month, as did a Quellite missionary named 
  Jalamar. Thank the waves for the new priest. Without him 
  the Chapterhouse would have shut down!
  2
  Hargrove plans to kill or enslave every last Tulita on the 
  Razor!
  3
  The sewers below the city link to a section of ancient 
  catacombs rumored to once have been the den of a 
  long-dead necromancer named Tarath-Vreen. Entering 
  the sewers is illegal, not to mention dangerous. The 
  winding, criss-crossing tunnels can prove difficult to 
  navigate, and many curious adventurers who entered the 
  sewers never returned. 
  4
  Elder Nakuaka’s dragonsmoke supplier deals out of 
  Barrett’s Barnacle
  5
  Old Fish’s Supplies is actually a specialty weapon shop. 
  Old Fish himself specializes in designing subtle and 
  treacherous armaments for the many shady characters 
  who visit the city. Anyone who visits the shop and 
  inquires subtly about “specialty hooks” for their fishing rod 
  may be led to a cellar workshop where they can purchase 
  any number of devious devices from the old man. 
  6
  Turns out the person buying up the alchemist’s fire in Silk 
  was a woman named Vrina, a dark-haired beauty. No one 
  knows what she wants with so many barrels of the stuff, 
  but whispers abound that a few inquisitive alchemists 
  have gone missing; so no one is asking now. Vrina has not 
  been seen in the city for several days. 
  7
  Word is Roland Lawrence was onto the Ring, and they got 
  him cashiered. 
  8
  They say the Ring of the Kraken is planning something. 
  No one knows what.
  
  63
  Chapter Two: Create A Razor Coast Campaign
  At this point a picture begins to develop: it links shark 
  attacks and an underground syndicate to nefarious doings 
  in and around Port Shaw. The characters probably begin to 
  actively explore branches of the Plot Web that lead into the 
  main Background Plots. Referees should work to deepen 
  relationships to specific NPCs, both among the minor and 
  the more significant NPCs.
  Prepping for Level 6-7 (2)
  These are the three steps for preparing an adventure session:
   
  G Step 1: Remove Used Adventure Options
   
  G Step 2: Choose Adventure Options
   
  G Step 3: Review Whispers and Rumors
  Level 6-7 (2)  
  Adventure Options
  In and Near Port Shaw
  New options are in italics
   Tangle with the Dragoons as they leave the sewers
  w Fight or join Port Shaw’s criminal underworld
  e Recover an elven diplomat’s stolen magic ring from 
  the sewers
  r Lay a pirate bard’s spirit to rest and find a treasure 
  map in the sewers
  t Put down a criminal gang extorting Tulita in the 
  outskirts
  y Root out a nest of the Kraken’s spies in the sewers
  u Brawl bare knuckle for fame and profit in Port Shaw
   Hunt the lost treasures of an ancient necromancer in 
  the sewers
   Uncover a demonic plot to detonate Quell’s 
  chapterhouse in Port Shaw
  The Coast and the Continent
  1) Wipe out a ring of slavers and drug smugglers
  On the Razor Sea
  1! Investigate why the lighthouse on Beacon Island went 
  dark
  1@ Fight monsters on the high seas 
  1# Stop an assassination attempt on Zalen Trafalgar 
  1$ Foil the Kraken’s plot to marry a double agent to the 
  locathah king 
  Level 6-7 (2)  
  Adventure Options Detail
  In and Near Port Shaw
   Tangle with the Dragoons as they leave the 
  sewers 
  Worn out by tough fights in the sewers below Port Shaw, 
  as they leave force the characters to deal with a patrol of 
  Dragoons who want to arrest them for venturing below. 
  Encounters 
   
  G #1: Leaving the Sewers (Ch. 4, Stand-Alone 
  Encounters)
  NOTES   When the characters are at 8th level and 
  higher, these Dragoons will only prove a challenge to a 
  severely depleted party. Defeat by the Dragoons may lead to 
  arrest and incarceration in Fort Stormshield. Defeating the 
  Dragoons may lead to unwanted questions.
  w Fight or Join Port Shaw’s Criminal Underworld
  Investigate gruesome criminal doings or look up a 
  dragonsmoke dealer in a run-down bar in the outskirsts.
  Encounters
   
  G #1: The Salty Dogs (Ch. 3, Stand-Alone Encounters)
   
  G #2: Barrett’s Barnacle (Ch. 4, Set-Pieces)
  e Recover an elven diplomat’s stolen magic 
  ring from the sewers
  After a meeting at the Kraken’s Gullet – where only 
  the powerful of Port Shaw dine – the characters take 
  a commission from the Elven ambassador, Viscount 
  Deepwarder, to find his missing signet ring; but the Viscount 
  Razor Coast 
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  Worksheet Level 6-7 (2)
  PORT SHAW RANDOM ENCOUNTERS
  USED
  ADVENTURE OPTIONS
  Encounter Notes and Statstcs
  Ravenous Roaches
  
  Dragoon Patrol
  
  Adventure Opton #
  Encounter Name / Ch.
  ADVENTURE OPTIONS
  Encounter Name / Ch.
  In and Near Port Shaw
  Encounter Name / Ch.
  Discover a secret entrance into Fort Stormshield in the sewers
  
  Hook
  Tangle with the Dragoons as they leave the sewers
  
  Fight or join Port Shaw’s criminal underworld
  
  Rescue a child stolen by the roachlord
  
  Track an Elven diplomat’s stolen magic ring in the sewers
  
  Adventure Opton #
  Lay a pirate bard’s spirit to rest and find a treasure map in the sewers
  
  Encounter Name / Ch.
  Put down a criminal gang extorting Tulita in the outskirts
  
  Encounter Name / Ch.
  Root out a nest of the Kraken’s spies in the sewers
  
  Encounter Name / Ch.
  Brawl bare knuckle for fame and profit in Port Shaw
  
  Hook
  The Coast and the Continent
  Brave Blacksink Marsh to save kidnapped plantation workers from sacrifice
  
  Explore a shrine to the shark god, revealed by an earthquake
  
  Wipe out a ring of humanoid trafficking drug smugglers
  
  Adventure Opton #
  Fight monsters on the high sea
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  
  Hook
  
  
  
  
  Adventure Opton #
  WHISPERS
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Hook
  Unwhispered:
  
  Unwhispered:
  
  
  
  Adventure Opton #
  The nude body of an alchemist foated up from the sewers and out to sea
  
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  Someone is buying up every Garr Bloodbane map in the city
  
  Encounter Name / Ch.
  Sagacious Samuel found Garr Bloodbane's treasure map in the sewers
  
  Hook
  There's an underwater garden of Beacon Island where Garr Bloodbane hid his treasure!
  
  Aeron Chambers will fght a duel soon against some luckless fool
  
  #1: Electric Eels
  #2:The Lurking Aboleth
  #3:Pirates!
  #4:Goblin Raiders
  #5:Territorial Dispute
  #6:Merrow Maurader
  #7:St. Dunstan’s Tooth
  They spoted the Albatross in the Pearl Eyes, foatng like a ghost ship
  No one has heard from the Albatross in weeks
  Commander Perrin on the Albatross found Garr Bloodbane's gold!
  F
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  64
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  does not warn them it’s a ring of great power.
  Encounters
   
  G #1: The Kraken’s Gullet (Ch. 3, Jade District Location)
   
  G #2: Sewer Section 6 (Ch. 4, Set-Pieces)
  NOTES   See Level 6–7 (1), Adventure Option Detail 
  for hooks and other details.
  r Lay a pirate bard’s spirit to rest and find a 
  treasure map in the sewers
  The ghost of Garr Bloodbane’s bard haunts the docks of 
  Port Shaw and asks the characters to help lay his bones to 
  rest. He fails to mention his bones also hide the real map to 
  Garr Bloodbane’s treasure.
  Encounters
   
  G #1: The Ghost of Durrell Ravenkith (Ch. 3, Stand-
  Alone Encounters)
   
  G #2: Sewer Section 6 (Ch. 4, Set-Pieces)
  NOTES   See Level 5–6 (2), Adventure Option Detail 
  for other hooks. 
  t Put down a criminal gang extorting Tulita 
  in the outskirts
  The characters learn that a gang of thugs is extorting 
  supplies from poor folks in the Outskirts, and the locals beg 
  them to intervene. Confronting the thieves, the characters 
  discover they’ve no ordinary pair of toughs on their hands.
  Encounters
   
  G #1: The Nightslink Mystery, Part I (Ch. 4, Stand-
  Alone Encounters)
  NOTES   As noted earlier, this encounter is essentially 
  a pre-requisite for using the Nightslink Mystery, Part 
  II during the Night of the Shark. See Level 6–7 (1), 
  Adventure Option Detail for hook details.
  y Root out a nest of the Kraken’s spies in the 
  sewers
  Harthagoa is slowly building up an attack force of skum 
  in the sewers below Port Shaw. Unbenknownst to anyone, 
  even the skum, they’ve chosen to squat in a location that 
  contains the Jawbone of Kaho Ali’i. This non-magical 
  scrimshaw relic proves pivotal in the days to come.
  Encounters
   
  G #1: Sewer Section 1 (Ch. 4, Set-Pieces)
  NOTES   See Level 5–6 (2) Adventure Option Detail 
  for hooks.  
  u Brawl bare knuckle for fame and profit in 
  Port Shaw
  Bare knuckle brawling at the Broken Skull is a great way 
  to blow off steam, earn XP non-lethally, and build some 
  notoriety around Port Shaw.
  Encounters
   
  G The Broken Skull (Ch. 3, Set-Pieces)
  NOTES   See Level 5–5 (2) Adventure Option Detail 
  for hooks. 
   Hunt the lost treasures of an ancient nec-
  romancer in the sewers 
  The power and magical puissance of the necromancer king 
  make up the stuff of legend. In ancient days they drove him 
  across the ocean to a distant land, and some believe he came 
  to Kai Bay. Others believe he stayed and built a laboratory in 
  a cavern, on top of which later settlers built Port Shaw.
  Encounters
   
  G #1: Sewer Section 7 (Ch. 4, Set-Pieces)
  Hooks
  Powers That Be Hook
  Barrison Hargrove plans to live forever, and he’s heard 
  rumors that creatures living in Tarath-Vreen’s catacombs 
  may possess secrets of immortality. He hires the characters 
  to either capture the vampire Chiho Molina, ferret out 
  Farral-Kylos’ lichdom recipe, or both.
  Former Heroes Hook
  Someone recently stole Xander Brim’s spellbook, and 
  he’s desperate to replace it. He believes Tarath-Vreens 
  spellbook lies somewhere in the catacombs below and 
  needs the characters to retrieve it for him. He’d go himself, 
  but he must conserve his magics now. Should he prove 
  mistaken or fail to find Vreen’s spellbook, Xander no longer 
  possesses a means to replenish his spells. 
  Tulita Hook
  Years ago, over 30 Tulita workers died in cave-ins near 
  sewer section 7 before the Port Shaw authorities gave up 
  on expanding the system. They left those workers’ remains 
  where they fell, and now the relatives of the dead seek the 
  bones of their ancestors. The lost Tulitas’ families have 
  asked Milliauka and Mokoli Ali’i for help. The two leaders 
  ask the characters to seek and retrieve the bones, not 
  knowing that the dead Tulita workers haunt the sewers 
  as animated skeletons serving the Necroworm Queen. 
  Characters venturing into the sewers on this mission find 
  the Tulita they seek in Sewer Section 7, Area S–30.
  Individualists Hook
  Sagacious Samuel’s is concerned that his student 
  Carthias Delnor vanished into the sewers. Sagacious asks 
  the characters for help finding the “boy” and shows them the 
  
  65
  Chapter Two: Create A Razor Coast Campaign
  access hatch leading from his shop down below. He reports 
  that on the day he discovered Carthias missing he found the 
  hatch open, when it’s always supposed to remain locked.
   Uncover a demonic plot to detonate Quell’s 
  chapterhouse in Port Shaw 
  The Kraken plans to eliminate Quell’s last Chapterhouse 
  on the Razor – by detonating barrels of alchemist’s fire 
  beneath its floorboards. The characters stumble upon the 
  team of devils sent to do the Krakenfiend’s bidding, perhaps 
  in time to prevent the explosion.
  Encounters
   
  G #1: Sewer Section 2 (Ch. 4, Set-Pieces)
  Hooks
  Powers That Be Hook
  Gregory Bonedeuce has been trying to secure 
  alchemist’s fire for the Pride, but there’s none to be had. He 
  wants the characters to help find out who’s cornering the 
  market and get him some.
  Former Heroes Hook
  Xander Brim spends his downtime with sages, shamans, 
  alchemists, and wizards of all stripes. He noticed when 
  some some of his alchemist associates missed their weekly 
  shop talk and ale. He also noticed when his other alchemist 
  friends stopped talking to him – but not before he gathered 
  that someone is hoarding alchemist’s fire. That can’t be 
  good. Taken together, these events prompted Xander to 
  expend his last scroll of divination, and he learned that 
  fate holds something awful for the Chapterhouse of Quell, 
  something that comes from the sewers. Xander reveals this 
  information to Zalen and the characters, together.
  Tulita Hook
  Mokoli Ali’i learned from a Tulita working in an 
  alchemist’s warehouse that someone bought up all the city’s 
  alchemist’s fire and secreted it away in the sewers. This 
  reminds him of the Great Burning during the first Tulita 
  wars, when the foreigners turned alchemist’s fire on his 
  people for the first time. It proved so staggering a defeat 
  that many thought Great Pele Herself had turned against 
  them. Mokoli fears someone means to attack the Tulita in 
  the same fashion, soon. He asks the characters to investigate 
  and prevent a second, demoralizing atrocity.
  Individualist Hook
  A woman named Vrina asked an alchemist to introduce 
  her to his friend, Cap’n Lester Farrows. She then hired the 
  sewer pirate to teach her to navigate the sewers. A few weeks 
  later, Lester’s alchemist friend floated out of the sewers, dead. 
  The sewer pirate asks the characters help track this Vrina, 
  who he believes killed his friend. He showed Vrina through 
  sewer sections 2 and 6 when she hired him, originally. 
  NOTES   Harthagoa played this scheme close. Not even 
  Bonedeuce knows the plan. Barrison Hargrove, in particular, 
  would not approve of this plot if he knew of it. Blowing up 
  Port Shaw is no part of his deal with the Krakenfiend. If the 
  characters bring Hargrove a demon corpse and a room full 
  of alchemist’s fire, that might be enough to turn him against 
  the Kraken. It certainly reminds Barrison how he turned over 
  maps of the sewer system to the Kraken’s agents in order to 
  help the Ring’s spy network, or so he thought. Barrison does 
  not appreciate being complicit in the wanton destruction of 
  his own city.
  The Coast and the Continent
  1) Wipe out a ring of humanoid trafficking 
  drug smugglers
  Pressuring a dealer in Barrett’s Barnacle, the characters 
  discover that the gnoll slaver Bonegaw also supplies most of 
  Port Shaw with dragonsmoke. A major shipment is coming 
  into the docks soon and the people delivering know how to 
  find Bonegnaw’s secret cove.
  Encounters
   
  G #1: The Midnight Deal (Ch. 3, Stand-AloneEncounters)
   
  G #2: Bonegnaw’s Cove (Ch. 4, Set-Pieces)
  NOTES  See Level 6–7 (1), Adventure Option Detail 
  for hook details 
  On the Razor Sea
  1! Investigate why the lighthouse on Beacon 
  Island went dark
  The lighthouse on Beacon Island is an important structure 
  helping guide shipping to eventual safety in Kai Bay. Yet 
  no matter how many folks Port Shaw hires to staff it, the 
  lighthouse eventually flickers out. 
  Encounters
   
  G #1: Beacon Island: On the Island (Ch. 5, Set-Pieces)
  Hooks
  Powers That Be Hook 
  Wharfmaster Creely posts a Help Wanted notice in the 
  customs house, advertising that the position of Beacon Island 
  Lighthouse Keeper stands vacant. He asks if the characters 
  have any interest in the position and bemoans how no matter 
  how many people accept the job, the lightous continuously 
  falls dark. When the characters decline (as they likely will), 
  the Wharfmaster further complains that the lighthouse 
  continuously falling dark is a burdensome mystery that ends 
  in shipwrecks. He’s willing to pay good gold if the characters 
  find out what’s going wrong and put an end to it.
  Former Heroes Hook
  The most recent Beacon Island lighthouse keeper was a 
  friend of both Xander’s and Belok’s. The former Wave Riders 
  express concern that they’ve not heard from their friend 
  
  66
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  and, further, that they heard a rumor the lighthouse on 
  Beacon Island no longer shines. They ask the characters to 
  investigate.
  Tulita Hook
  The most recent Beacon Island lighthouse keeper (a 
  newcomer) took the position, but then never sent for his 
  Tulita wife and their children. She’s terrified something 
  happened to him and begged Milliauka for help. Milliauka 
  in turn asks the characters to investigate.
  Individualists Hook
  Someone important to the characters or otherwise 
  interesting needs wyvern’s blood, and the lighthouse 
  at Beacon Island is known to support a wyvern’s nest. 
  Examples might include Old Fish needing wyvern’s blood 
  for a poison or Roagul, Chef at the Kraken’s gullet, needing 
  wyvern’s blood for his masterpiece soup recipe – a soup 
  that restores virility. Referees should feel free to choose an 
  NPC and invent a need for wyvern’s blood, then send the 
  characters on a quest to recover it.
  1@ Fight monsters on the high seas 
  Encounters
   
  G #1: Electric Eels (Ch. 5, Stand-AloneEncounters)
   
  G #2: The Lurking Aboleth (Ch. 5, Stand-Alone 
  Encounters)
   
  G #3: Pirates! (Ch. 5, Stand-Alone Encounters)
   
  G #4: Goblin Raiders (Ch. 5, Stand-Alone Encounters)
   
  G #5: Territorial Dispute (Ch. 5, Stand-Alone 
  Encounters)
   
  G #6: Merrow Maurader (Ch. 5, Stand-Alone 
  Encounters)
   
  G #7: St. Dunstan’s Tooth (Ch. 5, Stand-Alone 
  Encounters)
   
  G #8: Fog on the Horizon (Ch. 5, Stand-Alone 
  Encounters)
  NOTES   If you are using the ship-to-ship combat 
  rules from Fire as She Bears, consider building a ship for 
  Pirates! roughly equal in power to whatever vessel the 
  characters take to sea. Additionally, when running Goblin 
  Raiders, consider the rules for extinguishing fires found in 
  Fire as She Bears. TheTerritorial Dispute encounter works 
  best after the party retrieve’s Viscount Senegar’s ring, as it 
  presents the party an opportunity to activate the ring.
  1# Stop an assassination attempt on Zalen 
  Trafalgar
  A raksasha assassin, bought and paid, heads for Port 
  Shaw and Zalen Trafalgar is his target. Only the characters 
  stand between the stalwart priest of Quell and certain 
  death.
  Encounters
   
  G #1: The Secret Passenger (Ch. 5, Stand-Alone 
  Encounters)
  Hooks
  Powers That Be Hook
  On Harthagoa’s orders, Hargrove and Boneduece hired 
  an assassin from overseas to eliminate Zalen Trafalgar, 
  but Hargrove is having second thoughts. He wants an ace 
  up his sleeve, something to counter Harthagoa should 
  the Kraken break their deal and seek to replace Hargrove 
  as Port Shaw’s ruler. Barrison sees Zalen and the Church 
  of Quell as a power he can play against the Krakenfiend 
  if necessary. He secretly sends a message warning the 
  characters of the hit on Zalen and the raksasha coming to 
  Port Shaw to carry it out.
  Former Heroes Hook
  Jalia Ramires’ network of dockside street urchins hears 
  that an assassin from over the ocean landed and made 
  his way to Old Fish. Of course he’s an assassin—who else 
  would visit Old Fish? And, they reported further, he and 
  his manservant exited Old Fish’s Supplies, spreading silver 
  for directions to the Chapterhouse of Quell.
  Tulita Hook
  A Tulita sailor reported to Milliauka his suspicions of 
  an odd visitor from over the ocean. Then man asked many, 
  
  67
  Chapter Two: Create A Razor Coast Campaign
  many questions about Zalen Trafalgar. He wanted to know 
  Zalen’s favorite eatery, how often he visited the Tulita in the 
  Outskirts and other information about Zalen’s lifestyle. It 
  didn’t sit right, and Milliauka would like the characters to 
  find this visitor and ask a few questions of there own. Zalen 
  has been a friend to the Tulita, often healing those in need, 
  and Milliauka also asks the characters to pass on what they 
  know.
  Individualists Hook
  All assassins that come to Port Shaw check in with Old 
  Fish as a courtesy, seeking permission to ply their trade on 
  the aging master’s preserve. As a matter of routine, Old Fish 
  accepts their obesience, their fee, and grants his permission 
  for whatever assasination they’re about to proceed 
  unhindered. If the characters fail to tumble to the raksasha’s 
  nature when they first encounter him, any mention of the 
  creature in Old Fish’s presence elicits a surprised grunt. 
  “Really?” Old Fish enquires, “He was recently here…talking 
  to me.” Old Fish’s code won’t let him speak more specifically 
  about the raksasha’s business, but he will mention which 
  weapons the killer bought and further, that the group of 
  urchins loitering outside his store spoke with the raksasha. 
  NOTES   This encounter works best in any one of four 
  ways: the characters encounter the ship upon which the 
  assassin travels while at sea; the characters learn that the 
  assassin is due to arrive in Port Shaw on a ship; they learn 
  the assassin has already arrived in Port Shaw and is on the 
  move; or they burst in on the assassination attempt just as 
  the raksasha and his doppleganger valet strike.
  If the characters foil the assassination attempt on Zalen, 
  they find a scrap of parchment on the body of the assasin 
  that reads, “For your trouble. – The Ring”
  1$ Foil the Kraken’s plot to marry a double 
  agent to the locathah king
  The sea king has taken a new bride, but she’s an agent of 
  the Kraken and plans to stage a coup. The characters must 
  infilitrate the Coral Palace – a wonder of coral and cooled 
  magma, sculpted from ancient lava tubes -- unravel the 
  truth of the Sea King’s new bride and prevent the takeover.
  Encounters
   
  G #1: Blood Waters (Appendix 5, Book of Indulgences)
  Hooks
  Individualists Hook
  A group of 15 merfolk refugees travel past the 
  characters. They are suspicious of any land dwellers, but if 
  calmed down, they are willing to talk to the characters. The 
  merfolk are aware of the Krakenfiend’s preparations for a 
  battle of some sort.
  These fishmen are on the run because a new queen, 
  who obviously does not have their people’s best interests 
  at heart, has usurped their king. If the characters express 
  a desire to defeat the Krakenfiend, the merfolk offer an 
  alliance with the party. They also beg the characters to free 
  their people from the queen’s yoke, and this serves as a 
  hook to pull the party into the Blood Waters Indulgence if 
  the Referee desires.
  If the characters attack the merfolk, the refugees attempt 
  to flee. Five of them try to hold the party off and allow the 
  others to escape. 
  Merfolk (15): HD 1; HP 5 each; AC 7[12]; Atk spear (1d6); 
  Move 1 (swim 18); Save 17; AL Any; CL/XP 1/15; Special: 
  breathe water. 
  Equipment: spear, pouch with 2d6 pieces of coral 
  worth 1gp each.
  NOTES See Appendix 5, Blood Waters for additional 
  hooks.
  Whispers and Rumors
  Any Whispers and Rumors not shared during the 
  previous session, plus the following:
  Whispers
   
  G The Albatross was spotted in the Pearl Eyes, floating 
  like a ghost ship! (FALSE)
   
  G No one has heard from the Albatross in weeks.
   
  G The nude body of an alchemist floated up from the 
  sewers and out to sea. Then a shark got it.
   
  G Word out of Sharkjaw is Commander Perrin on the 
  Albatross found Garr Bloodbane’s gold! (FALSE)
   
  G Someone is buying up every Garr Bloodbane map in 
  the city. (FALSE)
   
  G Sagacious Samuel found Garr Bloodbane’s treasure map 
  in the sewers.
   
  G There’s a legend of an underwater garden off of Beacon 
  Island where Garr Bloodbane hid his treasure!
   
  G Aeron Chambers will fight a duel soon against some 
  luckless fool. (FALSE)
  Rumors
  Roll  
  (D10)
  Rumor
  1-2
  Nakuaka’s dragonsmoke supplier deals out of Barrett’s 
  Barnacle
  3
  A group of adventurers once went to seek Bloodbane’s 
  treasure near Beacon Island and never came back. 
  4
  Ships traveling to and from Port Shaw continue to vanish, 
  but curiously they never belong to Barrison Hargrove or 
  his friends.
  5
  Old Fish sometimes deals in illegal and banned weapons.
  
  68
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Roll  
  (D10)
  Rumor
  6
  Word is the Ring of the Kraken is planning something. No 
  one knows what.
  7
  Someone bought up all the stock of alchemist’s fire 
  from all the alchemical shops in Silk. They warned the 
  Alchemist’s Guild to keep their mouths shut. The guild’s 
  pretty shaken up. I heard the Ring was involved.
  8
  Gregory Bonedeuce has taken a very large number of 
  merchants to dinner at the Kraken’s Gullet lately.
  9
  Word is there’s an assassin coming in from the mainland, 
  but no one know’s what business he’s on. Word also is the 
  Ring hired him.
  10
  My cousin overheard a drunken Dragoon say Perrin had it 
  coming to him for sticking his nose into Ring business.
  Prepping for Level 8-9
  The three steps for preparing an adventure session:
   
  G Step 1: Remove Used Adventure Options
   
  G Step 2: Choose Adventure Options
   
  G Step 3: Review Whispers and Rumors
  Level 6-7 (3)  
  Adventure Options
  In and Near Port Shaw
   Recover an elven diplomat’s stolen magic ring from 
  the sewers
  w Lay a pirate bard’s spirit to rest and find a treasure 
  map in the sewers
  e Put down a criminal gang extorting Tulita in the 
  outskirts
  r Brawl bare knuckle for fame and profit in Port Shaw
  t Hunt the lost treasures of an ancient necromancer in 
  the sewers 
  y Uncover a demonic plot to detonate Quell’s 
  chapterhouse in Port Shaw 
  u Battle a sewage elemental beneath Port Shaw
  The Coast and the Continent
   Wipe out a ring of humanoid trafficking drug 
  smugglers
  On the Razor Sea
   Fight monsters on the high seas 
  1) Investigate why the lighthouse on Beacon Island 
  went dark
  1! Stop an assassination attempt on Zalen Trafalgar 
  1@ Foil the Kraken’s plot to marry a double agent to the 
  locathah king
  1# Hunt for underwater treasures and discover the wreck 
  of the Razor’s Edge
  1$ Scout the home base of the Krakenfiend and hope to 
  escape alive
  1% Bargain with a loa and travel the elemental realms on 
  a mission for a demi-GOD
  At this point,the plots thicken. This is a good time for 
  Referees to plant the seeds that all is not well with one 
  or more of the party’s friends and allies. Provide one or 
  two subtle indications to the characters that something 
  happened to their old friend or ally; for example, a new scar 
  which the NPCs keep hidden beneath an uncharacteristic 
  article of clothing (such as a scarf or longer-sleeved shirt) or 
  some bulky jewelry. Other clues might include inexplicable 
  and constant ocean swimming, reports of evening 
  disappearances, memory loss, or shifting from steak and 
  vegetables to a seafood only diet. Just a few oddities, here 
  and there, but leave the NPCs functional. The characters 
  should uncover more references to the Ring of the Kraken. 
  The sense that all is not right in Port Shaw should creep 
  more strongly into these levels. Additionally, by the time the 
  characters reach this point, Gregory Bonedeuce and Aaron 
  Chambers set sail on the Pride in pursuit of Trey Perrin on 
  the Albatross. They are no longer in Port Shaw and do not 
  return until the Kraken Strikes, Phase 2.
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  Worksheet Level 6-7 (3)
  PORT SHAW RANDOM ENCOUNTERS
  USED
  ADVENTURE OPTIONS
  Encounter Notes and Statstcs
  Dragoon Patrol
  
  Gregory Bonedeuce and Aaron Chambers set sail on the Pride. 
  Adventure Opton #
  ADVENTURE OPTIONS
  Encounter Name / Ch.
  In and Near Port Shaw
  Encounter Name / Ch.
  Tangle with the Dragoons as they leave the sewers
  
  Encounter Name / Ch.
  Fight or join Port Shaw’s criminal underworld
  
  Hook
  Track an Elven diplomat’s stolen magic ring in the sewers
  
  Lay a pirate bard’s spirit to rest and find a treasure map in the sewers
  
  Put down a criminal gang extorting Tulita in the outskirts
  
  Root out a nest of the Kraken’s spies in the sewers
  
  Adventure Opton #
  Brawl bare knuckle for fame and profit in Port Shaw
  
  Encounter Name / Ch.
  Hunt the lost treasures of an ancient necromancer in the sewers
  
  Encounter Name / Ch.
  Uncover a demonic plot to detonate Quell’s chapterhouse in Port Shaw
  
  Encounter Name / Ch.
  The Coast and the Continent
  Hook
  Wipe out a ring of humanoid trafficking drug smugglers
  
  On the Razor Sea
  Investigate why the lighthouse on Beacon Island went dark
  
  Stop an assassination attempt on Zalen Trafalgar
  
  Adventure Opton #
  Foil the Kraken’s plot to marry a double agent to the locathah king
  
  Encounter Name / Ch.
  Fight monsters on the high sea
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  
  Hook
  
  
  
  
  Adventure Opton #
  
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  WHISPERS
  Encounter Name / Ch.
  Unwhispered:
  
  Hook
  Unwhispered:
  
  Unwhispered:
  
  Unwhispered:
  
  Dontorion recently died of a shark atack
  
  Adventure Opton #
  Sharks atacked fshermen up and down the Razor
  
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  Some ghost keeps scaring people to death at night on the docks
  
  Encounter Name / Ch.
  
  Hook
  
  They found Garr Bloodbane's treasure in a trunk at an old widow's house in Bawd
  
  Vagrants have been vanishing of the streets
  
  Merchants are whining and crying about their ships getng eaten by a kraken
  
  #1: Electric Eels
  #2: The Lurking Aboleth
  #3: Pirates!
  #4: Goblin Raiders
  #5: Territorial Dispute
  #6: Merrow Maurader
  #7:St. Dunstan’s Tooth
  #7: Fog on the Horizon
  Dragoons found the Nightslink empty, scarred, and bloodstained 
  The Albatross went missing and Perrin was captured by sirenes!
  The merchant league hs hired a ship to hunt Captain Bravancello of the Sara Belle and sink her
  F
  u
  ll 
  Si
  ze 
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  Chapter Two: Create A Razor Coast Campaign
  Level 6-7 (3)  
  Adventure Options Detail
  In and Near Port Shaw
   Recover an elven diplomat’s stolen magic 
  ring from the sewers 
  After a meeting at the Kraken’s Gullet – where only 
  the powerful of Port Shaw dine – the characters take 
  a commission from the Elven ambassador, Viscount 
  Deepwarder, to find his missing signet ring; but the Viscount 
  does not warn them it’s a ring of great power.
  Encounters
   
  G #1: The Kraken’s Gullet (Ch. 3, Jade District Location)
   
  G #2: Sewer Section 6 (Ch. 4, Set-Pieces)
  NOTES   See Level 6–7 (1), Adventure Option Detail 
  for hooks and other details.
  w Lay a pirate bard’s spirit to rest and find a 
  treasure map in the sewers
  The ghost of Garr Bloodbane’s bard haunts the docks of 
  Port Shaw and asks the characters to help lay his bones to 
  rest. He fails to mention his bones also hide the real map to 
  Garr Bloodbane’s treasure.
  Encounters
   
  G #1: The Ghost of Durrell Ravenkith (Ch. 3, Stand-
  Alone Encounters)
   
  G #2: Sewer Section 6 (Ch. 4, Set-Pieces)
  NOTES   See Level 5–6 (2), Adventure Option Detail 
  for other hooks. 
  e Put down a criminal gang extorting Tulita 
  in the outskirts
  The characters learn that a gang of thugs is extorting 
  supplies from poor folks in the Outskirts, and the locals beg 
  them to intervene. Confronting the theives, the characters 
  discover they’ve no ordinary pair of toughs on their hands.
  Encounters
   
  G #1: The Nightslink Mystery, Part I (Ch. 4, Stand-
  Alone Encounters)
  NOTES   See Level 6–7 (1), Adventure Option Detail 
  for hook details.
  r Brawl bare knuckle for fame and profit in 
  Port Shaw 
  Bare knuckle brawling at the Broken Skull is a great way 
  to blow off steam, earn XP non-lethally, and build some 
  notoriety around Port Shaw.
  Encounters
   
  G The Broken Skull (Ch. 3, Set-Pieces)
  NOTES   See Level 5–6 (2), Adventure Option Detail 
  for hooks. 
  t Hunt the lost treasures of an ancient nec-
  romancer in the sewers
  The power and magical puissance of the necromancer 
  king make up the stuff of legend. In ancient days they drove 
  him across the ocean to a distant land, and some believe 
  he came to Kai Bbay. Others believe he stayed and built a 
  laboratory in a cavern, on top of which later settlers built 
  Port Shaw.
  Encounters
   
  G #1: Sewer Section 7 (Ch. 4, Set-Pieces)
  NOTES   See Level 6–7 (2), Adventure Option Detail 
  for hooks and other information.
  y Uncover a demonic plot to detonate Quell’s 
  chapterhouse in Port Shaw
  The Kraken plans to eliminate the last Chapterhouse to 
  Quell on the Razor – by detonating barrels of alchemist’s 
  fire beneath its floorboards. The characters stumble upon 
  the team of devils sent to do the Krakenfiends bidding, 
  perhaps in time to prevent the explosion.
  Encounters
   
  G #1: Sewer Section 2 (Ch. 4, Set-Pieces)
  NOTES   See Level 6–7 (2), Adventure Option Detail 
  for hooks to attract your characters.
  u Battle a sewage elemental beneath Port 
  Shaw
  An elder water elemental, tainted with sewage, lives 
  at the confluence of multiple sewage pipes. It guards its 
  territory jealously and attacks any who linger within its 
  domain.
  Encounters
   
  G #1: Sewer Section 5 (Ch. 4, Stand-Alone Encounters)
  Hooks
  Powers That Be Hook
  Darenar relates that a grisly and embarrassing murder 
  spree has plaguedthe wealthy living near the big intersection 
  on the western tip of Bawd. Five mornings in a row, 
  something climbed up through their privys and savagely 
  crushed members of the well-to-do while they were about 
  
  70
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  their non-fiscal business. He wants the characters to enter 
  the sewers and destroy whatever is to blame.
  Former Heroes Hook
  Xander’s trust in the characters grows, but he wants 
  them to prove themselves before he accepts that they too 
  champion good over evil. He tells them of a sewage-tainted 
  elemental, evil to the core, haunting the sewers beneath 
  Port Shaw and asks them to slay it as a demonstration of 
  their devotion to the right.
  Individualists Hook
  Lester Farrows approaches the characters complaining 
  that a very large water elemental inhabiting the sewers 
  worries him. It’s venturing from its lair and “Seems a mean 
  one, it does. Not sure what’s a’ stirrt’ it all up, but I be 
  worried it’s a headin’ fer the surface, I be…” He calls on the 
  characters to help “…put the lubberly beast in its place an’ 
  make the sewers safe fer decent folk agin’…” 
  The Coast and the Continent
   Wipe out a ring of humanoid trafficking 
  drug smugglers 
  Pressuring a dealer in Barrett’s Barnacle, the characters 
  discover that the gnoll slaver Bonegaw also supplies most of 
  Port Shaw with dragonsmoke. A major shipment is coming 
  into the docks soon and the people delivering know how to 
  find Bonegnaw’s secret cove.
  Encounters
   
  G #1: The Midnight Deal (Ch. 3, Stand-Alone 
  Encounters)
   
  G #2: Bonegnaw’s Cove (Ch. 4, Set-Pieces)
  NOTES   See Level 6–7 (1), Adventure Option Detail 
  for hook details 
  On the Razor Sea
   Fight monsters on the high seas
  Encounters
   
  G #1: Naga’s Hubris (Ch. 5, Stand-Alone Encounters)
   
  G #2: Goblin Raiders (Ch. 5, Stand-Alone Encounters)
   
  G #3: Territorial Dispute (Ch. 5, Stand-Alone 
  Encounters)
   
  G #4: Merrow Maurader (Ch. 5, Stand-Alone 
  Encounters)
   
  G #5: St. Dunstan’s Tooth (Ch. 5, Stand-Alone 
  Encounters)
   
  G #6: Sahuagin Raiding Party (Ch. 5, Stand-Alone 
  Encounters)
   
  G #7: Fog on the Horizon (Ch. 5, Stand-Alone 
  Encounters)
   
  G #8: The Draconic Tyrant (Ch. 5, Stand-Alone 
  Encounters)
  NOTES   See Level 6–7 (2), Adventure Option Detail 
  for important notes regarding some of these encounters. 
  1) Investigate why the lighthouse on Beacon 
  Island went dark
  The lighthouse on Beacon Island is an important 
  structure helping guide shipping to eventual safety in Kai 
  Bay. Yet no matter how many folks Port Shaw hires to staff 
  it, the lighthouse eventually flickers out. The last fellow took 
  his family to Beacon Island, which didn’t work so well. That 
  was so long ago, wyverns now roost in the lamp tower.
  Encounters
   
  G #1: Beacon Island: On the Island (Ch. 5, Set-Pieces)
  NOTES   See Level 6–7 (2), Adventure Option Detail 
  for hooks.
  1! Stop an assassination attempt on Zalen 
  Trafalgar 
  A raksasha assassin, bought and paid, heads for Port 
  Shaw and Zalen Trafalgar is his target. Only the characters 
  stand between the stalwart priest of Quell and certain death
  Encounters
   
  G #1: The Secret Passenger (Ch. 5, Stand-Alone 
  Encounters)
  1@ Foil the Kraken’s plot to marry a double 
  agent to the locathah king
  The sea king has taken a new bride, but she’s an agent of 
  the Kraken and plans to stage a coup. The characters must 
  infilitrate the Coral Palace – a wonder of coral and cooled 
  magma, sculpted from ancient lava tubes – unravel the 
  truth of the Sea King’s new bride and prevent the takeover.
  Encounters
   
  G #1: Blood Waters (Appendix 5, Book of Indulgences)
  NOTES   See Level 6–7 (2), Adventure Option Detail 
  for hooks.
  1# Hunt for underwater treasures and discover 
  the wreck of the Razor’s Edge 
  While hunting for treasure off the coast of Beacon 
  Island, the characters discover an underwater statue 
  garden, the wreck of the Razor’s Edge, and both the corpse 
  and the ghost of Jacob Razor.
  Encounters
   
  G #1: Beacon Island: Beneath the Waves (Ch. 5, Set-
  Pieces)
  
  71
  Chapter Two: Create A Razor Coast Campaign
  Hooks
  Powers That Be Hook
  Johannes Hargrove, a cousin of Barrison Hargrove’s, once 
  hired an adventuring party to seek Garr Bloodbane’s treasure 
  off the coast of Beacon Island, and they never came back. Now 
  that Barrison uncovered the real location of Bloodbane’s gold, 
  Johannes wants to know what happened to his investment. 
  He wants the characters to follow in the ill-fated expedition’s 
  footsteps and at least retrieve some of the magic items 
  Johannes bought them. They planned to begin their hunt at the 
  foot of the stone snake that peaks above the waves off Beacon.
  Former Heroes Hook
  The attention Gregory Bonedeuce pays Bethany these 
  days worries Korg. Worse, the attention Bethany returns 
  terrifies him. He long suspected Bonedeuce played some 
  role in Jacob’s death, and he suggests that if the characters 
  were to find the wreck of the Razor’s Edge they might learn 
  something that incriminates Gregory. All anyone knows is 
  the ship went down somewhere off Beacon Island.
  Tulita Hook
  Milliauka heard from an island witch that Jacob Razor’s 
  ghost rests uneasy. He wants the characters to find the 
  wreck of the Razor’s Edge and investigate this claim. 
  Milliauka thinks that uncovering the truth of Jacob Razor’s 
  death might earn them points with Bethany and secure the 
  Tulita cause an important ally.
  Individualists Hook
  Sagacious Samuel learned that a member of an 
  expedition to seek Garr Bloodbane’s gold in the waters off 
  of Beacon island wore a headband of intellect. The group 
  never returned, and this leaves Sagacious convinced the 
  headband lies beneath the waters for the taking. He wants 
  it and tries to hire the characters to retrieve it for him.
  NOTES   The characters learn critical information during 
  this encounter; specifically, if they play their cards correctly 
  they secure proof that Gregory Bonedeuce murdered Jacob 
  Razor and, further, that Jacob suffered under a geas-like 
  spell called a blood debt (see The Kraken Strikes, Phase 2: 
  Quest for the Albatross for more detail on the blood debt). 
  Additionally, how the characters handle what they learn from 
  the wreck of the Razor’s Edge significantly impacts the course 
  of your campaign. For example, do they confront Gregory 
  with his crime, and does that go as planned?
  1$ Scout the home base of the Krakenfiend 
  and hope to escape alive
  In a fit of bravado, or perhaps by simple but overweening 
  mistake, the characters discover undersea lair of the 
  Krakenfiend. Not knowing quite what they’ve gotten 
  themselves into they stage a raid and discover important 
  intelligence.
  Encounters
   
  G #1: Raid on Kraken’s Reef (Ch. 5, Set-Pieces)
  Headband of Intellect
  This ornate head adornment duplicates the effects 
  of a manual of intelligence (increases the wearers 
  intelligence by 1 point) for as long as it is worn. It is 
  usable by all classes.
  Sunblade
  This sword is the size of a bastard sword. However, 
  a sunblade is wielded as if it were a short sword with 
  respect to weight and ease of use. Any individual 
  able to use either a bastard sword or a short sword 
  may use a sunblade. In combat, the glowing golden 
  blade of the weapon is equal to +1, +4 vs. Chaotic 
  creatures. Once per day, the wielder can swing the 
  Blade vigorously above his head while speaking a 
  command word. The sunblade then sheds a bright 
  yellow radiance that acts like bright light and affects 
  creatures susceptible to light as if it were normal 
  sunlight. The radiance begins shining in a 10ft radius 
  around the sword wielder and extends outward at 5ft 
  per round for 10 rounds thereafter, to create a globe 
  of light with a 60ft radius. When the wielder stops 
  swinging the sword, the radiance fades to a dim glow 
  that persists for another minute before disappearing 
  entirely. 
  If the sunblade is removed from the Razor Coast 
  area, or somehow is out of Great Pele’s influence, it 
  becomes a “mundane” +1 bastard sword.
  Helm of Underwater Action
  The wearer of this helmet can see underwater. 
  Drawing the small lenses in compartments on either 
  side into position before the wearer’s eyes activates 
  the visual properties of the helm, allowing the wearer 
  to see underwater as if on land. (Weeds, obstruc-
  tions, and the like block vision in the usual manner.) 
  If the command word is spoken, the helm of under-
  water action gives the wearer a swim 24 movement 
  rate, creates a globe of air around the wearer’s head 
  and maintains it until the command word is spoken 
  again, enabling the wearer to breathe freely.
  Note: These are powerful items in this campaign, 
  and the Referee is encouraged not to give them away 
  easily!
  —Skeeter
  
  72
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Hooks
  Powers That Be Hook
  Barrison Hargrove grows concerned Harthagoa may 
  break their deal and try to rule Port Shaw directly, instead 
  of through him. Hargrove sends the characters to Kraken’s 
  Reef to seek Trayani, the Krakenfiend’s gullible consort, and 
  pump her for information on Harthagoa’s true plans.
  Former Heroes Hook
  Both Jalia and Donovan mention in passing how 
  heartsore and bereft Solomon’s passing left them. The 
  fact that they possess not even a memento of their friend 
  and leader burdens them immensely. That all Solomon’s 
  equipment lies in the Krakenfiend’s lair seems the final 
  insult. Both light up at the thought that the characters 
  might stage a raid to retrieve one of Solomon’s belongings.
  Tulita Hook
  Milliauka shares that the great weapons of the ancient 
  Tulita ali’i lie at the bottom of the ocean. He believes 
  Harthagoa holds two items dear to the Tulita: a sunblade, 
  kissed by Great Pele herself and a helm of underwater 
  action. To sneak into the lair of the kraken and retrieve 
  these would arm Mokoli Ali’i in the glory of his forefathers. 
  Individualists Hook
  If the characters completed the Blood Waters 
  Adventure Option, then a grateful locathah king requests a 
  favor from the characters. He’s learned of a troop buildup 
  in the kraken’s compound and it concerns him. Would the 
  characters execute a reconnaissance on Kraken’s reef and 
  report back what strength the Krakenfiend marshals against 
  the locathah kingdom?
  Alternatively, Elder Allistair Crimmeran approaches the 
  characters with the information that the Kraken’s horde 
  holds The Minotaur’s Fist, the world’s largest diamond. 
  Elder Crimmeran wants to hire the characters to retrieve 
  this “great elven treasure” for him.
  NOTES   Referees should proceed cautiously when 
  opening this encounter to their players. Groups that don’t 
  recognize when flight is the better part of valor may find 
  themselves facing Harthagoa prematurely, and not just 
  Harthagoa but Harthagoa backed by a substantial portion of 
  his army. TPKville.
  This works best for adventurers willing to make a raid 
  and withdraw. For those parties, the set-piece serves the 
  additional dramatic purpose of giving them a glimpse of just 
  how awful and powerful are Port Shaw’s enemies beneath 
  the waves.
  1% Bargain with a Loa and travel the elemen-
  tal realms on a mission for a demi-god
  While traveling the outer reaches of the Razor Sea, 
  one of the Loa – metaphysical beings of great power who 
  straddle the rift between the mortal and immortal realms 
  – drags the characters to the bottom of the ocean and 
  bargains with them for their service in retrieving certain 
  power objects from the elemental realms.
  Encounters
   
  G #1: Dark Waters (Appendix 6)
  Hooks
  Dark Waters is event driven, not hook driven. At 
  any time while sailing on the Razor Sea, a powerful being 
  decides the characters can aid them with a task and drags 
  their entire ship to the bottom of the ocean to negotiate. See 
  Appendix 6, Dark Waters for more details on initiating 
  this Adventure Option.
  Whispers and Rumors
  Any Whispers and Rumors not shared during the 
  previous session, plus the following: 
  Whispers
   
  G Dontorion recently died of a shark attack while taking 
  a swim.
   
  G Sharks attacked fishermen up and down the Razor.
   
  G Dragoons found the Nightslink empty, scarred and 
  bloodstained. One less pirate crew to worry about.
   
  G Some ghost keeps scaring people to death at night on 
  the docks. 
   
  G The Albatross went missing and Perrin was captured 
  by sirenes! They sent the Pride to rescue him. Leaves 
  us pretty ass in the wind without the frigate in port! 
  (PARTIALLY TRUE—Perrin was not captured by 
  sirenes and the Pride sails to sink him, not rescue him)
   
  G The depredations of a pirate named Captain 
  Bravancello and his ship the Sara Belle are proving too 
  much to bear. The merchant league has hired a ship to 
  hunt the Sara Belle and sink her.
   
  G They found Garr Bloodbane’s treasure in a trunk at 
  an old widow’s house in Bawd district. It’s been sitting 
  under our noses the whole time! (FALSE)
   
  G Vagrants have been vanishing off the streets.
   
  G I heard some merchant crying into his ale about how 
  his ship was eaten by a kraken, and now he’s broke. 
  Broke I tell you! But he still had gold to buy his drink. 
  Pathetic!
  
  73
  Chapter Two: Create A Razor Coast Campaign
  Rumors
  Roll  
  (D8)
  Rumor
  1-2
  The Albatross is overdue reporting to the Sharkjaw Docks 
  cargo station in the Pearl Eyes.
  3-4
  A merchant who lost his ship to a kraken, recently, took 
  dinner with Bonedeuce at the Gullet not two weeks past.
  5-6
  Asking among the alchemists of Silk reveal that the 
  mysterious Vrina smelled vaguely of sewage.
  7
  Sagacious Samuel is an excellent forger and very 
  reasonable.
  8
  Trey Perrin’s map is a brilliant forgery, commissioned by 
  Hargrove and penned by an unwitting Sagacious Samuel.
  Step 1: Decide When to Blow Up Quell’s 
  Chapterhouse
  Referees should decide what conditions trigger the 
  explosion that destroys Quell’s Chapterhouse. Some 
  Referees will prefer a strict countdown. Others link 
  the explosion to a specific in-game event or simply 
  to the character level advancement. Regardless of the 
  criteria, decide in advance what does the trick. In most 
  circumstances, the campaign works best if Zalen does not 
  die in the explosion although this isn’t always the case.
  Step 2–4: Repeat of Earlier Levels
  Steps 2–4 of preparing for Level 7–8 are identical to 
  earlier levels
  Level 7-8 Adventure Options
  In and Near Port Shaw
   Put down a criminal gang extorting Tulita in the 
  outskirts
  w Brawl bare knuckle for fame and profit in Port Shaw
  e Battle a sewage elemental beneath Port Shaw
   On the Razor Sea
  r Fight monsters on the high seas
  t Stop an assassination attempt on Zalen Trafalgar
  y An ambush by weresharks posing as refugees reveals 
  important clues 
  u Foil the Kraken’s plot to marry a double agent to the 
  locathah king
   Hunt for underwater treasures and discover the wreck 
  of the Razor’s Edge
   Confront the Chosen of Dajobas in his secret, 
  underwater caves 
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  Worksheet Level 7-8
  ADVENTURE OPTIONS
  ADVENTURE OPTIONS
  Encounter Notes and Statstcs
  In and Near Port Shaw
  Track an Elven diplomat’s stolen magic ring in the sewers
  
  Adventure Opton #
  Lay a pirate bard’s spirit to rest and find a treasure map in the sewers
  
  Encounter Name / Ch.
  Put down a criminal gang extorting Tulita in the outskirts
  
  Encounter Name / Ch.
  Brawl bare knuckle for fame and profit in Port Shaw
  
  Encounter Name / Ch.
  Hunt the lost treasures of an ancient necromancer in the sewers
  
  Hook
  Uncover a demonic plot to detonate Quell’s chapterhouse in Port Shaw
  
  Battle a sewage elemental beneath Port Shaw
  
  The Coast and the Continent
  Wipe out a ring of humanoid trafficking drug smugglers
  
  Adventure Opton #
  On the Razor Sea
  Encounter Name / Ch.
  Investigate why the lighthouse on Beacon Island went dark
  
  Encounter Name / Ch.
  Stop an assassination attempt on Zalen Trafalgar
  
  Encounter Name / Ch.
  Foil the Kraken’s plot to marry a double agent to the locathah king
  
  Hook
  Hunt for underwater treasures and discover the wreck of the Razor’s Edge
  
  Scout the home base of the Krakenfiend and hope to escape alive
  
  Bargain with a loa and travel the elemental realms on a mission for a demi-god
  
  Fight monsters on the high sea
  Adventure Opton #
  
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  
  Hook
  
  
  
  
  Adventure Opton #
  WHISPERS
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Hook
  Unwhispered:
  
  Unwhispered:
  
  Unwhispered:
  
  The Dragoons have been roughing up merchants, looking for something
  
  Adventure Opton #
  
  Encounter Name / Ch.
  The pirate, Witch Sader, found Garr Bloodbane's treasure!
  
  Encounter Name / Ch.
  Lights have been spoted in the Port Shaw lighthouse at night
  
  Encounter Name / Ch.
  Everyone's talking about how Bonedeuce set of to rescue Perrin
  
  Hook
  Sagacious Samuel was arrested for forging ofcial documents
  
  
  #1: Naga's Hubris
  #2: Goblin Raiders
  #3: Territorial Dispute
  #4: Merrow Maurader
  #5:St. Dunstan’s Tooth
  #6: Sahuagin Raiding Party
  #7: Fog on the Horizon
  #8: The Draconic Tyrant
  The merchants are outitng another expediton to sink the Sara Belle
  Bonedeuce made the Peral Eyes in the Pride
  F
  ul
  l 
  Si
  ze P
  age 401
  LE
  V
  E
  L
   
  7-
  8
  During these levels, Referees typically continue to 
  develop hints that friendly NPCs may suffer the Kiss of 
  Dajobas, without yet giving away the farm. Try to grow 
  the characters’ sense of disquiet and suspense without 
  triggering precipitous action. Additionally, these are the 
  final days before the Night of the Shark and the party may 
  encounter Dalang Jalamar directly for the first time—even 
  fight him. Finally, if the characters have not uncovered the 
  demonic plot to blow up Quell’s last Chapterhouse in Port 
  Shaw—kablooey. Trigger the explosion.
  Prepping for Level 7-8
  The four steps for preparing a Level 9-10 adventure session:
   
  G Step 1: Decide when to Blow Up Quell’s Chapterhouse
   
  G Step 2: Remove Used Adventure Options
   
  G Step 3: Choose Adventure Options
   
  G Step 4: Review Whispers and Rumors
  Designer’s Note:  
  Using Kiss-Afflicted 
  Friends and Allies
  One option involves transforming a former friend 
  or ally into a full-on, duplicitous agent of Dalang 
  Jalamar. Jalamar tasks the party’s former ally with 
  feeding them false information, while simultaneously 
  learning all he or she can of the characters future 
  plans—the forwarding the details to Jalamar. Clever 
  characters may be able turn the tables on their erst-
  while friend and even learn more about Jalamar’s 
  goals by playing the secret agent game.
  
  74
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  1) Scout the home base of the Krakenfiend and hope to 
  escape alive
  1! Brave mad admirals, forbidden islands and treachery 
  to loot a city of gold
  1@ Bargain with a Loa and travel the elemental realms on 
  a mission for a demi-god
  Level 7-8  
  Adventure Options: Detail
  In and Near Port Shaw
   Put down a criminal gang extorting Tulita 
  in the outskirts 
  The characters learn that a gang of thugs is extorting 
  supplies from poor folks in the Outskirts, and the locals beg 
  them to intervene. Confronting the thieves, the characters 
  discover they’ve no ordinary pair of toughs on their hands.
  Encounters
   
  G #1: The Nightslink Mystery, Part I (Ch. 4, Stand-
  AloneEncounters)
  w Brawl bare knuckle for fame and profit in 
  Port Shaw 
  Bare knuckle brawling at the Broken Skull is a great way 
  to blow off steam, earn XP non-lethally, and build some 
  notoriety around Port Shaw.
  Encounters
   
  G The Broken Skull (Ch. 3, Set-Pieces)
  NOTES   See Level 5–6 (2), Adventure Option Detail 
  for hooks. 
  e Battle a sewage elemental beneath Port Shaw
  An elder water elemental, tainted with sewage, lives 
  at the confluence of multiple sewage pipes. It guards its 
  territory jealously and attacks any who linger within its 
  demense.
  Encounters
   
  G #1: Sewer Section 5 (Ch. 4, Stand-Alone Encounters)
  NOTES  See Level 6-7 (3), Adventure Option Detail 
  for hooks.
  On the Razor Sea
  r Fight monsters on the high seas
  Encounters
   
  G #1: Merrow Maurader (Ch. 5, Stand-Alone Encounters)
   
  G #2: St. Dunstan’s Tooth (Ch. 5, Stand-Alone Encounters)
   
  G #3: Sahuagin Raiding Party (Ch. 5, Stand-Alone 
  Encounters)
   
  G #4: Fog on the Horizon (Ch. 5, Stand-Alone Encounters)
   
  G #5: The Draconic Tyrant (Ch. 5, Stand-Alone Encounters)
   
  G #6: Kelp Sargasso (Ch. 5, Stand-Alone Encounters)
  NOTES   See Level 6–7 (2), Adventure Option Detail 
  for important notes regarding some of these encounters. 
  t Stop an assassination attempt on Zalen 
  Trafalgar
  A raksasha assassin, bought and paid, heads for Port 
  Shaw and Zalen Trafalgar is his target. Only the characters 
  stand between the stalwart priest of Quell and certain 
  death.
  Encounters
   
  G #1: The Secret Passenger (Ch. 5, Stand-Alone 
  Encounters)
  NOTES   See Level 6–7 (2), Adventure Option Detail 
  and Level 8–9, Adventure Option Detail for important 
  notes regarding the assassination attempt.
  y An ambush by weresharks posing as refu-
  gees reveals important clues
  The characters come across a group of fishermen on 
  a makeshift raft about to be capsized by supernaturally 
  oversized sharks. It’s a ruse. Every single being in this 
  entirely staged scene is, in fact, a wereshark. In defeating 
  them the characters learn clues that lead to their secret base 
  of sea caves inside Beacon Island.
  Encounters
   
  G #1: Night of the Shark, Phase 2: Shark’s Ambush (Ch. 
  5, Stand-Alone Encounters)
  Hooks
  Powers That Be Hook
  Barrison Hargrove expected a delivery of new Tulita 
  planatation workers to arrive from one of the outlying 
  islands days ago. It was last spotted rounding Beacon Island, 
  and he hires the characters to look into the disappearance.
  Former Heroes Hook
  Zalen relates a dream he believes Quell sent him. A 
  group of Quell’s faithful, lost at sea amidst storms, lightning, 
  and clouds in the shape of black sharks. In Zalen’s dream 
  the sense of imminent danger and crushing claustraphobia 
  only diminished when a group of brave heroes sailed into 
  the storm looking for the lost worshippers. Through the 
  darkness and storm the lighthouse at Beacon Island shone. 
  He begs the characters to sail for Beacon Island on Quell’s 
  quest.
  
  75
  Chapter Two: Create A Razor Coast Campaign
  Tulita Hook
  A storm recently overtook two fishing sloops, Tulita 
  owned and crewed. Separated by the tempest, one of the 
  ships made it back to port and the other did not. Even more 
  unfortunate, the ship presumed lost contained Mokoli Ali’i’s 
  nephew, Alika. Milliauka and Mokoli beg the characters to 
  search for survivors. 
  Individualists Hook
  The characters seek out their friend Old Craw, only to learn 
  the old man up and went to sea himself, vowing to hunt the 
  black shark if it was the last thing he ever did. In his rooms 
  they find a navigation chart show where the old man planned 
  to start hunting. If they want to see their friend again, the 
  characters will have to go find and rescue him themselves.
  NOTES   This encounter’s explicit purpose is to draw 
  the characters to the hidden caves beneath Beacon Island. 
  Should the clues prove insufficient, Referees should prepare 
  additional clues. For example, consider placing a cage 
  underneath the raft containing a prisoner who breathes 
  through a straw. The prisoner is a Kiss Victim and also 
  overheard the weresharks discuss tunnels beneath Beacon 
  Island. Alternately the person in the cage could be dead, 
  requiring speak with dead to learn the same information.
  Which hook engages the characters alters the mix of 
  prisoners found in the cages below Beacon Island. For 
  example, if the characters follow the Powers that Be Hook, 
  the captives below Beacon Island include the missing Tulita 
  workers. The Former Heroes Hook yields Quell worshippers 
  in the cages. If following the Tulita Hook, the party finds 
  Alika in the cages, and if they follow the Individualists Hook 
  then Old Craw numbers among the prisoners. Whomever 
  they find suffers the Kiss of Dajobas.
  u Foil the Kraken’s plot to marry a double 
  agent to the locathah king
  The sea king has taken a new bride, but she’s an agent of 
  the Kraken and plans to stage a coup. The characters must 
  infilitrate the Coral Palace – a wonder of coral and cooled 
  magma, sculpted from ancient lava tubes -- unravel the 
  truth of the Sea King’s new bride and prevent the takeover.
  Encounters
   
  G #1: Blood Waters (Appendix 5, Book of Indulgences)
  NOTES  See Appendix 5 for hooks.
   Hunt for underwater treasures and discover 
  the wreck of the Razor’s Edge
  While hunting for treasure off the coast of Beacon 
  Island, the characters discover an underwater statue 
  garden, the wreck of the Razor’s Edge, and both the corpse 
  and the ghost of Jacob Razor.
  Encounters
  #1: Beacon Island: Beneath the Waves (Ch. 5, Set-Pieces) 
   Confront the Chosen of Dajobas in his se-
  cret, underwater caves
  Beneath the waves off Beacon Island, the characters 
  discover caves and tunnels leading inside. They’ve 
  discovered the secret lair of Dalang Jalamar and his 
  wereshark minions just as they queue up the next sacrifices.
  Encounters
  Night of the Shark, Phase 2: Beacon Island, Tunnels 
  Below (Ch. 5, Set-Pieces)
  Hook 
  Powers That Be Hook
  A merchant’s league based in Port Shaw approaches the 
  characters about a disturbing tendency for pirates to attack 
  their ships in the vicinity of Beacon Island. They know Garr 
  Bloodbane once used the tunnels and sea caves beneath 
  Beacon Isalnd as a secret base, and they fear a new group 
  of pirates has taken up the practice. They want to hire the 
  characters to find the tunnels, enter, and clear out the nest.
  Former Heroes Hook
  Donovan (or any major NPC with reason to sail the Razor Sea) 
  found a man floating on a piece of driftwood off Beacon Island. 
  He tells a harrowing tale of escape from some sort cave network 
  beneath the island, where razor-toothed monsters feasted on his 
  fellow crewmates. He was a whaler on the Swift Capture, and he 
  woke one night to screams above deck before gray rubbery arms 
  and a toothed maw snatched him from hammock and dragged 
  him out a porthole. That’s all he remembers.
  Tulita Hook
  For the first time in a long time, Milliauka has heard 
  Whale’s call. Whale speaks to him of blood in the water 
  beneath Beacon Island. In a dream the Three came to him 
  and all spoke. The waters below Beacon Island reek with the 
  blaspemous taint of Dajobas, and they called on Milliauka 
  to purify them. Milliauka asks the party to investigate and 
  clear the waters of Dajobas’ corruption.
  Individualists Hook
  Old Craw spent months gathering stories of shark attacks 
  and pinpointing their location on his old navigator’s map. 
  A pattern has emerged. The most recent and most intense 
  attacks all occur around Beacon Island, which sits at the 
  center of the shark’s hunting grounds. If the pattern holds 
  true the sharks will strike again, any day and Old Craw wants 
  the characters to prevent it. If they agree to investigate, open 
  with Adventure Option #6, An ambush by weresharks 
  posing as refugees reveals important clues, above. 
  NOTES   Which hook engages the characters alters 
  the mix of prisoners in the cages below Beacon Island. For 
  example, if the Former Heroes Hook pulls the characters 
  
  76
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  in then add crewmembers from the Swift Capture to the 
  cages. See Night of the Shark, Phase 2: Beacon Island, 
  Tunnels Below for additional details.
  Prisoners freed by the characters make it back to 
  Port Shaw, but unless the party takes specific action to 
  the contrary these people all suffer the Kiss of Dajobas. 
  This creates interesting dynamics with which the Referee 
  may work. To begin with, freeing the prisoners raises 
  the characters reputations among the locals almost 
  immediately. However, if these same rescued folks 
  transform into weresharks during the Night of the Shark, 
  the average citizen and/or Hargrove may lay all their bloody 
  shark-headed crimes at the party’s feet. 
  1) Scout the home base of the Krakenfiend 
  and hope to escape alive
  In a fit of bravado or perhaps by simple but overweening 
  mistake, the characters discover the undersea lair of 
  the Krakenfiend. Not knowing quite what they’ve gotten 
  themselves into they stage a raid and discover important 
  intelligence.
  Encounters
   
  G #1: Raid on Kraken’s Reef (Ch. 5, Set-Pieces) 
  1! Brave mad admirals, forbidden islands and 
  treachery to loot a city of gold
  Abigail Mercy, a Captain with a reputation for 
  toughness, offers the characters a share in an entire city 
  made of gold if they help smuggle her past Admiral Tame, 
  a cannibal pirate king who rules his piece of the Razor 
  Sea from a giant raft of shattered ships. To secure untold 
  riches, they must fight off fellow treasure seekers, brave a 
  feral jungle island ruled by a vampire-girallon queen, and 
  plunder a city drenched in dark magics from a bygone age. 
  Encounters
   
  G #1: Angry Waters (Heart of the Razor)
  Hooks
  Powers That Be Hook
  Barrison Hargrove learns through his spy network 
  that Captain Mercy is docked in Tide, hiring companions 
  to smuggle her through Admiral Tame’s waters. Long 
  concerned about Tame and the threat his pirate kingdom 
  poses to Port Shaw, Hargrove asks the characters to 
  accompany Captain Mercy – ostensibly to hunt this “city 
  of gold” – but really on an intelligence gathering mission to 
  learn about Tame’s fleet strength and capabilties.
  Former Heroes Hook
  Captain Mercy is an old friend of Bethany’s, a one-time 
  lover of Shakes Montgomery’s, and Jenkie Barnes carries a 
  secret torch for her. When Mercy arrives seeking help with 
  her latest venture, immediately all three NPCs think of the 
  characters and ask the party to help their old friend.
  Tulita Hook
  When Tulita dockworkers overhear Mercy’s crew 
  whispering about a “city of gold” on the Veiled Isle, they 
  remember their ancient legends and report the discussion 
  to Milliauka. The shaman remembers the oral lore. 
  He suspects the “city of gold” keeps dangerous magics 
  sequestered for good reason, and he asks the characters 
  to accompany Mercy to make sure the newcomer captain 
  doesn’t accidentally unleash evils best left chained. On top 
  of that, any gold it is safe to remove belongs to the Tulita 
  people and should support the cause of Tulita sovereignty.
   
  Individualists Hook
  Captain Mercy offers the characters a deal: a share in a 
  great treasure from a city of gold. The problem is, the island 
  lies in the waters of a sea kingdom ruled by her old enemy , 
  Admiral Tame—a brute with a reputation for eating human 
  flesh. She wants the characters to act as a front in order 
  secure her ship permission to the sail waters around the 
  Veiled Isle. On the island stands the city which, she is sure, 
  has enough gold for them all.
  1@ Bargain with a Loa and travel the elemental 
  realms on a mission for a demigod
  While traveling the outer reaches of the Razor Sea, 
  one of the Loa – metaphysical beings of great power who 
  straddle the rift between the mortal and immortal realms 
  – drags the characters to the bottom of the ocean and 
  bargains with them for their service in retrieving certain 
  power objects from the elemental realms.
  Encounters
   
  G #1: Dark Waters (Appendix 6)
  NOTES   See Level 6–7 (3) Adventure Option Detail 
  important notes on including this set-piece.
  Whispers and Rumors
  Any Whispers and Rumors not shared during the previous 
  session, plus the following:  
  Whispers
   
  G What’s with the Dragoons these days? They’ve been 
  roughing merchants up throughout Trade and 
  Bawd. More than usual, even, looking for something. 
  (PARTIALLY TRUE—Jalamar’s weresharks dressed as 
  Dragoons have been roughing up merchants, looking 
  for the Jawbone)
   
  G The depredations of a pirate named Captain 
  Bravancello and his ship the Sara Belle plague the 
  merchants of Port Shaw. They’ve decided to do 
  something about it and are outfitting an expedition to 
  sink the Sara Belle, last spotted in the Pearl Eye Atoll.
  
  77
  Chapter Two: Create A Razor Coast Campaign
   
  G The pirate Witch Sader found Garr Bloodbane’s 
  treasure and he’s building a fleet!
   
  G Lights have been spotted in the Port Shaw lighthouse 
  on recent nights
   
  G Lt. Commander Perrin’s ill-fated expedition in the 
  Albatross and Bonedeuce’s expedition to rescue him 
  are the talk of the town. The characters can’t NOT hear 
  about it in every tavern and bordello in port.
   
  G Heard tell Sagacious Samuel got caught forging official 
  documents (PARTIALLY TRUE—he’s been hung out to 
  dry for forging documents at officials’ requests).
   
  G Bonedeuce made the Pearl Eyes in the Pride.
   
  G Word on the street is THEY are looking for that Jalia 
  Ramires character. It won’t go well for her once THEY 
  catch up with her. 
  Rumors
  Roll  
  (D6)
  Rumor
  1-2
  They say Perrin found Garr Bloodbane’s treasure but he’s 
  kept it for himself. Word is the Pride left port to chase him 
  down and grab it for Port Shaw (PARTIALLY TRUE—the 
  Pride left port to chase Perrin down. That part is true.)
  3
  Ten years ago a talented thief stole a treasured relic of 
  the Tulita—a scrimshaw whale jawbone depicting the 
  coronation of their first war chief, Kaho Ali’i a thousand 
  years ago. The thief reportedly fled into the sewers 
  with his prize. Since the theft, the Tulita lost what 
  little solidarity they retained—they are scattered and 
  leaderless now. 
  4
  Dragoons were seen hauling six or so vagrants away, then 
  dousing them with buckets of sea water in a warehouse.
  5
  Word among those in the know is that the shadowy 
  organziation running Port Shaw’s underworld—the 
  Ring—is hunting Jalia Ramires. (PARTIALLY TRUE—the 
  Ring of the Kraken doesn’t quite run Port Shaw’s criminal 
  underworld, though it likes people thinking it does).
  6
  Every merchant who took a dinner with Bonedeuce in 
  the Gullet, subsequently lost one of their trading vessels 
  at sea.
  The third and final act of the Night of the Shark 
  Background Plot takes place in Port Shaw. There is more 
  than one way for the Phase 3 to play out. The characters 
  may possess more or less information about the attack. 
  They may or may not be in Port Shaw the day before Dalang 
  Jalamar’s full moon. Or they might be shopping for a fruit 
  basket in the night market when the first lycanthropic 
  transformations run like a shock-wave through the city.
  The Night of the Shark delivers the most suspense 
  when the characters understand that the leader of the 
  weresharks plans to bring something called “the Kiss 
  of Dajobas” to Port Shaw. Consider it a bonus if the 
  adventurers understand that Tulita culture stands on the 
  brink of extinction. Milliauka and the Tulita war chief 
  Mokoli Ali’i may yet help the characters avert disaster – if 
  only they find some way to rally their people.
  Generally, Night of the Shark, Phase 3 flows as follows:
  there may or may not be a
  PROLOGUE
  which may or may not be followed by a
  RUN-UP
  soon after the moon rises, they experience an 
  INCIDENT
  after which
  WERESHARKS ARE EVERYWHERE
  making it tough for the characterss to keep the Jawbone out 
  of Jalamar’s hands until he forces a
  FINAL SHOWDOWN
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  Night of the Shark Worksheet
  NIGHT OF THE SHARK ADVENTURE OPTIONS
  PROLOGUE
  Encounter Notes and Statstcs
  Prologue
  USED
  Yes/No
  
  Name:
  Explore an abandoned vessel foatng ofshore. Rescue the sole survivor and learn what he knows
  
  The Nightslinks lay a trap for the PCs then boast about their escape from Jalamar
  
  RUN-UP
  Run Up
  
  Attempt to warn the Dragoons of Jalamar’s coming attack, but encounter Jalamar’s mole instead
  
  Yes/No
  
  Save a friend from the Kiss of Dajobas
  
  Encounter Name
  The PCs won once too often at the Broken Skull. It’s payback time!
  
  Encounter Name
  Old Fish, the PCs mentor and friend, accepts a commission to assassinate them
  
  Encounter Name
  Stop Jalamar’s minions from torturing Port Shaw citizens in an old warehouse
  
  Encounter Name
  Incident
  A young Tulita warrior, wounded and terrified, bursts in on the PCs
  
  INCIDENT
  Weresharks Are Everywhere
  
  Rescue Jessica McFarrows foster mother from the little girl the PCs once saved
  
  Encounter Name
  The anglers the PCs freed and returned to Port Shaw now stalk the streets as weresharks
  
  Save a gang of terrified orphans from three rampaging weresharks
  
  Jalamar’s lieutenant, the deadly monk Saegen, seeks out the PCs
  
  Where is the Jawbone?
  Rescue Nakuaka and Alastair Crimmeran from certain death
  
  Final Showdown
  WERESHARKS ARE EVERYWHERE
  Battle for the Jawbone
  
  WHISPERS
  Base # Encounters
  Unwhispered:
  
  Min/Max Encounters Faced
  Unwhispered:
  
  Unwhispered:
  
  Encounter Name
  Unwhispered:
  
  Unwhispered:
  
  Encounter Name
  Unwhispered:
  
  Unwhispered:
  
  Encounter Name
  Encounter Name
  NPCs ON PYRE RAFT
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  F
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  78
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Synopsis
  Most likely, the characters are in Port Shaw near the full 
  moon. By this time Dalang Jalamar, the Chosen of Dajobas, 
  infected a multitude of locals with lycanthropy, including 
  many friends and associates of the characters. However, 
  most folks remain unaware of their affliction and do not 
  know their “shark bites” are a curse called the Kiss Dajobas 
  that dooms them to transform into raging shark-beasts 
  when the full moon (also called the shark-moon) rises. 
  Additionally, Jalamar’s veteran weresharks—bestial killers 
  all, who embraced their curse long ago—infiltrated the city 
  in humanoid guise to hunt for the Jawbone of Kaho Ali’i, a 
  Tulita relic of great significance. These infiltrators do not 
  find the Jawbone before moonrise, but they leave a chum-
  trail of cruelty and clues behind while they search.
  When the shark-moon rises, the folk of Port Shaw 
  afflicted with the Kiss of Dajobas transform against their 
  wills and fall on those around them. Jalamar’s veterans also 
  transform and soak the streets in blood. They herald the 
  coming return of Dajobas by tearing their god’s razor-toothed 
  Kiss into every man, woman and child they can reach.
  Meanwhile, Jalamar waits in Tide District hoping for 
  word that his minions found the Jawbone. He plans to use 
  the mayhem and carnage in the city as a distraction that 
  makes it easier to retrieve this relic. When his weresharks 
  do not locate it, Jalamar stages a hostage situation. He 
  collects ordinary citizens— men, women and children, 
  many of whom might be important to the characters—and 
  stuffs them in a pyre-raft soaked in whale oil, floating just 
  off the docks. Then he announces to the city that someone 
  better bring him the Jawbone of Mokoli Ali’i or he will set 
  the raft alight. It’s a trap designed to secure the Jawbone, kill 
  whomever has it, and sacrifice innocents to the Shark God, 
  all in one fell swoop.
  Only the characters stand between Dalang Jalamar, 
  Chosen of Dajobas, and the second coming of the Shark 
  (unless the campaign is being run only as a backdrop, in 
  which case somebody else will step up if the characters don’t). 
  Background
  The Jawbone of Kaho Ali’i is a Tulita relic that, in the 
  right hands, may permit a strong leader backed by heroes 
  of sufficient fame—folks like the characters—to reunite 
  the Tulita tribes and lead an indigenous renaissance. Any 
  such renaissance includes increased political power for the 
  Tulita peoples, which in turn yields restrictions on whaling 
  and fishing, plus a resurgence of religious veneration for the 
  Three: Dolphin, Turtle, and Whale. This combination may 
  return sufficient power to the Three that they force Dajobas 
  to turn back into the Outer Depths and resume his exile. 
  While there is no guarantee, even with the Jawbone, that 
  such a renaissance occurs. If Dalang destroys the Jawbone 
  such a renaissance becomes vanishingly unlikely.
  Setup
  Before moonrise, the campaign the party may be 
  more or less ignorant of what lies ahead. Generally the 
  adventurers knowledge of coming events falls into one of 
  three categories: utterly oblivious; aware something is up 
  (but not certain what); or certain that weresharks hide 
  among the citizenry for nefarious purposes.
  Utterly Oblivious
  If moonrise seems likely to catch the party entirely by 
  surprise—for example, they’re shopping when the rising 
  moon triggers the first transformations—then consider 
  adding a Prologue to Phase 3. A Prologue presents 
  enough information to communicate that something awful 
  is coming and to ratchet up suspense. See Prepping the 
  Night of the Shark, below, for more details on adding a 
  Prologue.
  Something is Up
  If the characters start the Night of the Shark aware that 
  something is up but uncertain what game is afoot, precisely, 
  then consider adding a Run-Up to this Act. The encounters 
  of a Run-Up help the characters learn that weresharks 
  infiltrated Port Shaw in human form and seek something. 
  That cannot be good—even if the party remains unsure 
  what, exactly, they seek. See Prepping the Night of the 
  Shark, below, for more details on adding a Run-Up.
  Weresharks Hide Among Us
  Once the characters learn that weresharks posing as 
  humanoids infiltrated Port Shaw in search of something, 
  the party most likely hunts or, at the very least, stumbles 
  onto some of these weresharks before the shark-moon 
  rises. The more of Jalamar’s weresharks the characters find 
  and eliminate before the full moon—as well as the more 
  Kiss Victims the characters cure—the more easily Referees 
  should allow events after moonrise to play out for the 
  characters. See Prepping the Night of the Shark, below, 
  for more suggestions about allowing the party’s actions 
  either to ease or further complicate the Night of the Shark.
  What’s in a Jawbone?
  While the Jawbone of Kaho Ali’i is not a magical 
  item, it holds powerful significance for members 
  of Tulita tribes from the Port Shaw vicinity. In the 
  hands of a Tulita elder, chief, or any Tulita of renown 
  (including a character), the Jawbone becomes a ral-
  lying point for the Tulita in support of the Old Ways, 
  in support of a pan-Tulita destiny, when exhorting 
  resistance to Dajobas, or when invoking Tulita pride 
  in general.
  
  79
  Chapter Two: Create A Razor Coast Campaign
  Action
  Regardless how much the characters figure out, once the 
  shark-moon rises an Incident titled The Young Warrior 
  kicks off the action. This encounter sets the stakes for the 
  characters with utter clarity, and Referees are encouraged to 
  adapt it to fit the party’s location and circumstances.
  Through The Young Warrior (or a similar encounter 
  the Referee substitutes), the party learns—or confirms—
  that Dalang Jalamar’s minions seek the culturally vital 
  Jawbone. As the characters race to secure it, Referees hit 
  them with two to four encounters that hamper their efforts. 
  These encounters may occur anywhere in the city, but 
  always at the peak of the mayhem and carnage ravaging 
  Port Shaw. 
  Eventually the party is likely to confront the Chosen 
  of Dajobas in a final showdown, titled the Battle for the 
  Jawbone. Alternately, they choose to flee and Jalamar burns 
  his hostages alive. Whether facing the Chosen of Dajobas 
  head-on or abandoning innocents to die, this moment 
  generates reprecussions that affect the remainder of the 
  campaign.
  Development
  In the event that the characters know something is 
  up—and especially if they know weresharks have infiltrated 
  the city in human form—they likely warn folks about the 
  coming peril. While the authorities remain highly skeptical 
  of any warnings the characters might deliver, the party more 
  easily convinces friends and allies that danger approaches. 
  By warning their NPC allies, the characters grant their 
  friends time to prepare. In response, these NPCs organize 
  shark-hunting crews, patrol the streets aggressively, and 
  inspect people for signs of shark bites before the full 
  moon. Whenever they believe they have identified a 
  possible wereshark, NPC allies alert the characters first and 
  expect the adventurers to take action. Night of the Shark 
  Adventure Options, below identifies encounters suited to 
  these eventualities.
  If the characters decide to warn Gregory Bonedeuce or 
  Barrison Hargrove about the Night of the Shark directly, 
  they learn both Aeron Chambers and Bonedeuce left 
  weeks ago on the Pride. Hargrove, however, feigns fear and 
  pretends to mobilize defenses against the coming attack. 
  In truth, Barrision could care less. The destruction of the 
  Tulita and their cultural history only harms his hated foes, 
  and he does little to stand in Dalang’s way. Behind closed 
  doors he laughs to himself, believing (incorrectly) Dajobas 
  is just a crazy Tulita myth and Harthagoa remains the real 
  power on the Razor. While Port Shaw burns, Hargrove pulls 
  up his favorite blanket besides a low fire, sips sherry, and 
  reads a book. 
  Hargrove’s Hatred Grows
  After weresharks tear his beloved Port Shaw asunder, 
  Hargrove’s smug chuckles turn to cold rage at the characters. 
  Unable to admit his contribution to the disaster, he heart 
  blames the party for the destruction and death Jalamar 
  wreaks on “his” city—even if the adventurers tried to warn 
  him. Hargrove being Hargrove, he smiles where he hates and 
  plots his revenge. It goes without saying that events during 
  the Night of the Shark only deepen Barrison’s hatred of 
  the Tulita people. It is after all one of their “myths” that led 
  “fanatics” to wear shark masks and attack the good people of 
  Port Shaw. The Night of the Shark just confirms for Hargrove 
  how much Port Shaw needs Harthagoa’s protection and the 
  “order” the Kraken’s might offers.
  Describe the Aftermath
  Jalamar’s weresharks leave devastation in Port Shaw. 
  As the days pass, more and more missing people turn up 
  dead, their gnawed carcasses found stuffed into rain barrels, 
  kicked beneath piles of shipping crates, and tossed into 
  other locations convenient—or just plain perverse—for 
  dumping humanoid remains.
  The death toll is atrocious, and the characters likely 
  count friends and allies among the victims. Depending on 
  who lived and who died, the toll of lost friends and loved 
  ones tempers and angers survivors. If the party put forth a 
  major effort to stop Jalamar’s attack before the moon rose, 
  then Referees should use the adventurers’ friends and allies 
  to communicate an important message: “Without you,” they 
  tell the characters, “It would have been worse.” 
  Referees should consider carefully when picking 
  survivors. This is an opportunity to create drama 
  through the deaths of favorite NPCs. Maximize character 
  motivations by carefully choosing who lives and who dies. 
  For example, the Wave Riders take Port Shaw’s losses 
  particularly hard, especially Donovan who needs little 
  encouragement to crawl back into his bottle. If Jalia 
  perishes, Referees might decide Zalen loses heart and 
  requires nigh miraculous inspiration to prepare him for any 
  future battles. Yet if the characters succeed at turning these 
  saddened victims around, they build even deeper bonds—
  the bonds of survivors who have yet to face their greatest 
  challenge. With the right encouragement, the survivors may 
  remain bitter, but they harden and look even more to the 
  characters for leadership. Rallied against a future foe, these 
  survivors may fight for the characters with more heart and 
  dedication than ever before. 
  Prepping for the  
  Night of the Shark, Phase 3
  Since many variables are at play during the Night of the 
  Shark, running it successfully requires a little planning. 
  
  80
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Follow the steps below to fill out your Night of the Shark 
  Worksheet. This will reduce your prep-time and help you 
  determine how many weresharks the characters face, which 
  encounters to study, and the order in which the party 
  experiences events. There are six steps for preparing your 
  Night of the Shark:
   
  G STEP 1: Decide if you are adding a Prologue 
  encounter
   
  G STEP 2: Decide if you are adding Run-Up encounters
   
  G STEP 3: Determine the location of the Jawbone
   
  G STEP 4: Select or design an Incident
   
  G STEP 5: Choose or design encounters for the 
  Weresharks are Everywhere phase
   
  G STEP 6: Design the Battle for the Jawbone
  Step 1: Decide if you are adding a  
  Prologue encounter
  If your campaign already provided enough information 
  that your players know an imminent wereshark-related 
  doom hangs over Port Shaw and they care about it, you 
  may not need a Prologue stage. In that case, skip to STEP 
  2. Alternatively, if the characters do not have enough 
  information or are not acting on the information they do 
  have, then Razor Coast offers two Prologue encounters 
  from which to choose. 
  In addition to providing information, a good prologue 
  encounter should spur your players to action. For example: 
  rooting out Jalamar’s hidden weresharks; finding and 
  curing victims of Dajobas’ Kiss among friends, allies and 
  acquaintances; or warning others about the impending 
  wereshark attacks, including the Dragoons.
  Check “yes” next to the Prologue section on your 
  Night of the Shark Worksheet and fill in the name of the 
  encounter you prefer. Referees are always free to modify or 
  replace these encounters to fit their campaigns.
  Step 2: Decide if you are adding  
  Run-Up Encounters
  If you want to give the characters advance notice of 
  Jalamar’s plans but also give them window in which to act 
  before moonrise on the Night of the Shark, you want a 
  Run-Up stage. Otherwise, if you do not want a Run-Up, 
  skip to STEP 3.
  If you are adding Run-Up encounters then choose at 
  least three encounters from the list provided. Generally you 
  should give the characters approximately 12 hours before 
  moonrise to figure out what’s going on and to take actions 
  that lesson the coming storm. During a Run-Up, the more 
  encounters the characters face, the more enemies they will 
  neutralize and the fewer weresharks they should have to 
  battle after moonrise. 
  Actions open to characters during a Run-Up fall into 
  four categories:
   
  G Hunt down Dalang’s fifth-column weresharks posing as 
  humans
   
  G Find and cure any victims of Dajobas’ Kiss among 
  friends and allies
   
  G Warn others about the impending wereshark attack, 
  including the Dragoons
   
  G Be distracted from the above three possibilities. 
  Razor Coast provides Run-Up encounters covering 
  each of these four options.
  The Night of the Shark still works if the characters 
  learn that Jalamar seeks the Jawbone during the Run-Up, 
  provided they do not learn about the Jawbone far enough 
  in advance to simply take it and leave Port Shaw, avoiding 
  events altogether. However, during a typical Run-Up you 
  want the characters to learn everything about the Night of 
  the Shark except that Dalang Jalamar seeks the Jawbone. 
  It is okay for the characters to learn that the Chosen of 
  Dajobas seeks something and why. They can also learn 
  Dalang’s undercover agents in Port Shaw seek this thing. It 
  is also okay to learn that if Dalang’s agents find whatever 
  it is they seek, this will somehow kill off Tulita culture and 
  ensure Dajobas’ return; but this Act works best if they do 
  not learn exactly what Jalamar seeks until the Incident. 
  If you plan to add a Run-Up, fill in the names of at least 
  three encounters you plan to use. Referees should of course 
  modify, replace, or expand the offered encounters to fit their 
  campaigns.
  Editor’s Note: It’s not All 
  About the Weresharks
  Because successful party efforts to cure victims of 
  the Kiss, warn others, and root out Dalang’s agents 
  during a Run-Up should all make the Night of the 
  Shark—and even the Kraken Strikes—easier to 
  handle, Referees may decide to include encounters 
  thematically unrelated to the Night of the Shark 
  in their Run-Up. The Mentor Assassin and Broken 
  Skull Paybacks are two examples of distractions that 
  might engage the characters until moonrise without 
  reducing the number of weresharks in Port Shaw. If 
  the characters involved themselves in other subplots 
  or with other NPCs, particularly major ones, Referees 
  should consider crafting distracting encounters to 
  bring those stories to a head at this most inconve-
  nient of times.
  
  81
  Chapter Two: Create A Razor Coast Campaign
  Early to Battle,  
  Early to Die
  Despite their brutish and brutal nature, Jalamar’s 
  minions do not lack intelligence. After all, they organize 
  themselves into covert teams to infiltrate Port Shaw, 
  pose as humanoids, and hunt the Jawbone for their 
  master. In fact, Jalamar ordered his followers to find the 
  scrimshaw Jawbone, but not seize it immediately. 
  This is no simple smash-and-grab operation. Jala-
  mar wants nothing to go wrong and judges the com-
  ing carnage greatly increases his chances of securing 
  the Jawbone unopposed. Consequently, even if they 
  find it, Jalamar’s agents operate under strict orders to 
  remain hidden and not frighten whomever holds the 
  Jawbone into fleeing. Still, Jalamar’s weresharks are 
  not so clever that the characters can’t incite them to 
  break cover prematurely. 
  If the characters discover Jalamar’s plot before 
  the Night of the Shark, they may decide to track 
  down these hidden teams and take them out. Con-
  sequently a Prologue or a Run-Up likely includes at 
  least one opportunity for the characters to battle a 
  team of Jalamar’s wereshark followers during the day, 
  amid the normal hubbub of Port Shaw. As you’ll see 
  in STEP 5, weresharks killed before the Night of the 
  Shark reduce the number of weresharks the charac-
  ters face during the Night of the Shark.
  Step 3: Determine the location of the Jawbone
  Clearly, the location of the Jawbone at moonrise on the 
  Night of the Shark is a critical factor. While there are only 
  five possibilities, the location of the Jawbone may prompt 
  Referees to modify or add encounters to the Night of the 
  Shark, Phase 3 as suggested below.
  Never Recovered
  If the characters never recovered the Jawbone it remains 
  buried in the sewers in Chapter 4, Location S-6. Referees 
  should construct an alternate Incident that hints strongly 
  at its location. For example, a badly wounded Cap’n Lester 
  Farrows might bang on their door in the middle of the 
  night complaining that “Hells-be-damned weresharks ‘ave 
  infested me sewers!” Whereupon a Razortooth Enforcer 
  lands on his back howling “Give me the bone, old fool!” 
  The Tulita Possess It
  If the Tulita possess the Jawbone, reveal that Mokoli 
  Ali’i placed the scrimshaw relic under the protection of 
  an able band of Tulita warriors, but for reasons unknown, 
  these warriors have vanished while somewhere in Port 
  Shaw. The Tulita now suspect at least one of these warriors 
  secretly worshipped Dajobas. The Tulita leaders—Mokoli 
  Ali’i and Milliauka if they are properly disposed toward 
  the characters—reach out to the party for help, but do not 
  know where in Port Shaw the warriors took the Jawbone. 
  Construct a “Weresharks are Everywhere” encounter in 
  which the characters locate these warriors—now dead or 
  weresharks themselves—and fight them to reclaim the 
  Jawbone.
  Barrison Hargrove Has It Somewhere
  If Barrison Hargrove holds the Jawbone, the characters 
  may have a tough time wresting it from him. Hargrove is a 
  significant opponent. 
  Consider that Hargrove may have simply sold the 
  Jawbone to a collector, like Sagacious Samuel, or given it as 
  a gift to a friend. Alternately, perhaps Hargrove possesses 
  the relic but it sits in his treasury, unidentified. He might 
  remain unaware of its provenance or its potential to unite 
  the Tulita. Hargrove might not even realize he has it—just 
  one more object among the many spoils seized by his 
  Dragoons. 
  If Hargrove realizes he possesses the Jawbone and 
  suspects it for what it is, he desires to use it to manipulate 
  the Tulita for his own ends. He sends the Jawbone under 
  the protection of guards to Sagacious Samuel’s. There it sits 
  on a desk, as yet unrecognized because the busy sage has 
  not gotten around to examining it. All these options allow 
  the Referee to skirt direct conflict with Hargrove, for now. 
  Consider allowing the characters to notice a scrimshaw 
  “paper weight” on Samuel’s desk if they visit him before the 
  Night of the Shark and after the bone’s recovery.
  Alternately, consider designing an Incident that 
  conmmences shortly after moonrise. Alarmed by reports 
  of wereshark attacks in Port Shaw, Barrison Hargrove 
  gives a speech exhorting every able-bodied fighting man 
  to unite and halt the wereshark menace. As he mounts a 
  podium and explains, “We’re not sure how bad this is just 
  yet. A bunch of these half-shark freaks invaded my smoking 
  parlor demanding some ridiculous native gewgaw. Well, 
  we’ll show—agk!” An Enforcer takes out one of Barrison’s 
  Dragoons in a spray of blood and knocks the evil politician 
  off his barrel. As the monster tears apart the hapless 
  Dragoon it screams, “The BONE! Give us the BONE!” To 
  turn this into a battle, add enough weresharks ripping into 
  the screaming crowd to create a bloody encounter.
  A Neutral Party Has It
  If a neutral party holds the Jawbone consider designing 
  an Incident where a wereshark suddenly barrels through 
  a crowd chasing a screaming commoner. The wereshark 
  bellows, “The bone! Give me the bone!” then eviscerates the 
  panicked individual to the horrified shrieks of bystanders. 
  This person is not carrying the Jawbone, but a few quick 
  questions identify the NPC and where they live. The 
  Jawbone is in a sea chest at their home. To motivate a 
  character to vengeance, Referees might choose a beloved 
  
  82
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  NPC from their NPC list for this role.
   The Characters Have It
  Because the Jawbone is not magical, it is entirely 
  possible the characters dumped it in a backpack and forgot 
  about it. In the event the characters hold the Jawbone, 
  consider an Incident that doubles as an attack. Have 
  an entire wereshark team attempt to take the characters 
  by surprise, just after they finish refreshing spells and 
  recovering hit points. These attacking weresharks should 
  repeat phrases like, “The jaaaawbone! The jaaaawbone!” or 
  “Sssscrimmmmssshawww doom Port Sshhhaw! Giiive!”
  Step 4: Select or design an Inciting Incident
  The Incident is the very first encounter the characters 
  have just as the full moon rises. It flat out tells the 
  characters any information they need to know what is 
  at stake, and it makes the scenario completely, utterly, 
  and terrifyingly clear. Specifically, the Incident tells the 
  characters they must find the Jawbone of Kaho Ali’i before 
  their foes do, and it gives them a clue to the relic’s location. 
  This encounter also signals a radical change in the normal 
  state of the world, shocking the characters into action.
  Razor Coast provides an Incident titled, The Young 
  Warrior. Decide whether to use The Young Warrior 
  encounter in Chapter 6 “as is,” to modify it, or whether you 
  wish to construct a new Incident encounter entirely. Note 
  the decision on your worksheet. At the very least you’ll 
  need to change the text of The Young Warrior to reflect 
  the current location of the Jawbone as determined in STEP 
  3, above.
  Step 5: Choose or design encounters for the 
  Weresharks are Everywhere phase
  After the shark-moon rises and the Incident is 
  completed, the Referee throws approximately four 
  encounters at the Referee to hamper their search for the 
  Jawbone. The characters should realize that they are racing 
  to reach the Jawbone before their foe. Moreover, there is a 
  lot of suspense to be had trying to sneak the Jawbone out 
  of Port Shaw as weresharks tear the city apart and all the 
  minions of Dajobas seek the adventurers’ deaths. However, 
  before you can decide which encounters to throw at the 
  characters during this stage, you have to decide how many 
  encounters to throw at them.
  How many encounters to hit them with when 
  Weresharks are Everywhere?
  By default, the short answer is “about 2–3.” If they face 
  Dalang Jalamar with too little juice left, many characters will 
  likely die in the fight.
  The long answer is “It depends on how many of Jalamar’s 
  weresharks the party already killed and how many Kiss 
  Victims they cured. How well did they do alerting folks to 
  the wereshark menace before the shark-moon rose?” If you 
  feel your party did extremely well, reward them by reducing 
  the number of Weresharks are Everywhere encounters 
  to 1 (the party always faces at least 1 encounter when 
  Weresharks are Everywhere). 
  On the other hand, If you feel your party really bungled 
  things, hit them with 4 encounters before introducing The 
  Battle for the Jawbone. It may just be the case that many 
  of your characters deserve to die.
  Use the following table as a guide to the kinds of actions 
  that might reduce or increase the number of Weresharks 
  are Everywhere encounters that Referees throw at the 
  characters before The Battle for the Jawbone.
  SAMPLE REDUCTION IN WERESHARKS ARE 
  EVERYWHERE ENCOUNTERS
  QUESTION
  ANSWER
  NIGHT OF THE 
  SHARK RESULT
  Did the characters locate and 
  defeat at least one of Dalang’s 
  wereshark teams before 
  moonrise?
  Yes
  No
  –1 Encounter
  +1 Encounter
  Did the characters successfully 
  warn any friend or ally about the 
  coming wereshark attacks? 
  Yes
  No
  –1 Encounter 
  n/a
  Did the characters successfully 
  warn the Dragoons about the 
  coming fel lycanthrope attacks?
  Yes
  No
  –1 Encounter
  +1 Encounter
  Did the characters successfully 
  cure a friend or ally of Dajobas’ 
  Kiss?
  Yes
  No
  –2 Encounters
  +1 Encounter1
  1  Unless they killed the Kiss-afflicted friend. Then it’s only –1 
  encounter because they reduced the number of weresharks but 
  didn’t inspire anyone else to do the same.
  Once you choose the number of encounters jot it down 
  on your Night of the Shark Worksheet.
  Which encounters should I pick when  
  Weresharks are Everywhere?
  All hell broke loose in Port Shaw. Weresharks tear the 
  city apart, blood coats cobblestones, walls, and bystanders 
  like morning dew. Amid this carnage the characters must 
  traverse the city, but events keep stopping them, distracting 
  them, bleeding them. 
  You now know how many encounters you’re likely to 
  throw at the adventurers before the final showdown with 
  Dalang, but which ones? In answer Razor Coast provides 
  five encounters for the Weresharks are Everywhere stage. 
  Additionally, if you did not include a Run-Up or Prologue 
  stage—or you did but find yourself with unsused encounters 
  from your Run-Up or Prologue—those can also double as 
  Wereshark’s are Everywhere encounters. Finally, Referees 
  may always design their own encounters.
  Write the names of the encounters you choose down 
  on the Night of the Shark Worksheet. Regardless of which 
  encounters you choose, you must place one of these 
  
  83
  Chapter Two: Create A Razor Coast Campaign
  encounter in or near the Jawbone. Unless, of course, the 
  characters already possess the Jawbone. In which case, 
  throw the encounters on your list at the characters as they 
  decide what the heck to do with it.
  Step 6: Design the Battle for the Jawbone
  If Dalang Jalamar is Dead, Replace Him
  It is always possible the characters slew Dalang during 
  an earlier encounter. However, Dajobas is a god. He does 
  not let the death of a mere minion slow his plans, and he 
  instantly chooses another to lead the attack on Port Shaw 
  and seize the Jawbone. 
  Choose Interesting Victims for the Pyre
  One way to ensure the characters tackle Jalamar’s trap 
  and don’t simply flee Port Shaw with the Jawbone (although 
  that remains an option): pack the pyre raft with NPCs 
  beloved by your players. 
  Much better: pack the pyre raft with NPCs that owe 
  the party money. On your NPC Tracker, circle the names 
  of up to 15 NPCs who you feel will attract the characters 
  attention or raise their ire when Dalang threatenes them. 
  These are the NPCs on the raft, coated in whale oil, and set 
  for roasting.
  Preparations are Now Complete
  You have now completed the Night of the Shark 
  worksheet and possess a list of encounters to prep. You 
  know how Phase 3 begins and how your characters receive 
  the information they need in order to understand and 
  participate in events. You know which encounters they 
  suffer through before, during, and after the shark-moon 
  rises; and you know which folks in Port Shaw transform 
  into weresharks unless the characters intervene. Finally, you 
  know who has the Jawbone of Kaho Ali’i and who Jalamar 
  threatens to burn alive if the party refuses to hand it over. 
  Right?
  Okay, close enough. The next sections help you select 
  encounters and then locate them in the Razor Coast 
  manuscript. 
  Night of the Shark  
  Adventure Options
  Prologue
   Explore an abandoned vessel floating offshore. Rescue 
  the sole survivor and learn what he knows
  w The Nightslinks lay a trap for the characters, then 
  boast about their escape from Jalamar
  Run-Up
  e Attempt to warn the Dragoons of Jalamar’s coming 
  attack, but encounter Jalamar’s mole instead
  r Save a friend from the Kiss of Dajobas
  t The characters won once too often at the Broken 
  Skull. It’s payback time!
  y Old Fish, the characters’ mentor and friend, accepts a 
  commission to assassinate them 
  u Stop Jalamar’s minions, dressed as Dragoons, from 
  torturing Port Shaw citizens in an old warehouse
  Inciting Incident
   A young Tulita warrior, wounded and terrified, bursts 
  in on the characters. 
  Weresharks are Everywhere
   Rescue Jessica McFarrows’s foster mother from the 
  little girl the characters once saved
  1) The anglers the characters freed and returned to Port 
  Shaw now stalk the streets as weresharks
  1! Save a gang of terrified orphans from three rampaging 
  weresharks
  Editor’s Note:  
  Don’t Forget Eddie
  If the characters adopted little Eddie, the orphan 
  from Toe’s Reach (see Chapter 3 for details), hold 
  off on Eddie’s transformation. At some point when 
  Weresharks are Everywhere, transform him into a 
  little monster. Do it whenever his ankle bite seems 
  likely to prove most distracting, amusing, or heart-
  rending. 
  Little Eddie, little wereshark human form: HD 8; 
  HP 10; AC 9[10]; Atk dagger (1d4+1); Move 12; Save 
  14; AL C; CL/XP 4/120; Special: hit only by magic or 
  silver weapons, lycanthropy; 
  Little Eddie, little wereshark hybrid form: HD 8; HP 
  10; AC 2[17]; Atk bite (1d4+1), or dagger (1d4+1); 
  Move 12 (swim 18); Save 8; AL C; CL/XP 9/1,100; 
  Special: control sharks (75% normal, 50% giant), hit 
  only by magic or silver weapons, lycanthropy.
   
  Little Eddie, little wereshark animal form: HD 8; 
  HP 10; AC 2[17]; Atk bite (1d6+2); Move 0 (swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special control sharks 
  (75% normal, 50% giant), hit only by magic or silver 
  weapons, lycanthropy. 
  Equipment: dagger
  
  84
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  1@ Jalamar’s lieutenant, the deadly monk Saegen, seeks 
  out the characters
  1#.Rescue Nakuaka and Alastair Crimmeran from 
  certain death
  Final Showdown
  1$ Battle for the Jawbone
  Night of the Shark  
  Adventure Options Detail
  Prologue
   Explore an abandoned vessel floating 
  offshore. Rescue the sole survivor and learn 
  what he knows
  The characters learn of a fishing trawler or freighter flying 
  a distress flag, brutally savaged and apparently abandoned 
  just off the coast outside Port Shaw. Entering the ship they 
  discover the sole survivor, Geoff McDugyl, and extract 
  1mportant information from him despite his insanity.
  Encounters
   
  G #1: The Savaged Trawler (Ch. 6, Stand-Alone 
  Encounters)
  NOTES   McDugyl spent the better part of a month 
  hiding in his ship’s sewage-infested bilge, surrounded by the 
  floating corpses of his murdered friends. It drove the man 
  insane, but insane or not he did overhear the conversations 
  of the weresharks who killed his companions. 
  If the characters took a significant interest in Falken 
  Drango or the Nightslinks, consider turning this into a 
  savaged freighter, specifically the Tide Marcher. The Tide 
  Marcher was the first ship the Nightslinks attacked after 
  Jalamar turned them into weresharks under Drango’s nose.
  w The Nightslinks lay a trap for the  
  characters, then boast about their escape 
  from Jalamar
  Angry that the characters killed their leaders in The 
  Nightslink Mystery, Part I, the remaining Nightslinks 
  – renegade weresharks and former members of Falken 
  Drango’s crew who plan to abandon Dalang and return to 
  pirating on their own – lay an ambush for the party at the 
  Port Shaw lighthouse. 
  Encounters
   
  G #1: The Nightslink Mystery, Part II (Ch. 6, Stand-
  Alone Encounters)
  NOTES   This encounter solves the mystery begun in 
  The Nightslink Mystery, Part I and resolves the subplot 
  concerning Falken Drango’s missing crew. It works best 
  when the Referee previously ran The Nightslink Mystery, 
  Part I.
  Run-Up
  e Attempt to warn the Dragoons of Jalamar’s 
  coming attack, but encounter Jalamar’s mole 
  instead
  The characters try to warn the Dragoons of an imminent 
  attack by weresharks or simply alert them that an unknown 
  doom hurtles toward Port Shaw. How the characters 
  handle this situation either alerts the Fort to the wereshark 
  infection or leaves the Dragoons vulnerable to Jalamar’s 
  further machinations.
  Encounters
   
  G #1: Warning the Dragoons (Ch. 6, Stand-Alone 
  Encounters)
  NOTES  In Chapter 3, The Mad Shaman Attacks 
  the characters may have helped cure Darenar of his 
  lycanthropy. If so, the characters worked hard during the 
  encounter. Let them enjoy the fruits now by having one 
  less Dragoon infected with lycanthropy. Don’t let Dalang 
  re-infect Darenar. Leave Darenar clean.. The Referee should 
  conduct any run-in with Darenar according to the party’s 
  relationship. If Darenar proves inclined to believe them, 
  the other three wereshark sergeants hiding within the 
  Dragoons’ ranks attack all of them.
  On the other hand, if the characters did not cure 
  Darenar of Dajobas’ Kiss early in the adventure, Darenar has 
  since transformed into Dajobas’ willing servant and brought 
  two additional Dragoon Sergeants into Jalamar’s service. 
  If the characters successfully warn the Dragoons, then 
  after the Night of the Shark some among the Dragoons 
  may look on the characters more favorably. Consider 
  improving the temperature of the party’s relationship to 
  Fort Stormshield’s rank and file—if not its Kraken-loving 
  leadership.
  If the characters have cause to search Darenar’s quarters 
  they find an oilskin packet numbered 341 containing the 
  sergeant’s personal store of dragonsmoke. This is one of the 
  last remaining bundles of dragonsmoke from the crate of 
  the drug used to frame Roland Lawrence.
  
  85
  Chapter Two: Create A Razor Coast Campaign
  having all of their Kiss-afflicted friends hunt the party down 
  the moment the shark-moon rises. Conversely, should the 
  adventurers recognize the signs, this encounter provides the 
  opportunity to save their friend or friends from this horrific 
  fate. Vile Transformations features Jenkie Barnes, but 
  Referees may substitute any friend or ally.
  t The characters won once too often at the 
  Broken Skull. It’s payback time!
  Killers come for the characters to settle a score related to 
  the adventurers victories in the Broken Skull pit fights. 
  Encounters
   
  G #1: Broken Skull Paybacks (Ch. 6, Stand-Alone 
  Encounters)
  NOTES   Referees should determine the motives for 
  these killers according to need. They might be siblings or 
  close friends of someone the characters killed during a fight. 
  They might be disgraced fighters, or they might be hired 
  assassins employed by wealthy gamblers who lost money on 
  the character’s combats.
  y Old Fish, a character’s mentor and friend, 
  accepts a commission to assassinate them 
  Hired by Hargrove to assassinate his favorite adventurer, 
  Old Fish forces the party to slay him instead and bequeaths 
  both his shop and his legacy of secrets to the characters. 
  Expecting betrayal, Hargrove sends a second set of assassins 
  after the party.
  Encounters
   
  G #1: The Mentor Assassin (Ch. 6, Stand-Alone 
  Encounters)
  NOTES   This encounter works best when Old Fish 
  has adopted one or more of the characters, and their 
  relationship is strong. This encounter is the capstone of the 
  Old Fish Relationship Subplot.
  If you do not have Hargrove commission this 
  assasination before the Night of the Shark, consider 
  having him hire Old Fish afterwards. Given his new found 
  hatred of the characters for what he believes is their role 
  in damaging Port Shaw, the move makes sense. More 
  specifically, it may serve to encourage the characters to 
  head out to sea. See Wrapping Up the Night of the Shark, 
  below, and The Kraken Strikes, Phase 2: The Party 
  Leaves Port Shaw for more details.
  After this encounter plays out, if a character inherits Old 
  Fish’s shop and tools of the assasin’s trade, they also find the 
  key to Old Fish’s personal code. This allows them to unlock 
  a record of his many successful assassinations and provides 
  proof that Barrison Hargove hired Old Fish to kill Jalia’s 
  parents.
  r Save a friend from the Kiss of Dajobas
  Save a friend from the Kiss of Dajobas
  The characters come to suspect a friend or ally suffers the 
  Kiss of Dajobas. They take steps to confirm this suspicion, 
  and they attempt a cure or put their former friend out of his 
  misery.
  Encounters
   
  G #1: Vile Transformations (Ch. 6, Stand-Alone 
  Encounters)
  NOTES   Back in Level 6–7 (3) we suggested Referees 
  begin planting seeds that all was not right with some 
  of their friends and allies. In this encounter that seed 
  blossoms. However if the characters failed to notice or 
  failed to follow-up on any of the clues provided, consider 
  Dalang Jalamar’s Scheme  
  to Infect the Fort
  Regardless of whether or not the characters suc-
  cessfully warn the Dragoons, at approximately mid-
  day before the Night of the Shark, Jalamar infiltrates 
  the town by himself, disguised as a traveling cleric 
  of Quell. He attempts to enter Fort Stormshield by 
  claiming Quell sent him a vision of an oncoming ca-
  lamity. 
  If the characters successfully warned the Dragoons 
  about coming trouble they block this maneuver. In 
  a state of high alert the Dragoons turn Jalamar away 
  on general principles and his attempt to gain entry 
  fails.
  However if the characters failed to warn the Dra-
  goons, a member of the Ring of the Kraken hastens 
  Dalang inside, fearing the Chosen of Dajobas is just 
  a commoner who received some divine warning 
  against Harthagoa’s coming assault—and the Ring’s 
  collusion in it. Nope, fellows. That’s a completely dif-
  ferent catastrophe.
  The Ring of the Kraken members remove Dalang to 
  Area F-16 intending to interrogate him at length, a 
  plan to which Jalamar happily concedes. He even al-
  lows the members of the Ring to overpower him and 
  strap him to an interrogation table. Dalang smiles 
  and answeres their questions for his own amusement 
  until bored. Then he reverts to hybrid form, snaps his 
  leather bonds, and feasts on everyone in the room. 
  In the latter case, Jalamar adds 3 more weresharks 
  to his list, making a total of 6 in the Fort. Three (Dare-
  nar and two sergeants) follow Jalamar and Dajobas 
  of their own volition, while three (the newly bitten) 
  are unknowing Kiss Victims.
  
  86
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  u Stop Jalamar’s minions, dressed as Dra-
  goons, from torturing Port Shaw citizens in 
  an old warehouse
  The characters interrupt Dalang’s weresharks as they 
  impersonate Dragoons and try to terrorize the location of 
  the Jawbone out of Port Shaw’s citizens.
  Encounters
   
  G #1: Bite of the Dragoons (Ch. 6, Stand-Alone 
  Encounters)
  NOTES   As presented, the encounter contains strongly 
  adult content. Consequently Bite of the Dragoons in 
  Chapter 6 also explains how to tone down the violence to 
  the PG/PG-13 level if desired.
  Incident
   Rescue Jessica McFarrows foster mother 
  from the little girl the characters once saved
  Standing on the balcony, blood dripping from its jaws, a 
  four-foot-high wereshark in a blue flower dress screams its 
  rage at the sky. From inside the apartment a woman’s voice is 
  calling, “Jessica? Jessica, sweetie? Where’s your father?” 
  Encounters
   
  G #1: You’re Not My Daddy! (Ch. 6, Stand-Alone 
  Encounters)
  Weresharks are Everywhere
   Rescue Jessica McFarrows foster mother 
  from the little girl the characters once saved
  Standing on the balcony, blood dripping from its 
  jaws, a four-foot-high wereshark in a blue flower dress 
  screams its rage at the sky. From inside the apartment a 
  woman’s voice is calling, “Jessica? Jessica, sweetie? Where’s 
  your father?” 
  Editor’s Note:  
  Rest Up, Me Hearties!
  It is important that the characters rest and refresh 
  themselves after a Run-Up and before the Incident 
  when the moon rises. They need to start the Night of 
  the Shark at full strength. If you have been applying 
  fatigue rules throughout your campaign, then con-
  sider using fatigue to prompt the party to rest before 
  introducing The Young Warrior.
  However, if you suddenly bring up fatigue for the 
  first time this will look suspicious, and you will likely 
  need another device to suggest the party rests.
  Encounters
   
  G #1: You’re Not My Daddy! (Ch. 6, Stand-Alone; CR 3; 
  800 XP available)
  NOTE  This option works best if the characters explored 
  the semi-abandoned town of Thumb’s Reach and fought 
  the encounter From The Mouths of Babes early in 
  the campaign.
  If the characters save Jessica’s foster mother from the 
  little wereshark and they cure Jessica (See Chapter 6, Vile 
  Transformations for the details of effecting a cure) of her 
  affliction, award the party 1 VP for The Kraken Strikes, 
  Act 3. If they do not save Jessica’s foster mother, the party 
  receives –1 VP, as all the neighbors blame the characters 
  for bringing Jessica into their lives. If they save Jessica’s 
  mother but Jessica remains a wereshark, they receive 
  no VP and Jessica’s foster mother blames the party for 
  her widowhood.
  1) The anglers the characters freed and  
  returned to Port Shaw now stalk the streets 
  as weresharks
  Two lumbering weresharks in hybrid form maul fleeing 
  citizens, painting the cobblestones red with humanoid 
  blood.
  Encounters
   
  G #1: Fishermen Turned Sharkmen (Ch. 6, Stand-Alone 
  Encounters)
  NOTES   This encounter gains extra piquancy if these 
  were once persons rescued by the characters. Referees 
  should grant them identifying marks—clothes, a limp, 
  something that lets the characters recognize that the 
  innocent victims they once saved now victimize others.
  1! Save a gang of terrified orphans from three 
  rampaging weresharks
  A trio of weresharks scent a group of orphan children 
  and roust them from their hiding place. The kids run 
  for their lives, but seem likely to become snacks if the 
  characters do not intervene.
  Encounters
   
  G #1: Shark’s Assault (Ch. 6, Stand-Alone Encounters)
  1@ Jalamar’s lieutenant, the deadly monk 
  Saegen, seeks out the characters
  Caring little for the pathetic peasants and fisher folk of 
  Port Shaw, the monk seeks to sate his blood thirst with a 
  more worthy meal—the characters.
  Encounters
   
  G #1: Saegen’s Attack (Ch. 6, Stand-Alone Encounters)
  
  87
  Chapter Two: Create A Razor Coast Campaign
  NOTES   If the characters defeated Saegen but did not 
  kill him in a previous encounter, consider leveling Saegen 
  up and sending him after the characters for revenge. If 
  the party killed Saegen in a previous encounter, substitute 
  another creature bent on avenging Saegen’s death.
  1# Rescue Nakuaka and Alastair Crimmeran 
  from certain death
  Horrible wet crunching noises and gurgling, aborted 
  screams alert the characters that weresharks are feasting on 
  the remaining patros of the Kraken’s Gullet, including Elder 
  Alastair Crimmeran and the Tulita leader Nakuakaua.
  Encounters
   
  G #1: Dining Out (Ch. 6, Stand-Alone Encounters) 
  Final Showdown
  Once the characters have fought their Weresharks are 
  Everywhere encounters, but before they have much chance 
  to recuperate, let them find the Jawbone of Kaho Ali’i. Once 
  they have it, it’s time to hit them with the Battle for the 
  Jawbone. 
  1$ Battle for the Jawbone
  Tired of his minions’ failure to secure the Jawbone of 
  Kaho Ali’i, Dalang Jalamar rounds up citizens of Port Shaw, 
  ties them to a pyre raft in the harbor, and threatens to set 
  it alight unless whoever possesses the Jawbone brings it to 
  him—now!
  Encounters
   
  G #1: The Battle for the Jawbone (Ch. 6, Stand-Alone 
  Encounters)
  Hooks
  Hook #1: Walking Past the Docks
  A very dramatic way to introduce the characters to this 
  encounter let them hear news of the horrific event soon 
  to take place as they walk near the piers. People joining a 
  growing crowd rush past, calling to each other to head to 
  the docks. 
  Slowly a mob grows upon the boardwalk, waiting in 
  horror for the gruesome event to unfold. Family members 
  among the crowd cry and plead for saviors, while others 
  curse Hargrove and the gods. 
  A small group of people storm past in an agitated rush. 
  If the characters do not stop them to ask what’s going on, 
  allow the party to hear some of their chatter. Either by 
  direct conversation or through overheard snippets, the 
  characters learn that weresharks have captured a number 
  of innocent people and are preparing to publicly immolate 
  them in Dajobas’ name. 
  Shortly after learning this, they encounter a hysterical 
  woman. Read or paraphrase the following:
  A young woman in peasant’s clothes races through 
  the streets, panicked and howling madly. She spots you, 
  bursts into a fit of tears, and rushes forward, clawing 
  desperately at her clothes and throwing herself to the 
  ground in your path.
  “Please, help me! The . . . the sharks! They’ve taken 
  my daughter! He said they are going to burn her!” The 
  woman weeps and wails, overwhelmed by grief and panic.
  The woman claws at the characters for attention, and begs 
  them to save her daughter. She offers the party whatever she 
  can and remains inconsolable. If asked, she points the way to 
  the pier, even pulling the characters herself, urging them to 
  hurry.
  Hook #2: A Friend Tells Them
  If the characters are avoiding the docks, Referees should 
  send known NPCs to the party pleading that they come to Tide 
  as quickly as possible. These friends and allies explain that “…
  this man claimin’ ta be th’ black shark be demandin’ a Jawbone 
  or he’ll burn ‘em all alive, he will!” Regardless, word reaches 
  the characters that the Chosen of Dajobas offers to trade his 
  hostages for the Jawbone—the future of the world for their 
  lives.
  Hook #3: The Chase
  An alternate way to lure the characters in involves them 
  reaching the Jawbone after a lone wereshark minion reaches 
  it first. The party arrives on the scene just as the wereshark 
  snatches up the prize, spots the adventurers, and runs for its 
  life. The characters give chase—high speed, wereshark parcour, 
  crazy mad pursuit—finally crushing the beast and seizing 
  the Jawbone. End the chase right on the pier, just as Dalang 
  demands the relic and threatens to set the raft of prisoners 
  aflame. 
  To draw a bit more blood, consider having a team of 
  weresharks reach the Jawbone before the adventurers. One 
  wereshark bolts with the relic while the rest try—futilely—to 
  hold the party back. The pursuit ends in the same manner: the 
  lone wereshark defeated, the characters holding the Jawbone, 
  and everyone standing on the pier as Dalang makes his 
  announcement.
  Wrapping Up the  
  Night of the Shark
  Success!
  If the characters recover the scrimshaw Jawbone of Kaho 
  Ali’i and turn it over to the Tulita, the tribes in the vicinity 
  unite under Mokoli Ali’i’s banner and come to Port Shaw’s 
  aid against any remaining weresharks. This victory earns 
  the Milliauka and Mokoli Ali’i seats on Port Shaw’s council, 
  the Lodge. While change takes time, this simple act initiates 
  an eventual return to the old ways, when the people existed 
  
  88
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  in balance and harmony with the coast, its resources, 
  and its creatures. This Tulita-led return to balance staves 
  off Dajobas’ return for at least a thousand years and 
  permanently alters the history of the Razor Coast.
  If the characters have not developed a close relationship 
  with Milliauka or Mokoli Ali’i by the conclusion of the 
  Night of the Shark, the Tulita leaders send emissaries 
  requesting an audience with the adventurers and open 
  negotiations to recover the Jawbone for the Tulita.
  Hargrove remains ambivalent at the prospect of a Tulita 
  renaissance, as he fully expects them all to die beneath 
  Harthagoa’s tentacles in short order. His focus remains fixed 
  on Harthagoa’s coming. In his arrogance he just does not 
  believe a few Tulita savages aping their betters threaten his 
  plans. On the contrary, he believes the fight with Dalang just 
  helped expose his foes, making them easier to exterminate. 
  Hargrove underestimates the Tulita, and they are now 
  an important presence in Port Shaw’s politics. However 
  much work remains for Milliaula and Makol’i Ali’i. They 
  have not yet reunited the disparate Tulita tribes, reclaimed 
  full control of their former lands, fully reestablished their 
  influence, or rebuilt their military strength. The Tulita 
  renaissance plays out slowly. 
  In the short term, Port Shaw retains its corrupt 
  Dragoons for law enforcement. Local disdain for the Tulita 
  persists (albeit mitigated), and Barrison Hargrove remains 
  in nominal control of the city. Still, the increased Tulita 
  presence likely creates a haven for the characters, and the 
  natives of the Razor Coast prove staunch allies against 
  Harthagoa when the Kraken Strikes. 
  Failure! 
  If the characters fail to recover the relic, then the days 
  of the Tulita draw to a final close. The few tribes clinging 
  to the Old Ways scatter and disband. They do not aid the 
  characters against Harthagoa when The Kraken Strikes. 
  Worse, their diaspora heralds a new era of darkness, greed, 
  and blood. Dajobas’ influence grows like cancer, slowly but 
  surely. More and more Tulita break from their traditions 
  until loss renders their culture naught but scattered 
  memories and folklore. The people turn from hope and 
  peace to exploitation, cynicism and drug abuse. Poverty 
  increases, especially in cities like Port Shaw, and crimes 
  against the Tulita grow increasingly brutal and murderous. 
  The number of Tulita enslaved or working the brothels in 
  Carcass expands exponentially.
  All these changes lead more and more Tulita to the 
  Shark God, as they seek his dark blessings to give them the 
  strength and ruthlessness needed to survive and prosper in 
  this new and doomed age. The prophecy of Dajobas’ return 
  spreads like plague, and his worship grows increasingly 
  open and accepted. 
  Other dark avatars, creatures of hunger and terror 
  said to herald His coming, proliferate. Ports and roadside 
  shrines dedicated to Dajobas crop up everywhere, while 
  massive and bloody sacrifices—often cannibalistic—grow 
  commonplace. Within a decade, witch hunts conducted by 
  Dajobas’ followers turn those who have yet to submit to the 
  Shark God into chum. Goodly people flee the Razor Coast. 
  Thus begins a mass exodus that leaves the Razor Coast a 
  dark, sinister place that even Carcassans shun. 
  Should Harthagoa defeat the characters after Dalang 
  steals the Jawbone, the Coast transforms into a ruined 
  bloodbath, dominated by an ongoing battle between 
  Dajobas’ most devoted fiends and the minions of 
  Harthagoa. Eventually the greater of two evils prevails.
  Neither Winning Nor Losing
  In the event the characters realize what the Jawbone 
  means, avoid Jalamar, and strive to leave Port Shaw —
  innocent lives be damned—inflict the appropriate number 
  of encounters from Weresharks are Everywhere on them 
  as they flee (see Prepping the Night of the Shark, above, 
  for further details on planning these encounters). If the 
  characters do not own their own boat, the bloody chaos 
  following moonrise prevents them from finding captains to 
  sail out of Port Shaw. If they do own their own boat, then 
  the crew panicked and fled. The characters may still leave, 
  but their ship will be badlyunderstaffed. 
  Determining the Cost in NPC Lives
  To assess the damage wrought during the Night of the 
  Shark we can abstract the situation by assuming that the 
  more folks the characters warned before the weresharks 
  attacked, the more people survived.
  Pull out your NPC Tracker. Start by declaring half of 
  all remaining minor NPCs dead – Referee’s choice. Adjust 
  this number up or down depending on how well the party 
  handled the Night of the Shark. Use the following table as a 
  guide to help decide how high the death toll ran. 
  Question
  Answer NPCs who Survive
  If you had a Prologue or 
  Run-Up did the characters 
  locate and defeat at least one of 
  Dalang’s wereshark teams?
  Yes
  No
  +10% Friend or Ally
  n/a
  During a Run-Up did the 
  characters successfully warn 
  any friend or ally about the 
  coming wereshark attacks? 
  Yes
  No
  +20% Friend or Ally
  n/a
  During a Run-Up did the 
  characters successfully warn the 
  Dragoons about the coming fel 
  lycanthrope attacks?
  Yes
  No
  +20% Friends or Allies
  –20% Friends or Allies
  Did the charcters prevent 
  Dalang Jalamar from burning 
  the people on the pyre raft 
  alive during the Battle for 
  the Jawbone?
  Yes
  No
  +25% Friends or Allies
  –25% Friends or Allies
  
  89
  Chapter Two: Create A Razor Coast Campaign
  After the Night of the Shark, the campaign turns on 
  events pulling the characters away from Port Shaw and out 
  to sea.
  Once the characters are out of Port Shaw, Harthagoa 
  throws the Ring of the Kraken into high gear and advances 
  his plans. Events progress back in Port Shaw while the party 
  adventures on the Razor Sea; consequently, everything that 
  happens during this phase of the campaign—after they 
  leave Port Shaw, with the Night of the Shark behind them, 
  and before they return—is part of The Kraken Strikes, 
  Phase 2—Quest for the Albatross. 
  Typically, the encounters and events of the Quest for 
  the Albatross fall into six stages:
  THE PARTY LEAVES PORT SHAW
  and then experience
  THE PEARL EYE ATOLL
  which eventually leads to meeting
  OLD MAKANA
  who puts them on a journey during which they find
  COMMANDER PERRIN  
  AT THE CITY OF CYCLOPES
  afterwards they are 
  AMBUSHED BY THE PRIDE
  and learn certain facts that prompt a swift
  RETURN TO PORT SHAW
  Once the party leaves Port Shaw, the campaign easily 
  accommodates any way they wish to spend their time. 
  Search for the Albatross? Of course. Ignore Port Shaw and 
  turn pirate? Sure—why not? Hunt Garr Bloodbane’s gold? 
  No problem. 
  However, three linked set-pieces—Old Makana’s Hex, 
  Captain Perrin at the City of Cyclopes, and Ambushed 
  by the Pride—provide events that propel most adventuring 
  parties back to port. Certainly, once the adventurers 
  encounter Commander Perrin at the City of Cyclopes, 
  choices narrow. Do not insert random encounters or 
  encourage excursions hither and thither between stage 4—
  Commander Perrin at the City of Cyclopes and stage 5—
  Ambushed by the Pride. As soon as the adventurers leave 
  the City of Cyclopes, the Pride attacks. After which, the 
  characters either decide to abandon Port Shaw to her fate or 
  rush back to save the city. 
  Synopsis
  Most likely the adventurers set sail for the Pearl Eye Atoll 
  (also called the Pearl Eyes and Bloodbane’s Knuckles), to 
  seek the overdue Commander Perrin aboard the Albatross. 
  Regardless of their mission, once on the waves what 
  should have proved a short excursion turns into a veritable 
  Odyssey as storms, misadventures, and conflicting agendas 
  extend their time at sea and send the party into danger after 
  danger. Mishap follows on mishap and every attempt to set 
  a true course only leads to greater challenges and further 
  complications. Despite themselves, the characters head 
  deeper into uncharted waters.
  Eventually, a revelatory encounter with a reclusive witch 
  named Old Makana helps the party locate the Albatross. 
  They find Perrin and his men pinned down and taking 
  cover among the ruins of a fallen civilization, desperate 
  to escape. Day and night, barbaric cyclopes thin Perrin’s 
  ranks. Systematically these monsters hunt down the 
  Albatross’ surviving complement and drag them kicking 
  and wailing into dark semi-abandoned buildings to perform 
  unspeakable acts upon their bodies.
  After (perhaps) engineering the daring rescue of the 
  brave Lt. Commander and his crew, the characters finally 
  connect the pieces of the puzzle linking events in Port 
  Shaw to the Ring of the Kraken—a puzzle that ultimately 
  fingers Hargrove as the Ring’s leader. When this piece snaps 
  into place they realize that, once again, a dark peril barrels 
  toward Port Shaw.
  Now the characters must race back to stop Hargrove and 
  the Ring. However, Harthagoa prepared for this eventuality 
  and sent his most talented captain, Gregory Bonedeuce, to 
  intercept and destroy both Perrin and the characters. 
  Assuming the party (and their allies) first defeat 
  Bonedeuce in a broadsides-to-broadsides death duel, 
  they continue their return to Port Shaw. While returning, 
  rumors heard on the wing confirm the characters’ fears: 
  act 2 
  Quest for the Albatross
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  The Kraken Strikes Worksheet
  THE KRAKEN STRIKES ENCOUNTER ORDER
  OPENING
  Encounter Notes and Statstcs
  Cribbed Text
  Narrated Moments
  All is Lost
  
  On a Knife's Edge
  
  Victory is Ours
  
  Major Encounter Name
  The Ship Scutlers
  Precarious Situatons
  The Enemy Threatens a Beloved NPC
  
  ALL IS LOST STAGE
  Keep Moving, Nothing to See Here
  
  Narrated Moment Name
  Burn Baby, Burn!
  
  Precarious Situaton Name
  Major Encounters
  Precarious Situaton Name
  The Ship Scuttlers
  
  Precarious Situaton Name
  Orca Zombie
  
  Wave Riders Last Stand
  
  Major Encounter Name
  The Slaying of M'okol'i Ali'i
  
  Major Encounter Name
  Final Showdown
  The Krakenfiend Rises
  
  EVERYTHING ON A KNIFE'S EDGE STAGE
  VICTORY POINT TRACKING
  Narrated Moment Name
  Precarious Situaton Name
  Precarious Situaton Name
  Precarious Situaton Name
  Major Encounter Name
  Major Encounter Name
  VICTORY IS OURS STAGE
  Narrated Moment Name
  Precarious Situaton Name
  Precarious Situaton Name
  Precarious Situaton Name
  Major Encounter Name
  Major Encounter Name
  THE KRAKENFIEND RISES
  F
  ul
  l 
  Si
  ze P
  age 403
  
  90
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  the characters only head to the Pearl Eyes, but this is not 
  necessarily their destination. Your party may go anywhere 
  and do anything, they like. More on this below.
  Step 3: Decide How You’ll Entice your 
  players to visit Old Makana
  Referees may throw this encounter at the characters at 
  any time during their adventuring on the high seas; however 
  it proves more suspenseful if the characters learned of Old 
  Makana during their travels and already harbor suspicions 
  about the witch when they find her. Consequently, this 
  part of the adventure works best when the party slowly 
  accumulated clues and rumors that eventually led to her. 
  For example, some adventuring groups will make 
  a beeline for Old Makana after hearing Whispers of a 
  connection to Jacob Razor’s ghost. So save those rumors 
  for last. On the other hand, some groups will only seek the 
  witch when they fail to find Garr Bloodbane’s gold on their 
  own or discover themselves lost at sea among the islands of 
  the Atoll. 
  It may prove useful to play a few sessions before 
  answering this question. As indicated, the special Whispers 
  section for Adventure Options Sailing the Pearl Eye 
  Atoll plants seeds that may sprout into the party seeking 
  out Old Makana. Adventure Options, found below, details 
  hooks Referees can use to force the issue. 
  Once the party finds Old Makana, events accelerate 
  toward the end of the campaign rapidly. In the meantime, 
  hunting Old Makana is as useful a reason for the characters 
  to sail the Pearl Eyes as hunting the Albatross or hunting 
  Garr Bloodbane’s Gold. 
  Step 4: Choose the best way for your players 
  to find the Albatross
  Again, it may be best to play a few sessions before 
  deciding how and when to allow the party to discover the 
  Albatross. It’s easy for this to begin with Old Makana as 
  Referees may simply use the witch to tell the characters on 
  which of the many islands they’ll find the Albatross. What’s 
  important is that finding Perrin and the Albatross reveals 
  information which proves Hargrove and the Ring of the 
  Kraken have foul plans for Port Shaw. Bonedeuce attacking 
  the party shortly after this encounter only cements matters.
  Running The Kraken Strikes, 
  Phase 2
  The Party Leaves Port Shaw
  This section offers various ways to lure or propel the 
  party out to sea and away from Port Shaw. It includes an 
  encounter involving Jalia Ramires, suggestions for using 
  minor NPCs to do the job, and offer three Hooks that may 
  Port Shaw is already under attack. The characters arrive to 
  find their city besieged by Harthagoa’s amphibious troops. 
  The Krakenfiend himself cannot be far behind!
  Prepping for The Kraken 
  Strikes, Phase 2
  Unlike prior sections there is no worksheet to fill out. 
  Because this act will play out across multiple gaming 
  sessions, so you will be revisiting Step 2 frequently and 
  revising your plan as you go.
   
  G Step 1: Decide which turn of events you will use to 
  entice the characters out of Port Shaw
   
  G Step 2: Choose encounters 
   
  G Step 3: Entice your players to visit Old Makana
   
  G Step 4: Choose the best way for your players to find the 
  Albatross
  Step 1: Decide which turn events you will  
  use to entice (or drive) the characters out of 
  Port Shaw
  The next part of the campaign turns on the characters 
  heading out to sea. They might depart because investigating 
  the Ring of the Kraken points them after Trey Perrin and the 
  lost Albatross. They might leave because Barrison Hargrove 
  declared them wanted criminals and Port Shaw is just too hot 
  right now. The Party Leaves Port Shaw, below, offers four 
  ways to lure or to drive the party onto the open ocean and 
  out of Port Shaw. Choose one or create your own.
  Step 2: Choose encounters to take the characters 
  from approximately 10th to nearly 12th level
  Razor Coast provides many Adventure Options from 
  which to choose, but the goal of this stage of the campaign 
  remains simple: level up! For example, now is a fantastic 
  time to send them after the real Garr Bloodbane’s gold. 
  For convenience, the discussions that follow speak as if 
  Or Something  
  Completely Different
  Because the campaign’s flow remains player driven, 
  your Phase 2 of the Kraken Strikes may not follow 
  the path outlined above. 
  These are only two things necessary to play the 
  campaign as written: the party sails out from Port 
  Shaw, and they return to Port Shaw laterto fight 
  Harthagoa. Heck, they don’t even have to fight 
  Harthagoa. Nothing says your adventurers can’t let 
  the Kraken seize the Razor and make Port Shaw his 
  throne—excepting of course that choices always 
  have consequences.
  
  91
  Chapter Two: Create A Razor Coast Campaign
  serve. Of these options, the Hanging of Jalia Ramires 
  (presented first) was specifically designed for sending the 
  characters off to hunt Lt. Commander Trey Perrin and the 
  Albatross.
  Encounter
  The Hanging of Jalia Ramires (Ch. 7, Stand-
  AloneEncounters)
  Synopsis
  Shortly after the Night of the Shark, the characters learn 
  that the Municipal Dragoons plan to hang Jalia Ramires 
  down by docks. See Chapter 7, The Hanging of Jalia 
  Ramires for thoughts on how they discover this fact.
  Background
  Some years ago, Jalia Ramires went out of her way to 
  meet Commander Trey Perrin. As she got to know him, 
  earned his confidence, and confirmed he held his honor 
  dear – he was, perhaps, the last honorable man in the 
  Dragoons—she dropped tibdits and hints, suspicions and 
  speculations about corruption among the Lodge elders. 
  Eventually, as their friendship grew and Perrin developed 
  a crush on her, Jalia told him about her belief that an 
  organization called the Ring of the Kraken secretly ran Port 
  Shaw. Not quite believing her, but not willing to scoff either, 
  Perrin agreed to look into it. In his heart he suspected 
  that, at worst, some sort of thieves’ guild had blackmailed 
  Barrison Hargrove, and he resolved to help his leader.
  As indicated in Chapter 7, Perrin, a blunt man and too 
  trustful by far, began his investigation by interviewing the 
  Dragoons in whom he held the greatest confidence: Darenar 
  and Aeron Chambers. Both members of the Ring, these two 
  immediately reported Perrin’s questions up their dark chain 
  of command. 
  Uncertain in whom else the unsubtle Commander 
  Perrin might have confided, the Ring decided not to kill him 
  for fear of raising suspicions. Instead Hargrove—a collector 
  of antiquities, maps, and fine art— paid Sagacious Samuel 
  to forge a highly realistic treasure map purporting to lead to 
  Bloodbane’s Gold. Hargrove then “discovered” the map and 
  Gregory Bonedeuce assigned the treasure hunt to Perrin. 
  Perrin sets sail for the Pearl Eye Atoll aboard the 
  Albatross shortly after the characters arrive in Port Shaw. 
  Being sent on a mission to find Garr Bloodbane’s gold 
  intensified Perrin’s suspicions, but at the same time the map 
  is an excellent forgery, and orders are orders. Jalia, however, 
  proved far less hidebound and trusting than Commander 
  Perrin. She spent much of her ill-gotten gains secretly 
  replacing the bowsprit on the Albatross with a magically 
  enchanted wooden carving that would help to protect 
  Perrin’s ship. She only informed Trey about the swap 
  just before the Albatross departed, too late for him to do 
  anything about it.
  At first Port Shaw received reports of Perrin’s progress, 
  but eventually news of the Albatross ceased. The ship was 
  last seen among the farther reaches of the Pearl Eyes. 
  Unable to scry the Albatross’ location as planned 
  unsettles Barrison Hargrove. Shortly before the Night of 
  the Shark, he sent Bonedeuce and Aeron Chambers off in 
  the Pride to hunt Perrin down and guarantee he will not 
  return at an awkward moment. Before departing, Gregory 
  Bonedeuce elevated Darenar to acting commander of the 
  Municipal Dragoons.
  Development
  Faced with the hanging, the characters either attempt to 
  save Jalia or let her die.  
   
  We Tried But Failed
  If they attempted to save her and failed, then this brings 
  them to the forefront of Barrison Hargrove’s attention. 
  Consider having Hargrove instruct Darenar to glue wanted 
  posters all over Port Shaw. The posters bill the characters 
  as not only wanted for attempting to interfere with Lodge 
  Justice, but paints them as Worshippers of Dajobas and 
  suspected wereshark-lovers wanted in connection with the 
  crimes of the Murderess Jalia Ramires. It offers a purse of 
  2,500 gp for information leading to the characters’ capture.
   
  Let ‘Er Hang!
  If the characters allowed Jalia to hang, then they find 
  a letter from Jalia mysteriously left in their lodgings. The 
  letter is titled “In the Event of My Untimely Demise” and 
  conveys all of Jalia’s suspicions, as described below.
   
  No Time to Explain
  If the partyinterrupts the hanging and saves Jalia, their 
  actions still draw the attention and possibly the vengence of 
  Barrison Hargrove. If the party has not previously earned 
  his animosity, they likely have it now. Again, consider 
  having Hargrove instruct Darenar to issue wanted posters 
  exactly as if the party tried to stop the hanging and failed.
  Once rescued, Jalia says, “No time to explain!” and begs 
  the adventurers to take her to a place of safety. She suggests 
  the Chapterhouse of Quell. Zalen, if he lives and remains 
  well-disposed to the characters, greets them warmly and 
  joins their councils.
   
  Now that We’re Safe
  Once safe, Jalia briefs them on the details of how she was 
  Bowsprit of the Albatross
  This exquisitely carved bowsprit requires 2 days 
  for a shipyard to properly attach to a ship. Once at-
  tached, the ship and all its occupants are more dif-
  ficult to locate with spells, as if under the effects of an 
  amulet against scrying.
  
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  framed (see Chapter 7, The Hanging of Jalia Ramires for 
  the details of how she was set up) and shares her suspicions 
  about the mysterious Ring of the Kraken. She considers the 
  Ring a shadowy, inimical organization that has suborned 
  at least some Dragoons—Darenar for certain—but she 
  doesn’t know what the Ring is precisely or why it exists. 
  She’s convinced Bonedeuce is a member—but she has no 
  proof. She’s also convinced that Gregory Bonedeuce left 
  in the Pride to hunt down the only Dragoon capable of 
  challenging him for command—Trey Perrin—and slay 
  him, not to save him as publicized. And again, she has no 
  proof. She’s just glad her people finished that little bowsprit 
  switcheroo, before Trey sailed.
  However, Jalia insists the characters examine the timing. 
  She explains how she shared her suspicions that the Ring of 
  the Kraken might be manipulating Hargrove with Trey, one 
  of her many unrequited suitors. He pledged to look into it 
  and shortly afterwards, Hargrove announced the Albatross 
  would seek Garr Bloodbane’s gold with Trey its captain. 
  How obviously a frame—almost an insult! Garr Bloodbane’s 
  gold, really? What transparent nonsense! But Hargrove is a 
  history and cartography enthusiast. He might be fooled.
  Furthermore, the night of his departure Trey sent 
  a message asking her to meet him at the Run Aground 
  Tavern. He stood her up. Stood her up?! That never happens 
  to Jalia Ramires. Instead, Perrin sailed on the evening tide 
  before the time which he requested for their meeting. Jalia 
  remains convinced Perrin learned something about the 
  Ring of the Kraken and was ordered to depart before he 
  could share it. But she has no proof.
  Still, Jalia is not prepared to villainize Hargrove. She 
  remains unsure whether he or someone else framed her, 
  and she suspects (falsely) that, if anything, the Elder is 
  merely a pawn.
   
  You’re In the Soup Now
  It is apparent Jalia needs to hide out for a little while—
  and Zalen is willing to extend his protection—but she 
  also points out that any characters who helped her escape 
  should keep a low profile or they might find themselves in 
  the brig at Fort Stormshield tortured by the Inquisitor. She 
  begs the characters to find Perrin before Bonedeuce does, to 
  save him, and to learn whatever he knows about the Ring.
  Jalia adds in a raspy, fear-strained voice: “My 
  Trey knows something, I’m certain of it. This ‘Ring’ 
  is on the move, working at something that threatens 
  us all. Perrin holds the key, I just know it. Find him, 
  I beg of you. Before it’s too late. *cough* Gah, that 
  damned rope. I’m not sure I’ll ever speak the same 
  again. 
  No matter how you cut it, you’re all better off 
  getting out of town for a bit.”
  Jalia still has enough gold stashed away to help the 
  characters hire any ship listed in Chapter 5, if they need the 
  help.
  Wrap-Up
  Despite Jalia’s reluctance to imagine that so highly placed 
  and wealthy a Lodge Elder as Hargrove might belong to the 
  Ring of the Kraken, this encounter likely plants doubts in 
  the party’s minds about Barrison Hargrove’s integrity and 
  truthfulness. Referees should consider carefully and not 
  overplay their hands. 
  Using Minor NPCs
  The players likely stumbled onto clues hidden earlier in 
  the adventure. Some they may not have recognized as clues 
  at the time and others they may have simply forgotten they 
  learned. If so, now is the time to bring those clues to their 
  attention again. 
  Contrive to have any NPCs the party met, and who 
  revealed clues to the existence of the Ring, bump into the 
  adventurers once more. For example, if Barrett lives, the 
  characters might walk down the street only to find him 
  crippled and begging on a street corner. Or if the party 
  learned of Archibald Noeliss’s murder from Modor, have 
  him bump into the the characters at a tavern and offer to 
  buy one of the adventurers a drink, ostensibly to boast of his 
  recent successes in trade. Then he slips in a question, “Hey, 
  you ever figure out that Noeliss thing?” Such interactions 
  help bring the conspiracy of the Ring to the forefront of the 
  party’s thoughts.
  Here is another way to use minor NPCs: if the characters 
  discovered the real map to Garr Bloodbane’s treasure in 
  the sewers, have ordinary citizens everywhere speculate 
  with great excitement about what Perrin finding Garr 
  Bloodbane’s treasure will mean to Port Shaw. Describe them 
  commenting on how amazing it is that the true map finally 
  turned up. This likely prompts the characters to examine 
  their own map, at which point a drunk walks up and 
  gushes, “Ahoy. That looksh lotsh like th’ map they had on th’ 
  Albatross. I know, cause they wouldn’t ‘ave me aboard. But 
  I *hic* saw. Heh. Guess Perrin’s a goin’ t’ get t’ yer loot first. 
  Heh. Heheh.”
  Hooks
  Below, we suggest a few direct options for engaging your 
  players in the quest to find the Albatross.
  Hook #1: The Saviors
  If he hasn’t put up wanted posters and offered a reward 
  for their arrest, Barrison Hargrove may ask the characters—
  “Saviors of Port Shaw”—to find the Albatross and the Pride. 
  He proceeds by suggesting influential captains in Port Shaw 
  are urging him to do more to secure both warships’ returns, 
  and that he is personally anxious not to have received a pigeon 
  from Commander Bonedeuce (a true statement, as Bonedeuce 
  agreed to send a pigeon when he sank the Albatross). Hargrove 
  chooses this ploy to ensure the characters are out of town 
  
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  when he launches his attack. Hargrove plans to offer them 
  a copy of the false map to lead the characters into the same 
  difficulties currently facing Lt. Commander Perrin, thus 
  eliminating another thorn in his side. He’ll send a pigeon or 
  a minion of Harthagoa to alert Bonedeuce to the characters’ 
  presence after they leave Port Shaw.
  Alternately, rather than approach the characters himself, 
  Hargrove might send a messenger to handle the request. 
  The messenger remains unaware of Hargrove’s true 
  intentions, which prevents magic-wielding characters from 
  figuring out Hargrove’s plan. Even if the characters suspect 
  Hargrove is somehow behind the disappearance of the 
  Albatross, they may relent when Hargrove offers to provide 
  them with a boat, a crew, and a copy of the map he gave to 
  Lt. Commander Perrin. If the characters accept, then the 
  messenger takes their acceptance to Hargrove and returns 
  within the hour carrying money, the deed to a crewed ship, 
  and the map. Referees should consider one of the ships 
  listed in Chapter 5.
  At this point, with Bonedeuce and the Pride already 
  hunting Perrin, Hargrove could care less if the characters 
  best all odds and rescue the Albatross and her crew, as he 
  believes the journey to the atoll and back affords sufficient 
  time to complete preparations for Harthagoa’s attack on 
  Port Shaw. And then there is always the “insurance” a 
  broadside from the Pride provides.
  Hook #2: The Letter
  The characters learn that an NPC whom they previously 
  befriended sailed with the Albatross. This option works 
  best coming from NPCs already suspicious of Hargrove’s 
  motives and close to the characters. Because this NPC 
  suspected foul play and false dealings lay behind the 
  Albatross’ mission, they wrote a letter containing these 
  fears, sealed it, and instructed a trusted ally to bring it to the 
  characters if the Albatross failed to return. 
  In the letter, their NPC ally reveals they believe the 
  voyage of the Albatross may involve the Ring of the Kraken. 
  The NPC stresses the belief that Lt. Commander Perrin 
  possesses crucial information concerning this nefarious 
  organization and that finding him may prove the key to 
  preventing a great, unspecified calamity.
  Inform the players which trusted NPC friend or ally 
  signed the letter. 
  Hook #3: The Dagger
  If the characters retrieved Bonedeuce’s dagger from 
  Jacob Razor’s ribs, it proves that Bonedeuce killed him. 
  Since Bonedeuce already left to chase the Albatross, simply 
  showing the dagger to Bethany Razor impels her to side 
  with the characters and strike out in pursuit of the Pride. To 
  run with this option, play the Adventure Options Sailing 
  Apologies for my brevity, but at      this juncture, time is not one of our luxuries.  
  Show this letter to no one, and burn it after finishing.
  If you read this, then I have not returned. I am at present aboard the Albatross, 
  commanded by Lt. Commander Trey Perrin. Prior to our hastily ordered departure, we’d been 
  investigating a smuggling operation run by a group known as The Ring of the Kraken. 
  Yester eve, I and some others accompanied Trey to a small bar portside and witnessed his 
  conversation with a woman whom I believe to be Jalia Ramires, a former Wave Rider. Later, 
  when I pressed him about the conversation, he dismissed it as nothing. Then he signaled me to 
  silence by twisting my finger. 
  This morning, we received orders to set sail for the Pearl Eyes, wasting not a minute. Our 
  mission is to search for Bloodbane’s treasure. A notoriously ill-fated mission, previously 
  attempted only by greedy fools who’ve yet to return! I doubt, as do many, the treasure 
  even exists.
  Unfortunately, I have not yet had time or privacy to speak with Lt. Perrin. They gave 
  us no time to pack our ship or check its supplies ourselves, instead assuring us that Hargrove 
  himself had ordered it cleaned and well-stocked. Despite these assurances, or perhaps because 
  of them, I fear we’ve been sent on a fool’s errand. If I can, I shall converse with Commander 
  Perrin and hope to glean his suspicions, which I shall forward as soon as possible. I’m quite 
  sure this trip had something to do with our investigations or possibly his conversations with 
  Jalia Ramires – or whoever she was.
  
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  Coast Campaign
  the Pearl Eye Atoll section as if the characters hunt the 
  Pride and not the Albatross. As the party levels up, consider 
  allowing the characters to spot the Pride a few times, but 
  not catch her.
  Sailing The Pearl Eye Atoll
  The party sets sail and their adventures begin. They 
  may head directly for the Pearl Eye Atoll or choose another 
  destination. Select encounters for them at will and let 
  the experience points accumulate. For the sake of clarity, 
  this section is as if the characters head to the Pearl Eyes. 
  However, it remains understood that these encounters—as 
  well as the three linked set-pieces (Old Makana’s Hex, 
  Captain Perrin at the City of Cyclopes, and Ambushed 
  by the Pride) that conclude them—might play out 
  wherever the characters choose to adventure. As the 
  characters adventure during this stage, the Referee leaks 
  whispers and tosses in non-combat events to guide the 
  party’s progress and seed them with the information they’ll 
  need to move on to the campaign’s conclusion. 
  Background
  Under average sailing conditions, the characters reach 
  the Pearl Eye Atoll in nearly two weeks. The atoll consists of 
  twelve major islands, all tropical and volcanically formed, 
  each covering 30–60 square miles. Scattered throughout 
  its twelve major landmasses lie countless minor islets. The 
  distance between the larger islands spans 60 to 100 miles, 
  while most of the smaller islands lie 25 to 50 miles apart. 
  The more massive islands hide mysteries, support a few 
  settlements or wild beasts, and provide adventures that with 
  a little care and attention are might leave the characters 
  hopelessly lost in a jungle wilderness. Birthed by an 
  undersea volcanic range, each major island in the Pearl Eyes 
  possesses a high point—a bluff, plateau or peak—to which 
  Referees should enable characters to climb and from where, 
  weather permitting, the adventurers can view both their 
  island and a few surrounding landmasses. 
  Most of the Pearl Eyes islands hold sources of fresh 
  water, gatherable fruit, and wild game. Most surround 
  smoking volcanoes. Wherever a volcano recently erupted, 
  it often blasted away all life and left an ash-shrouded 
  wasteland in its wake. Still, a few of the atoll’s islets cradle 
  tiny settlements, called cargo pits, populated by either 
  indigenous tribes or the descendants of early explorers. 
  Most cargo pits eagerly trade food and water for woefully 
  scarce mainland goods, such as metal tools and weapons.  
  Events in the Pearl Eyes
  In addition to formal combat encounters, any number 
  of small non-combat events might foreshadow the future of 
  the Background Plot, which increases its dramatic power. 
  Additionally, such events can convey flavor, bringing home 
  to the players just how difficult most folks find life on the 
  Razor. Here are four events for your consideration:
  Bumping into Bonedeuce
  This event works best if the characters consider Gregory 
  Bonedeuce an ally or at least a neutral. At some point, 
  or even at a few points during their adventures in the 
  atoll, the characters may spot a familiar ship skirting their 
  waters or docked at the same cargo pit—the unforgettable 
  Bonedeuce’s Pride. At first Bonedeuce makes no effort to 
  Cargo Pits 
  On some islands there exist small settlements run 
  by indigneous peoples seeking relative isolation or 
  by the descendants of early explorers and pirates—
  also seeking isolation. These settlements sometimes 
  run supply stores known as cargo pits that cater to 
  the needs of passing ships. Generally they consist of 
  a few docks, a general store and sometimes a ram-
  shackle tavern or seafood grill. Typically neutral, car-
  go pits cater to whoever wishes to do business—in-
  cluding pirates, adventurers, and other blackguards. 
  Incoming ships can purchase dock space, repairs, 
  replacement rigging, sailcloth, or basic provisions. 
  Where the descendants of explorers or pirates run a 
  cargo pit, manual labor is predominantly performed 
  by underpaid indigenous people. Cargo pits make for 
  great encounter locations with unfriendly captains, 
  as well as gateways to adventure.
  
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  approach the characters and leaves them to their business. 
  If approached by the party, he responds cordially but refuses 
  to discuss his presence on the grounds official business is 
  not their business. Still, Bonedeuce remains polite, changes 
  the subject by asking the characters about their activities, 
  and acts understanding should they refuse to share their 
  plans in turn. 
  Bonedeuce cuts the conversation short as soon as 
  possible, claiming much to do and no time for idle chat. 
  He bids the characters good day, mumbles vague noises 
  about it being a small ocean, and makes a brisk exit. In 
  this encounter, Bonedeuce always departs at the first sign 
  the characters might learn anything from his innuendos, 
  penetrate his bluffs, or attempt to scan his private thoughts, 
  magically.
  Referees who wish to use Bonedeuce to lead the 
  characters to the Albatross, may do so as follows: as the 
  characters “bump” into Bonedeuce repeatedly, he appears 
  more and more desperate until on one “chance” meeting 
  he appears to swallow his pride and begs them for help 
  finding Perrin. Bonedeuce even offers the party a share 
  in Bloodbane’s treasure should they aid him. After they 
  agree to assist, allow Bondeduce and the character’s ships 
  to “become seperated” just before the characters discover 
  the Albatross. This is a dodge, of course, with Bonedeuce 
  lying just off the cyclopes’ island prepared to ambush the 
  characters should they survive.
  Grounded
  Dozens of toxic coral reefs, low shoals, and other 
  hazards wind throughout the atoll. For the most part they 
  remain unmarked or poorly noted on the characters’ map, 
  making it likely the characters must test their wits and 
  muscle after running their ship aground. Even if they save 
  their ship, they risk severely damaging her. There are many 
  uses to which a Referee may put a damaged or grounded 
  vessel. For example, a grounded ship likely forces the 
  party to set camp on a nearby island or to venture out in 
  longboats seeking the closest cargo pit. Grounded ships are 
  easy marks for pirates or, dare we say it, undead cannibal 
  pygmy raids.
  Everyone Loves a Good Storm
  Consult the weather rules in Chapter 5 or your 
  preferred tables, and whip up a massive blow. Nothing 
  says “adventures at sea” like a massive storm, a good old-
  fashioned shipwreck, and an island populated by undead 
  cannibal pygmies.
  Encounters Sailing the Pearl Eye Atoll
   Fight monsters on the high seas 
  w Stop an assassination attempt on Zalen Trafalgar
  e Scout the home base of the Krakenfiend and hope to 
  escape alive
  r Brave mad admirals, forbidden islands and treachery 
  to loot a city of gold
  t Bargain with a Loa and travel the elemental realms on 
  a mission for a demigod
  y Track a plague to its source and undo the horrors of a 
  pirate druglord before its too late
  u Chase the Idol of Tsathogga into a sirene’s realm and 
  get swallowed by a whale
  Encounters Sailing the Pearl Eye Atoll: Details
   Fight monsters on the high seas
  Encounters
   
  G #1: Sahuagin Raiding Party (Ch. 5, Stand-
  AloneEncounters)
   
  G #2: Fog on the Horizon (Ch. 5, Stand-Alone Encounters)
   
  G #3: The Draconic Tyrant (Ch. 5, Stand-Alone Encounters)
   
  G #4: Kelp Sargasso (Ch. 5, Stand-Alone Encounters)
   
  G #5: Giant Pirates (Ch. 5, Stand-Alone Encounters)
  w Stop an assassination attempt on Zalen 
  Trafalgar
  A raksasha assassin, bought and paid, heads for Port 
  Shaw and Zalen Trafalgar is his target. Only the characters 
  stand between the stalwart priest of Quell and certain 
  death.
  Encounters
   
  G #1: The Secret Passenger (Ch. 5, Stand-Alone 
  Encounters)
  NOTES   Stopping this attempt takes place entirely at 
  sea. If the characters have this encounter but fail to detect 
  the raksasha assassin, they may return to Port Shaw only to 
  discover someone assassinated Zalen.
  e Scout the home base of the Krakenfiend 
  and hope to escape alive
  In a fit of bravado or perhaps by simple, but 
  overweening, mistake the characters discover undersea lair 
  Magical Travel
  It’s entirely possible the characters wield spells 
  such as teleport. If so, don’t be surprised if they get 
  tired of sailing their ship from island to island and in-
  stead look to do a little magical island hopping. Real-
  ly, there’s no reason to prevent this, but keep in mind 
  the risks of teleporting over long distances in this 
  manner. Make it clear that teleportation accidents 
  can result in the death of a powerful magic-user char-
  acter, with no way to find the body for raising.
  
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  of the Krakenfiend. Not knowing quite what they’ve gotten 
  themselves into they stage a raid and discover important 
  intelligence.
  Encounters
   
  G #1: Raid on Kraken’s Reef (Ch. 5, Set-Pieces)
  NOTES   See Level 6–7 (3) Adventure Option Detail 
  for hooks and relevant notes.
  r Brave mad admirals, forbidden islands and 
  treachery to loot a city of gold
  A captain with a tough reputation offers the characters 
  a share in an entire city made of gold if they help smuggle 
  her past a cannibal pirate king who rules a piece of the 
  Razor from a giant raft of shattered ships. To secure untold 
  riches, they must fight off fellow treasure seekers, brave a 
  feral jungle island ruled by a vampire girallon queen, and 
  plunder a city drenched in dark magics from a bygone age. 
  Encounters
   
  G #1: Angry Waters (Heart of the Razor)
  NOTES   See Level 7–8, Adventure Option Details for 
  hooks and notes.
  t Bargain with a loa and travel the elemental 
  realms on a mission for a demigod
  While traveling the outer reaches of the Razor Sea, one of 
  the Loa – metaphysical beings of great power who straddle 
  the rift between the mortal and immortal realms – drags 
  the characters to the bottom of the ocean and bargains with 
  them for their service in retrieving certain power objects from 
  the elemental realms.
  Encounters
   
  G #1: Dark Waters (Appendix 6)
  NOTES   See Level 7–8, Adventure Option Details for 
  hooks and notes.
  y Track an island hopping plague to its 
  source and undo the horrors wrought by a 
  pirate-turned-druglord –before all the Razor 
  falls to infection
  The characters discover a supernatural and track it to 
  Dreamfog Island, the private preserve of pirate-turned-drug-
  kingpin, Captain “Butcher” Jill. To prevent a horrific, undead 
  plauge from sweeping the Razor the characters must rectify 
  a slave-driven drug operation gone horribly, catastrophically 
  wrong, racing against a volcanic eruptions that threatens to 
  sink Dreamfog Island beneath the waves forever.
  Encounters
   
  G #1: Jungle Fever (Heart of the Razor)
  u Chase the Idol of Tsathogga into a sea 
  sirene’s realm and get swallowed by a whale
  Chasing a lost treasure ship and a sacred idol said to 
  possess great, unearthly powers the characters wind up 
  swallowed by Hafguta the Accursed, a great paragon whale, 
  and then must defeat the crew surviving on an undigested 
  ship in its belly.
  Encounters
   
  G #1: Call of the Frog God 
  Whispers
  Early Whispers
   
  G “In his day, Jacob Razor took many lovers among the 
  local island girls. Some kept his secrets, others spurned 
  him with curses.”
   
  G “I dunno ‘bout the ship yer searchin’ fer, but if’n she 
  sailed after dark ya ain’t likely ta see her agin’…” Then he 
  whispers, “Cannibals…living dead cannibals troll these 
  islands by night, by Quell I swear it. Short ones.”
   
  G “Saw a ship come through here few day’s back, but it 
  weren’t the Albatross. It was something something 
  Pride. I ferget the first name. Bones er summat I think.”
   
  G “Watch the reefs, the coral leaves wicked festerin’ 
  wounds.”
   
  G “Pay coin to the local girls and some of ‘em’ll read yer 
  fortune. Never let no one catch yoo at it, though. Their 
  men get real riled over that sorta’ thing.”
   
  G “Beware the sea crone. That witch holds a wicked 
  temper for soldiers n’ pirates. Curse ya bloody and 
  drown ya blue she will.”
  Middle Whispers
   
  G “Bloodbane’s treasure? Long gone, matey. Long gone. 
  These days it’s all rumors to drive fools into treacherous 
  waters. Makes them easy prey for the pirates that still 
  live.”
   
  G “Aye, the Albatross passed through and picked up 
  supplies a week back. It headed towards the less charted 
  Pearl Eyes. There’s times they get mist so thick in there, 
  it’s nigh impossible to come out.”
   
  G “Some of them island’s is just plain bad luck. I’d at least 
  get the blessin’s of a local witch ‘fore settin’ a foot on 
  ’em if I was you.”
   
  G “There’s a one of them Tulita hags’ about, old as ash and 
  completely mad. Some say she’s a seer and can see the 
  future, others say its ‘cuz she speaks t’ ghosts. Whatever 
  they say I know this. That ole witch knows th’ Pearls like 
  aft o’ her hand. Every way in ‘n every way out.”
  End Whispers
   
  G “There’s a witch named Makana on one of the Isles. 
  Some say she talks to the very ghost of Jacob Razor. 
  
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  She’s completely mad, but she’ll grant you a boon if’n 
  you can sweet talk her. Just don’t try it more’n once. She 
  bites. “
   
  G “There’s an old seer-witch that lives on the beachhead 
  of Gullshead Isle. Damned to me, if she don’t know 
  what’s going on in the Pearls it ain’t going on at all. 
  Gullshead? Over that way a piece I’m told.
  Hunting Garr  
  Bloodbane’s Gold
  If the player’s have the real map, traveling about 
  the Pearl Eye Atoll (or other destination) is an excel-
  lent time to hunt Garr Bloodbane’s gold. This is a 
  do-it-yourself Adventure Option that Referees should 
  assemble from all the Adventure Options available 
  on the Razor Sea—and any others they care to create 
  or add. It’s as simple as throwing challenge after chal-
  lenge at the party as they seek Bloodbane’s treasure. 
  After a suitable series of adventures and misadven-
  tures—storms, shipwrecks, giant pirates—and as-
  suming they puzzle out the map, they find the hoard. 
  Chapter 5, Hunt for Garr Bloodbane’s Gold details 
  the contents of this infamous fortune, the work-
  ings of the puzzle map, and further suggestions for 
  designing this set-piece. One last note: Garr Blood-
  bane’s Gold does not lie hidden in the Pearl Eye Atoll. 
  It rests on the ocean bottom north by northwest off 
  of Beacon Island.
  Set Pieces
  Old Makana
  In this set-piece, the party matches wits with a legendary 
  witch and bargains for control of Jacob Razor’s ghost. 
  Meeting Old Makana works well as part of finding the 
  Albatross and rescuing Perrin, as she may either flat out 
  know where the ship is marooned or the characters can 
  pay her to find out for them. This encounter works equally 
  well if the characters find themselves lost or stranded in the 
  Pearl Eyes, as they can also pay Old Makana to tell them the 
  way home.
  Encounters
   
  G #1: Old Makana’s Hex (Ch. 7, Set-Pieces)
   
  G #2: Showtime on the Sarah Belle (Ch. 7, Set-Pieces)
  Synopsis
  Old Makana’s Debt
  While tracking Perrin – or simply adventuring on the 
  high seas—the characters visit many small islands, and 
  on one there lives a Tulita witch. Long ago this witch 
  forged a blood debt with Jacob Razor. Because Jacob 
  failed to fulfill his pact with the witch, she controls his 
  ghost and may summon it in the name of this blood debt. 
  If the characters play their cards right, they may convince 
  the witch to sell them Jacob Razor’s blood debt, which in 
  turn empowers them to call up Razor’s ghost to aid them 
  in a time of need.
  Showtime on the Sarah Belle
  Before Old Makana will deal, she wants gold, booze 
  in a tin cup, and a cake of dragonsmoke. A gang of 
  down-on-their luck pirates camps beside their dry-
  docked ship, the Sarah Belle, on the other side of 
  her island. These rogues possess all those things Old 
  Makana demands, and unless the characters already 
  gold, booze, and smoke, they’ll need to convince 
  or coerce the thugs to hand them over. While this 
  encounter might occur at any island on which the 
  characters find themselves stranded or taking a break, it 
  also works well for transforming a single encounter with 
  Old Makana into a small set-piece.
  Hooks
  As indicated properly released Whispers bring the 
  witch to the characters notice long before they meet her, 
  but many reasons may lead the party to seek Old Makana, 
  finally. Here are three to help encourage a visit:
  Hook #1: Friendly Tulita Tribesmen
  While loading the party’s ship at a cargo pit, talkative 
  Tulita warn them to avoid “…that witch’s island.” Cajoling 
  the workers by pitching in, offering cool drinks, or passing 
  out a hefty tip prods them into revealing a local Tulita 
  legend—that Jacob Razor swore a blood debt to a witch of 
  their people and died before fulfilling it. In hushed tones, 
  suppressed giggles, and their best “yank the stranger’s leg” 
  tale-spinning voices, the rumormongers claim this witch 
  still summons up Jacob’s spirit to do her “eeeeviillll” bidding.
  Hook #2: Oh, It’s Here All Right
  Any passing mention of Garr Bloodbane’s treasure to 
  those who live and work within the Pearl Eyes elicits a 
  version of this response, “Oh it’s here alright. Don’t be a 
  doubtin’ that. Garr’s widder gots it—and a mighty fell witch 
  she be. We all be knowin’ where that treasure lies, matey. 
  Jus’ no one as gone aft it ever lived t’tell th’ tale.”
  Hook #3: We’re Just Lost
  The characters find themselves lost among the many 
  islands of the atoll. They stumble across a small cargo 
  pit of semi-surly Tulita, none of whom speak any dialect 
  known to anyone on the party’s ships. Even spells produce 
  only a difficult-to-understand patois. Attempts to ask for 
  directions result in shrugs of disinterest. Repeated attempts 
  produce irritation and the suggestion they go ask Old 
  Makana on the next island over. She undoubtedly knows 
  how to help the characters go back to whatever place they 
  came from – and the sooner the better as far as these folks 
  are concerned.
  
  98
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  Commander Perrin at the 
  City of Cyclopes
  While the campaign works best if the characters decide 
  to hunt for the Albatross from the outset, it is not necessary 
  for them to set sail with that intent. Introduce this 
  encounter when its time for the characters to find Perrin 
  and learn the information he possesses. 
  The adventurers may either learn what they need to 
  know directly from Perrin if he survives and if they save 
  him. If he does not, the first mate or the ship’s logbook 
  communicate what the characters need to know just as well.
  Encounters
   
  G #1: Commander Perrin at the City of Cyclopes (Ch. 
  7, Set-Pieces)
  Synopsis
  The adventurers find the Albatross beached on an 
  uncharted island. Exploring inland they eventually 
  encounter what’s left of the Albatross crew, pinned down 
  by the Children of Omargwato, degenerate cyclopes whose 
  cruel ancestors once ruled the atoll. The characters likely 
  battle at least a few Omargwato cyclopes before either 
  rescuing Lt. Commander Perrin and his men or leaving 
  them to their fate.
  Pre-Requisites
  As indicated, the campaign is designed to flow from 
  Events and Encounters Sailing the Pearl Eyes to a 
  meeting with Old Makana, who presumably shares the 
  location of the Albatross with the characters. However, this 
  progression is not required. If it better suits the campaign, 
  Referees could even deliver the Albatross as a purely 
  random event. 
  Background
  Perrin has been at sea since the beginning of the 
  campaign. Under Barrison Hargrove’s direct orders, the Lt. 
  Commander and his crew of 35 Dragoons, including two 
  sergeants and one sorcerer, sailed the Albatross to the Pearl 
  Eyes—a small archipelago, rife with atolls, off the coast 
  of the Bloodsteam Jungle —in quest of Garr Bloodbane’s 
  gold. In his hallmark, convoluted style, Hargrove concocted 
  the entire venture to rid himself of the meddling Lt. 
  Commander. 
  Perrin followed a brilliantly forged map, commissioned 
  from Sagacious Sameul by Hargrove, and specifically 
  drafted to mislead and endanger whoever used it. As 
  instructed, Sagacious left shoals and other hazards 
  unmarked or deliberately mislabeled them as cargo pits. 
  Deeper into the Pearl Eyes, true cargo pits do not appear on 
  the map at all. To complicate matters further, the earliest 
  portion of Hargrove’s map is not a forgery—merely one of 
  Bloodbane’s early drafts of a plan to hide his treasure—a 
  plan that Bloodbane later abandoned. This fact that the 
  forgery starts with a piece of genuine cartographic history 
  merely lured Perrin deeper into the trap. 
  Despite the betrayals that sent him off to sea, only after 
  Perrin sailed past the southernmost isle in the Pearl Eyes did 
  matters twist severely awry. Unseen shoals and hard sailing 
  damaged his ship. Important locations marked on the map 
  failed to materialize and rumors of a foul curse upon the 
  Lt. Commander spread through the ranks. As the fateful 
  excursion progressed, Perrin’s crew dwindled through 
  attrition and on the many claws, fangs and tentacles 
  prowling the Razor. 
  Eventually, a short-lived mutiny forced the Albatross 
  to drop anchor off the sandy shoals of a small, uncharted 
  island. After quelling the mutiny, Perrin and the remaining 
  loyalists ventured inland to replenish supplies and possibly 
  to induct new crewmembers from the ranks of indigenous 
  tribes. However, Perrin and his people encountered far 
  more difficulties than expected. 
  Instead of peoples from whom they could kidnap the 
  able-bodied, they discovered the crumbling ruins of a lost 
  civilization—lost but not uninhabited. A degenerate race 
  of barbaric cyclopes, known to sages as the Children of 
  Omargwato, claims the ruins as temples sacred to their 
  cruel ancestors. They live in the jungles surrounding the 
  ruins and strive to re-enact their ancient forbearers’ violent 
  and bloody rituals at any opportunity. 
  Penned within these ruins, Lt. Commander Perrin 
  and his crew suffer a far worse attrition than any imposed 
  on them by wind, wave, or mutiny. Each evening, the 
  Omargwarto harvest more of Perrin’s people and feast upon 
  them. Under palm trees silhouetted by a blood-red moon, 
  the crew shriek and die, surrounded by their tormentors’ 
  single, unblinking yellow eyes. 
  Even as the characters set sail for the Pearl Eyes, Perrin’s 
  numbers shrink—night after horror-stained night.
  Development
  If the characters rescue the surviving complement of 
  the Albatross, Perrin shares information that links Barrison 
  Hargrove to the Ring of the Kraken and solidifies beliefs 
  into certainty—something evil has Port Shaw in its sites.
  Should the characters leave the men and women of 
  the Albatross to their fate, they might learn the same 
  information from the logbook of the abandoned Albatross.
  Wrap-Up
  If the adventurers leave Lt. Commander Perrin to die on 
  the barbed arrows and clawed talons of the Omargwato, he 
  might just survive and arrive in Port Shaw at the end of the 
  campaign to condemn the characters for their cowardice. 
  The only critical requirement is that the characters learn 
  the information Perrin communicates at the end of this 
  adventure, whether or not they learn it from Perrin, his first 
  mate, a log book, or by some other means.
  
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  Chapter Two: Create A Razor Coast Campaign
  Ambushed by the Pride
  Run this encounter once the characters decide to 
  return to Port Shaw. It works best if the characters have 
  also rescued Captain Perrin and learned about Hargrove’s 
  involvement in the Ring of the Kraken.
  Encounters
  Referees will need to tweak the opening to this 
  encounter, including its read-aloud text, based on their 
  relationship with Bonedeuce.
   
  G #1: Ambushed by Bonedeuce’s Pride (Ch. 7)
  Synopsis
  When the characters decide to turn around and set 
  sail for Port Shaw, Bonedeuce ambushes them, broadsides 
  blazing. This encounter revolves around a ship-to-ship 
  showdown between the characters and Commander 
  Bonedeuce. If the characters successfully purchased the 
  blood debt from Old Makana, then they possess the power 
  to summon the ghost ship of Jacob Razor to help even 
  the odds. In the course of the battle, Gregory Bonedeuce 
  confirms that Harthagoa plans to seize Port Shaw for his 
  throne and that the Ring of the Kraken works tirelessly on 
  the Krakenfiend’s behalf.
  Setup
  At sea, Bonedeuce is a formidable tactician, and he often 
  chooses to hide in plain sight. Characters likely noticed his 
  ship or even encountered Bonedeuce while exploring the 
  islands. Bonedeuce may even have offered the characters 
  aid or supplies to lower their guard.
  If Bonedeuce has been tailing the characters, and they 
  encountered him elsewhere in the atoll, this fight delivers 
  an extra Eureka! moment. When Bonedeuce attacks and the 
  characters put two and two together regarding his presence, 
  it should sting. 
  Wrap Up
  If the Pride escapes or the characters leave it disabled 
  behind them, Bonedeuce and his ship arrive during the 
  Defense of Port Shaw to wreak havoc, belting broadsides 
  into the town.
  Return to Port Shaw
  In the party’s absence, Hargrove initiated the final phases 
  of the plot to surrender Port Shaw to the Kraken. This stage 
  represents the last opportunity for leveling up prior to the 
  final showdown that concludes the campaign.
  Encounters
   
  G #1: Observed by Eagles (Ch. 5, Stand-Alone)
   
  G #2: Any encounters left from Fight Monsters on the 
  High Seas the Referee deems appropriate
  Synopsis
  While the adventurers island-hop back towards the port, 
  enhance the tension by allowing them to pick up rumors 
  from cargo pits, passing whalers, or others. These rumors 
  include sightings of black smoke above Port Shaw, word 
  from whalers that tribes of sahuagin sea-devils ravaged 
  local settlements, reports of shark or even kraken sightings, 
  and fishermen whose nets pulled in the bodies of city folk. 
  Another way to add tension is if the party befriends the 
  Eagles from Observed by Eagles, then those eagles report 
  that monsters roam the streets of Port Shaw while the docks 
  burn; further, that they spotted a vast, dark shape moving 
  toward Port Shaw beneath the waves.
  The closer the characters come to Port Shaw, the more 
  clear the Referee should make it that they are in a race to 
  reach the city and intervene before it falls to its conquerors. 
  Act 3 
  Defense of Port Shaw
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  The Kraken Strikes Worksheet
  THE KRAKEN STRIKES ENCOUNTER ORDER
  OPENING
  Encounter Notes and Statstcs
  Cribbed Text
  Narrated Moments
  All is Lost
  
  On a Knife's Edge
  
  Victory is Ours
  
  Major Encounter Name
  The Ship Scutlers
  Precarious Situatons
  The Enemy Threatens a Beloved NPC
  
  ALL IS LOST STAGE
  Keep Moving, Nothing to See Here
  
  Narrated Moment Name
  Burn Baby, Burn!
  
  Precarious Situaton Name
  Major Encounters
  Precarious Situaton Name
  The Ship Scuttlers
  
  Precarious Situaton Name
  Orca Zombie
  
  Wave Riders Last Stand
  
  Major Encounter Name
  The Slaying of M'okol'i Ali'i
  
  Major Encounter Name
  Final Showdown
  The Krakenfiend Rises
  
  EVERYTHING ON A KNIFE'S EDGE STAGE
  VICTORY POINT TRACKING
  Narrated Moment Name
  Precarious Situaton Name
  Precarious Situaton Name
  Precarious Situaton Name
  Major Encounter Name
  Major Encounter Name
  VICTORY IS OURS STAGE
  Narrated Moment Name
  Precarious Situaton Name
  Precarious Situaton Name
  Precarious Situaton Name
  Major Encounter Name
  Major Encounter Name
  THE KRAKENFIEND RISES
  F
  ul
  l 
  Si
  ze P
  age 403
  Racing back to Port Shaw, the characters arrive just 
  as Harthagoa’s invasion begins. The third and final act of 
  The Kraken Strikes—and the crowning encounter of the 
  campaign—begins when the party arrives and defends 
  Port Shaw a final time. It ends when—or if—the characters 
  defeat Harthagoa.
  The final showdown of The Kraken Strikes is a 
  mega-battle of epic proportions, filled with heroic deeds 
  and sacrifices at every turn. In this most final of final 
  showdowns, everything comes together and everything is 
  on the line; consequently, the players at the table are both 
  the protagonists and the audience for these events. On the 
  one hand the sacrifices and deeds of the campaign’s climax 
  are only exciting if they prove meaningful to the players 
  who witness them. On the other hand if Referees try to play 
  thE
  kr
  a
  k
  E
  N
   
  St
  rik
  ES
  
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  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  out ten simultaneous siege vignettes with the dice, the game 
  will slow to a crawl and bore everyone at the table.
  How to handle so many loose-ends tying up at once? 
  We suggest proceeding cinematically, narrating events the 
  characters glimpse while charging through the embattled 
  city on their way to specific encounters. Only when 
  something catches their attention and tempts them to 
  engage should Referees start rolling dice.
  As a result, the player’s experience of The Kraken 
  Strikes turns on Referees throwing three different kinds 
  of occurrences at the characters: Narrated Moments, 
  Precarious Situations, and Major Encounters. 
  Key Concepts
  Narrated Moments
  Narrated Moments are just that—narrated. They are 
  bits of story told to evoke feelings of fear or the glory of 
  impending victory in your players. Narrated moments 
  should fill them with motivation to defeat Harthagoa or 
  suffuse them with the excitement of transforming certain 
  doom into victory. 
  Typically, Narrated Moments are color, not mechanical 
  effects. Simply told by the Referee to players, these are 
  not encounters played out with dice and character sheets. 
  Narrated Moments seek to convey the impression that 
  chaos reigns all around without forcing the characters to 
  engage every little bit of that chaos. Deliver them a few at a 
  time and force the characters to choose to engage one—or 
  none—as they fight other encounters to save Port Shaw. 
  If the characters chose to engage a Narrated Moment—
  always made more likely when the narrated moment involves 
  a beloved NPC—then the Narrated Moment becomes a 
  Precarious Situation (see below). For The Kraken Strikes 
  final showdown, Referees should pre-plan Narrated 
  Moments to illustrate the horror of the final battle. See 
  Chapter 7 for sample Narrated Moments on which you 
  should pattern your own. See Prepping the Kraken Strikes, 
  Phase 3, below, for additional details and suggestions.
  Precarious Situations  
  Precarious Situations offer small encounters too awful 
  or too beneficial to refuse, and therefore are more than the 
  mere ambient chaos of Harthagoa’s invasion. Precarious 
  Situations are intended as brief annoyance combats, swiftly 
  resolved, and are not tied to a specific location. 
  
  101
  Chapter Two: Create A Razor Coast Campaign
  Precarious Situations may happen anywhere at any 
  time. Referees should throw them at players to keep the 
  pace frantic and allow the characters to gorge on good 
  deeds—while spending their precious resources. Referees 
  should pre-plan at least a few Precarious Situations, so they 
  always have another crazy situation in their pockets with 
  which to maintain the pressure and pace. See Prepping the 
  Kraken Strikes, Phase 3, below, for additional details and 
  suggestions.
  More On Victory Points and Narration
  As the characters gain Victory Points, change the 
  flavor of your narration to represent that the characters 
  are successfully shifting the tide of battle. For example, in 
  the early rounds, Referees should tender their descriptions 
  of the assault on Port Shaw in an “all is lost” flavor. Their 
  friends and allies falling to sahuagin swords and spells all 
  around them as the characters struggle against specific 
  foes, too engaged to help. Then, as the adventurers acquire 
  Victory Points, alter the flavor of the city under siege to 
  convey the feeling that “everything stands on a knife’s 
  edge…” 
  Major Encounters
  Major Encounters are turning points in the invasion 
  of Port Shaw. Fought as challenging, formal battles that 
  punctuate the chaotic and confusing violence of the assault, 
  these encounters represent interventions that greatly affect 
  the tide of battle. 
  Referees should plan on up to four Major Encounters: 
  one when the characters first arrive in Port Shaw and one 
  each time the tide of battle turns. Ready to move from ‘all 
  is lost’ narrations to ‘everything stands on a knife’s edge’? 
  Throw in a Major Encounter to create the transition.
  Suggested Flow of Events
  While many patterns are possible and Referees should 
  always feel free to invent their own, use the following order 
  of events as a guide.
  start with a description paraphrased from
   APPROACHING THE HARBOR
  after the party enters the harbor, hit them with
  MAJOR ENCOUNTER:  
  THE SHIP SCUTTLERS
  followed by
  AN ‘ALL IS LOST’ FLAVORED MIX 
  OF NARRATED MOMENTS AND 
  PRECARIOUS SITUATIONS
  punctuated by a
  MAJOR ENCOUNTER  
  (REFEREE CHOOSES ONE OF THREE)
  followed by 
   ‘EVERYTHING ON A KNIFE’S 
  EDGE’ NARRATED MOMENTS AND 
  PRECARIOUS SITUATIONS
  punctuated by a
  MAJOR ENCOUNTERS  
  (Referee chooses one of three)
  followed by a
  ‘KEEP AT IT, WE’RE WINNING’  
  FLAVORED MIX OF NARRATED 
  MOMENTS AND PRECARIOUS 
  SITUATIONS
  then add one last
  MAJOR ENCOUNTER  
  (Referee chooses one of three –  
  characters typically reach 15 VP)
  followed by a
  ‘VICTORY IS OURS’ SELECTION OF 
  CELEBRATORY NARRATED MOMENTS
  shattered by
  THE KRAKEN RISES
  As much as possible, avoid the temptation to turn the 
  climax into a series of NPC rescue missions, as this quickly 
  grows repetitive. Instead, consider playing the invasion 
  more like stamping out fires, where the characters move 
  from place to place, engaging foes and plugging fingers in 
  the dike.
  Synopsis
  Harthagoa is as patient as he is immortal, and calmly 
  took his time while plotting the destruction of Port Shaw. 
  The Krakenfiend plan to use his agents, the Ring of the 
  Kraken, to bring the city to its knees and enslave the entire 
  populace in his dark father’s name finally reached fruition.
  Having used Barrison Hargrove to suborn political 
  power and Gregory Bonedeuce to manipulate Port Shaw’s 
  military and its criminals, Harthagoa feared only two 
  powers meddling in his affairs: a priest of Quell named 
  Zalen Trafalgar and the characters themselves. The priest 
  he tried to assassinate. The adventurers, well he tried to 
  assassinate them too—by drawing the party far out to sea 
  and exhausting them in battling the many dangers of the 
  Razor. He sent Bonedeuce in the Pride after them to put the 
  exclamation point at the end of their death sentence.
  With the party drawn away from Port Shaw, Harthagoa 
  instructed Barrison Hargrove to take any action needed 
  
  102
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create A Razor 
  Coast Campaign
  to suppress the Tulita then open Port Shaw to Harthagoa’s 
  army. 
  The adventurers learn the truth almost too late. They 
  rush back to Port Shaw smack into the middle of an 
  invasion, as things that haunt the deepest crags of the 
  deep, dark sea heed the Kraken’s call and invade the sunlit 
  world. 
  Action
  Unlike Night of the Shark, The Kraken Strikes holds 
  no obvious objective for the characters to pursue – there 
  is no Jawbone over which the characters tussle. Instead, 
  Harthagoa’s armies simply slay and burn everything about 
  them. The adventurer’s job is to join the fray with enough 
  impact that the tide of battle shifts. 
  Once the characters intervene and sour the invasion for 
  the Krakenfiend’s piscean hordes, they force Harthagoa’s 
  hand and he intervenes personally. The Demon Below’s 
  appearance—and the characters’ attempt to defeat him or 
  die trying—marks the climax of the Razor Coast campaign.
  Prepping for the  
  Kraken Strikes, Phase 3
  Follow these steps to prepare for the final showdown of 
  your Razor Coast campaign:
   
  G Step 1: Crib the description of the party’s approach to 
  Kai Bay
   
  G Step 2: Review Major Encounter #1: The Ship 
  Scuttlers
   
  G Step 3: Choose or create Narrated Moments
   
  G Step 4: Choose or create Precarious Situations
   
  G Step 5: Choose and order Major Encounters 
  Step 1: Crib the description of the characters 
  approach to the Kai Bay
  At the start of Phase 3, the text provides a description 
  of what approaching Kai Bay (Port Shaw’s harbor) looks like 
  when you simply sail on up to it. However, the characters 
  may approach in any number of ways, so Referees should 
  probably jot down a few salient details to help them 
  improvise if, for example, the characters decide to fly into 
  the city.
  Step 2: Review Major Encounter #1:  
  The Ship Scuttlers
  This final showdown kicks off with the Ship Scuttlers, a 
  complicated trap laid by Harthagoa’s elite sahuagin forces.
  Step 3: Choose or create Narrated Moments
  As explained, Narrated Moments do the job of 
  conveying the state of the battle without requiring the 
  characters to intervene directly and roll dice. The text 
  provides three narrated moments that you can either use 
  directly or as models for writing your own, but Referees 
  need to consider crafting a “Keep at It, We’re Winning!” 
  narration. This Narrated Moment is left to the Referee 
  because it ties directly to wherever the characters happen to 
  be at the time and whatever they happen to be doing. 
  Place the names of Narrated Moments in the 
  appropriate slot on your Kraken Strikes work sheet.
  Step 4: Choose or create Precarious Situations 
  The text provides three Precarious Situations. These 
  are short, colorful stand-alone encounters on which the 
  characters may decide to pass without greatly affecting the 
  course of the overall battle for Port Shaw. 
  Place the names of Precarious Situations in the 
  appropriate slot on your Kraken Strikes work sheet, in the 
  order you anticipate releasing them.
  Step 5: Choose and order Major Encounters
  The Major Encounters are the spine on which the final 
  showdown of the campaign swings. In addition to the Ship 
  Scuttlers with which Phase 3 opens, the text provides three 
  more for Referees to choose, modify, or replace as desired. 
  When offering Major Encounters to the party, Referees 
  should carefully consider their pacing. After successfully 
  completing a Major Encounter, the tide of battle shifts. 
  Incrementally, the characters start to win. Deliver too many 
  Major Encounters too rapidly and the battle is over before 
  it began—not enough of a showdown. Deliver the Major 
  Encounters too slowly and the battle drags on forever, 
  growing boring.
  Other than the Ship Scuttlers, which is fixed in place, 
  put the names of the Major Encounters in the appropriate 
  slot on your Kraken Strikes work sheet, in the order you 
  anticipate releasing them.
  Designer’s Note—Put Those 
  Minor NPCs to Work
  The final act of your Razor Coast campaign is pro-
  vides an excellent time to tie up loose plot threads or 
  re-introduce minor characters your player’s may even 
  have forgotten. For example, consider reintroducing 
  the crabman from the sewers or the vampire Chiho 
  Molina in either Narrated Moments or Precarious 
  Situations, setting the stage to allow the characters 
  earlier actions to reward them now. 
  
  103
  Chapter Two: Create A Razor Coast Campaign
  Preparation is Complete
  You now have the list of encounters, roughly in the order 
  you anticipate unveiling them, and know which monsters 
  you need to study for the next game session (or two).
  The Kraken Strikes, Phase 3 
  Adventure Options
  The only other way to prepare for Phase 3—and the 
  final showdown of the campaign in particular—is to read 
  the encounters found at the end of Chapter 7. Flexibility is 
  also important at this stage of the game. As a general rule 
  seek to reward players’ creativity. For example, if you use 
  the Fire as She Bears rules and a player thinks to turn Fort 
  Stormshield’s cannon on the Krakenfiend, you have the 
  rules, so allow them to make the attempt. Not everything in 
  the final act of the campaign proves predictable.
  Narrated Moments
   
  G All is Lost. The mere appearance of the party inspires 
  such courage that those resigned to their deaths 
  pick up sticks and kitchen knives to assault ravening 
  monstrosities from the depths. (Ch. 7, Narrated 
  Moments)
   
  G On a Knife’s Edge. Heartened by the characters’ 
  appearance, the last of the Dragoons not suborned 
  by Harthagoa pull themselves together and in a 
  demonstration of self-sacrifice and discipline form a 
  musket line. Under the exhortations of one special 
  sergeant, they take the brunt of Harthagoa’s attack, hold 
  and return fire. (Ch. 7, Narrated Moments)
   
  G Victory is Ours. Overjoyed to see the Kraken’s 
  forces retreating, a young Dragoon impulsively hugs 
  a character in celebration. The fellow loses his head—
  literally—when Harthagoa appears and hurls an entire 
  ship at the docks. (Ch. 7, Narrated Moments)
  Precarious Situations
   
  G In the smoke and chaos, the characters stumble 
  across a beloved NPC, overwhelmed and about to 
  die at the hands of a mutant sahuagin general. The 
  Enemy Threatens a Beloved NPC (Ch. 7, Precarious 
  Situations)
   
  G A lazy saltwater merrow, cleric of Demogorgon hopes 
  the characters will just keep on walking, so it can get 
  back to eating the children it stuffed in an alley. Keep 
  Moving, Nothing to See Here (Ch. 7, Precarious 
  Situations)
   
  G Defeat a pyromaniac skum sorcerer bent on burning 
  down a tenement full of families. Burn Baby, Burn! 
  (Ch. 7, Precarious Situations)
  Major Encounters
   
  G Harthagoa’s forces allow ships into Kai Bay, but not 
  out. The characters must prevent the Kraken’s sahuagin 
  forces, disguised as floating bodies, from entangling 
  their ship in razor wire and ripping a hole in her 
  hull. Save nearby ships from a similar fate. The Ship 
  Scuttlers (Ch. 7, Major Encounters)
   
  G A dead orca lies half-flensed and rotting off the tail end 
  of a whaling vessel. Stop mutant sahuagin flesh carver 
  clerics from animating and unleashing the corpse on 
  the Port Shaw docks. Orca Zombie (Ch. 7, Major 
  Encounters)
   
  G The Waver Riders are back in the game, fighting 
  Harthagoa again, but angler scrags have them cornered 
  in a warren of alleys and fire escapes. It’s up to the 
  characters to save their bacon and escort a pack of 
  frightened citizens through the alleys to safety. Wave 
  Rider’s Last Stand (Ch. 7, Major Encounters)
   
  G Barrison Hargrove and his minions kidnapped the 
  great war chief Mokoli Ali’I, and its up the characters 
  to hunt them down, prevent an execution, and get 
  the leaderless Tulita back in the fight. The Slaying of 
  Mokoli Ali’i (Ch. 7, Major Encounters)
  Final Showdown
   
  G Frustrated by the characters continued intervention, 
  Harthagoa finally agrees with the old maxim, “If you 
  want something done right, do it yourself…” The 
  Krakenfiend Rises (Ch. 7, Major Encounters)
  
  104
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  Beneath and Near 
  Port Shaw
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  Coast Campaign
  
  105
  Chapter Three: Port Shaw
  Port 
  Shaw
  Steer clear if’n you’ve any sense. Port Shaw is second 
  only to that festering pit, Carcass, in slime and 
  skullduggery. On the docks of Shaw, cannibal savages 
  rub shoulders with murderous pirates, and the gods know 
  what other horrors walk in broad daylight among them. 
  Me, I don’t drop anchor in that stain. I’ll go as far as 
  Kai Bay, and ye can swim the rest if you like.
   
   
   
   
  — Captain Kren Sandscraper
  CHAPTER THREE
  
  106
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  campaign’s trajectory. When characters come ashore for the 
  first time, they walk right onto Port Shaw’s bustling docks. 
  This is where all newcomers drink in the atmosphere of the 
  city.
  Picture it: you stand on the docks of Port Shaw. The 
  smell of the salt sea rides the breeze, while dark rolling 
  waves lap rhythmically at the pier. Inland, the Dreadsmoke 
  Mountains rise high into the clouds. An ominous sulfur 
  haze clings to their jagged peaks and the black behemoths 
  loom, almost ready to swallow the city in fire. Nearby an 
  egret prances from plank to plank, snatching morsels of 
  corn scattered by a careless dock coolie. The lilting calls of 
  the gulls echo overhead. Further south, the dark and sturdy 
  koa wood piers give way to hastily built pine additions, 
  recently erected to deal with a whaling boom. 
  All manner of vessels moor here. Tulita war canoes 
  This chapter introduces the treacherous city of Port 
  Shaw, where your Razor Coast campaign begins, and offers 
  tools to kick things off the adventure. Along the way, it 
  details all the city’s major sites and encounters: everything 
  from where the characters shop for goods and weapons or 
  throw back mugs of grog with sailors, to where they cross 
  blades with outlaws, Dragoons or dangerous members of 
  the Ring of the Kraken.
  Arrivals
  Once in Port Shaw, the docks are the most obvious 
  choice to begin any Razor Coast campaign. The characters 
  might disembark from a freighter or other transport newly 
  docked in Port Shaw, or Game Masters may choose to 
  arrange for the characters’ arrival any way that fits their 
  On the docks as well as throughout Port Shaw, char-
  acters may purchase numerous products from overseas: 
  exotic fruits and vegetables, strange alcoholic spirits 
  from island kingdoms thousands of leagues away, sup-
  plies for whaling, fishing and any other nautical pursuits, 
  the latest fashions from the East and West, and any and 
  all daily amenities. Nearly every storefront faces west to-
  ward the street that runs the north­-south length of Tide 
  district, while the back of each building faces the docks.
  In addition to all the equipment found in Swords & 
  Wizardry Complete, “Buy Equipment,” dockside chan-
  dlers also sell the following items:
  Ambergris
  This valuable substance, harvested from the intestines 
  of sperm whales, is used to make perfumes. It is very 
  rare and difficult to obtain, and a gallon usually runs at 
  least 30 gp.
  Baleen
  The comb-like filters located in the mouths of baleen 
  whales are cut into strips and used to make hoop skirts, 
  umbrellas, and combs. The going price is 10 gp per foot. 
  Cigars
  Locally produced Tulita cigars are priced at 1 gp per 
  cigar. High quality imported Montrose cigars are not as 
  valued and run 5 sp each. The cheapest option (and the 
  only option for most sailors and whalers) is the poorly 
  made Jeagervilles, priced at a bargain 2 cp each. Tobac-
  co plantations inland from Port Shaw, many owned by 
  Barrison Hargrove, produce most of these cigars. 
  Fine Tea Leaves
  Green (1 gp per ounce), black (5 sp per ounce), chry-
  santhemum (4 gp per ounce), and Heaven’s Leaf (10 gp 
  per ounce) are all available. 
  Ice
  Freshly chipped from the bergs, this ice can be pur-
  chased for 2 gp per round. 
  Kava Root Extract
  This pulped root is a potent muscle relaxant used by 
  the Tulita in religious rites and for recreation. It costs 
  50 gp per ounce. Anyone who ingests kava takes 1d6 
  points of damage (save for half); however, it also acts to 
  neutralize poison (as per the spell).  
  Sextant
  This item is a necessity on board any vessel and is 
  used to determine course and heading when no land 
  is in sight. Anyone at sea without a sextant must make 
  a saving throw every two hours to continue heading in 
  the correct direction. A sextant costs 35 gp. 
  Sperm Oil
  Burning hotter than whale oil, sperm oil is often used 
  to work metals. It also makes a very effective lubricant 
  for anything with moving parts and can be applied to 
  swords, firearms, and metal tools to protect them from 
  rusting in the Razor Coast’s balmy environment. Sperm 
  oil costs 10 gp per gallon.
  Tar
  A bargain at 3 sp per gallon, tar is a commodity to any 
  shipwright or captain. The black, greasy substance is 
  applied to hulls, planks, and masts to protect them from 
  the salt water and blistering sun.
  Whale Oil
  Used to light lamps and lanterns, the need for this 
  substance is what fuels the aggressive whaling trade of 
  the region. Whale oil is 5 gp per gallon, and each gallon 
  yields five flasks.
  Shopping in Port Shaw
  
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  Chapter Three: Port Shaw
  rock in the water next to local fishing schooners. Foreign 
  longboats rub gunwales with freighter brigs sunk low with 
  heavy cargo. Enormous whaling barges dwarf the others 
  — save the colossal five-masted naval frigate moored at 
  the southernmost pier below the volcanic rock walls of 
  Fort Stormshield. The forty-eight guns and 146 souls of 
  Bonedeuce’s Pride are the power in the harbor and the 
  only reason various motley bands of pirates, privateers, 
  smugglers, whalers and fishermen have not torn Port Shaw 
  to flinders long ago.
  Even in the shadow of the Pride, and despite 
  Commandant Gregory Bonedeuce’s swift sense of justice, 
  the dockside taverns of Port Shaw remain notorious for 
  vicious brawls. Incautious patrons regularly end up with cut 
  purse strings or a blade between their ribs. The city breeds 
  thieves and cutthroats like lice on an unwashed beggar.  
  Vignettes
  Simply describing their arrival will not convey the depth 
  and reality of Port Shaw. One or more of the following brief 
  vignettes will drive home the unique flavor of the city while 
  sounding out the interests and inclinations of your players. 
  Read at least one from the appropriate section each time 
  the party enters a new district.
  Some vignettes foreshadow specific Incidents (see 
  below for more details on Incidents). Such vignettes 
  are noted accordingly, and if your players take interest 
  you may have already identified how best to introduce 
  them to the campaign’s main Background Plots. Pay 
  close attention to emotional reactions among the players 
  at your table and not just reactions that prompt their 
  characters to act.
  ANYWHERE ON THE DOCKS
  False Beggars 
  On all sides, warehouses stuffed to overflowing vomit 
  excess crates and barrels in a bizarre spider web of 
  cargo and netting. Amongst the disorder, three men in 
  patchwork rags strut like beggar-kings through a maze of 
  cabbage-laden crates left to rot in the noonday sun. Dirt 
  and blood cling to the three, who appear to the novice 
  eye as little more than footpads, but a sharper glance 
  reveals black-handled daggers sheathed at their waists 
  and the flash of fine boiled leather beneath tattered 
  shrouds of stitched muslin. A rat the size of a mastiff 
  slinks along the shaded crate-tops nearby, scampering 
  behind the three like a child struggling to keep up with 
  its family. If the players show interest, try Incident 4: 
  Dragonsmoke for Sale.
  
  108
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  The Madman
  Nearby, a toothless old man grins all-a-gums and thrusts 
  a beggar’s bowl of wood, stained brown by grime that 
  will never come clean, in your direction. He gabbles 
  unintelligibly and then cackles out a laugh. Madness spawns 
  his mirth. His broken mind helps him survive the torment 
  of his daily life by finding hilarity in the pain and abuse he 
  suffers. Despite a buckled mind, he has not wasted into an 
  early grave – he may outlive the Storm Lords themselves – 
  yet somewhere deep in his soul, he sings out for death.  
  A Shattered Man
  A dark-skinned Tulita stands like a statue shadowed 
  by lopsided crates of clay flasks stacked carelessly on a 
  pallet. Between his feet lies a clutch of broken eggs, the 
  yolk running down to the mud below, another fragile 
  dream smashed by the city and stirred into its filth. The 
  viscous, yellow egg juice pools around the Tulitas’ boots 
  like thick urine. His eyes, hazed by some potent narcotic, 
  stare towards his ancestral home a few miles inland, where 
  foreign-owned plantations roll towards the mountains. 
  Tears roll down his face and wet his filthy tunic, the first 
  cleaning his sorrowful garment has seen in weeks. If this 
  grabs or stirs up your players, they may be drawn in by 
  Incident 4: Dragonsmoke for Sale. Begin to play up the 
  devastating effects of the drug, dragonsmoke, among the 
  Tulita and young fisher folk of Port Shaw.
  Out to Sea
  Beyond the cresting waves, the green-blue Razor 
  Sea extends into the horizon. The faint outlines of many 
  mysterious isles lie barely visible, like ghostly hints of 
  dreams or nightmares. What awaits on those faded 
  brushstrokes of grey at the edge of the sea’s vast canvas? 
  The ocean lies unsettlingly still. A thick blanket of warm air 
  hangs above the shimmering surface of the Razor. This is 
  the unmistakable calm before a great storm.
  BAWD DISTRICT
  Entering Bawd
  Through a wide arch of crumbling stone, veined with 
  cracks and fractures, the mercantile bustle of Tide district 
  gives way to the thrum of Bawd. Bawd ambushes visitors, 
  swelling upon them as they leave the wooden docks 
  behind. The district assaults them with its heat, its carnival 
  cacophony, and its reek - a thousand spices, perfumes, 
  old moldy paper, stone-ground ink, fresh-baked bread in 
  kilned clay, cattle dung, cauldrons boiling pungent herbs to 
  melt snake’s blood into soup and not least the flatulence of 
  dysentery-ridden beggars. May indicate your players will 
  respond well to Incident 4: Dragonsmoke for Sale or 
  Incident 7: The Lovely Lady Lightfingers.  
  Until Someone Loses an Eye
  Here, new arrivals stand at the corrupt heart of Port 
  Shaw. Ruffians swagger and clash. A casual shoving match 
  between an apple cart pusher and a drunk escalates to 
  bloodshed and ends with a paring knife wedged in the 
  drunk’s eye socket, while the apple man withdraws to pluck 
  broken bottle shards from his forearm. Four Dragoons 
  ignore the altercation, instead conversing beside a fat greasy 
  woman peddling clay jugs of blindness-inducing, home-
  brewed whiskey. Intrigued by the roguish brawl or outraged 
  at the indolent Dragoons, the party might respond to 
  Incident 7: The Lovely Lady Lightfingers.
  The Little Mugging
  As guards chatter away, a cloaked halfling menaces an 
  elderly gnome at knifepoint not five feet from them. One 
  of the Dragoons watches the robbery with a bemused 
  half-smile on his face. Might indicate a strong reaction to 
  Incident 2: The Mad Shaman Attacks or Incident 7: The 
  Lovely Lady Lightfingers.
  Chewed Out
  Five feet to their other side, a hulking minotaur coolie 
  weathers the fierce verbal assault of a shriveled Tulita crone. 
  Perched atop a stack of crates to stand eye-to-eye with the 
  shaggy giant, the crone snarls about a missed payment on 
  an order of turnips. The minotaur winces, his eyes darting 
  left and right as if seeking an avenue of escape. May indicate 
  a player’s predilection to respond to Incident 7: The Lovely 
  Lady Lightfingers.
  NEAR JADE DISTRICT
  Kids Will Be Kids
  Not far down the lane, a band of hardened adventurers 
  purchase scrolls from a shifty-looking half-elf magic 
  hawker. The wizard of the party scrutinizes one sheaf 
  of rune-inscribed parchment dubiously before casting a 
  distrustful glance towards the vendor. The sound of laughter 
  directly above them reveals dirty orphan children frolicking 
  amongst old rigging stretched between wooden rooftops. 
  A hail of rotten fruit pelts the adventurers from above, and 
  the malign little urchins shriek harpy-like with delight. 
  May connect the player’s to Incident 7: The Lovely Lady 
  Lightfingers. 
  The Jade Heavens
  Up beyond the snarling children, the glowing lights of 
  Jade shine down from the hillside. They appear like the hazy 
  mirage of an oasis, as out of reach as the stars to most of the 
  sickly skeletons-to-be prowling these dirty streets.
  TIDE DISTRICT
  Get Your Fish Here! 
  All along the docks, fish markets roar with activity 
  day and night. Fishmongers cry their catch, competing 
  for patrons as if competing for their last breath. Many 
  distinguish themselves from the general din by mastering 
  lilting calls, melodies, or complex barking shouts. Works 
  well with Incident 1: Tales of the Black Shark; Incident 
  3: Drango’s Detainment; Incident 5: Trouble in 
  Paradise; or Incident 6: Fire on the Docks.
  
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  Chapter Three: Port Shaw
  Whale Oil
  Casks of whale oil roll down gangplanks to the waiting 
  arms of muscled coolies. Hefted onto broad backs, they 
  wend their way to any of the numerous ship’s chandlers 
  dotting Tide District. Within the chandlers all manner of 
  goods are available for purchase: oil and baleen, whaling 
  and fishing supplies, rations of dried meat, casks of water, 
  crates of oranges, the latest ladies fashions from far off 
  Akados, the finest black powder firearms from the smithies 
  of Stoneheart Mountain dwarven and gnome enclaves 
  across the sea and even ice, freshly carved from the Face 
  of the Frozen God, to cool a glass of sylvan wine on a 
  hot summer’s day. Interest may indicate an inclination to 
  be drawn in by Incident 1: Tales of the Black Shark; 
  Incident 3: Drango’s Detainment; Incident 5: Trouble 
  in Paradise; or Incident 6: Fire on the Docks.
  Here Come the Dragoons
  Stormshield Dragoons patrol the dockside. Fishmongers 
  and coolies scatter to let the blue-coated men-at-arms 
  pass. While a well-greased palm coaxes them to look the 
  other way, Dragoons tolerate no disrespect and punish 
  offenders with extreme prejudice. The wide berth locals give 
  them lends credence to their reputation. If tales be true, 
  Commandant Gregory Bonedeuce hangs miscreants at 
  whim in Port Shaw. Works well with Incident 2: The Mad 
  Shaman Attacks and Incident 3: Drango’s Detainment.
  Incidents
  As a non-linear campaign, Razor Coast offers several 
  threads designed to draw the players into the action and 
  conflicts, the plots and subplots, besieging the coast. 
  When they are ready to involve the characters in the very 
  beginnings of the campaign’s main Background Plots, 
  Referees should throw one or more of the following 
  Incidents at the party.
  INCIDENT 1 — Tales of the Black Shark
  Background Plot: Night of the Shark
  Setup
  On the pier, the characters note a collection of salty 
  sea dogs gathered around in a taut debate over the recent 
  sightings (and bitings) of a mysterious jet-black shark. If 
  desired, read or paraphrase the following: 
  Anglers by trade since their long-spent youth, 
  now worn by the waves, a gaggle of grizzled men sit 
  hunkered down on the docks by the gangplank of 
  an old barnacle-crusted fishing sloop. A dozen old 
  men, sprinkled with a few younger fisher folk, huddle 
  around a pale-faced man of forty or so winters. His 
  eyes quaver and his lips tremble as he launches into 
  his tale:
  Old Craw Shuts Them Up
  
  110
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  “We’s a ways out. Making hard time. The wind 
  was against us see, and we’d just passed Beacon 
  Island by the bloody settlin’ in o’ dusk. That’s when 
  the sloop gave a mighty lurch. We hit something, 
  so the captain thought at first, but no . . . it felt 
  like somethin’, well, like somethin’ hit us. Then the 
  sloop rocked again and the cap’n feared we’d run 
  upon the shoals, but before he could snap an order 
  somethin’ slammed our port side hard. The captain 
  lost his footin’ and tumbled into the deep. That’s 
  when I saw it, I did. Blacker than the darkness, 
  blacker than the night’s water around us . . .”
  “Ain’t no such thing . . . as a black shark!”  
  A young man on the edge of the crowd snaps. 
  “Night black it were! These eyes been at crow’s 
  nest for thirty years!” The old man snarls in retort.
  “Thirty years ago t’were sharp is sure, but not so 
  now you old sea dog. Sun on the water burned out 
  your eyes years ago.” A few laughs answer this retort, 
  but no real mirth flows from them.
  “Batten yer hatch. What’s a guppy like yerself 
  know from sharks? It were blacker than the heart of 
  midnight.”
  “There be no such thing!” insists the youngster.
  A voice, like a knife across a stone, cuts the 
  air: “There be a black shark.” The crowd parts to 
  reveal an ancient man of the sea. His leathery skin 
  stretched over his bones, he raises his right arm to 
  silence the boy’s reply. The arm ends in a cold black 
  iron hook. The old man’s one good hand clutches a 
  wooden crutch, supporting his wracked frame. His 
  leather breeches are cut off at the knees and two 
  gnarled wooden pegs, chipped and scratched from 
  wear, extend from the stumps of what remains of his 
  legs. “There be a black shark.” His voice rasps once 
  more. 
  A thick silence settles over the crowd then; no 
  one wants to debate the shark’s existence any more. 
  One of the younger fishermen even hazards a glance 
  off the pier as if he expects a dark fin to crest the 
  waves at any moment. With muttered excuses and 
  leave-takings the crowd of fishermen breaks up, 
  leaving the old man alone on the pier, his back to the 
  dock, staring across the roiling sea. 
  Development
  This ancient fisherman is a local authority on sharks and 
  just about everything else. Known simply as Old Craw, no 
  one remembers his given name. If the characters approach 
  him, he stares out at the sea silently, but eventually looks 
  them up and down with his one good eye. His right eye is 
  milky white, but his left burns with a fierce light. 
  Engaged in conversation, Old Craw sits heavily on a 
  wooden crate and listens as the characters speak. Old 
  Craw normally waits for people to grow tired with his 
  silence and give up trying to gain information from him. If 
  characters do convince the man to talk (by making a saving 
  throw perhaps, or role-playing the situation), he rasps a 
  reply and offers to tell them about the shark sightings. 
  Old Craw knows sharks from up close and personal. He 
  lost his arm as a young lad to a tiger shark, who tore it off 
  as casual as could be, just passing Old Craw swimming 
  out near the edge of the harbor. He lost his legs to sharks. 
  When his fishing sloop sank 10 years ago in a squall, Old 
  Craw gripped a plank, white-knuckled for hours, before 
  the sharks came. He held his legs out of the water for hours 
  more before his muscles gave out and the bale-sharks took 
  him apart below the knees, bite by agonizing bite. 
  If the characters treat Old Craw respectfully and endure 
  his tales of hardship with a real sense of interest, he warns 
  them to stay away from the sea. He informs the characters 
  that a rash of shark attacks have claimed the lives of several 
  sailors and fishermen, leaving more folks missing limbs like 
  Craw. “It ain’t natural. Dark times is comin’. A black shark 
  means dark times.” 
  If the characters truly gain his trust, Craw beckons them 
  close and whispers, “The sharks got their god back. The 
  black shark comes. We’re all as good as dead. You ask the 
  Tulita. The old shamans know about the dark times.”  
  The first time the characters encounter Craw he says no 
  more. If the characters visit the man on his pier and bring 
  him food or drink, little by little he converses with them 
  more freely. He is fountain of information on several topics, 
  and he will use his knowledge of the region and the sea to 
  answer their questions. Craw has seen it all. He has lived a 
  long life and has sailed as a fisherman, a merchant marine, 
  and even captained his fair share of boats. 
  When not answering questions, he complains about his 
  pegs to any who’ll listen, looking wistfully into the distance 
  and remarking on a fine pair of scrimshaw pegs he had 
  made long ago – but the devil took ‘em, and that’s all he’ll 
  say on that matter. If the characters take it upon themselves 
  to have a pair of scrimshaw pegs made for Craw, his face 
  softens as he thanks them from the bottom of his heart.
  Craw knows exactly as much as the Referee would like 
  
  111
  Chapter Three: Port Shaw
  to let the characters know about any campaign hooks. If 
  the characters take an interest in Old Craw, he serves a 
  perfect plot device to fill in missing holes in the characters’ 
  information on any quest they are pursuing. Craw may 
  prove a confidant, mentor, and informant for the party 
  whenever Referee sees fit. 
  If the characters befriend Craw and let him know they 
  are going out to sea, he gives his favorite character the 
  shark-ward talisman from around his neck. Craw tells them 
  to “wear it out there,” and points his hook toward the sea. 
  “When the sharks come, you wear it.” 
  Old Craw, elderly (Ftr7): HP 42; AC 9[10]; Atk kukri (1d6) 
  or hook hand (1d4); Move 6; Save 8; AL L; CL/XP 7/600; 
  Special: none. 
  Equipment: kukri, sharkward talisman, fish netting 
  and line, several fishhooks, pipe and pouch of redleaf.
  INCIDENT 2 — The Mad Shaman Attacks
  Background Plot: Night of the Shark 
  Setup
  As the characters take in the day or explore Tide 
  District, perhaps seeking a fresh-from-the-sea meal, they 
  happen upon an old Tulita man dressed in feathers and 
  rags accosted by a patrol of Municipal Dragoons. Read or 
  paraphrase the following:
  An old Tulita man stands on an empty crate by 
  the dockside preaching to passersby in a rasping 
  voice: “You foreigners anger the sea. You murder the 
  watchers with your harpoons, and skin them for your 
  oil. Soon none left. Without the watchers, Dajobas 
  rise again. His servants come from the deep to kill 
  you. Dajobas kill for your crimes against the old 
  ways. He tear you up with his razor teeth. He drink 
  your blood beneath the waves, grind your bones 
  beneath the moon.”
  His outbursts attract the attention of the 
  Dragoons. A towering man with dark hair and 
  Shark-ward Talisman
  This talisman gives off no magical aura if detect 
  magic is cast upon it unless it is within 60 ft. of a 
  living shark. It appears to be nothing more than a 
  necklace of sharks’ teeth. When a shark draws near, 
  the talisman’s potent magic activates, granting the 
  wearer a +4 armor class bonus and allows the wearer 
  to sense creatures in the water out to 60ft.
  midnight-black eyes leads this particular patrol. “You 
  there, off that crate or I’ll take me hammer to ya.” 
  The large Dragoon gestures with a finely wrought 
  adamantine hammer at the old Tulita. 
  The old man’s eyes take a second to focus on 
  the big Dragoon and then grow wide as saucers. 
  In a flash, the Tulita leaps off the crate, drawing a 
  scrimshaw knife from his belt. 
  “You! You bear the Kiss of Dajobas. I will  
  save you!”
  The ancient Tulita snarls ferociously as he lunges 
  for the tall, sturdily built Dragoon. The big bluecoat 
  growls and bats at the old man with his fist, reaching 
  for his blade with the other. But the Dragoon’s 
  quarry dances away, his feathered headdress bobbing 
  and his furred cloak whipping the air. The rest of the 
  Dragoons go for their weapons, and an elderly native 
  is about to die.
  Background
  Darenar is poised for promotion in the Dragoons, 
  and he is currently one of Gregory Bonedeuce’s favorite 
  lickspittles. This burly man-at-arms also carries Donovan 
  Montgomery’s old hammer Maelstrom, which he won off 
  the drunken captain at dice.
  Darenar enjoys pearl diving on his nights off duty, and 
  last night he was indeed bitten by the black shark. Jalamar 
  only nipped him, tearing a small chunk off his forearm 
  before fleeing into the open sea again. Darenar never even 
  got a good look at the shark. 
  Action 
  If the characters intervene quickly they may prevent 
  bloodshed. Trying to intimidate the Dragoons is likely to 
  go awry, as their blood is already up, and any show of force 
  just eggs them on. If the characters successfully get the 
  Dragoons to back down, they make an enemy of Darenar, 
  the large Dragoon. 
  Even if the characters convince the Dragoons not to kill 
  Milliauka, the old Tulita shaman, they intend to arrest him 
  regardless. The shaman dances about wildly and attempts 
  to lay his dagger upon Darenar again unless characters stop 
  him. If he succeeds in cutting the big man, no amount of 
  pleading on the characters’ part saves the shaman’s life. 
  If the party acts quickly and wisely, they can save 
  Milliauka and convince/force him to put down the knife. 
  characters can make the shaman relent through their words 
  or actions, though he mutters “you no understand, razor 
  kiss, bring the darkness, bring the hunger.” The Dragoons 
  haul the old Tulita off to the brig. 
  
  112
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  Development
  If Darenar is forced to back down or defeated by 
  the characters, he reports the party’s intervention to 
  Commandant Bonedeuce. 
  If the characters battle the Dragoons, they may end 
  up branded as outlaws, though as long as they slay no 
  Dragoons in the fight, there’s still a chance to calm the 
  situation. If the party kills a Dragoon, they must dodge 
  patrols of Dragoons and, thereafter, many citizens of Port 
  Shaw happily report the party’s activities to the authorities 
  for a hefty reward. The adventure begins in earnest should 
  they cross blades with the Dragoons, as the characters must 
  now act in shadow and trust no one. 
  While confronting the Dragoon patrol, any character 
  that makes a saving throw catches a glimpse of Darenar’s 
  bandages (obscured by the sleeve of his uniform). If the 
  altercation resolves affably and the characters inquire about 
  his bandage, Darenar tells them about his shark attack with 
  bravado but lies and claims he killed the shark that bit him 
  (a small hammerhead). If they ask about his fine hammer, 
  he boasts how he won it in a dice game with a former 
  Wave Rider who is now a washed up drunkard. If the party 
  saves Milliauka, the Tulita may become powerful allies of 
  the characters, but without Milliauka the oppressed tribes 
  sorely lack a leader to unite them.
  Milliauka is an important man among the Tulita, 
  currently holding the title of Kamaau, or high shaman. His 
  arrest by the Dragoons creates all manner of unrest among 
  the already abused Tulita. If anyone slays Milliauka, the 
  results prove even worse. More radical elements among 
  the Tulita convince many to turn their backs on the old 
  ways, citing Milliauka’s murder to prove the terrible threat 
  foreigners pose. Fearing the annihilation of their culture, 
  more and more Tulita turn to Dajobas in desperation. This 
  adds Tulita warriors to Dalang’s attack on Port Shaw. See 
  Chapter 2 for more details on Background Plots and final 
  showdowns. 
  If the characters flee with Milliauka and ask him why he 
  attacked the Dragoon, he explains: “Big man is cursed with 
  Dajobas’ Kiss and will go mad. It is known. I smell the Kiss 
  on him!” Milliauka can offer the characters a safe house 
  among the Tulita shacks in the Outskirts.
  Sgt. Darenar (Ftr6): HP 46; AC 5[14]; Atk +2 warhammer 
  (1d4+3); Move 12; Save 9; AL C; CL/XP 6/400. Special: 
  none. 
  Equipment: guardsman’s cloak, chain mail, blue coat 
  and dragoon uniform, +2 warhammer (“Maelstrom”), 
  dagger, purse with 25 gp.
  Milliauka Tries to Help Darenar
  
  113
  Chapter Three: Port Shaw
  Dragoons (4) (Ftr3): HP 21 (x2), 13, 16; AC 7 [12]; Atk ra-
  pier (1d6) or dagger (1d4) or long-barreled musket (2d6); 
  Move 12; Save 12; AL N; CL/XP 3/60; Special: none. 
  Equipment: leather armor, guardsman’s cloak, blue 
  coat and dragoon uniform, rapier, dagger, long-
  barreled musket, 5 reloads of powder and shot, purse 
  with 5 gp
  Dragoon Wizard (MU4): HP 12; AC 9[10]; Atk dagger (1d4) 
  or staff (1d6), or pistol (1d6); Move 12; Save 12; AL C; CL/
  XP 4/120. Special: spells (3/1/1)
  Spells: 1st—charm person, magic missile, sleep; 2nd—
  darkness 15 ft. radius, web. 
  Equipment: blue coat and dragoon uniform, light 
  blue “wizard’s” cape, dagger or staff, pistol, 10 reloads 
  of shot and powder, potion of invisibility, purse with 
  20 gp.
  Milliauka (MU9): HP 27; AC 9[10]; Atk kukri (1d6); Move 
  12; Save 7; AL L; CL/XP 9/1,100; Special: spells (4/4/3/2/1)
  Spells: 1st—charm person, magic missile, shield, sleep; 
  2nd—darkness 15 ft. radius, detect evil, phantasmal 
  force, web; 3rd—dispel magic, hold person, water 
  breathing; 4th—fear, remove curse; 5th—passwall. 
  Equipment: scrimshaw kukri smeared with herbal 
  poultice, two more leaves filled with poultice, several 
  scrimshaw necklaces of good quality (300 gp value 
  total).
  Notes: Milliauka’s attack on the Dragoon is for the man’s 
  own good. The herbal poultice created by the shaman is an 
  ancient Tulita mixture, which, if applied within 48 hours of 
  the victim being bitten in conjunction with casting remove 
  curse, forces the Kiss of Dajobas from a subject. After the 
  application, the victim grows very ill for two days, running a 
  high fever and losing 2 Constitution points.  After the fever 
  runs its course, the lycanthropy is gone from the victim’s 
  blood. If this poultice is applied to a victim of a lycanthropic 
  shark bite more than 48 hours after the attack, it has no 
  effect. 
  If the fight breaks out, Milliauka thinks nothing of his 
  own safety and strives to strike Darenar with his scrimshaw 
  kukri. If he succeeds, he immediately casts remove curse 
  on the man and then flees. The Tulitas’ mastery of the 
  common tongue is not sufficient to explain his intent, but 
  he is desperate to save the man from his dark plight. He 
  even attempts to do so knowing it likely means his own 
  death on a Dragoon’s sword or swinging from a hangman’s 
  noose. Needless to say, if apprehended by the Dragoons 
  Milliauka’s pleading explanation of his action (“the big man 
  sick with Kiss of Dajobas, I make him better”) falls on deaf 
  ears, especially after Darenar grows ill a few hours after the 
  attack. The authorities will hang Milliauka within 24 hours 
  of his capture unless the characters help him escape the 
  brig. 
  INCIDENT 3 —Drango’s Detainment 
  Background Plot: Either
  Setup
  A crowd of onlookers gathers by a pier on the Fort 
  Stormshield side of the docks. Whispers of “Falken Drango!” 
  and “They caught that bloodthirsty killer at last,” and “I can’t 
  wait to see the bastard swing,” rush through the crowd. 
  Twin three-masted war galleys manned by the blue coats 
  of the Municipal Dragoons make their way toward port. 
  After they dock, a contingent of Dragoons hustles down the 
  gangplank and clears a path through the throng of curious 
  onlookers. If the characters decide to approach, read or 
  paraphrase the following if desired:
  A Dragoon escorts a tall wiry man, his hair in 
  long black braids adorned with gold and silver bands. 
  The prisoner sports an unkempt beard crusted with 
  blood, most likely from the numerous cuts about 
  his face. Though badly beaten, his eyes retain a 
  sharpness and fierce intensity. Another Dragoon 
  appears behind him, prodding the prisoner with the 
  shaft of his short spear. The man flashes his captor 
  a feral grin, earning himself a sharp jab from the 
  spear’s haft to his teeth. The captive stumbles and 
  spits a mouthful of blood out onto the crowd below, 
  which withdraws with yelps, as if the man rained 
  acid upon them. Heavy iron manacles clapped about 
  his wrists jangle with every step he takes down the 
  gangplank. 
  A lieutenant greets the Dragoons as they descend 
  to the docks, and they salute sharply. “At ease.” 
  The lieutenant regards the prisoner coldly, “Well, 
  the infamous Falken Drango. Now we can add 
  the murder of your own crew to your ample list of 
  crimes. Do you have anything to say for yourself?” 
  The lieutenant obviously enjoys the eyes of the crowd 
  on him as he confronts Falken Drango.
  “Just one thing you ought to know, ye lordship . . . 
  these manacles are a bit loose.”
  The pirate’s manacles clatter to the deck at the 
  dumbfounded Dragoons’ feet, and the pirate’s fist 
  cannons into the lieutenant’s head. The officer drops 
  like stone in water and the pirate bolts through the 
  crowd.  
  
  114
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  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  Development
  The characters are faced with a choice: aid Drango’s 
  escape by distracting or directly confronting the Dragoons, 
  aid the Dragoons by capturing a known pirate, or sit idly 
  by and take in the show. It is highly unlikely Drango is 
  responsible for murdering his loyal crew, which characters 
  may doubt if they’ve heard any rumors of the man. Then 
  again, he has committed dozens of acts of piracy on the 
  high seas. The choice is the characters’, but whether they 
  help Captain Drango or not, events leave them with this 
  unsettling thought: If the pirate was not responsible for the 
  grisly disappearance of his crew, then who was?
  If the characters aid Falken’s escape, he pledges them 
  “a pirate’s debt owed” and offers some advice, “Hide in 
  the Outskirts, mayhap. The Tulita have no love for the 
  Dragoons. But I’d hie to the waves as soon as you might. Let 
  this blow over while you’re out to sea. Good luck to you!” 
  He then darts off and vanishes unless pursued. If the party 
  keeps up with Drango, he again thanks them, but insists he 
  go his own way. Once alone, Drango plots to steal a ship, 
  delaying his departure to hunt down any helpful clues as to 
  his crew’s bloody fate.
  After the party and Drango part ways, feel free to 
  have the pirate show up at any time in the course of the 
  campaign to pay back his debt by bailing the characters out 
  of a hard fight or offering a useful tidbit of information. 
  Though he is a man of his word, he is still a capricious pirate 
  and proves unpredictable at times. See the description of 
  Captain Falken Drango in Chapter 1 for more details on his 
  disposition and roleplaying notes. 
  If the Dragoons capture Drango and haul him off to the 
  brig, then the characters most likely encounter him again 
  if they end up trying to spring Milliauka (see Incident 
  #2, above) from prison or if they try to infiltrate Fort 
  Stormshield while investigating the Ring of the Kraken.
  Falken Drango (Ftr2/Thf9): HP 41; AC 9[10]; Atk fist x2 (1 
  hp each); Move 12; Save 7; AL N; CL/XP 11/1,700; Special: 
  backstab (x4), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 93%, Traps/Tasks 60%, Hear 5 
  in 6, Hide 65%, Silent 70%, Locks 65%. 
  Equipment: Torn black leggings, leather belt,  
  lockpick (concealed in lining of leather belt),  
  manacles. 
  Dragoons (6) (Ftr3): HP 21, 25, 9, 13, 15 (x2), 22; AC 7 [12]; 
  Atk rapier (1d6) or dagger (1d4) or long-barreled musket 
  (2d6); Move 12; Save 12; AL N; CL/XP 3/60; Special: none. 
  Equipment: leather armor, guardsman’s cloak, blue 
  coat and dragoon uniform, rapier, dagger, long-
  barreled musket, 5 reloads of powder and shot, purse 
  with 5 gp. 
  Dragoon Wizard (MU4): HP 12; AC 9[10]; Atk dagger (1d4) 
  or staff (1d6), or pistol (1d6); Move 12; Save 12; AL C; CL/XP 
  4/120. Special: spells (3/1/1)
  Captain Falken Drango
  
  115
  Chapter Three: Port Shaw
  Spells: 1st—charm person, magic missile, sleep; 
  2nd—darkness 15 ft. radius, web. 
  Equipment: blue coat and dragoon uniform, light 
  blue “wizard’s” cape, dagger or staff, pistol, 10 reloads 
  of shot and powder, potion of invisibility, purse with 
  20 gp. 
  Dragoon Sergeant (Ftr6): HP 41; AC 5[14]; Atk long sword 
  (1d8) or dagger (1d4); Move 12; Save 10; AL C; CL/XP 
  6/400. Special: none. 
  Equipment: chain mail, guardsman’s cloak, blue  
  coat and dragoon uniform, longsword, dagger,  
  purse with 25 gp. 
  INCIDENT 4 — Dragonsmoke For Sale
  Background Plot: Either
  As the characters wander the dockside, two cloaked 
  strangers approach and offer to help them find their 
  way. If the characters turn them down, they offer “a little 
  something else then, something very special.” One pulls 
  aside his cloak and pulls forth a leather pouch; undoing 
  the drawstrings, he holds earthy roots and dust out to the 
  characters. “Dragonsmoke, the best you’ll find on the Coast. 
  Normally this would run you twenty five gold bits easy, but 
  because I have an excellent supplier I am able to charge you 
  only ten.” 
  Development
  A third dragonsmoke pusher hides in the shadows 
  nearby, keeping an eye out for trouble. Dragonsmoke is a 
  highly illegal substance in Port Shaw, though not so much 
  because of its ill effects, but rather because the smugglers 
  who deal it refuse to bribe the Dragoons for the right to 
  do so. The characters note that the other member of this 
  cloaked pair is watching like a hawk for Dragoons. 
  If the characters know that dragonsmoke addictions 
  plague the Tulita and the young local fisherfolk, they may 
  wish to find the source of the drug and stop its influx into 
  the city. The dragonsmoke pushers are not about to reveal 
  anything about their supplier, but they can be tricked 
  into dropping some details if the characters pretend to 
  interest in purchasing a large amount of the drug for resale. 
  Alternatively, the characters could intimidate the pushers, 
  or use magic to find out what they want. If they succeed, the 
  pushers reveal that a large shipment of the drug is coming 
  in tomorrow night from Garreg Meldenbourne at Barrett’s 
  Barnacle. All the buyers and pushers will be there to get 
  fresh stock.
  Once they have this info, the characters may head 
  to Barrett’s Barnacle to gather more information and 
  encounter Garreg Meldenbourne, who knows the details of 
  the Midnight Deal.
  Dragonsmoke Pushers (3) (Thf4): HP 11, 8, 4; AC 7[12]; 
  Atk dagger (1d4); Move 12; Save 12; AL N; CL/XP 4/120; 
  Special: backstab (x2), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%. 
  Equipment: leather armor, black cowled cloak,  
  3 daggers, a purse filled with 100 gp, four pouches 
  of dragonsmoke (10 gp per pouch), a pouch of  
  Black Dragon (high quality dragonsmoke, valued at 
  50 gp).
  Notes: For more information on dragonsmoke see the 
  Appendix. 
  Tactics: If threatened, the pushers attempt to intimidate 
  and threaten the characters into backing down. If that fails, 
  they flee for their lives, as their bark is far worse than their 
  bite. 
  INCIDENT 5 — Trouble in Paradise
  Background Plot: Either
  Setup
  The characters exploration of the docks takes a turn 
  for the worse when they stumble upon a no-holds-barred 
  brawl between local Tulita coolies and the crew of a whaling 
  vessel.
  The brawl begins when a whaler lowering heavy casks of 
  oil with a rope-and-pulley loses his grip. A barrel plummets 
  onto a coolie’s head, knocking the young man unconscious. 
  The injured man’s brother tends to him while screaming 
  insults up at the whalers. They reply in kind. Moments later 
  coolies climb aboard the ship and whalers leap down to the 
  docks. Fists, feet, and belaying pins fly in all directions. 
  This fight breaks out just as the characters happen by, 
  enveloping them in the chaos. Any Tulita characters may be 
  mistaken for members of the work crew and attacked by the 
  whalers, or a seaworthy looking character might likewise be 
  misconstrued for one of the whaler’s crew. Perhaps a whaler 
  is hurled into a character by a coolie or a whaler slams a 
  Tulita face first into the characters path, tripping the party up. 
  The fight is strictly fisticuffs at first, but if no one (the 
  characters, for instance) does anything to stop the violence, 
  Editor’s Note –  
  How Many Foes?!
  At first blush a battle with 16 or more low-level 
  creatures may seem pointless, and later in a cam-
  paign that may prove true. However, early in the 
  adventure, such easily slain mooks offer an oppor-
  tunity for Referees to let their players feel powerful 
  and heroic, as they fling surly foes about like so many 
  dolls. Aside from delivering a moment of good fun, 
  such “feel good” encounters serve to cement a party’s 
  loyalties, helping lock them into a bond with allies 
  and thus into a plot arc.
  
  116
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  taking 1d2 points of fire damage every round until the characters 
  douse him. After the third round, if no one has helped him, 
  Wharfmaster Creely leaps off the docks into the shallows.
  Once the characters save Creely they must deal with 
  the fire on the pier, which spreads five feet every round. On 
  the third round, it reaches Donovan’s sloop and threatens 
  to ignite the other three barrels of whale oil still aboard the 
  ship inflicting 3d6 points of fire damage to everyone within 
  30 feet (save for half damage). 
  If the characters extinguish the conflagration, they earn 
  the gratitude of Creely and Donovan. The wharfmaster 
  thanks the characters and whirls on Donovan, snarling and 
  cursing him as a “worthless drunk” before staggering off to 
  report the incident.
  If the characters take an interest in Captain 
  Montgomery, he gladly offers the services of his ship free of 
  charge; especially if the characters stopped the fire before 
  it caused any real damage. It is highly possible that the 
  characters ignore Montgomery, taking him for nothing 
  more than a common drunkard. If they later learn his 
  identity, and wish to track him down, doing so is simple 
  enough – he spends every night for the next two weeks 
  drunk aboard his schooner, moored at this same pier. 
  the whalers draw their knives on the third round of combat. 
  The Tulita pull their kukri in response. The characters may 
  battle it out or seek the Dragoons, who quickly put a stop to 
  the fray with a volley of over-the-head musket fire. 
  The encounter serves to draw the characters into the 
  Tulitas’ conflict with the newcomers and shows the plight 
  of their once-proud people. All the Tulita present were 
  once warriors among their people, but now they are dock 
  laborers for the foreigners. This incident may involve the 
  characters in the Tulitas’ situation if they make friends with 
  any of the warriors, who may offer the characters refuge 
  in the Outskirts or introduce them to a Tulia leader like 
  Milliauka, for example. For more details, see Chapter 2. 
  Whalers (16): HP 4 (x4), 2 (x8), 1 (x4); AC 7[12]; Atk fist (1 
  hp) or dagger (1d4) or belaying pin (1d4, subdual); Move 
  12; Save 18; AL Any; CL/XP B/10; Special: none. 
  Equipment: leather armor, heavy cotton tunic and 
  leather breeches, boots, woolen cloak, dagger, belay-
  ing pin.
  Tulita Tribesmen (7)(Ftr3): HP 19, 22, 23, 17, 5, 16, 13; AC 
  9[10]; Atk fist (1 hp), kukri (1d6) or sharkstooth club (1d6); 
  Move 12; Save 12; AL L; CL/XP 3/60; Special: none. 
  Equipment: simple kappa clothing, sandals, 2 kukri 
  knives, sharkstooth club.
  INCIDENT 6 — Fire on the Docks
  Background Plot: Night of the Shark and Ring of the 
  Kraken
  Setup
  As the characters make their way along the docks, 
  they see two men offloading a few barrels of whale oil by 
  the wharfmaster’s offices. Soon, the smaller of the two 
  men loses control of his barrel and a fire ensues. Read or 
  paraphrase the following:
  The sharp crack of a rope snapping draws your 
  eye to a nearby gangplank. A 25-gallon wooden cask 
  careens haphazardly towards the docks. The cask 
  smashes against the wharfmaster’s registry, breaking 
  apart and spilling its greasy contents everywhere. 
  The lantern on the registry table topples to the 
  boards and a low whoosh heralds the rush of blue-
  tinged flames. The wharfmaster cries out, stumbling 
  backwards as his tunic catches fire.
  Development
  The two men are Donovan “Shakes” Montgomery and his 
  deckhand Jenkie Barnes (see Chapter 1 for details). Jenkie 
  dropped the barrel, but both scamper away from the rising 
  flames until they are unable to reach Wharfmaster Creely (use 
  the whaler statistics from Trouble in Paradise above) on the 
  other side of the fire. The wharfmaster panics and flails about, 
  Jenkie Barnes
  
  117
  Chapter Three: Port Shaw
  Captain Donovan “Shakes” Montgomery (Ftr9): HP 67; 
  AC 7[12]; Atk sap (1d6, subdual); Move 12; Save 6; AL L; 
  CL/XP 9/1,100; Special: none. 
  Equipment: leather armor, sap, barnacle scraper, 50 
  ft. heavy rope, grappling hook, leather work gloves, 
  patched breeches and vest, hard leather boots, the 
  Vintage (sloop).
  Jenkie Barnes (Th4): HP 11; AC 7[12]; Atk dagger (1d4); 
  Move 12; Save 12; AL N; CL/XP 4/120; Special: backstab 
  (x2), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%. 
  Equipment: leather armor, 2 daggers, carpentry 
  tools, 50 ft. rope, 6 pitons. 
  INCIDENT 7 — The Lovely Lady Lightfingers 
  Background Plot: The Kraken Strikes
  Setup
  As the characters examine some wares or take in the 
  sights in Tide District, Jalia Ramires, infamous pickpocket 
  and former Wave Rider, targets the richest-looking 
  character as a mark on whom to ply her trade. 
  Jalia employs her favorite tactic. Dressed as a lady about 
  town and pretending to be interested in some perfume 
  sold in a nearby stall, she conjures up an illusion of a young 
  orphan girl — the spitting image of herself ten years ago. 
  Then she has the illusion attempt to pick the character’s 
  pocket, while she herself reaches for the goods. If characters 
  notice her attempt to relieve them of their valuables, she 
  attempts to scapegoat the little girl. The illusionary orphan 
  flees as fast as her dirty feet can carry her, providing a 
  distraction to cover Jalia’s own exit.
  During the pickpocket attempt, Jalia engages the 
  characters in extensive banter. Any mention by the party of 
  a former Wave Rider, Quell, Zalen, the Ring of the Kraken, 
  or similar topics cements her interest in the characters. She 
  will visit them again to learn more of what they know or 
  to use them as pawns in her own quest to defeat the evils 
  facing Port Shaw.
  If caught, she makes a deal to avoid being turned over 
  to the Dragoons. She may become a valuable ally in the 
  characters fight against the forces of evil in Port Shaw. She 
  may also fall head over heels in love with Zalen Trafalgar 
  if he ends up joining forces with the characters as well. As 
  an interesting source of conflict, consider a love triangle – 
  perhaps Zalen falls for a female character, and Jalia grows 
  resentful and jealous. 
  Jalia “Lady Lightfingers” Ramires, female (Mk1/Th9): 
  HP 31; AC 7[12]; Atk punch (1d4) or dart (1d4 plus poison); 
  Move 12; Save 7; AL N; CL/XP 9/1,100; Special: backstab 
  (x4), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 93%, Traps/Tasks 60%, Hear 5 
  in 6, Hide 65%, Silent 70%, Locks 65%. 
  Equipment: emerald green silk bodice, aqua hoop 
  skirt (quick tear away), black silk leggings, white 
  lace gloves, a silken ladies purse (filled with tiny 
  caltrops), 2 hairpin darts (laced with poison), vial 
  of “perfume” paralysis-poison, +2 ring of protection, 
  magical lady’s fan (casts illusions, 18 charges), ring 
  of acquisition, slippers of spider climbing, fine emerald 
  brooch (fake, only worth 4 cp).
  Jalia Ramires
  Editor’s Note –  
  Making Friends
  Befriending Captain Donovan gives the characters 
  an easy way to get to sea early in the adventure. 
  However, Donovan is a drunkard and any difficult 
  sailing runs an extremely high chance of a shipwreck. 
  His skills and luck will likely not survive the challenge 
  of too many adventures.
  
  118
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  Note: Jalia is also detailed in Chapter 1, if this looks 
  oddly familiar.
  INCIDENT 8 — Widow Razor to the Rescue
  Background Plot: The Kraken Strikes
  Setup
  After nightfall, if the characters are outnumbered in combat 
  while on the docks – perhaps meeting the dragonsmoke 
  dealers at Crook Back Pier, investigating Barrett’s Barnacle, 
  or during any other early encounter – Bethany Razor steps 
  out of the shadows to save their bacon.  
  Development
  Bethany hates an unfair fight, and she may harbor 
  some personal vendetta against the characters’ foes. 
  She will not raise her rapier against the Dragoons as she 
  does not wish to jeopardize her friendly relationship 
  with the commandant. However, she may stop the 
  altercation with a bat of her eyelashes, a sharp word, 
  or a swish of her blade. If that fails, she nods toward 
  the shadows or alleyway from which she stepped, and 
  Korg emerges menacingly. Together they intimidate 
  the characters foes into backing down. In subsequent 
  conversation, Bethany lets the characters know where 
  they might find her.
  Captain Bethany Razor, Elf female (Drd5/Thf7): HP 44; 
  AC 4[15]; Atk +2 rapier (1d6+2 plus wounding) or pistol 
  (1d6); Move 12; Save 9; AL N; CL/XP 11/1,700; Special: 
  backstab (x3), elf traits, immune to fey charms, +2 save vs. 
  traps, shape change, spells (3/2/1), thieving skills. 
  Thieving Skills: Climb 91%, Traps/Tasks 45%, Hear 5 
  in 6, Hide 40%, Silent 50%, Locks 40%
  Spells: 1st—detect magic, faerie fire, predict weather; 
  2nd—cure light wounds, warp wood; 3rd—water 
  breathing. 
  Equipment: +2 leather armor, wooden shield, jet 
  black leather bodice, white laced silk blouse, knee 
  high black leather boots of speed, Fate’s Cruel Twist 
  (+2 rapier; see sidebox), pistol, 5 reloads of powder 
  and shot, potion of water breathing, ruby ring (300 
  gp value, a gift from a suitor whose name she has 
  forgotten), silver necklace with emeralds inlaid (1,600 
  gp value, gift from Viscount Senegar Deepwarder), 
  jeweled scabbard for her rapier (700 gp value, gift 
  from Gregory Bonedeuce), a simple silver wedding 
  band (her most treasured possession, worth 5 gp to 
  anyone else).
  First Mate Korg, Minotaur: HD 6+4; HP 40; AC 6[13]; Atk 
  head butt (2d4), bite (1d3), weapon (1d8); Move 12; Save 
  11; AL N; CL/XP 6/400; Special: never get lost in labyrinths. 
  Equipment: heavy pick, short sword (uses as his 
  knife), 50 ft. of heavy steel cable.
  Stand-Alone Encounters
  Instead of exploring the docks by day or chasing rumors, 
  your players may decide to roam Port Shaw at night. If so, 
  these encounters may serve as an Incident in addition to 
  challenging the characters with blade and spell. Or they 
  might just be old-fashioned brawls, filled with sound and 
  fury, but signifying nothing.
  At night, some lonesome stretches of docks are all but 
  devoid of visitors or citizens, and dark things emerge from 
  the waves or sewers to prey on the unwary wandering the 
  planks. Consequently, these encounters have been written 
  with Port Shaw’s docks in mind, but feel free to adapt them 
  to any dark alley.
  Consult Chapter 2 for guidance in selecting which 
  encounter to present to your party and when.
  BLOOD ORPHAN
  A fishing schooner floats out of the night and knocks 
  into a pier as the characters pass. Blood covers the boat’s 
  deck, and the only crewman on the craft is Eddie, a young 
  boy delirious with fever and badly wounded, with a shark 
  bite across his torso. Dalang Jalamar struck again. If the 
  party cares for Eddie or brings him to a cleric, when he 
  recovers he dedicates his life to the character that saved 
  him. He begs to join the party as their henchman, asking 
  only for food and training in return. Inquiring about Port 
  Shaw reveals that Eddie comes from the same village as 
  Harok McFarrows. As a result, the orphanage will not take 
  him.
  Editor’s Note: NPCs 
  The stat-block for Jalia Ramires is a good place to 
  point out how and why some NPC characters are 
  created outside the normal rules for player charac-
  ters. She is, in terms of the adventure, a person with 
  thief skills at a high level of expertise, but with some 
  street-fighting ability that isn’t well reflected in the 
  character class of the thief.  Since she is just an NPC, 
  it doesn’t matter that her experience point progres-
  sion makes no sense, or that the rulebook’s “official” 
  concept of monks doesn’t match up well with the 
  thief class (or with Jalia’s personality). All of that is 
  completely irrelevant. The players will never see the 
  odd stat block, they will only see an NPC with thief 
  skills and dirty fighting skills, which makes perfect 
  sense. You, as the puppetmaster of the NPCs and the 
  game world, are not bound by the player character 
  creation/advancement rules, which are designed for 
  the completely different purpose of being used by 
  the players for their characters.
  — Matt Finch
  
  119
  Chapter Three: Port Shaw
  DRUNKEN SAILORS 
  Four drunken sailors out spoiling for a fist fight. 
  Whalers (4): HP 4 (x2), 3, 2; AC 7[12]; Atk fist (1 hp) or dag-
  ger (1d4) or belaying pin (1d4, subdual); Move 12; Save 18; 
  AL Any; CL/XP B/10; Special: none. 
  Equipment: leather armor, heavy cotton tunic and 
  leather breeches, boots, woolen cloak, dagger, belay-
  ing pin.
  WANNA SMOKE? 
  Two dragonsmoke pushers prowl the docks seeking 
  new clients.
  Dragonsmoke Pushers (2) (Thf4): HP 11, 7; AC 7[12]; Atk 
  dagger (1d4); Move 12; Save 12; AL N; CL/XP 4/120; Spe-
  cial: backstab (x2), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%. 
  Equipment: leather armor, black cowled cloak, 3 
  daggers, a purse filled with 100 gp, four pouches of 
  dragonsmoke (10 gp per pouch). 
  Characters interrogating these pushers learn their 
  dealers are the thugs from Dragonsmoke for Sale.
  BONE HUNTERS 
  6 Sea-ghouls: Long dead and drowned Tulita warriors, 
  rotten seaweed tangled in their battle-dress, stinking 
  strongly of sewage. Driven by ire over the loss of their 
  people’s sacred scrimshaw relic, these sea-ghouls have 
  crawled out of the shallows and are looking to snatch a 
  meal from the docks to drag back to the watery depths. The 
  characters will do fine for a snack. Throughout the battle 
  they mutter, “Bone…the jawbone…jawjaw…bonnnne…” 
  and similar phrases. They reek with the distinct tang of 
  excrement.
  Sea-Ghouls (6): HD 2; HP 9 each; AC 6[13]; Atk 2 claws 
  (1d3), 1 bite (1d4); Move 9 (swim 15); Save 16; AL C; CL/XP 
  3/60; Special: immunities, paralyzing touch.
  AGENTS OF SKUM
  4 skum agents of the Krakenfiend prowl the docks: If 
  the party came to the attention of the Kraken, they spy on 
  the characters; otherwise they simply hunger for a good 
  meal after being cooped up in the sewers for weeks. If the 
  characters slay half their number, the surviving skum flee 
  into the sewers and add their numbers to the Skum already 
  located in Sewer Section 1 (see Chapter 4 for details).
  Skum (4): HD 2; HP 13, 10, 6, 7; AC 6[13]; Atk trident (1d8) 
  or 2 claws (1d4) and bite (1d6); Move 9 (swim 15); Save 16; 
  AL C; CL/XP 2/30. Special: none. See the Appendix.
  Equipment: trident. 
  RAVENOUS ROACHES
  Four ravenous roach swarms scuttle from between the 
  planks to feast on the characters. 
  Roach Swarm: HD 3; HP 24; AC 8[11]; Atk swarm (1d4+2 
  plus disease); Move 12 (climb 12, swim 12); Save 14; AL N; 
  CL/XP 3/60. Special: None.
  DRAGOON PATROL  
  A patrol of Dragoons hassles the characters, asking 
  them their business on the docks or searching them for 
  dragonsmoke. The Dragoons might look for a bribe or claim 
  a pouch of dragonsmoke they carry with them was found 
  on the characters – unless the party coughs up 50 gp. 
  Dragoons (4) (Ftr3): HP 21, 18, 24, 12; AC 7 [12]; Atk rapier 
  (1d6) or dagger (1d4) or long-barreled musket (2d6); Move 
  12; Save 12; AL N; CL/XP 3/60; Special: none. 
  Equipment: leather armor, guardsman’s cloak, blue 
  coat and dragoon uniform, rapier, dagger, long-
  barreled musket, 5 reloads of powder and shot, purse 
  with 5 gp. 
  Dragoon Wizard (MU4): HP 12; AC 9[10]; Atk dagger (1d4) 
  or staff (1d6), or pistol (1d6); Move 12; Save 12; AL C; CL/XP 
  4/120. Special: spells (3/1/1)
  Spells: 1st—charm person, magic missile, sleep; 
  
  120
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  THE SALTY DOGS 
  The characters run afoul of the Salty Dogs. Rickard 
  Bleardon demands a “gift” in exchange for granting the 
  characters safe passage through the docks at night. He will 
  try to measure the amount of wealth the characters have 
  and extort them for as much as he can. Rickard will not ask 
  for more than 500 gp, though. If the characters refuse, he 
  sics his Dogs on them. If the characters slay more than five 
  of his Dogs or he is brought below 5 hp, he tries to flee. If he 
  cannot escape, Rickard begs for his life. Bleardon may prove 
  useful, as he is aware of Gregory Bonedeuce’s criminal 
  associations, although he knows nothing of the Ring of the 
  Kraken. If questioned hard, he may break down and admit 
  both to murdering Archibald Noeliss and to delivering 
  the body to Barrett at the “Barnacle.” He does not admit 
  Gregory Bonedeuce hired him to do the deed. If forced 
  to reveal something about who hired him, he claims the 
  arrangement was made anonymously through Old Fish, as 
  these things are always done. This is a lie and Old Fish will 
  have no idea what the characters are raving about if they 
  confront him with Bleardon’s tale.
  Rickard Bleardon, leader of the Salty Dogs (Ftr8): HP 
  56; AC 5[14]; Atk short sword (1d6); Move 12; Save 8; AL C; 
  CL/XP 8/800. Special: none. 
  Equipment: chain mail, short sword, purse with 55 
  gp, a silver ring set with sapphires (600 gp value), 5 
  Tulita cigars.
  The Salty Dogs (6) (Ftr2/Thf1): HP 13 (x2), 6, 7 (x2); AC 
  7[12]; Atk short sword (1d6), dart (1d4); Move 12; Save 3; 
  2nd—darkness 15 ft. radius, web. 
  Equipment: blue coat and dragoon uniform, light 
  blue “wizard’s” cape, dagger or staff, pistol, 10 reloads 
  of shot and powder, potion of invisibility, purse with 
  20 gp. 
  Dragoon Sergeant (Ftr6): HP 41; AC 5[14]; Atk long sword 
  (1d8) or dagger (1d4); Move 12; Save 10; AL C; CL/XP 
  6/400. Special: none. 
  Equipment: chain mail, guardsman’s cloak, blue coat 
  and dragoon uniform, longsword, dagger, purse with 
  25 gp. 
  THE GHOST OF DURRELL RAVENKITH
  The ghost of Durrell Ravenkith haunts the section of 
  docks the characters frequent. Durrell promises them a 
  reward beyond their wildest dreams if they will journey into 
  the sewers and recover his remains. The ghost seeks only to 
  be put to rest, but if the characters deny his request he flies 
  into a rage and attacks. See Chapter 3 for more details on 
  Durrell Ravenkith and his remains. 
  Durell Ravenkith (Strangling Ghost): HD 5; HP 25; AC 
  0[19]; Atk strangulation (save or die in 1d4+1 rounds); 
  Move 0 (fly 12); Save 12; AL usually C; CL/XP 7/600; Spe-
  cial: magic or silver weapon required to hit, magic resis-
  tance (50%), strangles (if hit, save or die in 1d4+1 rounds). 
  Durrell Ravenkith’s Ghost
  Reardon’s Dogs
  
  121
  Chapter Three: Port Shaw
  AL C; CL/XP 3/60. Special: backstab (x2), +2 save vs. traps, 
  thieving skills.
  Thieving Skills: Climb 85%, Traps/Tasks 15%, Hear 3 
  in 6, Hide 10%, Silent 20%, Locks 10%. 
  Equipment: leather armor, 2 short swords, 6 darts, 
  pouch with 15 gp, playing cards, 2 Jeagerville cigars.
  Dogs (7): HD 2; HP 4 (x2), 3, 12, 9 (x2), 2; AC 7[12]; Atk bite 
  (1d6); Move 14; Save 16; AL N; CL/XP 2/30; Special: None.
  THE MIDNIGHT DEAL
  If the characters learn about the incoming shipments of 
  dragonsmoke – either from the dealer at Barrett’s Barnacle 
  or the pushers locked up in the brig at Fort Stormshield 
  – they may decide to show up at Crook Back Pier and 
  observe, take part in or disrupt the deal.
  Shortly before midnight, ten dragonsmoke pushers 
  arrive and wait. At precisely midnight, a refuse barge floats 
  in from the harbor and docks. The barge holds 5 smugglers 
  and 2 enforcers, who immediately distribute small sacks 
  of dragonsmoke (20 ounces in each sack) in exchange for a 
  pouch of 100 gp from each pusher.
  If the characters sneak aboard the barge, or somehow 
  convince the smugglers to take them to see Bonegnaw, then 
  the barge departs after the last pusher buys his daily stock. 
  It heads down coast, two miles to the smuggler’s secret 
  cove. See Bonegnaw’s Cove for details. 
  If the characters attack, the smugglers sic the enforcers 
  on them and attempt to push the barge away from the 
  docks immediately. The dragonsmoke pushers also attack 
  the party. The barge moves 10 feet from the docks each 
  round, unless interrupted by the characters’ actions. Once 
  they are 30 feet away, the smugglers on the barge open fire 
  on the characters with their crossbows. 
  If the characters slay more than six of the pushers, the 
  others flee for their lives, begging for mercy if they are 
  captured. The enforcers fight to the death and the smugglers 
  battle until defeated. 
  If the characters bust up the deal themselves without 
  first informing the Dragoons, they run the risk of being 
  mistaken for just another bunch of pushers and dealers 
  muscling out the competition. When the Dragoons show 
  up after the fray, the characters must convince them of their 
  true intentions and assure the Municipals they were there 
  to stop the drugs from coming in, not to steal them. 
  If the Dragoons already have a bone to pick with the 
  characters, they immediately arrest anyone they can get 
  their hands and summarily convict them of trafficking 
  in illegal substances and creating general mayhem. The 
  Dragoons haul the characters off to the brig in Fort 
  Stormshield, from whence they must escape to continue 
  their adventures. Even if the characters convince the 
  arriving Dragoons of their honest intentions, the authorities 
  will still chastise the party for keeping the Dragoons in the 
  dark. Gregory Bonedeuce does not appreciate citizens of 
  Port Shaw taking the law into their own hands. 
  Dragonsmoke Pushers (10) (Thf4): HP 11; HP 7 (x2), 5, 12, 
  14, 13, 8 (x2), 9, 10, 7; AC 7[12]; Atk dagger (1d4); Move 12; 
  Save 12; AL N; CL/XP 4/120; Special: backstab (x2), +2 save 
  vs. traps, thieving skills.
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%. 
  Equipment: leather armor, black cowled cloak, 3 
  daggers, a purse filled with 50 gp, four pouches of 
  dragonsmoke (10 gp per pouch).
  Smugglers (6) (Thf6): HP 19; HP 16 (x2), 20, 11, 15 (x2); 
  AC 7[12]; Atk short sword (1d6) or light crossbow (1d4+1); 
  Move 12; Save 10; AL C; CL/XP 6/400; Special: backstab 
  (x3), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 90%, Traps/Tasks 40%, Hear 4 
  in 6, Hide 35%, Silent 45%, Locks 35%. 
  Equipment: leather armor, short sword, light cross-
  bow, 10 bolts, 2 small sacks of dragonsmoke each 
  (200 gp street value)
  Enforcers (2) (Ftr6): HP 41, 27; AC 7[12]; Atk ranseur (pole-
  arm) (1d8+1) or dagger (1d4); Move 12; Save 9; AL C; CL/
  XP 6/400; Special: none. 
  Equipment: leather armor, large black woolen cloaks, 
  ranseur (polearm), dagger, purse with 20 gp
  Embrace of the Kraken
  Bonegnaw’s dragonsmoke smuggling ring is the 
  perfect opportunity to bring your party of adventur-
  ers into conflict with the insidious Ring of The Kraken. 
  Never missing a chance to procure talented and 
  useful cat’s-paws, Gregory Bonedeuce may decide 
  to befriend the characters when he learns of their 
  exploits. He might even sic them on Bonegnaw in 
  the hope of weakening two minor irritations poised 
  to annoy the Ring of the Kraken: Bonegnaw and the 
  characters.
  If the characters play their cards well, they might 
  earn the respect and eventually the trust of the 
  commandant by helping him deal with the gnoll, 
  who mistakes the Ring for a rival criminal organiza-
  tion and refuses to pay his cut or offer obeisance. In 
  return, Bonedeuce might offer the party their own 
  place among the Dragoons, or even membership in 
  the Ring of the Kraken, as you see fit.
  
  122
  Razor Coast
  Into the Razor
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  Port Shaw
  Locations of Note
  Your players may prefer to wander the establishments of 
  Port Shaw, seeking adventure. The following locations serve 
  as introductions to the flavor of Port Shaw, the places to 
  meet key NPCs and gateways to adventures.
  Equipment Suppliers
  SILK
  Dontorian’s House of Haberdashery 
  This famous hat and fashion shop, located in Silk 
  District, produces the most capital hats on the coast. 
  Anyone who is anyone on the docks or among the rich and 
  famous of Manor district is always capped in a Dontorian 
  design. Each hat is perfectly tailored to the customer’s brow 
  to provide either a piratical or noble flair as requested. A 
  quite fetching standard hat costs 10 gp. Finely made top 
  hats – dashing! – cost 25 gp, and a Dontorian special design 
  – there are no words – costs 100 gp and makes it much 
  more likely the character’s words — and actions — will be 
  heeded throughout the port.
  JADE
  Sagacious Samuel’s Magic Emporium 
  Characters seeking potions, lotions and other magical 
  accouterments can track down this stately shop, on the edge 
  of Silk and Tide, garishly decorated with arcane symbols 
  and the shimmering illusion of an elven maiden enticing 
  passers-by. Owner Sagacious Samuel offers any potion 
  available in Swords & Wizardry Complete. He also offers 
  scrolls of any 5th level or lower Magic-User spell. Being 
  the only reputable magical outlet in Port Shaw, Samuel 
  can afford to charge 20% more than the listed price for his 
  goods. There is a 70% chance the item a character is looking 
  to buy is readily available; otherwise, Samuel can order it 
  in two weeks. In a dire emergency he can create it, but he 
  charges an extra 25% rush fee for this.
  Samuel offers other services, like the casting of spells 
  — including, if the characters inquire, using his crystal ball 
  to spy on anyone in town. He exacts the hefty fee of 1,000 
  gp to watch people, as it is against the law and may invite 
  the ire of the target. Samuel also sells a wide variety of 
  spell components (anything of 100 gp or less in value) and 
  spellbooks.
  A large grate and runoff shaft, located in the laboratory 
  in Samuel’s cellar, leads into Section 2 of the Sewers (See 
  Chapter 4 for details). 
  Sagacious Samuel (MU13): HP 38; AC 6 [13]; Atk +2 spell 
  storing quarterstaff (1d6+2); Move 12; Save 5; AL N; CL/XP 
  13/2,300; Special: +2 vs. magic, spells (5/5/5/4/4/2).
  Spells: 1st—charm person, detect magic, hold portal, 
  magic missile, shield; 2nd—detect evil, ESP, invisibility, 
  web, wizard lock; 3rd—dispel magic, fireball, fly, hold 
  person, slow; 4th—charm monster, confusion, fear, 
  remove curse; 5th—contact other plane, feeblemind, 
  passwall, teleport; 6th—disintegrate, reincarnation.  
  Equipment: fine blue and green robes, +2 spell stor-
  ing quarterstaff (holds 3 levels of spells as per ring 
  of spell storing, with hold person cast into it), dag-
  ger, crystal ball, 3 potions of extra healing, potion of 
  heroism, +3 ring of protection, wand of suggestion (8 
  charges).
  Old Fish’s Supplies 
  From the outside, this ramshackle building seems 
  nothing more than a small warehouse converted into a bait 
  and tackle shop. Its grimy windows, well-worn exterior and 
  none-too-clearly marked sign, drooping by a single rusty 
  chain above the doorframe, do not speak highly for the 
  quality of products peddled inside. 
  There is much more than meets the eye to Old Fish’s 
  Supplies. Among the darkest circles of Port Shaw’s 
  underworld, the shop is called “Tricks of the Trade.” The 
  proprietor, an ancient bald man with a wispy white beard 
  and hard gray eyes, is known only as Old Fish. Old Fish’s 
  history remains unclear to all. The only thing certain is that 
  he was once a very talented killer. Retired from the business 
  of death himself, he now sells his skills as a designer of 
  specialty weapons and items, serving less than reputable 
  rogues and shady assassin upstarts. His tricks of the trade 
  are masterfully designed and highly effective, and his 
  exclusive clientele pays highly for his creations. 
  When Old Fish arrived in Port Shaw over 30 years 
  ago, he was on the run from the dozens of enemies 
  he accumulated as a deadly assassin. Elder Hargrove 
  intervened on his behalf, paying off the many killers hunting 
  Editor’s Note –  
  Recurring Roles
  Many of the locations and NPCs in this section 
  should play a recurring role in your campaign. Reveal 
  their secrets slowly. Old Fish, for example, should 
  simply seem an old shopkeeper until deep into your 
  campaign. Confronted with a 5th-level party who 
  pointed and said, “Hey! You’re an assassin!” Old Fish 
  might just TPK them and send their bodies to Barrett 
  to be dissolved in acid. Instead, use repeat visits to 
  build the players’ suspicions slowly until they eventu-
  ally conclude Old Fish is not all he seems. Alternately, 
  use repeated requests for aid from locations like the 
  Chapterhouse of the Church of Quell to encourage 
  side treks that help characters level up. See Chapter 
  2 for more ideas on how to use these locations and 
  their resident NPCs in your campaign.
  
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  Chapter Three: Port Shaw
  Fish and convincing them to return to their employers with 
  forged “proof” of the assassin’s death. Fish owes a life debt 
  to Hargrove for his intervention.
  Life debt or no, Fish lost his edge over the years and 
  plans never to use his skills again – if he can avoid it. He is 
  on the lookout for a successor who may take up his mantle 
  as the Razor’s most lethal killer. Should any of the characters 
  prove worthy of Old Fish’s attention, he will mentor them 
  and even grow attached to a young rogue character. 
  If Fish does mentor a character, he puts himself in an 
  awkward position when Barrison Hargrove orders him to 
  repay his debt by murdering the party. Fish cannot refuse to 
  fulfill the life debt – his twisted code of honor will not allow 
  it – but he is also unwilling to kill his protégé. If ordered 
  to do so, Fish disguises himself and attacks the characters, 
  killing any he dislikes but failing to kill his student on 
  purpose. If possible, Fish conceals his identity through the 
  course of the fight and purposefully dies at his student’s 
  hands in an attempt to drive the character further down the 
  path to taking his place as the most deadly assassin on the 
  Coast. 
  Old Fish (Assn14): HP 66; AC 2 [17]; Atk dagger (1d4 plus 
  poison) or bolt launcher (1d6 plus poison); Move 12; Save 
  5; AL C; CL/XP 14/2,600; Special: backstab (x4), disguise, 
  thieving skills.
  Thieving Skills: Climb 96%, Traps/Tasks 90%, Hear 6 
  in 6, Hide 95%, Silent 100%, Locks 95%. 
  Equipment: Simple cotton work clothes with grey 
  smock, or black bodysuit with mask and cap, brac-
  ers of defense AC 2[17]; 2 bolt launchers concealed 
  in sleeve (above wrist and below), 10 bolts covered 
  with poison, adamantine dagger with poison reser-
  voir containing 3 doses of poison, silver dagger with 
  poison reservoir containing 3 doses poison, bag of 
  caltrops coated in poison (1d4 plus poison), two-
  compartment flask filled with wine and oil of taggit 
  (save or fall unconscious).
  Notes: Old Fish may be carrying any of the devious 
  devices he sells. The following list represents a mere sample 
  of his wares:
  Insider Offerings
  Old Fish offers the following equipment to those he 
  decides know how to keep their mouths shut:
  Black powder derringers: These tiny concealable 
  pistols can be carried in a sleeve or small pouch. They deal 
  1d6 points of damage but otherwise have the same stats as a 
  pistol. Cost: 400 gp.
  Bolt Launcher: This tiny but powerful crossbow, 
  constructed with a sleekly designed and discreet forearm 
  brace, fits beneath the sleeve of a tunic or a set of robes. 
  The bolt inflicts 1d6 points of damage and a full round is 
  Editor’s Note –  
  X Marks the Spot
  If you scan the map of Port Shaw looking for 
  the Haberdashery or Sagacious Samuel’s – or any 
  of the locations described here – you won’t find 
  them. This led more than one early reader to ask, 
  why aren’t these on the map? The answer is we left 
  them off on purpose.
  By only specifying the most general location – and 
  that only because the nature of the districts demands 
  certain placement – it helps Referees place these 
  sites where and when they will most help the narra-
  tive. Are the characters fleeing the Dragoons, desper-
  ate to duck into a shop and hide? 
  Poof, right there – right around the corner! – that 
  shop is Dontorian’s. Some have asked why we pro-
  vide a map at all. The answer: once your players have 
  visited a location, it becomes fixed. Time to mark it on 
  the map and let everyone know X marks the spot. 
  Old Fish
  
  124
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  required to reload the weapon. Like a hand crossbow, a 
  bolt launcher has a range of 30 feet. This is another rogue 
  favorite, as it lends the element of surprise to its possessor. 
  Cost: 350 gp.
  Booby Trap Pistol: Purposefully designed to misfire, 
  these pistols explode when used, dealing 2d6 points of 
  damage to the wielder. Cost: 150 gp. 
  Breakdown Crossbow: Fish can create a crossbow (any 
  size) that can be broken down into several concealable parts 
  as a standard action and then reassembled in 2 rounds. 
  Cost: 400 gp plus crossbow price. 
  Concealed Weapon: Fish is skilled at constructing 
  weapons that appear to be ordinary items. A lute that is 
  actually a crossbow, a flute blowgun, a dagger housed in a 
  scroll case, etc. Cost: 100 gp plus weapon cost.
  Crossaxe: This heavy crossbow has a handaxe blade 
  that a quick flick of the wrist flicks into place, ready for use 
  against a melee opponent. While engaged, the handaxe 
  prevents the crossbow from firing. It takes a full round to 
  reset the crossaxe for use as a crossbow. Cost: 400 gp.
  Guardsman’s Cloak: A subtle form of pacification, this 
  cloak has pouches of powdered lead sown into the bottom 
  hem, allowing the wearer to grip the hem and wield it like a 
  sap (1d6 points of subdual damage). Cost: 300 gp.
  Hangnail: This razor sharp fake thumbnail fits over a 
  character’s thumbnail, granting +10% bonus to any Delicate 
  Tasks checks involving cutting purse strings or razoring 
  a pocket, sack, pouch or backpack. Some unscrupulous 
  brawlers coat it with poison to give them the upper hand 
  in a match. If used in combat, a hangnail is a light, simple 
  weapon that deals 1d2 points of damage and inflicts double 
  damage on a natural 20. Cost: 200 gp.
  Needle Trap: Fish can build a pressure release needle 
  trap into the hilt of a weapon, the grip of a pistol or an item. 
  This remarkable design includes a safety, which Fish shows 
  his clients how to use, that deactivates or reactivates the 
  trap. Poison sold separately. Cost: 400 gp.
  Poison Reservoir: Housed in the hilt of a slashing 
  or piercing weapon, a reservoir holds a dose of poison, 
  released via the flick of a tiny lever as a free action. Once 
  released, the poison coats the blade in one round. Cost: 500 
  gp.
  Poisoner’s Gloves: Made of several watertight thin 
  lambskin membranes, these gloves allow a character to 
  handle items coated with contact poisons safely. After 
  exposure, characters simply peel away a layer of the 
  membrane to ensure they do not accidentally poison 
  themselves. Some sinister assassins smear contact poison 
  on the gloves themselves, caress or shake hands with a 
  target and then peel away the contaminated membrane. 
  Each glove has five layers of skin. Cost: 100 gp.
  Poisoner’s Rings: These rings come in two forms: a 
  hidden needle for injury poisons or a flip top compartment 
  for ingested poisons. Sleek, stylish and very discreet. 
  Available in faux emerald or ruby. Cost: 450 gp (more for 
  real gemstones).
  Powder Reservoir: Built into the tip of a quarterstaff or 
  the head of a mace, this compartment is constructed to hold 
  any sort of dust the wielder wishes to place within it. By 
  opening the compartment with a release mechanism in the 
  grip of the weapon and swinging it, the character can fill an 
  adjacent 5-foot square with the dust within. Cost: 200 gp.
  Spike Launcher: This device can be built into the 
  pommel of a sword, musical instrument, door knob, a scroll 
  case, a large snuff box or any item of comparable size. The 
  launcher houses a steel spring-loaded spike that can be 
  launched via a tiny release with a range of 10 ft. The spike 
  inflicts 1d4 points of damage and does triple damage on a 
  roll of a natural 20. Rogues covet these alterations to their 
  sword hilts as it allows a fast, unexpected sneak attack 
  against a foe. The rogue may fire the launcher while his 
  weapon is sheathed by simply aiming the pommel at a foe, 
  or even offer a Dragoon the blade pommel first and launch 
  the spike into their face. Cost: 200 gp. 
  Stealth Chain: This chain mail has black silk strands 
  painstakingly circling every link of chain, concealing the 
  metal and muffling the clinking of the armor. The silk 
  reduces quiets the normally noisy armor. Cost: 500 gp plus 
  armor cost.
  Two Compartmented Flask: This metal flask contains 
  two separate compartments, which can hold different fluids, 
  usually one harmless and the other poisonous. The owner 
  of the flask may drink freely from its harmless contents, 
  and then, with a simple twist of the top, switch the outlet to 
  the other compartment before handing it to someone else. 
  Cost: 150 gp.
  In addition to the above examples of Fish’s artisanship, 
  the assassin can fulfill any requests for specialty equipment 
  of the characters’ own devising. This is left to the Referee’s 
  discretion. 
  Inns and Taverns
  Whether it is carousing, information, prizefighting, 
  gaming or just a dry clean room the characters seek, Port 
  Shaw does not disappoint. A wide selection of inns can be 
  found along the docks, and gambling dens, houses of ill 
  repute and taverns aplenty are sprinkled all about Bawd 
  District. A few of Port Shaw’s hotspots that will no doubt 
  draw the characters’ interest are detailed below.
  BAWD
  The Broken Skull
  Located in the heart of Bawd district, where both tight-
  fisted women of loose morals and slow-swaggering rogues 
  
  125
  Chapter Three: Port Shaw
  with quick blades prowl, the Broken Skull shines like a 
  beacon to the downtrodden. 
  Attracting vicious souls, prizefighting contenders, 
  and a crowd of despicable knaves who pay to see 
  men smash one another into oblivion, the Skull is 
  a large, two-block converted warehouse. Inside, the 
  roar of the crowd deafens, and the tables are arranged 
  haphazardly around a circular pit in the center of 
  the establishment. The meaty, unmistakable sound 
  of fist on face resounds from within, echoed by 
  cacophonous cries of savage joy from the crowd. 
  On account of the noise and general bedlam, few 
  tourists rent rooms at the Skull. Most occupants of the 
  dingy quarters below the street level are contenders waiting 
  for a shot at one of the Skull’s esteemed prizefighters. The 
  rooms are damp and dirty, and stink of sweat, blood and 
  urine. The good news is accommodations only cost 2 cp 
  a night. Food at the Skull consists of some unidentifiable 
  cooked “meat” costing 1 cp a scoop. 
  Pit fights are the real draw of the tavern. No-holds-
  barred bare-knuckle contests rage from sundown to sunrise. 
  The pit’s five current favorites bash newcomers to a bloody 
  pulp, much to the crowd’s delight. Betting is forbidden by 
  official order of the commandant, Gregory Bonedeuce, 
  which of course means most of the patrons gamble to their 
  hearts content. Dragoons do not come here, ever, and pit 
  fights frequently spill over into full-fledged tavern brawls. 
  If the characters are looking to test their skills and win 
  a purse of gold, or even a local champion’s Belt of the Skull, 
  they are welcome to enter the lists. The rules are simple: 
  one on one, no weapons or armor of any sort and no 
  spellcasting. Praying (divine spellcasting) is fine as long as it 
  has no discernable effect on the opponent. The feral crowd 
  usually beats to death anyone caught breaking the rules. The 
  other fighters, who do not appreciate dirty tricks, pile on. 
  As newcomers, the characters do not get a shot at the 
  big boys right away. Instead, the contender faces another 
  up-and-comer, and they receive no winnings for their first 
  two qualifying matches. Use the statistics for the Tulita 
  Warrior (see Appendix for stats) for the first opponent 
  faced by the characters. Their second qualifying match 
  pits them against a fighter whose statistics are identical to 
  Darenar’s in The Mad Shaman Attacks.
  If the character wins both qualifying matches they may 
  challenge the favorites (and start earning gold for their 
  victories), but they must start from the bottom up facing 
  opponents in the order presented below. The challenge 
  must be made at least one full hour before the match takes 
  place. The prize for beating Dugan is 50gp. The prize for 
  besting Varion Drakemoor is 100 gp. For knocking out 
  Brunner Hammerfell, the character gets 200 gp. For taking 
  down Amory Fairbanks, the character receives a 500 gp 
  purse. For winning against Belok, they get 1,000 gp, and 
  for taking on the current champion, Jin, and winning, the 
  characters earn 2,000 gp in cold hard coin. 
  If the characters best their opponent in less than 3 
  rounds of combat, they get an additional 50% of their 
  winnings thrown in on top. They may also receive bonus 
  gold thrown by the crowd, equal to 20% of their winnings, if 
  they provide a particularly entertaining battle or an awe-
  inspiring finishing move (awarded at the discretion of the 
  Referee). 
  Combatants at the Skull
  The fighters and their tactics, in the order in which the 
  characters must defeat them, are:
  Dugan (Ftr7): HP 55; AC 9 [10]; Atk fist x2 (1d2+1); Move 
  12; Save 8; AL N; CL/XP 7/600; Special: none. 
  Equipment: simple linen tunic and pants 
  Notes: Dugan is a fierce-looking bear of a man. His 
  bony, crooked nose indicates he learned his pugilistic 
  skills the hard way, and he is indeed a veteran of over two 
  hundred bare knuckles matches. He does not relish the 
  fight, and truth be told he does it for the money. Dugan has 
  a Tulita wife and six darling children. The big man dukes it 
  Fiddlin’ in Port Shaw
  Residents of Bawd go mad for a good fiddle tune. 
  The sounds of fiddles sing throughout Bawd day and 
  night, and most bards who plan to earn their way 
  choose the stringed instrument most favored by the 
  common people of Port Shaw. For some reason, pi-
  rate, sailor, trader, coolie, Tulita, knifer and noble alike 
  all enjoy the twangy screech of a fiddle played with 
  relish. Truly spectacular fiddle players in Port Shaw 
  can do no wrong, so long as they are sawing. There is 
  a strange tradition related to the fiddle in this city of 
  scum and piracy – anyone who can saw a good fiddle 
  can do as they please while playing, and anything 
  they do when “the devils are a’ fiddlin’ through ‘em” is 
  excused. 
  Perhaps the most noted example of this tradition 
  occurred about seven years ago when Bodris Blount 
  kicked in old Digby Dernt’s skull, leaving a gory mess 
  on the floor, but the crowd just clapped and stamped 
  to the tune of his smoking fiddle strings all the while 
  he stamped Digby to mush. Afterward, there was 
  much back clapping and laughter, and they simply 
  slipped old Digby’s corpse into the tide. 
  Gregory Bonedeuce – a highly talented fiddler in 
  his own right – occasionally takes advantage of this 
  tradition to duplicate Bodris Blount’s escapades. 
  
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  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  out in the ring nightly to put food on the table and to save 
  for apprenticeship fees for his young ones, so that they can 
  learn an honest trade; an opportunity Dugan did not have 
  as a child. 
  Tactics: He is methodical in the ring, fighting like a 
  well-honed machine. So long as his opponents remain 
  outside his threatened range, Dugan tries to demoralize 
  his opponents at the outset of the round. For his form of 
  intimidation, Dugan simply lets his eyes go dead and holds 
  his opponent in a rock-steady unwavering stare. 
  In the first round Dugan opens strong with jabs and 
  uppercuts, hoping to stagger his opponent. He punishes his 
  foe with a one-two combo. After the first round, if Dugan’s 
  opponent lands a punch, Dugan switches to the defense. 
  If his opponents seem physically weaker than Dugan, he 
  grapples them, putting on the crunch until they blackout. 
  He always buys defeated foes a drink after they come to and 
  even invites them home to dinner if they seem nice.
  Varion Drakemoor, Elf (Ftr5/MU5): HP 47; AC 9 [10]; Atk 
  fist x2 (1d3+2); Move 12; Save 10; AL N; CL/XP 10/1,400; 
  Special: spells (3/2/1), elf traits. 
  Spells: 1st—detect magic, shield (x2), sleep; 2nd—
  strength (x2); 3rd—suggestion. 
  Equipment: simple clothes.
  Notes: Varion Drakemoor is a lithe wiry elf, whose 
  smaller frame does not fit among his hulking compatriots. 
  Truth be told, folks considered him a bit of a dandy 
  before earlier this year. He competed a few times in the 
  Skull, but never succeeded in beating Dugan until last 
  month. Unknown to all, Varion recently discovered that 
  he has magical blood and took some time out of the ring 
  to learn to flex his magical muscles. Now he secretly 
  uses his abilities to give him an advantage over the other 
  combatants. 
  Throwing caution to the wind (he was never very 
  wise), he conceals his casting as hand-waving taunts to his 
  opponent before battle. No one is aware of his newfound 
  magical talents. Even with this advantage, he tries not to 
  cast spells on himself in the ring proper, as he fears getting 
  caught. (Any character who makes a saving throw with a –4 
  penalty notices the hidden spell casting.)
  Tactics: Before entering the ring, Varion casts shield 
  on himself. As soon as the fight begins, he charges his foe, 
  wearing a feral grin that makes him appear totally fearless 
  and certain of victory. Varion fights as hard as he can, but 
  if the tide turns against him, he risks casting strength on 
  himself to do an additional +1 point of damage per hit. 
  If characters notice Varion casting spells and draws 
  attention to it, the patrons storm the ring and trounce 
  Varion soundly. A huge brawl erupts, enveloping all 
  characters present in the tavern. 
  If this ensues – or a brawl breaks out at any other time 
  for another reason – use the statistics from Trouble in 
  Paradise for the crowd. Use the whaler statistics for 30 
  members of the crowd, and the Tulita tribesmen statistics 
  for 15 contenders swept into the mob. The rioters stick 
  to fisticuffs unless a character draws a weapon or casts an 
  obviously damaging spell, at which point the patrons draw 
  daggers and kukris and all hell breaks loose.
  Brunner Hammerfell, Dwarf (Ftr9): HP 67; AC 9[10]; Atk 
  fist x2 (1d3+3); Move 12; Save 6; AL N; CL/XP 9/1,100; Spe-
  cial: dwarf traits. 
  Equipment: loincloth
  Notes: Brunner belongs to a savage tribe of dwarves 
  from far across the sea. Abandoned in Port Shaw by a 
  whaling ship on which he enlisted as a deckhand, the 
  dwarf has no idea how to get home – and he does not 
  care. Brunner lives now for the thrill of the fight. Amongst 
  his tribe all the menfolk are fierce warriors, but here in 
  Port Shaw Brunner is near peerless in the ring. He enjoys 
  this greatly. The brawl-addicted dwarf spends his spare 
  time making necklaces out of the teeth he knocks from 
  opponent’s heads. He wears these grisly prizes in the ring, 
  snarling and fingering the necklaces to intimidate any foes 
  he threatens.
  Tactics: Brunner is an unsubtle adversary. He charges 
  into the fray, entering a fuming, spittle-spraying rage. 
  Brunner delivers devastating punches to his opponents, 
  hoping for a quick knockout. Brunner aims his attacks for 
  his opponent’s jaw, hoping to loosen teeth for his ever-
  growing collection. If the dwarf rolls a natural 20, his 
  opponent loses a tooth. If characters drop the dwarf below 
  a quarter of his hit points, their next blow knocks out one 
  of Brunner’s teeth, and he suffers a –1 penalty to attacks for 
  the remainder of the fight.
  Amory Fairbanks (Thf11): HP 34; AC 9 [10]; Atk fist x2 
  (1d3+2) or hangnail (1d2+1 plus poison; double damage 
  on natural 20); Move 12; Save 5; AL N; CL/XP 11/1,700; 
  Special: backstab (x4), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 95%, Traps/Tasks 80%, Hear 6 
  in 6, Hide 85%, Silent 90%, Locks 85%. 
  Equipment: hangnail with scorpion venom (1d6 
  points of damage, –2 penalty to attack rolls; save 
  avoids), vial of arsenic, amulet of ogre power (as 
  gauntlets of ogre power, but with a permanent en-
  chantment making it appear non-magical).
  Notes: Never did a pugilist boast a more ironic name 
  than Mr. Fairbanks, who is beyond any reasonable doubt 
  the dirtiest fighter in Broken Skull history. Amory takes 
  unalloyed pride in being the best cheater in the business. A 
  handsome man of about 30 winters with bright blue eyes and 
  gold-blond hair, Amory keeps several mistresses in Bawd 
  district, and they often watch him fight. His cheering corner 
  screams with delight every time he scores a hit and then leers 
  at and mocks his opponent. Amory always celebrates a win 
  with a victory dance – much to the delight of his women. 
  
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  Tactics: Amory usually wins the fight before it begins. 
  With a little bit o’ the sleight of hand, he tries to slip a dose 
  of arsenic into opponents’ pre-fight meals or drinks that 
  saps the character of 1d6 hp and slows his movement by 
  half for 3d6+4 rounds (saving throw negates). He also fits a 
  hangnail on his right thumb and laces said hangnail with a 
  dose of scorpion venom.
  At the outset of the fight, Amory quickly lashes out with 
  his right, giving the opponent a scratch with the hangnail 
  on a successful hit. If an opponent defeats Amory fairly, 
  he despises them and may plot revenge. If they defeat the 
  rogue by cheating as bad as or worse than he cheats, Amory 
  deeply respects them. In this case, the rogue congratulates 
  them afterward, even offering to buy a drink or help with 
  any problems plaguing them in town. 
  If an opponent defeats Amory fairly, he despises them 
  and may plot revenge. If they defeat the thief by cheating 
  as bad as or worse than he cheats, Amory deeply respects 
  them. In this case, the scoundrel congratulates them 
  afterward, even offering to buy a drink or help with any 
  problems plaguing them in town.
  Belok Talorg, Half-Orc shaman: HD 8; HP 52; AC 9[10] 
  or armor 3[16]; Atk fist (1d3) or +3 bastard sword (1d8+3); 
  Move 12; Save 8; AL L; CL/XP 11/1,700; Special: spells 
  (3/2/2/2/2). 
  Spells: 1st—cure light wounds, purify food and drink; 
  2nd—bless, hold person; 3rd—cure disease, prayer; 
  4th—cure serious wounds, neutralize poison; 5th—cre-
  ate food, raise dead. 
  Equipment: Simple white robes, leather leggings, 
  holy symbol. Belok also possesses a suit of +3 ring 
  mail and a +3 bastard sword, but he never wears 
  them. He keeps them stored in a locked trunk in his 
  room at The Broken Skull, and only retrieves them if 
  he is somehow convinced to take up the mantle of 
  the Wave Riders once more.
  See Chapter 1 for further details on Belok, his 
  disposition, and his fighting tactics.
  Jin, Half-Orc (Mnk12): HP 50; AC 0[19]; Atk fist x3 (3d8+2); 
  Move 23; Save 5; AL L; CL/XP 12/2,000; Special: alertness, 
  deflect missiles, deadly strike, mastery of silence, master of 
  mind, master of body, mastery of self, multiple attacks (3/
  round), oneness with self, saving throw bonus, slow falling, 
  thieving skills, weapon damage bonus +5. 
  Thieving Skills: Climb 90%, Hear 6 in 6, Hide 95%, 
  Silent 100%, Locks 95%
  Equipment: robes and the champion’s belt of the 
  Broken Skull (a black leather belt with rat and seagull 
  skulls hanging off it; any pugilist who sees Jin wear-
  ing the belt must make a saving throw at +2 or flee in 
  terror).
  Notes: Jin is the undisputed champion of the Broken 
  Skull. He is an enormous, fearsome half-orc who moves 
  with the predatory grace of a tiger. Staring into his 
  eyes is like staring into a misty mountainside: there are 
  ancient secrets of enlightenment held within. He speaks 
  little, if at all, and his reasons for pummeling foes into 
  unconsciousness at the Skull each night remain his own. 
  Every morning, Jin secretly leaves his nightly winnings at 
  the doorstep of an orphanage in Bawd district. He tells no 
  one of this. 
  Tactics Jin greets his challenger with a solemn bow 
  and then simply stands relaxed and waits for the adversary 
  to approach. Jin fights with multiple impressive attacks. A 
  wide variety of punches, palm strikes, knife hands, spinning 
  kicks, elbows, headbutts, shoulder slams, knees, forearm 
  bars and claw attacks all populate his martial vocabulary. He 
  fights to subdue opponents rather than kill.
  Jin is a canny fighter who has engaged in unarmed 
  combat his whole life. If wounded below 20 hp, Jin uses 
  Master of Body on himself to heal 1d6+5 points of damage. 
  If at any time during the fight Jin discovers his adversary 
  is cheating (using magic items, spells, poison, or anything 
  else unsportsmanlike), Jin begins inflicting lethal damage to 
  chastise the unscrupulous combatant. 
  WINNING THE SKULL
  If a character manages to work their way up the circuit 
  and face down Jin in single combat, they become a celebrity 
  overnight. Most of the populace of Port Shaw at least 
  follows the fights at the Skull, even if they do not attend, 
  and no one ever dreamed in a million years that Jin might 
  be deposed from his champion’s seat. The champion’s 
  Belt of the Skull earns the character congratulatory words 
  everywhere they go and a lot of deference in most matters. 
  Many merchants discount prices for most goods and 
  services in town by 10% for the character, except for Old 
  Fish, who does not discount his prices for some meathead 
  who can take a punch.  
  However, with fame and fortune comes unwanted 
  attention. Be sure to have bystanders constantly hound 
  the character for their autograph or demand yet another 
  retelling of how they won their title fight. Notoriety also 
  invites the scrutiny of the insidious Ring of the Kraken. 
  TIDE
  The Run Aground Tavern
  This ramshackle little cabin of a tavern, right on Pier 22 
  in the Docks District, is a haven for the many downtrodden, 
  good-hearted folk of Port Shaw. The owner, Falgor Finney, 
  a kindly old dwarf, allows the homeless and destitute a seat 
  at his bar, a free tankard of ale and a bowl of stew whenever 
  he can spare it. Other innkeepers in Port Shaw call the poor 
  souls who make up Finney’s clientele “driftwood” and never 
  allow them past their thresholds. 
  The characters find Major Roland Lawrence among 
  the impoverished patrons of The Run Aground. Xander 
  
  128
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  JADE
  The Kraken’s Gullet 
  When the characters approach the Gullet, read or 
  paraphrase the following:
  A circular doorway, surrounded by tentacles 
  sculpted out of dark koa wood, cuts into the street 
  facing side of this enormous three-story inn. Above 
  the doorway, a large carved eye glares menacingly 
  down at would-be patrons. 
  From within the Gullet, the elegant strains of 
  strings and wind instruments drifts out to the street. 
  The hearty smell of baked fish, roast lamb braised 
  with onions and other delicacies wafts out as well.
  Located right inside Jade on Hargrove Boulevard, a red 
  roof caps this impressive three-story, all koa wood inn. 
  Sculpted in the shape of its namesake, a large tentacled 
  kraken, the roof glowers down on all who enter. Here the 
  characters can hobnob with Port Shaw’s upper crust, while 
  noteworthy local nobles and merchants rub elbows with 
  respected officers and sea captains. 
  Bonedeuce himself dines in the Gullet at least once 
  a week to keep up with the elite and, of course, to learn 
  the movements and cargoes of any freighters ripe for 
  Harthagoa’s tentacles. Masked as harmless chitchat, 
  Bonedeuce pumps the captains for information and selects 
  the most suitable targets for the Kraken to plunder. 
  Brim is also a regular as of late, as he no longer receives 
  credit at any other tavern in the city.
  Major Roland Lawrence (Ftr11): HP 70; AC 9[10]; Atk 
  dagger (1d4+1) or guardsman’s cloak (1d6+1, subdual); 
  Move 12; Save 4; AL L; CL/XP 11/1,700; Special: none. 
  Equipment: soiled and torn Dragoon’s uniform with 
  rank bars, insignia and patches missing, guardsman’s 
  cloak, an empty rapier’s scabbard, dagger, pouch 
  with 3 cp.
  Notes: Gregory Bonedeuce framed Roland and charged 
  him with conspiracy to aid a smuggling ring ferrying 
  dragonsmoke into Port Shaw. Stripped of his rapier, pistol, 
  rank, insignia and any honor, Roland is a broken man. 
  Angry at his mistreatment, but unwilling to unlawfully 
  oppose his former commander, he stews day in and day out 
  in the Run Aground. 
  Roland may become a potent ally of the party, but he 
  only takes action in any plan against the Dragoons if he is 
  shown absolute evidence of Bonedeuce’s and other high 
  ranking officers’ membership in the Ring of the Kraken. 
  If Lt. Commander Trey Perrin, whom Roland trusts, 
  speaks against the Ring’s leaders this also convinces him. If 
  the party engages in unlawful conduct, Roland vehemently 
  opposes them, possibly resorting to violence if they persist 
  in their illegal actions. 
  Major Roland Lawrence
  
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  Chapter Three: Port Shaw
  (1d8) or dagger (1d4); Move 12; Save 10; AL C; CL/XP 
  6/400. Special: none. 
  Equipment: chain mail, guardsman’s cloak, blue coat 
  and dragoon uniform, longsword, dagger, purse with 
  25 gp.
  Other Important Locations and Encounters
  Tide
  Chapterhouse of the Church of Quell
  Located in the center of Tide, the Chapterhouse once 
  served as the heart and soul of Port Shaw. People citywide 
  made the journey each day to worship at Quell’s altar. Fisher 
  folk prayed for the bounty of the sea, captains for a peaceful 
  voyage and simple folk for Quell to keep the great waves 
  and monsoons from their shores. Now the Church mourns, 
  a shell of its former glory. 
  Elder Barrison Hargrove is often present as well, 
  wheeling and dealing with other nobles and elders in 
  order to make good his political machinations. To mask 
  their collusion in the Ring of the Kraken, Hargrove and 
  Bonedeuce never exchange anything more than a polite 
  greeting in the Gullet. 
  Other important guests include the Elders Alastair 
  Crimmeran (male elf) and Nakuakaua (male human, 
  Tulita). Crimmeran represents the elven interests in Port 
  Shaw and is often seen here accompanying Viscount 
  Senegar Deepwarder (male elf), a visiting elven noble of 
  great renown, for dinner.  
  If the characters have heard of the Viscount’s missing 
  ring, or have recovered the Viscount’s sister’s letter, they 
  may approach the nobleman here at the Gullet and take up 
  the job. Alternatively, if their reputation as adventurers is 
  touted about town, the Viscount may summon them. 
  Viscount Deepwarder explains his situation:
  “My ring was nabbed by a pickpocket. The 
  Dragoons in turn nabbed the culprit as he fled, but 
  the beastly little urchin dropped my signet down a 
  sewer grate when they knocked him to the ground. 
  I’m told the shaft the ring plummeted down is quite 
  deep and located far below the city. It is too narrow 
  to crawl down, so I will need you to get into the 
  sewers and recover the ring for me.” 
  Senegar offers the characters a reward of 500 gp upon 
  delivery of his signet ring. He also explains that entry to the 
  sewers is illegal, so they should be careful not to get caught, 
  as he would not like to make any waves with Gregory 
  Bonedeuce or the Dragoons.
  The Gullet maintains a strict dress code for its common 
  room, and they allow no riffraff in smelly leather or metal 
  armor past the door. A patrol of Dragoons is always present 
  outside the Gullet to see that the code is enforced. At the 
  Gullet, rooms are spacious, secure, clean and beautifully 
  decorated, and its third-floor suites supply a breathtaking 
  view of either the mountains or the sea, depending on 
  whether the room faces west or east. The price of a meal 
  cooked by the Gullet’s gourmet chef, Raogul (male human), 
  ranges from 5 sp to a steep 10 gp for a full repast. A stately 
  room costs 2 gp a night.
  Dragoons (3) (Ftr3): HP 16 (x2), 21; AC 7 [12]; Atk rapier 
  (1d6) or dagger (1d4) or long-barreled musket (2d6); Move 
  12; Save 12; AL N; CL/XP 3/60; Special: none. 
  Equipment: leather armor, guardsman’s cloak, blue 
  coat and dragoon uniform, rapier, dagger, long-
  barreled musket, 5 reloads of powder and shot, purse 
  with 5 gp.
  Dragoon Sergeant (Ftr6): HP 41; AC 5[14]; Atk long sword 
  Since Archibald Noeliss’ disappearance two months ago, 
  parishioners have dwindled and many have lost faith in the 
  Sea God. Recent shark attacks have further convinced the 
  fisher folk of Port Shaw that their mighty god has turned his 
  back on them. 
  Zalen Trafalgar recently reopened services at the 
  Chapterhouse and does his best to bring the flock back into 
  the fold. It has not been easy. If they intend to sail off into 
  the horizon seeking adventure, characters may visit the 
  Chapterhouse to receive the Sea God’s blessing; alternately, 
  they may seek divine healing from Zalen. 
  If the party takes an interest in the sad fate of the Wave 
  Riders, they might seek out the son of Solomon Trafalgar 
  while attempting to restore the washed-up heroes of the 
  Razor to their former glory or even as part of a bid to take 
  up the mantle of the Riders themselves, replacing those who 
  have fallen from high. 
  In public, Zalen pretends to care little about the Wave 
  Riders and refuses to listen to any conspiracy theories 
  the characters may spout regarding the activity of Elder 
  Hargrove or Gregory Bonedeuce. Repeatedly faced with 
  such accusations, he invites the characters into the rectory, 
  where he can confide in them away from the prying eyes 
  and ears of potential spies.
  Holy Symbol of Quell
  
  130
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  Rectory
  Curtains seal the rectory from the public worship area. 
  The room contains several bookshelves holding tomes 
  about Quell and other religions. The church has collected 
  these books over years, and any character who spends time 
  poring through them finds references to Dajobas, an ancient 
  shark idol once worshipped long ago by the natives of the 
  Razor Coast. 
  In the rectory, Zalen casts detect evil on the characters 
  and, if he is satisfied with their motivations, speaks his mind 
  and voices his suspicions about a secret society in Port 
  Shaw. He also suggests that this society murdered Archibald 
  Noeliss for prying into their affairs. If the characters seem 
  trustworthy, Zalen allows the party access to Noeliss’ 
  private quarters.
  Priest’s Quarters
  Archibald Noeliss was a fastidious man, and his quarters 
  are in perfect order. A small desk inside his chamber 
  contains papers related to routine Church matters. Noeliss 
  had an artistic streak and was quite skillful crafting pottery 
  statues. A small collection stands by his bedside. 
  One of the statues, shaped in the likeness of a 
  miniature kraken, has a removable piece covering a hollow 
  compartment. This compartment contains Archibald’s notes 
  on the Krakenfiend and some items he planned to use for 
  an expedition beneath the ocean to investigate Harthagoa. 
  Zalen Trafalgar (Clr9): HD 9; HP 47; AC 1[18]; Atk +2 tri-
  dent (1d8+2); Move 12; Save 7; AL L; CL/XP 11/1,700; Spe-
  cial: +2 save vs. paralysis and poison, spells (3/3/3/2/2). 
  Spells: 1st—cure light wounds, detect evil, protection 
  from evil; 2nd—bless, hold person, silence 15-ft. radius; 
  3rd—cure disease, prayer, remove curse; 4th—cure 
  serious wounds, protection from evil 10-ft. radius; 5th—
  dispel evil, raise dead. 
  Equipment: +2 plate mail, aqua robes of Quell, +2 
  trident, holy symbol of Quell. 
  Treasury
  3 potions of water breathing and Archibald’s notes 
  concerning the Krakenfiend. The notes convey his general 
  deductions that it is some sort of fiendish kraken offspring, 
  that it likely has powers and immunities common to outer-
  planar creatures—particularly demons—and that it may 
  have been spawned on a she-kraken by the demon lord, 
  Demogorgon. Also of interest: the notes mention the Ring 
  of The Kraken, a secret society apparently active in Port 
  Shaw that Noeliss speculated might serve the Krakenfiend, 
  Harthagoa. 
  JADE
  FORT STORMSHIELD
  Fort Stormshield is over 100 years old, built long before 
  the founding of Port Shaw by an elven shipping guild 
  attempting to reclaim territory once held by elves during 
  Sammerlock Sails’ ancient supremacy over the Razor. 
  The elves purchased the plateau east of present-day Port 
  Shaw and erected Fort Stormshield to protect them from 
  pirates. The elves abandoned the Fort when their guild – 
  overwhelmed by piratical predations – fled the area. Elder 
  Hargrove, rumored to be the architect of the pirates’ full-
  blown war on the elven shipping fleet, purchased the fort 
  for a pittance. Now the Municipal Dragoons of Port Shaw 
  use the fort as their base of operations. 
  The walls of the fort, constructed from thick stone 
  blocks and mortar, are strong enough to resist the coast’s 
  punishing tropical storms – hence the fort’s moniker. 
  Key Features
  The Cannon Landings: The map indicates several 
  9-pound cannons. Each has 14 cannonballs arranged in a 
  pyramid next to it. No powder is kept near the cannons. 
  These cannons are used in defense of the fort. If the 
  Dragoons are alerted to an attack, three-person firing teams 
  arrive with four small kegs of powder (one shot per keg) to 
  fire them.
  Fort Defenses
  The top of the wall is accessible from the two staircases 
  located inside the fort (indicated on the map) and from 
  Area F–10. Pairs of fully armed Dragoons patrol the top of 
  the wall. There are 5 pairs roving at any given time. They are 
  on alert as they keep vigil. If the Dragoons notice anyone, 
  they call out “Intruders!” and alert the guard force to the 
  attack. The 5 Dragoons and 2 Dragoon magic-users in the 
  guard tower keep a lookout on the yard below. A sergeant 
  and 2 Dragoons man the west gate at all times. 
  If at any time during their incursion into the fort the 
  characters alert the Dragoons to their presence – via sounds 
  of combat or by being spotted by the lookouts in the guard 
  tower (Area F–10) – the Dragoons respond in force: the 
  40 Dragoons and 5 magic-users normally in Area F–11 
  immediately mobilize to deal with the threat. At least five 
  sergeants occupy the fort (in any of the Area F–7 officer 
  quarters) as well, and they quickly rush to the site of any 
  disturbance. If they are not on the Pride or in town at the 
  time, Commandant Gregory Bonedeuce and Commander 
  Aeron Chambers also emerge from the officer’s building to 
  deal with any intruders.
  Getting Inside the Fort
  At some point, in order to free prisoners in the brig or 
  spy on Gregory Bonedeuce, the characters will probably 
  storm the fort or attempt to infiltrate it. Gaining access 
  to the fort is not impossible. There are two methods of 
  entering subtly. The characters may use the sewer system 
  to access the fort latrines (Area F–17) from below or the 
  
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  Shrine to Harthagoa (Area F–9). They may also open the 
  sluice gate located between the brig (Area F–15) and the 
  latrines. 
  The Dragoons toss their garbage and waste through the 
  sluice gate into the waves below. The gate itself is built from 
  wrought iron and locked with an average quality padlock 
  chained around the pulley that opens it. If the characters 
  remove the lock, another character inside the fort can lift 
  the gate by pulling on a rope located on the other side of the 
  wall.
  A Dragoon named Dronco guards the sluice, but he is 
  usually dead to the world, drunk on ale pilfered from the 
  storage shack (Area F–12). He does not awaken unless the 
  characters make a tremendous amount of noise.
  F-1. MESS HALL
  This is where the Dragoons take their meals. Shortly 
  after sunrise, at noon, and just after evenfall, 3d10 
  Dragoons, 1d4 sergeants and 1d6 magic-users eat inside. 
  Row upon row of pine tables and simple, sturdy 
  benches fill this large hall. A raised platform on 
  the west wall is home to a fine koa wood table with 
  ornately carved chairs. A tapestry woven with the 
  symbol of the Municipal Dragoons — a silver dragon 
  rising from the sea with the sun shining above — 
  hangs on the north wall of the chamber.
  Dragoons (3d10) (Ftr3): HP 21; AC 7 [12]; Atk rapier (1d6) 
  or dagger (1d4) or long-barreled musket (2d6); Move 12; 
  Save 12; AL N; CL/XP 3/60; Special: none. 
  Equipment: leather armor, guardsman’s cloak, blue 
  coat and dragoon uniform, rapier, dagger, long-
  barreled musket, 5 reloads of powder and shot, purse 
  with 5 gp. 
  Dragoon Wizards (1d6) (MU4): HP 12; AC 9[10]; Atk dag-
  ger (1d4) or staff (1d6), or pistol (1d6); Move 12; Save 12; 
  AL C; CL/XP 4/120. Special: spells (3/1/1)
  Spells: 1st—charm person, magic missile, sleep; 2nd—
  darkness 15 ft. radius, web. 
  Equipment: blue coat and dragoon uniform, light 
  blue “wizard’s” cape, dagger or staff, pistol, 10 reloads 
  of shot and powder, potion of invisibility, purse with 
  20 gp. 
  Dragoon Sergeants (1d4) (Ftr6): HP 41; AC 5[14]; Atk 
  long sword (1d8) or dagger (1d4); Move 12; Save 10; AL C; 
  CL/XP 6/400. Special: None. 
  Equipment: chain mail, guardsman’s cloak, blue coat 
  and dragoon uniform, longsword, dagger, purse with 
  25 gp. 
  
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  F-2. KITCHEN AND PANTRY 
  This is where the Dragoons keep most of their food. Breads 
  and flour, cheeses, ale, onions, carrots and chickens occupy 
  barrels and line the shelves. A delivery wagon from a local 
  merchant guild restocks the pantry every week, and this may 
  help the characters infiltrate the fort. The fort’s lone cook is 
  a put-upon man named Hathra (male). He will not fight any 
  characters he encounters, seeking only to flee for help. If he is 
  unable to escape, he cowers beneath his preparation table.
  The clucking of nervous chickens cooped in cages 
  against the south wall fills the room. A collection of pots 
  and pans hang from chains attached to the ceiling. Crates 
  of eggs, onions and carrots rise to the ceiling on the north 
  side of the doorway. A large wooden table occupies the 
  center of the room and an enormous wheel of cheese sits 
  at its center. An oven rests on the west wall. 
  F-3. THE WINE CELLAR
  A padlock bars the door into this small stone building. 
  The stairs travels down to a cellar where Gregory 
  Bonedeuce keeps his private stock of fine wines. The cellar 
  contains three rows of wine racks well stocked with bottles.
  Treasure
  Most of the bottles are of decent quality wine (120 
  bottles, 5 gp each). Bonedeuce also collects a few very 
  special vintages: a sylvan red from the Green Realm over 
  1,000 years old that should mature in a decade or so (600 
  gp); an Arboreal Ambrosia (1500 gp) and a bottle of Frozen 
  Everwine from the exotic tundra kingdom of Boros at the 
  Edge of the Ebon Shroud. A magical quality of the wine 
  keeps it cool on the tongue at all times (300 gp).  
  F-4. THE INQUISITOR’S CHAMBER
  Inquisitor Salem Vin keeps his quarters here. He lashes 
  himself ritually in self-mortification in this chamber (much 
  to his neighbor Aeron Chamber’s annoyance), which leaves 
  traces of dried blood sprayed on the walls. 
  Decorated only with a mattress-less wooden 
  bed frame and a collection of whips, barbed lashes, 
  hooked chains and knives hanging from the west 
  wall. Someone carved the sentence “Pain is the 
  only truth” into the headboard of the wooden bed, 
  meticulously. Simple gray robes hang from a hook 
  near the door.
  Inquisitor Vin is most likely not in his chambers, as he truly 
  relishes his work. He spends most of his time in Area F–16 
  (see that area for the Inquisitor’s statistics). Characters only 
  find Vin in his chambers for the 4 hours of sleep and 1 hour 
  of lashing he needs every day. 
  F-5. CHAMBERS OF  
  THE SORCERER SUPREME  
  These are Aeron Chambers’ quarters. The characters 
  most likely find him here, unless he is carrying out a 
  mission on Bonedeuce’s Pride or in town on either Dragoon 
  or Ring of the Kraken business. Aeron always locks his 
  quarters while he is away.
  Commander and Sorcerer Supreme Aeron Chambers 
  (Ftr1/MU7): HP 31; AC 9[10]; Atk rapier (1d6) or dagger 
  (1d4); Move 12; Save 9; AL C; CL/XP 8/800; Special: +2 
  save vs. magic, spells (4/3/2/1). 
  Spells: 1st—detect magic, light, magic missile, read 
  magic; 2nd—ESP, phantasmal force, strength; 3rd—ex-
  plosive runes, fireball; 4th—wall of fire. 
  Equipment: highly decorated dragoon uniform, 
  powder white gentleman’s cape, a Dontorian special 
  captain’s cap, rapier, dagger, crystal ball, gloves of 
  swimming and climbing (as per gauntlets of swim-
  ming and climbing, but usable by all classes), ring of 
  invisibility, spellbook.
  Tactics:  Aeron enjoys dueling with his rapier and 
  toying with lesser opponents. He only duels to first blood, 
  saving his first lethal showdown for a meaningful occasion. 
  Although he delights in his newfound sword skills, he is no 
  fool. Against dangerous opponents he prepares for battle by 
  casting several spells on himself if able. Aeron casts strength 
  and uses his ring of invisibility before entering the fray. 
  Three fine silk tapestries depicting a sylvan forest 
  at night, a misty mountainside and a pond filled 
  with beautiful dancing nymphs decorate the walls of 
  this room. A small table rests on the west wall with 
  several blocks of incense, sheets of parchment and 
  an inkwell on top of it. The room’s owner mounted 
  a pair of crossed rapiers on the east wall. A small 
  standing closet made of cedar occupies the north wall 
  beside a beautiful curtained bed covered with a plump 
  down mattress and red satin sheets. 
  If Aeron is present, he calls for assistance from 
  the officers in each Area F–7 next door. Commander 
  Chambers keeps the crystal ball he purchased from his 
  downtrodden rival Xander Brim in a small trunk inside 
  the cedar closet. The trunk is locked with a quality lock. 
  Anyone opening the trunk without saying the safe word “en 
  garde” causes a blast of fire to erupt and engulf everyone 
  within 5 ft. of the chest. The flames do 1d4+7 points of 
  damage (save for half).
  Treasure
  Aeron Chambers also keeps six heavy bars of platinum 
  (500 gp each) and a silver chalice with mermaid motifs, 
  inlaid with gemstones (2,000 gp) in the chest.  
  
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  F-6. MAP ROOM
  This main entry chamber serves as a saloon where the 
  officers relax, play dice, discuss their life dreams and drink 
  together. It is also their briefing room in times of war or 
  when planning a major nautical mission. 
  A large, dark koa wood table occupies the center 
  of this room. Parchment, maps, several compasses 
  and quills lie strewn about it. A large overview 
  map of the Razor Coast hangs on the west wall. A 
  wooden cabinet rests against the north wall. 
  The map on the wall is identical to the one included in 
  this book. The nautical maps on the table are perfectly to 
  scale and may prove useful to the characters. They show 
  the patrol patterns of Dragoon vessels. If the characters 
  take these maps and study them, they may make an effort 
  to avoid patrols on their next sea journey. Possessing the 
  maps allows the characters to avoid Dragoon frigates and 
  turns randomly rolled encounters with Dragoon vessels at 
  sea into “no encounter.” In addition, if the characters are 
  aware of the plot to kill Trey Perrin, they can use the maps 
  to discern the long-range patrol route of the Albatross. 
  They can use the charts to plot an intercept course with the 
  Albatross. 
  F-7. OFFICER’S QUARTERS 
  Lower echelon officers reside in these quarters. A 
  sergeant or lieutenant is present in each room. 
  Dragoon Sergeant (Ftr6): HP 41; AC 5[14]; Atk long sword 
  (1d8) or dagger (1d4); Move 12; Save 10; AL C; CL/XP 
  6/400. Special: none. 
  Equipment: chain mail, guardsman’s cloak, blue coat 
  and dragoon uniform, longsword, dagger, purse with 
  25 gp.
  Characters find nothing of interest is in these quarters, 
  save a bed and a locked trunk containing the officers’ 
  meager savings (1d4+1 x 10 gp in each room).
  F-8. COMMANDANT BONEDEUCE’S QUARTERS
  Here, Gregory Bonedeuce relaxes between missions or 
  resolves delicate matters for the Ring of the Kraken. If not 
  otherwise engaged, the characters find him when they enter. 
  Commandant Gregory Bonedeuce (Thf4/Ftr4): HP 47; 
  AC 2[17]; Atk +2 rapier of speed x2 (1d6+2) or double pistol 
  (1d8) or 2 dueling pistols (1d6); Move 9; Save 11; AL C; CL/
  XP 9/1,100; Special: accomplished duelist (+2 to attack 
  rolls when dueling or firing pistols), backstab (x2), +2 save 
  vs. traps, thieving skills. 
  Thieving Slkills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%. 
  Equipment: bracers of defense AC 4[15], boots of 
  leaping, several uniforms, Bonny Lass (+2 rapier of 
  speed; allows 2 attacks per round), a double pistol, 
  10 reloads of shot and powder, a pair of dueling pis-
  tols with pressure release needle traps tipped with 
  poison, two extra doses of poison, +2 ring of protec-
  tion, ring of water breathing (as the spell), a mono-
  grammed gold-plated mechanical pocket watch 
  (worth 1,500 gp), a fiddle and bow, a snuff box, sev-
  eral exquisite quality cigars, a box of matches. 
  A large bed, curtained in blue silk, rests in the 
  northeast corner of the room. A glass display case 
  filled with silver dueling pistols and excellent quality 
  rapiers is mounted on the west wall. A large, double-
  doored cabinet rests on the north wall of the room.  
  Development
  The glass case of rapiers, pistols and daggers is locked. 
  If anyone removes a particular silver and mother-of-pearl 
  gripped dueling pistol, this opens a secret panel on the 
  north wall, granting access to Area F–9. The silver pistol is 
  also outfitted with one of Old Fish’s patented needle traps 
  (See Old Fish’s Supplies for details). The needle contains 
  deathblade poison.
  An empty, dagger-sized imprint mars the felt backing 
  of the collection – whatever weapon once rested here is 
  gone. Adventurers may find the dagger that belongs there in 
  the wreck of the Razor’s Edge. The dagger is evidence that 
  Bonedeuce betrayed Jacob Razor (See Chapter 4 for more 
  on this).
  Treasure
  The pistols, rapiers and daggers are all masterwork 
  quality, silvered, and gilded with precious metals and 
  stones. There are four pistols (1,000 gp each), three rapiers 
  (1,200 gp each) and three daggers (600 gp each). In the 
  cabinet sits a collection of eight fine silver rings (100 gp 
  each), and a silver cloak clasp in the shape of a hunting dog 
  (200 gp).  
  F-9. SHRINE TO HARTHAGOA
  This hidden room leads to tunnels below the fort. 
  The elven trading guild once hid contraband or secreted 
  precious items here, safe from encroachers, but Gregory 
  Bonedeuce has transformed it into a hideous worship hall 
  dedicated to Demogorgon’s aquatic son Harthagoa, the 
  Demon Below. Members of the Ring of the Kraken at the 
  fort (Gregory Bonedeuce, Aeron Chambers, Inquisitor Vin 
  and all of the six officers present) hold nightly services in 
  this room. They pray for the success of their coup, and for 
  the tentacles of their dark master to emerge from the sea 
  and spread his sinister influence all along the Razor Coast. 
  A large dais, lit only by dozens of candles, 
  occupies the west wall of this room. Atop the 
  altar stands a statue of a kraken, a small candle set 
  
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  inside to give its eyes an unholy light. The kraken’s 
  tentacles reach along the walls of the room. Its 
  gaping maw faces the center of the chamber. 
  A pressure release within the kraken’s maw opens a 
  secret trapdoor in the center of the room. The trapdoor 
  leads to Area S–21 (See Chapter 4), in the sewer tunnels 
  below the fort.
  F-10. WATCHTOWER 
  This 30-foot-high stone tower sports a spiraling stone 
  stairwell reaching up from the base to the top watch area. 
  Two 9-pound cannons (“long nines”) face the sea to the 
  East and North, with enough cannonballs and powder for 
  ten shots. 2 Dragoons always guard the doorway at the 
  base of the tower. 5 Dragoons and 2 Dragoon magic-
  users occupy the watch platform above, as well. They keep 
  constant vigil over the courtyard and the sea. 
  In addition to their usual possessions, each Dragoon 
  keeps two additional long-barreled muskets at the ready in 
  the tower, and each sorcerer in the tower owns a spyglass. If 
  they detect an intruder, they ring a large alarm bell located 
  in the center of the watchtower to alert the rest of the fort – 
  then attack.
  Dragoons (7) (Ftr3): HP 11, 21, 13 (x3), 22, 17; AC 7 [12]; 
  Atk rapier (1d6) or dagger (1d4) or long-barreled musket 
  (2d6); Move 12; Save 12; AL N; CL/XP 3/60; Special: none. 
  Equipment: leather armor, guardsman’s cloak, blue 
  coat and dragoon uniform, rapier, dagger, long-
  barreled musket, 5 reloads of powder and shot, purse 
  with 5 gp.
  Dragoon Wizard (MU4): HP 12; AC 9[10]; Atk dagger (1d4) 
  or staff (1d6), or pistol (1d6); Move 12; Save 12; AL C; CL/
  XP 4/120. Special: spells (3/1/1)
  Spells: 1st—charm person, magic missile, sleep; 2nd—
  darkness 15 ft. radius, web. 
  Equipment: blue coat and dragoon uniform, light 
  blue “wizard’s” cape, dagger or staff, pistol, 10 reloads 
  of shot and powder, potion of invisibility, purse with 
  20 gp.
  F-11. BARRACKS 
  Tiered bunks capable of housing over 100 Dragoons fill 
  this spacious hall. At any given time, only 40 Dragoons are 
  present here, along with 5 Dragoon wizards. 
  Dragoons (40) (Ftr3): HP 21; AC 7 [12]; Atk rapier (1d6) 
  or dagger (1d4) or long-barreled musket (2d6); Move 12; 
  Save 12; AL N; CL/XP 3/60; Special: none. 
  Equipment: leather armor, guardsman’s cloak, blue 
  coat and dragoon uniform, rapier, dagger, long-
  barreled musket, 5 reloads of powder and shot, purse 
  with 5 gp.
  Dragoon Wizard (5) (MU4): HP 12, 7, 5, 9, 10; AC 9[10]; Atk 
  dagger (1d4) or staff (1d6), or pistol (1d6); Move 12; Save 
  12; AL C; CL/XP 4/120. Special: spells (3/1/1)
  Spells: 1st—charm person, magic missile, sleep; 2nd—
  darkness 15 ft. radius, web. 
  Equipment: blue coat and dragoon uniform, light blue 
  “wizard’s” cape, dagger or staff, pistol, 10 reloads of shot 
  and powder, potion of invisibility, purse with 20 gp. 
  F-12. STORAGE
  This stone building houses blankets, boots, extra 
  uniforms, socks and other amenities used by the Dragoons. 
  It also contains four barrels of emergency grain, six casks of 
  whale oil and extra lanterns in case of a night attack.  
  F-13. ARMORY
  This is where the Dragoons keep all of their hand-held 
  weaponry not currently in use. Within the characters find 
  40 rapiers, 60 suits of leather armor, 50 suits of chainmail, 
  100 daggers, 20 long barreled muskets, 20 military pistols, 
  20 powder horns, 500 musket balls, 200 pistol shots, 20 
  heavy crossbows and 100 bolts. 
  The armory door is made of heavy oak, locked and 
  guarded at all times by a Dragoon sergeant and two 
  Dragoons.
  Dragoons (2) (Ftr3): HP 21, 17; AC 7 [12]; Atk rapier (1d6) 
  or dagger (1d4) or long-barreled musket (2d6); Move 12; 
  Save 12; AL N; CL/XP 3/60; Special: none. 
  Equipment: leather armor, guardsman’s cloak, blue 
  coat and dragoon uniform, rapier, dagger, long-
  barreled musket, 5 reloads of powder and shot, purse 
  with 5 gp. 
  Dragoon Sergeant (Ftr6): HP 41; AC 5[14]; Atk long sword 
  (1d8) or dagger (1d4); Move 12; Save 10; AL C; CL/XP 
  6/400. Special: none. 
  Equipment: chain mail, guardsman’s cloak, blue coat 
  and dragoon uniform, longsword, dagger, purse with 
  25 gp.
  F-14. POWDERHOUSE
  These small, windowless stone buildings hold extra kegs 
  of powder for both the cannons located around the fort and 
  the guns of the frigates that dock below. Each powderhouse 
  holds 10 large powder kegs and 20 smaller artillery team 
  kegs. The powderhouses are always kept locked, and only 
  the sergeants and officers carry keys.
  F-15. BRIG 
  This is where Dragoons hold prisoners destined for the 
  fort and criminals captured in town before exacting their 
  punishments. Gregory Bonedeuce acts as judge, jury and 
  executioner in all cases, unless a member of the Council of 
  
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  Elders directly intervenes and demands a trial for the accused.
  This large, dank room stinks of urine, feces and 
  blood. The room contains a table, a chair and a few 
  pots — all by the east wall — and a series of small 5-ft 
  by 5-ft cells. 
  The gaoler, a lumbering half-orc named Lorag, occupies 
  this area with 4 Dragoons. He keeps a watch on the 
  prisoners and torments them to his heart’s content. Lorag, a 
  savage monstrosity who fears nothing except the terrifying 
  Inquisitor Vin, battles any intruders to the death.
  Inquisitor Vin emerges from area F–16 if he hears the 
  sounds of combat and joins the fray. 
  Lorag, Half-Orc (Ftr4/Th4): HP 47; AC 5 [14]; Atk battle 
  axe (1d8+2) or light hammer (1d4+2); Move 12; Save 11; 
  AL C; CL/XP 8/800; Special: backstab (x2), +2 to hit and 
  damage strength bonus, +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%. 
  Equipment: +2 leather armor, battle axe, light hammer.
  Notes: The brutal Lorag enjoys nothing more than 
  intimidating his foes in combat. He attempts to flank any 
  characters engaged in combat with the Dragoons and 
  backstab foes. He fights until he drops dead.
  Dragoons (4) (Ftr3): HP 10, 9 (x2), 12; AC 7 [12]; Atk rapier 
  (1d6) or dagger (1d4) or long-barreled musket (2d6); Move 
  12; Save 12; AL N; CL/XP 3/60; Special: none. 
  Equipment: leather armor, guardsman’s cloak, blue 
  coat and dragoon uniform, rapier, dagger, long-
  barreled musket, 5 reloads of powder and shot, purse 
  with 5 gp.
  Cell #1
  Harok McFarrows occupies one of the cells (male 
  human, fisherman). The poor man is quite mad. After 
  watching his family torn apart by a shark-man, the 
  authorities then told him he killed them himself and threw 
  him in the brig to rot, pending execution, these past several 
  weeks. Filth covers Harok, and he gibbers uncontrollably. If 
  characters calm him down, Harok remains deadly silent for 
  a few moments, then recounts the following:
  I found him in the surf, near torn to pieces. I 
  should have left him there for the crabs and gulls. I 
  brought him to my cottage and set to cleaning his 
  wounds. His chest was ripped apart real gruesome. 
  Shark attack, and must have been as big as the 
  Kraken itself to do the damage it did. I did what 
  I could. Bandaged him up, but the wounds kept 
  bleeding. I didn’t think he would make the night. 
  Just after evenfall, I headed to the water to grab 
  my nets. The moon was full and bright, and I didn’t 
  even need no lantern to see. I was gathering my nets 
  when I heard the first scream from the cottage. Fear 
  pounded into me, and my heart froze in my chest. 
  Then I was running, running for my home and 
  family. I burst through the door and saw my wife 
  Charlotte on the table, almost torn in half. Her eyes 
  were stiller than stone...
  It was eating her. Sinking its white teeth into her 
  open side over and over again, and pulling its mouth 
  back all black and red with her blood. It was a shark, 
  a black shark, but it was a man. It had three fingered 
  hands and a huge fin sprouting from its broad back. 
  Its head was mostly mouth. Row upon row of teeth. 
  And eyes. Burning red eyes. 
  I screamed and ran for it. To stop it. Charlotte 
  was dead, some part of me knew, but I couldn’t 
  stand there and watch the thing devour her like that. 
  It roared as I charged and struck me with a balled 
  fist. I remember my back feeling like it broke against 
  the wall and my head exploding against the door 
  frame. Then it’s all dark. I woke here. They think 
  I ate them. Maybe I am a shark; maybe we are all 
  sharks inside. 
  And Jessica . . . little Jessica. What did I do with 
  little Jessica?
  Harok starts raving after he finishes his tale and 
  nothing calms him again. If the characters continue asking 
  questions, he responds with “we’ll all be sharks soon” over 
  and over again. 
  In the event the characters save Harok’s daughter and 
  present her to him, it restores his sanity, imposes a stay of 
  execution, but does not free him from imprisonment. See 
  Chapter 2 and Chapter 4 for more details of Harok’s tale. t
  Cell #2
  If Falken Drango did not escape custody, the characters 
  find him in a cell as well. He demands the adventurers free 
  him, as he is completely fed up with Harok’s ravings. The 
  pirate insists he did not kill his crew and swears he intends 
  to track down whoever did to make them pay. If let out 
  of his cell, he immediately punches Harok in the face for 
  having had to listen to the pathetic man’s ravings. 
  Freed, he attempts to aid the characters against any 
  Dragoons, but he flees if the odds seem stacked against 
  them. Falken wants vengeance and refuses to die before 
  he can exact it. To repay them for springing him, Captain 
  
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  Drango may show up again later in the campaign to aid the 
  characters at a moment of dire need. 
  Falken Drango (Ftr2/Thf9): HP 41; AC 9[10]; Atk fist x2 (1 
  hp each); Move 12; Save 7; AL N; CL/XP 11/1,700; Special: 
  backstab (x4), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 93%, Traps/Tasks 60%, Hear 5 
  in 6, Hide 65%, Silent 70%, Locks 65%. 
  Equipment: Falken has none of his equipment.
  Cell #3
  If the Dragoons apprehended Milliauka in The Mad 
  Shaman Attacks then he occupies a cell as well. Freed, the 
  shaman thanks the characters deeply and agrees to aid them 
  in any way he might. The shaman knows the ancient story 
  of Dajobas and believes the dark god rises again. The Tulita 
  imparts this information to the characters and assists them 
  in any way possible to track servants of the Shark God. 
  Milliauka listened closely to Harok’s ravings, and he believes 
  that the lunatic’s shark-man must be the Chosen One of 
  Dajobas. He fears for the rest of Harok’s village.
  On the loose and spurred to action by Harok’s horrific 
  tale, Milliauka organizes the Tulita by preaching the evil shark 
  god’s rise. Reminding the Tulita that this foreign power’s 
  destruction of the sea’s other animal spirits makes Dajobas’ 
  return possible, Milliauka plants the seeds of unrest that 
  allow the party to bring the Tulita into their fight against 
  Bonedeuce and the Kraken (see Chapter 7 for details). 
  Milliauka (MU9): HP 27; AC 9[10]; Atk fist (1 hp); Move 12; 
  Save 7; AL L; CL/XP 9/1,100. Special: +2 saving throw vs. 
  magic, spells (4/4/3/2/1).
  Spells: 1st—charm person, magic missile, shield, sleep; 
  2nd—darkness 15 ft. radius, detect evil, phantasmal 
  force, web; 3rd—dispel magic, hold person, water 
  breathing; 4th—fear, remove curse; 5th—passwall. 
  See The Mad Shaman Attacks for full details.  Milliauka 
  has none of his equipment.
  Cell #4
  2 dragonsmoke pushers, arrested by the Dragoons in 
  the city, occupy these cells.
  Dragonsmoke Pushers (2) (Thf4): HP 11, 7; AC 7[12]; Atk 
  fist (1 hp); Move 12; Save 12; AL N; CL/XP 4/120; Special: 
  backstab (x2), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%. 
  Equipment: These pushers have none of their equip-
  ment, armor or weapons.
  F-16. INTERROGATION CHAMBER 
  This area is where unfortunate prisoners of the brig face 
  brutal interrogation at the hands of Inquisitor Salem Vin. 
  The walls of this chamber bear dark crimson 
  stains. A wooden table stands in the center of the 
  room with straps, manacles and chains fastened to it. 
  On the wall perch a row of hooks and from each one 
  dangles various instruments: scalpels, lashes, barbed 
  whips, thumb screws and a rusted nutcracker. A small 
  desk sits in the northwest corner with parchment, an 
  inkwell, and several quills neatly organized on it. 
  Unless he was drawn to area F–15 by the sounds of 
  combat, Inquisitor Vin awaits the characters here. 
  Inquisitor Salem Vin (Ftr2/Assn9): HP 53; AC 5[14]; Atk 
  flail (1d8+1) or dagger (1d4+1); Move 9; Save 7; AL C; CL/XP 
  11/1,700; Special: backstab (x4), disguise, thieving skills.
  Thieving Skills: Climb 91%, Traps/Tasks 45%, Hear 5 
  in 6, Hide 40%, Silent 50%, Locks 40%. 
  Equipment: chainmail, heavy gray robes, blood-
  stained smock and gloves, flail, dagger,
  Notes: Salem relishes his work. As a man who enjoys pain 
  himself, he delights in inflicting it on others. He also takes 
  his job seriously, meticulously writing down everything his 
  prisoners say under torture. He even notes their groans of 
  agony and whimpers of pain. If disturbed by the characters, 
  they find him torturing one of the dragonsmoke pushers, and 
  he does not take kindly to the interruption.
  Tactics: In combat, Salem goes after whichever 
  opponent he thinks will experience the most pain, usually 
  a spellcaster. Vin fights without any thought for his own 
  safety, displaying no sign of pain from any wound.
  Treasure
  The only item of note in this chamber is a parchment 
  on Vin’s desk, which contains Harok McFarrows’ story (see 
  Area F–15) in writing. 
  F-17. LATRINES AND BATHHOUSE
  This is where the Dragoons shave, make their toilet daily 
  and take their weekly baths. The furrow in the floor of the 
  latrines connects to Area S–19 in the sewers below.
  F-18. TUNNEL TO THE DOCKS
  This stone tunnel contains a slope broken up with small 
  staircases and leads to Area F–20 below the ridge. The 
  tunnel is outfitted with several braziers and torches.
  F-19. FIRING RANGE
  The Dragoons reserve this area of the courtyard for 
  marksmanship practice. Straw humanoid dummies sit 
  against the wall. Each dummy wears a bullet-ridden shirt 
  and a bullseye painted in red on the chest.  
  F-20. DOCKS
  Dragoon vessels – such as the Albatross, Sea Snake, and 
  other sloops and frigates – dock at this landing when re-
  provisioning at the fort. The Bonedeuce’s Pride most likely 
  moors here unless the characters found a way to trick the 
  Commandant into taking his mighty warship out to sea.
  
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  “Th’ citizens o’ Port Shaw avoid th’ sewers at all costs, ‘n 
  all manner o’ horrible tales tell o’ th’ unnatural inhabitants 
  within, but nah me. Nah wit’ th’ Gallant at me command. 
  Now this here raft be th’ Gallant. She may nah look like 
  much, but th’ Gallant can get ye through th’ sewers much 
  more safely than swimmin’ or me name ain’t Lester Farrows. 
  ‘N ‘tis. Lester Farrows. That be me name. Cap’n Lester 
  Farrows at yer service ‘n thar ain’t a scallywag alive better 
  than me when it comes t’ swimmin’ around other folks’ 
  waste. Trust me. I know th’ risks ‘n th’ ways. ‘Tis wha’ 
  I do. Professional sewer pirate. At yer ser-vice.”
  - Cap’n Lester Farrows
  Beneath 
  and near
  Port Shaw
  CHAPTER FOUR
  
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  Coast Campaign
  Nearby Port Shaw
  While Port Shaw is a bastion of commerce on an 
  otherwise wild coast, the city is not without neighbors. 
  Besides the Outskirts and Plantations surrounding the city 
  itself – not to mention Blacksink Marsh, stretching to the 
  north – small, independent fishing villages eke out survival 
  south of the city. Because they are often the remnants of 
  abandoned attempts to expand Port Shaw, village residents 
  often resent their mother city. Further down the coast, 
  numerous coves and inlets provide hideouts to the foolish, 
  the contrary and the nefarious.
  Outskirts 
  Stand-Alone Encounters
  THE NIGHTSLINK MYSTERY — PART I
  The characters hear reports that a gang of toughs is 
  harassing locals in the Outskirts, robbing merchants of 
  goods and coin on the docks then demanding the local 
  Tulita hide and house them. Calling themselves the 
  Nightslinks, they intimidate their targets by boasting they 
  are the crew of the dreaded Captain Falken Drango. 
  Background
  The Nightslinks objectives are simple: they are 
  stockpiling supplies and plan to seize a new ship for 
  themselves. Currently, they stash their pilfered loot in 
  crates hidden among the rocks surrounding the Port Shaw 
  lighthouse. The renegade Nightslinks scour waterfront bars 
  for talk of easy marks, easier gold, and rumors of a strong 
  ship to seize.  
  Setup
  Despite this apparent impossibility, the toughs are in 
  fact whom they claim to be, stolen from Falken Drango’s 
  deck and transformed by Dalang Jalamar into bloodthirsty 
  weresharks. At Dalang’s command, these former Nightslink 
  are now part of a group of weresharks infiltrating Port Shaw 
  in human form, preparing for the Night of the Shark.
  However, all is not well within the enemy ranks, and 
  these particular bloodthirsty weresharks plan to abandon 
  Dalang and return to their piratical ways – only without 
  their still-human former captain. While preparing to 
  return to sea, they accidentally alert the characters to their 
  presence. 
  Action
  If the characters have strong relationships with the 
  Tulita, then when searching for the Nightslinks they need 
  not look far. If the characters are tied to the Dragoons in 
  the minds of the local Tulita, the party needs to threaten or 
  bribe folks to get some answers.
  Either way, asking their Tulita contacts in the outskirts 
  about the Nightslinks quickly garners descriptions of a pair 
  of strangers: the first stout with a long beard braided into 
  six blood-soaked tips, dressed in a red and white striped 
  shirt (Basel Barr); the other slender with a crooked nose, 
  wearing a gaudy lace shirt and large dangling woman’s 
  earring (Branard the Blithe). 
  When an NPC in the outskirts passes this description to 
  the party, these two pirates happen to stand within earshot 
  and turn violently. Pushing locals aside, they storm toward 
  the characters. “We’re the Nightslinks, who’s asking?!” 
  Neither pirate cares for the adventurers’ answers, and they 
  immediately attack after the first reply. 
  Basel Barr, Nightslink Wereshark human form (Thf6): 
  HD 8; HP 32; AC 6[13]; Atk +1 rapier (1d6+2); Move 12; 
  Save 8; AL C; CL/XP 9/1,100; Special: backstab (x3), hit 
  only by magic or silver weapons, lycanthropy, +2 save vs. 
  traps, thieving skills;
  Basel Barr, Nightslink Wereshark hybrid form (Thf6): 
  HD 8; HP 32; AC 6[13] or 1[18]; Atk bite (1d6+2), +1 rapier 
  (1d6+2); Move 12 (swim 18); Save 8; AL C; CL/XP 9/1,100; 
  Special: backstab (x2), control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy, +2 
  save vs. traps, thief abilities;
  Basel Barr, Nightslink Wereshark animal form (Thf6): 
  HD 8; HP 32; AC 1[18]; Atk bite (1d6+2); Move 0 (swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special: backstab (x2), control 
  sharks (75% normal, 50% giant), hit only by magic or silver 
  weapons, lycanthropy, +2 save vs. traps, thief abilities;
  Thieving Skills: Climb 90%, Tasks/Traps 40%, Hear 4 
  in 6, Hide 35%, Silent 45%, Locks 35%. 
  Equipment: +1 leather armor, +1 rapier, ring of fire 
  resistance, belt pouch with 98 gp, 37 sp, and a small 
  gem worth 30 gp.
  Branard the Blithe, Nightslink Wereshark human form 
  (Ftr5): HD 8; HP 45; AC 6[13]; Atk long sword (1d8+1) or 
  +1 longbow x2 (1d6+1); Move 12; Save 8; AL C; CL/XP 
  9/1,100; Special: hit only by magic or silver weapons, ly-
  canthropy, +1 to hit and damage strength bonus;
  Branard the Blithe, Nightslink Wereshark hybrid form 
  (Ftr5): HD 8; HP 45; AC 6[13] or 0[19]; Atk bite (1d6+2), long-
  sword (1d8+1) or +1 longbow x2 (1d6+1); Move 12 (swim 
  18); Save 8; AL C; CL/XP 9/1,100; Special: control sharks 
  (75% normal, 50% giant), hit only by magic or silver weap-
  ons, lycanthropy, +1 to hit and damage strength bonus;
  Branard the Blithe, Nightslink Wereshark animal form 
  (Ftr5): HD 8; HP 45; AC 0[19]; Atk bite (1d6+2); Move 12 
  (swim 24); Save 8; AL C; CL/XP 9/1,100; Special: control sharks 
  (75% normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy, +1 to hit and damage strength bonus.
  
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  Equipment: +1 leather armor, shield, longsword, +1 
  longbow, 50 arrows, potion of heroism, ring of poison re-
  sistance, belt pouch, 39 gp, 98 sp, gold bracelet (50 gp).
  Notes: While fighting, Basel and Branard shout things 
  at the characters: “Who sent ye? Th’ Captain? Well tell ‘im 
  we be bloody well done wit’ ‘im!” or “We’re nah goin’ back 
  t’ Drango, he ain’t one o’ us anymore!” or “Ye ‘n Drango ‘n 
  everyone who wants t’ stop us fleein’ this pit can go t’ th’ 
  Shark or t’ Kraken!”
  Tactics: Basel and Branard prove over-confident and 
  begin their fight recklessly. Still, they attempt to remain in 
  human form for most of the fight, only changing in the last 
  few rounds as they become desperate. 
  After their defeat, Falken Drango can identify the 
  bodies and confirm that these were once members of his 
  crew. Searching Basel or Branard uncovers a shopping list 
  of supplies, scrawled in grease pencil on a piece of ratty 
  parchment. Some of the items are crossed off, and can be 
  identified as the items as the sort one would need to outfit a 
  ship for a long voyage at sea.
  Set-Pieces
  B-1. BARRETT’S BARNACLE 
  T’ th’ far north o’ Tide, past th’ last active pier, loot th’ 
  road northwest towards th’ Outskirts. Ye’ll hit Barrett’s 
  jus’ as soon as th’ road turns t’ mud. It’s in a moldy ol’ 
  warehouse, back from when someone thought that’d be a 
  good spot ta add a cheap part o’ town. Hah. Hahahaha. 
  Cheap part o’ town. That’s th’ funny bit. Part. Get it? Cheap 
  part. Hahaahaha.
  Converted from a warehouse into a seedy tavern called 
  “Barrett’s Barnacle” this festering hole-in-the-wall sits at the 
  edge of the outskirts with its back against a neglected edge 
  of plantation. Home to smugglers and scallywags aplenty, 
  the Barnacle sits both close enough to Port Shaw and far 
  enough away from prying eyes to shine a squat beacon to 
  the unscrupulous, the dishonored and slumming young 
  aristocrats. The Barnacle exudes little charm and serves a 
  particularly potent grog the proprietor calls “Barrett’s Brew.”
  The rotted door of the Barnacle swings both 
  ways on its hinges. This becomes apparent as a dwarf 
  crashes out onto the porch. Rolling to a stop against 
  a post, the dwarf vomits on himself without further 
  delay. As the door creaks in and out, glimpses of the 
  dark interior reveal several figures sprawled on the 
  floorboards and a buxom but toothless serving maid 
  stepping none too gingerly over the bodies. Her 
  clogs grind fingers under heel and wedge in between 
  ribs as she stomps to a nearby table.
  The Barnacle is where the characters first encounter Port 
  Shaw’s underworld – and the cryptic Ring of the Kraken. 
  Here they also meet Cap’n Lester Farrows, who they may 
  employ to raft them through the main access tunnels of the 
  sewers. See Chapter 1 for more details on Lester. 
  Several dragonsmoke pushers often mix among the 
  patrons (See Dragonsmoke for Sale in Chapter 3), and the 
  characters may interact with them in order to learn more 
  about Bonegnaw’s smuggling ring or about the Midnight 
  Deal (See Chapter 3) on the docks. 
  Setup
  One of the chief pushers and smugglers in the city is 
  Garreg Meldenbourne. Garreg is a particularly despicable 
  waste of human flesh who barters with the savage gnoll 
  brigand, Bonegnaw, trading dragonsmoke for orphans or 
  Port Shaw’s homeless. He kidnaps unfortunates off the 
  streets at night and runs them to Bonegnaw’s cove in his 
  fishing sloop. Bonegnaw greatly appreciates this service. 
  The gnoll eats some of these poor souls, feeds others to his 
  girallons, and sells the rest to his contacts in the slaver rings 
  across the sea. 
  Garreg is discreet about his business, but if the 
  characters get drunk with him he offers them dragonsmoke. 
  Once toking with Garreg, the party can convince him to 
  tell them exactly how he acquires his smoke. Garreg only 
  trusts people who use dragonsmoke where he can see it. 
  Most importantly, Garreg knows when and where the 
  Midnight Deal is going down, and can lead the party too 
  it if effectively coerced. Alternately, he can lead the party 
  directly to Bonegnaw’s Cove but gives up the Midnight 
  Deal long before the Cove itself.
  Garreg Meldenbourne, Dwarf smuggler (Thf5): HP 12; 
  AC 7[12]; Atk short sword (1d6) or light crossbow (1d4+1); 
  Move 12; Save 11; AL C; CL/XP 5/240; Special: backstab 
  (x3), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 89%, Tasks/Traps 35%, Hear 4 
  in 6, Hide 30%, Silent 40%, Locks 30%. 
  Equipment: leather armor, short sword, light cross-
  bow, 10 light bolts, 2 small  sacks of dragonsmoke 
  (200 gp street value each).
  Barrett himself appears a hulking, good-natured 
  dwarf, if a bit taciturn, but the truth about the proprietor 
  of the Barnacle proves disturbing. Barrett runs a grisly 
  side business; namely, the discreet disposal of corpses 
  for persons who don’t want their victims washing up on 
  beaches or discovered by Dragoons. Many of the city’s 
  shadier characters use Barrett’s services, and the dwarf’s 
  disposal talents recently won both the favor of Gregory 
  Bonedeuce and membership in the Ring of the Kraken. 
  Archibald Noeliss, former priest of Quell in charge of 
  the resident Chapterhouse in Port Shaw, pried too deeply 
  into Harthagoa’s affairs and Bonedeuce ordered the Salty 
  Dogs to off the priest. They delivered the body to Barrett, 
  who disposed of it. In appreciation for the dwarf’s tidy 
  work, Bonedeuce inducted him into the Ring, making 
  
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  Coast Campaign
  Barrett’s services generally available to members. 
  Barrett disposes of bodies in a still behind the bar, 
  dumping acidic effluvium into the neglected, marshy corner 
  of one of Hargrove’s sugar plantations. The characters may 
  reach the still by entering the fields or navigate a secret 
  passage from the Barnacle’s cellar. A stairwell behind the 
  Barnacle’s bar leads to the cellar.
  Troublemakers in the Barnacle will have their hands 
  full, as 2d4 off-duty Dragoons carouse here regularly. They 
  quickly step to Barrett’s aid if the party threatens the dwarf.
  Barrett, Dwarf tavern proprietor (Ftr7): HP 53; AC 3[16]; 
  Atk +2 hand axe (1d6+3); Move 12; Save 8; AL C; CL/XP 
  7/600; Special: dwarf traits, +1 to hit and damage strength 
  bonus. 
  Equipment: +2 chain mail, black leather breeches, 
  heavy leather smock with burn marks and chemical 
  stains, +2 hand axe, 2 flasks of acid.
  Notes: Barrett is tall for a dwarf, with a flashing smile 
  and playful green eyes. Often quiet, when he speaks he is 
  decidedly calm and friendly. Barrett is the kind of person no 
  one ever thinks capable of harming others. When violence 
  breaks out, he remains calm and friendly, even as he pushes 
  a character into a vat of acid.
  Dragoons (2–8) (Ftr3): HP 17 each; AC 7 [12]; Atk rapier 
  (1d6) or dagger (1d4); Move 12; Save 12; AL N; CL/XP 3/60. 
  Special: none. 
  Equipment: leather armor, rapier, dagger, purse with 
  5 gp
  Development
  Once they know about the Midnight Deal going down 
  at Crook Back Pier, the characters might decide to bust 
  up the deal themselves or take their information to the 
  Dragoons. If they rat out the smugglers, they earn the favor 
  of the Dragoons. If the party offers to assist in capturing 
  the smugglers (see The Midnight Deal for details), then a 
  patrol of Dragoons (4 Dragoons, a sergeant and a sorcerer) 
  accompany the characters on their mission. 
  This is an excellent in with Gregory Bonedeuce, who meets 
  the characters personally and offers them a reward dinner at 
  the Kraken’s Gullet for their part against the smugglers. 
  Alternatively, if the characters have already sullied 
  relations with the Dragoons (by helping Drango escape, 
  protecting Milliauka, or otherwise committing crimes in Port 
  Shaw), then reporting the smugglers activities and offering 
  to help may vindicate them. In this event, Bonedeuce may 
  pardon their past transgressions, because Bonedeuce is 
  always looking for capable men to do his dirty work.
  B-2. THE CELLAR
  The cellar is dank and smells of brackish salt water 
  — and faintly of acid (only non-human characters and 
  magic-users will notice the acid smell). On the east wall 
  behind some stacked barrels is a hidden passageway that 
  leads to the basement of the still. One empty barrel has its 
  bottom removed. This barrel covers the treasure Barrett has 
  collected from the people he has murdered over the years.
  Treasure
  600 gp, a fake eye made from a sapphire of exquisite 
  quality (500 gp), an emerald brooch (200 gp value), a 
  silver and mother of pearl signet ring of the Church of 
  Quell with the initials “A. N.” engraved on the inside of the 
  band (belonged to Archibald Noeliss, 200 gp), three pearl 
  necklaces (100 gp each), and a thick gold bracelet (100 gp).  
  B-3. STILL
  Barrett keeps his still locked up tight at all times. 
  He cannot have any nosy adventurers poking about his 
  lucrative business! A padlock secures the oak door to the 
  still, and Barrett and his half-orc assistant, Blister, carry the 
  only two keys. A sign on the door proclaims “Dangerous 
  alchemicals — keep out!” 
  If the party attempts to break in, they risk drawing 
  attention from Barrett and the other patrons in the bar. 
  Unless the characters come up with a creative way to bash 
  in the door quietly, the crowd above hears the noise. Break-
  in attempts invariably alert Blister, who works inside the 
  still. 
  B-4. THE CASKING CHAMBER 
  Once the characters get through the door, read or 
  paraphrase the following:
  The scent of grog tinged with the burning, after-
  reek of some alchemical substance fills this spacious 
  room. Over a dozen casks of ale stand by the south 
  wall, and two huge sealed metal drums rest against 
  the east wall. A churning, bubbling sound echoes 
  from within. Polished steel piping sprouts from the 
  drums and descends though holes in the floorboards. 
  A spigot extends from each pipe, extending over a 
  pile of open barrels and casks against the north wall. 
  One of the drums contains freshly brewed grog yet to 
  be barreled for sale. The other contains a deadly mixture of 
  powerful acids that Barrett uses to burn away every trace 
  of the victims brought to his doorstep. If the wheel above 
  the spigot on the drum containing acid is turned, the deadly 
  substance sprays out in a 30 ft. cone. The acid continues 
  to spray and the wheel jams. The entire drum empties in 5 
  rounds. Disabling this trap prevents the acid burst, allowing 
  the characters to turn the spigot without danger. Anyone 
  caught in the acid burst takes 3d6 points of damage each 
  round.
  If the characters search the area, they discover several 
  small pipes behind the drums. The pipes vent noxious gas, 
  
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  created by brewing acid, out the back of the still. If the 
  characters tamper with or break these pipes, the gas fills 
  the room, forcing anyone present to make a saving throw 
  every round or pass out. In addition, the gas proves highly 
  flammable; any open flame ignites it, resulting in a powerful 
  explosion that destroys the still and inflicts 6d6 points 
  of fire damage to anyone inside the room (save for half). 
  Anyone within 30 ft. of the exterior suffers 3d6 points of 
  damage and is also allowed to save for half damage.
  B-5. THE ACID PIT
  Blister and Barrett brew their acid and melt away bodies 
  in the cellar beneath the still. 
  The acrid scent, hanging in the air, assaults 
  nostrils and sears throats. A wrought iron landing 
  begins at the east wall and extends out above the 
  numerous vats resting on the floor ten feet below. 
  The vats contain frothing blackish green liquids, 
  which roil, and seethe, hissing like nests of angry 
  serpents.
  A small worktable rests on the landing, alchemical 
  equipment strewn about it. Besides the equipment, several 
  linen face masks lie on this table. Acid fumes fill the 
  room and every character not wearing a linen face mask 
  must make a saving throw each round or lose 1 point of 
  constitution until they reach 0 and pass out (lost points are 
  regained at a rate of 1/day).   
  Development
  More than likely, Blister and possibly Barrett are both 
  here when the characters enter. If Blister detected the 
  characters entering the still above, he hides behind the 
  trapdoor and stairs. Since the characters have seen the 
  secrets of the still, they cannot leave alive. If Barrett is with 
  Blister, the two immediately attack. Blister sneak attacks 
  with his crossbow and Barrett attempts to bull rush the 
  closest character off of the landing to an acidic doom below. 
  Once engaged in melee, Blister attempts to flank whomever 
  Barrett fights. Blister also attempts to get onto the narrow 
  section of the landing over the vats, where anyone fighting 
  him must make a saving throw each round or plummet into 
  the acid. 
  If the characters enter the still while Barrett is busy 
  tending bar, then Blister is probably alone – unless Barrett 
  heard the characters breaking in, in which case he rushes 
  
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  Coast Campaign
  through the secret passage from the bar’s cellar to the acid 
  pit. If trapped alone, Blister waits until all the characters 
  descend. Then he tries to bolt up the stairs to the Casking 
  Chamber, pulling the trapdoor shut behind him and locking 
  the characters below. 
  With the characters locked below, the half-orc yanks the 
  gas piping out of the wall, pouring noxious fumes into the 
  still, and then flees. Once at a safe distance, Blister fires one 
  of his +1 flaming bolts into the still, detonating it for 6d6 
  points of damage to anyone inside. Any characters inside 
  the still must make a saving throw to avoid falling into the 
  acid vats below. Anyone falling into the vats takes 10d6 
  points of damage each round from the acid.
  From the time Blister bolts, if he succeeds, the 
  characters have three rounds to escape before he blows 
  the still. The characters have a 1 in 6 chance (2 in 6 for 
  non-humans) to hear the gas pouring into the room after 
  Blister yanks the piping from the wall. Characters looking 
  to escape may use the secret passage hidden behind the 
  worktable on the landing that leads to the cellar below 
  Barrett’s Barnacle. The characters could also jump up to the 
  trap door and pull it down, or hack through it and climb 
  out.
  Blister, Half-Orc assistant (Thf6): HP 20; AC 7[12]; Atk 
  short sword (1d6) or light crossbow (1d4+2 plus fire bolts 
  1d6); Move 12; Save 10; AL C; CL/XP 6/400; Special: back-
  stab (x3), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 90%, Tasks/Traps 40%, Hear 4 
  in 6, Hide 35%, Silent 45%, Locks 35%. 
  Equipment: leather armor, thick leather gloves, short 
  sword, light crossbow, 5 +1 flaming bolts, a pouch 
  filled with gold teeth taken from the corpses brought 
  to the Barnacle (55 teeth, each worth 1 gp).
  Notes: Aptly named, Blister is about the ugliest half-orc 
  in Port Shaw. The accidents he suffered assisting Barrett 
  make him look like he is wearing a misshapen leather 
  mask. His personality leaves much to be desired, as hurling 
  a human being into a vat of acid is the only time he feels 
  happiness. Blister giggles, snorts and slobbers as he watches 
  them melt away into nothingness.
  Down the Coast
  Set-Pieces
  FROM THE MOUTHS OF BABES
  This encounter provides the characters with an 
  introduction to Dalang Jalamar’s transformation as well as 
  giving them a first-hand account of the terrible fate that 
  awaits Port Shaw if no one stops the spread of Dajobas’ 
  Kiss. A bloody massacre took place in a small fishing 
  village, Toe’s Reach, outside of Port Shaw and the suspected 
  culprit, a local fisherman named Harok McFarrows, 
  awaits execution in Fort Stormshield for the murders. 
  Some influential Port Shaw residents believe Harok didn’t 
  commit the ghastly crime. They’re convinced that someone 
  else is responsible for the grisly murders, and they need 
  the characters to prove Harok’s innocence, find his missing 
  daughter Jessica, and unmask the guilty party.
  Synopsis
  Investigating Harok’s story, the characters travel to the 
  fishing village of Toe’s Reach in search of Jessica, Harok’s 
  missing daughter. Deciphering the wreckage they find, 
  they  track down Relgin, a terrified resident who tells 
  them that a neighbor, following the orders of ‘black man-
  shark’, spirited Jessica away to lonely house further up the 
  coast. Tracking Jessica to this location, they find her held 
  prisoner by Grymmer Reefstead, now a wereshark, who 
  attacks them. After rescuing Jessica, the party convinces 
  Relgin to corroborate Harok’s version of events, preventing 
  his execution. In turn, this may leave the adventurers 
  responsible for the well being of a seven-year-old child.
  Setup
  The characters might begin their investigation by 
  interviewing Harok in his cell at Fort Stormshield or by 
  visiting the scene of the crime for clues. If the characters 
  opt to speak with Harok and have not established a good 
  relationship with Gregory Bonedeuce or the Dragoons, they 
  must infiltrate Fort Stormshield. See Chapter 3 for more 
  details on penetrating Fort Stormshield and Harok’s account 
  of the massacre (Area F-15). 
  Even after the characters calm Harok down, he 
  continues to frantically plead for any news of his missing 
  daughter Jessica, but he reverts to stunned silence when 
  asked to recall additional details of the massacre. As an 
  aside, he also remembers that Jessica sang lullabies to “the 
  injured man” as he “groaned and grimaced in pain.” But 
  that’s all the broken-minded man recalls or articulates.
  Action
  Harok’s cottage is a few hours walk from Port Shaw, and 
  upon arriving at the ramshackle residence, the characters 
  bear witness to horrific carnage. Pools of dried blood, hunks 
  of shredded flesh and gnawed bones litter the cabin’s floor 
  and walls. There’s no sign of Jessica or anyone else in the 
  two neighboring homes, which appear intact but deserted. 
  Observent characters notice a trail of dried blood that 
  weaves its way back and forth from the water to two of 
  three homes. When the characters enter the home lacking 
  a bloody trail, they find a slightly wounded man hiding 
  beneath one of the beds. 
  Coiled in the fetal position, the man trembles violently, 
  as drops of fresh blood oozes from scabrous gashes on 
  his arms and shoulders. The man is Relgin McFarrows, 
  Harok’s cousin and the home’s owner. He tells the 
  characters that he scraped himself brushing against the 
  rocks while trying to escape the man-shark that killed his 
  cousin’s wife and abducted her daughter. Guilt wracks the 
  traumatized man: he heard the commotion in Harok’s place 
  
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  and rather than help his family, he fled the scene and hid in 
  his house. Even while Dragoons dragged Harok away to his 
  likely execution, Relgin cowered under his bed. 
  The characters must snap Relgin out of his equal parts 
  paranoid and catatonic state, then convince him that he 
  can still help Harok and Jessica. With some coaxing, Relgin 
  reluctantly reveals that he overheard the man-shark tell 
  Harok’s neighbor and lifelong rival, Grymmer Reefstead, 
  to take the girl and keep her hidden until ‘the basking’ – 
  whatever that means. Relgin also knows that Grymmer 
  grew up in an abandoned fishing cabin a half-mile further 
  up the coast. 
  Grymmer’s family cabin is a dilapidated mess of warped 
  wood and missing planks. Strips of raw bone, slivers of 
  flayed muscle and puddles of dried, brown blood are strewn 
  about the front porch and grounds. Any character peering 
  through the holes in the wall sees an ugly, burly man pacing 
  nervously around the room, as a young girl rests peacefully 
  atop a makeshift bed. When the characters enter the 
  building and confront Grymmer, the downtrodden angler 
  and butt of Harok’s jokes transforms into a wereshark and 
  attacks them. As he fights, Grymmer boasts about Dajobas’ 
  glory and inevitable conquest of Port Shaw. 
  “His Chosen shall embrace Port Shaw in a blood-washed 
  kiss!” Grymmer proclaims loudly. Jessica appears apathetic to 
  the battle raging around her, dazed or in disassociated shock, 
  content to meekly watch the bloodbath from her bed. 
  Grymmer Reefstead, Wereshark human form: HD 8; HP 
  27; AC 5[14]; Atk dagger (1d4); Move 12; Save 8; AL C; CL/
  XP 9/1,100. Special: hit only by magic or silver weapons, 
  lycanthropy;
  Grymmer Reefstead, Wereshark hybrid form: HD 8; HP 
  27; AC 2[17]; Atk bite (1d6+2) or dagger (1d4); Move 12 
  (swim 18); Save 8; AL C; CL/XP 9/1,100; Special: control 
  sharks (75% normal, 50% giant), hit only by magic or silver 
  weapons, lycanthropy;
  Grymmer Reefstead, Wereshark animal form: HD 8; HP 
  27; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); Save 8; AL 
  C; CL/XP 9/1,100; Special: control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy.
  Equipment: dagger
  Wrap-Up
  After her rescue, Jessica appears disinterested even in 
  a reunion with her father. A careful examination of the 
  precocious youngster reveals bumps and bruises, but no 
  overt sign of Dajobas’ Kiss. Either still clinging to the last 
  scraps of his humanity or simply from a twisted sense of 
  perversion – or both – rather than kill and devour Jessica, 
  Dalang Jalamar gave her the Kiss but deftly concealed it 
  underneath her bumps and bruises. Dalang Jalamar never 
  returned to Harok’s house, or to Grymmer’s safe house. His 
  last act of mercy is a sign of weakness he longs to forget, as 
  it makes him uncomfortable when confronted with it.
  Only a character who explicitly expresses the suspicion 
  that Jessica’s bumps and bruises might be false learns the 
  truth.
  Jessica’s Fate
  If her lycanthropy goes untreated, during the Night of 
  the Shark Jessica transforms into a wereshark and attacks 
  whomever she lives with in their sleep. She then seeks 
  out and joins the nearest band of Razortooth Razors as a 
  beloved mascot. As a wereshark who has tasted humanoid 
  blood, Jessica searches relentlessly for Dalang Jalamar, the 
  man who spared her life and endowed her with Dajobas’ 
  blessing, calling him “Father.” 
  Jessica McFarrows, Wereshark human female form: HD 
  8; HP 31; AC 9[10]; Atk dagger (1d4); Move 12; Save 8; AL 
  C; CL/XP 9/1,100. Special: hit only by magic or silver weap-
  ons, lycanthropy;
  Jessica McFarrows, Wereshark hbrid female form: HD 
  8; HP 31; AC 2[17]; Atk bite (1d6+2) or dagger (1d4); Move 
  12 (swim 18); Save 8; AL C; CL/XP 9/1,100; Special: control 
  sharks (75% normal, 50% giant), hit only by magic or silver 
  weapons, lycanthropy;
  Jessica McFarrows, Wereshark animal female form: HD 
  8; HP 31; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special: control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy.
  Success
  If the characters defeat Grymmer and retrieve Jessica, 
  Relgin finally realizes nothing he did could have stopped 
  the rampage. Relgin reluctantly agrees to admit to his 
  cowardice and corroborates Harok’s version of events, 
  which puts Harok’s execution on hold. However, unless the 
  characters have a close connection to Gregory Bonedeuce 
  the Dragoons refuse to release him. Instead, they promise 
  to send the Fort Inquisitor to Toe’s Reach to investigate 
  further. Meanwhile, Relgin turns out to be an unfit drunk 
  and the characters are faced with the problem of how to see 
  to Jessica’s future well being. Seeking Zalen Trafalgar’s help 
  remains an option, as does hunting down Port Shaw’s only 
  orphanage – the same one secretly patronized by Jin (see 
  Chapter 4 for additional details). 
  BONEGNAW’S COVE 
  The entrance to this small cove, located some miles east 
  and down coast from Port Shaw’s docks, lies recessed in the 
  bluffs of a rocky stretch of shore between the Lighthouse 
  and Nagshead Hill. It is nearly impossible to see from a 
  passing ship. 
  Long a well-kept secret of local pirates, a gnoll smuggler 
  and slave trader of growing infamy named Bonegnaw 
  recently claimed it. Now Bonegnaw’s primary hideout, 
  
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  the gnoll stores mounds of dragonsmoke in the hidden 
  cove and smuggles the drug into Port Shaw on nightly 
  runs. Bonegnaw is also an avid slaver and finds peddling 
  innocent humanoids an entertaining hobby. A love for 
  strange magical beasts cements the gnoll’s eccentricity, and 
  he keeps many such animals as pets. Sometimes Bonegnaw 
  feeds them his less valuable slaves. 
  The characters may sail any ship smaller than a man-o-
  war into the cove. Alternately, they may sneak up the bluffs 
  and climb down their inner face into the cove. Characters 
  who swim into the cove must make a saving throw or else 
  the tide slams them against the walls of the entrance for 2d6 
  points of subdual damage and deposits them back outside 
  the cove mouth.
  C-1. LOOKOUT RIDGE 
  This small natural ridge rises 50 feet above the surface 
  of the water. Here three smugglers keep a sharp watch on 
  the cove’s entrance. Unless the characters sail into the cove 
  with all light sources on their vessel doused, the smugglers 
  see it and open fire. They also call out, alerting their fellow 
  smugglers on the barge and on the Dragon’s Tail. If the 
  characters try to sneak in by climbing along the bluffs or 
  swimming up the treacherous entry channel,there is a 1 in 
  6 chance per character (roll separately for each) that one of 
  the smugglers will see them. Modify this as necessary (if the 
  party uses invisibility, if there is a thief present, etc.).
  If the characters happen across the cove accidently, 
  sneak in aboard the refuse barge (see Chapter 3 for details), 
  or Garreg brings them here (see Chapter 4), then they may 
  be able to sneak past these lookouts unnoticed without 
  much chance of detection. 
  Smugglers (3) (Thf6): HP 19, 26, 12; AC 7[12]; Atk short 
  sword (1d6) or light crossbow (1d4+1); Move 12; Save 10; 
  AL C; CL/XP 6/400; Special: backstab (x3), +2 save vs. traps, 
  thieving skills.
  Thieving Skills: Climb 90%, Tasks/Traps 40%, Hear 4 
  in 6, Hide 35%, Silent 45%, Locks 35%. 
  Equipment: leather armor, short sword, light cross-
  bow, 10 bolts, 2 small sacks of dragonsmoke each 
  (200 gp street value).
  C-2. CHIMERA BARGE
  On this wooden barge, kept floating off shore and away 
  from the Dragon’s Tail, an unfortunate pair of smugglers 
  care for a caged chimera, the most recent addition to 
  Bonegnaw’s menagerie of magical beasts. The ornery 
  creature already seared a few smugglers with its fiery breath 
  and most stay clear of the north-facing bars of the cage. 
  Bonegnaw ordered the other sides of the cage sheeted in 
  2-inch-thick iron plates. 
  If an intruder sails into the cove, the smugglers release 
  the chimera. Once they have unleashed the chimera, the 
  smugglers fire their crossbows. Because the smugglers 
  feed it, they must make a save or the beast attacks them 
  before attacking the intruders. If they succeed, it attacks the 
  intruders immediately. After its release, if the characters 
  attack the chimera at any time, the creature concentrates on 
  them for the remaining duration of the encounter.
  Smugglers (2) (Thf6): HP 19, 9; AC 7[12]; Atk short sword 
  (1d6) or light crossbow (1d4+1); Move 12; Save 10; AL 
  C; CL/XP 6/400; Special: backstab (x3), +2 save vs. traps, 
  thieving skills.
  Thieving Skills: Climb 90%, Tasks/Traps 40%, Hear 4 in 6, 
  Hide 35%, Silent 45%, Locks 35%. 
  Equipment: leather armor, short sword, light cross-
  bow, 10 bolts, 2 small sacks of dragonsmoke each 
  (200 gp street value).
  Chimera: HD 9; HP 44; AC 4[15]; Atk 2 claws (1d3), 2 goat 
  horns (1d4), lion bite (2d4), dragon bite (3d4); Move 9 (fly 18); 
  Save 6; AL C; CL/XP 11/1,700; Special: breathes fire.
  
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  C-3. DRAGON’S TAIL DECK 
  The Dragon’s Tail is a small cargo freighter on which 
  Bonegnaw transports dragonsmoke and slaves. The ship 
  currently anchors just off the sandy shore of the hidden 
  cove. 
  Bonegnaw keeps his domesticated cockatrices on the 
  deck of the Dragon’s Tail. He owns four cockatrices in all, 
  secured in cages scattered about the deck. Four enforcers 
  guard the cockatrices. They release the beasts once they 
  spot intruders and, if possible, engage the characters with 
  their polearms.. 
  Because Bonegnaw trained them, the cockatrices have a 
  20% chance of turning on their guards when released.
  The cockatrices fight until reduced to 5 or fewer hit 
  points and then fly out of the cove. A hatch in the deck 
  leads down to the cargo hold. A crow’s nest sits atop the 
  mast in the center of the ship. A rope ladder hangs down 
  from the crow’s nest.
  Cockatrice (4): HD 5; HP 20, 34, 30, 12; AC 6[13]; Atk bite 
  (1d6 + petrifaction); Move 6 (fly 18); Save 12; AL N; CL/XP 
  8/800; Special: bite turns to stone. 
  Enforcers (4) (Ftr6): HP 30 (x2), 19, 22; AC 7[12]; Atk pole-
  arm (1d8+1) or dagger (1d4); Move 12; Save 9; AL C; CL/XP 
  6/400; Special: none. 
  Equipment: leather armor, large black woolen cloaks, 
  polearm, dagger, purse with 20 gp. 
  C-4. DRAGON’S TAIL BRIDGE 
  Large openings in each wall of this wooden chamber 
  allow the helmsman to assess the surrounding sea. The 
  wheel of the ship, along with a small table holding maps, 
  charts, a compass and a sextant, are the only other items 
  here. The maps and charts are accurate and detail both the 
  Razor Coast and the sea beyond. 
  C-5. DRAGON’S TAIL CROW’S NEST      
  In the glorified bucket that serves as the Dragon’s Tail 
  crow’s nest, a smuggler keeps watch on the ship from 
  above. A rope ladder ascends to the nest from the deck 
  below, but the smuggler severs it if intruders try to ascend. 
  He peppers foes from his advantageous position during any 
  conflict on the deck below.
  Smuggler (Thf6): HP 19; AC 7[12]; Atk short sword (1d6) 
  or light crossbow (1d4+1); Move 12; Save 10; AL C; CL/XP 
  6/400; Special: backstab (x3), +2 save vs. traps, thieving 
  skills.
  Thieving Skills: Climb 90%, Tasks/Traps 40%, Hear 4 
  in 6, Hide 35%, Silent 45%, Locks 35%. 
  Equipment: leather armor, short sword, light cross-
  bow, 10 bolts, 2 small sacks of dragonsmoke each 
  (200 gp street value).
  C-6. CARGO HOLD
  The hold below deck is filled with crates of dragonsmoke 
  and the spoils from their sale.
  Treasure
  6,000 gold doubloons (gp) in 12 large sacks, four crates 
  of dragonsmoke (1,000 gp street value each), a mechanical 
  clock inlaid with silver with numerals carved from various 
  colored gemstones (2,500 gp value), a complete set of 
  fine china (200 gp value), and a set of exquisite quality 
  silverware (100 gp value). 
  C-7. BEACHHEAD
  This sandy shore is where the smugglers relax when off 
  duty, playing at dice and cards and engaging in contests of 
  marksmanship with their crossbows. One of Bonegnaw’s 
  more dangerous pets also resides in the shallows just off 
  shore. The savage chuul is an ally of the gnoll and attacks 
  any characters who near shore. 
  When the characters enter the cove, two smugglers and 
  two enforcers are resting on the beach with Bonegnaw. 
  As soon as they are alerted to the presence of intruders, the 
  smugglers and enforcers prepare for battle while Bonegnaw 
  withdraws to Area C–8. There he can safely target any 
  characters on the beachhead with his longbow from within 
  the concealing dark of the cave, luring enemies in to his 
  girallon pets.
  Chuul: HD 10; HP 45; AC 2[17]; Atk 2 pincers (1d6), bite 
  (1d8), paralytic tentacles; Move 12 (swim 12); Save 5; AL C; 
  CL/XP 11/1,700; Special: immune to poison, tentacle grab. 
  See the Appendix for details. 
  Smugglers (2) (Thf6): HP 19, 30; AC 7[12]; Atk short sword 
  (1d6) or light crossbow (1d4+1); Move 12; Save 10; AL 
  C; CL/XP 6/400; Special: backstab (x3), +2 save vs. traps, 
  thieving skills.
  Thieving Skills: Climb 90%, Tasks/Traps 40%, Hear 4 
  in 6, Hide 35%, Silent 45%, Locks 35%. 
  Equipment: leather armor, short sword, light cross-
  bow, 10 bolts, 2 small sacks of dragonsmoke each 
  (200 gp street value).
  Enforcers (2) (Ftr6): HP 30, 33; AC 7[12]; Atk polearm 
  (1d8+1) or dagger (1d4); Move 12; Save 9; AL C; CL/XP 
  6/400; Special: none. 
  Equipment: leather armor, large black woolen cloaks, 
  polearm, dagger, purse with 20 gp.
  C-8. GIRALLON CAVE
  At this black opening in the rock, several human bones 
  lie scattered inauspiciously. The dark inside the long cave 
  does not hinder Bonegnaw’s four-armed gorilla protectors. 
  Additionally, Bonegnaw’s darkvision allows him to fire 
  unimpeded upon the party as his gorillas leap from their 
  
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  northern and southern niches to flank the lead characters. 
  Bonegnaw hides behind the first of two lines of stalactites 
  at the middle of the cave, gaining –2[+2] to his armor class. 
  The second line of stalactites lies 5 ft. behind the first line.  
  The two four-armed albino gorillas leap from 
  hiding and savage the first character to pass their niches, 
  fighting until slain. If a character moves past the first line 
  of stalactites, Bonegnaw pulls back to the next row of 
  stalactites. If the characters offer Bonegnaw quarter after 
  reducing him to 10 or fewer hp, the gnoll surrenders. 
  However, if they do not offer quarter, Bonegnaw goes down 
  fighting, with his hyena companion, Scraggs. 
  Girallon (2): HD 4; HP 16, 10; AC 6[13]; Atk 4 hands (1d3), 
  bite (1d6); Move 12; Save 13; AL N; CL/XP 4/120; Special: 
  hug and rend. See the Appendix (Veiled Island girallon)
  Bonegnaw, Gnoll (Ftr7): HP 47; AC 5 [14]; Atk scimitar 
  (1d6+4), bite (2d4) or +2 longbow x2 (1d6+4); Move 9; 
  Save 8; AL C; CL/XP 7/600; Special: +2 to hit and damage 
  strength bonus. 
  Equipment: +2 leather armor, scimitar, +2 longbow, 
  30 arrows, a sack filled with 25 obsidian statuettes 
  carved in the shapes of all manner of strange beasts 
  (25 gp value each).
  Scraggs, Hyena (animal companion): HD 1; HP 4; AC 
  7[12]; Atk bite (1d3); Move 16; Save 17; AL C; CL/XP 1/15; 
  Special: none.
  C-9. SLAVE CAVE
  Bonegnaw packed this cave with 20 human and 4 
  elven slaves (non-combatants). Most of the humans are 
  Tulita, as their lives on the Outskirts of Port Shaw make 
  them easy targets. If the party frees these slaves and returns 
  them to their families, the Tulita honor the characters. If 
  the Dragoons have not yet slain or imprisoned Milliauka 
  (see Chapter 3), he becomes favorably disposed to the 
  adventurers. 
  Beneath Port Shaw
  The citizens of Port Shaw avoid the sewers at all costs, 
  and all manner of horrible tales tell of the unnatural 
  inhabitants within. 
  Background
  Sixty years ago when indentured Tulita work crews 
  began the arduous task of hollowing out the sewer system, 
  they discovered the old escape tunnels to Blacksink Marsh. 
  The elven merchant guild that constructed Fort Stormshield 
  (Section 6 on the Sewer Map) created the tunnels. They 
  also found the naturally occurring caverns that comprise 
  Section 4 of the sewers and the ancient catacombs of 
  Section 7. Tulita workers began to disappear in Sections 
  6 and 7, victims of outcast Karikanti – cannibal gatorfolk 
  exiled to the caverns by their fellows – and the undead 
  abominations of the catacombs. 
  Work on the sewers halted after over 100 Tulita workers 
  lost their lives. While the newly placed foreign members of 
  the Council of Elders cared nothing for the senseless deaths 
  of the natives, they eventually decided further attempts to 
  expand the sewers would waste time, not to mention good 
  slave labor. 
  As a result, the small sewer system of Port Shaw 
  remains woefully inadequate. While the brilliant design of 
  its seawater intake system far outstrips most other cities’ 
  sanitation solutions, the insufficient size of the sewers 
  causes numerous problems. Pockets of explosive sewer gas 
  accumulate in tunnels, and drainage conduits often flood 
  during high tide, blocking sewage from depositing into 
  the once pristine, now cesspool-like Kai Bay. Pollution of 
  the seawater in the harbor is only one of myriad concerns, 
  although it is probably responsible for the deadly sewage-
  tainted water elementals that prowl the harbor and the 
  tunnels below the city. 
  Bonegnaw Lies in Wait
  
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  The Sewers Today
  The Dragoons bar anyone from entering the sewers 
  without their Writ of Official Business. This does not keep 
  interested parties of adventurers from probing the murky 
  depths below Port Shaw, chasing hastily discarded valuables 
  or rumors of “lost treasures” left behind by either the elven 
  merchant guild or former occupants of the catacombs. 
  Ancient historians willingly pay adventurers exorbitant 
  fees for any information garnered from the catacombs. 
  Many sages believe a powerful necromancer named Tarath-
  Vreen, one of the most fearsome lords of undeath the world 
  ever saw, once stomped these chambers. They believe that 
  in the old catacombs, a young Tarath-Vreen conducted 
  all manner of macabre experiments before ascending to 
  pure unholy god-force. Only from Tarath-Vreen’s lost 
  laboratories, they claim, could such horrific abominations 
  as the necroworms grow. Abominations that infest the 
  catacombs to this day, preying on curious fools seeking 
  fragments of Tarath-Vreen’s power. 
  In addition to Tarath-Vreen’s undead leftovers, rumors 
  hold the sewers home to a horror known to the common 
  folk of the city as the Roachlord. Created when sewer 
  pollution mixed with the magically tainted runoff from 
  Vreen’s catacombs, this revolting crossbreed between a 
  cockroach and an ogre eats orphan children abducted from 
  the streets of Bawd District above its lair. The Roachlord’s 
  cockroach spies lead him to his favorite delicacy, and he 
  emerges from the sewer entrance in this district nightly, as 
  marked on the Port Shaw Map, to steal children back to 
  his lair in Sewer Section 3 – there to feast at his leisure. 
  The Roachlord considers himself lord and master of his 
  underground domain. He does not suffer intruders lightly, 
  usually devouring them or feeding them, still alive, to his 
  thousands of tiny subjects.
  As if the undead and cockroach legions were not threat 
  enough to the characters, Karikanti outcasts from the 
  Blacksink Marsh make their home in the caverns of Section 
  6. Criminals among their own people, the normal Karikanti 
  and their clan leaders exiled these monstrous gatormen to 
  
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  corroded their rungs. There is a 1 in 6 chance that when an 
  adventurer descends a rung snaps, forcing the character to 
  make a saving throw or plummet into the sewage below.
  Traveling in the Sewers
  Within the sewers, adventurers must hold their light 
  sources aloft or the filthy water douses their lanterns or 
  torches. Additionally, fire-based light sources in the sewers 
  prove unsafe, due to pockets of sewer gas that ignite if 
  exposed to flame. 
   Sound echoes strangely in the tunnels and the 
  overwhelming stench of sewage overpowers the senses. 
  Additionally, if the characters enter the sewers without 
  first securing the services of Cap’n Lester Farrows, they 
  must swim and wade through sewage in order to traverse 
  the tunnels (barring spells or other magical solutions). 
  Every hour spent in the sewage results in a 10% chance that 
  the characters contracts filth fever (save avoids; sickened for 
  1d4 days, –2 penalty to saves and attacks until cured). For a 
  character with open wounds, the chance of contracting the 
  disease increases to 40%.
  Once the characters enter the sewers, read or paraphrase 
  the following:
  Fetid air tinged with a caustic salt scent burns 
  your nostrils, and the sewage here flows in a river 
  3 feet deep. A thick coating of fungal growth lines 
  the walls. Where the fungus peels away, it reveals 
  stone walls hewn out of the rocky coast itself, a task 
  rumored to have taken decades and cost hundreds of 
  Tulita laborers their lives.
  There is no source of light and the only sounds 
  are the flow of the sewage, the dripping of water and 
  the distant crashing of waves against the rocky shore. 
  If the characters enter through the sea intake, they 
  may either head west (toward Section 1) or North 
  (toward Section 2). It takes 1 hour to swim/wade to 
  Section 1, but only 15 minutes traveling on Cap’n 
  the sewers through its outtakes. Amongst the filth of the 
  sewers, these outcasts’ depredations know no bounds, and 
  they feed on any creature unfortunate enough to cross their 
  path. 
  Finally, Harthagoa infested the sewers with his own 
  agents, and these forces serve as an advance party for 
  the Krakenfiend’s imminent invasion. Their orders are to 
  emerge from below the city and take by surprise any who 
  resist. For now they also keep a close watch on the events 
  in town and ensure for the Demon Below that none of 
  his Ring of the Kraken dare disobey or double cross him. 
  Harthagoa’s band of skum spies inhabits Section 1 of the 
  sewers. His demonic advance force occupies Section 2, and 
  a number of hideous monstrosities under his control reside 
  in the tunnels of Section 4, directly below Fort Stormshield. 
  These insidious minions may report the party’s activities in 
  the sewers to the Krakenfiend or to members of the Ring in 
  Port Shaw if they survive encounters with the characters. 
  Entering through the Storm Grates
  Adventurers may access the sewers through any of the 
  storm grates located throughout Port Shaw. These grates 
  drop the characters into the sewer tunnels. However, seven 
  storm grates are special and connect directly to important 
  sewer sections. Refer to the table at the botton of the page. 
  The narrow grates stop humans and elves, but dwarves 
  and halflings can shimmy through at half their normal 
  Movement. Once in the shaft, however, they attack with a 
  –2 penalty because of the tight space. There is a 25% chance 
  that the shaft they are traveling through houses 1d6 giant 
  rats, which immediately attack any intruder.  
  Giant Rats (1d6): HD 1d4hp; HP 2; AC 7[12]; Atk bite 
  (1d3); Move 12; Save 18; AL N; CL/XP A/5; Special: 5% are 
  diseased.
  All other sewer entrances are large service access ways 
  or flood drains, unless otherwise noted. Port Shaw keeps 
  the iron grates on these gates locked at all times. 
  Additionally, the grates themselves prove dangerous.
  The old rusted ladders bolted into the sides of service 
  shafts and flood drains are usable, but time and neglect have 
  TO ENTER
  GO TO THE SEWER GRATE AT THE
  THE GRATE CONNECTS TO
  Sewer Section 1
  Docks between Silk and Bawd
  Between S4 & S5
  Sewer Section 2
  Backroom of Sagacious Samuel’s in East Silk
  S15
  Sewer Section 3
  East-most end of the road between Bawd and Jade
  S17
  Sewer Section 4
  Fort Stormshield, Area F-17
  S19
  Sewer Section 5
  Big intersection on the western tip of Bawd
  S24
  Sewer Section 6
  Middle of the road along Silk’s western edge
  S25
  Sewer Section 7
  Western section of Jade
  S30
  
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  Lester’s raft. Without the raft, it takes 2 hours to reach 
  Section 2 from the sea, but only 30 minutes with it. Any 
  characters who decide to go it alone with Cap’n Lester 
  have a very real chance of getting lost in the twisting and 
  intersecting tunnels.
  Getting Lost
  Though the overview map indicates a series of 
  straight passages, these are representative of the general 
  direction of travel only. In fact these tunnels twist, turn, 
  and double back on themselves regularly in a haphazard 
  fashion. The characters have a 40% chance of getting lost 
  in the twisting, turning and intersecting tunnels. After 
  one hour of wandering, allow them another check to 
  find their way. If they fail their second attempt (and for 
  every failed check thereafter) they wander for another 
  hour and have a 50% chance of ending up in a different 
  section of the sewers, thinking they have reached their 
  destination. 
  Stand-Alone Encounters
  RANDOM ENCOUNTERS, ALL SECTIONS
  Every hour the characters spend in the sewers, consult 
  the following random encounter chart – or simply 
  choose an encounter you feel appropriate or dramatically 
  interesting.
  TABLE 4.1 – RANDOM ENCOUNTERS 
  TRAVELING THE SEWERS
     ROLL D20
  1–4
  No encounter
  5
   Common Shark
  6
  Giant Rats
  7
  Flammable Sewer Gas
  8
  #7 (above) plus a monster
  9
  Giant Sea Snake
  10
  Ochre Jelly
  11
  Necroworms in Corpses
  12
  Skum
  13
  Quasit Commanding Dretches
  14
  Sewage Elementals
  15
  Demon, Grimlek
  16
  Invisible Stalker
  17
  Spectre
  18
  Bodak
  19
  Centipede Swarms
  20
  Crabman
  Random Encounter Details
  1-4. No Encounter
  5. The sea intake sucked a shark into the sewers. Now 
  quite mad from the terrible pain inflicted by the water’s low 
  salinity, the shark is permanently frenzied. It attacks the 
  characters as soon as it detects them. 
  Medium Shark (5HD): HD 5; HP 22; AC 6[13]; Atk bite 
  (1d6+2); Move (swim 24); Save 12; AL N; CL/XP 5/240; 
  Special: feeding frenzy.
  6. A pack of ravening giant rats, desperate for a meal, 
  besets the characters. 
  Giant Rats (1d6): HD 1d4hp; HP 2; AC 7[12]; Atk bite 
  (1d3); Move 12; Save 18; AL N; CL/XP A/5; Special: 5% are 
  diseased.
  7. A pocket of flammable sewer gas floats down the 
  tunnel. The sulfurous smell of rotting eggs may alert the 
  characters to the danger before they reach the area of 
  greatest concentration. If any source of flame makes contact 
  with the area of greatest concentration, a 30-ft.-diameter 
  explosion fills the tunnel with roaring blasts of flame and 
  inflicts 6d6 points of fire damage on anyone in range (save 
  for half).  
  8. As above, but the pocket of gas accompanies one of the 
  encounters below. Roll again, ignoring a result of 1 through 
  6 or 20.
  9. A giant sea snake was sucked into the sewers by the 
  sea intakes, rendering it confused, frightened and hungry. 
  It attempts to swim close to the characters and attack them 
  from behind.
  Giant Sea Snake (Constrictor): HD 6; HP 24; AC 5[14]; Atk 
  bite (1d3), constrict (2d4); Move 10; Save 11; AL N; CL/XP 
  7/600; Special: constrict.
  10. A puddle of undetermined yellow muck, actually an 
  ochre jelly floating amongst the sewage, suddenly lurches 
  towards the characters. 
  Ochre Jelly: HD 6; HP 30; AC 8[11]; Atk acid-laden strike 
  (3d4); Move 3; Save 11; AL N; CL/XP 6/400; Special: light-
  ning divides creature.
  11. 3 necroworms inhabiting corpses roam the sewers 
  searching for fresh bodies to drag to their queen’s lair. One 
  of them pretends to be a floating corpse, while the others 
  conceal themselves below the surface of the sewage to 
  ambush any investigating characters. 
  Zombie, inhabited by Necroworms: HD 2; HP 8; AC 8[11]; 
  Atk strike (1d8), necroworm tail sting (1d4 plus 1d4 acid); 
  Move 6; Save 16; AL N; CL/XP 3/60; Special: immune to 
  sleep and charm, inhabited by necroworms. See the Ap-
  
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  pendix for details.
  When attacks reduce the corpses to 0 hp, the 
  necroworms emerge from the bellies of the dead and swim 
  away. Necroworms deprived of their hosts only fight if 
  further attacked. 
  Necroworms (2d4): HD 2; HP 10; AC 8[11]; Atk stinger 
  (1d4 plus acid), bite (1d4 plus 1d4 acid); Move 12 (swim 
  12); Save 16; AL C; CL/XP 3/60; Special: animate inhabited 
  corpse, immune to acid, disease, cold and poison, inject 
  acid. See the Appendix for details.
  12. 6 operatives of the Krakenfiend patrol the sewers, 
  submerged and swimming. If the skum spot the characters 
  but remain undetected, they follow at a distance and 
  observe the party, reporting their actions and skill at arms 
  to Orthru in Area S-4. If the characters appear to badly 
  wounded, these skum close for the kill. 
  Skum (6): HD 2; HP 13, 11, 10, 5, 8, 12; AC 6[13]; Atk 2 
  claws (1d4) or trident (1d8), bite (1d6); Move 9 (swim 15); 
  Save 16; AL C; CL/XP 2/30. Special: none. See the Appen-
  dix for details.
  Equipment: trident.
  13. A group of Harthagoa’s advance dretch soldiers, led 
  by their self-important quasit captain, Takarliz, prowls the 
  sewers for interlopers who might discover the Krakenfiend’s 
  plans. As soon as it detects the party, the quasit flies 
  about freakishly, screaming “Attack!” Its dretch soldiers 
  lumber toward the characters, casting stinking cloud as 
  they advance. The quasit turns invisible and just watches 
  the battle unless it is attacked, in which case it flees. If the 
  characters destroy the dretches, the quasit reports the 
  defeat to Vrina in Area S–12. 
  Dretches (2d4): HD 4; HP 16; AC 2[17]; Atk 2 claws (1d4), 
  bite (1d6); Move 9; Save 13; AL C; CL/XP 6/400; Special: 
  magical abilities.
  Takarliz, Quasit: HD 3; HP 12; AC 2[17]; Atk 2 claws (1d2 + 
  non-lethal poison) and 1 bite (1d3); Move 14; Save 14; AL 
  C; CL/XP 7/600; Special: magical abilities, magic resistance 
  (25%), non-lethal poison, regenerate (1hp/round).
  14. A group of spontaneously-forming, sewage-tainted 
  water elementals fall upon the party. 
  Water Elemental (8HD): HD 8; HP 32; AC 2[17]; Atk strike 
  (3d10); Move 6 (swim 18); Save 8; AL N; CL/XP 5/240; Spe-
  cial: can overturn boats, disease (save avoids; sickened for 
  1d4 days, –2 penalty to saves and attacks until cured), im-
  mune to non-magic weapons.
  15. A grimlek (demon), drawn to the churning wastes of 
  the sewers, happens upon the characters and seeks to add 
  them to the muck. 
  Demon, Grimlek: HD 5+3; HP 23; AC 5[14]; Atk bite 
  (2d6); Move 24; Save 12; AL C; CL/XP 7/600; Special: 
  continuous damage, disease.  (See Appendix for details)
  16. One of the more sinister denizens of the sewers, this 
  invisible stalker seeks to destroy the party—and any other 
  sentient beings in the sewer—by murdering stragglers. 
  The invisible stalker follows the adventurers in its natural 
  form (hard to detect among the sewage), and when it gets 
  an opportunity to strike a lone and preferably wounded 
  member of the party, it makes its move. If it kills the 
  character, it hides the body under the sewage. The invisible 
  stalker attempts to repeat the above tactic on the rest of the 
  group. 
  Invisible Stalker: HD 8; HP 40; AC 3[16]; Atk “bite” 
  (4d4); Move (fly 12); Save 8; AL C; CL/XP 9/1100; Special: 
  invisible.  
  17. The spectre of a pirate, forced to flee into the sewers 
  by Dragoons several years ago, materializes through a 
  tunnel wall beside the characters and attacks. 
  Spectre: HD 7; HP 28; AC 2[17]; Atk spectral weapon or 
  touch (1d8 + level drain); Move 15 (fly 30); Save 9; AL C; 
  CL/XP 9/1100; Special: drain 2 levels with hit, immune to 
  non-magical weapons.
  18. A victim of the bodak guarding Area S–16 arises as 
  a bodak himself and prowls the sewers. He seeks company 
  in his dark fate. 
  Skum Surprised in Sea Cave
  
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  Bodak: HD 8; HP 40; AC 3[16]; Atk weapon (1d8); Move 
  6; Save 6; AL C; CL/XP 11/1,700; Special: death gaze, im-
  mune to non-magical weapons, immune to electricity, re-
  sists acid and fire, vulnerable to sunlight (1hp/round). See 
  the Appendix for details.
  19. A mass of 6 centipede swarms suddenly appears out 
  of drain tunnels above the characters. 
  Centipede Swarm (6): HD 3; HP 12, 20, 9, 16, 10 (x2); AC 
  7[12]; Atk 1 (1hp + non-lethal poison); Move 4; Save 14; AL 
  N; CL/XP 1/15; Special: immune to all but blunt weapons; 
  non-lethal poison.
  20. A crabman sucked in by the sea intakes wanders the 
  sewers. He is not interested in a fight, and plays it cautious 
  if he detects the party’s approach. Should the characters 
  direct the crabman back to the sea, he thanks them 
  profusely and offers to repay them someday. See Chapter 7 
  for more details on the results of befriending the crabman. 
  Crabman: HD 3; HP 12; AC 3[16]; Atk 2 claws (1d6); Move 
  12 (swim 9); Save 14; AL N; CL/XP 3/60; Special: none.
  Dragoon Wizard (2) (MU4): HP 12, 6; AC 9[10]; Atk dagger 
  (1d4) or staff (1d6), or pistol (1d6); Move 12; Save 12; AL C; 
  CL/XP 4/120. Special: spells (3/2).
  Spells: 1st—charm person, magic missile, sleep; 2nd—
  darkness 15 ft. radius, web). 
  Equipment: blue coat and dragoon uniform, light 
  blue “wizard’s” cape , dagger, staff, pistol, 10 reloads 
  of shot and powder, potion of invisibility, purse with 
  20 gp.
  Dragoon Sergeant (2) (Ftr6): HP 41, 30; AC 5[14]; Atk 
  longsword (1d8) or dagger (1d4); Move 12; Save 10; AL C; 
  CL/XP 6/400. Special: none. 
  Equipment: chain armor, guardsman’s cloak, blue 
  coat and dragoon uniform,  longsword, dagger, 
  purse with 25 gp.
  Set-Pieces
  Each section of the sewers beneath Port Shaw is its own 
  set-piece.
  SEWER SECTION 1 — OCEAN ACCESS 
  Adventurers reach this section of the sewers from the 
  sea intakes below a pier in the Docks District. From the 
  intakes, it takes roughly 1 hour to swim to Area S–1, but 
  only 15 minutes aboard Cap’n Lester’s raft. 
  From Area S–1 the characters may travel to Section 
  2 (45 minutes with the raft, 3 hours without) or continue 
  toward the northwest to Section 5 (15 minutes by raft, 1 
  hour without). The tunnel in Area S–4 leads to a series 
  of tunnels that head southwest to Section 3 (travel time: 2 
  hours swimming).  
  Several skum spies of Harthagoa occupy the drainage 
  chambers and tunnels of Section 1. They use this area as 
  their base of operations in the sewers.
  Large sewage pipes (not shown on the map) filled 
  entirely with unbreathable sewage-tainted ocean water, 
  connect half of Section 1’s chambers while the chambers 
  themselves contain breathable air. Consequently and unless 
  otherwise noted, travel between the chambers of Section 
  1 through these pipes west of areas S–3, S–4 and S–6 
  requires characters to swim while holding their breath.  
  S-1. ACCESS WAY
  This small landing, inches above the surface of the 
  sewage, leads to three separate portholes connected to 
  other areas in this section.
  In the tunnel ahead, a raised landing sits inches 
  above the sewage. In the wall sit three dark portholes: 
  one facing south and two facing east. A dark yellow-
  Chance Meeting  
  With a Crabman
  Leaving the Sewers
  Eventually, the characters exit the sewers through one 
  of the egresses on the map. However, if Harthagoa’s spies 
  tracked their movements, said spies likely reported the 
  adventurers’ sewer excursion to Gregory Bonedeuce. At 
  the Referee’s discretion, if the Ring of the Kraken knows 
  the characters forayed into the sewers and fears the party 
  trying to hinder their preparations for the conquest of Port 
  Shaw, they prepare a nice surprise for the characters at their 
  exit. Two patrols of Dragoons lie in wait for the characters 
  and attempt to arrest them. If the characters resist, the 
  Dragoons use this as an excuse to murder them. 
  
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  green substance slicks the hewn stone landing in 
  spots. This strange, mucus-like fluid also rims the 
  porthole facing south, as well as the eastbound 
  porthole closest to the south facing one. All three 
  holes lead into darkness. The muted crash of waves 
  echoes in the distance through the three tunnels. 
  The skum who pass in and out of the tunnels left the mucus 
  while traveling through to spy on residents above. They do 
  not often visit the pool of stagnant water in Area S–6. 
  S-2. THE SCOUT’S POOL
  A skum scout keeps watch at this small pool. If the 
  skum notices any activity in the tunnel, he immediately 
  swims through the aqueducts to Area S–4, warning Orthru 
  and the other skum of the intrusion. It takes him only one 
  round to reach S–4. 
  If the characters venture down the small side tunnel to 
  this chamber, they find nothing but a murky pool of water. 
  If the scout has just departed to warn Orthru, the party 
  may notice that the water ripples strangely, either because 
  of water currents or because someone (or something) dove 
  into the pool a few moments before the party entered the 
  chamber.
  If a character dives into the pool, he can search for 
  secret doors to notice the entrance to the aqueducts.
  Skum: HD 2; HP 13; AC 6[13]; Atk 2 claws (1d4) or trident 
  (1d8), bite (1d6); Move 9 (swim 15); Save 16; AL C; CL/XP 
  2/30. Special: none. See the Appendix for details.
  Equipment: trident.
  S-3. EMERGENCY DRAINAGE CHAMBER 
  The porthole approaching this chamber from the north 
  is five feet above a ledge that runs along the east wall of 
  the chamber. The porthole on the east side of the chamber 
  is only one foot above the surface of a large pool of water 
  that fills the room. This large chamber is used during 
  storms or tidal waves to abet flooding in Port Shaw above. 
  Pipes and ducts above this area redirect sewer water into 
  the emergency drainage chamber, allowing more water 
  from the streets to flow into the sewers. The skum use this 
  chamber as a trap to rid themselves of any intruders. 
  Water trickles from the many ducts above into 
  a pool of water that occupies the entirety of the 
  chamber. A ledge one foot above the water runs 
  along the north wall. One porthole five feet above 
  the ledge travels off into darkness, while another, one 
  foot above the waterline, exits east. 
  Six skum rest on the chamber floor, 10 feet below 
  the surface of the water. As soon as they discover the 
  characters, they surface in an attempt to lure as many as 
  possible into the chamber. One skum does not surface, 
  instead he waits until at least half the party enters the 
  chamber, at which time he swims through the channel to 
  Area S–4 and pulls the release lever, immediately activating 
  the trap. It takes this skum one round to accomplish this 
  task (move 30 ft. to Area S–4, standard action to trigger 
  the trap). Once he pulls the lever, iron hatches descend 
  sealing both portholes. Next, the trickles of water from 
  the ducts above grow to forceful blasts of sewage, filling 
  the chamber with water. The level of the water raises 5 ft. 
  per round and submerges the chamber in 3 rounds. At the 
  start of the 4th round, any characters incapable of breathing 
  underwater must begin holding their breath. Additionally, 
  as the chamber fills, adventurers are forced to swim amid 
  the turbulent flux of sewage.  
  After successfully triggering the trap, the skum retreat 
  to Area S–4 through the channel, sealing the hatch behind 
  them to prevent backflow. The skum then wait 10 minutes 
  before opening the hatch and sending four of their number 
  to investigate (if less than four skum survived earlier battles, 
  then they complete their ranks with skum from Area S–4 – 
  unless those too were slain). 
  Skum (6): HD 2; HP 13, 8 (x3), 11, 9; AC 6[13]; Atk 2 
  claws (1d4) or trident (1d8), bite (1d6); Move 9 (swim 
  15); Save 16; AL C; CL/XP 2/30. Special: none. See the 
  Appendix for details.
  Equipment: trident.
  S-4. THE EMERGENCY CONTROL ROOM 
  Orthru and 4 skum reside here. They torture captives 
  in this chamber, interrogating them for any information that 
  may prove useful to the Krakenfiend. 
  This large chamber is dry save a small 3-ft. deep 
  pool of water against the north wall. East of this 
  pool an iron lever, attached with chains to several 
  pulleys, juts from the wall. Near the south wall rests 
  a wrought iron table. Tunnels lead east and west. 
  A pile of rocks sits in the southwest corner, while 
  webs of dark green mucus completely obscure the 
  southeast corner.
  If warned of incoming danger by the scout in Area S–2, 
  Orthru orders the skum to hide in the pool while he downs 
  his potion of invisibility. He then withdraws into the southeast 
  corner of the room. The skum in the pool wait for the 
  characters to enter the chamber and close the distance. When 
  the characters stand near the pool, the fishmen leap from the 
  water and attack. Once the characters are engaged by his skum 
  minions, Orthru joins the fray, moving to backstab a character.
  Skum (4): HD 2; HP 13, 11, 7, 4; AC 6[13]; Atk 2 claws (1d4) 
  or trident (1d8), bite (1d6); Move 9 (swim 15); Save 16; AL 
  
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  C; CL/XP 2/30. Special: none. See the Appendix for details.
  Equipment: trident.
  If any skum survive from Area S–3, the survivors 
  comprise part of the skum contingent encountered here; 
  so the characters always fight Orthru plus 4 skum in good 
  condition, never more. Any wounded skum that fled here 
  from Area S–3 avoid the fight. Either they cheer Orthru on 
  or flee.
  Orthru, Skum (Thf7): HP 25; AC 6 [13]; Atk 2 claws (1d4+6) 
  or trident (1d8+6), bite (1d6+6); Move 9 (swim 15); Save 9; 
  AL C; CL/XP 7/600; Special: backstab (x3), +2 save vs. traps, 
  thieving skills. See the Appendix for details.
  Thieving Skills: Climb 91%, Tasks/Traps 45%, Hear 5 
  in 6, Hide 40%, Silent 50%, Locks 40%. 
  Equipment: trident, gauntlets of ogre power, potion of 
  invisibility.
  S-5. EMERGENCY SEWER ENTRANCE
  This is where workers from Port Shaw access the 
  emergency aqueducts. The passageway leading from Area 
  S–4 to the opening at Area S–5 slopes steadily upward to 
  an opening below the piers in the eastern Docks district. 
  The skum entered the sewers through this passageway, and 
  they take their intelligence out to sea by exiting here and 
  swimming through the harbor. 
  S-6. STAGNANT POOL
  At the bottom of this stagnant pool of corrupted water, 
  unbeknownst to the skum inhabiting this section of sewer, 
  lies the thief responsible for stealing the scrimshaw whale 
  jawbone depicting the coronation of the first war chief of 
  the Tulita people. A fit final resting place. 
  The stagnant pool of water at the center of this 
  chamber reeks with corruption. The vile smell of 
  decay hangs heavy in the air. The bloated, half-
  decayed body of a man, his face and hands now 
  swollen to nearly twice their normal size, floats in the 
  pool. Insects of all sorts creep over his body. In his 
  hands he holds a swath of moldy cloth.
  As soon as the adventurers disturb the body, a 
  centipede swarm nesting in its insides erupts from the 
  corpse’s vacuous eye sockets and mouth. The swarm fills the 
  area around the corpse and attacks the characters. 
  Centipede Swarm: HD 3; HP 12; AC 7[12]; Atk 1 (1hp + 
  non-lethal poison); Move 4; Save 14; AL N; CL/XP 1/15; 
  Special: immune to all but blunt weapons; non-lethal poi-
  son.
  Treasure
  The scrimshaw jawbone is 2 feet long and weighs 25 
  pounds. This precious historical artifact means much to 
  the Tulita people, reminding a once glorious and proud 
  people of their former grandeur. If returned to the tribes 
  on the Outskirts of Port Shaw’s, the Tulita prove extremely 
  appreciative and offer to aid the characters any way they 
  can. If the characters are interested in organizing the Tulita 
  against the Krakenfiend’s upcoming attack, this relic may 
  sway the natives to their cause, especially if accompanied 
  by a grand speech praising the Tulita’s former glory. 
  Alternatively, the characters can sell the jawbone to a 
  collector for 2,000 gp.
  S-7. GAS IN THE PASSAGE 
  This long narrow tunnel is only 5 feet wide, and it 
  descends sharply from the north and south, placing 
  this passageway at a lower depth than the surrounding 
  chambers and tunnels. A pocket of sewer gas has collected 
  in the center of the tunnel. Characters may notice the 
  smell of gas before they enter it. If any source of fire comes 
  into contact with the gas it explodes, filling the entire 
  tunnel with fire and inflicting 6d6 points of damage on all 
  occupants (save for half damage).  
  In addition, the explosion causes the east wall to cave-in, 
  and seawater rushes to fill the tunnel. The characters in the 
  passageway take 3d6 points of subdual damage (save for half 
  damage). The water fills the entire passageway but does not 
  flow past the higher elevation at either end.
  Any explosion in this area attracts the attention of the 
  skum in Area S–3, who argue amongst themselves at first, 
  but eventually investigate after 5 rounds.
  This jawbone depicts the coronation of the first 
  Tulita war chief, Kaho Ali’i. It is a relic of immense 
  value to the Tulita people, and its loss proved a 
  significant blow to faith in the old ways. Armed 
  with the Jawbone of Kaho Ali’i, charismatic Tulita 
  leaders might inspire their people to greatness again. 
  The Jawbone of Kaho Ali’i is involved in the Kiss of 
  Dajobas Background Plot, although failing to find 
  or keep it would  in no way impede those events. A 
  close inspection notes the exceptional quality of the 
  scrimshaw, executed in a style no longer practiced on 
  the Razor Coast; a character noticing this, especially if 
  a magic-user or cleric, could surmise that the jawbone 
  might be of value to a sage, a collector, or to the Tulita 
  themselves.
  
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  S-8. SKUM TUBES 
  The ceilings of these cramped masonry tunnels 
  drip thick green slime. The slime also coats the walls. 
  Three and half feet of rank black water mixed with a 
  mucus-like substance flood this passageway as well.
  Movement through this tunnel is laborious and reduces 
  the characters’ Movement by half.
  Three slime-slick skum lurk beneath the surface of 
  the water here, ambushing anyone who intrudes to prevent 
  them from reaching the Area S–9.
  Skum (3): HD 2; HP 13, 10, 11; AC 6[13]; Atk 2 claws (1d4) 
  or trident (1d8), bite (1d6); Move 9 (swim 15); Save 16; AL 
  C; CL/XP 2/30. Special: none. See the Appendix for details.
  Equipment: trident.
  S-9. MUCUS PIT 
  The old bilge of some derelict freighter wallows 
  here, filled with two feet of brackish fluid that might 
  charitably be called water. Disgusting corpuscles of 
  semi-solid slime the size of a cow float in the thick 
  brine. The closest writhes on its own, and the shape 
  of a face, its mouth agape in silent scream, pushes up 
  from within the gooey green cocoon — followed by 
  an outstretched hand, attempting in vain to claw its 
  way to freedom. 
  One of Harthagoa’s disgusting aboleth minions keeps 
  watch on the circle of skum spies that inhabit this section 
  of the sewers, and one of its repugnant responsibilities 
  includes creeping in with high tide to cocoon human 
  captives of the skum in mutating mucus. This loathsome 
  chamber is where men become monsters. 
  There are fifteen cocoons here, each containing an 
  unfortunate captive from Port Shaw’s streets or docks 
  above. Eight of these contain humans only placed a day 
  ago, during the aboleth’s most recent visit. Their physical 
  changes remain relatively minor at present (webbed fingers, 
  mouths molded shut, necks swallowed into their torso, 
  etc.). If freed they eventually recover enough to survive, 
  though are forever hideously deformed and treated as 
  warped outcasts by the people of Port Shaw. Sadly, these 
  pathetic victims never fully recover psychologically. Their 
  minds tainted by the psionically charged sludge of the 
  cocoon, the aboleth’s warped dreams invaded them and 
  plunged their minds into the spiraling depths of madness. 
  Four of these cocoons contain humans halfway through 
  their transformations, and if freed, these half-fishy mutants 
  die horribly, spasming in freakish agony as they gasp their 
  last. Their lungs are unable to breathe air or water in their 
  present state. Three of these four cocoons are nearly ripe, 
  and the humans inside far enough along to be considered 
  skum. One of the three has patches of human skin and 
  veins meshed with slimy scales in places. Another has a 
  normal nose and feet, and the last’s human skin still shrouds 
  its form, tearing free if attacked to reveal skum hide and 
  features below. If they sense a threat, the three newly 
  minted skum claw their way free, though it takes them 
  one full round to do so. During this ‘escape’ round they are 
  helpless.
  Fortunately for the characters, the aboleth is not 
  present, drawn miles into the deep black on another alien 
  errand of Harthagoa’s design. It did not leave its mucus 
  pit undefended, though. Ularop is one of the aboleth’s 
  champions. A sick twisted specimen of his bastard race, the 
  towering skum’s arms are unnaturally long, dragging down 
  past his knees. Huge bulbs of writhing vestigial tadpoles 
  grow from the freak’s face, back and arms, and he constantly 
  drools mucus-like slime. He keeps watch over the slaves 
  in their cocoons, ever ready with his large bone harpoon 
  to impale anyone ungrateful enough to scorn the aboleth’s 
  blessing by clawing free of the throbbing corpuscles before 
  their transformation is complete. 
  Ularop, Skum (Ftr5): HP 37; AC 6[13]; Atk 2 claws (1d4+2) 
  or +1 harpoon (1d6+3), bite (1d6+2); Move 9 (swim 15); 
  Save 10; AL C; CL/XP 5/240; Special: +2 to hit and damage 
  strength bonus. See the Appendix for details.
  Equipment: +1 leather armor, +1 harpoon.
  Skum (3): HD 2; HP 13, 10, 12; AC 6[13]; Atk 2 claws (1d4) 
  or trident (1d8), bite (1d6); Move 9 (swim 15); Save 16; AL 
  C; CL/XP 2/30. Special: none. See the Appendix for details.
  Equipment: trident.
  SEWER SECTION 2 — THE STOREROOMS 
  This area of the sewers, located below Silk District, 
  is more highly elevated than the rest of the tunnels and 
  stays mostly dry. The characters need not worry about 
  contracting filth fever while in this section, as the 3-foot-
  deep flow of sewage does not pass through this region. 
  For many years, these chambers served as emergency 
  storerooms for grain and other supplies in case of a 
  disastrous storm, earthquake, tidal wave or famine. 
  Now they are a den of demonic forces. Agents of the 
  Krakenfiend in charge of spearheading his assault on the 
  city anxiously await their part in Port Shaw’s massacre. In 
  place of grain and blankets for the relief of disaster, they 
  filled the storerooms with alchemist’s fire, with which 
  they plan to bring on the mayhem. The Krakenfiend’s 
  scheme involves transporting the dangerous liquid through 
  the sewers, igniting an alchemical explosion of epic 
  proportions, and destroying a great deal of Silk District. 
  Harthagoa’s insidious agents bide their time here, waiting to 
  set the fuse at the Demon Below’s command.
  
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  Babau
  Beneath and Near 
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  The sewer tunnel from Area S–1 runs beneath Sewer 
  Section 2. From this tunnel, the party may enter the upper 
  rooms of Section 2 at two junctures. The first is a ladder in 
  the small room south of Area–S10, where the sewer tunnel 
  first crosses beneath the upper rooms. The second point of 
  access is in Area–S15.
  Alternately, the party can continue to travel past 
  this section from the tunnel leading to Area S–1. The 
  characters may head west and then south to Section 5 
  (travel time: 15 minutes by raft, 1 hour without). The 
  characters may also depart this section along the tunnel 
  leading from Area S–15 west and then north to Section 6 
  (they must travel by swimming/wading, travel time 1 hour).
  S-10. STOREROOM OF FIRE 
  Agents of the Krakenfiend replaced the contents of this 
  spacious storehouse (cracked corn, flour, rice and woolen 
  blankets) with enough alchemist’s fire to blow the shops 
  above it to oblivion. 
  Tightly sealed barrels with crates piled on top 
  stack high to the 30-foot ceiling of this enormous 
  stone chamber. A strong caustic alchemical smell 
  mixed with the scent of cedar wood barrels fills the 
  air. A tight space between the barrels is the only 
  opening in the room, and it leads to the north wall. 
  To prevent a premature explosion at the hands of an 
  overzealous dretch or by a bumbling party of adventurers, 
  2 babau guard this chamber. Perched atop the barrels, they 
  immediately leap down and attack any intruders. They also 
  call for reinforcements from Area S–12 with an Abyssal 
  hiss. If the characters reduce the babau to less than 10 hp, 
  the demons immediately teleport to Area S–13 to make 
  their final stand with Vrina.
  Demon, Babau (2): HD 7; HP 51, 29; AC 4[15]; Atk 2 claws 
  (1d6+1) or spear (1d6+1), bite (1d8+1); Move 12; Save 9; 
  AL C; CL/XP 11/1,700. Special: immune to electricity, cold 
  and fire, magic resistance (25%). See details in the Ap-
  pendix.
  Spell-like Abilities: at will—darkness, dispel magic, 
  teleport, 1/day— summon 1 babau (40%)
  Over the last two months, Vrina purchased all the 
  alchemist’s fire for sale in Jade District and filled the barrels 
  in this room to the brim. Each barrel weighs 50 pounds, and 
  Vrina and the babaus teleported them from the warehouse 
  space she rented in Tide District to this chamber, one by 
  one. She filled the crates on top of the barrels with nails and 
  scrap metal. 
  Development
  If the characters open and expose any barrel of 
  alchemist’s fire to flame, it ignites and explodes, triggers 
  a chain reaction, and sends fire and shrapnel hurling up 
  through the ceiling and into the center of Silk District. 
  Hundreds lose their lives. Anyone in the chamber when 
  the barrels explode takes 12d6 points of damage (save for 
  half). The blast also levels the walls between Area S–10, 
  Area S–11, Area S–12 and Area S–14. Anyone in those 
  areas takes 6d6 points of damage (save for half).  Another 
  unfortunate side effect of the blast is that it releases the 
  giant scorpion confined in Area S–13. The scorpion, 
  wounded from the blast, flies into a rage and attacks 
  anything that moves. It then charges up the hole created by 
  the blast to wreak more havoc in Port Shaw’s Silk District.
  S-11. ACCESS SHAFT
  This tall room once extended to a disaster relief shelter 
  in Silk District, above. They closed the shelter over 20 years 
  ago and sealed the shaft entrance with brick and mortar, but 
  the heavy chains and pulleys used to carry provisions up 
  and down the shaft remain, making this the perfect quarters 
  for Glagoru, a kyton cast out of the Nine Hells. Glagoru 
  now serves Harthagoa instead of his devil masters. Glagoru 
  tortures captives for information in this chamber, putting 
  his chains to good use.
  This room appears to be a large shaft extending 
  high up into darkness. The walls and floor bear dark 
  stains. Numerous rusted heavy iron chains hang 
  
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  from above. Skulls and rib cages dangle from their 
  hooked ends. The soft clinking and scraping of bone 
  on metal echoes; the only other sound is a steady 
  dripping. At the rear of the chamber, the grisly 
  corpse of a human man hangs from three barbed 
  chains.
  If Glagoru detects the characters’ approach, he climbs 
  20 feet up the chains into the darkness above – in total 
  silence. There he waits for the characters to enter before 
  using his dancing chains ability to attack the party with the 
  rusted iron chains hanging in the chamber. If the characters 
  discover his presence, he leaps down amongst them to 
  make use of his unnerving gaze and continues to attack with 
  the chains. The kyton fights until slain, as he is well aware 
  that Harthagoa does not reward defeat, and the punishment 
  he faces from the Demon Below’s tentacles far outstrips any 
  death these adventurers can deliver. 
  Glagoru, Kyton: HD 6; HP 42; AC 5[14]; Atk 4 chains 
  (1d6+1); Move 12; Save 11; AL C; CL/XP 7/600. Special: 
  chain armor, dancing chains, gaze, immune to cold, silver 
  weapons needed to hit. See details in the Appendix.
  The corpse hanging from the chains is the unfortunate 
  alchemist mentioned in Chapter 2 for Rumors and 
  Whispers concerning the vanished alchemist. He showed 
  too much interest in Vrina’s purchases and ended up in 
  Glagoru’s hands.  
  S-12. THE ADVANCE FORCE 
  This plain, empty stone chamber was once another 
  storeroom similar to Area S–10. Now 15 dretches and 3 
  quasits lair here, the advance force of Harthagoa’s army. 
  If the dretches and quasits detect the sounds of combat 
  elsewhere, they send a group of 5 dretches and 1 quasit 
  to join in the battle. When the characters arrive at this 
  chamber, the remaining demons attack. The dretches fight 
  to the death, while the quasits turn invisible and observe, 
  attacking the most opportune targets (spellcasters and/or 
  any characters that are close to death). 
  Dretches (15): HD 4; HP 16; AC 2[17]; Atk 2 claws (1d4), 
  bite (1d6); Move 9; Save 13; AL C; CL/XP 6/400; Special: 
  magical abilities.
  Quasits (3): HD 3; HP 12, 16, 7: AC 2[17]; Atk 2 claws (1d2 
  + non-lethal poison), bite (1d3); Move 14; Save 14; AL C; 
  CL/XP 7/600; Special: magical abilities, magic resistance 
  (25%), non-lethal poison, regenerate (1hp/round).
  S-13. MAIN STORAGE
  In this area of the stores, Port Shaw stored most of the 
  relief grain. Openings in every corner lead to the hallways 
  beyond. Only a giant emperor scorpion occupies the 
  room. Once long ago, this creature was a tiny scorpion, 
  the pet of a rare animal dealer in Silk District. It escaped 
  one day and found its way down into the stores. Strange 
  magical runoff from Sagacious Samuel’s magic shop above 
  dribbled into the sewers in Area S–15 and mutated this 
  scorpion into its current Gargantuan size. Unfortunately, 
  the creature’s sudden growth occurred while it lay 
  dormant in this area, and now it is too large to leave. 
  It feeds on leftover stores in this area, but its supply is 
  running low. 
  When the demons moved in, they decided that the 
  scorpion might prove useful to their advance assault, so 
  they left it alive. Only the scorpion’s stinger fits through 
  the room’s exits, reaching into the hallways beyond. The 
  demons try to avoid the cantankerous insect’s wrath, but 
  despite their care, the scorpion splattered a couple of 
  dretches to gory paste with a few well-placed plunges of its 
  massive tail.
  Any characters passing the openings subject themselves 
  to its stinger attack. The scorpion  attacks anyone walking 
  past the openings, and continues to attack anyone who stays 
  in range (5 feet from the openings). 
  If the characters enter this area, the scorpion attacks 
  them with the rest of its natural weapons.
  Giant Scorpion (Gargantuan): HD 11; HP 55; AC 3[16]; 
  Atk 2 pincers (2d8+4), sting (2d4+4 plus poison); Move 9; 
  Save 4; AL N; CL/XP 12/2,000; Special: lethal poison sting 
  (–2 to save, save or die).
  Editor’s Note –  
  Not Dying Down There
  Most likely, the party tackles the sewers relatively ear-
  ly in the adventure, around Level 7. The necroworm 
  queen in Area S–39 should make a nice capstone 
  encounter and allow the characters to gain a level. 
  So why an almost random encounter with the very 
  tough scorpion? Two reasons. The first answer is the 
  classic: Not all encounters should be fought. The sec-
  ond is the more important answer: Your players may 
  overlook something in the sewers or simply decide to 
  return to them later in the adventure. Encounters like 
  S–13, below, give the Referee something to throw 
  at higher level parties. With stubborn adventurers, 
  Referees should consider toning down higher-level 
  sewer encounters or simply leaving them out until 
  appropriate.
  
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  S-14. SECURE STORAGE  
  This area once contained more valuable goods - like 
  casks of wine and ale – in cages designed to keep anyone 
  from pilfering them. When the characters enter, read or 
  paraphrase the following:
  This large chamber contains several boxes and 
  crates. On the north side of the room, to either side 
  of a heavy oak door, lie two large cages. A human 
  woman wearing a tattered dress curls up in the west 
  cage. She sobs quietly, her face beautiful despite 
  several bruises and scrapes. She clutches the remains 
  of her dress to her shapely figure.
  The woman is Vrina, the succubus Harthagoa charged 
  with organizing the advance force and obtaining the 
  alchemist’s fire for his explosive surprise attack. As soon 
  as Vrina hears intruders, she teleports into the cage and 
  waits. When the characters come into the room, she cowers 
  in fear and tells them the demons put her in the cage. She 
  claims to be the daughter of an alchemist in Jade District, 
  held captive in order to force her father to supply the fiends 
  with cask upon cask of volatile alchemist’s fire. She says her 
  name is Talina. 
  If any of the characters opens the cell and go to her, 
  she showers her savior with level draining kisses. If she is 
  attacked by anyone who realizes what she is, she battles 
  the party with her whip until reduced to 10 or less hp, 
  after which she immediately teleports back to Kraken’s 
  Reef. Once there, she reports the characters activities to 
  Harthagoa. The Demon Below, angered by her failure, slays 
  her as soon as she finishes reporting. 
  If the babaus teleported here after the fray in Area S–8, 
  they are hiding behind the crates near Vrina’s cage. If any of 
  the characters enters the cage, the demons leap from hiding 
  and shut the cage door, trapping the character inside with 
  Vrina. The babaus then attack the rest of the party.
  Vrina, Succubus: HD 6; HP 20; AC 9[10]; Atk 2 scratches 
  (1d3); Move 12 (fly 18); Save 11; AL C; CL/XP 12/2,000; 
  Special: cause darkness in a 10-ft. diameter, change shape, 
  immune to non-magic weapons, level drain (1 level) with 
  kiss, magic resistance (70%), summon other demons, spells.
  S-15. THE DRAINAGE PIPELINE
  This low chamber forces anyone over 6 feet tall to 
  hunch while in it. It is located directly below Sagacious 
  Samuel’s Magical Emporium, and Samuel’s laboratory drips 
  alchemical sludge from a shaft in the ceiling. A hole in the 
  center of the chamber continues through the floor into the 
  sewage tunnel below. 
  Any small character can attempt to squeeze up from or 
  down to the sewage tunnel (see Entering the Sewers and 
  Traveling Within for details) through the hole in the floor. 
  They may also attempt to squeeze up the shaft in the 
  ceiling, open the grate at the top, and enter Sagacious 
  Samuel’s small lab. Anyone who successfully enters Samuel’s 
  lab finds he left 5 random potions and/or oils (roll on the 
  “Potions” chart in the Swords & Wizardry Complete 
  rulebook by Frog God Games) on a small wooden table. 
  They can snatch the potions and head back down the shaft 
  to Area S–15, if they like.  
  SEWER SECTION 3 —  
  DEN OF THE ROACHLORD 
  This area of the sewers houses the horror known only 
  as the Roachlord. Once a marauding ogre slave who found 
  his way into the sewers, the monster became lost and 
  eventually ended up polluted by the magical runoff from 
  Sagacious Samuel’s Magic Emporium. His body twisted and 
  mutated into his current form – a large bipedal cockroach. 
  From the sewage drain in Area S–17, the Roachlord 
  ascends to the city streets on the edge of southern Tide 
  District, at the easternmost end of the road splitting Bawd 
  from Jade. From there he seeks out and kidnaps orphan 
  children, his favorite meal. 
  The tunnel leading from Area S–17 heads further south 
  to Section 4 of the sewers. No die roll is required to travel 
  this tunnel as there are no branches. The tunnel is long, 
  though, and takes a half of an hour to traverse to the sewers 
  below the fort. The tunnel departing west from Area S–18 
  leads to Tarath-Vreen’s catacombs (Section 7 of the sewers).  
  S-16. THE ROACH TUNNEL 
  This long narrow tunnel leads to the Roachlord’s den. 
  Tiny cracks and holes riddle the tunnel walls. Within the 
  walls rest 4 roach swarms, which guard the entrance to 
  their master’s lair. As soon as they sense movement in the 
  tunnel, they scuttle out of hiding, pouring from holes and 
  crevices to attack the enemy.
  Roach Swarm (4): HD 3; HP 12, 14, 8, 18; AC 8[11]; Atk 
  swarm (1d4+2 plus disease); Move 12 (climb 12, swim 12); 
  Save 14; AL N; CL/XP 3/60. Special: disease (1d4 hp loss 
  per day until cured; save avoids), immune to cutting/pierc-
  ing weapons.
  S-17. THE ROACHLORD’S CHAMBER 
  This octagonal drainage chamber contains a 10-foot deep 
  pool of black water at its center. If he detects sounds of battle 
  in the roach tunnel, the Roachlord hides in the pool. He 
  bursts out of the water to attack once the characters enter. 
  Several smaller drainage pipes empty into this 
  octagonal room. At the room’s center lies a black 
  pool of runoff. Tunnels exit this chamber leading 
  north, south and west. 
  
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  unconscious, dehydrated young girl. She is otherwise 
  unharmed, but stress and exposure have rendered her 
  senseless.
  This lost child vanished on a trip to Tide District last 
  month. If characters track down the family, they grant the 
  characters a reward of 500 gp for the return of the locket 
  and the destruction of the horrible creature that murdered 
  their child.
  S-18. THE ENTRANCE TO THE CRYPTS 
  The passageway leading to this chamber slopes steadily 
  downward. When the characters enter, read or paraphrase 
  the following:
  The stonework in this large chamber differs from 
  the rest of the sewers. Mosaic designs are set into 
  the walls of the room and all sounds in the chamber 
  produce ghostly echoes from the rock. Empty torch 
  braziers, carved in the shape of skulls with their jaws 
  wide, adorn the walls. A rusted iron gate bars an 
  opening on the west wall of the room. An old rusted 
  lock, chained in place, hangs between the bars. 
  On the opposite side of the bars, in the darkness sits a 
  The Roachlord: HD 11; HP 83; AC 4[15]; Atk 2 slams 
  (1d6+2), bite (2d8+2 plus grab); Move 15; Save 4; AL C; CL/
  XP 14/2,600; Special: immune to disease and poison, nau-
  seating presence (horrific appearance, clicking mandibles 
  sicken anyone within 30 ft. radius, save avoids), spells 
  (4/4/4/3/2), summon roach swarm (at will).
  Spells: 1st—cause light wounds, detect good, detect magic, 
  protection from good; 2nd—hold person (x2), silence 15-ft. 
  radius (x2); 3rd—cause disease (x3), locate object; 4th—
  cause serious wounds (x2), protection from good 10-ft. radius; 
  5th—finger of death (x2). 
  Notes: The Roachlord is 9 ft. tall and covered in black 
  chitinous armor. Two large antennae extend from his 
  grotesque insectile head. His mouth holds four barbed 
  mandibles around an open maw. A scrap of a child’s jacket 
  hangs from one of his mandibles. 
  Tactics: This disgusting creature immediately summons 
  swarms of cockroaches to attack his foes and attacks the nearest 
  opponent, tearing at them with his mandibles until they are 
  dead. The Roachlord is not unintelligent, and he attempts to kill 
  spellcasters first to stop them from bombarding him with magic. 
  Treasure
  If the characters search the water they discover the 
  grim remains of over 20 small children, along with an 
  The Roachlord
  
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  bodak, who waits for any unfortunate to try and open the 
  gate. Charged with keeping intruders from Vreen’s catacombs 
  until the ancient necromancer’s prophesied return, this 
  bodak eliminates anyone attempting to enter the catacombs.
  Bodak: HD 8; HP 40; AC 3[16]; Atk weapon (1d8); Move 
  6; Save 6; AL C; CL/XP 11/1,700; Special: death gaze, im-
  mune to non-magical weapons, vulnerable to sunlight 
  (1hp/round), immune to electricity, resists acid and fire. See 
  the Appendix for details.
  The bodak stands on the inside of the gate and allows his 
  death gaze to do its grisly business. It only resorts to physically 
  attacking the characters if they break through the gate.
  SEWER SECTION 4 —  
  BELOW FORT STORMSHIELD
  These natural sea caves served as emergency storage and 
  escape tunnels for the elven merchant guild prior to their 
  sale of the fort to Elder Hargrove. Now the Krakenfiend 
  has populated these tunnels with a few of his servants to 
  aid Commandant Gregory Bonedeuce in defending the 
  underbelly of the fort. 
  If the characters want to free any of the prisoners in the brig 
  – for example, Falken Drango or Milliauka – entering through 
  the sewers is much safer than trying to take the fort by storm. 
  The tunnels below Fort Stormshield mark the southern 
  end of the sewer system. The only place for the characters 
  to travel from here is up into the fort from Areas S–20 and 
  S–23, or back the way they came. 
  S-19. THE SEA CAVE
  The roar of crashing waves echoes from the east 
  side of this cavern, where a small wave pool splashes 
  up from beneath the rocks. The waves echo the 
  distant rush of the sea beyond. 
  This cavern’s proximity to the sea is attested by a wave 
  pool, which surges and ebbs with the flow of the tide, as well 
  as the water stains on the walls. When the characters enter, 
  the tide is high and the pool fills a quarter of the chamber. 
  Within the 10 foot deep water lies a team of 6 sahuagin 
  Sahuagin in Natural State
  
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  who serve as guardians of the caverns below the fort. These 
  hideous shark-mawed monsters set a trap for intruders. At 
  the bottom of the wave pool, they laid the treasure described 
  below; any character peering into the pool sees the treasure 
  from the pool’s edge. The sahuagin hide behind natural rock 
  formations in the pool. If the characters enter the water, the 
  sahuagin attack. If the party ignores the treasure and moves 
  on, the sahuagin tail them from a distance and attack from 
  behind at the outset of the party’s next combat.
  Sahuagin (6): HD 2+1; HP 9, 12 (x2), 8 (x3); AC 5[14]; Atk 
  weapon (1d8); Move 12 (Swim 18); Save 16; AL C; CL/XP 
  2/30; Special: none.
  Treasure
  A silver chalice studded with diamonds (1,000 gp value) 
  and a pearly white luckstone, which gives off a soft glow, are 
  visible from the pool’s edge.
  S-20. CESSPOOL 
  The passageway leading to this area from S–19 slopes 
  upward, rising in elevation. The passageway leading from 
  here to S–21 continues at a very sharp incline, as sewage 
  slicks the floor and walls. There is a secret passage located 
  on the northeast side of the room that leads to Area F–20. 
  If the fort is ever in dire danger of being taken in an attack 
  – or if he needs to get to the Bonedeuce’s Pride in a hurry 
  without being seen – Gregory Bonedeuce uses this tunnel 
  to escape (giving the mouthers a wide berth). 
  This rock cavern reeks of feces and waste. A 
  cesspool filled with sewage stands at the cavern’s 
  center, runoff flowing into it from a southeast passage. 
  The cesspool houses a pair of gibbering mouthers who 
  feed upon the refuse. As soon as they spot the characters, 
  they gibber and try to trap nearby adventurers with 
  their ground manipulation ability. They use the ability to 
  reduce the muddy earth in the area around the cesspool to 
  quicksand. They then attack with relish, anxious for a meal 
  of something other than sewage.
  Gibbering Mouthers (2): HD 4+4; HP 22, 27; AC 1[18];  
  Atk 6 mouths (1hp); Move 3; Save 13; AL C; CL/XP 6/400; 
  Special: gibbering, pull prey underneath, spit.  
  See Monstrosities for details.
  S-21. LATRINE DRAINAGE SHAFT
  This 5-foot-wide shaft leads up to the large drainage grate 
  in the baths of Area F–9 above (see Chapter 3 for details on 
  Fort Stormshield). A centipede swarm occupies the drainage 
  shaft. The swarm attacks anyone ascending to the grate above. 
  Centipede Swarm: HD 3; HP 12; AC 7[12]; Atk 1 (1hp + non-
  lethal poison); Move 4; Save 14; AL N; CL/XP 1/15; Special: 
  immune to all but blunt weapons; non-lethal poison.
  S-22. LAIR OF THE HYDRODAEMON
  A hydrodaemon inhabits this cavern, trapped on the 
  Material Plane after a planar rift sucked him out of the 
  River Styx and deposited him off the Razor Coast. He now 
  worships The Demon Below and serves him loyally. The 
  hydrodaemon is sworn to keep intruders from the shrine in 
  Area F–9. 
  Ten feet of seawater fills this sprawling cavern. 
  Three rock formations extend from the depths up to 
  the ceiling above. The soft sound of rippling waves 
  washing over the rocky shore at the southern end 
  of this chamber is the only discernable noise. A 
  passageway on the western bank of the cavern leads 
  off into the darkness. 
  The hydrodaemon rests on the far side of the 
  easternmost rock formation, awaiting intruders who try 
  to swim or fly across to the southern passage that leads to 
  Area S–23. In combat, the daemon first summons an 8-HD 
  water elemental to attack the characters before joining the 
  fray itself. It uses its sleep spittle on any foes within range 
  and then leaps on the nearest character, clawing and biting.
  Demon, Hydrodaemon: HD 7; AC 0[19]; Atk 2 claws (1d6), 
  bite (2d6) or spit; Move 3; Save 9 (fly 12, swim 24); AL C; 
  CL/XP 13/2,300; Special: immunity to acid and poison, 
  Magic Resistance (35%), only harmed by silver weapons, 
  Hydrodaemon
  
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  spittle (fall asleep for 6 rounds; save avoids),  telepathy (100 
  ft.). See The Tome of Horrors Complete for more details.
  Spell-like Abilities: at will—cause fear, darkness, 
  detect magic, dimension door; 1/day—summon 8HD 
  water elemental.
  Water Elemental (8HD): HD 8; AC 2[17]; Atk strike (3d10); 
  Move 6 (swim 18); Save 8; AL N; CL/XP 9/1100; Special: 
  can overturn boats, immune to non-magical weapons.
  S-23. HIDDEN STOREROOM
  This hewn stone chamber once served as extra storage 
  space for the elven merchants who built Fort Stormshield. 
  The chamber now lies empty, save for a ladder leading to 
  the secret trapdoor in Area F–9.
  SEWER SECTION 5 —  
  ELEMENTAL CONFLUX, SET-PIECE
  Most of the sewage of the city collects in this central 
  drainage area before being shunted back out to sea. This 
  is a reservoir of sorts, filled with raw filth. The characters 
  reach the conflux from several locations and depart to 
  nearly any section of the sewers from here. The travel time 
  to/from Section 1, 2, or 3 is 15 minutes by raft or 1 hour 
  without. 
  S-24. MAIN DRAIN 
  The immense amount of polluted sewage gathered here 
  awakened the spirit of a powerful elder water elemental. 
  Tainted with disease and decay, this mighty elemental now 
  resides in this 60-foot-deep drainage reservoir. Most of the 
  sewage in this chamber is part of the elemental.
  This enormous chamber appears to be some sort 
  of great central drain. The ceiling extends 60 feet up 
  and various drainage outlets along the conical ceiling 
  pour their sewage down into a large circular pool at 
  the center of the room. The stench of sewage assails 
  and overpowers the senses.
  As soon as the characters enter the chamber, the elder 
  water elemental rises from the pool, a towering mass of 
  sewage. Its “eyes” – more like two deep impressions in 
  the amorphous mass of waste that is its face – regard the 
  characters for 1 round as it drips sludge and muck. On 
  the following round, if the characters have not exited the 
  chamber, the elemental savagely attacks, seeking to drive 
  the interlopers from its home. 
  Water Elemental (12HD): HD 12; HP 60; AC 2[17]; Atk 
  strike (3d10); Move 6 (swim 18); Save 3; AL N; CL/XP 
  12/2000; Special: can overturn boats, disease (save or 
  lose 1d4 hp per day until cured), immune to non-magic 
  weapons.
  SEWER SECTION 6 — THE KARIKANTI REFUGE 
  On the way to this section of the sewers, the carved 
  tunnels slope steadily downward and eventually give way 
  to natural caverns. These caves lead to the sewer outlets, 
  which dump tons of Port Shaw’s waste into the Blacksink 
  Marsh every day. The Karikanti reserve the most awful 
  means of punishment for criminals of their tribes: they 
  exile them into the mouth of the polluted sewage that 
  infects their swamp. Such outcasts often seek refuge in 
  these tunnels, where they eke out a terrible existence as 
  scavengers.
  Due to the lower elevation of this section and the 
  increased flow of sewage, all of the tunnels located in the 
  Karikanti Refuge run almost full to the top with sewage. 
  Eight feet of sewage pours through the tunnels with 
  only two feet between the surface of the water and the 
  ceiling. The flow of the sewage is faster here, forcing the 
  characters to fight against the current if they try to swim. 
  Each character should roll 4d6 and compare the result to 
  the character’s strength. If the result is higher than the 
  character’s strength attribute, the sewage carries them 20 
  feet, by the shortest possible path, toward the outlet tunnel 
  pointed toward the Blacksink Marsh. Adventurers who 
  fail the strength roll may attempt another on the following 
  round. 
  Travel to this section is only possible from Sections 5 
  and 2. From either of these sections it takes 15 minutes by 
  raft to reach here, or 1 hour wading through the sewage. 
  S-25. THE SCOUT 
  A Karikanti keeps watch at this intersection. If he 
  detects anyone in the water, he immediately swims to Area 
  S–27 to report incoming encroachers so that the gatorfolk 
  there may prepare their ambush. 
  Karikanti (Gatorfolk): HD 8; HP 32; AC 3[16]; Atk slam 
  (1d6+3), bite (1d6+3), tail slap (1d8+3); Move 12 (swim 15); 
  Save 8; AL N; CL/XP 8/800. Special: death throes, devour, 
  drowning curse, smell lies. See the Appendix for further 
  details. 
  S-26. THE BURIED BARD
  Durrell Ravenkith, favored bard of Pirate King Garr 
  Bloodbane, fled Port Shaw through the sewer systems when 
  word of his master’s defeat reached town and the citizens 
  attempted to round up anyone loyal to Garr. He almost 
  made it to Blacksink Marsh when his torch ignited a pocket 
  of sewer gas and caused a cave-in at this area. The collapse 
  crushed him to death. Any characters who agreed to dig up 
  the bard’s remains find him beneath the stone here. 
  Digging him out proves no easy matter. Luckily, the 
  cave-in also stemmed sewage flow in the tunnel leading to 
  this area, so the adventurers need not dig while inundated 
  
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  with fresh sewage. Pulling stones away from the site of the 
  cave-in causes a second collapse on top of the characters 
  unless they shore up the pile. The bard’s smashed remains 
  lie beneath a large boulder. The falling rock reduced his 
  skeleton to bone shards. If the characters gather the shards 
  and bury them at sea, as per the bard’s request, they lay 
  Durrell Ravenkith to his final rest. In this event, during 
  their climactic battle in the Chapter 7 a ghostly aura plays 
  around any characters who helped Durrell’s ghost, granting 
  them a +4 bonus on all attacks and damage rolls for the 
  duration of the battle.  
  Treasure
  Of all his belongings, only Ravenkith’s notebook 
  survived, though still damaged. Sadly, water ruined many 
  of the great sea chanteys he penned over the years. Just 
  one scrap of a song remains as well as an old map (see 
  Handout #2 on the following page); however, this scrap of 
  parchment proves much more than just a few quaint verses. 
  The song contains an encoded course heading that leads to 
  Garr Bloodbane’s sunken treasure. Correctly combining the 
  song and the map shows a way through shoals surrounding 
  Pirate’s Nest, and the last note of the song sits atop 
  Bloodbane’s sunken loot (see Chapter 5 for details).
  S-27. THE AMBUSH 
  Here the gatorfolk take pleasure in ambushing 
  interlopers. The pathway leading to this chamber slopes 
  upward, causing less sewage to flow here. 
  A mere foot of rank sewage fills this hexagonal 
  chamber, but a deeper pool lurks at the center. A 
  winch with a crank stands by the southern wall. A 
  chain extends from the winch and disappears into 
  the dark murky pool of water at the room’s center. 
  Passageways lead east and west. 
  Five Karikanti (or six if the scout made it here to warn 
  the others) lie below the surface of the water. The gatorfolk 
  bide their time, waiting for the characters to fully enter 
  the room and crank the winch. Any character that cranks 
  the winch raises or lowers the chain. After raising a few 
  feet of chain, a chest appears directly below the surface of 
  the water, but a large tangled knot in the chain stops the 
  characters from pulling the chest all the way up.  
  The Karikanti hope at least one character swims out to 
  the chest, and they hold their attacks until one does. If the 
  characters do not go for the trap, the Karikanti wait until 
  the adventurers head south then emerge to flank them 
  during the fight with Rrraog and his companions. 
  Karikanti (Gatorfolk) (5): HD 8; HP 32, 36, 31, 47, 40; AC 
  3[16]; Atk slam (1d6+3), bite (1d6+3), tail slap (1d8+3); 
  Move 12 (swim 15); Save 8; AL N; CL/XP 8/800. Special: 
  death throes, devour, drowning curse, smell lies. See the 
  Appendix for further details.
  Treasure
  Sadly, the chest only contains 1,000 copper pennies (cp). 
  S-28. OLD SHRINE OF DAJOBAS 
  The Karikanti blocked off the two entryways to this 
  chamber with piled rocks. The gatorfolk’s culture is as old 
  as the Tulitas’, and they are well aware of the dangers of 
  trifling with the Shark God – it earned them their dark 
  curse. Superstitions aside, they also fear the 2 Razortooth 
  Guardians in this area. 
  This chamber is not natural, and the walls appear 
  constructed from blocks of stone. It is possible 
  that a past earthquake buried this stone building, so 
  obviously constructed to stand above ground. At the 
  center of the chamber stands an ornately carved altar 
  bearing ocean designs and ringed with shark’s teeth 
  pointing toward the ceiling. The teeth give the altar 
  the unsettling appearance of an enormous shark’s 
  open maw. 
  On the north and south walls of the room stand 
  huge statues from a taxidermist’s nightmare. Neck 
  down they are human, hulking bodies stitched 
  together from multiple corpses. Sewn directly onto 
  their shoulders are large sharks’ heads, with their 
  razor-toothed maws pried wide open.
  A broken skeleton lies on the floor at the altar. 
  These Razortooth Guardians protect this ancient shrine from 
  defilers, and the constructs immediately attack any characters 
  who enter. They fight until slain. The characters may recognize 
  the shark’s teeth on the altar as belonging to a species found in 
  great numbers off both Beacon Island and the Isle of Maht.
  Razortooth Guardians, Flesh Golem (2): HD 8; HP 40, 36; AC 
  9[10]; Atk 2 fists (2d8), shark bite (1d8+4); Move 8; Save 8; CL/
  XP 12/2000; Special: healed by lightning, hit only by magic 
  weapons, immune to most spells, slowed by fire and cold.
  After the fray, any character may examine the writings 
  on the altar. A thief with Read Languages, or a magic-user 
  with a read languages spell may discern the following: 
  “Dajobas, Great Shark of the Deep, Eater of Worlds. Arise 
  Dajobas and drink the blood of this Age. Sleep no more. 
  Your hunger grows. Drown it in our blood.”
  Any dwarf in the party recognizes the stone of the altar 
  as the same type of coral-hued granite used to build both 
  the Port Shaw and Beacon Island lighthouses.  
  Treasure
  The skeleton wears a shark-ward talisman. Not that it 
  did this adventurer any good (See Chapter 3 for details on 
  the shark-ward talisman).  
  
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  S-29. TROPHY ROOM 
  Rrraog spends his days relaxing here, admiring the many 
  skulls he collected since his banishment to the sewers. 
  The Karikanti ranger enjoys hunting for sport and often 
  ventures to other areas of the sewers. 
  This chamber is dry and smells clean compared 
  to the fetid river running through the tunnels below. 
  Mats of dried skins, some human, lie along the west 
  wall. A tapestry of sorts, fashioned from a long, 
  winding snakeskin, the live specimen of which must 
  have been 30 feet in length, hangs from the west wall 
  above the mats. Dozens of skulls mount the eastern 
  wall. Human, dwarf, elf, halfling, and all manner of 
  beasts hang in the collection. 
  If aware of the characters’ approach, Rrraog and his 2 
  gatorfolk bodyguards prepare for the adventurers. They 
  attack when the intruders enter the chamber.
  Karikanti (Gatorfolk) (2): HD 8; HP 32, 45; AC 3[16]; 
  Atk slam (1d6+3), bite (1d6+3), tail slap (1d8+3); Move 
  12 (swim 15); Save 8; AL N; CL/XP 8/800. Special: death 
  throes, devour, drowning curse, smell lies. See the Appen-
  dix for further details.
  Rrraog, Karikanti (Gatorfolk) (Clr4/MU3): HD 9+6; HP 76; 
  AC 3 [16]; Atk +2 hand axe (1d6+2) or slam (1d6+3), bite 
  (1d6+3), tail slap (1d8+3); Move 12 (swim 15); Save 3; AL C; 
  CL/XP 13/2,300; Special: death throes, devour, drowning 
  curse, +2 to saves vs. magic, paralyzation and poison, smell 
  lies, spells [cleric (2/1), magic-user (3/1)].
  Cleric Spells: 1st—cause light wounds, protection 
  from good; 2nd—hold person).
  Magic-User Spells: 1st—magic missile (x2), shield; 
  2nd—mirror image. 
  Equipment: +2 handaxe, knuckle bone necklace.
  Notes: Rrraog is a skilled and canny hunter, but he 
  does not like when his prey fights back. If the characters 
  reduce him to 20 hp or lower, he pleads for his life, offering 
  information about the other denizens of the sewers in 
  exchange. He has seen the enormous elemental in Section 
  5 and can describe it to the characters. He has also seen the 
  Roachlord and can give the characters some ideas about 
  him as well. He has seen plenty of necroworms and can 
  describe Carthias Delnor (see Tarath-Vreen’s Catacombs, 
  below) as well. He knows they come out of the catacombs 
  and return there. Rrraog is also aware that necroworms 
  inhabit dead bodies and animate them. 
  Rrraog wears Viscount Senegar Deepwarder’s signet 
  ring. He killed and looted the gatorman who found it, 
  after it fell through a grate into the sewers. Anyone who 
  enters melee combat or negotiates with Rrraog notices the 
  unusually clean, silver ring glinting on the tip of his webbed 
  pinky.
  If the characters offer to trade Rrraog for the Viscount’s 
  ring, the gatorman gladly makes the trade, saying “Please, 
  very pretty, take, yes! Let Rrraog go.” 
  Treasure
  Rrraog enjoys collecting trinkets from his kills. He keeps 
  a collection of odd jewelry under the mats in this room: a 
  pair of solid gold rings (500 gp each), an opal necklace (300 
  gp), an emerald ring (200 gp), and a mother of pearl bracelet 
  (50 gp), and a silver signet ring bearing the arms of the 
  Viscount Deepwarder 
  SEWER SECTION 7 —  
  TARATH-VREEN’S CATACOMBS, SET-PIECE
  This section of the sewers was once the base of 
  operations for a terrible necromancer named Tarath-
  Vreen. Here he conducted all manner of unwholesome 
  experiments, creating his grotesque necroworms. He 
  departed the catacombs over 1,000 years ago, but he 
  Rrraog
  
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  planned to return and left several minions behind to ensure 
  his laboratory and creations remained undisturbed. 
  A year ago, a student of Sagacious Samuel, interested 
  in learning the magic trade, vanished from Port Shaw. The 
  owner of the Magical Emporium remains clueless as to 
  his student’s fate. The truth is Carthias Delnor developed 
  an unhealthy fascination with the necromantic arts and 
  decided to track down Tarath-Vreen’s former residence. 
  He hoped to study the necromancer’s experiments and 
  texts. Delnor descended into the sewers one day and 
  never returned. He now occupies these catacombs along 
  with Vreen’s minions. The undead tolerate the young 
  necromancer and do him no harm, because he wears an 
  amulet with Vreen’s personal seal inscribed on it that 
  the wizardling copied out of texts he read about the 
  necromancer.
  There is no sewage in this area. Tarath-Vreen’s 
  Catacombs are only reachable from Section 3. Traveling to 
  and from takes 1 hour, as there is but one long passageway 
  connecting Area S–18 to Area S–30. 
  The hallways and chambers in this area are carved from 
  marble and show remarkable artisanship. 
  S-30. OSSUARY 
  After their years of service ended, Tarath-Vreen interred 
  his mortal servants in this long passageway. Death is by no 
  means an escape from servitude to a necromancer, and the 
  laborers have become 30 skeletons guarding the passage 
  to Vreen’s inner sanctum. The skeletons lie “at rest” in 
  the niches along the walls of this corridor. As soon as the 
  characters reach the middle of the hallway the skeletons 
  animate and attack (unless the party attacks them where 
  they lie, in which case they immediately rise and attack). 
  The skeletons swarm the characters from both sides, 
  attempting to claw them to pieces. 
  Tulita Warrior Skeletons (30): HD 1; HP 6 each; AC 8[11]; 
  Atk strike (1d6); Move 12; Save 17; AL N; CL/XP 1/15; Spe-
  cial: immune to sleep and charm spells.
  S-31. THE SKULL GATE
  At the end of the ossuary, a portcullis constructed 
  entirely of bones cuts off Area S–30. Skulls glare at 
  approaching adventurers menacingly. If any character 
  moves within 5 feet of the gate, the many skeletal limbs 
  animate and attempt to grapple the character. The bony 
  hands grapple as a 10 HD monster. (See unarmed combat 
  rules in the Swords & Wizardry Complete rulebook by 
  Frog God Games for more on grappling). The hands do no 
  damage, but grab and hold their victims. The bones pass 
  pinned characters upward to Area S–32, where a grisly fate 
  awaits. The portcullis can be destroyed by doing 30 hp of 
  damage (it has AC 5[14]). 
  S-32. THE FLESH STRIPPER 
  This chamber above the bone portcullis on the north 
  side contains a large, metal box-shaped machine full of 
  razors, blades and graters that gnash and rip anything fed 
  into it. The box strips armor, clothing and flesh right off. 
  Any character passed into the machine takes 6d6 damage 
  per round (save for half). To escape the machine, the 
  character must wrestle out as follows: the character and the 
  machine both make a roll of 1d10 + strength + level (the 
  machine has a strength and “level” of 12 each, so it rolls 
  1d10 + 24). If the character’s roll is better, the character 
  escapes. The other possibility, of course, is to destroy the 
  machine. The machine adds the bones of those it slays to 
  the portcullis below, giving it 10 extra hp for each body. The 
  flesh stripper can be destroyed by doing 30 hp of damage to 
  it (it has AC 3[16]). See unarmed combat rules in Swords 
  & Wizardry Complete rulebook by Frog God Games for 
  more on grappling.
  S-33. SNAKE PIT 
  Here, one of Tarath-Vreen’s more powerful minions 
  keeps his quarters. Farral-Kylos once lead another of the 
  many snake cults that plagued the Razor Coast centuries 
  ago. After his death, rumors of his skill at arms interested 
  Tarath-Vreen. The necromancer raised Farral-Kylos as 
  a mummy to help guard his catacombs. Proud even in 
  undeath, Farral-Kylos demanded the necromancer grant 
  unlife to his snakes as well; otherwise, he would not serve. 
  Amused, but feeling charitable that day, Vreen granted 
  Farral-Kylos’ request. Now the mummy and his skeletal 
  snakes slay any who dare infringe upon their gracious 
  master’s domain.
  The walls of this vast chamber are carved with 
  snake motifs. Many stone serpents wind around the 
  chamber in relief, and their mouths appear as round 
  holes bored into the walls. At the center of the west 
  wall stands an iron throne framed by two statues 
  of upright serpents. Their hinged jaws hang wide, 
  displaying vicious fangs. 
  Farral-Kylos sits here, his +2 bastard sword leaning 
  against the throne’s side. When the characters smash 
  through the bone portcullis he hisses a command, and his 5 
  constrictor snake skeletons emerge from the many holes 
  in the walls and from the mouths of the statues. Meanwhile, 
  his 2 giant constrictor snake skeletons smash the lids 
  off their sarcophagi and slither out to attack. Farral-Kylos 
  stands and grips his greatsword, watching the fight closely 
  to identify the strongest fighter of the group. Once he 
  makes his determination, he charges into battle against the 
  chosen character. 
  In combat Farral-Kylos concentrates on his foes with 
  his sword. Once reduced to less than 20 hp, the mummy 
  
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  casts aside his sword and attempts to infect as many of the 
  intruders as possible with his mummy rot. 
  Farral-Kylos, Mummy: HD 11+4; HP 84; AC 3[16]; Atk +2 
  bastard sword (1d8+2) or fist (1d12); Move 6; Save 4; AL C; 
  CL/XP 12/2,000; Special: hit only by magic weapons, rot. 
  Equipment: +2 bastard sword, plate mail.
  Constrictor Snake Skeletons (5): HD 3; HP 15, 12, 13 (x2), 
  9; AC 8[11]; Atk bite (1d3), constrict (2d4); Move 10; Save 
  14; AL N; CL/XP 3/60; Special: constrict, immune to sleep 
  and charm.
  Giant Constrictor Snake Skeletons (2): HD 9; HP 40, 55; 
  AC 6[13]; Atk bite (1d6), constrict (2d6); Move 10; Save 6; 
  AL N; CL/XP 9/1,100; Special: constrict, immune to sleep 
  and charm.
  There is a secret door located behind the throne, as 
  well as one on the east wall that is concealed by a design of 
  intertwined serpents.
  S-34. HORNED SKULL PASSAGE
  This passageway connects the Snake Pit and the 
  Laboratory, and 2 minotaur zombies guard it. The 
  minotaur zombies lie concealed behind secret panels in the 
  walls as indicated on the map. At the turn of the passageway 
  there is a pressure plate craftily constructed into the floor. 
  If the plate is triggered, then the secret panels open and 
  release the minotaur zombies.  
  Minotaur Zombies (2): HD 5; HP 20, 32; AC 8[11]; Atk butt 
  (2d4), bite (1d3), battle axe (1d8); Move 6; Save 11; AL N; 
  CL/XP 5/240; Special: immune to sleep and charm.
  The passageway appears to dead end at both walls, but 
  there are secret doors leading to Areas S–33 and Area 
  S–36.  
  S-35. NECROWORM PLAYGROUND 
  The results of several of Tarath-Vreen’s experiments lair 
  here, alternating between inhabiting corpses, moving them 
  about, or simply resting among the decaying bodies. 
  Corpses litter the floor of this large chamber, 
  piled three deep in some places. The smell of 
  decay is rank about the room. Shallow puddles of 
  a translucent viscous fluid seep between the bodies. 
  Passageways exit to the north and west. 
  Twelve necroworms inhabit this chamber. At the time 
  the characters enter, six live inside some of the corpses on 
  the ground, while six more lie dormant. As soon as the 
  necroworms sense intruders, the six in bodies rise up and 
  shamble toward the characters to attack. The remaining six 
  immediately occupy the nearest corpses and join the fight, 
  the following round. Whenever adventurers slay a corpse, 
  the necroworm inside emerges from the mouth or bursts 
  from the torso and attempts to inhabit a new corpse to 
  continue the fight. There are 18 human corpses scattered 
  throughout this chamber (6 spare ones). When forced from 
  the last available corpse, the worms fight in their natural 
  state until slain. 
  Necroworms (12): HD 2; HP 10 each; AC 8[11]; Atk stinger 
  (1d4 plus acid), bite (1d4 plus 1d4 acid); Move 12 (swim 
  12); Save 16; AL C; CL/XP 3/60; Special: animate inhabited 
  corpse, immune to acid, disease, cold and poison, inject 
  acid. See the Appendix for full statistics.
  Zombie, inhabited by Necroworms: HD 2; HP 8; AC 8[11]; 
  Atk strike (1d8) or necroworm tail sting (1d4 plus 1d4 acid); 
  Move 6; Save 16; AL N; CL/XP 2/30; Special: inhabited by 
  necroworms, immune to sleep and charm,. See the Appen-
  dix for full statistics.
  S-36. LIBRARY 
  This is where Tarath-Vreen kept a number of important 
  volumes on magic, undeath, famous female dwarven 
  songwriters of centuries past, and other topics of great 
  interest to such fiendish minds as the necromancer’s.
  Large wooden shelves fill this chamber, each 
  bending under the weight of numerous, thick leather-
  bound tomes. The wood rotted away in several 
  places, and many books lie strewn about the floor 
  of the chamber. A large marble table squats at the 
  center of the room with an open text on it. 
  The information in these books can be used any way the 
  Referee sees fit. For example, they could include several 
  hooks for adventures beyond the scope of this campaign. 
  The open text on the table contains several maps. It is open 
  to a page depicting a large, mountainous island somewhere 
  far, far out in the ocean. The island appears on no other 
  charts the characters know, but they get a rough idea of 
  where it is. Possibly, this was Tarath-Vreen’s destination 
  when he abandoned this hideout long ago.  
  Treasure
  All of the volumes in this chamber are ancient. Many are 
  works thought lost forever. The following titles are among 
  the shelves: Jolothar’s Heritage of the Fire Giant Kings (800 
  gp), The Epic of Numemoa, Queen of the Far Isles (500 gp), 
  Treatise on Plagues and their Powers (1,000 gp), Ruling 
  Destiny: A Guide to Higher Divination (1,200 gp), Bestiary 
  of Dreadsmoke (600 gp), The Razor Coast: A Guide to 
  Adventuring on The Razor (39 gp). 
  If the characters thoroughly search the room, they 
  discover a book trigger for a revolving door on the west 
  wall. The floor around the bookshelf on that wall rotates 
  180-degrees, carrying along any characters standing on a 
  10-foot long by 5-foot deep section of floor directly in front 
  of it. The floor moves slowly, and characters can step off if 
  
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  they do not want to be carried to the other side. After a full 
  rotation, a sarcophagus replaces the secret bookshelf. 
  Within the sarcophagus rests Chiho Molina, once a 
  vagabond warrior, who came reluctantly to the service of 
  Tarath-Vreen after his death at the hands of a rival. The 
  necromancer transformed him into a vampire and forced 
  him into a long and tedious servitude. Chiho hoped that 
  when his master left on his secret trip to a far away island, 
  Tarath-Vreen might release him from service – or at least 
  destroy him. Instead, Vreen decided to stake Molina and 
  leave him in this sarcophagus until he returned. 
  The sarcophagus lid is heavy but can be pushed out of 
  the way. If the characters extract the offending stake from 
  Chiho’s heart, he proves quite grateful and does not attack 
  unless the characters initiate violence. If the characters 
  agree to let him go his own way, Molina agrees to tell them 
  everything he knows about the catacombs and Tarath-
  Vreen. He warns the characters of the Queen in Area S–39, 
  and he tells about the secret compartment there, which 
  holds Vreen’s spare spellbook. Chiho grows even more 
  grateful if he learns the characters destroyed Farral-Kylos, 
  whom the vampire found insufferable. If the characters do 
  not slay Chiho, the Referee should feel free to have him turn 
  up to help the party at a later date.  
  Chiho Molina, Vampire (9HD): HD 9; HP 68; AC 2[17]; Atk 
  bite (1d10 + level drain), +1 spiked chain (2d4+4) or short-
  bow x2 (1d4); Move 12 (fly 18); Save 6; CL/XP 12/2,000; 
  Special: change shape, charm person, gaseous form, re-
  generate (3 hp/rnd), vampire weaknesses. 
  Equipment: +1 chain mail, +1 spiked chain, shortbow, 
  20 arrows, potion of invulnerability.
  S-37. LABORATORY 
  This is where Vreen conducted his experiments. Now 
  Carthias Delnor bumbles about here when not schlepping 
  corpses to the Queen in Area S–39. 
  Tables and raised basins fill this chamber. 
  Equipment of all sorts hangs about the walls: strange 
  tubes with oversized needles attached to their ends, 
  metal clamps, scalpels, hammers and spikes. A long 
  shelf runs across the south wall with five large glass 
  jars placed on top. Inside the jars, disgusting bloated 
  worms the size of a man’s forearm float in viscous 
  fluid. Small barbs line their mouths and their tails 
  end in stingers. 
  The creatures in the jars are necroworms. One of them 
  is dead, but the other 4 necroworms merely lie dormant. If 
  anyone shatters the glass or opens the jars, the necroworms 
  immediately become active and attack any discernable prey. 
  Necroworms (4): HD 2; HP 10 (x2), 11 (x2); AC 8[11]; Atk 
  stinger (1d4 plus acid), bite (1d4 plus 1d4 acid); Move 12 
  (swim 12); Save 16; AL C; CL/XP 3/60; Special: animate in-
  habited corpse, immune to acid, disease, cold and poison, 
  inject acid. See the Appendix for full statistics.
  There is a secret passageway on the west wall. It 
  opens when someone depresses a pressure trigger on the 
  underside of one of the tables. 
  S-38. CHARNEL CORRIDOR
  This passage way leads around a corner and then slopes 
  steadily upward to Area S–39. 
  This dark tunnel proceeds deeper into the 
  catacombs. Halfway through the passage, the ceiling 
  becomes a large rusted metal grate. Several mangled 
  corpses dangle, mashed against the grate and almost 
  squeezed through the openings by a weight above 
  them. A child’s arm flops in the air, and a fat man’s 
  thick ropey entrails almost reach the passage floor. 
  Blood and other fluids drip steadily from above. 
  Here the characters are treated to a horrific underside view 
  of the body pile in Area S–39. There is nothing else of 
  interest in this corridor.  
  S-39. QUEEN’S REDOUBT 
  As the characters traverse the tunnel toward this area, 
  read or paraphrase the following:
  The ascending tunnel levels off at the entryway to 
  a large cylindrical chamber decorated with elaborately 
  carved mosaics depicting suffering and death. The 
  dank smell of rancid meat hangs in the air. Atop 
  a large grate set in the floor of the chamber sits a 
  grisly pile of corpses. 
  Tarath-Vreen created the necroworm queen long ago. 
  This nauseating abomination resembles a pale white worm. 
  The massive queen, the size of an elephant calf, leaks 
  necromantic acid and pus from various grotesque ruptures 
  in her vein-riddled corpulence. Necroworms become 
  queens after they have consumed fifty times their own body 
  weight in carrion. The transformation involves massive 
  growth. Their stingers fall away and a bloated posterior 
  worm sac replaces the lost digit. A repulsive factory, 
  producing necroworms from her churning distended torso 
  daily, the necroworm queen secretes gizzard acid that 
  reduces corpses to soupy paste for quicker consumption. 
  She spends most of her time gorging herself on carrion and 
  spawning more worms.
  Currently, the creature feeds on the enormous pile of 
  carcasses below it, which are the same cadavers seen in 
  
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  Chapter Four: Beneath and Near Port Shaw
  Area S–38, below this room. The subservient necroworms, 
  all spawn of this queen, retrieve the corpses from other 
  areas of the sewers and deposit them here. Four of the 
  queen’s necroworm spawn inhabit four of the corpses, 
  which delights the queen. She is overjoyed to have fresh 
  meat come to her of its own accord. 
  The necroworm queen and her 4 necroworms do 
  not gorge alone. Behind the pile of corpses lurks Carthias 
  Delnor, the mad necromancer who apprenticed under 
  Sagacious Samuel before disappearing mysteriously. 
  Delnor’s unhealthy interest in all things necromantic led 
  him to abscond with one of Samuel’s texts chronicling the 
  career of the evil arch-necromancer, Tarath-Vreen.
  Carthias attempted to carry on in Vreen’s footsteps. 
  He is delusional, believing himself a valued partner of the 
  necroworm queen. In truth, she has not devoured him 
  because he helps her spawn gather corpses to add to her 
  gruesome feeding pile. 
  A year in the sewers has wrecked Carthias. His mangy, 
  tangled hair extends to his waist. A thick layer of some 
  indeterminate yellow substance covers the wretch’s teeth. 
  His nails, colored to match, long and grimy, crack and 
  splinter. Countless beetles and roaches make their home in 
  his hair or his tattered robes. At least the infesting insects 
  feed Shifty, Carthias’ weasel familiar. Shifty hides within 
  Carthias’ tattered clothes, sputtering and snarling at the 
  characters. Moreover, Carthias lost most of his teeth, giving 
  him a 5% chance of spell failure on any spell with a verbal 
  component. Luckily, this does not affect any of the spells he 
  casts on himself prior to combat. 
  Carthias Delnor (MU7): HP 22; AC 7 [12]; Atk dagger 
  (1d4); Move 12; Save 9; AL C; CL/XP 9/1,100; Special: 
  spells (4/3/2/1)
  Spells: 1st—magic missile, detect magic, shield, sleep; 
  2nd—darkness 15-ft. radius, invisibility, web; 3rd—
  hold person, lightning bolt; 4th—fear. 
  Equipment: dagger, ring of protection +2, scroll case 
  in belt with the following scrolls inside: invisibility, 
  mirror image and haste (all pilfered from Samuel). 
  Tactics: The necromancer attempts to keep his distance 
  and relies on the necroworm inhabited corpses to keep the 
  characters at bay. As long as the necroworm queen remains 
  alive he does not flee. In his madness, he will happily die 
  and become part of her feeding pile. He uses his spells to 
  target characters after the necroworms attack. 
  Shifty, Weasel: HD 1d4; HP 2; AC 7[12]; Atk bite (1d2); 
  
  170
  Razor Coast
  Into the Razor
  Port Shaw
  Beneath and Near 
  Port Shaw
  Create a Razor 
  Coast Campaign
  Move 12; Save 18; AL N; CL/XP A/5; Special: none. 
  Necroworm Queen: HD 10; HP 77; AC 7 [12]; Atk bite 
  (1d8+5 plus 1d6 acid); Move 12; Save 9; AL C; CL/XP 
  14/2,600; Special: immune to acid, cold and disease, spit 
  acid (once every 1d4 rounds; 30 ft. cone that does 4d6 
  damage, save for half), telepathy 100 ft. See the Appendix 
  for full statistics.
  Spell-like Abilities: 3/day—charm person, dispel 
  magic, hold person, spawn 1d4 necroworms every 
  1d6 rounds; 1/day—fear, suggestion. 
  The rest of the queen’s necroworms quickly engage 
  the characters, closing to melee in their zombie garb and 
  attacking viciously. They attempt to hinder any characters 
  trying to reach the queen or Carthias. As soon as their 
  corpses are slain, they extricate themselves from the 
  worthless carcasses then move to the body pile. On the 
  following round, they inhabit a fresh corpse and rejoin the 
  fray. There are 22 inhabitable corpses in the pile. The others 
  are half-eaten and unsuitable for combat. The necroworms 
  and their queen do not flee combat, fighting to the death if 
  needs be.
  Necroworms (4 or more): HD 2; HP 10 each; AC 8[11]; Atk 
  stinger (1d4 plus acid), bite (1d4 plus 1d4 acid); Move 12 
  (swim 12); Save 16; AL C; CL/XP 3/60; Special: animate 
  inhabited corpse, inject acid, immune to acid, disease, cold 
  and poison. See the Appendix for full statistics.
  Zombie, inhabited by Necroworms (4 or more): HD 
  2; HP 8 each; AC 8[11]; Atk strike (1d8) or necroworm 
  tail sting (1d4 plus 1d4 acid); Move 6; Save 16; AL 
  N; CL/XP 2/30; Special: inhabited by necroworms, 
  immune to sleep and charm. See the Appendix for 
  full statistics. 
  Treasure
  Behind the south wall past the corpse pile, a secret 
  door leads to a small compartment where Carthias found 
  Vreen’s spare spell book. Delnor also keeps some of his 
  most treasured items there along with the belongings 
  of the poor souls who make up the feeding pile. Inside 
  the crawlspace there is a sack with 56 gp, 220 sp, two 
  emeralds (100 gp each), a silver bracelet (40 gp), a garnet 
  (worth 30 gp), and Tarath-Vreen’s spellbook wrapped in 
  oiled leather.
  Spellbook: Besides the spells above in Carthias’ spell 
  list, this spellbook also contains the following spells: 
  1st—charm person, protection from evil, read magic; 
  2nd—continual light, ESP, levitate; 3rd—explosive runes, 
  monster summoning I, water breathing; 4th—confusion, 
  polymorph self.
  Beneath and Near 
  Port Shaw
  
  171
  Chapter Five: To Sail the Razor
  To Sail
  the Razor
  Aye, she be dangerous. Aye, thar are thin’s lurkin’ around 
  every corner, on every pretty isle beneath th’ rocks ‘n broad koa leaves, 
  ‘n sure, in th’ waters too. Them that lives beneath th’ waves fight thar own battles wit’ 
  th’ hauntin’ terrors o’ yesterday ‘n yester year. Jus’ like us as lives in air. Aye t’ all that.
  But out on th’ Razor Sea, when she be still, when th’ moon squats like a fat galleon on 
  a cliff, jus’ a sail ahead, ‘n th’ white road flutters a path like a ribbon floatin’… When 
  thar’s nah an inch o’ land in sight ‘n naught but th’ hull pattin’ waves, th’ creak o’ beam ‘n 
  mayhap th’ distant kiss o’ canvas t’ break that plump silence on a coolin’ night...
  I remember. 
  I remember why I be here, sailin’ this path o’ pale flickerin’ waves, chasing the reflection of 
  a reflection ‘cross waters as indifferent t’ me as th’ desert be t’ a single grain o’ its own sand. 
  Yet here I be, an’ nowhere else. Masterin’ me insignificance. Defyin’ th’ judgement o’ this 
  vast, uncarin’ world, filled t’ th’ brimful wi’ hungry, hungry terrors. Defyin’ I be, simply 
  by bein’ here. Bein’ here ‘n lovin’ every chase o’ wind despite it all.
  Aye, I love th’ Razor, ‘cause ‘jus livin’ out on these waves bellows t’ th’ gods “Still here!” 
  ‘N somehow thar be a kind o’ peace in that. Aye, th’ Razor will ‘ave me some day, no 
  doubt, no doubt at t’all, but on her I live every day well and well lived is every day I sail.
  — Captain Gregory Hearthsander of the Moonchase out of Port Shaw, 
  calling at Sharkjaw Docks, the Koa Islands, and ports beyond
  CHAPTER FIVE
  The Koa Island Logging Combine is saddened to report 
  the Moonchase overdue three months past. Port 
  Shaw authorities presume her lost with all hands. 
  The Lodge has granted official right of salvage to 
  
  172
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  
  173
  Chapter Five: To Sail the Razor
  This chapter introduces the devilish and unpredictable 
  weather that wracks the Razor, details ships on which to 
  sail or sink, and lists encounters to challenge adventuring 
  parties whenever they leave the sheltered coast. The stand-
  alone encounters in this chapter include: Kraken’s Reef, 
  den of the Demon Below, and a watery ambush by Dalang 
  Jalamar’s Razortooth Raiders. The chapter concludes with 
  Beacon Island and its environs, a location the characters 
  must explore before proceeding to the finale of the 
  campaign’s minor Background Plot, Night of the Shark 
  (see Chapter 2, Build an Adventure Path and Chapter 6, 
  Night of the Shark for details).
  Requisitioning a Ship
  Before the characters sail into the horizon, they need a 
  boat. Port Shaw, a den of brigands and privateers, harbors 
  its fair share of vessels for hire. The party has several 
  options at their fingertips. 
  Their best choice, if they can afford it, is to hire 
  Bethany Razor of Quell’s Whore. Bethany is a more-than-
  competent captain, and while her ship is not the largest 
  vessel in the water, the Whore is second to none in speed 
  and maneuverability. Additionally, the vessel possesses an 
  inherent resistance to magical threats. 
  Characters with nautical experience may wish to 
  purchase a ship and captain it themselves. Falken Drango 
  presents another option. If the characters ally themselves 
  with Falken, the pirate proves a worthy helmsman on any 
  vessel they procure. 
  The following ships are available for sale on the docks:
  Rita
  Once owned by Harok McFarrows, he named this 
  simple and sturdy fishing sloop after his late wife. Harok’s 
  cousin Relgin (male human, blacksmith) is auctioning the 
  Rita because Harok awaits the gallows and Relgin himself 
  is no seaman. Rumors of a curse on Harok and his family 
  make the ship a difficult sell, and Relgin recently lowered his 
  asking price to a pittance. 
  Structural Points: 2 
  Cost: 1,500 gp
  Baron of the Tide 
  This sleek darkwood freighter once belonged to the 
  infamous smuggler Baron Desmond Shade. After his 
  capture on the high seas through the joint efforts of 
  Bonedeuce’s Pride and the Albatross — followed by the 
  Shade’s summary execution — the Dragoons now own 
  the Baron of the Tide. Gregory Bonedeuce seeks to sell 
  the ship in order to fill the Dragoons’ coffers. The Baron 
  handles extremely well and is faster than any other ship 
  on the Razor save Quell’s Whore; however, the vessel lacks 
  armament and lacks the endurance to withstand cannon or 
  tentacle. If bad blood lies between the characters and the 
  Dragoons, they find it impossible to purchase Baron of the 
  Tide. 
  Structural Points: 15
  Cost: 9,550 gp
    
  Salvation
   A large cog freighter, the Salvation once carried grain, 
  flour and vegetables to far-off colonies. She is seaworthy 
  and very sturdy. Never a ship to carry valuable cargoes, no 
  one ever outfitted Salvation with cannons.
  Structural Points: 12
  Cost: 12,000 gp
  Black Rider
  Among the more infamous ships to sail the Razor in 
  recent years, the Black Rider was a slaver, responsible 
  for over three decades of misery, ferrying unfortunate 
  captives to Carcass. Bethany Razor and Korg boarded the 
  Black Rider last month, slaying the crew and liberating the 
  captives. Korg, himself an escaped slave, reveled in doling 
  out agony to the slavers. Bethany and her crew steered the 
  slave ship back to Port Shaw, and now Captain Razor is 
  looking to offload the ship. Black Rider is very durable but 
  also slow. Her helm was designed for the flea-bitten orcs 
  who piloted her, and only someone of considerable strength 
  can steer her. The Black Rider mounts no cannon, but her 
  former owners outfitted the ship with two large ballistae. 
  Bethany’s asking price is not high, and she feels obligated 
  to warn any prospective purchaser that, with the capture 
  of the Black Rider being so recent, many captains remain 
  unaware she changed hands. Until her capture, even the 
  Dragoons held standing orders to fire on the vessel and 
  board her on sight. Dragoon frigates returning from long 
  range patrols, such as the Albatross, likely have not yet 
  received news of the Rider’s capture. Trouble might ensue. 
  On the other hand, the ship’s nefarious reputation may 
  prove useful if the characters plan to enter pirate waters. 
  Other raiders most likely give the Black Rider a wide berth, 
  and her fellow pirates certainly do not suspect a band of do-
  gooders resides below her decks. 
  Structural Points: 10
  Cost: 10,500 gp
  Thunderstrike
  This two-masted warship saw recent action in a 
  campaign against the Pirate Confederacy far to the Razor’s 
  south. Unable to afford repairs, her privateer captain 
  — a man named Tomas Garell, himself badly wounded 
  
  174
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  in the fighting — seeks to sell his ship and put the grim 
  memories of sea battles behind him. The Thunderstrike is 
  a fine warship, outfitted with four sixers (cannons firing 
  six-pound balls), two on each side, and a long nine (a 
  cannon firing a nine-pound ball) at her prow. If properly 
  repaired, the Thunderstrike proves formidable against 
  other warships, even if technically outclassed by Dragoon 
  frigates. However, Thunderstrike lost a great deal of rigging 
  in her last engagement, and this reduces her speed. Until 
  someone repairs her damage, Thunderstrike’s helm answers 
  awkwardly. With this detriment in mind, Tomas Garell is 
  selling her for a reduced price.
  Structural Points: 20
  Cost: 11,200 gp
  Editor’s Note –  
  Maps of Ships
  Regardless of which ship the characters acquire, 
  for simplicity’s sake consider representing it with a 
  generic map. The map above works well for many 
  scenarios. Simply draw in another mast should your 
  party grab a vessel with more than two.
  Alternately, the party might choose to hire a boat owned 
  by an independent captain. Captain Donovan Montgomery 
  is the finest sea captain on the Razor, but his constant 
  inebriation sours his efforts. Moreover, Montgomery’s 
  ship leaves much to be desired. No more than an oversized 
  sloop, the Vintage is seaworthy, but was never designed 
  to handle dangerous storms or survive the tentacles of 
  powerful aquatic predators. Conceivably, the characters 
  might hire Donovan to captain a ship they own.
  
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  Chapter Five: To Sail the Razor
  Sailing the Razor
  Navigating the Razor is risky. Whether the party ventures 
  forth on a Dajobas-inspired shark-hunting expedition or 
  scours the sea for Harthagoa or his agents, the adventurers 
  must first brave the waves, shoals, weather and other 
  denizens of the ocean. 
  Changes in Weather
  Changes in the wind, shifting currents and dirty 
  weather of every sort have a palpable effect on the 
  adventurers’ voyage. Every six hours while at sea, roll on 
  Table 5–1 below to determine what natural conditions 
  affect the party’s travel.
  TABLE 5–1 WEATHER ON THE RAZOR 
     ROLL D%
  01–10
  Fog*
  11–50
  Clear*
  51–60
  Cloudy*
  61–70
  Rain*
  71–82
  Windstorm (1d6 hours)
  83–90
  Thunderstorm (1d6 hours)
  91–95
  Hurricane (1d6 hours)
  96–98
  Special (see below)
  99–00
  Special (see below)
     ROLL D%
  01–50
  Waterspout (treat as tornado hurling anyone with 
  1HD or less great distances and doing 6d6 points      
  of damage to anyone else; save for half; structural 
  damage: 2 points)
  51-80
  Whirlpool
  81-00
  Rogue Wave
  * Roll for Wind Direction and Strength. (See “Ship Combat” in the 
  Swords & Wizardry Complete rulebook by Frog God Games for 
  additional details.)
  Riptide
  When a portion of a sandbar or shoal suddenly falls 
  away, the current changes drastically, creating a riptide 
  capable of sucking a swimmer out to sea or affecting the 
  course of a sailing vessel. If the characters encounter a 
  riptide while in the water, any swimmers must make a 
  saving throw or be swept away. 
  Riptides that catch ships shift them in a random 
  direction unless someone at the helm makes a saving throw 
  to keep the ship on course. If no one is manning the helm 
  when a riptide strikes, a saving throw allows the characters 
  to notice the shift in course.
  Riptides are 3d8 x 50 feet wide and last 3d8 rounds.  
  Rogue Wave
  Occasionally, powerful shifts in the ocean landscape, 
  such as those caused by undersea earthquakes, create a 
  seemingly random wave of terrifying proportions that 
  capsizes any vessels in its path. A creature caught swimming 
  in a rogue wave must make a saving throw or be pulled 100 
  feet underwater and sustain 4d6 points of subdual damage.
  The wave usually destroys any vessels caught in it. A 
  captain can avoid capsizing — a miraculous feat, certain to 
  earn immortality in song and story — by making a saving 
  throw with a –10 penalty to steer the ship out of danger 
  (although it still takes 5 structural points of damage).
  Whirlpool
  Whirlpools sometimes form in response to a sudden shift 
  in current or when an underwater sinkhole collapses deep 
  beneath the surface. Any ship caught in a whirlpool sinks 
  in 6d6 rounds unless the person manning the helm makes a 
  saving throw to steer the ship out of trouble. Any unfortunate 
  caught swimming when a whirlpool forms must make a 
  saving throw with a –1 cumulative penalty every round or be 
  sucked below surface in 4 rounds and begin to drown.
  Witch’s Breath
  A heavy, freezing fog named after a powerful sea hag 
  who conjured freezing fog fronts to plague shipping lanes 
  and send many a vessel’s crew into death’s chill embrace. 
  These supernatural fogs now strike at random, freezing 
  men to the decks where they stand. When a patch of 
  Witch’s Breath flows over a ship, the timbers creak and may 
  even splinter. In addition to all the effects of normal fog, 
  Witch’s Breath deals 2d6 points of cold damage per round 
  to characters above deck (save for half). Any characters 
  wearing suitable winter clothing only suffer 1d6 points 
  of cold damage per round (save avoids). If the characters 
  remain below deck and heat the cabin with whale oil, they 
  take no damage at all, but they can neither sail their ship 
  nor respond to attacks against her.
  
  176
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  Effects of Wind
  After a roll of 70 or less on Table 5–1: Weather on 
  the Razor, Consult the following table to determine 
  whether the wind blows in a direction either favorable or 
  unfavorable to the characters. 
  Additional Effects of Storms
  A roll of 71 to 95 on Table 4–1: Weather on the 
  Razor indicates storm conditions. During a storm, the 
  helmsman must make a saving throw every two hours to 
  keep a ship on course. Once a ship loses its course, another 
  saving throw two hours later with a –5 penalty allows the 
  characters to regain control of the ship. Characters may 
  attempt to recover course every two hours they are lost in 
  a storm; otherwise, the storm drives the ship in a random 
  direction until blowing out.
  Stand-Alone Encounters
  Consider throwing one of the following encounters at 
  your party either to further their quest, to sidetrack them, 
  or to help them level up. Revisit this section whenever the 
  characters head to sea.
  Keep in mind that many of these encounters at least 
  touch on one of the two Background Plots in the adventure, 
  creating an opportunity to deliver hints and clues. It is 
  left to the Referee’s discretion to determine and adjust the 
  difficulty of many of these, so as long as the players are 
  trying sensibly not to bite off more than they can chew, 
  it is definitely permissible (even advised) to match the 
  encounters to the party’s current level and capabilities. If 
  the party is proceeding carelessly without trying to make 
  sure that they don’t get into situations they can’t handle, 
  then do not adjust the difficulty level – play it as it lays. 
  1. OBSERVED BY EAGLES
  High above the vessel, 5 giant eagles circle, keeping 
  an eye on the ship. Lately they keep a close watch on all 
  vessels, as they have caught wind of dangerous predators at 
  sea. Having heard Harthagoa plans an attack of some kind, 
  they fear their people’s aeries on Moonfall Atoll may be at 
  risk. 
  After observing the characters for a while, the eagles 
  descend and land on the ship to parley. If treated honorably, 
  the eagles communicate to the characters their suspicions 
  that the Krakenfiend plans an offensive through pantomime 
  and by scratching diagrams into the deck. Though whether 
  this assault aims at a land target or an undersea target 
  remains unclear. If the characters are extremely kind to the 
  eagles, the raptors deem them worthy allies and offer to aid 
  the party at a later date before flying off. See Chapter 7 for 
  details. 
  Giant Eagle: HD 4; HP 23; AC 7[12]; Atk 2 talons (1d4), bite 
  (1d8); Move 3 (fly 24); Save 13; AL N; CL/XP 5/240; Special: 
  none.
  2. GHASTLY TAG-ALONG
  A mass of netting with two bodies trapped in it floats by 
  the ship. If the characters investigate, they find the corpses 
  belonged to two local anglers, now badly bitten. These are 
  not shark bites, but humanoid. Asking around Port Shaw 
  readily identifies the bodies as villagers from Toe’s Reach, as 
  does asking anyone also from there. 
  If the characters haul the corpses back to port, a few 
  hours after they are removed from sea, they transform 
  into aquatic ghasts. Once transformed into ghasts, the 
  creatures attack whomever they are near then hunt the 
  party, leaving destruction in their wake. If the party leaves 
  the corpses to float, they animate a few hours later then 
  Editor’s Note – Get Lost!
  It can be a wonderful thing for a ship to lose its 
  course in a storm. Wonderful for the Referee, anyway. 
  After a storm, when adventurers find themselves lost 
  on an endless, unrecognizable ocean, consider this 
  an opportunity to throw one or more Encounters at 
  Sea their way – or perhaps just have cannibals eat 
  them. That’s fun too. The Editor would like to express 
  his disappointment with the Creator for not including 
  more cannibal pygmies, preferably undead.
  Man Overboard!
  Any character blown off the deck by winds (or 
  knocked off by an opponent) during a storm finds 
  staying alive in the stormy sea a difficult task. The 
  character is bombarded by powerful waves and 
  whipping winds. 
  Damage: For every three rounds a creature spends 
  in the water during any ocean storm, he suffers 1d6 
  points of subdual damage from the crashing waves 
  (save for half).
  Movement: In a thunderstorm, a swimming char-
  acter must make a saving throw to stay above the 
  surface. Movement is a quarter of the character’s 
  normal rate. In a hurricane force storm, swimmers 
  must make another saving throw every other round 
  to keep from being dragged under.
  Keep in mind that characters adrift in the stormy 
  ocean do not have sails. This means that, unless 
  swimming, they remain stationary while their ship 
  moves rapidly away.
  
  177
  Chapter Five: To Sail the Razor
  If the characters avoid this ploy, the aboleth tries to enslave 
  the ship’s helmsman and forces them to crash the ship into the 
  next natural hazard. If at any time the characters discover the 
  aboleth, it flees to report its findings to Harthagoa. 
  Aboleth: HD 9; HP 51; AC 3[16]; Atk 4 tentacles (1d6 + 
  slime); Move 9 (swim 12); Save 6; AL C; CL/XP 12/2,000; 
  Special: mucus cloud in water (save or cannot breathe air 
  for 3 hours), special disease upon successful hit (save or 
  must be immersed in water every hour), spell-like abilities.
  Spells: 3/day—charm monster, phantasmal force
  5. PIRATES!
  A pirate warship makes for the characters’ craft. Armed 
  with two four-pound cannons and one sixer, the vessel 
  attempts to catch the party’s ship and board her. If they have 
  trouble closing the distance, they fire a warning shot with 
  their six-pound cannon. If that fails to bring the characters 
  to a stop, they aim for the sails and rigging to slow the ship. 
  Once close enough, the crew boards the characters’ vessel 
  and attempts to kill everyone. 
  Seamen (12): HP 4 each; AC 7[12]; Atk fist (1 hp), dagger 
  (1d4) or belaying pin (1d4, subdual); Move 12; Save 18; AL 
  Any; CL/XP B/10; Special: none. 
  Equipment: leather armor, heavy cotton tunic and 
  leather breeches, boots, woolen cloak, dagger, belay-
  ing pin.
  Pirates (10) (Ftr3): HP 21 (x3), 23, 17 (x2), 12, 11 (x3); AC 7 
  [12]; Atk rapier (1d6) or dagger (1d4) or long-barreled mus-
  ket (2d6); Move 12; Save 12; AL N; CL/XP 3/60. Special: 
  none. 
  Equipment: leather armor, rapier, dagger, long-
  barreled musket, 5 reloads of powder and shot, purse 
  with 5 gp.
  hunt the ship, following any sign, scent or trace of the 
  adventurers. 
  Lacedon, Ghast (aquatic): HD 4; HP 22; AC 4[15]; Atk 2 
  claws (1d3), bite (1d6); Move 14 (swim 18); Save 13; AL 
  C; CL/XP 5/240; Special: paralyzing touch, stench.  
  3. ELECTRIC EELS 
  A pair of particularly territorial and very hungry giant 
  electric eels attack the characters. 
  Giant Electric Eel (2): HD 2; HP 14, 8; AC 8[11]; Atk bite 
  (1d3); Move (swim 9); Save 16; AL N; CL/XP 4/120; Special: 
  electric shock (3d6, no save).
  Editor’s Note –  
  `Run Aground
  Historically, there were many techniques to dis-
  lodge an age of sail ship from a reef or shoal, and 
  there were many ways to slow or plug a leak while 
  at sea — some quite dramatic. For example, a crew 
  might remove its mainsails, run them under the hull 
  and let the heavy cloth suck into a major breach in 
  a ship’s side. Enumerating all such techniques and 
  crafting rules for them would prove unwieldy in a 
  book like Razor Coast…so, we did it in Fire As She 
  Bears. 
  Referees who do not have Fire As She Bears or 
  prefer a different rule set should reward inventive 
  characters in their struggles with wind and wave. 
  Of course, Referees may also enjoy considering how 
  failed schemes could worsen the party’s peril.
  4. THE LURKING ABOLETH 
  One of the Krakenfiend’s tminions, an aboleth, prowls 
  the waves on reconnaissance. At first, the aberration follows 
  the characters from a distance to learn as much as possible 
  about them (their relative power, their intentions and the 
  like). The characters may get the strange feeling some 
  unseen power watches them, but the aboleth takes great 
  care to leave no signs if at all possible. 
  Should the aboleth determine that the characters are a 
  threat to Harthagoa, it uses phantasmal force to conceal the 
  next patch of dangerous shoal or shallow reef ahead of the 
  ship. It adjusts the image of the terrain so that the shoals 
  appear off to the side of the ship’s path, when actually they 
  are dead ahead. 
  Anyone manning the helm may make a saving throw 
  to notice inconsistencies in the terrain caused by the spell. 
  Failure means the ship crashes into the shoals and sticks 
  there. The party can attempt to dislodge the vessel with a 
  combined Strength score of 30 before the waves pound it to 
  pieces in 10 rounds. If the characters succeed in dislodging 
  their ship, it springs a leak and sinks in 8 hours, unless they 
  reach land or limp into port.
  
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  AppendiX
  Pirate Captain (Thf6): HP 23; AC 7 [12]; Atk +1 rapier 
  (1d6+1) or military pistol (1d10); Move 12; Save 10; AL 
  C; CL/XP 6/400; Special: backstab (x3), +2 save vs. traps, 
  thieving skills. 
  Thieving Skills: Climb 90%, Traps/Tasks 40%, Hear 4 
  in 6, Hide 35%, Silent 45%, Locks 35%. 
  Equipment: leather armor, +1 rapier, flintlock pistol, 
  5 reloads of shot and powder, a fine diamond ring 
  worth 600 gp
  6. NAGA’S HUBRIS
  A chaotic (evil) water naga named Niri, who makes her 
  home in a sea cave deep below the surface of the ocean, 
  fancies herself a powerful denizen with whom none should 
  trifle. She rises out of the sea next to the characters’ vessel 
  and demands tribute for passing through her ocean. If the 
  characters pay the 500 gp Niri demands then they please 
  her, and she informs them of other threats in the region. 
  She knows about the black shark, and spotted the 
  creature in the waters off Beacon Island. Niri also knows 
  of Harthagoa, who she calls “the pretender to her rightful 
  place as ruler of the sea” and Dajobas, “that banished myth 
  followed by fools with fake fins and stone daggers…” 
  If the characters confront her about the beasts, her 
  bluster vanishes and she reveals her terror of both Dajobas 
  and the Krakenfiend. She tells the characters that the 
  Krakenfiend is unnatural, the spawn of a great demon then 
  flees. She does not know the location of Kraken’s Reef – and 
  would not reveal it if she did.
  If the characters refuse to pay Niri, she attacks them for 
  two rounds and then flees. 
  Niri, Water Naga: HD 7; HP 31; AC 5[14]; Atk bite (1d4 + 
  poison); Move 12 (swim 20); Save 9; AL C; CL/XP 10/1400; 
  Special: poison, spells (4/2/1).
  Spells: 1st — charm person, magic missile x2, shield; 
  2nd — invisibility, mirror image; 3rd –—dispel magic.
  7. GOBLIN RAIDERS
  As the characters sail onward, the skies darken and a 
  group of 10 goblin bandits carrying torches and riding on 
  their 5 manticores descend upon the ship. Out for a little 
  mayhem, arson, and some loot, the goblins fight until the 
  characters slay half their number. The goblins ride two per 
  mount, and attack from the air with their javelins. 
  Goblins (10): HD 1d6hp; HP 4 (x3), 5, 6 (x2), 1, 2 (x3), AC 
  6[13]; Atk weapon (1d6); Move 9; Save 18; AL C; CL/XP 
  B/10; Special: –1 to hit in sunlight.
  Manticore (5): HD 6+1; HP 23, 47, 40, 33, 17; AC 4[15]; Atk 
  2 claws (1d3), bite (1d8), 6 tail spikes (1d6); Move 12 (fly 
  18); Save 11; AL C; CL/XP 8/800; Special: tail spikes.
  8. TERRITORIAL DISPUTE
  At sea, the waters grow turbulent and uncontrollable, 
  taking on a life all their own. The characters sail into the 
  shadow of 2 huge water elementals jockeying for territory. 
  Engaged in a terrible fray for dominance, their struggle 
  sends them spiraling up underneath the characters’ ship, 
  which threatens to capsize it.
  The elementals continue their battle and, so long as the 
  adventurers remain within 250 ft. of either creature, the 
  elementals potentially slam into the party’s vessel again. Any 
  attack by one elemental that misses the other elemental by 
  five or more, strikes the characters ship. If the attack roll 
  also overcomes the vessel’s AC, it deals damage. 
  If anyone attacks the elementals, the two creatures 
  immediately break off their infighting and team up on the 
  new threat. 
  Unless the two elementals are fighting the party, 3 
  rounds after the characters sail into the middle of their 
  conflict, the elementals stop grappling and one flees for 
  open water. The other turns its attentions on the party, 
  seeing them as the new threat to its territory.
  Water Elementals (2): HD 8; HP 60, 47; AC 2[17]; Atk strike 
  (3d10); Move 6; Save 8; AL N; CL/XP 9/1,100; Special: can 
  overturn boats, immune to non-magic weapons.
  9. MERROW MARAUDER
  A band of merrow marauders besets the characters’ 
  vessel. There are 5 merrows (aquatic ogres) and their 
  leader Grawlim, who rides his elasmosaurus mount into 
  battle. The merrows are interested in any cargo or treasure 
  the characters have, and are not merely out for wholesale 
  slaughter. However, if denied the goods, they attempt to slay 
  all aboard.
  Grawlim uses his nets to bring down dangerous fighters, 
  riding in close to the ship so his elasmosaurus can attack as 
  well. The merrows fight until slain, but Grawlim’s greater 
  sense of self-preservation prompts him to flee when 
  reduced to fewer than 15 hit points. His pet constrictor 
  snake, Lurag, rides beside him and slithers across the 
  waves and up ships to attack.
  Grawlim, Merrow (aquatic ogre): HD 6; HP 42; AC 5[14]; 
  Atk +2 spear (2d6+2) or net (entangle) or javelin (1d6); 
  Move 12 (swim 15); Save 11; AL C; CL/XP 7/600; Special: 
  immunity to fey charms, shape change, spells (3/2/2). 
  Spells: 1st—detect magic, faerie fire, predict weather; 
  2nd—cause light wounds, obscuring mist; 3rd—call 
  lightning, cause disease.
  Equipment: +2 leather armor, +2 spear, 4 javelins, 2 
  nets, a special riding harness for his elasmosaurus, a 
  small net filled with 5 opals (100 gp each), a sapphire 
  
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  ring (300 gp) and an emerald bracelet (500 gp)
  Merrow (aquatic ogre) (5): HD 4+1; HP 16 (x2), 21 (x2), 14; 
  AC 5[14]; Atk weapon (1d10+1); Move 9 (swim 15); Save 
  13; AL C; CL/XP 4/120; Special: none. 
  Elasmosaurus: HD 15; HP 64; AC 7[12]; Atk bite (4d6); 
  Move 1 (swim 15); Save 3; AL N; CL/XP 15/2,900; Special: 
  none.
  Lurag (Constrictor Snake): HD 4; HP 25; AC 6[13]; Atk 
  constriction (1d6); Move 12 (swim 12); Save 13; AL N; CL/
  XP 4/120; Special: constriction.
  10. SAHUAGIN RAIDING PARTY
  A raiding party of 6 sahuagin raiders attacks the 
  characters. The sahuagin latch onto the party’s ship as it 
  passes and climb aboard, trying to take the characters by 
  surprise. These sahuagin are from Kraken’s Reef and know 
  the way there if the characters are looking for it.
  Sahuagin (6): HD 2+1; HP 8, 7, 13 (x2), 11, 9; AC 5[14]; Atk 
  weapon (1d8); Move 12 (swim 18); Save 16; AL C; CL/XP 
  2/30; Special: none.
  11. ST. DUNSTAN’S TOOTH
  A single rocky spire rises from the water, 
  its shoreline ringed black with seaweed, and its 
  weathered gray face cracked from salt and the bright, 
  beating sun. Bird droppings splatter the spire’s crown 
  a brilliant white, giving the islet the appearance of 
  a tremendous fang. In the clear blue skies above, 
  hundreds of seabirds dance in the breeze like black 
  flecks of pepper, ground from on high.
  According to the characters’ map – or local legend – the 
  spire is called St. Dunstan’s Tooth. Because of its visibility, 
  sailors often use the Tooth as a landmark, though in passage 
  they give it wide berth as its high crags form a vast rookery 
  for local seabirds and other more formidable predators. This 
  latter information is inconveniently missing from any map, 
  along with proper bearings for safe passage.  
  Synopsis
  At the highest point of the spire, a small colony of 
  harpies constructed an aerie from which they prey upon 
  passing ships. Those piloting their vessels too close to 
  the islet soon find themselves fending off attacks as the 
  
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  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  monstrous creatures swoop down, shred their ships’ sails, 
  and set their vessels adrift. 
  4 harpies swoop down to assail the ship. 
  Harpies (4): HD 3; HP 14, 12 (x2), 9; AC 7[12]; Atk 2 talons 
  (1d3) or longbow x2 (1d6); Move 6 (fly 18); Save 14; AL C; 
  CL/XP 4/120; Special: siren-song. 
  Equipment: longbow (one of the harpies has a +1 
  bow), 50 arrows
  Tactics: The harpies begin by swooping close to the ship 
  and shooting flaming arrows into the deck and sails. Next, 
  half the group make flyby attacks while the others sing, 
  charming victims to jump overboard. Those sails that fail 
  to catch fire, the archer harpies attempt to shred with their 
  razor-sharp talons. 
  Next, the harpies try to grab sailors, fly them into the air, 
  and dash them upon the Tooth. So long as they are crippled, 
  the harpies will leave sailors broken on the rocks and return 
  later to devour them.
  12. FOG ON THE HORIZON
  A low cloud of fog in the characters path turns out to be 
  6 air elementals. The elementals take shape and attack as 
  the ship enters their area. 
  Air Elementals (6): HD 8; HP 36, 35, 42, 32, 31, 46; AC 
  2[17]; Atk strike (3d10); Move (fly 36); Save 8; AL N; CL/XP 
  9/1,100; Special: immune to non-magic weapons, whirl-
  wind.
  13. THE SECRET PASSANGER
  The characters encounter the ship Martiosa, badly 
  damaged from a storm. The ship remains seaworthy, but 
  travels very slowly, its sails in tatters. A passenger named 
  Lucius offers the characters the hefty sum of 1,000 gp if they 
  will take him and his valet, Mantagar, to Port Shaw directly, 
  as his business interests there demand his presence. Lucius 
  is actually a rakshasa—a hideous poisoner, murderer, and 
  Kal’ Ay-Mah cultist from the distant Ebon Shroud. 
  Lucius is a dangerous envoy sent amongst the pathetic 
  mortals of the Razor Coast to assay Port Shaw as a possible 
  staging ground for the cult’s presence in the region. His 
  valet, Mantagar, is actually a doppelganger slave he 
  brought along to help with his considerable luggage. 
  Lucius is tired of whiling away his hours on board the 
  crippled Martiosa and looks forward to some debauchery 
  and to devouring a few humans in Port Shaw. If the 
  characters do not discover his true nature, he happily pays 
  them their fee upon arrival in Port Shaw. If the characters 
  discover his valet is actually a doppelganger, Lucius feigns 
  shock and then merrily helps the characters slay the 
  shapechanger. If the adventurers discover Lucius’ true 
  nature, the rakshasa sneers and attacks, fleeing if reduced to 
  below 10 hp. 
  Lucius, Rakshasa: HD 7; HP 42; AC –4[23]; Atk 2 claws 
  (1d3), bite (1d6); Move 15; Save 9; AL C; CL/XP 12/2,000; 
  Special: illusory appearance, special magic resistance, 
  spells (cleric spells [1], magic-user spells [3/2/1]).
  Spells: 1st—charm person, cure light wounds, magic 
  missile, sleep; 2nd—ESP, phantasmal force; 3rd—sug-
  gestion.
  Mantagar, Doppelganger: HD 4; HP 22; AC 5[14]; Atk 
  claw (1d12); Move 9; Save 13 (5 vs. magic); AL C; CL/XP 
  5/240; Special: immune to sleep and charm, mimics shape.
  14. THE DRACONIC TYRANT
  One of the larger islands holds an extremely narrow 
  beach with the jungle growing within 50 feet of the water. 
  The tree line is dense, reducing visibility to one-quarter 
  the normal distance. After travelling a few hundred yards 
  beyond the tree line, thick jungle gives way to a grassy field. 
  As the characters emerge, read or paraphrase the following 
  text.
  Emerging from the thick jungle, you find a vast 
  open field, roughly circular and at least a mile in 
  diameter. Giant lizard-like monstrosities roam the 
  field, grazing on the tall grass. They pay you little 
  attention, going about their business unbothered by 
  troublesome little primates.
  A large nest sits 10 feet away in the treeline. A creature 
  resembling a tyrannosaurus rex with wings lurks in the 
  shadows of the trees 75 feet away. This creature is the ill-
  begotten offspring of an exceedingly amorous red dragon 
  and a tyrannosaurus. She is particularly possessive of her 
  nest and the characters stand way too close for her comfort. 
  She charges the party immediately.
  
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  The Draconic Tyrant (Dragon-Tyrannosaurus Cross-
  breed): HD 12; HP 55; AC 2[17]; Atk 2 claws (1d8), bite 
  (4d8); Move 12 (fly 24); Save 3; AL C; CL/XP 13/2,300; Spe-
  cial: breathes fire (cone, 48 points of fire damage, once/
  day), chews and tears.
  Tactics: The Draconic Tyrant prefers to open combat 
  with a charge if possible, bringing her humongous jaws 
  into the fray as quickly as possible. In the second round 
  of combat, she fires up her breath weapon, attempting to 
  catch as many foes as possible in the cone. After expending 
  her breath weapon the Draconic Tyrant relies on her 
  brutal melee attacks, intent on devouring those who dare 
  approach her nest. The Draconic Tyrant fights to the death 
  to protect her young.
  Treasure
  While the Draconic Tyrant does not have any treasure, 
  enterprising characters might swipe her three eggs. Each egg 
  is about the size of a dwarf and weighs roughly 100 lb. While 
  tougher than the eggs of small birds, Tyrant eggs are still 
  delicate and require great care. Characters who return to Port 
  Shaw with intact eggs may sell them for 5,000 gp per egg.
  15. KELP SARGASSO 
  A narrow, mist-filled passage flows between two large 
  islands. Upon approach, sharp-eyed lookouts spot the 
  shadowed hulks shrouded within, their broken masts 
  poking from the black kelp like a decaying forest of crooked 
  crucifixes.
  The rotting shells of over a half dozen ships deteriorate 
  within the heavy mist. None younger than a few decades, 
  most of the vessels trace back to the Razor Coast’s golden 
  age of piracy under Garr Bloodbane. Non-player characters 
  of the ship’s crew may recognize some and exclaim, for 
  example, “Thar’s the Whalefinder! She was lost with all 
  hands back in aught three. This be a cursed place!” The 
  party may search the ships; most were plundered long ago.
  Synopsis
  The Sargasso’s real threat is the seaweed itself. Quite a 
  large patch possesses primitive sentience and attacks any 
  living creatures sailing through.
  Kelp Devil: HD 8; HP 32; AC 2[17]; Atk 6 fronds (1d6); 
  Move 12 (swim 18); Save 8; AL C; CL/XP 10/1,400; Special: 
  charm, immunity to electricity, resistance to blunt weapons 
  (50%), resistance to fire (50%), underwater concealment. 
  See Appendix for more details.
  Tactics: Kelp devils are patient creatures. They lie 
  perfectly motionless until potential prey moves within 10 
  feet. Once their prey is within range, they strike quickly 
  with their pseudopods, attempting to grab an opponent. 
  Grappled creatures are dragged underwater and drowned. 
  Slain creatures are devoured by the kelp devil.
  Editor’s Note – Islands, 
  Islands Everywhere
  Uncharted Islands – coral, volcanic, you name 
  it – dot the length and breadth of the Razor Coast. 
  You can’t turn a ship in circles without running into 
  a mysterious archipelago or a mist shrouded atoll. 
  Explorers have only noted the largest formations 
  on maps of the Razor – and only the islands that 
  do not move. 
  Razor Coast encourages Referees to dot the  
  seas with islands populated by their wildest  
  imaginings. For example, your editor likes to  
  imagine shipwrecking characters on islands of  
  undead cannibal pygmies. Especially if they look 
  like those over there.
  Anthropophagi
  
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  To Sail the  
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  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  16. GIANT PIRATES
  The characters spot an enormous ship off their port bow, 
  closing fast. A wayward band of marauding frost giants, 
  hailing from beyond the Face of the Frozen God, lost their 
  course in a storm and ended up on the Razor. They are 
  amused by the tiny seafarers of this region and while away 
  the hours playing all sorts of games with the miniature 
  boats of men. 
  The giants’ ship sails within 600 feet and heaves to. From 
  there the 3 frost giants and their captain, Gert Larson, 
  hurl rocks, old trunks, and pieces of other ships they have 
  encountered at the characters vessel, seeing who can hit it 
  first. Gert usually wins on his second attempt.  
  Once they strike the ship, the pirates lose interest and 
  change course. If the characters attack the giants, the 
  marauders find it very amusing and guffaw at first. If the 
  characters deal any serious damage, the giants attempt to 
  sink the tiny vessel and kill its crew. If the pirates close for 
  the kill, Gert makes full use of his spells to bolster the giants 
  for battle.
  Frost Giants (3): HD 10+3; HP 45, 42, 61; AC 4[15]; Atk 
  weapon (4d6); Move 12; Save 5; AL C; CL/XP 11/1,700; 
  Special: hurl boulders, immune to cold.
  Captain Gert Larson, Frost Giant: HD 10+3; HP 71; AC 
  2[17]; Atk +1 freezing battle axe (4d6+1 plus 1d6 cold dam-
  age); Move 12; Save 5; CL/XP 12/2,000; Special: hurl boul-
  ders, immune to cold, spells (3/2).
  Spells: 1st—magic missile, shield, sleep; 2nd—mirror 
  image, web. 
  Equipment: cloak of protection +2, gauntlets of swim-
  ming and climbing, +1 freezing battle axe, fur clothing, 
  spell component pouch, spellbook.
  Set-Pieces
  Raid on Kraken’s Reef
  Far off the coast of Port Shaw, extending deep below 
  the crashing waves of the Razor Sea, these sprawling coral 
  formations shelter an evil more sinister than any other 
  haunting the region: the dark seed of Demogorgon nurtured 
  in the womb of an ancient kraken and now full-grown, the 
  winged, tentacled horror that is Harthagoa, the Demon 
  Below. 
  Harthagoa hollowed his inner sanctum from this 
  immense coral formation. The reef rises from the ocean 
  and curves inward, forming a near-solid dome above the 
  surface, enclosing the entrance to the Krakenfiend’s inner 
  abode. A west-facing break in the coral wall known as the 
  Kraken’s Maw grants entry to the dome. Here Harthagoa 
  entertains dignitaries from the evil aquatic races of the 
  Razor and prepares his army of sahuagin soldiers for battle 
  against the land dwelling humanoids of Port Shaw.
  Harthagoa’s private chambers, Kraken’s Lair, lie below 
  the waves. Accessible only from within the walls of his 
  domed reef, an underwater passage tunnels through and 
  beneath the coral to a deep chamber. Inside, Harthagoa 
  packs his immense bulk and schemes.
  Passing through Kraken’s Maw into the interior of 
  Kraken’s Reef is no mean feat, and only the most hardy or 
  canny of adventurers should attempt it. For most, facing 
  Harthagoa in his own demesne, surrounded by his vast 
  army and many allies, is suicide. However, if the characters 
  concoct a brilliant plan to infiltrate the Reef – perhaps 
  simply to weaken or divide the Krakenfiend’s forces before 
  his assault on Port Shaw – consult the details of Harthagoa’s 
  domicile, below:
  Editor’s Note –  
  Braving the Lair
  Kraken’s Reef, lair of the Krakenfiend, is an appropri-
  ate set-piece for characters level 8–9 assuming the 
  Krakenfiend and his army are away, perhaps conduct-
  ing war games. Consider allowing the party to pen-
  etrate only so far, killing the Reef’s early defenders, 
  until the fracas alerts a praetorian cohort of sharks and 
  sahuagin. A murderous snatch and grab raid followed 
  by whole-hearted fleeing is the best way for a raid on 
  Kraken’s Reef to play out. A 9th level party discovered 
  by Harthagoa in his lair is almost certainly doomed. 
  K-1. KRAKEN’S MAW 
  This enormous archway is the obvious entrance into the 
  coral dome of the reef, and the Krakenfiend himself uses it 
  when not attempting to travel unnoticed. For surreptitious 
  exits he uses the tunnel leaving his lair, Area K–7.
  The salt-white exposed coral gives way to an 
  unsettling darkness: an enormous gateway to the 
  inner reaches of the reef, where the sun cannot reach 
  and things of shadow lay in wait. Passing through 
  the titanic opening feels distinctly like entering the 
  yawning maw of a gigantic, slumbering fiend. 
  The entryway is always guarded by 20 sahuagin, who 
  alert the other occupants of the reef and their dark master 
  at the first sign of danger. They conceal themselves among 
  the many crags, niches and crannies composing the inner 
  sides of the reef, jetting suddenly from the darkness to 
  attack anyone foolish enough to enter. If the characters 
  broach the Maw, five of the creatures swim deeper into 
  the compound to alert their master and his allies while the 
  
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  other 15 engage the adventurers. 
  Sahuagin (20): HD 2+1; HP 9 each; AC 5[14]; Atk weapon 
  (1d8); Move 12 (swim 18); Save 16; AL C; CL/XP 2/30; Spe-
  cial: none.
  K-2. SHRINE TO A TENTACLED GOD 
  This is where Harthagoa houses visiting dignitaries from 
  aquatic races seeking alliance. 
  Beyond the twisting coral lies a spacious 
  chamber. Someone carved the walls of this coral 
  grotto into statues. Most of these sculptures depict a 
  bloated, tentacled form. The largest of these stands 
  against the northwest wall of the chamber. The artist 
  carved the statue’s head to look fish-like and gave it 
  huge, disquieting bulbous eyes. 
  Long ago, the proud warriors of the Tulita drove the 
  sahuagin from the Razor coast. Now these evil fish folk seek 
  to return to the region and, with Harthagoa’s aid, exact their 
  revenge. The sahuagin sent an emissary named Slidobolao 
  — a four-armed mutant priest of the depths — and his 
  entourage of 6 sahuagin acolytes to entreat with the 
  Krakenfiend. The Krakenfiend graciously offered them these 
  quarters to do with as they please. Although he blithely uses 
  the sahuagin for his every menial need and off-handedly 
  bloats his army with sahuagin troops, in his dark heart he 
  does not take their proposed alliance very seriously. As the 
  bastard son of Demogorgon, Harthagoa judges most allies 
  unworthy of his august fiendish heritage, and he views the 
  broken tribes of the sahuagin as of marginal use. 
  Desperate to prove his people’s worth to the 
  Krakenfiend, the worshipful Slidobolao seeks some grand 
  deed to win the Demon Below’s favor. Eliminating a band 
  of pesky intruders might prove just the thing Slidobolao 
  needs. If he is alerted by the sounds of battle in Area K–1, 
  Slidobolao leads his acolytes into the fray immediately. If the 
  party happens upon Slidobolao here, he and his entourage 
  attack instantly, outraged by the intrusion. 
  Slidobolao, Mutant Sahuagin: HD 10; HP 66; AC 5[14]; 
  Atk 4 talons (1d4+2) or +1 heavy crossbow (1d6+2); Move 
  12 (swim 18); Save 5; AL C; CL/XP 13/2,300; Special: spells 
  (3/3/3/3/3)
  Spells: 1st—cause light wounds, detect magic, protec-
  tion from good; 2nd—bless, hold person, speak with 
  animals; 3rd—cause disease, prayer, remove curse; 
  
  184
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  4th—cause serious wounds, locate object, prayer; 
  5th—finger of death, insect plague, raise dead. 
  Equipment: +1 heavy crossbow, 10 bolts, manual of 
  wisdom, potion of healing, holy symbol
  Sahuagin Acolytes (6): HD 3+1; HP 17, 12 (x2), 20, 14, 11; 
  AC 4[15]; Atk spear (1d6); Move 12 (swim 18); Save 14; AL 
  C; CL/XP 2/30; Special: cleric spells (1)
  Spells: 1st—cause light wounds 
  Equipment:  shield, spear, holy symbol
  Tactics: Slidobolao and his fellow clerics fight as a team 
  to take down intruders.
  K-3. SHARK FENS
  Once Harthagoa kept his legions of sharks here, but 
  the call of the shark god Dajobas lured them into Jalamar’s 
  service. The fens lie empty save for Skisskaro, the shark 
  warden, and 5 large sharks. Skisskaro seeks to restock 
  Harthagoa’s supply of predators, but so far only succeeded 
  in locating these five. If he hears a disturbance within 
  Kraken’s Reef, he responds by sallying forth, leading his five 
  large sharks to battle. Otherwise, the characters find him 
  here tending his pets. 
  Skisskaro, Sahuagin: HD 5; HP 38; AC 2[17]; Atk handaxe 
  (1d6+2); Move 12 (swim 18); Save 12; AL C; CL/XP 5/240; 
  Special: none. 
  Equipment: bracers of defense 2[17], handaxe, ring of 
  fire resistance.
  Large Shark (5): HD 7; HP 31, 38, 34, 28, 21; AC 6[13]; Atk 
  bite (1d8+4); Move (swim 24); Save 9; AL N; CL/XP 7/600; 
  Special: feeding frenzy.
  Tactics: After ordering his sharks to engage the 
  characters, Skisskaro hides among the fens awaiting the 
  opportunity to sneak through the water to within five feet 
  of as many targets as possible. He then viciously attacks 
  everyone in range, leaving no one unscathed. Skisskaro 
  fights until slain, flying into frenzy as soon as the characters 
  wound him.
  K-4. TROPHY ROOM 
  Harthagoa keeps trophies from the more potent among 
  his defeated foes. 
  Weapons, armor, and other objects hang from 
  the coral walls. A small dais rises from the water 
  in the center of this watery room and on it lies a 
  glittering trident. 
  Ordered to slay any creature that enters, 10 sahuagin 
  and an aboleth guard this room. They hide in niches 
  chipped from the coral walls all along the chamber’s 
  perimeter. 
  Thanks to the aboleth’s phantasmal force, the niches 
  appear to be solid wall and the trident atop the dais 
  appears real. The Krakenfiend stores the actual trident, 
  formerly wielded by the late Solomon Trafalgar, in a secret 
  compartment on the north wall of the chamber. 
  Sahuagin (10): HD 2+1; HP 8 (x3), 10, 6, 12, 9 (x2), 16, 7; AC 
  5[14]; Atk weapon (1d8); Move 12 (swim 18); Save 16; AL 
  C; CL/XP 2/30; Special: none.
  Aboleth: HD 9; HP 45; AC 3[16]; Atk 4 tentacles (1d6 + 
  slime); Move 9 (swim 12); Save 6; CL/XP 12/2,000; Special: 
  mucus cloud in water (save or cannot breathe air for 3 
  hours), special disease upon successful hit (save or must be 
  immersed in water every hour), spell-like abilities.
  Spells: 3/day—charm monster, phantasmal force 
  Tactics: The aboleth and sahuagin wait until the 
  characters approach the illusionary trident, then the 
  sahuagin spring from their hiding places. The aboleth 
  remains hidden below the waves. It tries to enslave the 
  strongest-looking fighter and turn the character against 
  the party. The aboleth only engages the party if absolutely 
  necessary, but fights to the death rather than face the 
  Krakenfiend’s wrath.
  Treasure: The trident of Trafalgar is a +3 returning 
  trident. Other trophies of note are a +2 freezing battle axe, 
  a +1 flaming long sword, a helm of teleportation, and +3 
  suit of plate armor. 
  K-5. TRAYANI’S PARLOR
  Harthagoa’s favored consort, a sea-medusa (as per a 
  normal medusa, but water-breathing and with a sea snake 
  tail) named Trayani, lounges here. 
  This spacious chamber brims with kelp 
  mattresses, enormous open clams, conch shells 
  and large living sea cucumber pillows. Pearls of all 
  shapes, colors and sizes litter the chamber.
  The half-medusa mermaid Trayani reclines on a large 
  open clam bed, surrounded by sea cucumber pillows. Veils 
  conceal her well-proportioned upper body and gorgeous 
  face. Trayani abhors combat and treats with the party 
  happily. If threatened or attacked, she simply removes her 
  veil, unleashing her petrifying gaze on the characters. If this 
  fails to defeat them, Trayani flees for her life.
  Trayani, Consort to Harthagoa, Sea-Medusa: HD 6; HP 
  34; AC 3[16]; Atk +2 dagger (1d4+2) or +1 light crossbow 
  (1d4+1); Move 1 (swim 18); Save 11; AL C; CL/XP 8/800; 
  Special: breathe water, gaze turns to stone, poison, spells 
  (4/3/2/2).
  Spells: 1st—charm person, magic missile, read magic, 
  shield; 2nd—ESP, invisibility, levitate; 3rd—fly, hold 
  person; 4th—confusion, fear. 
  Equipment: several multi-colored silk veils and 
  wraps, +2 dagger, +1 light crossbow, 10 bolts, ring of 
  protection +2, a diamond necklace (2,000 gp). 
  
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  K-6. TRAINING GROUNDS 
  On this large area of sea floor, 100 feet below the surface, 
  the sahuagin troops of the Kraken toil day and night 
  preparing for the assault on Port Shaw, desperate to impress 
  the Demon Below. At all times 60 sahuagin are here 
  practicing the arts of war. 
  Sahuagin (60): HD 2+1; HP 12 each; AC 5[14]; Atk weapon 
  (1d8); Move 12 (swim 18); Save 16; AL C; CL/XP 2/30; Spe-
  cial: none.
  These troops respond to any incursion into the reef first 
  and constitute the bulk of the force that likely attacks Port 
  Shaw in Chapter 7.
  K-7. HARTHAGOA’S LAIR
  On the ocean floor, protected by the reef above, 
  an enormous gaping hole leads down 100 feet into an 
  underwater cave. This is the private domain of Harthagoa, 
  his bedroom beneath the waves, and any foolish enough 
  to intrude face his ire. If the characters sneak into the lair 
  unnoticed by his many minions, they find Harthagoa at rest 
  in the niche indicated on the map. Harthagoa fills nearly 
  every crevice of his lair and once inside it, characters must 
  squeeze to move about.
  Conceivably, the characters might enter through the 
  secret tunnel in the coral wall that Harthagoa uses for 
  surreptitious excursions (his pliable cephalopod body allows 
  him to squeeze through). From Harthagoa’s side, the tunnel 
  ends in a coral plug that he removes. From outside the plug, 
  it appears indistinguishable from the surrounding coral 
  wall.  
  Most likely, after alerting the denizens of Kraken’s Reef 
  to their presence, the characters face Harthagoa when 
  he emerges from his lair beneath the reef to destroy the 
  impudent encroachers. 
  Harthagoa, The Krakenfiend aka The Demon Below: HD 
  25; HP 125; AC –5[24]; Atk 6 arms (1d6 plus crush), 2 claws 
  (2d6), 2 tentacles (2d8 plus constrict), bite (4d6); Move 9 
  (fly 18, swim 24, jet 48); Save 3; AL C; CL/XP 32/8,000; Spe-
  cial: constrict (2d8+4), crush (1d6+4), immune to poison, 
  electricity, cold and acid, ink cloud (1/round as darkness 
  spell with 80-ft. radius), magic resistance (50%), spells, 
  “strike of chaos” (+15 damage to Lawful, 1/day), summon 
  1d4+1 vrocks 3/day (60%). 
  Spells: at will—cause fear, darkness 300-ft. radius, dispel 
  magic, polymorph self; 3/day—control weather, control 
  winds, part water; 1/day—disintegrate, suggestion.
  Equipment: staff of healing (33 charges), medallion 
  of ESP.
  Treasure
  Buried in the loose sand on the floor of this chamber 
  is the Krakenfiend’s hoard, plundered from dozens of 
  vessels over the past five years. Chests of gold and silver, 
  chalices, plates, bars, statuettes and coins with a total value 
  of 75,000 gp rest here along with the following: a famous 
  diamond known as the minotaur’s fist, of a size to match 
  its namesake and worth 15,000 gp, an emerald encrusted 
  vest worth 12,000 gp, gem of seeing, gauntlets of dexterity, a 
  horn of blasting, and a ring of frost resistance (+5 to saving 
  throws vs. magical cold, immune to normal cold). 
  Let Sleeping Krakens Lie
  When the characters arrive, Harthagoa is sleep-
  ing. Which explains why none of his minions are in a 
  hurry to swim over and wake him. Wouldn’t you let 
  sleeping Krakenfiends lie?
  However, some degree of ruckus eventually awak-
  ens the Krakenfiend. When the Krakenfiend stirs, 
  allow the party ample time to flee, even if they make 
  off with something of value. Harthagoa can always 
  use the item to scry them. 
  Make no mistake, they are certainly on his radar 
  after this. And if the party sticks around after Hartha-
  goa wakes? Kill them.
  Beacon Island
  For characters level 8–9. This encounter is critical to 
  successfully disrupting the Night of the Shark Background 
  Plot. Unless there is a good reason otherwise (failure to follow 
  up by the party being the most likely reason), you will probably 
  want to allow the players time to explore Beacon Island and its 
  environs before the ending events of Night of the Shark.
  Here Dalang Jalamar and his brood of weresharks 
  gnaw the bones of captured seafarers while planning 
  their moonlit attack on Port Shaw. Off the island’s shore, 
  the haunted, shattered bulk of Razor’s Edge lies beneath 
  the waves, her ghostly captain tethered to this mournful, 
  moldering ruin. Treasures and dangers both await intrepid 
  adventurers who venture these haunted shores. 
  As the characters make their way to this lonely isle, they 
  see the following:
  The isle is overgrown with foliage, mostly tangled 
  weeds and wildflowers, but the towering Beacon 
  Light rises from the untamed undergrowth like a 
  colossus. Along the Light’s sides, spirals of black 
  and white paint peel away, exposing the ugly gray 
  stone like the scales of a fish torn off to reveal the 
  soft tissue beneath. The Beacon Light stands dark 
  where once brightness shone forth, directing ships to 
  safe harbor.
  
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  lighthouse. Once a small wiry man with a scraggly unkempt 
  beard, his lightly decomposed body lies contorted into a 
  near impossible pose. He broke his own back convulsing 
  as wyvern’s poison coursed through his veins. A puncture 
  wound can be found near the center of his chest and 
  unravels the tale of his demise.  
  Treasure
  The pirate wears boots of elvenkind and carries an 
  exquisite rapier (worth 50 gp). 
  The Dragon
  On the way to the lighthouse, the characters draw the 
  interest of Tao, a pseudo-dragon in dire straits. Tao was 
  the faithful companion of Saeren, a monk traveler captured 
  on the high seas by the Razortooth Raiders. Polluted by 
  Dajobas’ kiss, Saeren now swims the waters of the island, 
  a monk who lost his good nature to the shark god’s dark 
  magics. The monk faithfully serves Dalang Jalamar and is 
  usually found in Area B–12 beneath the island, training to 
  incorporate his new were-forms into his fighting style. 
  Tao observes the characters from a distance, trying to 
  ascertain whether they are honest and upright souls who 
  will aid his master Saeren. If Tao thinks the characters are 
  heroes up to the task, he reveals himself. 
  Befriended, Tao proves a useful source of information. 
  On the Island 
  The Beacon Island Light stands its lonely watch, abandoned 
  but not empty. Five years ago one Daynor Renton and his 
  family moved into the Light and replaced the aging lighthouse 
  keeper. Daynor’s wife and two daughters adjusted well to life 
  on distant Beacon Island; unfortunately, he did not. The island’s 
  isolation drove Daynor to acute paranoid delusions. After only 
  four months cut off from civilization his mind snapped, and 
  he murdered his beloved wife and daughters then took his 
  own life. This horrific act doomed his soul, and Daynor rose 
  again as a mohrg. He gathered the bodies of his family and 
  secreted them in the cellar of the lighthouse, where he himself 
  hides. Since his transformation, Daynor preys on prospective 
  lighthouse keepers and their loved ones, as well as on the many 
  seafaring adventurers, who incautiously explored Beacon 
  Island Light. All have risen as Daynor’s zombie brood. 
  To make matters worse, a clutch of wyverns reside in 
  the lighthouse tower, fiercely defending their territory from 
  all trespassers. There are three wyverns in the tower, and if 
  they detect any movement in the foliage below the tower, 
  they immediately attack. If the wyverns do not detect the 
  characters’ approach, they remain in their nest in Area B–5.  
  The Body
  The corpse of a Razortooth Raider pirate lies tangled 
  in the weedy growth covering the island leading to the 
  
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  First, he warns the characters to be careful and quiet in 
  their approach to the lighthouse, as the wyverns above 
  attack anything they hear coming. Tao remains unaware of 
  the mohrg in the lighthouse, but knows that “shark-men” 
  enter and leave the island from the waters around Area 
  B–6. If the characters do not know the secret nature of 
  the shark attacks, Tao tells them all he knows about the 
  Razortooth Raiders; namely, that before fleeing his master’s 
  captives, the tiny pseudodragon overheard the shark-men 
  talk of a “great plan” to “bless every man, woman and child 
  in Port Shaw with Dajobas’ Kiss.” 
  Tao only releases the above information if they 
  promise to help Saeren regain his humanity. Tao begs the 
  characters to subdue the monk (no mean feat) and cure his 
  lycanthropy. If the characters agree to help, the dragon aids 
  them in this quest, even fighting at their side. 
  Tao, Pseudo-Dragon: HD 2; HP 8; AC 2[17]; Atk bite (1d3), 
  tail sting (1d3 + poison); Move 6 (fly 25); Save 16; CL/
  XP 5/240; Special: invisibility, magic resistance (25%), 
  poison. See Monstrosities for more information. 
  The Lighthouse
  The cottage below the lighthouse is sturdy, built of oak 
  and stone. Expert masons designed the conical exterior of 
  the lighthouse, constructing a tower to weather the coastal 
  storms that plague the Razor. 
  B-1. HEARTH ROOM
  When the characters enter, read or paraphrase the 
  following:
  The door to the lighthouse keeper’s cottage 
  opens on a cozy family room. A woven rug of red-
  dyed wool covers the center of the room, and an 
  old hickory rocking chair rests by a stone hearth. A 
  small pile of wood and a metal poker rests next to 
  the chair. Against the east wall sits an oak table with 
  a lace tablecloth on top. From the north wall, a small 
  hallway leads further into the house. 
  In this serene chamber, Daynor and his family passed 
  their leisure time. The cozy feel and seemingly calm 
  appearance of the room belie the truth; here Daynor slew 
  his wife and children. A search of the room reveals evidence 
  of the murders. Patches of crusted blood cake the red-dyed 
  wool of the rug, while beneath the scant ashes in the hearth 
  half a child’s jawbone and a few teeth lie concealed. There is 
  also a hidden trapdoor leading to the cellar (Area B–3).
  B-2. BEDROOM
  Here the Renton family took their rest. The small room 
  holds three beds, a larger double bed and two smaller ones. 
  Dolls and toys spill from an undersized chest at the foot of 
  
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  one of the child’s beds. A rack of clothing stands against the 
  north wall.
  Treasure
  Daynor strapped his life savings to the underside of the 
  down mattress beneath the larger bed: a meager 20 gp in 
  assorted silver and copper coins.
  B-3. CELLAR
  Daynor transformed the dank, dark cellar of the 
  lighthouse into his macabre playground. Here with 10 
  zombies, victims who came looking for him and his family, 
  he waits with undead patience for fresh prey to enter his 
  demesne. 
  If the characters do not discover his hiding place when 
  they pass through Area B–1 above, the mohrg, alerted 
  to their presence by the creak of the floorboards, prepares 
  a demented treat for the adventurers. He waits until they 
  ascend the Light Tower (Area B–5) before emerging from 
  the cellar. He then commands one of his zombie thralls to 
  dress in his wife’s favorite dress and shawl and to sit in the 
  hickory rocking chair. He orders two more zombies to wait 
  in the closet below the stairwell (Area B–4) and two more 
  to crawl into the larger bed in Area B–2. The remaining five 
  zombies wait by the trapdoor in the cellar with him. 
  After setting the stage, Daynor eagerly awaits the 
  descent of the characters, hoping the steady creak of the 
  old hickory rocking chair will draw them to investigate. 
  Once any character discovers a zombie – either the ones 
  in the bed or the one rocking in the chair – Daynor orders 
  the attack. 
  Alternately, if the characters discover the cellar door 
  while exploring Area B–1, Daynor commands three 
  zombies to lie still in the center of the cellar as if they are 
  corpses. He and the rest hide behind the crates and barrels 
  stacked in this room. When the characters enter, the 
  undead attack them. The mohrg and his zombies all fight 
  until slain. 
  Daynor, Mohrg: HD 10; HP 48; AC 0[19]; Atk fist (1d8) or 
  tongue (paralysis); Move 12; Save 5; AL C; CL/XP 13/2,300; 
  Special: grabs and holds, paralyzing tongue. See Mon-
  strosities for more information.
  Zombies (10): HD 2; HP 11, 4, 14, 13, 8 (x2), 9, 10 (x2), 7; 
  AC 8[11] or with shield 7[12]; Atk weapon or strike (1d8); 
  Move 6; Save 16; AL N; CL/XP 2/30; Special: immune to 
  sleep and charm.
  B-4. STAIRWELL
  Inside the large masonry tower leading to the light, a 
  spiraling wooden stairwell climbs to Area B–5 above. There 
  is a closet located beneath the bottom of this stairwell. The 
  first time the characters investigate this closet, they find it 
  empty save for some rain clothes and boots.  
  B-5. LIGHT TOWER 
  The wyverns nest here. When they enter, read or 
  paraphrase the following.
  At the center of this light tower stands an 
  enormous, steel hooded lantern with a rotating lens, 
  fueled by whale-oil. The tower is open to the air, with 
  several archways gazing across the shining waves of 
  the Razor Sea. Weeds and animal bones litter the 
  ground. 
  The 3 wyverns roosting here viciously attack any who 
  enter. There is not much space to maneuver in the tower, 
  so two of them immediately take to the air and attack the 
  characters through one of the eight large windows with 
  talon and tail. On the northeastern edge of the chamber, the 
  third wyvern stands over five eggs and defends them to the 
  death. While the wyverns attack all who enter the tower, 
  all three creatures focus their assault on any character who 
  approaches the eggs. 
  Wyverns (3): HD 8; HP 36, 37, 39; AC 3[16]; Atk bite 
  (2d8) or sting (1d6); Move 6 (fly 24); Save 8; AL N; CL/XP 
  10/1,400; Special: poison sting.
  
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  Offshore, Beneath the Waves
  Beneath the waves, off the eastern shore of Beacon 
  Island, a cliff extends below the water to a wide stone 
  ledge. On that ledge an underwater statue garden stands 
  mute witness to the ocean’s green silence. Below this ledge 
  a wrecked ship lies, the haunted vessel of Jacob Razor, 
  dragged to its watery grave, wrecked and discarded.
  B-6. UNDERWATER STATUE GARDEN 
  This plateau once stood above sea level. Long ago, the 
  underwater grotto behind it served as the hideout of a 
  powerful medusa sorceress named Kalina. Rising tides and 
  the constant nuisance of adventurers seeking her demise led 
  Kalina to abandon her island home. Since Kalina’s day, the 
  instability of the island’s volcanic foundation brought the 
  waters considerably higher.
  Today, Kalina’s statue garden – a stone menagerie of 
  foolhardy adventurers and offending local monsters – lies 
  under a hundred feet of water. The stone head of one of her 
  victims, a great sea snake, still extends above the waves, 
  apparently glaring at the island’s shore. This oddity is the 
  source of many fanciful legends and draws both adventure 
  seekers and tourists. 
  Whether the characters approach this area by boat or 
  circle the island and reach here on foot, read or paraphrase 
  the following:
  Twenty yards out from the sandy shore an enormous 
  serpentine head, its huge maw gaping with foot long 
  fangs, juts up from beneath the waves. The creature is 
  completely still, its fearsome gaze fixed on the shore.
  Around the sea serpent statue are several dark shapes 
  clumped beneath the waves. If the characters investigate by 
  diving to the bottom, read or paraphrase the following:
  Far below the churning waves, a collection of 
  statues in all shapes and sizes lies scattered across a 
  small ledge. Roughly eighty feet below the surface, 
  set into the rocky side of the island lurks the 
  entrance to an underwater cave. One hundred feet 
  from the shoreline, the ledge ends in a dark, murky 
  drop. On the ledge, which runs around the eastern 
  rim of the island and fifty feet northeast of the 
  statues, lies the carcass of a long-dead whale, its ribs 
  jutting up from the sandy bottom.
  
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  AppendiX
  If the characters look more closely at the poor petrified 
  victims…er, statues, then consult the following descriptions:
  The Statues
  Statue #1
  A small, daring halfling with expressive bushy eyebrows. 
  He is garbed in stylishly cut leather armor, his cloak 
  billowing as if caught in a breeze; his right hand grips 
  the pommel of a short sword half-drawn from its ornate 
  scabbard.
  Statue #2 
  An enormous bare-chested half-orc, brazenly sculpted 
  only in his breeches. This statue wears a smug grin on its 
  face, while its massive warhammer rests across a broad 
  shoulder.
  Statue #3
  A finely crafted statue of a tall elven woman, draped 
  in robes. She holds a long thin wand in one delicate, 
  outstretched hand. Her other hand rests on a scroll case at 
  her belt. 
  Statue #4
  A burly soldier in chain mail armor holding a shield 
  before him. The rim of the shield sits right below eye level. 
  His right arm is up behind him, hefting a broken sword. 
  Statue #5
  A hideous, foul-looking winged woman with feathered 
  legs ending in cruel talons. Her visage is twisted into a 
  vicious snarl.
  Statue #6
  Once the statue of a regally clothed archer with bow drawn, 
  someone smashed this work’s head from its shoulders.  
  Statue #7
  The statue of a monstrous humanoid with fish-like features. 
  The artist carved clumps of seaweed adorning its body. It holds 
  a large trident in its right hand, as if ready to throw.
  Statue #8
  This sculpture depicts a hulking winged creature with a 
  surprised look on its feral face. Its clawed hands stretch out 
  as if to ward off an attack.  
  Statue #9
  A massive stone sea snake stretches from the 
  underwater ocean ridge to the airy world above.
  Setup
  The tides and time have damaged the rest of the statues 
  too badly for anyone to discern their original forms. The 
  statues described above are all former adventurers and 
  monsters that at one time or another were foolish enough 
  to threaten Kalina. 
  All of them, that is, except “statue” #8, which is actually 
  one of 2 kapoacinths guarding this area. These aquatic 
  gargoyles use the statues as natural camouflage, preying 
  on treasure hunters attracted by the serpent’s head and 
  legends of “exotic underwater gardens rich, with art and 
  antiquities…”
  Since Dalang Jalamar and the Razortooth Raiders 
  arrivals, the kapoacinth have pledged fealty to the cleric. 
  They now serve as his sentries, ambushing any encroachers 
  into Jalamar’s stronghold. 
  To aid his new allies in their task, Jalamar animated 
  the whale skeleton, which lies stock still until either the 
  characters search the area around it or the kapoacinths 
  attack. Several other bones of varied species — some of 
  them humanoid — are buried in the sand near the whale 
  skeleton.
  Action
  If the characters start by investigating the statue garden, 
  the kapoacinths remain frozen, hiding among the statues 
  before ambushing the party. The kapoacinth “statues” are 
  less overgrown with seaweed and lichen then the others.
  If instead, the characters first swim to the whale 
  skeleton, the kapoacinths wait for the skeleton to engage 
  the characters before sneak attacking the party, preferably 
  after flanking them. If the party ignores both the garden 
  and the skeleton and makes a beeline for the cave entrance, 
  the kapoacinths and the skeleton immediately ambush the 
  characters from behind, desperate to alert the wereshark 
  raiders within.
  Kapoacinth (Aquatic Gargoyle) (2): HD 4; HP 22, 19; AC 
  5[14]; Atk 2 claws (1d3), bite (1d4), horn (1d6); Move 12 
  (swim 24); Save 13; AL C; CL/XP 6/400; Special: magic 
  weapon required to hit.
  Notes: Once these creatures unfreeze, their eyes take on 
  a glowing, red, ember-like glare.
  Tactics: The kapoacinths attack and then try to vanish 
  among the statues before their hapless foe counterattacks. 
  If any characters wind up separated from the party by more 
  than 50 feet, the kapoacinths gang up on the characters and 
  attempt to finish them off quickly.  
  During the third round of combat if the battle rages 
  more than 60 feet from the underwater cave entrance, one 
  kapoacinth flees into the cave to warn the Raiders and join 
  them. Any kapoacinth reduced to 10 or fewer hit points 
  attempts to flee off the edge of the plateau, deep into the 
  murky depths of the sea and out past Area B–7.
  Whale Skeleton: HD 12; HP 64; AC 6[13]; Atk bite (2d10); 
  Move (swim 15); Save 3; AL N; CL/XP 12/2,000; Special: 
  none.
  Note: Once this creature rises from the sand, it reveals 
  a gigantic whale skull and toothy jaw, an enormous rib 
  
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  cage, two hand-like appendages with bony fingers, and a 
  long tapered bone tail. The whale skeleton is an unsubtle 
  opponent. It viciously attacks one enemy until that 
  character is slain before moving on to the next. It fights 
  until destroyed.
  Stone Made Flesh
  If the characters return any of the statues in Kalina’s 
  garden to life before removing them to the surface – 
  through stone to flesh, for example – the rescued victims 
  immediately start sputtering and drowning. Statues 6 and 7 
  are exceptions. Consult the following for more information 
  on these petrified personages.
  Statue #1
  Gedavin Sagebrows is a passive-aggressive halfling. He 
  laments the petrification of his fellow adventurers: Baris, the 
  half-orc barbarian (statue 2), Valana the wizard (statue 3) 
  and especially Francois the archer (the now headless statue 
  6). Gedavin gladly joins the characters on their quest to 
  repay them for saving him from his watery tomb. However, 
  he constantly requests the characters aid him in recovering 
  his two intact fellows. To hint at this he composes ballads 
  about their deeds and the tragedy of petrification. Each 
  song ends with a group of “noble heroes” freeing the wizard 
  and barbarian from their tortured state. 
  Gedavin Sagebrows, Halfling (Ftr4): HP 21; AC 6[13]; Atk 
  sickle (1d4) or +1 sling (1d4+2); Move 12; Save 11; AL L; CL/
  XP 4/120; Special: halfling traits. 
  Equipment: +1 leather armor, sickle, +1 sling, 10 bul-
  lets, silver necklace with small ruby pendant (250 gp), 
  small purse with 19 gp.
  Statue #2
  If freed, Baris, the shell-shocked half-orc barbarian, 
  remains dumbfounded by his predicament. He cannot 
  comprehend what happened to him. When he realizes 
  the medusa left him trapped for decades and his friends 
  remain statues, he sobs uncontrollably, degenerating into a 
  sniveling mess. He demands the characters aid his friends, 
  including poor headless Francois. 
  Baris, Half-Orc barbarian (Ftr5): HP 36; AC 3[16]; Atk 
  battle axe (1d8+1) or long bow x2 (1d6); Move 12; Save 10; 
  AL L; CL/XP 5/240; Special: barbarian rage (+1 to attacks/
  damage for 2d4 rounds once per fight). 
  Equipment: plate armor, battle axe, long bow, 20 
  arrows, cloak of protection +1, potion of strength, 2 
  potion of healing, platinum and pearl ring (125 gp), 
  purse with 2 pp, 18 gp, and 9 sp
  Statue #3
  Valana, the stoic female elven magic-user, remains 
  composed when awakened. Her sharp intellect quickly 
  apprehends the situation. She thanks the characters for 
  putting an end to her long imprisonment and offers to 
  help them if they pledge to do what they can for Baris and 
  Gedavin. 
  As much as their wild ways drove her mad when 
  adventuring, she can’t bear to see the tiny halfling and 
  brutish half-orc adorning the sea floor. Francois was her 
  lover, and finding his statue headless destroys her. However, 
  not one to share her pain with strangers, she reveals her 
  inner devastation to no one. Observant characters might 
  note a quaver in her voice or a shake in her hand whenever 
  Francois becomes a topic of conversation.
  Valana, Elf (MU8): HP 26; AC 9[10]; Atk +2 dagger (1d4+2); 
  Move 12; Save 8; AL L; CL/XP 8/800; Special: elven traits, 
  spells (4/3/3/2)
  Spells: 1st—charm person, light, hold portal, shield; 
  2nd—invisibility, phantasmal force, pyrotechnics; 
  3rd—dispel magic, hold person, water breathing; 4th—
  dimension door, wall of ice. 
  Equipment: +2 dagger, manual of intelligence, scroll 
  of fireball, wand of magic missile (7 charges), 17 gp, 5 
  sp.
  Statue #4
  Cather, the suicidal fighter, was the only member of his 
  party – a group that explored here years after Valona’s crew 
  – affected by the medusa’s gaze. Terrified by Kalina, his 
  “friends” fled, leaving him one of the medusa’s masterpieces. 
  When he realizes his companions abandoned him, he 
  grows dejected and silent. After a moment he decides that 
  no adventurers ever cared for him the way the characters 
  have, so he faithfully swears to die in their service. In every 
  subsequent encounter he attempts just that and launches a 
  suicidal charge at every threat.
  Carthor (Ftr6): HP 33; AC 2[17]; Atk +2 longsword (1d8+2); 
  Move 12; Save 9; AL N; CL/XP 6/400; Special: none. 
  Equipment: +1 plate armor, long sword, potion of 
  cure moderate wounds, potion of growth, moonstone 
  (50 gp), gold bracelet engraved with the initials JXP, 
  small purse containing 3 pp and 9 gp.
  Statue #5
  This harpy attacks the closest character then attempts 
  to flap and flop to the surface. If allowed to escape, she 
  drags herself onto the nearby shore and hides in the foliage, 
  waiting for her wings to dry before flying away. 
  Harpy: HD 3; HP 17; AC 7[12]; Atk 2 talons (1d3) and 
  weapon (1d6); Move 6 (fly 18); Save 14; AL C; CL/XP 4/120; 
  Special: siren-song.
  Statue #6
  If transformed, poor Francois, the headless ranger, 
  collapses in a gory mess. No one can raise him because he 
  died when some miscreant adventurer from Cather’s group 
  smashed his head off and carried it away years ago. This 
  makes the task of restoring him to life difficult. While not 
  technically dead at the moment, ending the petrification 
  effect certainly will kill Francois. In such a situation, raise 
  
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  Strikes
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  the Shark
  AppendiX
  dead will not suffice to restore him to life; doing so requires 
  a resurrection or stronger spell. If resurrected he devotes all 
  of his time to trying to free the petrified Valana. 
  Francois (Rgr7): HP 51; AC 5[14]; Atk +1 short sword 
  (1d6+2) or long bow x2 (1d6); Move 12; Save 8; AL L; CL/
  XP 7/600; Special: alertness, tracking. 
  Equipment: chain armor, +1 short sword, longbow, 
  20 arrows, 4 potions of healing, purse with 29 gp.
  Statue #7
  Ssulslurg. If returned to flesh, this angry mutant 
  sahuagin hurls his trident toward the cave entrance – 
  where the medusa stood all those decades ago – then looks 
  around, confused to be underwater and surrounded by 
  characters. On the following round, he regains his bearings 
  and swims for his life. 
  Ssulslurg, Mutant Sahuagin: HD 9; HP 65; AC 5[14]; Atk 
  +1 trident (1d6+6) or +1 punching dagger (1d4+6); Move 12 
  (swim 18); Save 6; AL C; CL/XP 9/1,100; Special: none. 
  Equipment: +1 chain armor, +1 trident, +1 punching 
  dagger, gauntlets of ogre power, gold crown tipped 
  with emeralds, rubies, and sapphires (1,000 gp)
  Statue #8
  Was not a statue. 
  Kapoacinth (Aquatic Gargoyle): HD 4; HP 29; AC 5[14]; 
  Atk 2 claws (1d3), bite (1d4), horn (1d6); Move 12 (swim 
  24); Save 13; AL C; CL/XP 6/400; Special: magic weapon 
  required to hit.
  Statue #9
  Unpetrifying the “sea snake” is a bad idea. This 
  monstrous serpent is disoriented and ornery and 
  immediately attacks anyone it sees. 
  Sea Serpent: HD 8; HP 31; AC 3[16]; Atk bite (1d8); Move 
  (swim 18); Save 8; AL N; CL/XP 9/1,100; Special: constrict, 
  poison.
  Treasure
  Beneath the whale skeleton’s resting place is a leather 
  satchel buried in the sand. This contains the kapoacinths’ 
  treasure, which they keep from Jalamar, who demands 
  most of their goodies in sacrifice to Dajobas. Within, the 
  characters find a small silver statue of a fairy with tiny 
  sapphires for eyes (800 gp value) and a small red, silk pouch 
  containing 120 gp. Also buried in the sand, they find a piece 
  from the hull of the Razor’s Edge, located past the ledge and 
  deep below it, at Area B–7. 
  B-7. WRECK OF THE RAZOR’S EDGE 
  This is where Jacob Razor’s proud warship settled after 
  Harthagoa’s tentacles dragged it under. Captain Razor 
  himself, struck down from behind by Gregory Bonedeuce, 
  lives on tormented by his love for his wife Bethany, his 
  burning hatred for his murderer, and a blood debt sworn 
  in the folly of his youth to the witch, Old Makana (see 
  Chapter 7 for additional details). 
  Jacob Razor’s ghost haunts the Razor’s Edge, unleashing 
  his fury on anyone foolish enough to enter the remains 
  of his once proud vessel. Jacob cannot leave these sunken 
  decks unless summoned by the blood debt (again, see 
  Chapter 7 for details). As the characters approach, read or 
  paraphrase the following.
  Rotted wooden planks rise from the sand like the 
  ribs of a slain giant. Half-buried cannons indicate 
  this vessel was once a proud ship of war. Its mast 
  still stands upright as if the ship refuses to collapse 
  completely into memory. The wreck is silent as a 
  grave. 
  There is a steel plate nailed to the prow of the sunken 
  ship, but obscured by sand. If characters wipe off the sea 
  muck and barnacles, they read “Razor’s Edge.” As soon as 
  the characters enter the ship, Jacob Razor materializes, 
  rising from the sand in front of the mast and exposing his 
  horrific appearance.
  Captain Jacob Razor, Ghost: HD 8; HP 63; AC 0[19]; Atk 
  corrupting gaze (2d6 damage, 1d4 Cha) or touch (1d6 + 
  level drain); Move (fly 12); Save 8; AL C; CL/XP 14/2,600; 
  Special: corrupting gaze (2d6 damage, 1d4 Charisma loss; 
  save avoids Cha loss), level drain (1 level) with hit, magic 
  resistance (50%), magic or silver weapon required to hit. 
  Equipment: +2 chain armor, +2 healing dagger (heals 
  1d6 points of damage, 1/day), +2 scimitar (see Trea-
  sure below).
  Development
  If the characters indicate to Jacob that they know 
  Bethany – as part of his doom, Jacob cannot understand 
  words spoken under water, so they must find another way 
  besides conversation – the ghostly captain relents, breaks 
  off his assault, and attempts to tell the story of his tragic 
  fate. He points to the dagger still lodged between his ribs 
  (see Treasure below) and demands they take it to Bethany. 
  He also demands the characters acquire his blood debt but 
  appears barred from explaining further. 
  If the adventurers refuse either request, Jacob flies 
  into a rage and resumes his attack. If the characters try 
  to help Jacob or swear to avenge his death, the ghostly 
  captain attempts to aid them when encountered again in 
  Chapter 7.
  
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  Chapter Five: To Sail the Razor
  Treasure
  Jacob’s remains lie under three feet of sand beneath 
  the wreckage of his ship. Captain Razor can point out 
  his final resting spot if the party befriends him. Jacob’s 
  +2 chain armor, +2 healing dagger, and +2 scimitar lie 
  with his barnacled bones. From between two of his ribs 
  juts an ivory handled dagger, with “G.B.” carved into the 
  pommel. This blade is one of a matching pair Bonedeuce 
  often wielded in his younger years. Its sister blade hangs 
  among the collection of daggers, rapiers, and pistols in 
  Bonedeuce’s Fort Stormshield quarters (see Chapter 3, 
  Area F–9 for details).
  The Tunnels Below 
  Beneath the island lurks a small system of tunnels where 
  ages ago the cultists of Dajobas constructed a temple in his 
  honor. The Tulita forefathers eventually slew the cultists 
  and sealed off the temple, though not nearly as well as they 
  thought. In the intervening years, new inhabitants came 
  and went.
  SHARKS’ AMBUSH 
  This optional encounter could be used to lure the players 
  to the Tunnels below Beacon Island in the event that the 
  party missed them on prior visits.
  The characters run afoul of the Razortooth Raiders’ 
  new plan for catching meals and kidnapping candidates for 
  infection. In the course of defeating them, the party learns 
  that something foul lurks on or beneath Beacon Island.
  A fishing sloop anchors among the waves ahead. 
  Two fishermen on the sloop, nets at their feet, call 
  out hysterically to a man swimming in the water, 100 
  feet west of the sloop. The two on the boat gesture 
  wildly and screams of “Shark!” drift over the water. 
  Behind the swimming man, two fins close fast. 
  All the men described above, the two sharks included, 
  are members of Dalang Jalamar’s ravenous congregation. 
  The Razortooth Raiders devoured the real anglers and 
  stole the sloop. After enjoying their meal, the weresharks 
  decided to use their new vessel to lure more prey. Preferring 
  to battle in the water, the Raiders have staged this incident 
  and hope passing altruists will leap into the water to save 
  the “helpless fisherman” about to be torn apart by sharks. 
  
  194
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  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  The man in the water and the two sharks chasing him are 
  Razortooth Enforcers, while the two aboard the sloop are 
  Razortooth Raiders. 
  Razortooth Enforcers, Wereshark human form (3): HD 8; 
  HP 36, 35 (x2); AC 7[12]; Atk long sword (1d8+1) or dagger 
  (1d4+1); Move 12; Save 8; AL C; CL/XP 9/1,100; Special: hit 
  only by magic or silver weapons, lycanthropy;
  Razortooth Enforcers, Wereshark hybrid form: HD 8; HP 
  36, 35 (x2); AC 2[17]; Atk bite (1d6+2), long sword (1d8+1) 
  or dagger (1d4+1); Move 12 (swim 18); Save 8; AL C; CL/XP 
  9/1,100; Special: control sharks (75% normal, 50% giant), 
  hit only by magic or silver weapons, lycanthropy;
  Razortooth Enforcers, Wereshark animal form: HD 8; HP 
  36, 35 (x2); AC 2[17]; Atk bite (1d8+4); Move 0 (Swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special: control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy.
  Equipment: leather armor, long sword, dagger.
  Razortooth Raiders, Wereshark human form (Thf4) (2): 
  HD 8; HP 39, 37; AC 7[12]; Atk rapier (1d6) or dagger (1d4) 
  or light crossbow (1d4+1); Move 12; Save 8; AL C; CL/XP 
  9/1,100; Special: backstab (x2), hit only by magic or silver 
  weapons, lycanthropy, +2 save vs. traps, thieving skills;
  Razortooth Raiders, Wereshark hybrid form (Thf4): HD 
  8; HP 39, 37; AC 2[17]; Atk bite (1d6+2), rapier  (1d6); Move 
  12 (swim 18); Save 8; AL C; CL/XP 9/1,100; Special: back-
  stab (x2), control sharks (75% normal, 50% giant), hit only 
  by magic or silver weapons, lycanthropy, +2 save vs. traps, 
  thieving skills;
   Razortooth Raiders, Wereshark animal form (Thf4): HD 
  8; HP 39, 37; AC 2[17]; Atk bite (1d8+4); Move (swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special: backstab (x2), control 
  sharks (75% normal, 50% giant), hit only by magic or silver 
  weapons, lycanthropy, +2 save vs. traps, thieving skills;
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%.
  Equipment: leather armor, rapier, dagger, light cross-
  bow, 5 bolts
  Tactics: The Razortooth are eager for some serious 
  eating. If the characters approach, the Raiders on the 
  boat beg them to help their friend in the water. The three 
  
  195
  Chapter Five: To Sail the Razor
  Enforcers instantly target any characters that jump into the 
  drink. The two in shark form rush to attack, while the one 
  in human form draws his longsword under the water and 
  changes into hybrid form. 
  If able, the Raiders transform into hybrids and board 
  the characters’ ship. If unable to board, they stay in human 
  shape and fire their crossbows. As soon as a character 
  closes to melee with the Raiders on their sloop, they 
  transform into hybrid form, draw their rapiers and attack. 
  Any of the weresharks reduced to less than 10 hit points 
  dive deep into the water, attempt to change into shark form, 
  and swim back to Beacon Island. Before jumping in and 
  fleeing they shout, “Back to Beacon!” and “To the Shirker!”
  B-8. HIDDEN GROTTO
  The lightless underwater tunnel from Area B–6 surfaces 
  here. This cave is as dark as the passage leading here and 
  almost as damp. The hidden grotto sits above sea level, and 
  here Jalamar stores stolen goods he does not want damaged 
  by the salt sea. 
  Setup
  Three Razortooth Raiders, two Razortooth 
  Enforcers and eight large sharks guard the booty. One 
  of the three Raiders spends his guard duty in shark form, 
  swimming the dark grotto waters with the eight large 
  sharks. The remaining Raiders lie atop the rocky ridge and 
  pepper the party with crossbow bolts. All of the Razortooth 
  and sharks fight to the death once blood spills into the 
  water. If at least one kapoacinth flees to here to warn the 
  Razortooth, both Enforcers are also in the water when the 
  party reaches this area.
  Razortooth Enforcers, Wereshark human form (2): HD 
  8; HP 48, 32; AC 7[12]; Atk longsword (1d8+1) or dagger 
  (1d4+1); Move 12; hit only by magic or silver weapons, 
  lycanthropy;
  Razortooth Enforcers, Wereshark hybrid form: HD 8; HP 
  48, 32; AC 2[17]; Atk bite (1d6+2), longsword (1d8+1) or 
  dagger (1d4+1); Move 12 (swim 18); control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy;
  Razortooth Enforcers, Wereshark animal form: HD 8; 
  HP 48, 32; AC 2[17]; Atk bite (1d8+4); Move (swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special: control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy.
  Equipment: leather armor, long sword, dagger.
  Razortooth Raiders, Wereshark human form (Thf4) (3): 
  HD 8; HP 47, 24, 39; AC 7[12]; Atk rapier (1d6) or dagger 
  (1d4) or light crossbow (1d4+1); Move 12; backstab (x2), hit 
  
  196
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  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  To Sail the  
  only by magic or silver weapons, lycanthropy, +2 save vs. 
  traps, thieving skills;
  Razortooth Raiders, Wereshark hybrid form (Thf4): HD 
  8; HP 47, 24, 39; AC 2[17]; Atk bite (1d6+2), weapon (1d6); 
  Move 12 (swim 18); backstab (x2), control sharks (75% nor-
  mal, 50% giant), hit only by magic or silver weapons, lycan-
  thropy, +2 save vs. traps, thieving skills;
  Razortooth Raiders, Wereshark animal form (Thf4): HD 
  8; HP 47, 24, 39; AC 2[17]; Atk bite (1d8+4); Move (swim 
  24); Save 8; AL C; CL/XP 9/1,100; Special: backstab (x2), 
  control sharks (75% normal, 50% giant), hit only by magic 
  or silver weapons, lycanthropy, +2 save vs. traps, thieving 
  skills;
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%.
  Equipment: leather armor, rapier, dagger, light cross-
  bow, 5 bolts
  Large Shark (8): HD 7; HP 25 (x2), 29, 35, 30, 23, 28, 40; AC 
  6[13]; Atk bite (1d8+4); Move (swim 24); Save 9; AL N; CL/
  XP 7/600; Special: feeding frenzy.
  Treasure
  The rocky ridge at the west end of the chamber keeps 
  Jalamar’s booty dry; six crates of high quality silk (500 gp 
  value per crate load) and two barrels of Heaven’s Leaf tea 
  (1,000 gp per barrel) are currently stored here.  
  B-9. EEL CAVE 
  Three giant electric eels live in this underwater cave. 
  The eels are extremely territorial and aggressive. They 
  immediately attack anyone intruding in their domain. 
  Giant Electric Eel (3): HD 4; HP 17, 23, 24; AC 7[12]; Atk 
  bite (2d6); Move (swim 9); Save 13; AL N; CL/XP 4/120; 
  Special: electric shock (3d6, no save).
  B-10. THE KISS OF DAJOBAS  
  In this chamber, Dalang Jalamar administers his deity’s 
  razor-kissed blessing to captives taken by his Razortooth 
  Raiders. 
  A ledge along the west wall of this chamber juts 
  like a platform eastward to the center of the water 
  and stands just above the waterline. Rusted iron cages 
  hang from the ceiling by chains. The water slapping 
  on the stone is black as midnight and renders the 
  depth of the pool indeterminate. 
  Jalamar’s minions bring unfortunates chosen for 
  membership here and force them off the platform into 
  the water below. Jalamar then enters through the tunnel 
  connected to B–12, deep below the water line. He violently 
  mauls the victims, leaving them barely alive and infected 
  with Dajobas’ lycanthropic blessing.  
  Setup
  When the characters arrive, the cages hanging from 
  the ceiling hold 5 prisoners. These unfortunate whalers 
  crewed a large schooner called the Angel’s Breath that ran 
  afoul of the Razortooth Raiders. The Raiders brought them 
  here, and the whalers have since watched the weresharks 
  eat several of their fellows. Jalamar chose the surviving five, 
  the strongest of the crew, to receive Dajobas’ Blessing. All 
  are now infected with lycanthropy, though they have not 
  yet passed their first moon. If they survive, mark these 5 
  prisoners as Kiss Victims on your worksheet.
  If the characters reach this area without raising a general 
  alarm and they attack, then they arrive during the blessing 
  of the fifth and final prisoner. The fifth prisoner is not yet 
  infected with Dajobas’ Kiss. In this case, read or paraphrase 
  the following:
  Several pirates in leather and two hideous, 
  lumbering shark-men with white pupil-less eyes gather 
  around a terrified young fisherman. Half-starved and 
  clad only in tattered garments, he struggles weakly as 
  the shark-men grab him roughly under the arms and 
  hurl him unceremoniously into the water below. He 
  thrashes about wildly, desperate screams of horror 
  ringing hollow off the pitiless stone walls. 
  Action
  Three Razortooth Raiders and two Enforcers are 
  present.
  Watching the Blessing
  If the characters do not intervene, the Raiders – all in 
  human form – joke with the hybrid form Enforcers as the 
  fisherman struggles. Whenever he reaches the edge, they 
  stomp on his hands and shove him back into the water. 
  Three rounds after they throw the hapless lad into the 
  drink, a large black shark rises from below, and its fin cuts 
  a path through the dark water towards the fisherman. The 
  black shark is Dalang Jalamar in shark form.
  Dalang snatches the defenseless fisherman in his jaws 
  and lifts him from the water with one powerful thrust of 
  his tail. The water foams dark crimson and the man, nearly 
  disemboweled, stops struggling and clings feebly to life. 
  Jalamar retires back to Area B–12, as the enforcers lift 
  the fisherman from the water and stuff him back into his 
  rusted cage. There he bleeds and moans in agony, covering 
  the hideous gashes across his midsection with his bleeding 
  arms.
  
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  Chapter Five: To Sail the Razor
  Interrupting the Blessing
  If the characters attack before the Enforcers toss the 
  young fisherman into the water, both the Raiders and 
  Enforcers forget him and turn to the characters. Panicked, 
  the exhausted man staggers off into the dark toward Area 
  B–11.
  Jalamar lurks here as well, but does not engage the 
  characters. He wishes to see if these heroes prove worthy of 
  Dajobas’ Blessing, so he observes the fight, hovering deep 
  in the water near the tunnel to Area B–13. While Jalamar 
  does not attack the characters directly, he casts spells to 
  assist his Razortooth: protection from good, 10-foot-radius 
  on his wereshark companions before the characters arrive.
  Losing Surprise
  If instead the characters alerted any weresharks to their 
  presence or otherwise raised considerable noise invading 
  the tunnels beneath Beacon Island, Dalang puts off the 
  Blessing ceremony and both the Raiders and Enforcers 
  swim the water in hybrid form, waiting to ambush the 
  characters.
  Again Jalamar lurks but does not directly attack the 
  characters. However, he casts spells like protection from 
  good, 10-foot-radius, on his wereshark companions before 
  the characters arrive to bolster them.
  If discovered at any point, Jalamar immediately retreats 
  to the shrine at B–13 to make his final stand. 
  Prisoners (5): HP 4 each; AC 7[12]; Atk fist (1 hp); Move 12; 
  Save 18; AL Any; CL/XP B/10; Special: none. At least four 
  are infected with lycanthropy but will not transform until 
  the next full moon.
  Razortooth Enforcers, Wereshark human form (2):  
  HD 8; HP 36, 49; AC 7[12]; Atk long sword (1d8+1) or  
  dagger (1d4+1); Move 12; hit only by magic or silver  
  weapons, lycanthropy;
  Razortooth Enforcers, Wereshark hybrid form: HD 8;  
  HP 36, 49; AC 2[17]; Atk bite (1d6+2), longsword (1d8+1) 
  or dagger (1d4+1); Move 12 (swim 18); control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy;
  Razortooth Enforcer, Wereshark animal form: HD 8;  
  HP 36, 49; AC 2[17]; Atk bite (1d8+4); Move (swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special: control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy.
  Equipment: leather armor, longsword, dagger.
  Razortooth Raiders, Wereshark human form (Thf4) (3): 
  HD 8; HP 41, 19, 34; AC 7[12]; Atk rapier (1d6+1) or dagger 
  (1d4+1) or light crossbow (1d4+1); Move 12; backstab (x2), 
  hit only by magic or silver weapons, lycanthropy, +2 save 
  vs. traps, thieving skills;
  
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  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  Razortooth Raiders, Wereshark hybrid form (Thf4): HD 
  8; HP 41, 19, 34; AC 2[17]; Atk bite (1d6+2), weapon (1d6); 
  Move 12 (swim 18); backstab (x2), control sharks (75% nor-
  mal, 50% giant), hit only by magic or silver weapons, lycan-
  thropy, +2 save vs. traps, thieving skills;
   Razortooth Raiders, Wereshark animal form (Thf4): HD 
  8; HP 41, 19, 34; AC 2[17]; Atk bite (1d8+4); Move (swim 
  24); Save 8; AL C; CL/XP 9/1,100; Special: backstab (x2), 
  control sharks (75% normal, 50% giant), hit only by magic 
  or silver weapons, lycanthropy, +2 save vs. traps, thieving 
  skills;
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%.
  Equipment: leather armor, rapier, dagger, light cross-
  bow, 5 bolts
  Dalang Jalamar, Wereshark human form (Clr11): HD 
  9+2; HP 47; AC 9[10]; Atk 2 +2 punching daggers (1d4+2, 
  wounding); Move 12; Save 5; AL C; CL/XP 14/2,600; Spe-
  cial: hit only by magic or silver weapons, lycanthropy, +2 
  save vs. paralysis and poison, spells (4/4/4/3/3);
  Dalang Jalamar, Wereshark hybrid form (Clr11): HD 9+2; 
  HP 47; AC 2[17]; Atk bite (1d6+2), 2 +2 punching daggers 
  (1d4+2, wounding); Move 12 (swim 18); Save 5; AL C; CL/
  XP 14/2,600; Special: control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy, +2 
  save vs. paralysis and poison, spells (4/4/4/3/3);
  Dalang Jalamar, Wereshark animal form (Clr11): HD 
  9+2; HP 47; AC 2[17]; Atk bite (1d8+4); Move (swim 24); 
  Save 5; AL C; CL/XP 14/2,600; Special: control sharks 
  (75% normal, 50% giant), hit only by magic or silver weap-
  ons, lycanthropy, +2 save vs. paralysis and poison, spells 
  (4/4/4/3/3). 
  Spells: 1st—cause light wounds (x2), detect good, 
  protection from good; 2nd— bless, hold person (x2), 
  silence 15-foot radius; 3rd—cause disease, prayer, 
  remove curse; 4th—cause serious wounds, poison, pro-
  tection from good 10ft radius.
  Equipment: loose-fitting silk pants, hemp shoes, 
  Teeth of Dajobas (+2 punching daggers, two of them, 
  1d4+2, wounding; see sidebox), unholy symbol of 
  Dajobas. See Chapter 1 for full details.
  Development
  If the weresharks from Sharks’ Ambush defeated the 
  characters, the adventurers may awaken in the rusted 
  cages here. If defeated during any other encounter at sea, 
  it is possible the Raiders came across the adventurers still 
  clinging to life and brought them here. Dalang may even 
  have healed their wounds, intending to induct them into the 
  ranks of Dajobas’ believers. Either way, consider allowing 
  lost or defeated characters to awaken trapped in this area, 
  beside a second cage of trapped fisher folk, all awaiting the 
  blessing.  
  B-11. SAEGEN’S QUARTERS 
  The former vagabond monk Saeren now resides here. 
  Once a traveling champion of the weak and downtrodden, 
  Dajobas’ dark blessing freed him from his troubling 
  compassion. Today he revels in carnage and destruction as 
  Jalamar’s trusted right hand. Now that the Blessing erased 
  any vestige of restraint or humanity in him, Saeren enjoys 
  putting his martial skills to deadly use. In this chamber, the 
  monk practices to incorporate the gifts Dajobas granted 
  him into his fighting style. When the characters enter the 
  room, he immediately uses them to test his skills. If Saeren 
  hears the party approach, the monk hides in the niche 
  behind the entryway to this cavern until they enter, then he 
  attacks from their rear. 
  Saeren, Wereshark human form (Mnk7): HD 8; HP 41; AC 
  3[16]; Atk 2 strikes (2d8) or weapon (+3 damage); Move 
  18; Save 8; AL C; CL/XP 9/1,100; Special: alertness, deadly 
  strike, deflect missiles, hit only by magic or silver weapons, 
  lycanthropy, mastery of body, mastery of mind, mastery of 
  silence, +2 save vs. paralysis and poison, +2 save vs. traps, 
  speak with animals, slow falling, thieving skills;
  Saeren, Wereshark hybrid form (Mnk7): HD 8; HP 41; 
  AC 2[17]; Atk bite (1d6+2), 2 strikes (2d8) or weapon (+3 
  damage); Move 18 (swim 18); Save 8; AL C; CL/XP 9/1,100; 
  Special: alertness, control sharks (75% normal, 50% giant), 
  deadly strike, deflect missiles, hit only by magic or silver 
  weapons, lycanthropy, mastery of body, mastery of mind, 
  mastery of silence, +2 save vs. paralysis and poison, +2 save 
  vs. traps, speak with animals, slow falling, thieving skills;
  Saeren, Wereshark animal form (Mnk7): HD 8; HP 41; AC 
  2[17]; Atk bite (1d8+4); Move (swim 24); Save 8; AL C; CL/
  XP 9/1,100; Special: alertness, control sharks (75% normal, 
  50% giant), deadly strike, deflect missiles, hit only by magic 
  or silver weapons, lycanthropy, mastery of body, mastery of 
  mind, mastery of silence, +2 save vs. paralysis and poison, 
  +2 save vs. traps, speak with animals, slow falling, thieving 
  skills;
  Thieving Skills: Climb 91%, Traps/Tasks 45%, Hear 5 
  in 6, Hide 40%, Silent 50%, Locks 40%.
  Equipment: tattered robes and simple rope belt.
  Tactics: Saegen prefers to fight in hybrid form, which 
  leverages his training and his new physiological assets. 
  Saegen enjoys biting opponents while they are down. He 
  fights until slain. 
  B-12. SHARKERY
  This large chamber is completely filled with water. The 
  20 large sharks living here were once pets of Harthagoa’s 
  sahuagin servants, but Jalamar enticed them away from 
  their former masters. When not hunting, the sharks swim 
  here, endlessly circling and waiting for their master’s 
  commands. They viciously attack any non-shark or non-
  wereshark intruders. 
  
  199
  Chapter Five: To Sail the Razor
  Large Sharks (20): HD 7; HP 22 each; AC 6[13]; Atk bite 
  (1d8+4); Move (swim 24); Save 9; AL N; CL/XP 7/600; Spe-
  cial: feeding frenzy.
  B-13. SHRINE OF DAJOBAS 
  The heart and soul of the Razortooth Raiders, this 
  shrine is dedicated to their fearsome deity. If the characters 
  approach from Area B–11 read or paraphrase the 
  following: 
  Razored shark’s teeth of all sizes stud the walls, 
  floor and ceiling of the tunnel before you. The 
  entryway resembles a gaping maw, ringed with fangs 
  — a predator awaiting its prey.
  Navigating the toothy entry proves difficult. Merely 
  passing through the razor lined tunnel inflicts 1d6 points 
  of damage to any small creatures and 2d6 points to any 
  larger humanoid creatures. Characters moving at half their 
  normal Movement can avoid damage by carefully slipping 
  between the sharks’ teeth. The party may also devise 
  magical means to pass through the passage.
  Once the characters negotiate the passage, read or 
  paraphrase the following:
  Within this hand-hewn stone chamber, a grotto 
  of dark ocean water laps to either side of a narrow 
  stone walkway. The walkway ends on a circular stone 
  island in the middle of the chamber. At the center of 
  the island looms an altar festooned in dozens of large 
  sharks’ teeth that seem to grow from the stone itself. 
  The enormous jawbone of a gargantuan shark rises 
  from the flat surface of the altar, row upon row of 
  two-foot-long teeth gaping as if the altar itself might 
  swallow worshippers whole.
  Here Dalang Jalamar passes the days in prayer, 
  preparing for his full moon assault on Port Shaw. Two large 
  sharks accompany the priest, swimming in the ocean grotto 
  around the shrine. 
  When the characters enter, Jalamar greets them in 
  human form, happy to parley if they do not attack outright. 
  If the party proves themselves powerful by defeating 
  Jalamar’s Razortooth Raiders, the priest offers them the 
  Kiss of Dajobas and guarantees them positions of power in 
  the shark god’s coming new order. If the characters seem 
  uninterested, Jalamar smiles sadly at the benighted infidels 
  before attacking. 
  Dalang Jalamar, Wereshark human form (Clr11): HD 
  9+2; HP 47; AC 9[10]; Atk 2 +2 punching daggers (1d4+2, 
  wounding); Move 12; Save 5; AL C; CL/XP 14/2,600; Spe-
  cial: hit only by magic or silver weapons, lycanthropy, +2 
  save vs. paralysis and poison, spells (4/4/4/3/3);
  Dalang Jalamar, Wereshark hybrid form (Clr11): HD 9+2; 
  HP 47; AC 2[17]; Atk bite (1d6+2), 2 +2 punching daggers 
  (1d4+2, wounding); Move 12 (swim 18); Save 5; AL C; CL/
  XP 14/2,600; Special: control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy, +2 
  save vs. paralysis and poison, spells (4/4/4/3/3);
  Dalang Jalamar, Wereshark animal form (Clr11): HD 
  9+2; HP 47; AC 2[17]; Atk bite (1d8+4); Move (swim 24); 
  Save 5; AL C; CL/XP 14/2,600; Special: control sharks 
  (75% normal, 50% giant), hit only by magic or silver weap-
  ons, lycanthropy, +2 save vs. paralysis and poison, spells 
  (4/4/4/3/3). 
  Spells: 1st—cause light wounds (x2), detect good, 
  protection from good; 2nd— bless, hold person (x2), 
  silence 15-foot radius; 3rd—cause disease, prayer, 
  remove curse; 4th—cause serious wounds, poison, pro-
  tection from good 10ft radius.
  Equipment: loose-fitting silk pants, hemp shoes, 
  Teeth of Dajobas (+2 punching daggers, two of them, 
  1d4+2, wounding; see sidebox), unholy symbol of 
  Dajobas. See Chapter 1 for full details.
  Jalamar’s tactics are described in detail in Chapter 1. 
  By now, he had plenty of time to cast the spells listed in his 
  description. 
  If present and assuming his parley attempt fails, the 
  Dajobas priest waits as each character crosses to his island. 
  The walkway they must traverse to the island is slick. 
  Characters that fall into the water make excellent targets for 
  the sharks. After one or two characters cross successfully, 
  Jalamar erects a blade barrier to prevent the next character 
  from proceeding and effectively splitting the party.  
  Should any blood leak into the water during the battle, 
  any of the surviving 20 large sharks from Area B–12 
  immediately trace the blood into this chamber and arrive 
  lusting for a kill. These sharks start to arrive one round after 
  blood hits the water. Have 2d6 sharks show up each round 
  until all 20 have arrived.
  Large Shark (2): HD 8; HP 35, 45; AC 6[13]; Atk bite 
  (1d8+4); Move (swim 24); Save 8; CL/XP 8/800; Special: 
  feeding frenzy.
  The moment Jalamar fears the fight is going poorly, he 
  calls on Dajobas for aid, and the chamber begins filling 
  completely with sea water. 
  Treasure
  On the stone floor beneath the water in this chamber 
  lies most of the booty Jalamar and his Razortooth Raiders 
  have stolen from ambushed vessels the past several weeks. 
  Some of the loot the Raiders gathered before they met 
  Jalamar, back when Falken Drango commanded them. The 
  haul contains a trunk of jewelry and assorted raw diamonds, 
  sapphires, garnets, rubies, and emeralds (total value 
  26,970 gp) along with several sacks of silver and gold coins 
  (totaling 20,778 sp and 1,342 gp).  
  
  200
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  
  201
  Chapter Five: To Sail the Razor
  The Hunt for Garr Bloodbane’s Gold
  During his defiance of Port Shaw, Garr Bloodbane 
  frequently hid his ship Dark Lady among the shoals and 
  reefs north of Beacon Island. Only Bloodbane and his most 
  trusted crewmates ever successfully navigated these shoals, 
  and they are rife with the wreckages of those poor souls 
  who tried. Rumors abound that Bloodbane’s buried treasure 
  lies sunken somewhere inside the deadly embrace of Pirate’s 
  Nest. Of course, rumors abound that Bloodbane’s treasure 
  lies…everywhere. 
  Here, his golden legacy is indeed sunken within, but 
  only the works of his favorite bard, Durrell Ravenkith, also 
  deceased, show the exact location.  
  Ravenkith’s Musical Map
  If the characters found Ravenkith’s remains (see 
  Chapter 4 for details), his map and the sheet music on his 
  body (Handout #2), then they hold the clues leading to 
  Bloodbane’s gold.  
  Solving the Puzzle
  If they take the sheet music and place it over the map 
  in the correct orientation, the last five notes of the refrain 
  trace a safe path through both Pearl Mouth Shoals and 
  Pirate’s Nest, ending on the exact spot above Bloodbane’s 
  sunken treasure.
  To correctly orient the sheet music, the characters must 
  interpret the clue in the song lyrics “north past the fold” to 
  refer to Fold’s Point on Beacon Island. Next, they must place 
  the first of the last five notes in Ravenkith’s song over the 
  number 3, written on the map directly beside Fold’s Point. 
  Once this first note sits atop the number 3, they rotate 
  the sheet music to reveal that in one direction – and one 
  only – the last five notes of the song sit directly atop a 
  string of sequential numbers on the map. These numbers 
  are 3, 7, 9, 10 and 12. The number 12 marks the location of 
  Bloodbane’s sunken gold.
  Leaking the Clues
  In cartographic terms, the numbers on the map are 
  called soundings. They are proper nautical notation for 
  indicating the depth water at the indicated locations; for 
  example, a sounding number 30 means the water stands 30 
  fathoms deep at that location. The players can find out what 
  the numbers mean by talking to any sailors. 
  Players may notice that five of the soundings marked on 
  the map (the numbers 3, 7, 9, 10, and 12) do not indicate 
  believable depths for the locations they mark. 
  Additionally, Referees might hint that it is odd for 
  a cartographer to place sounding numbers directly on 
  compass lines. Only the five special soundings (3, 7, 9, 10, 
  and 12 fathoms, respectively) sit on compass lines instead of 
  next to them.
  Consider leaving it strictly to the players to recognize 
  that, if the first open note above the musical staff is assigned 
  the Number 1, then the Numbers 3, 8, 9, 10 & 12 also 
  denote the positions on the musical staff occupied by the 
  last five notes of Ravenkith’s song.  
  If the adventurers attempt to sail through the Pearl 
  Mouth Shoals or Pirate’s Nest without discovering and 
  following Ravenkith’s musical course, roll once on Table 5–1 
  for every hour of sailing, ignoring results below 60.
  Garr Bloodbane’s Sunken Treasure 
  If the characters follow Ravenkith’s secret course and 
  dive to the ocean bottom at the marked location, some 200 
  feet below the surface of the waves they find several large 
  chests scattered throughout an underwater kelp forest. The 
  chests, some of which remain airtight, contain:
  844 Platinum ‘Soldier’s Vice’ Coins (pp)
  Governments frequently paid their most elite maritime 
  officers in platinum coins detailed with pictograms of illicit 
  acts and services. An officer on shore leave in a foreign 
  port of ill repute might not speak the local language, but a 
  picture speaks a thousand words.
  20,567 ‘Beggars Gold’ Coins (gp)
  Long ago, in lip service to a tithing law – soon 
  overturned – the nobility of Port Shaw minted these 
  specially marked gold coins and gave them to beggars. They 
  then passed a law that no merchant or tradesmen could 
  accept ‘Beggars Gold’ on pain of death. 
  For a brief while, beggars in Port Shaw starved with 
  gold coins in their purse – coins swiftly returned to the 
  nobility. This marked the Church of Quell’s last attempt to 
  force charity laws on an unwilling city. Very few recall what 
  the carvings on these coins signify, and today they serve as 
  normal gold coins, albeit strange ones.
  62,728 Thrice-Cursed Silver Coins (sp)
  Garr Bloodbane once hired an old Tulita dockhand, 
  called him a “witchdoctor” and forced the palsied old native 
  to proclaim a large stash of silver cursed – so Bloodbane 
  would not have to split it with his men. Garr keelhauled the 
  first three crew members who protested, declaring their 
  deaths proved the curse was real. Garr’s crew later waylaid 
  the “witchdoctor,” who was never seen again..
  ‘Gold’ Statue of a Sea Lion
  Fit with a saddle and harness, this 2,000 lb. statue 
  is actually lead and only plated with gold. The metal 
  saddle is man-sized and strangely comfortable. A circular 
  indentation sits near the saddle horn, ideal for a small 
  tankard of ale or other beverage. 
  Value: 6,750 gp.
  
  202
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  Mummified Cat 
  Lovingly placed in a velvet-lined jade box, once removed 
  anyone peering inside the mummified cat’s mouth catches 
  the glint of a ruby, seemingly lodged in its throat. Removing 
  the ruby restores the cat to life, and it scampers off never 
  to be seen again. The ruby served as a component in an 
  ancient spell and once removed holds no magic powers. 
  As long as the ruby is in place, the cat radiates a strong 
  necromantic aura. 
  Value: 1,200 gp
  6 Casks of Rum 
  Two are empty. One is the final resting place of a pirate 
  named Shiloh Pete (see below). The remaining three are 
  filled with superior oak-aged white rum distilled by master 
  brewer Anos Grande. 
  Value: 2,100 gp
  Primitive Monkey Doll
  Carved from oak and inlaid with malevolent opal eyes, 
  this doll’s ivory teeth chatter at unpredictable times. The 
  monkey doll radiates minor transmutation.
  Value: 400gp
  Large Blue Sapphire.
  Anyone who inspects the stone notes a small eye at its 
  center, which seems to follow the observer. 
  Value: 2,540 gp
  A leather bag of burnt twigs and gravel 
  Value: 0 gp
  Wooden Carving
  A large, wooden carving of an elegant sinuous dragon. 
  Letters scratched into the base read, ‘DO NOT TRUST IT!’. 
  Value: 800 gp
  Book of Natural History
  Large book with an unknown species of faerie carcass 
  squashed flat in the middle.
  The book is a natural history of insects. 
  Value: 220 gp
  Three Leathery Eggs
  Each is the size of a dog. If buried in warm sand for 
  1d6 days, the eggs will hatch two ravenous giant snapping 
  turtles. 
  Giant Snapping Turtles (2): HD 8; HP 35, 40; AC 2[17] 
  shell, 5[14] head/limbs; Atk bite (4d6); Move 4 (swim 9); 
  Save 8; AL N; CL/XP 8/800; Special: none.
  Value: 5,000 gp each
  Tales of Love and Woe
  Found in one of the airtight chests, this leather bound 
  book scribbled in a crabbed hand relates many poorly 
  written stories depicting the unlikely romantic encounters 
  of the author, a lowly (but by all accounts amazingly potent) 
  deckhand with an almost godlike power to seduce women. 
  Value: 15 gp
  Last Words
  The skeletal remains of a small humanoid with a vellum 
  sheet shoved between its jaws. The vellum sheet holds the 
  last words of 87 sailors. The final listing reads: Will Romine 
  – “Huh, now wasn’t that ironic?” 
  Value: 1 gp
  Strip of Human Skin
  This trimming of human skin holds a tattoo depicting a 
  human female and the words ‘Irena Forever’ etched under it. 
  Value: 3 sp
  Porcelain Doll 
  A porcelain statue of a dancing bear, obviously well 
  cared for. 
  Value: 40 gp
  Fur Rug
  A centaur-hide fur rug complete with head, the dead 
  creature’s gaze frozen in distorted agony. 
  Value: 600 gp
  Bag of Holding
  Contains 500 pounds of sand.
  Bag tied with a gray cord
  This bag continuously summons unhappy rats, 
  perpetually soaked in seawater.
  Cloak of elvenkind
  This cloak has a hole through it about the size of a 
  cannon ball. It is otherwise functional.
  Gauntlets of swimming and climbing
  Dried blood stains these gauntlets.
  
  203
  Chapter Five: To Sail the Razor
  Manik Gutbeard’s Cutlass of the Crazed Seas
  This extraordinary cutlass, decorated with exquisite 
  etchings of waves along the blade, sports a hilt inlaid with 
  mother-of-pearl and gold.
  Weapon
  Damage
  Weight (lbs)
  Cost
  Cutlass
  1d6
  4
  18 gp
  Many years ago, Garr Bloodbane captured and killed 
  the famed pirate-hunter Shiloh Pete. Bloodbane pickled 
  Shiloh’s body and preserved it in this cask, planning to 
  display it to his men at his pleasure. When Garr removed 
  the pickled body, he discovered that his sailors drilled a 
  hole in the bottom of the cask and consumed all the rum 
  except a single mouthful, and in the process imbibed a dead 
  man’s blood. To this day many pirates still call rum “Shiloh’s 
  blood.”
  While Garr declared the whole episode a lark and 
  abandoned the barrel, the body of Shiloh Pete still lay 
  within. His soul lingers, bound to this cask and suffering 
  until someone consumes the final swallow. Freed from his 
  imprisonment, the spirit of Shiloh Pete will follow, haunt 
  and aid whoever drains the last dregs from the rum cask of 
  the Suffering Bastard. A small gem (actually an iridescent 
  spindle ioun stone) lies in the cask beside the body. 
  Anybody who takes the item without first freeing Shiloh 
  Pete from his eternal torment earns the enmity of the ghost, 
  who manifests and attacks. The pattern continues whenever 
  Shiloh Pete rejuvenates, until his soul is laid to rest.
  Manik Gutbeard’s  
  Cutlass of the Crazed Seas
  This +2 cutlass is a fine weapon under normal 
  circumstances, but it really shines when aiding 
  seafarers. Eponymously named for an insane pirate 
  infamous for his boarding actions, Manik Gutbeard’s 
  cutlass of the crazed seas grants several bonuses to its 
  owner, but only grants them when carried or wielded 
  while at sea. First, the owner gains Movement (Climb) 
  15, but only when navigating the masts and rigging 
  of a ship. He can fight aboard any ship at sea without 
  falling, including during rough seas or while standing 
  on a small surface such as a sail boom. 
  Secondly, for one hour per day the wielder can 
  breathe normally in salt water. This time need not be 
  used consecutively. 
  Finally, the wielder can utter a command word and 
  cause a special manacle to drop from the sword’s hilt. 
  This manacle magically latches onto any cannonball 
  the cutlass’s wielder touches with it. When a cannon 
  containing a cannonball connected to the magic 
  manacle is fired, the cannonball instantly reduces to 
  a streak of ash in the barrel. So long as the wielder of 
  Manik Gutbeard’s cutlass of the crazed seas is holding 
  the cutlass and standing within 5 feet of the cannon 
  when this happens, the wielder flies along the path 
  the destroyed cannonball would have traveled. The 
  cutlass’s owner takes no damage from being shot 
  in this fashion, nor from landing. During this special 
  flight, he is considered to have a Movement (Fly) 120, 
  though he can only travel along the trajectory the 
  cannonball would have traveled.
  Iridescent Spindle  
  Ioun Stone
  These crystalline stones always float in the air and 
  must be within 3 feet of their owner to be of any use. 
  When a character first acquires a stone, he must hold 
  it and then release it, whereupon it takes up a circling 
  orbit 1d3 feet from his head. Thereafter, a stone must 
  be grasped or netted to separate it from its owner. 
  The owner may voluntarily seize and stow a stone (to 
  keep it safe while he is sleeping, for example), but he 
  loses the benefits of the stone during that time.
  There are many forms of Ioun stones. The iridescent 
  spindle sustains a creature without air.
  Rum Cask of the Suffering Bastard 
  Caked in a fine layer of sand, this 55-gallon cask is 
  wrought from aged wooden staves and held together by 
  two large copper hoops. A close inspection reveals a fire-
  etched maker’s mark: ‘The Suffering Bastard,’ a rum distiller 
  over a century dead. A wooden spile to draw off the liquor 
  is clipped to the lid with removable iron bands. A cork, 
  painted to resemble the wood of the barrel and jammed into 
  a hole in its bottom, seals it shut.
  Shiloh Pete (Strangling Ghost): HD 5; HP 30; AC 0[19]; 
  Atk strangulation (save or die in 1d4+1 rounds); Move (fly 
  12); Save 12; AL C; CL/XP 9/1,100; Special: magic or silver 
  weapon required to hit, magic resistance (50%), strangles.
  More than a little mad and eternally drunk, Shiloh 
  remains incorporeal and invisible most of the time, uttering 
  nondescript moans, singing faint snippets of pirate songs, 
  fiddling with players’ belongings while they sleep, and reeking 
  of rum. However, Shiloh Pete aids whoever freed him when 
  they are in mortal peril, descending like an avenging angel on 
  their foe. Once Shiloh Pete saves the life of his liberator, he 
  vanishes forever, off at last to his final rest. 
  If killed or turned, the ghost returns to the cask, trapped 
  forever unless some rum remains or until someone refills 
  his cask and drinks again.
  
  204
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  It’s time to hit the High Seas!
  If you choose to do some exploring by sailing around the 
  waters of the Razor Coast, use the following tables to check 
  for random encounters.
  For each day of travel, check 3 times for an encounter (1 
  in 6 chance). To determine the nature of the encounter, roll 
  1d100 on the table below:
  1d100
  Waterbourn Encounters
  01–27 
  Swimming Creature
  28-30
  Dragon
  31-40
  Flying Creature
  41-55
  Merchant galley
  56-60
  Merchant ship
  61-70
  Pirate galley
  71-80
  Pirate ship
  81-90
  Privateer
  91-100
  Patrol
  1d100
  Swimming Creature
  01-10
  Crocodile, giant (2d8)
  11-20
  Jellyfish, Hypnotic (1d4)
  21-25
  Leeches, giant sea (2d20)
  26-35
  Mermen (3d20)
  36-38
  Giant sea turtle (1d2)
  39-40
  Windstorm (see Table 5–1)
  41-45
  Naga, water (1)
  46-50
  Octopus, giant (1: 95% or 1d4+1: 5%)
  51-60
  Thunderstorm (see Table 5–1)
  61-65
  Elemental, water (1)
  66-75
  Massive school of normal fish
  76-80
  Dragon Turtle (1)
  81-85
  Sea-ghouls (1d8 x5)
  86-90
  Whale, killer (1d4)
  91-95
  Whale, sperm (1) (deep water only or no encounter)
  96-00
  Crab, giant (2d20)
  Dragon Turtle (11HD): HD 11; AC 2[17]; Atk 2 claws (1d8), 
  bite (3d10); Move 3 (swim 9); Save 4; AL N; CL/XP 13/2300; 
  Special: break ships, breath weapon (steam). 
  Giant Crab: HD 3; AC 3[16]; Atk 2 pincers (1d6+2); Move 9; 
  Save 14; AL N; CL/XP 3/60; Special: none. See Monstrosi-
  ties for more details.
  Giant Crocodile: HD 6; AC 3[16]; Atk bite (3d6), tail (1d6); 
  Move 9 (swim 12); Save 11; AL N; CL/XP 6/400; Special: 
  none. 
  Giant Octopus: HD 4; AC 7[12]; Atk 8 tentacles (1d3); 
  Move 3 (swim 9); Save 13; AL N or C; CL/XP 6/400; Special: 
  constriction, ink, jet. 
  Giant Sea Leech: HD 2; AC 3[16]; Atk bite (2d6); Move 6; 
  Save 16; AL N; CL/XP 5/240; Special: sucks blood (1 level/
  round). See Monstrosities for more details.
  Giant Sea Turtle: HD 15; AC 3[16] shell, 5[14] head/flip-
  pers; Atk bite (4d6); Move 3 (swim 12); Save 3; AL N; CL/
  XP 15/2,900; Special: none. See Monstrosities for more 
  details.
  Hypnotic Jellyfish: HD 3; AC 8[11]; Atk 1 sting (1d8 + poi-
  son); Move 0 (swim 3); Save 14; AL N; CL/XP 5/240; Spe-
  cial: hypnotic colors. See Monstrosities for more details.
  Merman: HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 1 
  (swim 18); Save 17; AL Any; CL/XP 1/15; Special: breathe 
  water. 
  Sea-ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3), bite (1d4); 
  Move 9; Save 16; AL C; CL/XP 3/60; Special: immunities, 
  paralyzing touch. 
  Water Elemental (12HD): HD 12; AC 2[17]; Atk strike 
  (3d10); Move 6 (swim 18); Save 3; AL N; CL/XP 13/2,300; 
  Special: immune to non-magic weapons, overturn boats. 
  Water Naga: HD 7; AC 5[14]; Atk bite (1d4 + poison); 
  Move 12 (swim 20); Save 9; AL Any; CL/XP 10/1400; Spe-
  cial: poison, spells (4/2/1). 
  Spells: 1st—charm person x2, magic missile, sleep; 
  2nd—mirror image, web; 3rd— protection from nor-
  mal missiles.
  Whale, Killer: HD 12; AC 4[15]; Atk bite (3d10); Move 
  (swim 24); Save 3; AL N; CL/XP 12/2,000; Special: none. 
  See Monstrosities for more details.
  Whale, Sperm: HD 36; AC 4[15]; Atk bite (4d10), tail (4d10); 
  Move 0 (swim 18); Save 3; AL N; CL/XP 37/7,400; Special: 
  swallow whole. See Monstrosities for more details.
  
  205
  Chapter Five: To Sail the Razor
  Dragons
  1d100
  Dragons
  01-20
  Black, Immature (6HD)
  21-25
  Black, Adult (7HD)
  26-40
  Brass, Adult (6HD)
  41-60
  Bronze, Immature (8 HD)
  61-75
  Bronze, Adult (8HD)
  76-90
  Copper, Adult (8HD)
  91-96
  Red, Immature (9HD)
  97-00
  Red, Adult (10HD)
  Adult Black Dragon (7HD): HD 7 (28hp); AC 2[17]; Atk 2 
  claws (1d4), 1 bite (3d6); Move 9 (fly 24); Save 9; AL C;  
  CL/XP 9/1100; Special spits acid. 
  Immature Black Dragon (6HD): HD 6 (18hp); AC 2[17];  
  Atk 2 claws (1d4), 1 bite (3d6); Move 9 (fly 24); Save 11;  
  AL C; CL/XP 8/800; Special spits acid. 
  Adult Brass Dragon (6HD): HD 6 (24hp); AC 2[17]; Atk 2 
  claws (1d4), 1 bite (3d6); Move 12 (fly 24); Save 11; AL N; 
  CL/XP 8/800; Special fear or sleep breath. 
  Adult Bronze Dragon (8HD): HD 8 (32hp); AC 2[17]; Atk 2 
  claws (1d6), 1 bite (3d8); Move 9 (fly 24); Save 8; AL L;  
  CL/XP 10/1400; Special spits lightning or misdirection gas. 
  Immature Bronze Dragon (8HD): HD 8 (24hp); AC 2[17]; 
  Atk 2 claws (1d6), 1 bite (3d8); Move 9 (fly 24); Save 8; AL L; 
  CL/XP 10/1400; Specialspits lightning or misdirection gas. 
  Adult Copper Dragon (8HD): HD 8 (32hp); AC 2[17]; Atk 2 
  claws (1d6), 1 bite (2d10); Move 9 (fly 24); Save 8; AL L;  
  CL/ XP 10/1400; Special spit acid or breathe slowing gas. 
  Adult Red Dragon (10HD): HD 10 (40hp); AC 2[17]; Atk 2 
  claws (1d8), 1 bite (3d10); Move 9 (fly 24); Save 5; AL C;  
  CL/ XP 12/2000; Special breathes fire. 
  Immature Red Dragon (9HD): HD 9 (27hp); AC 2[17];  
  Atk 2 claws (1d8), 1 bite (3d10); Move 9 (fly 24); Save 6;  
  AL C; CL/XP 11/1700; Special: breathes fire.  
  See Monstrosities for more details.
  Flying Creatures
  1d100
  Flying Creatures
  01-05
  Chimerae (1d3)
  06-10
  Sky Worms (1d6+1)
  11-15
  Gargoyles (2d4)
  16-25
  Griffons (1 or 2)
  16-40
  Harpies (1d6)
  41
  Harpy Flock (3d6)
  42-50
  Manticores (1d4)
  51-60
  Normal Seagulls (flock)
  61-65
  Wasps, Giant (1d20)
  66-75
   Hippogriffs (1d4)
  76-85
  Rocs (1d2)
  86-95
  Stirges (3d10)
  96-00
  Wyverns (1d6)
  Chimera: HD 9; AC 4[15]; Atk 2 claws (1d3), 2 goat horns 
  (1d4), lion bite (2d4), dragon bite (3d4); Move 9 (fly 18); 
  Save 6; AL C; CL/XP 11/1700; Special: breathes fire.
  Gargoyle: HD 4; AC 5[14]; Atk 2 claws (1d3), bite (1d4), 
  horn (1d6); Move 9 (fly 15); Save 13; AL C; CL/XP 6/400; 
  Special: fly, magic weapon required to hit.
  Griffon: HD 7; AC 3[16]; Atk 2 claws (1d4), bite (2d8); Move 
  12 (fly 27); Save 9; AL N; CL/XP 8/800; Special: none.
  Harpy: HD 3; AC 7[12]; Atk 2 talons (1d3) and weapon 
  (1d6); Move 6 (fly 18); Save 14; AL C; CL/XP 4/120; Special: 
  flight, siren-song.
  Hippogriff: HD 3+1; AC 5[14]; Atk 2 claws (1d6), bite (1d10); 
  Move 18 (fly 24); Save 14; AL N; CL/XP 4/120; Special: none.
  Manticore: HD 6+4; AC 4[15]; Atk 2 claws (1d3), bite (1d8), 
  6 tail spikes (1d6); Move 12 (fly 18); Save 11; AL C; CL/XP 
  8/800; Special: tail spikes.
  Roc: HD 12; AC 4[15]; Atk bite (3d6), 2 claws (2d6); Move 3 
  (fly 30); Save 3; AL N or L; CL/XP 13/2,300;
  Special: none.
  Sky Worm: HD 3+1; AC 6 [13]; Atk bite (1d6) and tail lash 
  (1d4); Move 6 (fly 18); Save 14; AL N; CL/XP 4/120; Special: 
  fly, protect rider. See Monstrosities for more details.
  Stirge: HD 1+1; AC 7[12]; Atk proboscis (1d3); Move 3 (fly 
  18); Save 17; AL N; CL/XP 2/30; Special: blood drain (1d4), 
  +2 to hit bonus.
  Wasp, Giant: HD 4; AC 4[15]; Atk sting (1d4 + poison), bite 
  (1d8); Move 1 (fly 20); Save 13; AL N; CL/XP 6/400; Special: 
  paralyzing poison, larvae. See Monstrosities for more details.
  Wyvern: HD 8; AC 3[16]; Atk bite (2d8) or sting 
  (1d6+poison); Move 6 (fly 24); Save 8; AL N; CL/XP 
  10/1,400; Special: poison sting.
  
  206
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  Merchant Ship
  (using Swords & Wizardry Complete Rulebook)
  1d6
  Ship
  1-2
  Type: Small Galley with 1 light catapult (or 6-pounder 
  cannon treated as such) mounted at stern
  Crew: 50 rowers, 15 crew (non-classed), 3 mates (Ftr1)
  Captain: Fighter level 1d4+2
  Cargo Value: 1d6 x 1,000 gp
  Ship Value: 10,000 gp selling price, 50% less if the ship is 
  known to have been taken by piracy
  3
  Type: Large Galley with 2 light catapults (or 6-pounder 
  cannon treated as such) mounted at stern and bow
  Crew: 100 rowers, 50 marines (non-classed), 20 crew 
  (non-classed), 3 mates (Ftr1), first mate (Ftr3), 10% chance 
  of MU5, 10% chance of Clr5
  Captain: Fighter level 1d6+2
  Cargo Value: 1d6 x2,000 gp
  Ship Value: 20,000gp selling price, 50% less if the ship is 
  known to have been taken by piracy
  4-5
  Type: Small Ship (cog) with no armaments (or a 
  6-pounder cannon at the stern (treat as light catapult)
  Crew: 15 sailors (non-classed), 1 mate (Ftr1)
  Captain: Fighter level 1d4+2
  Cargo Value: 1d6 x1000gp
  Ship Value: 15,000gp selling price, 50% less if the ship is 
  known to have been taken by piracy
  6
  Type: Large Ship with no armaments (or with 1 six-
  pounder at the stern and 4 twelve pounders)
  Crew: 30 sailors (including 10 for gun crewing), 4 mates 
  (Ftr1), first mate (Ftr3)
  Captain: Fighter level 1d6+2
  Cargo Value: 1d6 x 2000 gp
  Ship Value: 25,000gp selling price, 50% less if the ship is 
  known to have been taken by piracy
  Pirate Galley
  (using Swords & Wizardry Complete Rulebook)
  1d6
  Ship
  1-4
  Type: Small Galley with 1 light catapult (or 6-pounder 
  cannon treated as such) mounted at stern
  Crew: 50 captive rowers, 1d10 +50 pirates (non-classed), 1 
  tough pirate (Ftr3), 4 mates (Ftr4), lieutenant (Ftr6)
  Others: 15% chance of cleric level 1d4+10, 10% chance of 
  magic-user level 1d4+4 
  Captain: Fighter level 8
  Treasure Value: 1d6 x 1,000 gp
  Ship Value: 10,000 gp selling price
  Bounty: 1d10 x 100 gp
  5-6
  Type: Large Galley with 2 light catapults (or 6-pounder 
  cannon treated as such) mounted at stern and bow
  Crew: 50 captive rowers, 50 pirate rowers, 1d20 +50 
  pirates (non-classed), 2 tough pirates (Ftr3), 4 mates (Ftr4), 
  lieutenant (Ftr6)
  Others: 15% chance of cleric level 1d4+10, 10% chance of 
  magic-user level 1d4+4 
  Captain: Fighter level 8
  Treasure Value: 1d8 x 1,000 gp
  Ship Value: 20,000 gp selling price
  Bounty: 1d4 x 1,000 gp
   
  Pirate Ship
  (using Swords & Wizardry Complete Rulebook)
  1d6
  Ship
  1-4
  Type: Small Ship (cog) with no armaments (or a 6-pounder 
  cannon at the stern and 2 at each side (treat as light 
  catapults)
  Crew: 15 sailor-pirates, 1d20 +100 pirates (non-classed), 2 
  tough pirates (Ftr3), 4 mates (Ftr4), lieutenant (Ftr6)
  Others: 15% chance of cleric level 1d4+10, 10% chance of 
  magic-user level 1d4+4 
  Captain: Fighter level 8
  Treasure Value: 1d8 x 1,000 gp
  Ship Value: 15,000 gp selling price
  Bounty: 1d4 x 1,000 gp
  5-6
  Type: Large Ship with no armaments (or with 1 six-
  pounder at the stern and 4 twelve pounders each side)
  Crew: 40 sailors (including 18 for gun crewing), 1d10+200 
  pirates, 4 tough pirates (Ftr3), 4 mates (Ftr4), lieutenant 
  (Ftr7)
  Others: 15% chance of cleric level 1d4+10 (check 3 times; 
  up to 3 are possible), 10% chance of magic-user level 
  1d4+4 (check 3 times; up to 3 are possible)
  Captain: Fighter level 8
  Treasure Value: 2d12 x 2,000 gp
  Ship Value: 25,000 gp selling price
  Bounty: 1d6 x 1,000 gp
  
  207
  Chapter Five: To Sail the Razor
  Privateer
  (using Swords & Wizardry Complete Rulebook)
  1d6
  Ship
  1-2
  Type: Small Galley with 1 light catapult (or 6-pounder 
  cannon treated as such) mounted at stern
  Crew: 50 non-combatant rowers, 1d10 +50 marines (non-
  classed), 1 tough marine (Ftr3), 4 mates (Ftr4), lieutenant 
  (Ftr6)
  Others: 15% chance of cleric level 1d4+10, 10% chance of 
  magic-user level 1d4+4 
  Captain: Fighter level 8
  Treasure Value: 1d6 x 1,000 gp
  Ship Value: 10,000 gp selling price
  3
  Type: Large Galley with 2 light catapults (or 6-pounder 
  cannon treated as such) mounted at stern and bow
  Crew: 50 non-combatant rowers, 50 marine rowers, 1d20 
  +50 marines (non-classed), 2 tough marines (Ftr3), 4 mates 
  (Ftr4), lieutenant (Ftr6)
  Others: 15% chance of cleric level 1d4+10, 10% chance of 
  magic-user level 1d4+4 
  Captain: Fighter level 8
  Treasure Value: 1d8 x 1,000 gp
  Ship Value: 20,000 gp selling price
  4-5
  Type: Small Ship (cog) with no armaments (or a 6-pounder 
  cannon at the stern and 2 at each side (treat as light 
  catapults)
  Crew: 15 sailor-marines, 1d20 +100 marines (non-classed), 
  2 tough marines (Ftr3), 4 mates (Ftr4), lieutenant (Ftr6)
  Others: 15% chance of cleric level 1d4+10, 10% chance of 
  magic-user level 1d4+4 
  Captain: Fighter level 8
  Treasure Value: 1d8 x 1,000 gp
  Ship Value: 15,000 gp selling price
  6
  Type: Large Ship with no armaments (or with 1 six-
  pounder at the stern and 4 twelve pounders each side)
  Crew: 40 sailors (including 18 for gun crewing), 1d10+200 
  marines, 4 tough marines (Ftr3), 4 mates (Ftr4), lieutenant 
  (Ftr7)
  Others: 15% chance of cleric level 1d4+10 (check 3 times; 
  up to 3 are possible), 10% chance of magic-user level 
  1d4+4 (check 3 times; up to 3 are possible)
  Captain: Fighter level 8
  Treasure Value: 2d12 x 2,000 gp
  Ship Value: 25,000 gp selling price
   
  Patrol
  (using Swords & Wizardry Complete Rulebook)
  1d6
  Ship
  1-2
  Two Small Galleys (Same)
  Type: Small Galley with 1 light catapult (or 6-pounder 
  cannon treated as such) mounted at stern
  Crew: 50 non-combatant rowers, 1d10 +50 marines (non-
  classed), 1 tough marine (Ftr3), 4 mates (Ftr4), lieutenant 
  (Ftr6)
  Others on Lead Ship: 15% chance of cleric level 1d4+10, 
  10% chance of magic-user level 1d4+4 
  Captain: Fighter level 7
  Treasure Value: 1d6 x 1,000 gp
  Ship Value: 10,000 gp selling price
  3-4
  Small Galley and Small Ship
  Galley
  Type: Small Galley with 1 light catapult (or 6-pounder 
  cannon treated as such) mounted at stern
  Crew: 50 non-combatant rowers, 1d10 +50 marines (non-
  classed), 1 tough marine (Ftr3), 4 mates (Ftr4), lieutenant 
  (Ftr5)
  Captain: Fighter level 6
  Treasure Value: 1d6 x 1,000 gp
  Ship Value: 10,000 gp selling price
  Small Ship
  Type: Small Ship (cog) with no armaments (or a 6-pounder 
  cannon at the stern and 2 at each side (treat as light 
  catapults)
  Crew: 15 sailor-marines, 1d20 +100 marines (non-classed), 
  2 tough marines (Ftr3), 4 mates (Ftr4), lieutenant (Ftr6)
  Others: 15% chance of cleric level 1d4+10, 10% chance of 
  magic-user level 1d4+4 
  Captain: Fighter level 8
  Treasure Value: 1d8 x 1,000 gp
  Ship Value: 15,000 gp selling price
  5-6
  Two Small Ships and 1 Warship
  Small Ships (same)
  Type: Small Ship (cog) with no armaments (or a 6-pounder 
  cannon at the stern and 2 at each side (treat as light 
  catapults)
  Crew: 15 sailor-marines, 1d20 +100 marines (non-classed), 
  2 tough marines (Ftr3), 4 mates (Ftr4), lieutenant (Ftr5)
  Captain: Fighter level 6
  Treasure Value: 1d8 x 1,000 gp
  Ship Value: 15,000 gp selling price
  Warship
  Type: Large Ship with no armaments (or with 1 six-
  pounder at the stern and 4 twelve pounders each side)
  Crew: 40 sailors (including 18 for gun crewing), 1d10+200 
  marines, 4 tough marines (Ftr3), 4 mates (Ftr4), lieutenant 
  (Ftr7)
  Others: 15% chance of cleric level 1d4+10 (check 3 times; 
  up to 3 are possible), 10% chance of magic-user level 
  1d4+4 (check 3 times; up to 3 are possible)
  Captain: Fighter level 8
  Treasure Value: 2d12 x 2,000 gp
  Ship Value: 25,000 gp selling price
  
  208
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  
  209
  Chapter Six: Night of the Shark
  Night
  of the
  Shark
  “Twas ghastly...jus’ me beauty. Me beauty and me... 
  we was strollin’. Then the moon rises ‘n says I...*sob*...says 
  I, look honey th’ moon risin’ so yellow and big...*sob*... 
  I remember that. Yellow. Like her dress ‘n...’n then she 
  turned an’ her jaw dropped an’ dropped an’ she bit me arm 
  clean off! *sob*
  But you got t’believe me, she was still her! I could see it in 
  her one good  eye...the one that was nah shark...terrified me 
  poor beauty was, terrified by what she was doin’ *sob* Her 
  mouth...th’ teeth..tha’...tha’s...all I remember. I passed out, 
  I did. 
  But she loved me. She must ‘ave. I be here am I nah?”
  — anonymous citizen of Port Shaw,  
  Night of the Shark survivor
  CHAPTER SIX
  
  210
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  Prologues
  THE SAVAGED TRAWLER 
  As described in Chapter 2, this encounter helps the 
  Referee segue into the Night of the Shark and turns up 
  the tension. It requires no combat and the characters learn 
  additional information through interrogation. However, 
  Referees might choose to add monsters – provided as an 
  option in the development section of the encounter – to 
  spice things up or just to allow the characters to earn 
  additional XP before they re-enter Port Shaw.
  The Setup
  The characters spot an abandoned fishing trawler – the 
  Good Day’s Catch or another appropriate vessel – flying 
  a distress flag. Set adrift and listing slightly, the trawler 
  appears badly savaged, perhaps by pirates. 
  If the characters are returning to Port Shaw by sea when 
  the encounter begins, they stumble upon the trawler a half-
  day’s sail from port. If returning to Port Shaw by land, they 
  discover the trawler floating in a small cove, trapped just 
  offshore. 
  If instead the party is in Port Shaw when the Referee 
  springs this encounter on them, they hear about the 
  trawler or are asked to investigate; in which case, they find 
  it bobbing in the same small cove. This cove’s geographic 
  features prevent passing ships from spotting the abandoned 
  trawler, but the same features mean the characters have 
  little trouble crossing the tiny bay to reach the trawler. See 
  Chapter 2 for more hooks to bring the characters and the 
  Good Day’s Catch together.
  Above Deck 
  Calling out to the ship garners no response. Once 
  aboard, the party finds deep red stains painting the deck, 
  while disheveled ropes and broken woodwork provide 
  evidence of struggle; however, the adventurers find no 
  bodies. Further investigation reveals smears of blood 
  leading down into the hold.
  Down in the Bilge
  In the dank, salt-stained dark below, the party discovers 
  corpses stuffed into the slowly filling bilge. They float like 
  obscene dumplings in a sour ocean stew, bloated and weeks 
  rotten. 
  The black bilge waters slosh only a foot and a half deep. 
  Anyone brave enough to inspect the bodies notes that they 
  all bear gruesome, jagged wounds. Many are missing limbs. 
  To inspect the slowly bobbing bodies, the characters must 
  stand in the brackish, rancid water. Living creatures who do 
  so are at increased risk of catching the shakes (Save or lose 
  1 point of dexterity after 1 day; dexterity loss is recovered 
  after 1 week of bed rest).
  
  211
  Chapter Six: Night of the Shark
  Some of the bodies have decomposed so badly they swell 
  with gases. For each body inspected by any character there 
  is a cumulative 20% chance the next corpse bursts when 
  touched, releasing a noxious and sickening gas. All within 
  a 10-foot-radius of the burst must make a save or be sick 
  for 1d4 rounds (–1 to hit and damage). Creatures that save 
  successfully become immune to the effect for 24 hours, 
  including from gas released when other corpses rupture in 
  the bilge. A cleric may have a chance to recognize the state 
  of decomposition (Referee’s discretion) and may release the 
  gas safely, without endangering the party.
  Action 
  The Sole Survivor 
  Master’s Mate Geoff McDugyl, this ship’s sole survivor, 
  hides in a dark corner sodden with befouled waters, driven 
  mad from days spent eating rats and corpses. Terrified 
  the characters are weresharks returning for him, he hides 
  behind a floating barrel. If found and reassured, he clings to 
  the reassuring character and unintentionally smears them 
  with infectious bilge water while weeping out his tale. This 
  further increases a character’s chances of contracting the 
  shakes. From everyone on whom Geoff hangs and weeps, 
  request another saving throw (at +1), even if this character 
  already succeeded on a previous roll. Multiple failed saves 
  have no additional effects.  
  Read or paraphrase Geoff’s tale:
  “You must flee before the sharks come back! 
  They’ll eat you like they devoured my mates. They 
  always return . . . shark-things, clambering out of the 
  ocean when the blood moon rises. They are Dajobas’ 
  spawn, man-sharks from the tales! But real. You . . . 
  you must leave quickly before they smell you . . .” 
  The man convulses horribly, throwing himself 
  around with great force and splashing filthy bilge 
  water everywhere. 
  “Please!” he cries, desperately clawing at you with 
  his filthy, gore crusted hands, “Please bind me in 
  chains before the moon rises!” 
  Slavering, barking now with burning malevolence, 
  he spits, “If you don’t bind me soon, I shall become 
  one of them! I shall tear out throats and gorge upon 
  flesh!” 
  The man is mad and suffers no lycanthropic affliction. 
  His strange convulsions are caused by a combination of 
  insanity and the disease (shakes) he caught from the tainted 
  bilge water. The characters can deduce this rather quickly 
  by inspecting him for shark bites or for the scars from bites. 
  They find none. 
  Unless they take precautionary steps, characters 
  inspecting the madman for shark bites run an even greater 
  risk of contracting the shakes when he spits or splashes 
  on them during this inspection. Another failure incurs no 
  additional effects.
  Geoff McDugyl (Thf5): HP 13; AC 6 [13]; Atk +1 dagger 
  (1d4+1); Move 12; Save 11; AL N; CL/XP 5/240; Special: 
  
  212
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  backstab (x3), +2 save vs. traps.
  Thieving Skills: Climb 89%, Traps/Tasks 35%, Hear 4 
  in 6, Hide 30%, Silent 40%, Locks 30%.
  Equipment: leather armor, +1 dagger, potion of heal-
  ing, gold hoop earrings (100 gp), pink pearl and plati-
  num ring (400 gp), small leather purse with 23 gp.
  If the Referee decides to include combat in this 
  encounter, 2 Razortooth Enforcers in the vicinity notice 
  the party’s ship or spot them approaching the beach. 
  Razortooth Enforcers, Wereshark human form (2): HD 
  8; HP 48, 32; AC 7[12]; Atk longsword (1d8+1) or dagger 
  (1d4+1); Move 12 (swim 24); Save 14; AL C; CL/XP 4/120; 
  Special: hit only by magic or silver weapons, lycanthropy; 
  Razortooth Enforcers, Wereshark hybrid form: HD 8; HP 
  48, 32; AC 2[17]; Atk bite (1d6+2), longsword (1d8+1) or 
  dagger (1d4+1); Move 12 (swim 18); Save 8; AL C; CL/XP 
  9/1,100; Special: control sharks (75% normal, 50% giant), 
  hit only by magic or silver weapons, lycanthropy;
  Razortooth Enforcers, Wereshark animal form: HD 8; 
  HP 48, 32; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special: control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy.
  Equipment: leather armor, longsword, dagger.
  Depending on how the characters approach the trawler, 
  these weresharks formulate a plan.
  The Party Sends Others to Investigate
  If the party stands by and sends non player characters 
  to explore the savaged trawler, the weresharks slip through 
  hatches on the far side of the trawler, unseen. Once inside, 
  unless the NPCs are henchmen or have sufficient levels to 
  defend themselves, the weresharks will simply kill the NPC 
  exploration crew but otherwise leave the trawler unharmed. 
  After which, they slip back into the ocean. Unless the 
  characters somehow catch on and intervene, inform the 
  players that the party hears screams, abruptly cut off, and 
  that a fountain of blood jets from the ship’s hold like a whale 
  spout. Then silence: the wind rustles in the rigging. Wood 
  creaks.
  The Characters Leave Their Own Ship  
  Undefended to Investigate
  If the characters board the trawler and leave behind 
  a ship with less than 25 minor NPC crewmembers, the 
  weresharks wait until the characters board the drifting 
  trawler before acting. Once the adventurers vanish into the 
  hold of the trawler, the weresharks attack the characters’ 
  ship, start that ship sinking, and leave the party stranded 
  on the damaged trawler. Then they wait, hoping to force 
  the adventurers to swim back through wereshark infested 
  waters to recover their listing, silent vessel.
  The Characters Don’t Leave  
  Their Own Ship Undefended
  Alternately, if more than 25 minor NPC sailors crew the 
  party’s ship, or it contains major or powerful NPCs – or if 
  the characters approached this encounter on foot – then 
  the weresharks also wait until the group boards the drifting 
  trawler. In this scenario, after most or all of the characters 
  descend below, the weresharks wait one more round and 
  silently push the abandoned craft further out to sea – and 
  away from NPC aid. Every round the weresharks push the 
  trawler unnoticed, it moves 40 feet away from either the 
  shore or the characters’ vessel.
  During the first five rounds the weresharks tow the 
  trawler, allow any unoccupied character a 1 in 6 chance 
  to notice the ship is moving; if an adventurer is actively 
  engaged, they do not receive their chance to notice the 
  ship’s motion. On the second round of moving out to sea, 
  any characters remaining on deck will automatically realize 
  what is happening. Should all the characters remain below 
  deck, unoccupied characters have the same chance to 
  notice the gentle movement, otherwise no one does.
  Once they separate the characters from their ship 
  or drag them further from shore on the trawler, the 
  weresharks rip a chunk from the bottom of the trawler’s 
  hull, then clamber in through the portholes and close on 
  the characters in both shark and hybrid forms. In the bilge, 
  this new hole in the ship manifests as an abrupt burst of 
  bubbles. 
  The Weresharks Speak
  During any battle – or if captured and interrogated 
  – the weresharks hiss, threaten and boast of Port Shaw’s 
  impending destruction and the coming of Dajobas. They 
  use phrases like: 
  “We are already there, unseen! Fools, Port Shaw 
  is doomed.” 
  “Take the Kiss and join us! It is not too late.”
  “We shall have it, the Chosen has promised!”
  “When we have it, the Tulita will gutter like a 
  candle in the blackest ocean!”
  “We shall find it and crush their last hope. The 
  Three shall never return!” 
  “His Banishment is ended when we crush it. The 
  Time of the Shark is now!”
  “He is The Fin that Cuts the Waters of the 
  World! Devour or be devoured!”
  
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  Chapter Six: Night of the Shark
  Development
  Saving The Trawler
  As the weresharks attack, the trawler sinks. Unless 
  someone dives beneath the filthy water in the hold and 
  repairs the breach, the water levels in the bilge rise 1 foot 
  per round for 6 rounds, at which point only the mast of 
  the trawler juts from the sea and no air remains in the hold 
  below. On the seventh round, the vessel drifts fully beneath 
  the waves and begins its descent toward a watery grave.
  Unless they take specific action to avoid it, anyone 
  diving beneath the bilge water inhales some dribblets of 
  the filthy sludge. This further increases the chances of 
  contracting the shakes. Request yet another saving throw, 
  this time at –2, even if this character already succeeded on a 
  previous roll. A second failure has no additional effects.
  The Weresharks Words
  During the battle, as the Weresharks boast and threaten, 
  characters who have Tulita heritage will recall the story 
  of Dajobas, recognize the significance of the Time of 
  the Shark, and know that “the three” refers to the Tulita 
  deities Dolphin, Tortoise and Whale. A cleric of non-Tulita 
  heritage has a 10% chance to have encountered this folklore 
  in the past, and a magic-user of non-Tulita descent has a 5% 
  chance to have encountered this information while reading 
  on other subjects.
  Alternately, if the characters interrogate Geoff McDugyl, 
  he overheard the weresharks that killed his fellows boasting 
  in much the same words, and he relates these comments to 
  the characters.
  Wrap-Up
  At any point if the battle goes against the Enforcers, 
  they retreat to the ocean, hoping to catch the characters 
  when the boat sinks and forces the party to swim for shore. 
  Should the characters attempt to repair the sinking vessel 
  after the weresharks retreat, then in shark form surviving 
  Enforcers jut their heads through the hole and harass the 
  character making repairs, attempting a grapple to hold them 
  under the water.
  These weresharks are not part of the veteran weresharks 
  who infiltrated Port Shaw and are calculated on the Night 
  of the Shark worksheet in Chapter 2. However, if any 
  weresharks survive this encounter, they swim to shore, 
  change to human and join that list. Increase the number of 
  veteran weresharks hiding in Port Shaw accordingly.
  THE NIGHTSLINK MYSTERY, PART II: 
  WHERE THERE’S BLOOD, THERE’S SHARKS
  Once news of Basel and Branard’s defeat (see “The 
  Nightslink Mystery, Part I” in Chapter 4) reaches the 
  rest of the Nightslinks, the remaining renegades plot 
  vengeance. The Nightslinks return to the scene of their 
  two compatriots’ defeat, rough up a barkeep or a key NPC, 
  and take a few bites out of nearby patrons. Before exiting, 
  they leave an ominous message to deliver to the characters: 
  “Where there’s blood, there’s sharks.” 
  Badly shaken, the barkeep puts out the word for the 
  characters to find him so he can deliver the Nightslinks’ 
  message. When the characters return to speak with the 
  barkeep, the shaken fellow also adds that the Nightslinks 
  have sworn to hunt the party down and slay them one by 
  one. Unfortunately, he cannot reliably describe a single 
  Nightslink attacker. The characters might be able to act 
  first and defeat the Nightslinks, except they have no idea 
  for who they are looking. The only person familiar with the 
  identities of the Nightslinks is their former Captain, the 
  dread pirate Falken Drango. 
  What happens next depends on how they decide to 
  secure descriptions of Falken Drango’s former crew. Falken 
  himself is a good bet, but not the only option. Regardless, 
  querying locals with Drango at their side or descriptions of 
  the Nightslinks in hand, the characters quickly learn that 
  the locals spotted men fitting the descriptions of various 
  crewmembers poking about the Port Shaw lighthouse 
  grounds. 
  Action
  The characters and possibly Drango may go to the 
  lighthouse and continue their search. When they do, the 
  assembled Nightslinks remain in hiding until the characters 
  discover their booty-packed crates. While this loot distracts 
  the characters, the remaining Nightslinks attack.
  Nightslinks, Wereshark human form (Thf4) (2): HD 8; 
  HP 23, 42; AC 9[10]; Atk +1 cutlass (1d6+1); Move 12; Save 
  13; AL C; CL/XP 5/240; Special: backstab (x2), hit only by 
  magic or silver weapons, lycanthropy, +2 save vs. traps, 
  thief abilities;
  Nightslinks, Wereshark hybrid (Thf4) (2):  HD 8; HP 23, 
  42; AC 2[17]; Atk bite (1d6+2), +1 cutlass (1d6+1); Move 12 
  (swim 18); Save 8; AL C; CL/XP 9/1,100; Special: backstab 
  (x2), control sharks (75% normal, 50% giant), hit only by 
  magic or silver weapons, lycanthropy, +2 save vs. traps, 
  thief abilities;
  Nightslinks, Wereshark animal form (Thf4) (2): HD 8; 
  HP 23, 42; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special: backstab (x2), control 
  sharks (75% normal, 50% giant), hit only by magic or silver 
  weapons, lycanthropy, +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 89%, Traps/Tasks 35%, Hear 4 
  in 6, Hide 30%, Silent 40%, Locks 30%. Equipment: 
  +1 cutlass, potion of healing, leather purse with 35 gp.
  One of the crates hidden among the rocks near the base 
  of the lighthouse is Captain Bloodscupper’s Locker, and 
  a Nightslink rushes to activate it the moment they spring 
  their ambush. The Locker has four charges remaining before 
  
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  AppendiX
  the Nightslink activates it.
  Bone Devil: HD 9; AC 0[19]; Atk large bone hook (1d12) 
  or tail (2d4 plus poison); Move 15; Save 6; AL C; CL/XP 
  16/3,200; Special: hook, immunity to fire and poison, in-
  fernal abilities, infernal resistances, magic resistance (55%), 
  poison, summon. See the Appendix for more details.
  Spells: at will—fear, telepathy 100ft, teleport; 3/day—
  fly; 1/day—animate dead, charm person, phantasmal 
  force, suggestion, wall of ice.
  Equipment: pirate clothing, large hook
  During the battle, or if interrogated after it, the 
  Nightslinks shout angrily at the characters. They use 
  phrases like:
  “Ye have no idea wha’s comin’ fools! Port Shaw 
  be doomed!”
  “Take th’ Kiss an’ join us! We can head t’ sea 
  together an’ rule th’ waves”
  “Leave Dalang t’ his squiffy trinket, this whole 
  town will be naught but blood!”
  “’e will have it, th’ Tulita will die, only th’ strong 
  will survive — why nah t’ sea wit’ us?”
  “’e shall loot it an’ th’ three shall ne’er return! 
  Why fight? Flee wit’ us!” 
  “Don’ ye understand? Th’ Time o’ th’ Shark be now!””
  Development
  If the party captures and interrogates any of the 
  Nightslinks, they learn that secret weresharks walk the 
  streets of Port Shaw in human form, seeking something 
  for the Chosen of Dajobas. The Nightslinks, however don’t 
  know what it is Dalang’s minions hunt, only that “ ‘ol Black 
  Fin gets mighty frothy ‘bout it.” If pressed they reveal it’s 
  “some kind o’ Tulita geegaw,” but know nothing more. 
  They were far too busy with their own plans to pay closer 
  attention to Dalang’s orders. The Nightslinks can, however, 
  confirm that Dalang Jalamar – once Quell’s missionary – is 
  the black shark, Chosen of Dajobas. Finally, the Nightslinks 
  know Dalang plans to wet the cobblestones of Port Shaw 
  with hot human blood, but not when or at what signal. 
  However, characters who have Tulita heritage recall the 
  story of Dajobas, recognize the significance of the Time of 
  the Shark, and know that “the Three” refers to the Tulita 
  deities Dolphin, Tortoise, and Whale. As mentioned above, 
  a cleric of non-Tulita heritage also has a 10% chance to have 
  encountered this folklore in the past, and a magic-user of 
  non-Tulita descent has a 5% chance to have encountered 
  this information while reading on other subjects.
  Captain  
  Bloodscupper’s Locker
  This graying wooden chest is worn and crusted 
  with barnacles, its rusted hasp held fast only by a 
  wooden pin. Anyone opening the chest finds only 
  sand, dried seaweed and old bones. Yet those brave 
  enough to chant the command rhyme inscribed 
  inside the lid summon forth the wrathful incarnation 
  of Captain Bloodscupper himself, a wicked and 
  bloodthirsty bone devil dressed in full pirate regalia 
  and wielding a large and wicked dock-hook. 
  Old Bloodscupper 
  He died in his locker 
  And was tossed to the bottom of the sea
  But the Kraken won’t keep him
  And the devil don’t need him
  So he there waitin’ for me
  Captain Bloodscupper manifests from the chest 
  and brutally attacks targets designated by the rhyme 
  singer. The called bone devil remains for 17 rounds 
  before disappearing. The chest has 5 charges, after 
  which it ceases to function and all the bones within 
  turn to sand.
  Old Bloodscupper
  
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  Chapter Six: Night of the Shark
  Run-Up Encounters
  WARNING THE DRAGOONS 
  The characters grab the first Dragoons they meet and 
  warn them of an imminent wereshark threat.
  Setup
  After the characters seek out the closest Dragoons 
  and explain they suspect an attack on Port Shaw is in the 
  offing, the Dragoons request the party accompany them 
  back to Fort Stormshield to repeat their story to the Fort’s 
  commander.
  At Fort Stormshield, their Dragoon escort asks the 
  characters to wait in a secure room (the bottom floor of 
  F-10) – not a cell, but close. Several minutes pass before a 
  tall guard with dark hair and wild eyes steps inside, none 
  other than Sgt. Darenar, who pretends alarm at the party’s 
  news. 
  If the characters had earlier conflicts with Darenar, he 
  either pretends not to recognize them, or he simply acts as 
  if things have changed and the characters are his new best 
  friends. Darenar ask the characters to accompany him to a 
  safer room because “The walls have ears…” 
  Action
  At this point, the characters might see through Darenar’s 
  bluff. Give them a chance to do so; however, if Darenar 
  convinces the party to join him in his “secret council room” 
  he leads them to the cellars below the fort through F-18 to 
  S-20. Once there, he transforms and attacks. 
  Sgt. Darenar, Wereshark human form (Ftr6): HD 8; HP 
  46; AC 5[14]; Atk +2 returning warhammer (1d4+3, returns 
  to thrower); Move 12; Save 9; AL C; CL/XP 6/400; Special: 
  hit only by magic or silver weapons, lycanthropy;
  Sgt. Darenar, Wereshark hybrid form (Ftr6): HD 8; HP 
  46; AC 2[17]; Atk bite (1d6+2), +2 returning warhammer 
  (1d4+3, returns to thrower); Move 12 (swim 18); Save 8; AL 
  C; CL/XP 9/1,100; Special: control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy;
  Sgt. Darenar, Wereshark animal form (Ftr6): HD 8; HP 46; 
  AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); Save 8; AL C; 
  CL/XP 9/1,100; Special: control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy.
  Equipment: chain armor, blue coat and dragoon 
  uniform, guardsman’s cloak, +2 returning warhammer 
  (Maelstrom), dagger, purse with 25 gp.
  Development
  Resisting Arrest 
  Should Darenar fail to convince the party to accompany 
  him below, he grows stoic and finally informs the party they 
  leave him little choice: he orders the characters arrested for 
  treason. Darenar tells 4 Dragoons to seize the characters 
  and bring them to holding cells within the fort (F-15). If the 
  characters resist, Darenar remains in human form for the 
  struggle until the four Dragoons are disabled or near death. 
  Then he transforms, killing any disabled or dying Dragoons 
  before heading for the characters.
  Dragoon Sergeants (Ftr6) (2): HP 41, 33; AC 5[14]; Atk 
  longsword (1d8) or dagger (1d4); Move 12; Save 10; AL C; 
  CL/XP 6/400. Special: none. 
  Equipment: chain armor, guardsman’s cloak, blue 
  coat and dragoon uniform, longsword, dagger, purse 
  with 25 gp.
  Dragoon Wizards (MU4) (2): HP 12, 6; AC 9[10]; Atk dag-
  ger (1d4) or staff (1d6), or pistol (1d6); Move 12; Save 12; 
  AL C; CL/XP 4/120. Special: spells (3/1/1)
  Spells: 1st—charm person, magic missile, sleep; 2nd—
  darkness 15 ft. radius, web. 
  Equipment: blue coat and dragoon uniform, light 
  blue “wizard’s” cape, dagger or staff, pistol, 10 reloads 
  of shot and powder, potion of invisibility, purse with 
  20 gp.
  Thrown in Jail 
  Alternately, if the Dragoons successfully arrest the 
  characters and incarcerate them, Darenar uses the 
  intervening time to arrange their execution. He instructs 
  a guard to behave carelessly with the prisoners, creating 
  the opportunity to escape; for example, a guard might 
  ‘fall asleep’ near the cell door with the keys in plain 
  sight. Darenar and two wereshark allies wait for the 
  inevitable break out, at which point they ambush and kill 
  the characters during their flight. If instead, the characters 
  complete their escape, Darenar and his allies track them 
  down, wait for an opportune moment, and attack.
  Dragoon Sergeants, Wereshark human (Ftr6) (2): HD 8; 
  HP 55, 47; AC 5[14]; Atk longsword (1d8) or dagger (1d4); 
  Move 12; Save 9; AL C; CL/XP 6/400; Special: hit only by 
  magic or silver weapons, lycanthropy;
  Dragoon Sergeants, Wereshark hybrid form (Ftr6) (2): 
  HD 8; HP 55, 47; AC 2[17]; Atk bite (1d6+2), longsword 
  (1d8) or dagger (1d4); Move 12 (swim 18); Save 8; AL C; 
  CL/XP 9/1,100; Special: control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy;
  Dragoon Sergeants, Wereshark animal (Ftr6): HD 8; 
  HP 55, 47; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special: control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy.
  
  216
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  Strikes
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  AppendiX
  Equipment: chain armor, blue coat and dragoon uni-
  form, guardsman’s cloak, long sword, dagger, purse 
  with 25 gp.
  Blowing the Whistle 
  If the characters persuade the other Dragoons that 
  Darenar is evil before Darenar imprisons the party, Darenar 
  transforms into hybrid form and tries to escape. If he fails to 
  flee, the Dragoons lock Darenar instead of the adventurers 
  in the brig. If Darenar winds up locked in the brig, he and 
  two other Kiss-afflicted Dragoon Sergeants are unavailable 
  during the Night of the Shark and should be removed 
  from the Night of the Shark Worksheet.
  Whether or not Darenar escapes, if the characters 
  successfully warn the Dragoons of Dalang’s planned assault 
  on Port Shaw, this has two effects:
  Dragoons loyal to Hargrove immediately relay the 
  characters’ statements to the elder. Other Dragoons grow 
  fearfully concerned, fueled by their own superstitious 
  natures and recounting of the ancient legends. They ready 
  themselves against attack, and prepare defensible hideouts 
  and shelters. This eases the battles faced by the characters 
  during the Night of the Shark. See Chapter 2 for details 
  on how this works.
  Because of their warning, the Dragoons of Fort 
  Stormshield turn Dalang away just before the Night of 
  the Shark (see Chapter 2, for details). As a result, the 
  characters face fewer weresharks when Dalang unleashes 
  his minions on the town. 
  VILE TRANSFORMATIONS 
  Choose one of the NPCs whom the characters 
  befriended and afflict him or her with lycanthropy. This 
  encounter plays more strongly if the NPC in question 
  succored the characters during their stay at Port Shaw, is 
  useful, or is otherwise dear to the adventurers. 
  This encounter features Jenkie Barnes – an old friend of 
  Donovan Montgomery, recently and unknowingly afflicted 
  with the Kiss of Dajobas – as the friendly NPC afflicted with 
  lycanthropy. However, Referees may choose any appropriate 
  alternate NPC.
  Synopsis
  Characters investigating daytime wereshark sightings 
  in Port Shaw or otherwise hunting members of Dalang’s 
  conspiracy learn of an odd murder worth checking into. 
  A trio of sailors lies gruesomely slain behind a shuttered 
  brothel. Something tore the sailors – all known associates 
  and occasional mates of Donovan Montgomery – to shreds 
  and riddled their corpses with telltale shark bites.
  Arriving on the scene ahead of the dragoons, the 
  characters soon discover a bloody trail that winds through 
  a dozen back alleys. Along the way they find further clues, 
  including the headless body of a vagrant, his neck stump torn 
  with by-now-unmistakable jagged markings – shark bites. 
  Eventually the trail leads to a small apartment, 
  belonging to Wave Rider Donovan Montgomery’s perennial 
  companion, Jenkie Barnes. Inside, Jenkie is just waking. 
  Confronted, he complains of horrifying dreams about 
  monstrous sharks. Dark circles shadow his eyes. His hair is 
  tousled and his clothes beneath the sheets are ripped and 
  blood-spattered. Tiny bloodstains dot his small apartment, 
  smeared on his furniture and bedding. Jenkie himself 
  bears inexplicable wounds, but he believes he is injuring 
  himself in his nightmares or, alternately, that something 
  supernatural attacks him in his sleep. 
  Background
  Jenkie’s dreams started after a recent, near fatal 
  drowning when the ship he did some part-time crew work 
  on sank after crashing into reefs off the coast. Though 
  he remembers little of the event, Jenkie emerged the sole 
  survivor, and locals found his unconscious body washed 
  ashore near the Port Shaw Lighthouse. 
  He does not know the crash was no accident but rather 
  a carefully executed attack by Dalang’s minions. Before 
  the weresharks attacked, falling rigging knocked Jenkie 
  unconscious, but because he wasn’t bleeding the weresharks 
  only discovered his body after sating their appetites. They 
  decided to gift him with the Kiss of Dajobas, and then they 
  dragged him ashore and left him in a pile of jetsam.  
  Action
  The party must first convince Jenkie he is afflicted and 
  then attempt to save him. However, if they excite Jenkie too 
  much – for example, by attacking him – he begins to turn. 
  The characters must use magic or other means of calming 
  him to prevent Jenkie from transforming into a killing 
  machine. Once the party calms him, they may seek a way to 
  remove their friend’s murderous curse. 
  Jenkie is days into his affliction, so eating herbs like 
  belladonna will do more harm to the man than good. The 
  best way to cure him is for a high-level cleric to cast remove 
  disease. If the characters do not yet have a cleric of 9th level, 
  they’ll need to scour Port Shaw to find one. 
  Additionally, the Tulita shamans hold the power to undo 
  the dreaded Kiss, but it may take some convincing to secure 
  their aid, as it means opening themselves to the invasion of 
  dragoons seeking to arrest Jenkie for murder. The characters 
  must find someone within the next 6 hours, otherwise 
  Jenkie’s affliction worsens and even a cleric’s intervention 
  proves unsuccessful.
  Six hours after the characters find him, only a remove 
  curse cast during the new moon cures Jenkie. After 
  receiving the spell, he must succeed on a saving throw at 
  
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  Chapter Six: Night of the Shark
  Darenar Escapes
  
  218
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  The Kraken 
  Strikes
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  AppendiX
  –2 to break the curse (the caster knows if the spell works). 
  If the save fails, the process must be repeated. Failing to 
  save Jenkie completely demoralizes his hero, Donovan 
  Montgomery, who retreats to his drink and proves 
  incapacitated when the Kraken Strikes. 
  In this eventuality remove one VP from the party’s initial 
  total.
  Jenkie Barnes, Wereshark human form: HD 8; HP 32; 
  AC 7[12]; Atk dagger (1d4); Move 12; Save 8; AL C; CL/
  XP 9/1,100; Special: hit only by magic or silver weapons, 
  lycanthropy; 
  Jenkie Barnes, Wereshark hybrid form: HD 8; HP 32; AC 
  2[17]; Atk bite (1d6+2), dagger (1d4); Move 12 (swim 18); 
  Save 8; AL C; CL/XP 9/1,100; Special: control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy;
  Jenkie Barnes, Wereshark animal form: HD 8; HP 32; AC 
  2[17]; Atk bite (1d8+4); Move 0 (swim 24); Save 8; AL C; 
  CL/XP 9/1,100; Special: control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy.
  Equipment: leather armor, 2 daggers, carpentry 
  tools, 50 ft. rope, 6 pitons.
  Development
  If the party brings Jenkie to the Tulita for help, the 
  natives take the stricken sailor into their care and send 
  the characters on their way. Later, piecing together bits 
  and pieces from Jenkie’s raving, their kamaau (shaman) 
  – Milliauka if he still lives and regards the characters 
  positively – concludes that Dalang must be after the 
  Jawbone of Kaho Ali’i (see Chapter 4, Area S-6), their last 
  hope for rallying the People to stand against the coming of 
  the shark god. 
  In response, they send a man to warn the characters. 
  This is one possible reason why the Tulita in The Young 
  Warrior (below) comes and begs the characters to recover 
  the artifact before Dalang finds it and destroys it.  
  BROKEN SKULL PAYBACKS 
  This encounter is likely to take place if any of the 
  characters participated in the fights at the Broken Skull 
  and made enemies. Those enemies are so angry at the 
  adventurers, they hire assassins to murder them – or 
  attempt the murder themselves.
  The Setup
  Events begin with a Tulita street urchin from Outskirts 
  named Paol, whom the would-be-killers have hired to keep 
  tabs on the adventurers. All the while the party remains in 
  Port Shaw, this unkempt urchin tails them, trying to gather 
  what information he can. Things like: where they stay, 
  any activities they plan, any regular contacts or allies they 
  maintain – everything. 
  As soon as Paol collects useful information, he sends 
  reports back to the killers. If the characters spot or catch 
  Paol, they may either attempt to turn the tables and 
  trail him back to his employers or shake him down for 
  information. Here are some suggestions for resolving 
  such a conflict, as well as some ideas for the long-term 
  implications of how the characters deal with the spying 
  street urchin. 
  Threats 
  Threatening to beat Paol to death works; however, 
  if the characters release him after a successful threat, 
  he immediately runs to his employers to tell them what 
  occurred. Unfortunately for Paol, his displeased employers 
  deal him the fate he feared and beat him to death. When the 
  killers encounter the characters, one of them says, “Paol told 
  us you were going to beat him to death, so I figured I could 
  help out, and I beat him to death for you.”
  Bribes 
  Paol is easily paid off, though he haggles deftly to attain 
  a 100 gp minimum, a paltry sum for powerful adventurers. 
  Once paid off he tells all, divulging the identities of his 
  employers as well as the location where he meets them. 
  After spilling his guts, Paol takes his spoils and splits on the 
  first cargo ship leaving port. Smart Paol.
  Playing Sneaky 
  The characters might figure out Paol is tailing them, but 
  allow him to continue while misleading him; for example, 
  the party could stop at strange locations or perform 
  pointless actions. Likewise the characters can hide from 
  Paol, then trail the confused urchin to his employer’s base of 
  operations and ambush the killers. 
  Paol (Thf2): HP 5; AC 7 [12]; Atk short sword (1d6) or 
  shortbow x2 (1d6); Move 12; Save 14; AL N; CL/XP 3/60; 
  Special: backstab (x2), +2 save vs. traps, thieving skills, 
  Thieving Skills: Climb 86%, Traps/Tasks 20%, Hear 3 
  in 6, Hide 15%, Silent 25%, Locks 15%. 
  Equipment: leather armor, short sword, shortbow, 
  20 arrows
  Action
  Unless the characters catch-on, track, and attack the 
  killers first, the murderers initiate the following plan. 
  Through Paol, they determine where the characters are 
  staying, steal up on the location, and serve the adventurers 
  a briny cat – a local tradition involving slathering a stray 
  cat with brine and fish entrails, popping it into a sack, and 
  releasing the putrid-smelling feline into a pub or other 
  populated building. 
  If possible, they slip the briny cat into the characters’ 
  room before the party returns, perhaps during their supper. 
  Otherwise, the killers wait until the characters are in an 
  enclosed public space, such as a grog hall or eatery, before 
  releasing the briny cat. The stench is horrifying, and the 
  
  219
  Chapter Six: Night of the Shark
  frazzled animal darts about in terror, clawing, biting, and 
  otherwise creating panic until killed or driven off. The cat 
  causes enough distraction for the killers to surprise the 
  characters during the encounter.
  Alternately, if the characters track the killers, Kerala, 
  Malfie, and Roeloff, to their hangout or meeting area, 
  consider placing these foes in a tavern – even the Broken 
  Skull. The murderers sit at the back, and as soon as they 
  spot the characters enter they rise slowly, draw weapons, 
  and split up, trying to find advantageous points from which 
  to attack.
  Kerala, Elf female (Rgr8): HD 9; HP 40; AC 4 [15]; Atk ra-
  pier (1d6) or +1 longbow x2 (1d6+1); Move 12; Save 7; AL 
  C; CL/XP 10/1,400; Special:  alertness, scholar of healing, 
  tracking. 
  Equipment: +1 chain armor, rapier, +1 longbow, 
  50 arrows, emerald and silver hair clip (100 gp), silk 
  purse with 27 gp.
  Malfie, Halfling (Thf8): HD 8; HP 20; AC 6 [13]; Atk short 
  sword (1d6) or sling (1d4+1); Move 12; Save 8; AL C; CL/XP 
  10/1,400. Special: backstab (x3), +2 save vs. traps, thieving 
  skills.
  Thieving Skills: Climb 92%, Traps/Tasks 55%, Hear 5 
  in 6, Hide 65%, Silent 70%, Locks 65%. 
  Equipment: +1 leather armor, +1 short sword, sling, 
  10 sling bullets, potion of invisibility, platinum and 
  ruby choker (200 gp), small leather purse with 19 gp.
  Roeloff (Ftr8): HD 8; HP 36; AC 4 [15]; Atk +1 club (1d4+1); 
  Move 12; Save 7; AL C; CL/XP 10/1,400. 
  Equipment: +1 chain armor, +1 greatclub, heavy 
  crossbow, 10 bolts, cloth purse with 34 gp.
  Editor’s Note – Twins?
  One might think that an elf, halfling and human 
  assassination team would prove a rarity, yet Port 
  Shaw seems to hold two such teams. Fate is a fickle 
  creature and truth is stranger than fiction – even in a 
  fiction. Would you believe Kerala, Malfie, and Roeloff 
  are the less successful twin siblings of Serala, Alfie, 
  and Olaf? 
  It’s true.
  THE MENTOR ASSASSIN 
  Consider running this encounter if Old Fish mentors or 
  befriends any of the characters.
  Background 
  Hargrove, having the strategic sense to monitor the 
  characters, decides they need eradicating once and for all. 
  To handle the task he chooses his best assassin, Old Fish. 
  Old Fish likely stands as a friend or mentor to at least one 
  character, by now. This creates a dilemma for Old Fish.
  If Old Fish fails to kill his protégé, Barrison Hargrove 
  will surely execute him for it. – if only by putting out the 
  word across the sea that it is now open season on Old Fish 
  in Port Shaw. Similarly, if Old Fish flat out refuses to accept 
  the mission, Barrison will order his execution, but worse 
  will suspect the depth of the aging assassin’s involvement 
  with the characters. 
  Given the circumstances, Old Fish feels his best option 
  is to accept Barrison’s orders, but throw the fight and slay 
  himself on his protégé’s blade. In this manner, he shall 
  appear to have made the attempt but assuage any suspicions 
  of a personal relationship with the characters. 
  Old Fish fears that if he does not make an effort to 
  kill the characters and sacrifice himself, Hargrove will 
  immediately send other equally deadly adversaries to 
  strike at them. But if his protégé slays Old Fish – that will 
  give other assassins pause. It is hardly a perfect defense 
  from Hargrove for the characters, but with this plan Old 
  Fish hopes to buy them more time, reveal Hargrove’s 
  involvement without compromising his bent sense of 
  honor, and gift the party the tools they will need to defeat 
  Hargrove. 
  Upon receiving Barrison Hargrove’s letter, Old Fish 
  quickly scribbles a message to his protégé explaining 
  his actions and places it on the table in his secret 
  workshop. The letter he leaves behind can be found on 
  the following page.
  Typically, if Referees unleash this encounter, then 
  Hargrove fully understands what he asked Old Fish to do. 
  He already suspects the semi-retired assassin developed 
  a close relationship with the characters and fears Old 
  Fish may have revealed too many secrets. In short, 
  Hargrove believes the party’s relationship to Old Fish 
  has compromised him and, further, that the assassin is 
  no longer reliable. A desire to test his theory as much as 
  anything else, prompted Hargrove send the kill order. He 
  half suspects Old Fish will do something to wriggle out 
  of the contract. While Hargrove hopes Old Fish has not 
  grown soft and will complete his task, the wily elder sends 
  secondary agents to tail the assassin and slay the characters 
  should Old Fish forego the fight.
  
  220
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  The Setup
  The encounter begins when a contact sent by Old Fish 
  asks the characters to meet him at an abandoned shipyard. 
  There, within a dark warehouse, Old Fish hides in the 
  shadows and waits. When the party arrives, Old Fish calls 
  to them, his voice huge as its echoes about the warehouse, 
  obscuring his actual location. He challenges his protégé, 
  informing the adventurers in an eerily dry and emotionless 
  tone that the time is ripe for them to show their 
  commitment to the lessons he taught. Old Fish emphasizes 
  that he no longer seeks to test their skill, but intends to slay 
  them if they cannot kill him first.
  Old Fish puts up a believable fight and does his best 
  to make his protégé believe he will kill them. Should the 
  characters refuse to fight him, Old Fish goes so far as to 
  openly attack on a characters’ ally or henchman, if one 
  accompanies them. He concentrates this attack on a single 
  NPC target, whom he fully attempts to kill in order to prove 
  his seriousness. Should no such NPC accompany them, 
  Old Fish attempts a serious – but not fatal wound – on his 
  favorite character. 
  Towards the end of the fight, Old Fish sacrifices himself 
  upon his protégé’s weapon. In order to perform this task 
  believably, Old Fish must succeed at a to-hit roll at –4. 
  Should Old Fish fail, the character realizes that the old 
  assassin threw the fight and sacrificed himself. 
  This knowledge may make the characters suspicious 
  enough to prepare for the next encounter, but even if 
  Old Fish successfully bluffs them, back at Old Fish’s store 
  the characters learn their bittersweet victory was pre-
  determined. 
  Old Fish (Assn14): HP 66; AC 2 [17]; Atk dagger (1d4 plus 
  poison) or bolt launcher (1d6 plus poison); Move 12; Save 
  5; AL C; CL/XP 14/2,600; Special: backstab (x4), disguise, 
  thieving skills.
  Thieving Skills: Climb 96%, Traps/Tasks 90%, Hear 6 
  in 6, Hide 95%, Silent 100%, Locks 95%. 
  Equipment: simple cotton work clothes with grey 
  smock, or black bodysuit with mask and cap, bracers 
  of defense 2[17]; 2 bolt launchers concealed in sleeve 
  (above wrist and below), 10 bolts covered with poi-
  son, adamantine dagger with poison reservoir con-
  taining 3 doses of poison, silver dagger with poison 
  reservoir containing 3 doses poison, bag of caltrops 
  coated in poison (1d4 plus poison), two-compart-
  ment flask filled with wine and oil of taggit (save or 
  fall unconscious).
  Action
  Prior to the characters arrival, Hargrove’s agents – 
  Serala Shrikeblooded, Alfie Birdsnatcher, and Olaf 
  Mantracker – tailed Old Fish to the shipyard. These agents 
  wait outside the warehouse, watching from the sidelines. 
  Shortly after the characters slay Old Fish (if they do), the 
  assassins move in to finish the job. 
  
  221
  Chapter Six: Night of the Shark
  Serala Shrikeblooded, Elf female (Rgr8): HD 9; HP 40; AC 
  4 [15]; Atk rapier (1d6) or +1 longbow x2 (1d6+1); Move 12; 
  Save 7; AL C; CL/XP 10/1,400; Special:  alertness, scholar of 
  healing, tracking. 
  Equipment: +1 chain armor, rapier, +1 longbow, 
  50 arrows, emerald and silver hair clip (100 gp), silk 
  purse with 27 gp.
  Alfie Birdsnatcher, Halfling (Thf8): HD 8; HP 20; AC 6 
  [13]; Atk short sword (1d6) or sling (1d4+1); Move 12; Save 
  8; AL C; CL/XP 10/1,400. Special: backstab (x3), +2 save vs. 
  traps, thieving skills.
  Thieving Skills: Climb 92%, Traps/Tasks 55%, Hear 5 
  in 6, Hide 65%, Silent 70%, Locks 65%. 
  Equipment: +1 leather armor, +1 short sword, sling, 
  10 sling bullets, potion of invisibility, platinum and 
  ruby choker (200 gp), small leather purse with 19 gp.
  Olaf Mantracker (Ftr8): HD 8; HP 36; AC 4 [15]; Atk +1 club 
  (1d4+1); Move 12; Save 7; AL C; CL/XP 10/1,400. 
  Equipment: +1 chain armor, +1 greatclub, heavy 
  crossbow, 10 bolts, cloth purse with 34 gp.
  These high-powered thugs need to report to Hargrove 
  even if they cannot kill the characters. Not only do they not 
  want to die, failing to report puts Hargrove’s plans at risk. 
  They fight until they have 10 hit points or less, then attempt 
  to flee.
  Alfie and Olaf work together to generate flanking 
  conditions, making each of them more deadly. Serala shoots 
  right into combat, confident in her ability to hit the correct 
  target. 
  Development 
  Any character searching Serala, Alfie, or Olaf’s bodies 
  finds a note tucked into the pocket of a fallen thug’s cloak. 
  It reads:
  Tail the Fish. 
  If he has not the heart to do it, then finish it for him.
  There is no signature; the broken wax seal on the 
  envelope was marked by Barrison Hargrove’s signet. 
  If all his agents die, Barrison will not know what the 
  characters know about him. This buys the characters at 
  least a little precious time to organize themselves and build 
  a counter plot, now that they know Hargrove tried to have 
  them killed.
  Treasure
   Searching Old Fish’s body reveals a sealed letter 
  addressed to his protégé and a key ring. The letter is a 
  legally notarized deed granting the full ownership of Old 
  Fish’s property and business. The key ring holds five keys: 
  one to the front door, one to the padlock on the backdoor, 
  one to the storeroom, and one to the upstairs. The fifth 
  key opens Old Fish’s secret workshop, the door to which is 
  hidden (1 in 6 chance to find). 
  If the characters discover the secret workshop, they find 
  the assassin’s cache of specialized tools and weapons, along 
  with his book of assassination techniques and trap building. 
  Old Fish laid all his possessions out for his protégé, along 
  with a second note (see Handout #3) revealing that 
  Barrison Hargrove tried to force his loyalties by pressuring 
  him to assassinate the characters. This note explains Old 
  Fish’s reasons for suicide. It also asks the protégé to avenge 
  him by assassinating Hargrove.  
  BITE OF THE DRAGOONS
  Use this encounter to give the characters an idea of what 
  the weresharks are up to. It can occur almost anywhere, but it 
  works best in a bar, market, or similar enclosed public space, 
  while the characters are simply going about their business. 
  The Setup
  As discussed in Chapter 2, Dalang sent his agents to 
  comb the town for the Jawbone of Kaho Ali’i. Disguised 
  as Dragoons, several weresharks scour the town for both 
  Tulita and persons with Tulita blood. Under orders to 
  interrogate by any means necessary so long as they devour 
  any evidence of their crimes, the weresharks travel about 
  Port Shaw violently busting into those areas where they 
  suspect Tulita congregate. They mercilessly beat anyone 
  they believe is Tulita then drag off to dockside warehouses 
  for further questioning. Within these warehouses they 
  torture their prisoners for information on the location of 
  the jawbone and then eat them. 
  Editor’s Note –  
  PG, PG-13, and R
  You may have noticed by now that descriptions 
  in Razor Coast tend to the violent. *editor waits for 
  snarky rejoinder to pass* However, we have made a 
  specific effort to help Referees run Razor Coast for 
  younger audiences. 
  Specifically, read aloud text avoids graphic or gritty 
  depictions of violence, limiting itself to a more PG/
  PG-13 anime mode wherever possible. This leaves 
  more hardcore descriptions where Referees won’t 
  accidentally read them aloud – and where they can 
  modify them. 
  For example, in Bite of the Dragoons instead of 
  torture and quasi-cannibalism consider substituting 
  angry shouts and a punch to the gut (PG-13) – or 
  even just the threat of a beating (PG). Instead of 
  execution with a flintlock, go for knocking a victim 
  unconscious.
  
  222
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  Action
  In human form and dressed as Dragoons, 5 weresharks 
  burst into a public area containing the characters. They 
  proclaim that Barrison Hargrove has issued an edict 
  requiring all Tulita to come forward for census and 
  questioning. Any clever character determines this statement 
  is a lie and that these men are not really Dragoons.
  The false Dragoons demand all Tulita step up and drop 
  to their knees. Two or three Tulita commoners comply 
  immediately. Other bystanders push a few more Tulita 
  toward the fake Dragoons. Other Tulita refuse and are 
  forced to the ground. The fake Dragoons bind the Tulitas’ 
  hands behind their heads, painfully. 
  Next they beat their prisoners with sticks and 
  demand anyone else present with Tulita blood surrender 
  themselves immediately, or they will kill the prisoners. The 
  false Dragoons are not bluffing and if no one else steps 
  forward, they execute one of their captives on the spot 
  with a flintlock. If the characters intervene, the Dragoons 
  transform into hybrid form and attack.
  Razortooth Enforcers, Wereshark human form (2): HD 
  8; HP 48, 32; AC 7[12]; Atk longsword (1d8+1) or dagger 
  (1d4+1); Move 12; Save 14; AL C; CL/XP 4/120; Special: hit 
  only by magic or silver weapons, lycanthropy; 
  Razortooth Enforcers, Wereshark hybrid form: HD 8; HP 
  48, 32; AC 2[17]; Atk bite (1d6+2), longsword (1d8+1) or 
  dagger (1d4+1); Move 12 (swim 18); Save 8; AL C; CL/XP 
  9/1,100; Special: control sharks (75% normal, 50% giant), 
  hit only by magic or silver weapons, lycanthropy;
  Razortooth Enforcers, Wereshark animal form: HD 8; 
  HP 48, 32; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special: control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy.
  Equipment: leather armor, longsword, dagger.
  Razortooth Raiders, Wereshark human form (Thf4) (3): 
  HD 8; HP 47, 24, 39; AC 7[12]; Atk rapier (1d6+1) or dagger 
  (1d4+1) or light crossbow (1d4+1); Move 12; Save 13; AL 
  C; CL/XP 5/240; Special: backstab (x2), hit only by magic or 
  silver weapons, lycanthropy, +2 save vs. traps, thief abilities;
  Razortooth Raiders, Wereshark hybrid form (Thf4):  
  HD 8; HP 47, 24, 39; AC 2[17]; Atk bite (1d6+2), rapier 
  (1d6+1) or dagger (1d4+1) or light crossbow (1d4+1); 
  Move 12 (swim 18); Save 8; AL C; CL/XP 9/1,100; Special: 
  backstab (x2), control sharks (75% normal, 50% giant), hit 
  only by magic or silver weapons, lycanthropy, +2 save vs. 
  traps, thief abilities;
  Razortooth Raiders, Wereshark animal form (Thf4):  
  HD 8; HP 47, 24, 39; AC 2[17]; Atk bite (1d8+4); Move 0 
  (swim 24); Save 8; AL C; CL/XP 9/1,100; Special: backstab 
  (x2), control sharks (75% normal, 50% giant), hit only by 
  magic or silver weapons, lycanthropy, +2 save vs. traps, 
  thieving skills.
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%.
  Equipment: leather armor, rapier, dagger, light cross-
  bow, 5 bolts
  If no one intervenes, the false Dragoons drag their 
  remaining captives off to a warehouse where they gouge 
  them with fishhooks and splash them with buckets of salt 
  water, all the while demanding the location of the Jawbone 
  of Kaho Ali’i. During this interrogation the Dragoons 
  transform into hybrid-form and eat their victims alive from 
  the swinging hooks, one by one, to terrorize the others.
  Inciting Incident
  THE YOUNG WARRIOR     
  In this Incident, a young Tulita warrior seeks to 
  relay a message to his kamaau. He arrives on the scene 
  grievously wounded and pleads that someone hear his 
  dying words, carry his message to the Tulita elders, and 
  warn them of an ancient prophecy. This encounter works 
  best if the characters are near Tulita bystanders when the 
  dying warrior arrives; for example, the party might simply 
  be having dinner in a Tulita-frequented or Tulita-staffed 
  establishment.
  To start this Incident, read or paraphrase the following:
  A young Tulita warrior bursts in, “Ama!” he 
  screams. “Brothers, help me! Our time runs out! 
  I have seen the coming of the Prophesy! I have 
  witnessed the Kiss of Dajobas!”
  Another Tulita, a cynical middle-aged fisherman 
  calls back “Ha! Your head is filled with nonsense or 
  dragonsmoke. There is no prophesy, and the time of 
  our people has long passed. Put down your spear and 
  take up fishing so your family can eat.” A chuckle 
  ripples through the crowd.
  “But I have proof!” pleads the warrior.
  “Proof?” responds the older Tulita, “what proof 
  do you have?” 
  “This . . .” The warrior tears his shirt open 
  revealing a brutal bite wound. Blood leaks from teeth 
  marks around his chest and torso, while he clutches 
  his viscera with his left hand. He teeters for a 
  moment, his eyes shimmering with a grayish, far-off 
  glaze, then he drops to his knees.
  
  223
  Chapter Six: Night of the Shark
  “Find Kamaau Milliauka. Tell him that—” The 
  warrior spits up black blood and his voice dwindles 
  into gasps. He waves desperately for someone to 
  come closer so he can reveal his secret.
  Assuming a character does kneel to hear his final 
  words, read the following. If no character does so, than a 
  nearby Tulita kneels, and the characters will have to get the 
  information from him (if he survives).
  Once you near, he whispers into your ear, “The 
  Night of the Shark comes. Dajobas is summoned, 
  and he sends his agents to rob us of the sacred 
  Jawbone of Kaho Ali’i. If we lose it, Dolphin, 
  Turtle, Whale, our people . . . all will perish when 
  the Great Hunger rises . . .” Finishing his ominous 
  statement he falls forward, clutching you for support, 
  weakening. Then he exhales, “Beware the one they 
  call Dalang . . . he is . . . he is . . .” 
  Before finishing his last sentence, the strength rushes 
  from the young warrior, and he collapses against the 
  listener, dying but not dead. The characters have 1 round to 
  collect their wits before the wounded Tulita transforms into 
  a wereshark. Head bowed, new strength rippling through 
  him. He immediately grabs his listener, transforms into 
  hybrid form, and attempts to bite his head off.
  Tulita Warrior, Wereshark human form (Ftr8): HD 8; HP 
  32; AC 9[10]; Atk 2 fists (1 hp); Move 12; Save 8; AL C; CL/
  XP 9/1,100. Special: hit only by magic or silver weapons, 
  lycanthropy; 
  Tulita Warrior, Wereshark hybrid form (Ftr8): HD 8; HP 
  32; AC 2[17]; Atk bite (1d6+2), 2 fists (1 hp); Move 12 (swim 
  18); Save 8; AL C; CL/XP 9/1,100; Special: control sharks 
  (75% normal, 50% giant), hit only by magic or silver weap-
  ons, lycanthropy;
  Tulita Warrior, Wereshark animal form (Ftr8): HD 8; HP 
  32; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); Save 8; 
  AL C; CL/XP 9/1,100; Special: control sharks (75% normal, 
  50% giant), hit only by magic or silver weapons, lycan-
  thropy.
  Equipment: silver and malachite choker (50 gp), 
  leather pouch with 9 gp.
  
  224
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  Weresharks Are Everywhere
  ‘Twas ghastly...jus’ me beauty. Me beauty and me…we 
  was lootin’ a stroll. Then Selene rises ‘n says I…*sob*…says I, 
  look honey th’ moon be so yellow…*sob*…I remember that. 
  Yellow. Yellow like her dress ‘n…’n then she bit me arm clean 
  off. She was still her! I could see it in her one glarin’ eye…
  terrified me beauty was butt her mouth…th’ teeth..tha’...
  tha’s…all I remember. I ne’er saw her again…
  - anonymous citizen of Port Shaw,  
  Night of the Shark survivor
   
  The Night of the Shark begins at moonrise. Use these 
  encounters, as described in Chapter 2, to plunge Port Shaw 
  into bloody madness.
  YOU’RE NOT MY DADDY! 
  This encounter is only available if the characters rescued 
  Jessica McFarrows.
  As the characters rush past an alley, a man falls from 
  a balcony at their feet and dies. A bizarre caterwauling 
  scream draws the eye upward. Standing on the balcony, 
  blood dripping from its jaws, a four-foot-high wereshark 
  in a blue flower dress screams its rage at the sky. A cowrie 
  shell necklace, splattered with hot blood, dangles on a 
  cord of twine about the creature’s neck. From inside the 
  apartment a woman’s voice is calling, “Jessica? Jessica 
  sweetie? Where’s your father?” The little creature whips its 
  head around at the call and heads inside.
  The dead man is Jessica McFarrows’ new foster father, 
  and the woman her unsuspecting foster mother. The small 
  wereshark is Jessica McFarrows herself.
  Jessica McFarrows, Wereshark human female form: HD 
  8; HP 12; AC 9[10]; Atk dagger (1d4); Move 12; Save 8; AL 
  C; CL/XP 9/1,100. Special: hit only by magic or silver weap-
  ons, lycanthropy;
  Jessica McFarrows, Wereshark hybrid female form: HD 
  8; HP 12; AC 2[17]; Atk bite (1d6+2) or dagger (1d4); Move 
  12 (swim 18); Save 8; AL C; CL/XP 9/1,100; Special: control 
  sharks (75% normal, 50% giant), hit only by magic or silver 
  weapons, lycanthropy;
  Jessica McFarrows, Wereshark animal female form: HD 
  8; HP 12; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special: control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy.
  Equipment: dagger.
  FISHERMEN TURNED SHARKMEN 
  Wherever the characters are when the Night of the 
  Shark starts, they see three weresharks lumbering in 
  hybrid form marauding savagely through the streets. They 
  maul and devour everyone unfortunate enough to cross 
  their path. At the moment the characters spot them, a 
  young Tulita woman flees before the monsters, screaming 
  as they chase her down. 
  Fishermen, Wereshark human form (3): HD 8; HP 31, 35, 
  28; AC 9[10]; Atk dagger (1d4); Move 12; Save 8; AL C; CL/
  XP 9/1,100. Special: hit only by magic or silver weapons, 
  lycanthropy;
  Fishermen, Wereshark hybrid form: HD 8; HP 31, 35, 28; 
  AC 2[17]; Atk bite (1d6+2) or dagger (1d4); Move 12 (swim 
  18); Save 8; AL C; CL/XP 9/1,100; Special: control sharks 
  (75% normal, 50% giant), hit only by magic or silver weap-
  ons, lycanthropy;
  Fishermen, Wereshark animal form: HD 8; HP 31, 35, 28; 
  AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); Save 8;  
  AL C; CL/XP 9/1,100; Special: control sharks (75% normal, 
  50% giant), hit only by magic or silver weapons, lycan-
  thropy.
  Equipment: dagger.
  Notes: These fishermen are a father, Jeb, and his sons 
  named Sil and Garen, all bitten by Jalamar three weeks 
  ago while night fishing off Toe’s Reach. They counted 
  themselves lucky to have survived their harrowing 
  encounter with the black shark. They do not feel lucky now. 
  They feel hungry—very hungry. 
  WERESHARK ASSAULT SQUAD
  An assault squad of 3 Razortooth Enforcers rampages 
  through the streets of Port Shaw, seeking to quench their 
  bloodlust in the bulge of humanoid flesh between teeth. 
  Working their way from storefront to storefront, sniffing 
  out those in hiding and feasting on them, the carnage they 
  leave in their wake is indescribable. 
  The characters stumble upon the weresharks just as 
  the monsters scent a group of orphan children and roust 
  them from their hiding place. The kids run for their lives, 
  but seem likely to become snacks if the characters do not 
  intervene. If the characters do intervene, the children 
  escape.
  Razortooth Enforcers, Wereshark human form (3): HD 8; 
  HP 48, 32, 41; AC 7[12]; Atk longsword (1d8+1) or dagger 
  (1d4+1); Move 12; Save 14; AL C; CL/XP 4/120; Special: hit 
  only by magic or silver weapons, lycanthropy; 
  Razortooth Enforcers, Wereshark hybrid form: HD 8; HP 
  48, 32, 41; AC 2[17]; Atk bite (1d6+2), longsword (1d8+1) 
  or dagger (1d4+1); Move 12 (swim 18); Save 8; AL C; CL/XP 
  9/1,100; Special: control sharks (75% normal, 50% giant), 
  hit only by magic or silver weapons, lycanthropy;
  Razortooth Enforcers, Wereshark animal form: HD 8; 
  HP 48, 32; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special: control sharks (75% 
  
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  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy.
  Equipment: leather armor, longsword, dagger.
  SAEGEN’S ATTACK
  This encounter is only available if Saeren survives from 
  Area B-11 in Chapter 5.
  A loner by nature, the deadly monk Saeren delights 
  in the opportunity to try out his new wereshark form in 
  combination with his martial training. Caring little for the 
  pathetic peasants and fisher folk of Port Shaw, the monk 
  seeks to sate his blood thirst with a more worthy meal – the 
  characters. The monk observes from the shadows as the 
  characters deal with other weresharks. He shadows the 
  party before springing from the darkness to attack when 
  they least expect it. 
  Saeren, Wereshark human form (Mnk7): HD 8; HP 41;  
  AC 3[16]; Atk 2 strikes (2d8) or weapon (+3 damage); Move 
  18; Save 9; AL C; CL/XP 7/600; Special: alertness, deadly 
  strike, deflect missiles, hit only by magic or silver weapons, 
  lycanthropy, mastery of body, mastery of mind, mastery of 
  silence, +2 save vs. paralysis and poison, +2 save vs. traps, 
  speak with animals, slow falling, thieving skills;
  Saeren, Wereshark hybrid form (Mnk7): HD 8; HP 41; 
  AC 2[17]; Atk bite (1d6+2), 2 strikes (2d8) or weapon (+3 
  damage); Move 18 (swim 18); Save 8; AL C; CL/XP 9/1,100; 
  Special: alertness, control sharks (75% normal, 50% giant), 
  deadly strike, deflect missiles, hit only by magic or silver 
  weapons, lycanthropy, mastery of body, mastery of mind, 
  mastery of silence, +2 save vs. paralysis and poison, +2 save 
  vs. traps, speak with animals, slow falling, thieving skills;
  Saeren, Wereshark animal form (Mnk7): HD 8; HP 41; 
  AC 2[17]; Atk bite (1d8+4); Move 0 (Swim 24); Save 8; AL 
  C; CL/XP 9/1,100; Special: alertness, control sharks (75% 
  normal, 50% giant), deadly strike, deflect missiles, hit only 
  by magic or silver weapons, lycanthropy, mastery of body, 
  mastery of mind, mastery of silence, +2 save vs. paralysis 
  and poison, +2 save vs. traps, speak with animals, slow fall-
  ing, thieving skills;
  Thieving Skills: Climb 91%, Traps/Tasks 45%, Hear 5 
  in 6, Hide 40%, Silent 50%, Locks 40%.
  Equipment: tattered robes and simple rope belt.
  DINING OUT 
  Passing the Kraken’s Gullet (See Chapter 3 for details 
  on this establishment), the characters hear horrible wet 
  crunching noises and gurgling, aborted screams. Within 
  they find 3 Razortooth Raiders in the common room, 
  feasting on a slew of fresh victims. The Raiders have littered 
  the Gullet’s banquet table with the limbs and half-eaten 
  corpses of the staff. The wereshark’s most recent Kiss 
  victim, Elder Alastair Crimmeran, cowers in one corner 
  of the room. Beside him lies the Tulita leader Nakuakaua, 
  who fought hard against the weresharks but was overcome, 
  beaten and bound. 
  Razortooth Raiders, Wereshark human form (Thf4) (3): 
  HD 8; HP 47, 24, 39; AC 7[12]; Atk rapier (1d6+1) or dagger 
  (1d4+1) or light crossbow (1d4+1); Move 12; Save 13; AL 
  C; CL/XP 5/240; Special: backstab (x2), hit only by magic or 
  silver weapons, lycanthropy, +2 save vs. traps, thief abilities;
  Razortooth Raiders, Wereshark hybrid form (Thf4):  
  HD 8; HP 47, 24, 39; AC 2[17]; Atk bite (1d6+2), rapier 
  (1d6+1) or dagger (1d4+1) or light crossbow (1d4+1); 
  Move 12 (swim 18); Save 8; AL C; CL/XP 9/1,100; Special: 
  backstab (x2), control sharks (75% normal, 50% giant), hit 
  only by magic or silver weapons, lycanthropy, +2 save vs. 
  traps, thief abilities;
  Razortooth Raiders, Wereshark animal form (Thf4):  
  HD 8; HP 47, 24, 39; AC 2[17]; Atk bite (1d8+4); Move 0 
  (swim 24); Save 8; AL C; CL/XP 9/1,100; Special: backstab 
  (x2), control sharks (75% normal, 50% giant), hit only by 
  magic or silver weapons, lycanthropy, +2 save vs. traps, 
  thieving skills;
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%.
  Equipment: leather armor, rapier, dagger, light cross-
  bow, 5 bolts
  Tactics: The weresharks likely sense the characters as 
  soon as they enter the Gullet. The monsters feign ignorance 
  and continue feasting while actually readying attacks against 
  any character that moves within 30 feet. All fight to the 
  death.
  Concluding the  
  Night of the Shark
  BATTLE FOR THE JAWBONE 
  The encounter assumes the characters have recovered 
  the Jawbone of Kaho Ali’i and are attempting to transport 
  it to its rightful owners, the Tulita – or at least smuggle it 
  out of town. On the way to wherever the characters are 
  heading, Dalang and his allies intercede, creating a hostage 
  situation and demanding to trade the jawbone for the lives 
  of their many captives. This event can take place anywhere 
  in Port Shaw; however, it is most dramatic if it takes place 
  along the docks.
  Background
  For this encounter, Dalang Jalamar – the usually 
  confident and dramatic wereshark leader – altered his 
  tactics, for he knows if he fails to recover the jawbone it 
  may prove his ruin. Instead of simply charging forth, he 
  lures his opponents into the most strategically advantageous 
  territory he knows – the harbor.
  
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  Dalang’s agents scoured the Port for a dozen hostages, 
  mostly women and children – but also any minor NPCs 
  important to the players, as chosen by the Referee during 
  preparation (see Chapter 2 for details). They bound these 
  innocents to a small raft and moored it in the harbor 
  several hundred feet off the piers, but still in plain sight of 
  onlookers. They then loaded the raft with wood and soaked 
  its entire cargo – people and kindling – in whale oil.
  Dalang deliberately spared the families of the hostages, 
  but not before whispering his horrific intent into their ears. 
  He plans to burn the raft-bound innocents alive beneath 
  the blood-moon in honor of Dajobas. For good measure, 
  he invited all the families to watch from the piers. Finally, 
  Dalang placed 4 wereshark agents in strategic locations, 
  all carrying additional buckets of oil. Their orders are 
  to remain hidden and in human form at least until the 
  characters arrive. 
  A dark, duplicitous agent of Dalang named Anstyn 
  Irons also lurks within the crowd. When the characters 
  show up, Anstyn plans to reveal himself, loudly and publicly 
  claim to be the Chosen of Dajobas, and demand the 
  jawbone in exchange for the innocent lives bound to the 
  pyre-raft. While Anstyn declaims with all eyes upon him, 
  the remaining weresharks will move unseen, douse the pier 
  with oil, and ignite it. 
  Dalang himself watches from the waters. He and 2 
  weresharks circle the pyre-raft slowly, waiting for the 
  characters to jump in and swim to the rescue.
  Setup
  The characters arrive at a dangerously crowded pier. The 
  throng of onlookers pushes and shoves toward the edges, 
  trying to get a better look across the water. The crowds 
  even push a few spectators over the pier’s edge and into 
  the bay. Relatives of the hostages wail, raising tensions. 
  Dragoons try to quell the crowd but only trigger further 
  shoving, escalating the anger. Once the characters approach 
  the crowd, a young man recognizes them and his hysterical 
  calls for help immediately draw attention. As still more 
  onlookers plead with the adventurers to save the day, yet 
  another contingent of commoners irrationally blames the 
  characters for drawing the wrath of Dajobas upon Port 
  Shaw. A riot threatens. At this juncture, Anstyn makes his 
  dramatic appearance. Read or paraphrase the following:
  The frenzied crowd churns wildly upon the 
  pier. All strain for a better view of the terrible act 
  threatening to unfold, roaring in appalled anger. 
  Dragoons attempt to corral the throng to no avail, 
  and an outbreak of violence seems inevitable. 
  Suddenly, a monstrous bark rips through the crowd. 
  “Silence!” it roars. The crowd parts suddenly, 
  as something throws bodies aside like ragdolls in 
  a tantrum. From the parting, panicked bodies a 
  hideous, midnight blue man-shark emerges, its teeth 
  glistening black with blood, clutching a cutlasses 
  draped in glistening entrails.
  “I am Dalang Jalamar, Chosen of Dajobas, and I 
  have come for the Jawbone of Kaho Ali’i! If it is not 
  surrendered to me now, my sharks shall burn your 
  pitiful kinfolk before your eyes!”
  The crowd falls into a horror-stricken silence. 
  One fisherman dares to raise his voice: “Who be 
  havin’ this jawbone?”
  The man-shark lowers his gaze slowly, so it settles 
  upon you. Then he hisses and points accusingly, 
  “They do!”
  The mob erupts in fury. Many in the crowd 
  demand you hand over the relic, while others plead 
  with you not to succumb to threats or falter before 
  evil. 
  If delayed for more than 2 rounds, Anstyn again 
  demands, “Hand it over!” and moves toward the party, 
  intent on taking the jawbone by force. The Dragoons draw 
  weapons, aiming at the crowd. Just then, from the edge of 
  the pier another cry arises. “Fire! Fire!”
  The real Dalang and his minions, swimming unseen 
  about the pyre-raft, have set it alight, and the people 
  aboard sob out the most heart-wrenching, fearful screams. 
  Simultaneously the four weresharks positioned about the 
  pier ignite their oil casks and also set the docks ablaze.  
  Action
  The Pyre Raft
  Unless the characters intervene, the pyre-raft burns 
  for 10 rounds before sinking beneath the harbor waters, 
  a ghastly pile of bones and ash. For the first 3 rounds, the 
  hostages stand a chance of surviving. Starting with round 
  4, victims immolate at the rate of 1d4 per round. There are 
  12 hostages total, selected by the Referee and noted on the 
  Night of the Shark worksheet (see Chapter 2 for details).  
  The Burning Pier
  Back on the pier, crackling flames hedge the panicked 
  crowd, and the mob tightens further, rendering movement 
  difficult. All must shove and push their way through their 
  fellows to navigate the pier. However, an Open Doors check 
  allows movement at half speed. Each round, individuals 
  must succeed on an Open Doors check or fall to the floor. 
  Those who fall to the floor are trampled and take 1d6 points 
  of damage per round. Anyone on the floor can attempt to 
  stand again with a successful Open Doors check at +1. Each 
  
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  check represents bodily slamming someone out of the way.
  In order to break free of the flames consuming the 
  docks, one must pass through them or dive into the water. 
  While stuck on the dock, the flames deal 2d6 points of fire 
  damage per round. As the fire consumes the pier, the pier’s 
  structure weakens and more and more of the crowd fall into 
  the harbor. The fire burns in such a way as to block either 
  side of the pier. 
  Initially, the fire runs 5 feet thick and cuts across the full 
  width of the pier. Each round it spreads an additional 5 feet, 
  until the entire length of the pier all the way back to the 
  boardwalk burns to ash. Weresharks wait in the water, ready 
  to attack and devour those attempting to flee but keeping a 
  sharp watch for the characters.
  Observant characters may notice dark stains on darker 
  waters where commoners fall into the sea. They also notice 
  that those who fall–rarely resurface.
  The Chosen of Dajobas Enters the Fray
  Anstyn himself attacks the party and attempts to wrest 
  the jawbone from them single-handed. As the characters 
  whittle him down to size he laughs and berates them, 
  exclaiming they will fail. At 10 hit points or less, Anstyn 
  chortles, “Fools, Dajobas will destroy you! Dalang! Dalang! 
  Come! Show these infidels your true teeth!” 
  One round later, Dalang swims to the pier’s edge and 
  climbs forth in hybrid form. He orders Anstyn to fall back 
  and cover the burning raft, “Ensure Great Dajobas feeds 
  upon his sacrifices!” 
  Dalang continues the combat Anstyn began, fighting 
  until slain, even forgetting in his fervor and bloodlust that 
  this is all about the jawbone. If the characters defeat Dalang, 
  all remaining weresharks flee for deep waters.
  Razortooth Enforcers, Wereshark human form (2): HD 
  8; HP 26, 30; AC 7[12]; Atk longsword (1d8+1) or dagger 
  (1d4+1); Move 12; Save 14; AL C; CL/XP 4/120; Special: hit 
  only by magic or silver weapons, lycanthropy; 
  Razortooth Enforcers, Wereshark hybrid form: HD 8; HP 
  26, 30; AC 2[17]; Atk bite (1d6+2), longsword (1d8+1) or 
  dagger (1d4+1); Move 12 (swim 18); Save 8; AL C; CL/XP 
  9/1,100; Special: control sharks (75% normal, 50% giant), 
  hit only by magic or silver weapons, lycanthropy;
  Razortooth Enforcers, Wereshark animal form: HD 8; 
  HP 26, 30; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); 
  Save 8; AL C; CL/XP 9/1,100; Special: control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy.
  Equipment: leather armor, longsword, dagger.
  Razortooth Raiders, Wereshark human form (Thf4) (2): 
  HD 8; HP 42, 31; AC 7[12]; Atk rapier (1d6+1) or dagger 
  (1d4+1) or light crossbow (1d4+1); Move 12; Save 13; AL 
  C; CL/XP 5/240; Special: backstab (x2), hit only by magic or 
  silver weapons, lycanthropy, +2 save vs. traps, thief abilities;
  Razortooth Raiders, Wereshark hybrid form (Thf4):  
  HD 8; HP 42, 31; AC 2[17]; Atk bite (1d6+2), rapier (1d6+1) 
  or dagger (1d4+1) or light crossbow (1d4+1)); Move 12 
  (swim 18); Save 8; AL C; CL/XP 9/1,100; Special: backstab 
  (x2), control sharks (75% normal, 50% giant), hit only by 
  magic or silver weapons, lycanthropy, +2 save vs. traps, 
  thief abilities;
  Razortooth Raiders, Wereshark animal form (Thf4):  
  HD 8; HP 42, 31; AC 2[17]; Atk bite (1d8+4); Move 0 (Swim 
  24); Save 8; AL C; CL/XP 9/1,100; Special: backstab (x2), 
  control sharks (75% normal, 50% giant), hit only by magic 
  or silver weapons, lycanthropy, +2 save vs. traps, thieving 
  skills;
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%.
  Equipment: leather armor, rapier, dagger, light cross-
  bow, 5 bolts
  Tactics: These Enforcers and Raiders are spread among 
  the crowd in human form. They spend their time lighting 
  the pier on fire and pushing commoners into the water, but 
  do not engage the characters until Dalang attacks the party. 
  At which point they transform and support their master.
  Dalang Jalamar, Wereshark human form (Clr11): HD 
  9+2; HP 47; AC 9[10]; Atk 2 +2 punching daggers (1d4+2, 
  wounding); Move 12; Save 5; AL C; CL/XP 14/2,600; Spe-
  cial: hit only by magic or silver weapons, lycanthropy, +2 
  save vs. paralysis and poison spells (4/4/4/3/3).
  Dalang Jalamar, Wereshark hybrid form (Clr11): HD 9+2; 
  HP 47; AC 2[17]; Atk bite (1d6+2), 2 +2 punching daggers 
  (1d4+2, wounding); Move 12 (swim 18); Save 5; AL C; CL/
  XP 14/2,600; Special: control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy, +2 
  save vs. paralysis and poison spells (4/4/4/3/3);
  Dalang Jalamar, Wereshark animal form (Clr11): HD 
  9+2; HP 47; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 
  24); Save 5; AL C; CL/XP 14/2,600; Special: control sharks 
  (75% normal, 50% giant), hit only by magic or silver weap-
  ons, lycanthropy, +2 save vs. paralysis and poison, spells 
  (4/4/4/3/3). 
  Spells: 1st—cause light wounds (x2), detect good, 
  protection from good; 2nd— bless, hold person (x2), 
  silence 15-foot radius; 3rd—cause disease, prayer, 
  remove curse; 4th—cause serious wounds, poison, pro-
  tection from good 10ft radius.
  Equipment: loose-fitting silk pants, hemp shoes, 
  Teeth of Dajobas (+2 punching daggers, two of them, 
  1d4+2, wounding; see sidebox), unholy symbol of 
  Dajobas. See Chapter 1 for full details.
  Anstyn Irons, Wereshark human form: HD 8; HP 56; AC 
  7[12]; Atk +1 freezing bastard sword (1d8+7 plus 1d6 cold); 
  Move 12; Save 14; AL C; CL/XP 9/1,100; Special: hit only 
  
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  by magic or silver weapons, lycanthropy; 
  Anstyn Irons, Wereshark hybrid form: HD 8; HP 56;  
  AC 2[17]; Atk bite (1d6+6) or +1 freezing bastard sword 
  (1d8+7 plus 1d6 cold); Move 12 (swim 18); Save 8; AL C; 
  CL/XP 9/1,100; Special: control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy;
  Anstyn Irons, Wereshark animal form: HD 8; HP 56;  
  AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); Save 8;  
  AL C; CL/XP 9/1,100; Special: control sharks (75%  
  normal, 50% giant), hit only by magic or silver  
  weapons, lycanthropy.
  Equipment: leather armor, +1 freezing bastard  
  sword, gauntlets of ogre power, ring of fire  
  resistance.
  
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  Chapter Seven: The Kraken Strikes
  THE
  Kraken
  Strikes
  “We followed the old chart into the Pearl Eyes. It proved 
  itself true with great frequency. The soundings in particular 
  aided our avoidance of hidden shoals and other dangers, 
  uncharted on any modern map I’ve seen. I felt we were close 
  to deciphering the exact location of Bloodbane’s pox-ridden 
  gold when the recent unpleasantness disabled my ship and 
  stranded us on... on that isle. That cursed isle. Damn all 
  mutineers to the grave! To the grave, sirs!”
  - Lt. Commander Trey Perrin of the Albatross
  CHAPTER Seven
  
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  Chapter Seven: The Kraken Strikes
  ACT TWO
  Quest for the Albatross
  Incident
  THE HANGING OF JALIA RAMIRES 
  After the Night of the Shark concludes, the characters 
  catch word from excited citizens that “there’ll soon be a 
  public hanging of a murderous thief.” Pursuing this lead, the 
  party discovers the thief in question is Jalia Ramires. 
  Characters who have previously interacted with the 
  Wave Riders likely recognize her name immediately, while 
  those less familiar with her background can attempt to find 
  out more about her. 
  The hanging takes place on any suitable pier connected 
  to the boardwalk.
  Background
  For several months, Jalia Ramires has suspected 
  Hargrove of dealings with the Ring of the Kraken, though 
  she has no actual idea just how deep his involvement lies or 
  whether he is merely their pawn. Not long ago she noticed 
  several Dragoons close to Bonedeuce were scarred with 
  a small ring-like mark, the sign of Harthagoa. She quickly 
  shared this observation with Lt. Commander Trey Perrin, 
  piquing his suspicions. 
  Unfortunately, Perrin began his investigations by 
  confiding in Aeron Chambers, whom Perrin wrongly 
  considered above suspicion. He instructed a pair of city 
  officials to allow Jalia to overhear a false but convincing 
  conversation about documents relating to her parents’ 
  deaths. 
  Intrigued, the infamous cutpurse followed Hargrove’s 
  two minions into an unoccupied municipal building, only to 
  find herself in the middle of a bloody crime scene. A chest 
  of gold splayed across the floor and coins scattered about 
  the corpses of six city guards. Seconds later, dozens more 
  Dragoons rushed to the scene and arrested her. 
  The slain ‘guards’ were indigents Hargrove rounded up 
  from the docks. After offering these homeless migrants jobs 
  as city guards, Hargrove had them scrubbed down, dressed in 
  uniforms, and then his assassins slit their throats. Hargrove 
  appointed Darenar to investigate the crime, and of course, 
  none of the dead men bore the infamous ring scar.
  
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  As the situation stands, Hargrove arranged a public 
  hanging for Jalia, to be held on the pier at dawn. Afterwards, 
  her executioners plan to drop her corpse into the harbor to 
  ‘feed the fishes’.
  The Setup
  The following events depict Jalia’s hanging at the hands 
  of Hargrove’s Dragoons. The party may attempt to interrupt 
  the sequence at any time; however, if they fail to intervene, 
  the Dragoons successfully hang Jalia. Referees should note 
  that Hargrove is no fool: he fully expects someone – likely 
  one of Jalia’s former allies – to hear of the hanging and 
  come to her rescue. 
  Now more than ever, in the wake of the Night of 
  the Shark, Hargrove craves the protection he foolishly 
  believes Harthagoa’s power brings. As of today he plans to 
  accelerate all his machinations to aid his tentacled master. 
  Consequently, he chose a public execution to turn Jalia into 
  bait and lure out other potential threats to the Ring of the 
  Kraken. 
  Hargrove briefed his Dragoons on a possible rescue and 
  admonished them to watch for foolish upstarts and would-
  be revolutionaries.  
  Action
  A sizable crowd of several hundred onlookers assembles 
  upon the gallows pier. Moments later, a group of six well-
  armed Dragoons lead Jalia, gagged with her arms bound 
  behind her back, through a growing and eager crowd. They 
  march toward the end of a long pier where the gallows 
  block stands. The crowd boos loudly at the convicted 
  woman and pelts her with baitfish and rotten vegetables. 
  Eventually, two Dragoons escort Jalia up a narrow wooden 
  staircase to the gallows block. Soon after, the crowd is 
  shocked as none other than Elder Hargrove walks to the 
  block to address them. Quickly the throng’s cries soften to 
  mutters and Hargrove speaks.
  After publicly decrying the hanging as sadly inhumane, 
  but an unfortunate necessity, Barrison Hargrove departs, 
  preferring the relative safety of his favorite dining 
  establishment.
  In his stead, he leaves a squat and bristle-faced Dragoon 
  commander named Mulgrass Freth to oversee the execution. 
  Assuming command with obnoxious arrogance, Freth gives 
  the signal to proceed. At the top of the block, the guards 
  turn Jalia to face the crowd. They weight her body with bags 
  of sand and fit a noose around her neck, while Commander 
  Freth reads aloud the crimes for which she stands convicted.
  “Jalia Ramires, by my own hand, you were apprehended 
  in Port Offices attempting to steal city funds and secret 
  political documents concerning both Port Shaw’s defenses 
  and finances. You left behind no less than six victims, 
  all with their throats cut. These men were my own loyal 
  Dragoons, and I myself wiped their blood from your blade.” 
  Then, cruelly, Freth asks the gagged woman for any last 
  words. She screams unintelligibly around the cloth jammed 
  in her jaws, and the riled crowd resumes booing and 
  throwing refuse. 
  After allowing Jalia to struggle fruitlessly, Freth quiets 
  the mob and pompously proclaims, “For high treason! For 
  the capricious murders of six men! And many previous 
  crimes, I— Mulgrass Freth, in the name of Barrison 
  Hargrove, Elder of Port Shaw – do commit you to the 
  highest punishment under law! Death!”
  Upon his final word, the guards atop the gallows cut 
  the cord binding the hatch beneath Jalia’s feet. She drops 
  through and, with a loud snap, her neck breaks. For a long, 
  silent minute, her body dangles a foot or so above the 
  dark harbor waters. Then a loud cheer rises amongst the 
  gathered townsfolk. Moments later, one of the Dragoons 
  cuts the rope holding her body, and it plops eerily into the 
  water, leaving behind a ring of ripples and bubbles as sole 
  evidence to the grim event.
  Mulgrass Freth (Ftr4/Thf5): HP 47; AC 3[16]; Atk +1 rapier 
  (1d6) or military pistol (1d10); Move 12; Save 11; AL C; CL/
  XP 9/1,100; Special: backstab (x2), +2 save vs. traps, thiev-
  ing skills.
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%. 
  Equipment: +1 chain armor, +1 rapier, military pistol, 
  shot & powder for 10 shots, cloak of protection +1
  Dragoon Guards (Ftr5) (5): HP 38; AC 2[17]; Atk bastard 
  sword (1d8) or military pistol (1d10); Move 12; Save 10; AL 
  C; CL/XP 5/240. Special: none. 
  Equipment: highly polished +1 plate armor bearing 
  the crest of Port Shaw bastard sword, military pistol, 
  shot and powder for 10 shots
  Note: one guard carries an elaborately decorated +1 
  dagger, which is the one used to cut the ropes holding the 
  trap door.
  OLD MAKANA’S HEX
  Synopsis
  While travelling and adventuring on the high seas, the 
  characters explore the Pearl Eye Atoll. Once in the Pearl 
  Eyes, they hear rumor after rumor of a powerful witch and 
  (probably) decide to seek her out. Upon finding her, they 
  can persuade the witch to summon Jacob Razor’s ghost, 
  learn certain facts, and receive confirmation that Garr 
  Bloodbane’s treasure does not lie in the Pearl Eyes after all.
  Background
  The pact between Jacob and the witch stems from an 
  awkward and colorful past. This Tulita witch is none other 
  than Makana Bloodbane, widow of Captain Garr Bloodbane 
  the Pirate King. 
  
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  Chapter Seven: The Kraken Strikes
  Jacob Razor met Makana while serving in Bloodbane’s 
  crew, long before his love of Bethany transformed him 
  into the pirate’s king’s great nemesis. As was his wont, 
  Bloodbane stopped in the Pearl Eyes, at the isle of Makana’s 
  birth, to hide and refit his ship, The Dark Lady.
  Jacob first met the witch while on furlough, and for a 
  few short months they engaged in a torrid affair, sharing hot 
  nights, stealing time from Jacob’s duties, and exchanging 
  many secrets. Eventually, against her tribe’s wishes, Makana 
  insisted on accompanying Jacob to serve Bloodbane’s crew 
  as a seer and healer. 
  In the end, the affair ended poorly. Makana schemed to 
  acquire the affection of the ship’s captain, Garr Bloodbane, 
  pretending to love both men while in truth she loved 
  neither. The resulting triangle initiated a rift of pain and 
  betrayal that eventually prompted Jacob to set out on his 
  own – and as fate would have it – into Bethany’s arms. 
  However, before leaving Bloodbane’s company Jacob 
  held a final tryst with Makana. In his passion that night 
  the young Jacob Razor succumbed to Makana’s wiles and 
  swore on an ancient blood debt scroll that he would avenge 
  whomever slew the as-yet-unwed witch’s husband – and 
  that he would “tell no one” of this oath. In exchange for this 
  pact, Makana offered blessings upon Jacob that assured him 
  a future of greatness
  Jacob, intending to return and take Makana for himself, 
  readily agreed, but he foolishly underestimated the power 
  of the blood debt and the perfidy of his Tulita witch. Upon 
  Jacob’s departure, Makana married Garr Bloodbane. 
  Even though Makana sought merely to protect her 
  husband-to-be from Jacob’s wrath, because Jacob died in 
  violation of his oath, he cannot pass on to the next world 
  and remains bound to serve the witch, a woman whom he 
  now hates. 
  Old Makana holds the fate of Jacob Razor in her 
  hands. If she knew he was her husband’s killer, she would 
  feel honor bound to hold his soul for eternity and never 
  release the blood debt. Fortunately for Jacob, she does not 
  know – unless, of course, the characters let this detail slip 
  in conversation. Instead, Makana accepts (as do most) 
  the common tale that Commander Bonedeuce slew her 
  husband and believes Jacob lives beyond death because he 
  foolishly told someone about his blood debt. Never one to 
  pass up power or control, Makana keeps the shade of her 
  former lover as a spirit-slave.
  Bonedeuce himself concocted that tall tale about slaying 
  the Pirate King – after literally stabbing a battle-weary and 
  wounded Jacob Razor in the back. Ironically, Bonedeuce’s 
  braggadocio saved Jacob from Makana’s vengeance.
  Setup
  A middle-aged Tulita woman lives upon this small 
  island. Local legend claims she is a witch and resides by 
  herself in a mud-daub hermitage atop a hill located a few 
  miles inland. Tulita who live nearby often row to her island 
  to offer votives and other gifts in exchange for her magic. 
  She performs healings on the sick, blessings on babies, casts 
  curses on enemies, reads omens, performs extispicies, and 
  brews potions for ailments ranging from constipation to 
  impotency. The locals name her Old Makana.
  Of all the gifts Old Makana receives few please her 
  as much as dragonsmoke, to which she is addicted. She 
  invites any who bring her the “smoke” – along with their 
  companions – to a special séance. Once they feel (or appear 
  to be) good and stoned, Old Makana summons the spirit of 
  Jacob Razor.
  Makana’s magic combines folklore, superstition, and 
  a very real inborn talent passed down from a long line of 
  witches. While her folk remedies have little effect, much of 
  her magic remains real and potent. 
  Old Makana is greedy and unabashed about asking for 
  payment. She angrily chides any who seek her services 
  without worthwhile offerings. If the characters ask what 
  she desires she prattles about goats in return for reading 
  the future, gold coins for love potions, or mango fruit for 
  blessings. If they specifically ask about Jacob Razor’s ghost, 
  
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  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  she wants dragonsmoke. She hisses through her teeth 
  and demands they return at midnight with a cake of the 
  smoke, a tin cup of grog, and 500 gp. If the characters don’t 
  possess these exact items – Old Makana is very particular; 
  for example, the cup must be tin – she knows where the 
  adventurers can get them. See Showtime on The Sara 
  Belle, below, for details.
  Action
  When the characters return with the required ingredients, 
  at least half the party must agree to join her at the séance, 
  otherwise she refuses to proceed. If the séance aborts for lack 
  of character participation, note that Old Makana keeps the 
  smoke, grog and gold. Once enough people agree to attend, 
  she belts the grog in one swig, belches, and sticks the tin cup 
  on a shelf. She needed a new mug. 
  Encouraging all to sit in a circle and hold hands, Old 
  Makana passes the dragonsmoke around in a hand-carved 
  sugar cane pipe (though characters may attempt to fake 
  ingestion), and then she drones in a personal mystic 
  language, mumbling the oaths owed her by the souls of the 
  damned. Characters who specifically request to listen to her 
  initially unintelligible mutters may make out the phrase, “…
  by the heat of night, by the sweat stains on our stolen time, 
  by secrets shared and love long spent, I so swear…”
  Soon after the séance begins, Jacob Razor’s ghost 
  appears.
  Raising Razor’s Ghost, The First Time
  Makana’s addiction to dragonsmoke has nothing to 
  do with the witch’s power to call up Jacob’s spirit. She just 
  wants the smoke. It makes the memories his shade evokes 
  easier to handle. Once per day she may call up Jacob’s ghost. 
  When summoned this way, his ghost manifests for no more 
  than 10 minutes and answers no more than five questions, 
  after which it dissipates and cannot be summoned for the 
  next 24 hours (see blood debts, below, for details). 
  While summoned in this manner, Jacob appears as a pale 
  flicker and can do little but answer the questions put to him. 
  While bound to answer truthfully, his ghost retains its free 
  will and may attempt to trick or elude its questioners.
  Once Jacob appears, Referees should consider using 
  him to divulge secrets or clear up any mysteries facing the 
  characters. If there is an important fact they are missing, 
  Jacob might offer it to them outside the five questions. 
  He might even warn them not to ask their fifth question, 
  because it allows him to remain and speak longer. Should 
  a character accidentally ask a fifth question after such a 
  warning, the ghost shouts the answer with an “Arr! Ye fool!” 
  and vanishes. In particular, Jacob offers the characters the 
  location of the Albatross, along with a cryptic warning that 
  its crew and captain are in grave danger. 
  Conversely, Jacob might prove tight-lipped and hint 
  ominously about a threat hanging over Port Shaw. If the 
  Editor’s Note:  
  Colorful Pirate Curses
  Just a few choice lines to put in Jacob’s mouth 
  should he fly into a rage. Also good for any NPC bent on 
  taunting or exhorting the characters.
  Clean
   
  G Villainous, parrot-strangling, lily-livered galley slaves!!
   
  G Dance with Ketch, ye hook-handed crow’s bait!
   
  G Scar faced stern foulers!
   
  G Weed choked biscuit weevils!
   
  G The black spot upon thee, ye raft riding swabs!
   
  G Rip and burn ye to the line, festering scuttle hounds!
   
  G Cod-faced hairy hammock monkeys!
   
  G Scupper licking bilge-drinking scurvy-ridden dogs!
   
  G I’ll cut yer tongue and feed the sharks, pox-faced 
  Kraken lickers!
   
  G Sorry, black-spotted, nattering wretches!
   
  G Slovenly, barnacle-bottomed, lice infested milkmaids!
   
  G I’ll skewer yer gizzard, ye flea ridden, yellow bellied 
  ballast pigs!
   
  G Ya weevil eating, worm riddled blaggards!
   
  G Damn ye for sneakin’ puppies and hen-hearted 
  numbskulls!
   
  G Chuckle-headed squabs! Sniveling puppies!
  Not So Clean
   
  G To Davey’s grip wit’ ye duck-knee’d dung munching 
  crap sacks!
   
  G I’ll take me boot to ye jelly-boned thumb suckin’ cruds!
   
  G Slam yer heads on a marlinspike, ye pig-faced, butt-
  licking baboons!
   
  G Jumped up grass combin’ syphilitic chunks o’ bat 
  spittle!
   
  G Lard-brained screechy little gobshytes!
   
  G Ye scabby-arsed worthless streaks o’ pee!
   
  G Ye screw-eyed, cargo-thieving jack shats!
   
  G Maggoty cow-poxed bile bags!
   
  G Weasel-hearted gutless kidney wipes! Pants soilin’ 
  washoons!
   
  G Ye worm-livered, pee-soaked sons of a back alley 
  chum bucket!
  
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  Chapter Seven: The Kraken Strikes
  characters name Bonedeuce or display his dagger, Jacob 
  grows angry. If no one appeases the ghost by defaming the 
  ignoble and traitorous Dragoon commander, Jacob flies 
  into a maddened rage, sputtering malicious and obscenely 
  worded curses upon all present. If this occurs, the witch 
  dispels him. She then angrily accosts the characters for 
  upsetting her spirit. She refuses to summon Jacob the next 
  day – or any day thereafter – without a combination of 
  additional gifts and silky words that play to her vanity.
  Lines of Questioning
  Bonedeuce
  If the characters convince Jacob they despise Bonedeuce, 
  he sees them as the means to free himself from the witch 
  and gain vengeance. From that point on, he does his best 
  to convince Old Makana to sell his blood debt to the 
  adventurers.
  Bethany
  If Bethany attends the séance, she breaks down upon 
  seeing her husband’s ghost. She pleads with the witch to 
  sell her the blood debt so that her husband’s spirit can 
  fulfill its oath and go free. Bethany does not know how to 
  free a bound spirit, or she would buy the oath and simply 
  do that. Old Makana dislikes Bethany at first sight, and is 
  not inclined to educate Razor’s widow on the intricacies of 
  blood debts. 
  Of course, Jacob’s manifestation attempts to dissuade 
  Bethany from accepting the blood debt. He knows that he 
  is Bloodbane’s true killer – even if the terms of the debt 
  silence him any time he attempts to explain this – and 
  therefore can never fulfill his original oath. As much as 
  he desires to avenge himself against Bonedeuce, he fears 
  being forever bound to his widow, for such a fate would 
  crush her spirit. He is also unaware that if the blood debt is 
  transferred, its owner may simply free him from his curse.
  Miscellaneous
  During the interrogation of Jacob’s shade or of the witch 
  alone, the characters might venture onto several peripheral 
  topics: 
  If they ask Makana about her husband’s treasure, she 
  becomes annoyed and cackles sarcasm at them, “Are ye 
  daft? Do ye think if I knew anything about m’husband’s 
  treasure I’d be livin’ in this here mud-hut?! Oh wait. Lookee 
  here,” she picks up a chipped old bowl, “Me finest dishware, 
  imported all t’way from t’mainland, sparin’ no expense…” 
  Turning away she mutters, “Said Pearl. Know he said Pearl. 
  Jus can’ figger it!”
  If they ask about Dajobas and weresharks, she 
  responds, “The shark god be fickle, he demands blood. He 
  demands feedin’…how it’s always been. Only they who fail 
  t’unnerstan’ sharks fears ‘em. Dolphin, Tortoise Whale will 
  keep t’ Shark away. T’wer I ye, I’d be more concerned wit’ t’ 
  Ring o’ the Kraken!”
  If they ask about Bonedeuce or the Pride, she responds, 
  “I seen t’fool’s ship ’bout t’islands. He be here somewheres. I 
  sense ‘im for he be marked with the Ring…” 
  If the characters question her further about the Ring she 
  scolds, “T’mark of t’Krakenfiend, ye fools. Bonedeuce and 
  his pride be but slave poppets, servants t’ th’ Great Squid. 
  They be an omen. An omen, I tells ye! Kraken be rising soon 
  t’claim his throne. Ye’ll see. Oh Ye’ll see. Heh heh *cough*” 
  She hocks a phlegm ball and loogs it into the dirt, where it 
  squats like an eyeless toad.
  If they continue to push for more information on 
  Harthagoa, any of his aliases, or The Ring of the Kraken 
  Makana divulges the following: “Look ye. I’ve many a dark 
  dream o’ late. All bear auspice t’ th’ Great Squid. He sleeps 
  not, an’ he be a’ comin’. The Kraken wants his throne built 
  on a city o’ men from which t’rule all earth and all th’ sea. 
  Many flock t’ his cause. He corrupts ‘em and promises great 
  power. An’ Ol’ Makana know all this, for the Great Squid, he 
  makin’ me t’same offer. I throw it back at him, for his path is 
  not mine. And ha – don’t I know how foul an oath may be. 
  Ye tell me I don’t! Heh. Mark me words, soon the Kraken 
  come t’ seize Port Shaw if he hasn’t already! I seen it – t’ 
  Albatross hides th’ names o’ his servants and holds th’ key t’ 
  th’ Kraken’s undoing. There. A gift to ya. No charge. Do wit’ 
  that what ye may.” 
  Old Makana (MU14): HD 11+3; HP 31; AC 7 [12]; Atk staff 
  of striking (2d6); Move 12; Save 5; AL C; CL/XP 17/3,900; 
  Special: +2 on save vs. spells, spells (5/5/5/4/4/3/1)
  Spells: 1st—charm person, detect magic, magic mis-
  sile, shield, sleep; 2nd—detect good, ESP, invisibility,  
  mirror image, web; 3rd—clairaudience, fly, haste, 
  hold person, lightning bolt; 4th—confusion, fear,  
  monster summoning II, polymorph other; 5th—ani-
  mate dead, conjure elemental, feeblemind, teleport; 
  6th—death spell, monster summoning IV, repulsion; 
  7th—limited wish. 
  Equipment: staff of striking, scroll of charm mon-
  ster, ring of protection +2, incense (100 gp), specially 
  marked bones (25 gp), unholy water font (100 gp), 
  pouch with 110 gp, an old expended scroll.
  Development
  While the witch proves willing to sell her blood debt 
  and transfer control of Jacob Razor to the characters for 
  the right price, she is not willing simply to tell them how 
  a blood debt works. She holds the secret workings of the 
  blood debt close, forcing the characters to pay high prices to 
  learn each aspect of the ritual. 
  Referees should extract additional payment for each of 
  the following tidbits, never simply telling characters how 
  every facet of a blood debt works:
   
  G How to summon the spirit for 10 minutes of questions
   
  G The exact words that force the spirit to answer 
  truthfully
  
  238
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  Blood debts are a potent type of geas practiced along 
  the Razor Coast. Unlike most geas spells, the blood debt 
  is a willing pact between two individuals, overseen by 
  a pact-maker (or in some cases one of the individuals 
  pledging the blood debt may also be the pact-maker). 
  Typically, geased individuals earn some great reward in 
  exchange for their willingness to fulfill the geas, and the 
  geas is worded to ensure the individual provides a great 
  service in exchange.
  On the Razor Coast, as in other regions where life is 
  short and hard, individuals may not live to fulfill their 
  blood debts. The blood debt ensures payment if indi-
  viduals fail to perform their geas in life, but also in death 
  by binding indebted spirits to return from beyond the 
  veil and make good on their pledges.
  Similarly, whoever holds the blood debt – and re-
  ceived the promise of the geased individual – possesses 
  the right to sell the blood debt to another for any rea-
  son, without limitation. The sale of the blood debt frees 
  the spirit from the seller but enslaves it to the buyer. All 
  the entailments of the original oath remain intact, ex-
  actly as if the geased individual had pledged their blood 
  debt to the new owner in the first place. Those making 
  blood debts should be extremely careful as to the word-
  ing of their oaths. Clever pact-makers often try to trick 
  them into impossible tasks, so they might continually 
  summon geased spirits from the land of the dead.
  BLOOD DEBT
  Spell Level: Magic-user, 8th level
  Range: 10 feet
  Duration: Until task is completed (see below) 
  Similar to a geas, a blood debt places a magical com-
  mand on a creature to carry out some service or to 
  refrain from some action or course of activity, as desired 
  by you. The creature must be able to understand and 
  agree to the conditions set during the spellcasting. 
  The indebted creature must follow the given instruc-
  tions until the blood debt is completed, no matter how 
  long it takes. If indebted individuals die before fulfill-
  ing the blood debt, their spirits rise as ghosts in order 
  to make good on the pact. Because the blood debt is 
  accepted willingly, it cannot be broken by any means, 
  including magical means. The debt only ends when paid 
  in full. 
  Spirits bound by a blood debt may be summoned 
  forth as a shade and subjected to questions once every 
  24 hours, provided the summoner invokes the ghost us-
  ing words and phrases from the original pact. Question-
  Blood Debts 
  ing lasts for a time period of no more than 10 minutes. 
  During questioning the restless shade must answer up 
  to five simple questions truthfully, after which it dissi-
  pates. If the shade does not know the answer to a ques-
  tion, it may not verbalize an answer. Summoned in this 
  manner, a shade remains completely ethereal, vaguely 
  resembles its former self, and cannot attack or perform 
  any other interactions beyond flickering with ghostly 
  light and whispering. 
  Once per year the possessor of the debt may use 
  words from the original agreement to implore the 
  indebted ghost to manifest in full and perform terrify-
  ing tasks and acts, so long as such acts might lead to 
  fulfillment of the promise sworn in the original pact. For 
  example, the debt holder may not summon the ghost to 
  send as an assassin against some unrelated person, un-
  less a specific trick of wording in the original pact allows 
  for it. While manifest in full as a ghost, the spirit may call 
  to itself ghostly versions of the possessions, mounts, 
  and equipment it bore in life.
  Demanding a full manifestation requires debt pos-
  sessors shed their own blood and scream aloud a sum-
  moning cry – again using the words of the original pact; 
  although it is not necessary to utter the words in the 
  original language used to forge the debt – demanding 
  three times that the spirit come forth and live up to its 
  pledge. Full manifestation only occurs if the possibility 
  of fulfilling the oath actually exists. 
  Unscrupulous magic-users often use blood debts to 
  imprison and enslave spirits. The most despicable cast-
  ers go as far as to murder those with whom they have 
  sealed a debt in order to manipulate them after death. 
  The caster of a blood debt may sell or otherwise transfer 
  the debt to another individual. Such sales transfer all 
  the entailments of the debt to the buyer, exactly as if 
  indebted individuals had made their oaths to the new 
  owner in the first place. There is no limit on the number 
  of times a blood debt may be sold.
  Whoever holds the blood debt may also declare it 
  filled by invoking the words of the original pact – even if 
  the indebted individual has not yet fulfilled the original 
  pledge – and free the spirit from its bondage. 
  Alternately, the holder of a blood debt may use the 
  original words in a ceremony to declare the debt forever 
  unfulfilled. This latter act involves burning the debt, 
  either literally if the original document survives or sym-
  bolically if it does not. Burning the debt in this manner 
  deprives the holder of the power to summon the bound 
  spirit and dooms the ghost to remain a ghost, haunting 
  the site of its death for all eternity.
  
  239
  Chapter Seven: The Kraken Strikes
   
  G The exact phrase for manifesting the spirit to fulfill its task
   
  G The fact that the spirit is more powerful when manifest
   
  G The words to transfer the blood debt to another
   
  G The words to set the bound spirit free
  By the time the Witch finishes haggling, she squeezes a 
  minimum of another 10,000 gp in cash, spells, and magic 
  items from the party – plus all the dragonsmoke she can 
  finagle. Only then will she transfer Jacob’s blood debt.
  SHOWTIME ON THE SARA BELLE 
  After battling fell lycanthropes, investigating grisly 
  crimes, and generally wading through blood, this light-
  hearted encounter adds a pinch of levity and a dash of 
  comic relief to the campaign’s often grim undertone. Not 
  to say that Showtime on The Sara Belle is a cakewalk. 
  Handled incorrectly, this encounter holds death for the 
  characters — even if they die chuckling. 
  Synopsis
  On an uncharted, semi-deserted island in the Pearl 
  Eye Atoll, the witch Old Makana summons the spirits of 
  the deceased and questions them — for a price. When 
  prospective clients arrive, all she asks for is 500 gp, a tin cup 
  of rum, and a brick of dragonsmoke — a fair bargain for 
  speaking to the dead. 
  However, if supplicants do not own these items, the wily 
  Makana knows someone nearby who might. She directs 
  them to a band of rowdy pirates living in a hidden cove on 
  the other side of her island, insisting they possess what she 
  demands.
  Background
  Captain Maurice Bravancello leads this band of 20 
  pirates. He helms The Sara Belle, which currently sits in 
  dry dock on the other side of Old Makana’s island, having 
  suffered extensive damage in an attempt to commandeer 
  a merchant vessel and its heavily armed escort. The winds 
  turned against The Sara Belle and her crew of seadogs. They 
  gained no booty, their ship nearly sank, and they lost two 
  brothers to the unforgiving seas. 
  A full store of rum, ample bricks of dragonsmoke and 
  the perpetual good cheer of their insufferably peppy first 
  mate, Alastair Drimstar, are all that buoy their flagging 
  morale. While Captain Bravancello stews in what remains 
  of his quarters, the effervescent Alastair determined not to 
  let The Sara Belle’s sagging fortunes keep her crew down. 
  In their misery, they may crave nothing more than 
  drowning their sorrows and numbing their minds with 
  drink and drug, but Alastair plans to reinvigorate his 
  downtrodden men by having them perform a few songs 
  from a musical he wrote.
  To state the bubbly first mate’s crew lacks enthusiasm 
  for the production might just be the Razor Coast’s 
  understatement of the year — on a par with dubbing 
  Harthagoa a “bit of a nuisance.” To make matters worse, 
  even copious quantities of alcohol and brain killing drugs 
  cannot hide the fact that Alastair’s songs are simply, 
  unbelievably awful. All hope seems lost for Alastair’s 
  musical until a “new cast” miraculously appears at his 
  doorstep.  
  Setup
  The unmistakable scents of burning dragonsmoke and 
  spilled booze emanating from the pirates’ makeshift camp 
  make it obvious this is the right place. There is clearly 
  enough rum to fill the witch’s tin cup — and plenty of tin 
  cups to be had — but the crew apparently consumes the 
  last of the dragonsmoke as the party approaches. Because of 
  their inebriated state, The Sara Belle’s men take little notice 
  of the strangers in their midst and freely offer the characters 
  swigs of rum and a hardy welcome. 
  A hardy welcome from everyone except for the sober 
  Alastair, that is, who sees an opportunity to bring his 
  musical to life. After the characters indulge in a few drinks 
  or a few puffs, Alastair approaches them on behalf of 
  The Sara Belle’s officers. He possesses a flamboyant and 
  aristocratic demeanor and remains utterly determined to 
  see his musical performed in all its glory. 
  Alastair Drimstar (Ftr6/Thf6): HD 9; HP 25; AC 6 [13]; Atk 
  +1 handaxe (1d6+1) or throwing axe (1d6); Move 12; Save 
  9; AL N; CL/XP 7/600; Special: backstab (x3), +2 save vs. 
  traps, thieving skills
  Thieving Skills: Climb 90%, Tasks/Traps 35%, Hear 4 
  in 6, Hide 30%, Silent 40%, Locks 30%. 
  Equipment: +1 leather armor, +1 handaxe, 3 throw-
  ing axes, guitar, potion of healing, safe key, 105 gp, 
  small piece of dragonsmoke, vial of ink, scorebook for 
  Bite This Dajobas. 
  Alastair offers the characters everything they want — 
  gold pieces, rum and dragonsmoke — if they agree to sing 
  four songs from his musical. He insists it will take only a few 
  hours to learn the musical numbers. After a brief rehearsal, 
  they would then perform the show for his men. After the 
  performance, Alastair assures them they are free to leave 
  the campsite, payment in hand.
  If the characters agree to Alastair’s terms, he gives them 
  the musical score, asks them to review it, and requests 
  they meet him in an hour for rehearsal. With an air of 
  regret, Alastair refuses to give the characters any gold or 
  dragonsmoke if they refuse his offer, but he allows them to 
  drink the rum without limit. His backup plan is to get the 
  characters drunk, take them prisoner, and then force them 
  to entertain the crew. 
  The musical entitled Bite This, Dajobas! is utterly 
  terrible and in despicably bad taste. It tells the story of a 
  young angler who contracts lycanthropy from a minion of 
  
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  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  Dajobas and murders his beautiful wife and their young 
  child. It features such memorable tunes as, “I Got a Mark 
  from a Shark,” “Feelin’ Younger from the Hunger,” “Don’t 
  Fear the Chompers,” and “Blood is in the Air…and in the 
  Water.” 
  The Referee should feel free to invent more songs or to 
  spice up the production further with outrageous costumes 
  and gonzo choreography. Nothing is too over the top for 
  Alastair. 
  Action
  After the preliminary introductions and initial prepara-
  tions, the characters must decide on a course of action. 
  Acquiring the rum is as easy as pouring it into a tin cup, but 
  the gold and dragonsmoke are a different matter. Alastair 
  keeps 1,400 gp and five bricks of dragonsmoke in a con-
  cealed and locked iron safe in his personal quarters aboard 
  the beached Sara Belle, and he is the only one with the key.  
  Stealing from Alastair
  The adventurers’ might steal Alastair’s key, but they must 
  still deal with the alarm spell protecting the safe (see the 
  Appendix). Captain Bravancello is the only crewmember 
  who spends any time aboard the Sara Belle. The rest of the 
  crew, including Alastair, mill about in the campsite when 
  they are not looking for food, firewood or scavenging the 
  nearby beach for any shipbuilding material that might wash 
  ashore. However, should the alarm sound, both crew and 
  captain rush to investigate. They immediately attack anyone 
  suspected of attempting to open the safe.
  Performing in Bite This, Dajobas!
  If the party pulls off a good performance, Alastair refuses 
  to attack them. Should any adventurer succeed at a great 
  performance, Alastair warns them of Captain Bravancello’s 
  plan by knocking the poisoned rum from Maurice’s hand.
  Should one or more of the characters deliver a “bring the 
  house down” performance, Alastair does all of the above but 
  also fights with the characters against both captain and crew; 
  although he deals only non-lethal damage when doing so.
  Flattering Alastair
  In lieu of a powerful performance, flattering Alastair 
  also works wonders. Successfully flattering the wannabe 
  musician’s musical greatness also induces Alastair gives hand 
  over a block of dragonsmoke in exchange for the compliment. 
  Grant the player some manner of a bonus for every 
  specific element of a specific song they resoundingly praise. 
  For example, “It’s the way you hit that second octave on the 
  shark screech in ‘Don’t Fear the Chompers’ – Alastair, it just 
  fills me with elation. Your singing makes me want to be a 
  better man.”
  However, give the party only one attempt to stroke 
  Alastair’s ego. Like many artists, Alastair craves praise but 
  holds deep suspicions of anyone who heaps it on him.
  Lying to Alastair
  Finally, Alastair detests liars. If he learns of a plan to 
  deceive him, he calls on his captain and the rest of the 
  pirates to join him in attacking the party. 
  Pirates (10): HD 3; HP 12, 14, 20, 21, 18, 19, 11, 17, 15, 11; 
  AC 5 [14]; Atk longsword (1d8) or light crossbow (1d8); 
  Move 12; Save 14; AL C; CL/XP 3/60; Special: none. 
  Equipment: ring armor, shield, longsword, light 
  crossbow, 40 bolts, signal whistle, 4d12 gp.
  Wrap-Up
  Once Captain Bravancello learns of the characters’ 
  arrival, he formulates his own plan. In desperate need of 
  a new ship, the crafty pirate knows that it is easier to take 
  someone else’s than fix his own. After the show, Captain 
  Bravancello sings the party’s praises and raves about their 
  amazing performance in such a “stellar musical miracle.” 
  He offers the characters rum spiked with poison that 
  causes unconsciousness for 2d6 hours, with an onset of 2d6 
  minutes. 
  When the first character falls unconscious, he and his 
  loyal crew attack the remaining characters. After they 
  dispose of the last character, the Captain plans to leave the 
  adventurers for dead, backtrack their path, and seize their 
  vessel for his own. 
  Captain Maurice Bravancello (Ftr9): HD 9; HP 41; AC 5 
  [14]; Atk +1 longsword (1d8+1) or dagger (1d4); Move 12; 
  Save 6; AL C; CL/XP 9/1,100; Special: none. 
  Equipment: +1 ring armor, +1 longsword, 3 daggers, 
  6 doses of poison, spyglass, astrolabe, vial of ink.
  The only wild card in Captain Bravancello’s plan is 
  Alastair. Though he is a pirate, Alastair imagines himself an 
  aristocrat among pirates. He is a man of his word, and if the 
  characters uphold their end of the bargain, he intends to 
  keep his — even to the extent of defying his captain. 
  COMMANDER PERRIN  
  AT THE CITY OF CYCLOPES 
  The party spots the Albatross partially beached in a 
  shallow bay. The ship is vacant and upon closer inspection 
  shows signs of repairs to a damaged hull left unfinished. 
  Still, there are no signs of violence or treachery. As if the 
  crew simply put down their tools and vanished – which 
  they did in an ill-fated attempt to mutiny (see Background, 
  below, for details). 
  In the ship’s supply hold, the characters find only a few 
  sacks of grain and three barrels of water – not enough for a 
  long voyage. They also find half a crate of mangos, but these 
  are spoiled, perhaps two weeks old. Between the limited 
  supplies, rotten fruit, and missing long boats, the evidence 
  indicates the captain and crew traveled inland in search of 
  supplies almost two weeks earlier.
  
  241
  Chapter Seven: The Kraken Strikes
  Exploring the shore, the characters find no tracks or 
  traces of the crew along the beach. Anyone searching even 
  a little farther inland discovers four longboats, all partially 
  buried in the soil and covered with brush to keep them 
  hidden. A secondary search reveals tracks headed even 
  deeper into the surrounding jungle. 
  The party encounters no problem following these 
  tracks and, after a few hours, reaches a brook. From 
  there, the tracks turn upstream and head still deeper 
  into the darkening jungle. Several miles along, one of the 
  adventurers stumbles upon a great stone brick. Badly 
  weathered and chipped from countless centuries, it seems 
  entirely out of place in the jungle. Soon they stumble upon 
  another, then more, then bricks partially stacked upon one 
  another. Finally, peering through the jungle beyond, they 
  spot a massive rise of vine-gowned ruins. Entangled with 
  vegetation and flowering lianas, covered in moss and soil, 
  the remains of buildings lie heaped like the masonry bones 
  of some gargantuan, primordial beast. 
  Background
  The characters have stumbled onto the ruins of 
  Omargwato, an ancient civilization of jungle giants who 
  worshipped terrible and bloodthirsty gods. To honor these 
  gods they drowned infants for rain and bled each other dry 
  for crops. While the Omargwato have long passed on, their 
  shrunken descendants still live within these ruins. 
  Malformed, primitive barbarians of tremendous size 
  that view the world through a single eye, the degenerate 
  descendants of Omargwato believe it their fate to guard 
  these sacred ruins and reenact their ancestors ancient 
  rituals at every opportunity – preparing for the day foretold, 
  when their more massive forefathers will return. 
  When Perrin and his men discovered the ruins, a patrol 
  of degenerate cyclopes – the shrunken descendants of 
  Omargwato – ambushed them. The ensuing rout split the 
  crew of the Albatross into four groups. One group the 
  monsters hunted down and slaughtered brutally, torturing 
  the hapless crew by binding their limbs between trees and 
  gutting their suspended bodies with crude stone knives. 
  The cyclopes read the exposed entrails while their victims 
  struggled, wept, and died. They dug their thick, stumpy 
  fingers into gaping belly wounds, grunted excitedly over 
  this string of fascia or that lump of adipose, and argued in 
  their strange hooting tongue over a length of red, glistening 
  mesenteric artery. Later, jungle birds flocked to scavenge 
  from the gory remains.
  
  242
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  The other three groups fled in different directions, 
  each seeking shelter amidst the ruins. All three bands find 
  themselves trapped, and it seems only a matter of time 
  before they suffer the same horrid fate as their fellows. 
  Setup
  Group 1
  The characters most likely encounter this group of 
  survivors first. It consists of 7 sailors led by Perrin’s first 
  mate, Carlyle Jarvis. Carlyle spends the better part of 
  every day calming his people, trying to prevent them from 
  revealing their location. His slowly starving followers teeter 
  daily on the edge of panic. If the characters do not calm 
  or cow them upon their first meeting these crewmembers 
  abruptly freak out and attempt to flee, worried the 
  characters arrival gave away their location. 
  Which gives away their location. 
  As soon as any of them bolt from their hiding places, 
  cyclopes rush from behind massive piles of masonry or 
  from the thick bamboo jungle, slay the fleeing sailors, and 
  drag off the bodies to perform strange rituals with their 
  remains.  
  Group 2
  Lt. Commander Trey Perrin heads the second band 
  of survivors, giving orders from a makeshift stretcher. 
  His orders often make sense, but not always as he battles 
  bouts of fever-induced confusion. Incapacitated by injuries 
  and fighting a powerful fever, Captain Perrin looks every 
  inch the aging gentleman – on his deathbed. With 40 hard 
  winters under his belt, a jaw squared by determination to 
  do the right thing, and a graying moustache trimming his 
  upper lip like a scalpel scar, one easily misses the glassy 
  sheen glazing his green eyes—green like the ocean, green 
  like a vine-covered grave.
  Despite their travails, he and his 5 officers remain calm. 
  The commander’s group holds a position near enough 
  to the forest edge to make a break for the Albatross. 
  Even edging into delirium, Perrin refuses to abandon the 
  remainder of his people. 
  In lucid moments, he reinforces that order, and any 
  attempts by the characters to persuade the members of 
  Perrin’s group to abandon either their commander or other 
  crewmembers prove fruitless. However, if the characters 
  can lead Carlyle’s group to Perrin’s men or vice versa, the 
  united force stands a better chance against the cyclopes. 
  Captain Trey Perrin (Ftr11): HD 9+4; HP 49; AC 3 [16]; Atk 
  +1 longsword (1d8+1) or military pistol (1d10); Move 9; 
  Save 4; AL L; CL/XP 11/1,700; Special: none. 
  Equipment: +2 chain armor, +1 longsword, dragoon’s 
  uniform, emerald green cloak with family symbol of a 
  falcon soaring against the sun, dagger, military pistol, 
  10 rounds of shot and powder, ring of mammal  
  control, potion of invisibility, 
  Commander Perrin suffers enteric fever, and is already 
  in a weakened condition (–3 to hit and on saving throws). 
  Rose-colored spots cover his chest and abdomen, and he is 
  prone to fits of delirium and shakes.  
  Group 3
  The third group faces the greatest danger. These 
  crewmembers took shelter in a partially collapsed building. 
  Rubble seals most of the structure’s egresses. The cyclopes 
  block the remaining two exits and keep everyone cornered. 
  Sadistically, the monsters take their time. They toy with 
  their prey, every so often fishing out one of the Albatross’ 
  compliment and sacrificing the unfortunate atop the ruins 
  – within full view of all the other groups. As it stands, the 
  monstrous descendants of Omargwato have whittled the 
  third group down to 6 sailors, a number that will drop to 
  zero before many days pass.
  Action
  Ambushed by a One-Eyed Patrol    
  Unless they take preventative measures, shortly after 
  the characters arrive on the scene a patrol comprised of 
  2 degenerate cyclopes (see the Appendix, “Children of 
  Omargwato”) spots them and attacks.
  Degenerate Cyclopes (Children of Omargwato) (2): 
  HD 9; AC 0 [19]; Atk spear (3d6 + poison); Move 15; Save 
  
  243
  Chapter Seven: The Kraken Strikes
  6; AL C; CL/XP 10/1,400; Special: –2 on ranged attacks, 
  poison spear (save or fall into coma for 3d6 days, onset in 
  1d6+1 rounds), spell-like abilities, surprise on 1–3 on 1d6 in 
  jungle.
  Spells: 3/day—darkness, 15–ft. radius
  Tactics: The Omargwato cyclopes keep their spears 
  coated in fresh dart frog venom, seeking to quickly disable 
  foes, if possible, for later feasting. They particular enjoy 
  making their early attacks against targets not wearing 
  armor, as they’ve learned that such beings are typically 
  capable of slinging dangerous spells but are also curiously 
  susceptible to poison—if the damage from the spear doesn’t 
  kill the target outright, of course.
  This conflict with the Omargwato patrol alerts Carlyle 
  to the characters’ presence, if he has not yet met them. 
  After the fight, should the adventurers not discover Carlyle’s 
  group, he seeks the party out and fills them in on the 
  situation.
  Recovering the Crew of the Albatross    
  The remainder of this set-piece works best when the 
  characters decide to help Perrin recover his crew and 
  escape back to the Albatross. As things stand, the ships’ 
  compliment perishes if the characters fail to intervene. The 
  cyclopes devour or sacrifice 3 to 4 crew per day until only 
  Perrin’s band and the characters remain.
  The party might resolve the challenge posed by the 
  Children of Omargwato through either fight or flight. If 
  the party turns to stealth and flight, clever trickery may 
  permit them to retrieve the trapped crew and escape. 
  Should they decide to fight, the surviving ship’s compliment 
  – unarmored and wielding only light melee weapons – 
  eagerly join the fray. However, it requires a minimum crew 
  to sail the Albatross, and if more than five of Perrin’s sailors 
  perish he proves unable to sail his ship without either the 
  characters aboard or some other compensating factor at 
  work.
  Albatross Sailors (Ftr1) (18): HP 6; AC 4 [15]; Atk sickle 
  (1d6) or dagger (1d4); Move 12; Save 11; AL N; CL/XP 
  4/120; Special: none. 
  Equipment: ring armor, sickle, dagger, gold hoop 
  earring (20 gp).
  In addition to the cyclopes the characters encountered 
  when they first arrive, an additional 4 cyclopes lie hidden 
  throughout the ruins. The cyclopes surprise on a die roll of 
  1–3 in 6.
  Degenerate Cyclopes (Children of Omargwato) (4): 
  HD 9; AC 0 [19]; Atk spear (3d6 + poison); Move 15; Save 
  6; AL C; CL/XP 10/1,400; Special: –2 on ranged attacks, 
  poison spear (save or fall into coma for 3d6 days, onset in 
  1d6+1 rounds), spell-like abilities, surprise on 1–3 on 1d6 in 
  jungle.
  Spells: 3/day—darkness, 15–ft. radius
  Tactics: While the NPCs remain holed-up, the cyclopes 
  sneak about, stealthily changing positions and attempting 
  to pick off crewmembers one by one, at range. Additionally, 
  the Omargwato frequently tie vines to their arrows. Any 
  character hit by such arrows, the Cyclopes drag into the 
  surrounding jungle. 
  The Cyclopes have set a number of traps about the 
  ruins. The Omargwato frequently make hit and run raids, 
  hoping to lure their foes into following them right into a 
  wide-mouth pit filled with poisoned spikes. Each pit is 30 
  ft. deep and filled with poisoned spikes. Characterss falling 
  into the pits take 3d6 points of damage from the fall, 3d6 
  damage form the spikes, and need to make a save or suffer 
  Editor’s Note – My 
  Characters Aren’t the 
  Altruistic Sort
  If your players seem disinclined to help Perrin’s 
  crew out of this jam, so be it. This decision could play 
  out a number of ways.
  Should your adventurers meet the surviving com-
  pliment of the Albatross on the site of the ruins, but 
  then decide to abandon them, the enraged and 
  panicked crew attacks the party. Into this mayhem, 
  the remaining Omargwato cyclopes wade, thrusting 
  spears and hooting their terrible howls. Alternately 
  if the adventurers sneak up on the ruins, assess the 
  situation, and decide to abandon Perrin and his peo-
  ple, unseen, that’s also fine.
  However, the adventure works best if the party 
  leave the Isle of Cyclopes armed with certain infor-
  mation: namely that Barrison Hargrove is a member 
  of – possibly leads – the Ring of the Kraken and that 
  the Ring plans something horrible for Port Shaw. 
  Allow your party to discover the Albatross’ log-
  book before they depart or, should they creep close 
  enough, let them overhear Commander Perrin mut-
  tering in his delirium. The commander’s ravings, the 
  logbook, or both convey the information commu-
  nicated when Commander Perrin Shares His Tale 
  (below).
  As an extra treat, should the characters abandon 
  the crew of the Albatross to their fate, the Albatross 
  will nevertheless eventually limp into port. Wasting 
  away from fever and missing both an arm and a leg, 
  the terror-haunted Lt. Commander Perrin accuses 
  the characters of abandoning them.  There is no law 
  requiring the inhabitants of the Razor Coast to help 
  each other out, but if the characters have been claim-
  ing the role of chivalrous heroes, the story’s going 
  get a bit tarnished after the dramatic return of Com-
  mander Perrin.
  
  244
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  an additional 3d6 points of damage from the poison.
  Development
  If the characters do not first defeat the Omargwato 
  before trying to escape the island, then it is likely that they, 
  Perrin, and his crew flee across the beach to the ship trailing 
  a horde of angry cyclopes. When the fleeing group reaches 
  the ocean, their pursuers may surprise them. Instead of 
  chasing further, the monsters stand at the shore and hurl 
  rocks and javelins at the characters’ ship – not at the 
  Albatross – in an attempt to scuttle her. 
  Should the characters ship anchor within 100 feet of 
  shore, cyclopes leap into the water and swim to the vessel. 
  On the way, they attempt to capsize any long boats in 
  which the crew might still be escaping. If they reach the 
  adventurers’ ship, the cyclopes climb the sides and attempt 
  to disable it – ripping out the wheel, snapping masts, etc. – 
  before returning their attention, first to the characters, then 
  to all the other tasty little humanoids gibbering about.
  Wrap-Up
  Once the adventurers defeat the cyclopes and help 
  Perrin and his crew back to their ship, they have the 
  opportunity to sit down with the commander over dinner 
  and share what they know or suspect.
  Lt. Commander Perrin Shares His Tale
  If the adventurers heal Perrin’s disease, then he shares 
  the information contained below over dinner. Should the 
  characters lack the ability or the desire to heal the Perrin, 
  then communicate the information across the man’s fever-
  addled deathbed.
  In either case, the characters learn that back in Port 
  Shaw, alerted by Jalia Ramires but still not believing in 
  Barrison Hargrove’s complicity, Perrin began investigating 
  Hargrove’s personal associates – Gregory Bonedeuce 
  among others – to see if they were manipulating the elder 
  or otherwise plotting evil.
  Based on his initial nosing about, Perrin soon suspected 
  many in the town to have fallen under the influence of a 
  criminal organization called the Ring of the Kraken. He 
  began to suspect this group might even have ties with the 
  ancient evil known as Harthagoa – the same creature that 
  destroyed the Wave Riders so many years ago. 
  Shortly after Perrin shared his preliminary findings with 
  Barrison Hargrove, the elder announced he’d discovered 
  the true map to Garr Bloodbane’s treasure and assigned 
  Perrin to recover the hoard. Now suspicious of the elder, 
  but forced to accept the mission or resign, Lt. Commander 
  Perrin aborted his investigation and set sail. 
  Things went well at first. In Commander Perrin’s words, 
  “We followed the old chart into the Pearl Eyes. It proved 
  itself true with great frequency. The soundings in particular 
  aided our avoidance of hidden shoals and other dangers, 
  uncharted on any modern map I’ve seen. I felt we were 
  close to deciphering the exact location of Bloodbane’s pox-
  ridden gold when the recent unpleasantness disabled my 
  ship and stranded us on…that isle. That cursed isle. Damn 
  all mutineers to the grave! To the grave, sirs!” Perrin belts 
  back a drink, then slams the empty glass on the table. His 
  straight spine abruptly deflates, “I have no idea where to go 
  from here. I confess, none. None at all.”
  The map is a brilliant forgery, commissioned by 
  Hargrove and penned by an unwitting Sagacious Samuel.
  Perrin’s Map
  If the characters have Durrell Ravenkith’s map, they can 
  compare it to Perrin’s. It is readily apparent that the two 
  are different, and a thief’s read languages skill, or the read 
  languages spell confirms what the Lt. Commander already 
  suspects – the map is a fake. Hargrove has a reputation 
  as a premier map collector and boasts an even greater 
  reputation as an appraiser and cartography enthusiast.  
  If the adventurers do not possess Durrell Ravenkith’s 
  map, inform the character with the highest intelligence that 
  there is something fishy about the map, without specifying 
  what precisely. Ultimately, if no party member draws the 
  conclusion first, Perrin will announce he now believes the 
  map is a fake – or at least partially fake.
  Given Barrison’s reputation, it is highly illogical that 
  Hargrove would unwittingly hand Perrin a fake map; thus, 
  it quickly clicks in the Perrin’s head that Hargrove set him 
  up. Immediately and conclusively Perrin realizes Hargrove 
  himself must serve either as the brains behind or as a major 
  participant in the Ring of the Kraken. Based on his own 
  investigations, Perrin believes (correctly) that the Ring was 
  poised to make a major move even before his departure. 
  If Hargrove and others in Port Shaw are part of the Ring, 
  Perrin quickly adds, the port itself must be their target. 
  AMBUSHED BY BONEDEUCE’S PRIDE     
  Once the characters leave the Isle of Cyclopes, Gregory 
  Bonedeuce decides to put an end to them, once and for all. 
  Having tailed the characters all along – or simply because 
  he hunted the Albatross himself – Gregory locates the 
  characters’ ship and attacks.  
  Setup
  By now, the adventurers should realize that if Hargrove 
  masterminds the Ring of the Kraken, his right-hand-man, 
  Commandant of Dragoons Gregory Bonedeuce, may also 
  play a part in this treachery. Even if the characters fail to 
  suspect Bonedeuce, the master of the Pride assumes the 
  characters have deduced his involvement.
  As a result, once the characters set sail for Port Shaw 
  – perhaps half-crewed and guarding a limping Albatross 
  
  245
  Chapter Seven: The Kraken Strikes
  – Bonedeuce gives chase, intent on catching them several 
  hundred miles off the coast and sending them to the 
  bottom. Under no circumstances does Bonedeuce allow the 
  characters to return to Port Shaw if he can help it. He would 
  rather sacrifice himself before failing Harthagoa.
  Action
  Bonedeuce’s Approach
  How Bonedeuce initiates this attack, depends on the 
  Dragoon commandant’s relationship with the characters. 
  If Gregory established a friendship with the party or if 
  he believes they will keep their ships’ guns covered long 
  enough to hear him out, then Commandant Bonedeuce 
  opens with his strong suit – sneaky betrayals. Perhaps 
  Bonedeuce signals congratulations for their having rescued 
  Perrin (whether they did or not) and invites the characters 
  to dine aboard the Pride. It’s a meal they are destined never 
  to eat. After making the offer Bonedeuce sails close as if 
  to offer a more convenient crossing, abruptly runs out his 
  guns, and unleashes a full broadside at point blank range. 
  Then he veers the Pride off, tacks in a half circle, and fires a 
  second broadside from his ship’s other battery. 
  Alternately, if antagonism between Gregory and the 
  party runs open and virulent, the commandant may arrive 
  unheralded, Pride’s cannon blazing away. Either way, 
  Dragoon Commandant Gregory Bonedeuce trades in his 
  false smiles for grapeshot and boarding parties.
  Commandant Gregory Bonedeuce (Th4/Ftr4): HP 46; AC 
  2[17]; Atk +2 rapier (1d6+2) x2 or double pistol (1d8) or 2 
  dueling pistols (1d6); Move 9; Save 6; AL C; CL/XP 9/1,100; 
  Special: accomplished duelist (+2 to attack rolls when 
  dueling or firing pistols), backstab (x2), +2 save vs. traps,, 
  thieving skills.
  Thieving Skills: Climb 88%, Traps/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%. 
  Equipment: bracers of defense 4[15], boots of leaping, 
  Bonny Lass (+2 rapier of speed; allows 2 attacks per 
  round), a double pistol with 10 reloads of shot and 
  powder, a pair of dueling pistols with pressure re-
  lease needle traps (See Appendix) tipped with poi-
  son, several uniforms, ring of water breathing (as the 
  spell), ring of protection +2, a monogrammed gold-
  plated mechanical pocket watch (worth 1,500 gp), a 
  fiddle and bow, a snuff box, several exquisite quality 
  cigars, a box of matches.
  
  246
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  Defending the Pride
  In most cases, the characters find themselves 
  outmatched by the Pride in whatever ship they sail. After 
  weeks at sea and following their ill-fated exploration of 
  the Isle of the Cyclopes, the Albatross and her weary crew 
  prove more liability than ally. Unable to fight, the Albatross 
  is a sitting duck. If not defended by the characters, a single 
  broadside from the Pride starts Perrin’s ship sinking. 
  Outgunned by the Pride
  After foully tricking the party into allowing him close 
  and delivering a brutal opening salvo, Bonedeuce tries to 
  get in another. Succeed or fail, he next prefers to sail off and 
  pound the party’s ship from a distance – especially if his 
  guns outrange theirs. If Bonedeuce can stand off, safely out 
  of range, and bombard the characters’ ship to matchsticks, 
  he does just that. Barring another means of stopping him, 
  the adventurers must drive their ship close to Gregory’s, all 
  the while suffering withering fire, and board the Pride.  
  Editor’s Note –  
  Rules, Rules Everywhere
  To resolve this battle Referees may use any rules for 
  Age of Sail ship-to-ship combat they like; for example, 
  the ones provided in the Swords and Wizardry Com-
  plete Rulebook, or the Pathfinder Roleplaying Game 
  or in the Skull and Shackles Adventure Path, also from 
  Paizo Publishing (will need some conversion). 
  However, consider using Razor Coast’s own Fire as 
  She Bears rules, as these have been specifically tai-
  lored for just such an encounter. If the party chose a 
  ship not detailed in Razor Coast or Fire as She Bears, 
  Referees may need to generate more detailed statis-
  tics for whichever ship the characters command.
  Regardless of rules, be sure to allow Bonedeuce 
  and the characters a chance to duel it out in full 
  pirate style. You might choose to avoid a three-way 
  battle, as these tend to drag out. For example, if the 
  characters split their crew to help the Albatross along, 
  the encounter proves more fun with the Albatross a 
  dead weight the characters must concern themselves 
  with protecting.
  Summoning Jacob Razor
  If the characters summon Jacob Razor, read or 
  paraphrase the following.
  Black clouds form on the surface of the water. 
  Slowly they rise into a great, impenetrable swirling 
  mass. Then a low ocean breeze, cutting contrary to 
  the prevailing wind, gentles the clouds apart. From 
  within emerges the tremendous gray hulk of the 
  Razor’s Edge. Shimmering and translucent as if 
  trapped between worlds, its ghostly sails hang limp 
  and tattered. Its mast and rigging sag beneath long 
  ropey seaweed. A lone ghostly figure stands, one 
  leg raised upon the vessel’s prow, and stares at you 
  intently. For a breath, this apparition of a ship lies 
  still. Then the grim and vengeful spirit of Captain 
  Jacob Razor raises his cutlass and salutes you. He 
  lowers his blade to point at the Pride and an eerie, 
  shrieking wind fills his tattered sails. The Razor’s 
  Edge cuts the waves and arrows straight for her 
  inveterate foe.
  The Razor’s Edge glides right up to the Pride, and 
  Bonedeuce can do nothing to stop it. Jacob’s ship unloads a 
  single broadside and then melts away to sea foam, but not 
  before the ghost of Jacob Razor – fully manifested – leaps 
  across the intervening gap and onto the Pride’s deck. The 
  ghostly broadside shatters the Pride’s rudder, smashes all 
  her cannon on the one side to scrap iron, and starts the 
  Pride sinking. In 15 rounds Bonedeuce’s ship rolls, then 
  vanishes beneath the waves.  
  The Ghost Can’t Win Alone
  Once Jacob reaches the Pride’s deck, he bellows for the 
  characters to join him and starts cutting a swathe through 
  Bonedeuce’s crew. At first, the appearance of his old 
  nemesis’ ghost horrifies Bonedeuce. He takes no action for 
  3 rounds, but in the end pulls himself together, shakes off 
  his superstitions, and with a roar treats the ghostly Jacob as 
  he would any other foe. 
  If the characters fail to intervene, Bonedeuce eventually 
  defeats Jacob’s ghost, shouting “Ha! I killed you once, I can 
  kill you again!” although Gregory loses half his remaining 
  crew in the interval. Should the party intervene and assist 
  Jacob Razor in reaching Bonedeuce – by boarding the 
  Pride themselves or by some other means – the outcome is 
  different.  
  Outwitting the Blood Debt
  On reaching Bonedeuce with the characters’ assistance, 
  Jacob spreads wide his arms. Momentarily nonplussed, 
  Bonedeuce swiftly recovers and runs Jacob through. Instantly, 
  the ghost vanishes – into Gregory Bonedeuce. Confused at 
  Development
  Bringing Bethany to Bear
  If Bethany is present, her ship and crew excel at just 
  these sorts of close boarding actions. She points Quell’s 
  Whore directly for the Pride, sacrificing crew and ship to 
  put the characters closer to the foe. As Bethany puts it, “Go! 
  My Whore can’t take this pounding for very long. I’ll fight 
  the ship. Korg, prepare to repel boarders. You lot – when I 
  drive in swing ‘cross and get that bastard, Bonedeuce!” 
  
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  first, Commander Bonedeuce spends a round convincing 
  himself he slew the ghost. Then he turns and focuses his ire 
  on the adventurers, attacking them single-handed.
  From this point forward, Bonedeuce suffers a –2 to his 
  AC and a –4 on all attack rolls and saving throws. Referees 
  should describe any of Bonedeuce’s failed rolls as the ghost 
  of Jacob Razor, bound inside his flesh, interfering with his 
  actions.
  If the characters slay Bonedeuce while Jacob Razor’s 
  ghost possesses him, they also slay Jacob Razor. By 
  significantly inhibiting Bonedeuce’s actions, Jacob helps 
  slay himself, fulfilling his blood debt to the witch. When 
  Bonedeuce dies, the character who slew him – and Bethany 
  Razor if she is present – witnesses Jacob’s ghost vanish into 
  the ether, grateful and freed from torment at last.
  If the party slays Jacob-bound-to-Bonedeuce without 
  Bethany present, she receives a vision of Jacob’s freedom 
  when Gregory dies. Either way, the characters receive one 
  Victory Point (see Chapter 2 and The Kraken Strikes for 
  more details on Victory Points) and, assuming she still lives, 
  Bethany sides with the party against Harthagoa.
  Wrap-Up
  Defeating Bonedeuce and the Pride
  After Razor’s Edge fires its broadside or it otherwise 
  grows clear that the Pride will sink, the remaining crew and 
  Bonedeuce himself attempt to board the characters’ vessel. 
  First Gregory attempts to ram his now sluggish ship into 
  the party’s and leaps across the moment the gap closes. If he 
  cannot bring his ship closer, he jumps overboard and tries 
  to reach the characters by swimming.
  Ultimately, the Dragoon commandant does not fear 
  death, as he believes Harthagoa will save him should all of 
  them drown. If Bonedeuce believes he cannot win, he tries 
  to take as many of his foes with him as possible. If the battle 
  drops Bonedeuce below 15 hit points, he attempts to flee 
  by plunging himself into the briny depths – after delivering 
  this sardonic warning:
  “You have yet to see the last of me! Return to Port Shaw 
  – it’s a pile of ash by now. I shall personally ensure the Great 
  Kraken’s curses fall upon you. You shall serve me as slaves in 
  Harthagoa’s kingdom! Please, I entreat you. Return to Port 
  Shaw, the jewel of His Empire. You shall number among 
  the first to witness Him ascend the throne to which all the 
  world shall one day bow!” 
  Unless stopped, Bonedeuce punctuates his message 
  by grabbing the nearest heavy object – a small anchor, a 
  ballast bag, or a cannon ball – and launching himself into 
  the ocean from which he does not intend to emerge. If 
  Bonedeuce escapes in this manner, Harthagoa saves him 
  and a rescued, but much reduced Bonedeuce re-appears to 
  bedevil the characters during the final Act of The Kraken 
  Strikes.  
  The Pride Victorious
  In the unfortunate event that Bonedeuce sinks the 
  characters’ ship, this forces them to do whatever it takes 
  to survive. Despite his competence as a naval commander, 
  Gregory remains a vainglorious ass – especially when 
  victorious. As the characters’ ship sinks, Bonedeuce throws 
  a party within rescuing distance of his defeated foes. Rum 
  flows as freely as the seawater over his enemy’s gunwales, 
  but in their drunken revelry his crew fails to hunt down 
  and slay all the survivors. This allows the characters, any 
  important NPCs, and a few crew the chance to escape. If 
  they survive – for example by floating upon the flotsam of 
  their shattered ship or by magical means – they may swim 
  or float to the nearest island and from there beg, borrow or 
  steal transport back to Port Shaw.
  Yet More Proof
  If at any time the characters search Bonedeuce’s cabin 
  on the Pride or seize his body – dead or alive – they find a 
  copy of orders instructing the Dragoon commandant to find 
  and destroy the Albatross, the party’s ship, and any vessels 
  in aid or comfort of them both. The order is signed:
  “By the Ring and in Harthagoa’s name. Soon may He 
  rise. Long may He reign. – Barrison Hargrove.”
  ACT THREE
  The Defense of Port Shaw
  Approaching the Harbor  
  The characters return to Port Shaw by ship. 
  Approaching, yet still days away, they spot alarming signs of 
  an active siege: coils of black smoke curling above the port 
  by day, the rumble of distant explosions and flashes of flame 
  igniting the horizon by night. 
  Drawing near the harbor, the characters witness more 
  alarming sights across the bay. Through momentary breaks 
  in the thick charcoal smoke that hangs over the city like 
  an immense jellyfish, they glimpse all manner of foul 
  creatures. Four-armed fish mutants jam tridents and thrust 
  serrated swords into foes at every turn. Hulking scrags 
  dragging bloody anchors clamber over the bodies of Tulita 
  and Dragoons stacked waist high. Skum toss ordinary 
  folks from windows above the dockside warehouses. The 
  sea-floor monstrosities clearly outmatch the scattering of 
  Dragoons and Tulita still valiantly swinging blades, fighting 
  back-to-back at last. Now and then, musket flashes pop 
  yellow-orange in the thick, rolling smoke – but so few, so 
  infrequent. Fires continue to rage through the city, and so 
  many corpses hang over the wall above the boardwalk that, 
  from this distance, the bodies seem the frills and folds of an 
  immense, obscene tablecloth – and the sea wall above some 
  monstrous table’s edge. 
  While tumult rages beyond docks, the harbor itself 
  
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  AppendiX
  appears eerily silent and still; however, the signs of recent 
  violent struggles float everywhere. The ever-present waves 
  of the harbor slosh a thick, sickly dark brown, bloated 
  bodies bobbing among the flotsam. Anything in the water 
  for more than a moment collects a halo of rusty foam. 
  The bay itself flickers in the fire and shadows cast by 
  burning ships, scattered about the waters beyond the 
  harbor entrance.
  Narrated Moments
  ALL IS LOST
  Read or paraphrase the following:
  Pushing through the black smoke that clogs Port 
  Shaw’s streets, you come across a band of fisher folk 
  — people you recall helping on the Night of the Shark. 
  Seven-foot sea beasts armed with wickedly barbed 
  tridents have them backed against a wall. One man 
  screams as a creature leaps up and rams the three tines 
  of its weapon down through his chest, pinning him to 
  the building at his back. Yet no one moves. 
  Knuckles whiten across broken bottles and 
  skinning knives. They push the young among them 
  to the back and huddle closer. Yet no one moves. A 
  hulking fish-thing chortles through a cavern of jagged 
  teeth. Its laughter sprays slime on its fellows, who all 
  laugh as the speared man screams again. And still no 
  one moves — until a squat, wheezing merchant spots 
  you behind the monstrosities. 
  Her eyes widen in recognition. The chortling fish-
  thing catches her expression, spins to look. That’s all 
  it takes. Like an anchor dropped, the merchant slaps 
  forward “FOR PORT SHAW!!!” and rams her 
  skinning blade into the monster’s side. As one, all 
  the citizens surge forward. They shout your names as 
  their rallying cry. Blood and black ichor spray, and 
  one by one the monstrosities from the deep fall or 
  fall back.
  EVERYTHING ON A KNIFE’S EDGE
  Read or paraphrase the following:
  Everywhere Dragoons stand locked in mortal 
  combat with sahuagin, kapoacinths, scrags and 
  
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  things you cannot name—should not have to name. 
  Dirt, blood, and slime stain white uniforms black. 
  The battle reduced most Dragoons to swinging their 
  muskets like clubs or, having left a bayonet stuck in 
  green-gray flesh, swinging their rapiers in desperation. 
  Things roll their bulky shoulders, grin. Heavy, 
  serrated swords rise, fall, rise again blood red. Here 
  an invader ducks beneath a clumsily swung musket 
  and jams a trident through a hapless Dragoon. 
  There a Dragoon boot-slams some sea creature 
  back against a wall and jabs a bayonet through its 
  throat. To one side a platoon of Dragoons sets their 
  bayonets, a desperate attempt to guard another few 
  prying open a keg of powder. 
  With your arrival, the Dragoons take heart. In 
  particular, the sight of you stiffens the back of one 
  smoke-smeared sergeant, “Fall back!” He swings his 
  arm, pulling in the men. “Defend the powder!” 
  Miraculously they hear. More miraculously, 
  the Dragoons obey. Soldier after soldier slams the 
  wooden stock of their weapon down and angles their 
  bayonets out, while behind them muskets flip up. 
  Powder pours. Ramrods rattle and slide. 
  Now the monstrosities roar in desperation. They 
  smash forward, gnashing teeth and ripping their foes 
  with 6-inch claws — but the bayonet line holds. 
  The sergeant snaps up his arm, “PREsent 
  ARMS! First rank TAAAKE aim!” He slaps his 
  arm down. “Front LINE DOWN.” As one, the 
  front line of bayonet wielding Dragoons drops to a 
  knee. At the corner of the line, one horrendous claw 
  breaks through, snags a throat, splashes blood across 
  white knees. A single Dragoon gargles and topples 
  flat. His fellows, wet with his sprayed life, do not 
  move. They hold.
  “First RANK—” The sergeant’s fist shoots up. 
  And down again “FIRE!” A crack like lightning. 
  Shoulders rock beneath hardwood stocks. For a 
  moment, white smoke obscures everything. When it 
  clears, monstrosities layer the cobblestones, groaning 
  and writhing across every inch of paving stone, dead 
  and dying.
  The sergeant steps through the carnage. With one 
  hand he absently jabs a bayonet into a flailing foe 
  and leaves the musket quivering upright in the body. 
  He draws near. Through the smoke and blood that 
  stain his face, you recognize him. A pause, and he 
  salutes.
  “Sir! Couldn’t go down with you there watching, 
  now could I? Too damn embarrassing . . . Sir!” He 
  snaps his fist down to his side, salute complete, and 
  grins.
  VICTORY IS OURS
  Read or paraphrase the following:
  As the last of the invaders slip back into the 
  harbor, this teenager in a Dragoon uniform standing 
  beside you lets loose a mighty whoop! He drops his 
  musket and embraces you, “We did it! We did—“
  Suddenly aware of just who he’s hugging, the 
  young man steps back, as abruptly embarrassed as he 
  was exuberant moments before. “Er . . . sorry about 
  that . . . sir. Just be getting a little enthused is all . . . 
  didn’t mean . . . er . . . maybe I can—“ 
  The hunk of dock smashes him to pulp and 
  sprays you in blood and shredded uniform. Thanks 
  to Harthagoa, you never learn what he thought he 
  could have done. Half a boat, a handful of bodies, 
  and the back wall of a warehouse crash through the 
  pier around you. A splinter the size of your forearm 
  takes a Tulita worker through the chest. 
  In the harbor, the water churns. The Krakenfiend 
  rises.
  Precarious Situations
  THE ENEMY THREATENS A BELOVED NPC      
  In the smoke and chaos, the characters stumble across a 
  beloved NPC, overwhelmed and about to die at the hands 
  of a fearsome, sahuagin general. 
  Sahuagin General: HD 4; HP 30; AC 3[16]; Atk trident 
  (1d8+2); Move 12 (swim 18); Save 13; AL C; CL/XP 4/240; 
  Special: spells (2/1).
  Spells: 1st–locate animal, purify water; 2nd–create 
  water. 
  Equipment: leather body harness, trident (treat as a 
  3-tined spear).
  
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  AppendiX
  Wrap-Up
  Defeating the General earns the characters 1 VP.
  KEEP MOVING, NOTHING TO SEE HERE
  As the party passes the mouth of an alley, they notice 
  someone blocked this end with a great stack of wooden 
  crates, from which hangs a large empty sack. In front of 
  the crates squats a hairy, toad-headed behemoth, clutching 
  a battleaxe and apparently snoozing. It opens one eye, 
  swivels a pupil in their direction and briefly focuses on 
  the adventurers. It blinks once, closes the eye and a few 
  moments later – it snores. Characters who take the time to 
  listen carefully, hear weeping children somewhere beyond 
  the crates.
  This is Gargo, a cleric of Demogorgon who also 
  worships Harthagoa. Gargo is lazy. He came late to the 
  battle, wandered about Port Shaw – only slaying folks 
  who just would not get out of his way – until he stumbled 
  over the orphanage. There he filled his sack with children. 
  Locating a likely dead-end alley, Gargo tossed the sack 
  to the back of the lane and intimidated a few skum into 
  stacking crates to block the exit. 
  Gargo believes hard work deserves rewards, so he 
  decided to settle in for a nap. Later he’ll eat lunch – 
  provided lunch quits its mewling long enough for him 
  to catch that snooze. If not, the orphans might just force 
  him to eat first and grab some shut-eye later. Gargo hopes 
  the characters just keep moving. He’s tired. If not, and the 
  adventurers insist on bothering him, he’ll kill and eat them 
  too.
  Gargo: HD 12; HP 54; AC –2 [21]; Atk 2 claws (1d8) or 
  battle axe (3d6); Move 15 (swim 15); Save 3; AL C; CL/XP 
  15/2,900; Special: bleeding touch (3/day; touch deals 1d6 
  damage for 2 rounds, save to negate), regenerate (1hp/
  round), spells (2/2), touch of darkness (3/day; touch impos-
  es –4 penalty to hit on victim for 2 rounds, save to negate).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person, silence 15-ft radius. 
  Equipment: giant battleaxe.
  Wrap-Up
  Defeating Gargo earns the characters 1 VP
  BURN BABY, BURN! 
  The characters fight foes throughout the city when an 
  odd lull in the battle overtakes them – a lull shattered when 
  a nearby building bursts into flame. Citizens rush to their 
  balconies, eager to escape the conflagration, but only a few 
  manage to leap to the ground. The rest are stuck as the 
  flames roar higher and threaten to consume the remaining 
  inhabitants. At the base of the structure a small, cloaked 
  figure cackles, its hands wreathed in flame.
  Meet Ed. Ed is a magic-user. For many years, 
  unsuspecting folk thought Ed the magic-user was human, 
  but over time his skum bloodline bore through. Eventually, 
  like all children fathered by skum, he returned to the sea. 
  Unfortunately for Ed, his magical heritage – gifted him 
  by his mother’s side of the family – runs to elemental fire. 
  Even more ironically, Ed suffers from pyromania. The man 
  desires nothing more than to burn down everything good 
  around him, even at risk of burning to cinders himself. 
  Needless to say, living beneath the ocean for the last 
  century left Ed’s pyromania a little frustrated. 
  Never very stable to begin with, unleashed in Port 
  Shaw and finally able to burn things, Ed went entirely off 
  his rocker.
  Pyro Ed, Skum (MU7): HD 7; HP 20; AC 6[13]; Atk 2 claws 
  (1d4), bite (1d6); Move 9 (swim 15); Save 9; AL C; CL/XP 
  12/2,000. Special: +2 save vs. spells, spells (4/3/2/1). See 
  the Appendix for details on skum.
  Spells: 1st—charm person, magic missile, shield, 
  sleep; 2nd—darkness 15 ft. radius, pyrotechnics, 
  strength; 3rd—fireball, haste; 4th—wall of fire. 
  Equipment: flint and steel. 
  Tactics: Ed casts all his spells to burn the town. His 
  motto is “Burn it all!”
  Wrap-Up
  Defeating Pyro Ed earns the characters 1 VP.
  Major Encounters
  MAJOR ENCOUNTER 1: THE SHIP-SCUTTLERS 
  The characters find it simple to enter the harbor, as 
  Harthagoa’s forces are only concerned with preventing 
  people from fleeing. However, the scene is grisly. As the 
  adventurers sail into Port Shaw harbor, read or paraphrase 
  the following:
  Flames streak across the shoreline, leaping like 
  rabid dogs from rooftop to rooftop. Shanties and 
  warehouses, inns and shops spew thick clots of 
  greasy black smoke, shrouding everything in hellish 
  fog. The smoke rolls across the docks and thins on 
  its way out into the harbor, over waters churned to 
  reddish-brown foam and littered with flotsam and 
  floating corpses. 
  At a glance the practical, everyday cut of the 
  clothes clinging to the sodden, bobbing bodies 
  bespeaks dock workers or similar laborers. With 
  
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  dull thuds, the floaters bump against the ship’s sides. 
  Elsewhere, vessels in the harbor blaze with their own 
  fires, while piscine horrors clamber from the foam-
  blood waters to rend helpless deckhands and toss 
  them into the slowly churning sea.
  Setup
  To ensure newly arriving ships cannot flee Port Shaw 
  harbor the Krakenfiend’s troops laid a trap. 300 ft. from 
  shore, they sank razor line, moored it to rocks and similarly 
  heavy objects along the harbor bottom, and set it to 
  entangle the keels and rudders of ships. The sahuagin bash 
  holes in vessels held by the wire, scuttling them to the 
  bottom of the bay. Typically, the sahuagin ship scuttlers 
  do not bother to board the trapped craft but instead hide 
  underwater, wait for crews to abandon ship, and attack 
  them in their long boats or while they swim for shore. The 
  ropes beneath the water entangle ships and swimmers, 
  holding them in place until disabled or severed. The 
  razors set into the ropes slash anyone pulling upon them 
  – including attempting delicate task checks – dealing 1d6 
  points of damage; save for half. Injuries leak blood into the 
  water attracting 2 large sharks.
  Large Shark (2): HD 8; HP 44, 36; AC 6[13]; Atk bite 
  (1d8+4); Move 0 (swim 24); Save 8; AL N; CL/XP 8/800; 
  Special: feeding frenzy.
  Action
  The Characters Leave Their Ship
  8 sahuagin float among the bobbing corpses of the 
  fisher folk and dock workers, disguised in their torn, 
  waterlogged clothing, playing dead. They remain unnoticed 
  unless a character specifically wishes to determine whether 
  anything lies in ambush among the corpses.
  These sahuagin attempt to subtly direct the characters 
  life rafts or longboats into the razor wire, while their 
  companions attack the party’s ship. Once the characters’ 
  boats or rafts are jammed in the wire, any disguised 
  sahuagin who remain unnoticed surprise their trapped foes. 
  When surprising an enemy, the sahuagin pop up and 
  slam down on the backs of the rafts and longboats. A 
  successful pop-up maneuver catapults the adventurers 
  and their companions through the air and – splash! – into 
  the razor wire traps. At which point, the sahuagin call the 
  sharks – if the blood in the water did not do it for them 
  already – dive beneath the water and attack.
  
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  Night of  
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  AppendiX
  Once they have successfully trapped their foes in the 
  razor wire and summoned their shark companions, the 
  sahuagin back off to a safe distance and pepper their 
  trapped enemies with crossbow and trident.
  While the first group of sahuagin trap the characters’ 
  boats in razor wire, a second group of 8 sahuagin swim up 
  to the characters’ ship, leave the water to clamber up the 
  sides, and attack everyone they can reach.
  These sahuagin target any characters who stayed behind, as 
  well as Lt. Commander Trey Perrin (if present) and any crew 
  whom the characters befriended. Once these monsters invade 
  their ship, the characters only have a few rounds to return and 
  intervene. Otherwise, the sea demons gut their friends among 
  the crew and add their corpses to the hundreds of others 
  bobbing like fleshy driftwood in the harbor.
  Of course, while the characters struggle to return to 
  their boat, the sharks attack them, coming up from below 
  and dumping any longboats in which the characters and 
  their allies might be traveling. Read or paraphrase the 
  following:
  Moments after you splash into the blood-filled 
  harbor waters, a shark fin rises slowly from the murk. 
  Another fin soon follows.
  The Characters Sail to the Rescue
  Alternately, the characters may decide to stick with 
  their ship, avoid the water, and save other vessels by sailing 
  directly to the distressed boat. If so, read or paraphrase the 
  following:
  The distressed fishing sloop tilts downward at 
  an increasing slope, its prow bouncing beneath the 
  brine with every new wave. Green-foamed ocean pours 
  through a hole smashed through her side, near the 
  prow, and beside the opening a grey-green monstrosity 
  clings, nails jammed into the wooden hull, its free, 
  webbed hand packed with shards of hull. Panicked 
  arms grasp through the gap, as the doomed crew 
  desperately strive to abandon ship, but every time 
  a head or torso makes it out, the creature smashes 
  its claws down, grinning as blood sprays the water. 
  Nearby, fins cut the waves, drawn to the sting of death.
  In this scenario, the 8 sahuagin and the 2 large 
  sharks remain out of sight, beneath the waves, while the 8 
  sahuagin disguised as floaters attempt to subtly direct the 
  characters’ main vessel into the razor wire as it moves to 
  rescue an imperiled boat. 
  Once the disguised sahuagin capture the party’s vessel 
  in the razor wire, 6 of them start tearing holes in the side of 
  the trapped ship. It takes them 3 rounds to rip holes large 
  enough to start the ship sinking. 
  Meanwhile the other 10 sahuagin (8 undisguised and 
  2 disguised) swarm up the sides to attack the characters 
  and their crew. The 6 who ripped holes in the ship remain, 
  positioned to foil repair attempts, and both large sharks 
  circle the characters’ ship, hungry and eager for food. 
  Sahuagin Ship Scuttlers (16): HD 2+1; HP 6, 7, 11, 13, 5, 12, 
  11, 10, 15, 11, 12, 7, 12, 4, 9, 8; AC 5[14]; Atk weapon (1d8); 
  Move 12 (swim 18); Save 16; AL C; CL/XP 2/30; Special: none.
  Tactics: Whenever possible sahuagin attacking on deck 
  attempt grapple to toss crew to the waiting sharks.
  Large Shark (2): HD 8; HP 44, 36; AC 6[13]; Atk bite 
  (1d8+4); Move 0 (swim 24); Save 8; AL N; CL/XP 8/800; 
  Special: feeding frenzy.
  Development
  Attempting Repairs
  Should the characters venture below deck to repair the 
  holes the sahuagin ship-scuttlers smashed in their hull, they 
  meet stern resistance. The 6 sahuagin clinging to the side 
  of the ship and the 2 sharks enter through the openings to 
  attack the characters and crew inside the flooding hold.  
  Trying to Free Their Ship
  If the characters swim to the razor wire and attempt to 
  disentangle their vessel, 6 sahuagin follow them from the 
  deck into the water. They are joined by the 2 clinging to the 
  sides of the ship. The eight sahuagin then attempt to tangle 
  the characters in the razor wire, calling for the sharks as 
  they do so.
  Making for Shore
  In the event the characters choose to abandon ship and 
  make for shore in longboats or rafts, Referees should send a 
  group of 8 sahuagin against every three longboats or every 
  three groups of at least six swimmers making for land. This 
  should give the characters enough time to fight off their 
  attackers before the sahuagin destroy more than a quarter 
  of their NPC companions. 
  Blood Calls the Sharks
  Anytime blood hits the water it attracts the 2 large 
  sharks, which swim over regardless of what the sahuagin 
  may have told them to do. They attack bleeding, thrashing 
  crew first, but always leave sahuagin alone. If no thrashing, 
  bleeding crew are present, the sharks attempt to empty 
  longboats, as described above, to get themselves some 
  thrashing, bleeding crew.
  Wrap-Up
  Defeating the ship scuttlers and gaining entrance to Port 
  Shaw earns the characters 1 VP. Doing so without losing 
  more than three-quarters of their crew earns them 2 VP, 
  instead.
  
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  AppendiX
  MAJOR ENCOUNTER 2: ORCA ZOMBIE
  You spy a large whaling vessel bound to the 
  docks. Its latest catch floats behind it: the bloody 
  carcass of a great and terrible-toothed orca. Several 
  sahuagin swarm the carcass, having just finished 
  carving mystic symbols into its greasy black flesh. 
  They take direction from a huge four-armed fish-
  beast — yet another sahuagin draped in long strands 
  of kelp and cowries — which stands aboard the 
  vessel’s deck, gesticulates wildly and utters the last of 
  a foul and guttural incantation.  
  Action
  The four-armed creature is a sahuagin priest of terrible 
  power, while the 4 sahuagin flesh carvers scuttling on the 
  back of the orca are his disciples. The priest just finished 
  animating the killer whale carcass, and if not stopped shall 
  unleash the great beast and command it to destroy what 
  remains of the harbor docks and boardwalk.
  Slidobolao, Mutant Sahuagin: HD 10; HP 66; AC 5[14]; 
  Atk 4 talons (1d4+2) or +1 heavy crossbow (1d6+2); Move 
  12 (swim 18); Save 5; AL C; CL/XP 13/2,300; Special: spells 
  (3/3/3/3/3).
  Spells: 1st—cause light wounds, detect magic, protec-
  tion from good; 2nd—bless, hold person, speak with 
  animals; 3rd—cause disease, prayer, remove curse; 
  4th—cause serious wounds, poison, prayer; 5th—finger 
  of death, insect plague, raise dead. 
  Equipment: +1 heavy crossbow, 10 bolts, manual of 
  wisdom, potion of healing, holy symbol.
  Orca Zombie: HD 17; HD 88; AC 3 [16]; Atk bite (2d10), 
  slam (2d10); Move 0 (swim 30); Save 3; AL N; CL/XP 
  17/3500; Special: immune to mind effects and fear.
  Sahuagin Greater Acolytes (4): HD 8; HP 51, 51, 46, 41; 
  AC 1 [18]; Atk 2 claws (1d4), bite (1d4); Move 12 (swim 24); 
  Save 5; AL C; CL/XP 13/2300; Special: spells (2/2/2/2/2)
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person, silence 15-ft. radius; 3rd— cause 
  disease, prayer; 4th—cause serious wounds, poison; 
  5th—finger of death, insect plague.
  Wrap-Up 
  If the characters kill the sahuagin high priest, the undead 
  orca swims out to sea, as the priest had yet not given it 
  general instructions to demolish the port. 
  Eliminating the Orca threat earns the characters 2 VP. 
  Eliminating the Orca threat and killing the sahuagin high 
  priest earns the characters 3 victory points.
  MAJOR ENCOUNTER 3:  
  WAVE RIDERS’ LAST STAND
  Place this encounter anywhere within Port Shaw, either 
  as an encounter into which the characters blunder or when 
  they specifically seek out the Wave Riders for assistance. 
  The encounter revolves around a showdown between the 
  last of the Wave Riders and Harthagoa’s most gruesome 
  followers, deep-sea trolls known as scrags. 
  Setup
  The scrags have the Wave Riders wounded near 
  death and pinned within a tangled section of narrow 
  alleys. Hedged in on all sides, the fighting proceeds three 
  dimensionally, as combatants use the streets, but also walls, 
  balconies, window ledges and roofs as well. 
  Balconies stand 10 feet off the ground. Rooftops are 20 
  feet to 30 feet above the ground. Wherever an alley is less 
  than 5 ft. wide, a character may use both sides of the alley 
  to climb at half their normal movement rate, with the same 
  chance as a thief of their level.
  In this environment, when attacks miss their intended 
  targets, they deal damage to the city around them. 
  
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  Eventually such misses cause enough destruction to collapse 
  nearby buildings. Poor fisher folk, Tulita and similarly 
  downtrodden people inhabit these structures, and this 
  combat places their lives at risk. The characters must work 
  quickly to defeat the scrags before they destroy both the 
  Wave Riders and the four dozen residents living to either 
  side of the tangled alleys. 
  Read or paraphrase the following as the characters near 
  the site: 
  The streets narrow into tight tangles of dirty 
  alleys. Ahead the bone-chilling sounds of raw combat 
  echo above the screaming voices of helpless citizens. 
  Action
  When the characters attempt to reach the commotion, 
  either by stealth or by charging straight in, read or 
  paraphrase the following:
  In a small, cramped tangle of alleyways, a horde 
  of aberrant creatures from the ocean depths corners 
  the last of the Wave Riders. With no avenue of 
  escape, the aging heroes muster their remaining 
  strength for a final stand. A hideous, gilled troll 
  from the ocean floor leads the charge against them. 
  Monstrous in size, it wields a brutally sharpened 
  rusty anchor on the end of a 20-foot chain. Behind 
  it lope more of its grotesque kin, their dark rubbery 
  flesh trailing black muck from fathoms unknown. 
  The sea beasts gnash and claw through the battle, 
  snatch bystanders in their claws, gnaw them on the 
  run, and toss aside the screaming, warbling remains. 
  Behind this horrid entourage trails a hunched, 
  scarred creature, missing an eye. Its fellows relegated 
  it to gathering fallen bodies; punching great hooks 
  through their chins and dragging them along behind 
  like a dozen gutted fish.
  Scrags, Aquatic Trolls (4): HD 10; HP 56, 54, 47, 35; AC 3 
  [16]; Atk 2 claws (1d8) or +1 flail (2d6+1) or javelin (1d8), 
  bite (1d10); Move 12 (swim 15); Save 5; AL C; CL/XP 
  12/2000; Special: berserker (+1 damage per round for 15 
  rounds), regenerate (3hp/round), rend with claws (if both 
  claw attacks hit, rends for additional 1d8 points of dam-
  age). 
  Equipment: giant rusty anchor (+1 flail), 3 javelins
  Tactics: Enraged at any interruption to their feeding, the 
  Scrags fight to the death. 
  
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  AppendiX
  Development
  If during combat a scrag misses a Wave Rider, a character, 
  or similar target by more than 5 points, it slams into one of 
  the many shanty shacks and small buildings crowded into the 
  back alleys. In this case, roll damage as normal and apply it 
  to the structures in the area. While the shacks are composed 
  of different materials (driftwood, lumber, brick, etc.) and 
  in various states of decay, for simplicity treat everything as 
  having 15 hit points per 10 ft. by 10 ft. section. 
  Once a section of wall suffers 15 points of damage, it has 
  been breached. Each time a breach occurs there is a 20% 
  chance that something strikes a civilian on the other side 
  of the wall, instantly killing them. When three breaches 
  occur in a single building, a wall collapses, killing 1d3+3 
  bystanders. After six breaches, an entire building collapses 
  and kills additional 3d6 bystanders. Breaches count as 
  difficult terrain for the purpose of navigating them after 
  something makes one.
  Wrap-Up
  Characters who defeat the scrags with 10 or fewer dead 
  bystanders earn 3 Victory Points.
  If more than 10 people die before the characters defeat 
  the scrags, then they only earn 2 Victory Points.
  If more than 20 people die, then the characters earn 1 
  Victory Point. If more than 30 people die, the characters 
  earn no Victory Points.
  MAJOR ENCOUNTER 4:  
  THE SLAYING OF MOKOLI ALI’I
  Harthagoa understands the significance of the Tulita, 
  including their importance to the future of the Razor Coast, so 
  he sends one of his primary agents to track down and slay their 
  most prominent leaders. This encounter assumes Harthagoa 
  sends Barrison Hargrove, backed by a rescued Gregory 
  Bonedeuce, now a hideous and unusually powerful lacedon. 
  If Hargrove is dead, choose a suitable replacement. Unless 
  the characters themselves disposed of Gregory’s body, his 
  newfound ghoulish charm makes Bonedeuce a likely alternative. 
  If the characters personally destroyed Gregory’s corpse, consider 
  substituting a similarly ghoulish version of Hargrove to lead 
  the troops. Or use another ambitious Dragoon pledged to 
  Harthagoa. Referees who replace Hargrove as the primary 
  antagonist should alter the read-aloud text to reflect the change.
  
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  Background
  At the beginning of Harthagoa’s assault, Hargrove 
  tracked down Mokoli Ali’i (or whoever leads the Tulita 
  faction) and offered him a one-time invitation to join the 
  Ring of the Kraken. Of course Hargrove expects rejection 
  and once refused, plans to sacrifice the Tulita leader to 
  Harthagoa.  
  Setup
  Placing Mokoli Ali’i’s Headquarters
  Mokoli Ali’i headquarters in a Tulita temple on the edge 
  of Jade District; however, if the Referee decided differently 
  following the Night of the Shark, substitute that location. 
  The temple is a modest structure, almost unidentifiable 
  among the other buildings on the outer edge of Jade. It is 
  big enough for up to two dozen congregants to lay their 
  grass prayer mats upon the plank floor, place meager 
  offerings, and burn votives before the wooden statues of 
  Dolphin, Tortoise and Whale.
  Learning About the Abduction
  The characters learn of Mokoli Ali’i’s capture from a 
  dying Tulita warrior who narrowly escaped Hargrove’s 
  (or his replacement’s) Dragoons, then rushed through the 
  siege searching for help. To initiate this encounter, read or 
  paraphrase the following:
  A boy-faced Tulita warrior pushes through the 
  crowds. Stumbling and landing at your feet, he spits 
  blood. 
  “Hargrove betrayed us all,” he sputters. “He 
  called the Krakenfiend upon us. He tries to make 
  Mokoli Ali’i bow before Harthagoa, but the Ali’i is 
  a great man. He will not yield. Even now, Barrison 
  takes him prisoner. He sought us out and demands 
  the Ali’i and that the Tulita people submit or die. I 
  alone fled for help. Hargrove must be stopped.” 
  At Mokoli Ali’i’s Headquarters
  When the characters arrive at the temple, a small force 
  of Dragoons surrounds the building. From inside drift the 
  sounds of argument. 
  Should the characters find a way to peer within 
  undetected, read or paraphrase the following:
  Hargrove holds Mokoli prisoner, bound to a 
  chunk of old ship’s mast they drove into the floor. 
  Nearby Dragoons surround a half dozen Tulita 
  
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  Night of  
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  AppendiX
  commoners strung from the rafters. They have 
  already flayed one Tulita. He hangs with bloody skin 
  stripped from his torso. The wounded Tulita moans 
  piteously. What was once Gregory Bonedeuce 
  stands beside Mokoli, newly risen as a hideous 
  undead vestige of the sea and barely recognizable 
  as himself. The blood running down Bonedeuce’s 
  chin indicates that he took several bites out of the 
  captured chieftain. The elder’s skin is pale. He lies 
  inches from dying – and perhaps turning into a ghoul 
  himself.
  Hargrove paces between the swinging prisoners 
  and Mokoli. He accuses the chieftain of forcing him 
  to use drastic measures. 
  “You are either with us or against us. Harthagoa’s 
  reign is here. These,” he says gesturing to the bound 
  Tulita,” represent all your people. Today, this instant, 
  you decide whether the Tulita people live or die.” 
  Hargrove grabs Mokoli’s hair, yanks his head up, 
  and forces him to look at the hostages. 
  “I care not what you choose really. I will happily 
  skin your people alive and feed their corpses to the 
  angry sea. Still, Harthagoa requested I offer you a 
  choice. So choose. Do you submit to the will of 
  Harthagoa?”
  When Mokoli refuses – likely by spitting in Barrison’s 
  face – Hargrove calmly wipes himself off then in a voice dry 
  as a withered corpse intones, “Very well… skin them.”
  Action
  If no one interrupts then within 2 rounds Hargrove’s 
  most barbarous Dragoons finish skinning one of the 
  hostages. At the start of the third round, these brutal 
  Dragoons start in on the second hostage, over the 
  frightened yowls of the remaining victims. 
  After the second skinning victim dies, Hargrove 
  promises his Dragoons shall continue until Mokoli submits 
  – or they run out of victims and skin Mokoli himself. If 
  
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  at any time the characters interrupt the event, Hargrove 
  leaves his playthings swinging behind him and focuses his 
  persuasive powers on the characters. 
  Confronted, he attempts to reason with the adventurers 
  first, telling them to hold and listen. He offers them the 
  same opportunity to swear allegiance he extended to 
  Mokoli. “Even better,” Hargrove claims, “Harthagoa will 
  grant you great power and positions of authority within the 
  new world order.” Hargrove offers to make the characters 
  generals and to provide them wealth, armies, and subject 
  kingdoms. “For only under his wing shall we finally be 
  safe from,” his hand swings toward the dangling, mewling 
  victims and his lip wrinkles in disgust, “these.” When 
  (presumably) the characters decline, Hargrove and his men 
  attack.
  Dragoons (Ftr3) (6 outside, 4 inside): HP 21 each; AC 7 
  [12]; Atk rapier (1d6) or dagger (1d4) or long-barreled mus-
  ket (2d6); Move 12; Save 12; AL N; CL/XP 3/60; Special: 
  none. 
  Equipment: leather armor, guardsman’s cloak, blue 
  coat and dragoon uniform, rapier, dagger, long-
  barreled musket, 5 reloads of powder and shot, purse 
  with 5 gp. 
  Dragoon Sergeant (Ftr6) (1 outside, 2 inside): HP 41, 37, 
  39; AC 5[14]; Atk longsword (1d8) or dagger (1d4); Move 
  12; Save 10; AL C; CL/XP 6/400. Special: none. 
  Equipment: chain armor, guardsman’s cloak, blue 
  coat and dragoon uniform, longsword, dagger, purse 
  with 25 gp. 
  Elder Barrison Hargrove (Thf14): HP 38; AC 4[15]; Atk +3 
  dagger (1d4+3); Move 12; Save 5; AL C; CL/XP 14/2,600; 
  Special: backstab (x4), +2 save vs. traps, thieving skills.
  Thieving Skills: Climb 98%, Traps/Tasks 100%, Hear 6 
  in 6, Hide 100%, Silent 100%, Locks 100%. 
  Equipment: bracers of defense AC 4[15], “Lightning 
  Strike” (+3 dagger with a blade composed of flicker-
  ing lighting that ignores a foe’s armor and shield; 
  deals additional 1d10 points of electrical damage on 
  a roll of a natural 20), a gentleman’s pistol with 5 re-
  loads of shot and powder, a sword cane with a silver 
  rapier inside and a one-shot pistol built into the grip 
  (1d10 damage), a pair of silver-rimmed spectacles 
  (that can turn a foe to stone 5/day as a medusa, save 
  avoids), several sets of expensive clothing, amulet 
  against scrying.
  Barrison Hargrove rarely travels without the 
  accompaniment of at least two minotaur slaves that act as 
  his bodyguards. 
  Minotaurs (2): HD 6+4; HP 34, 36; AC 6[13]; Atk head butt 
  (2d4), bite (1d3), weapon (1d8); Move 12; Save 11;AL C; 
  CL/XP 6/400; Special: never get lost in labyrinths.
  Lacedon of Gregory Bonedeuce: HD 12; AC 4[15]; Atk 
  2 claws (1d6+2 plus paralysis), bite (1d8+2 plus disease 
  and paralysis); Move 12 (swim 18); Save 3; AL C; CL/XP 
  14/2,600. Special: disease (death in 1d4 day unless cured; 
  victim rises as a lacedon), paralysis (save or paralyzed for 
  3d6 turns).
  Development
  What if the characters side with Barrison Hargrove? If 
  the party accepts Barrison’s offer, Hargrove requests they 
  prove their acceptance by convincing Mokoli to submit to 
  the Krakenfiend. At a gesture from Hargrove, Dragoons 
  hand over the skinning knives and Barrison orders the 
  characters to complete the sacrifices. 
  If the characters agree and perform their gruesome task, 
  Harthagoa grants them an audience after the siege. While 
  amused by their gesture, the Krakenfiend almost certainly 
  scoffs at them for fools and sentences them to a grisly death 
  by drowning. His troops whip the characters bloody, bind 
  them to nets filled with hundreds of pounds of rock, and 
  toss them into the ocean depths. Of course, the characters 
  are free to dispute their sentence and attack the Krakenfiend 
  and his court. 
  If the characters defeat or drive off Hargrove but fail 
  to save Mokoli, they earn 2 Victory Points. If they defeat 
  Hargrove and save Mokoli, they earn 3 Victory Points.
  Final Showdown
  THE KRAKENFIEND RISES 
  Once the characters gain 20 Victory Points, the tide of 
  the battle turns in their favor. The defenders of Port Shaw 
  cry victory, and their exuberance rings through the streets. 
  Their celebration is short lived. The harbor waters darken, 
  churn and broil. Then a monstrous being bursts to the 
  surface. Thick tentacles grab and smash all in their wake as 
  the Krakenfiend heads straight for the Lodge, the political 
  seat of Port Shaw, rallying his forces as he progresses. 
  Should he reach the Lodge, Harthagoa will use it like a fort, 
  making himself nearly invulnerable.
  The details below assume the characters are in Tide 
  District, allowing them to witness the fiend’s emergence. 
  It also assumes it takes Harthagoa 12 rounds to reach the 
  Lodge.
  Setup
  The battle with Harthagoa starts almost anywhere 
  the Referee likes. The Referee may also place the Lodge 
  anywhere that makes sense. Referees who established the 
  location of the Lodge early in the campaign may justify 
  moving it by claimitng it was destroyed during the Night of 
  the Shark then rebuilt while the characters were at sea.
  
  260
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  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  
  261
  Chapter Seven: The Kraken Strikes
  Action
  When Harthagoa arrives, read or paraphrase the 
  following:
  Without warning the harbor waters roil, slowly 
  at first, then churning madly. Bloody waves lash the 
  shore and violently slam nearby ships into the docks. 
  Shattered deck planking and dock timbers fly. As 
  if triggered by the shattering wood, the sky darkens 
  and black clouds spit torrents of rain. Then, from 
  the bubbling waters a gargantuan leviathan erupts in a 
  hideous, lashing mass of massive rubbery tendrils. 
  Within seconds this towering thing tears the 
  remaining ships to splinters and sunders the stone 
  jetty in a shower of rock. Then it rises above the 
  harbor, its flesh dripping black slime from the ocean 
  depths, and unleashes a horrific bone-numbing howl. 
  For an instant, every creature pauses. Then the dark 
  followers of Harthagoa fall back to their butchery 
  with a renewed and terrible intensity, chanting “Kra-
  ken! Kra-ken!” with every new swipe of blade and 
  tear of tooth. Harthagoa, The Krakenfiend aka 
  The Demon Below: HD 25; HP 125; AC –5[24]; Atk 
  6 arms (1d6 plus crush), 2 claws (2d6), 2 tentacles 
  (2d8 plus constrict), bite (4d6); Move 9 (fly 18, 
  swim 24, jet 48); Save 3; AL C; CL/XP 32/8,000; 
  Special: constrict (2d8+4), crush (1d6+4), immune 
  to poison, electricity, cold and acid, ink cloud (1/
  round as darkness spell with 80-ft. radius), magic 
  resistance (50%), spells, “Strike of Chaos” (+15 
  damage to Lawful, 1/day), summon 1d4+1 vrocks 
  3/day (60%). 
  Spells: at will—cause fear, darkness 300-ft. radius, 
  dispel magic, polymorph self; 3/day—control weather, 
  control winds, part water; 1/day—disintegrate, sugges-
  tion.
  Equipment: staff of healing (33 charges), medallion 
  of ESP.
  Tactics: Prior to his appearance, the Krakenfiend 
  unleashes several of his spell-like powers. He starts with 
  darkness and uses his ink could, darkening the harbor 
  waters around him. Next, he uses control weather to launch 
  devastating and dramatic weather effects. Once the weather 
  rages above him, he slowly rises from the ocean, terrifying 
  and violent. 
  Harthagoa leaves the water in a destructive rage, 
  smashing docks and ships to splinters. His tentacles strike 
  at random. As he moves, the Krakenfiend plucks defenders 
  from the shore and devours them whole, grabs smaller craft 
  and hurls them into the city. As mentioned, he heads straight 
  for the Lodge, crushing or devouring anyone brave or foolish 
  enough to oppose his behemoth-cephalopod potency.
  Every round he rampages through Port Shaw, the 
  Krakenfiend kills or maims its citizens. He flies low, 
  at his full speed, smashing through buildings or other 
  obstructions as a bird might wing through clouds. He stops 
  only when the characters attack him. As Harthagoa moves, 
  he summons demons to his aid and casts other spells. 
  See Development below for additional tactics.
  Editor’s Note – Fight 
  Your Krakenfiend
  In the Age of Sail they spoke of captains ‘fighting’ 
  their ships; that is to say, sailing them into battle and 
  working their sails and guns to the enemy’s defeat. 
  How then should a Referee fight his Krakenfiend? 
  This round-by-round guide details a ‘for-instance’ 
  illustrating how Referees might direct the action. 
  Provided as an example only, by no means must the 
  battle unfold this way:
  Round 1: Harthagoa casts control winds and spins 
  a hurricane around himself, an eye of calm at its cen-
  ter. Protected by the hurricane he moves through 
  Port Shaw wreaking destruction as he goes.
  Round 4: Harthagoa summons 1d4+1 vrocks. The 
  vrocks remain at the eye of the storm with Harthagoa 
  and act as bodyguards. They attack any who pen-
  etrate the storm and reach the calm within it.
  Vrock: HD 8; AC 1[18]; Atk beak (1d6), 2 foreclaws 
  (1d4), 2 rear claws (1d6); Move 12 (fly 18); Save 8; CL/
  XP 9/1,100; Special: darkness, immune to fire, magic 
  resistance (50%).
  Round 5: Harthagoa casts darkness on himself and 
  his vrock bodyguard.
  Round 7: If she survives, Harthagoa’s consort, Tray-
  ani, joins him. If she befriended the characters she 
  appears and warns them not to let Harthagoa reach 
  the Lodge, before fleeing for her life. 
  Round 10: Harthagoa casts control weather to 
  intensify the storm around him.
  Round 12: Harthagoa reaches the Lodge.
  Round 13: Harthagoa settles into his defensive posi-
  tion and receives the benefit of a 100 hp bonus due 
  to the surrounding stone structures. He targets the 
  party’s most powerful spellcaster with disintegration. 
  From this point forward Harthagoa wields his weather 
  and wind control to defend himself and attack the 
  characters. He sends his vrocks after any character not 
  in range of his tentacles. He also rips up and throws 
  chunks of nearby buildings at the adventurers.
  
  262
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  To Sail the  
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  The Kraken 
  Strikes
  Night of  
  the Shark
  AppendiX
  Development
  If the characters fully commit to attacking Harthagoa 
  in the first three rounds, the Krakenfiend never summons 
  demonic allies and, instead, fights the characters unaided.
  If Harthagoa successfully reaches the Lodge, he gains the 
  equivalent of 100 hp, an abstraction representing his newly 
  acquired and highly defensible position. The characters’ best 
  hope for defeating the Krakenfiend is to prevent him from 
  rallying his troops and reaching the Lodge.
  Harthagoa lost battles in the past and survived. He 
  prefers fighting another day to allowing mortals to slay him. 
  With both a supernaturally long lifespan and patience, he 
  possesses the time and intelligence to rid himself of mortal 
  pests another time. If the characters reduce him to 40 hp or 
  less, the Krakenfiend abandons his minions and returns to 
  the dark ocean depths to brood on new plans for enslaving 
  the Razor Coast.
  Wrap-Up 
  The Krakenfiend Defeated!
  If characters defeat the Kraken, Port Shaw heralds them 
  as the saviors of the entire Razor Coast. With Hargrove 
  vanquished and the old, corrupt system torn apart, the 
  position of Lodge Elder opens. The characters can appoint 
  their allies to take this position (folks such as Perrin, 
  Bethany, or one of the Wave Riders make good choices), or 
  they may take the positions themselves. Whoever becomes 
  a Lodge Elder honors the characters by building them a 
  replica of the Pride, offers them positions as Dragoon Lords 
  of the Razor Coast, with a mandate to combat piracy in all 
  its aspects, and grants them a commission to detain and 
  inspect all vessels along the Coast. 
  If the characters slew the Kraken, the threat he posed 
  to Port Shaw fades into the annals of history; however, if 
  Harthagoa escaped, celebration proves premature. The 
  port must quickly pull itself together, organize stronger 
  and more elaborate defenses, and encourage its citizens to 
  remain – despite the certain knowledge that such a creature 
  lurks beneath the neighboring seas.
  In either event Port Shaw suffered greatly and craves 
  rebuilding, particularly Tide District, shredded into splinters 
  and ash. Bodies need dredging from the harbor, corpses 
  must be disposed of before plague arises, and someone 
  must tend to those still suffering the Kiss of Dajobas.  
  Failure — Port Shaw Falls to the Kraken!
  If the characters fail, the Lodge becomes the Kraken’s 
  throne and Port Shaw the capital of his new empire. 
  Harthagoa’s ambitions are extreme. He immediately sets 
  out to subjugate the entire Razor Coast. The Krakenfiend 
  demands absolute authority. He rounds up land dwellers 
  who refuse to submit and turns them into food or slaves. 
  Many who do submit he slays ritually and transforms 
  into lacedons or worse. When Harthagoa’s actions wreck 
  Port Shaw’s precarious economy, a bewildered Hargrove 
  complains to his master. Harthagoa laughs and exiles 
  Hargrove to the Blacksink swamp, amused by the thought 
  of the great Barrison Hargrove sloshing around the muck, 
  hunted by Karikanti. 
  Should the characters survive Harthagoa’s victory, the 
  Krakenfiend learns of their continued existence and places 
  a steep bounty on their heads. He wants them alive for 
  torture. His agents scour the Razor Coast, hunting the 
  characters like dogs and mercilessly torturing any who offer 
  them aid or shelter. 
  
  263
  Appendix
  AppendiX
  APPENDIX ONE 
  Everything New Except Monsters  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 264
  APPENDIX TWO 
  Recurring NPCs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 270
  APPENDIX THREE 
  Bestiary  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 272
  APPENDIX FOUR 
  Gazetteer of the Greater Razor Coast  .  .  .  .  .  .  .  .  .  .  .  .  . 284
  APPENDIX FIVE 
  The Book of Indulgences   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 293
  APPENDIX SIX 
  Deep Waters by Frank Mentzer  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 363
  APPENDIX SEVEN 
  Handouts  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 389
  APPENDIX EIGHT 
  Campaign Worksheets  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 393
  
  264
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  To Sail the  
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  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  Appendix 1
  Everything New  
  Except Monsters
  We collected the new creations of Razor Coast here 
  in one place, for easy reference. This does not include 
  monsters and items from the Heart of the Razor book. That 
  book contains its own Appendix of new items.
  New Drugs
  Dragonsmoke
  Price: 25 gp
  Effects: Delusions lasting for 1 hour 
  Description: Dragon Smoke alters the user’s thoughts 
  and perception of reality, causing disorientation and 
  hallucinations accompanied by intense euphoria and a 
  pervasive sense of well-being. While affected, the character 
  suffers from confusion (as per the spell of the same name; 
  save avoids).
  Maht, also called “Granpappy Blackskull”
  Price: 15 gp
  Effects: Disease and curse; see below 
  Description: A thick black root, named for the island 
  of its origin, Maht may be dried then chewed like jerky or 
  smoked. Burning Maht smells like anise. Maht gives an 
  imbiber +2 to hit and damage, +2 temporary HP per level, 
  and a +1 bonus to Armor Class for 24 hours after chewing 
  it. However, it negates the ability to cast spells, use spell-like 
  abilities, operate magic items requiring command words, or 
  performing any task that requires coherent thought. Maht is 
  highly addictive; failing a saving throw at –2 after ingesting 
  maht starts the “Maht Hunger”, also known among the 
  tribes as “Chasing the Ape”.
  While craving the drug, the addict suffers a –2 penalty 
  to all six ability scores until he gets a new fix of maht. The 
  penalties accumulate daily (–4 on the second day, –6 on the 
  third day, etc.) and cannot be cured by any means other than 
  breaking the addiction completely or consuming more maht.
  Unlike most addictions, an addiction to maht is both 
  a disease and a curse. The addiction itself can be cured as 
  normal, either through spells such as cure disease or simply 
  making the appropriate saves. 
  However, if the curse aspect is not removed then 72 
  hours after the addiction is cured – or 72 hours after an 
  addict last consumed Maht – the afflicted character’s 
  addiction to the drug resurges, accompanied by deep, soul-
  rending cravings.
  New Magic Items
  BOWSPRIT OF THE FALLOW SEAS
  This exquisitely carved bowsprit requires 2 days for a 
  shipyard to properly attach to a ship. Once attached, the 
  ship and all its occupants are more difficult to locate with 
  spells, as if under the effects of an amulet against scrying. 
  CAPTAIN BLOODSCUPPER’S LOCKER
  This graying wooden chest is worn and crusted with 
  barnacles, its rusted hasp held fast only by a wooden pin. 
  Anyone opening the chest finds only sand, dried seaweed 
  and old bones. Yet those brave enough to chant the 
  command rhyme inscribed inside the lid summon forth the 
  wrathful incarnation of Captain Bloodscupper himself, a 
  wicked and bloodthirsty bone devil dressed in full pirate 
  regalia and wielding a large bone hook.
  Old Bloodscupper 
  He died in his locker 
  And was tossed to the bottom of the sea
  But the Kraken won’t keep him
  And the devil don’t need him
  So he there waitin’ for me
  Captain Bloodscupper manifests from the chest and 
  brutally attacks targets designated by the rhyme singer. 
  The called bone devil remains for 17 rounds before 
  disappearing. The chest has 5 charges, after which it ceases 
  to function and all the bones within turn to sand.
  Bone Devil: HD 9; AC 0[19]; Atk large bone hook (1d12) 
  or tail (2d4 plus poison); Move 15; Save 6; AL C; CL/XP 
  16/3,200; Special: hook, immunity to fire and poison, in-
  fernal abilities, infernal resistances, magic resistance (55%), 
  poison, summon. See the Appendix for more details.
  Spells: at will—fear, telepathy 100ft, teleport; 3/day—
  fly; 1/day—animate dead, charm person, phantasmal 
  force, suggestion, wall of ice.
  Equipment: pirate clothing, large hook
  FATE’S CRUEL TWIST
  This +2 rapier causes wounds that refuse to heal. The 
  victim suffers 1 point of damage per round after being 
  struck until magically healed, to a maximum of 12. Multiple 
  hits cause multiple bleeding wounds. Finally, this potent 
  magical item causes opponents a –3 penalty to hit when 
  engaging the rapier in melee combat.
  
  265
  Appendix
  FISH HOOK OF THE HUNTER
  This necklace is woven from tough fibrous cord tied to 
  an ancient Tulita fishhook carved from whale bone. The 
  fishhook grants the wearer a +1 bonus to saves and once a 
  day he can summon a large shark or 1d3 giant crocodiles. 
  If the bearer enters a body of water, the fish hook attracts 
  sea creatures nearby equaling the wearers Hit Dice. The sea 
  creatures are friendly and do the wearer’s bidding. 
  Large Shark (8HD): HD 8; HP 51; AC 6[13]; Atk bite 
  (1d8+4); Move 0 (swim 24); Save 8; AL N; CL/XP 8/800; 
  Special: feeding frenzy.
  Giant Crocodile: HD 6; HP 30; AC 3[16]; Atk bite (3d6), tail 
  (1d6); Move 9 (swim 12); Save 11; AL N; CL/XP 6/400; Spe-
  cial: none.
  FOLDING BOAT
  A folding boat appears to be a small wooden box that 
  can be used to store other items. When the command 
  word is given, the box unfolds in 1 round to form a boat 10 
  feet long, 4 feet wide and 2 feet deep. A second command 
  word makes it grow to 24 feet long, 8 feet wide and 6 feet 
  deep. Items formerly stored in the box rest inside the boat. 
  The smaller boat has a pair of oars, an anchor, a mast and 
  a lanteen sail. The larger ship has a deck, an anchor, a deck 
  cabin and a mast with a square sail. The smaller boat can 
  fit 4 comfortably; the ship can carry 15. When the boat is 
  unoccupied, a third command word causes it to fold back 
  into a foot-long box.
  HEADBAND OF INTELLECT
  This ornate head adornment duplicates the effects of a 
  manual of intelligence (increases the wearers intelligence by 
  1 point) for as long as it is worn. It is usable by all classes.
  IRIDESCENT SPINDLE IOUN STONE
  These crystalline stones always float in the air and must 
  be within 3 feet of their owner to be of any use. When a 
  character first acquires a stone, he must hold it and then 
  release it, whereupon it takes up a circling orbit 1d3 feet 
  from his head. Thereafter, a stone must be grasped or netted 
  to separate it from its owner. The owner may voluntarily 
  seize and stow a stone (to keep it safe while he is sleeping, 
  for example), but he loses the benefits of the stone during 
  that time.
  There are many forms of Ioun stones. The iridescent 
  spindle sustains a creature without air.
  MANIK GUTBEARD’S CUTLASS OF THE 
  CRAZED SEAS
  This +2 cutlass is a fine weapon under normal 
  circumstances, but it really shines when aiding seafarers. 
  Eponymously named for an insane pirate infamous for his 
  boarding actions, Manik Gutbeard’s cutlass of the crazed 
  seas grants several bonuses to its owner, but only grants 
  them when carried or wielded while at sea. First, the owner 
  gains a movement rate of 15, but only for climbing about in 
  the masts and rigging of a ship. He can fight aboard any ship 
  at sea without falling, including during rough seas or while 
  standing on a small surface such as a sail boom. 
  Secondly, for one hour per day the wielder can breathe 
  normally in salt water. This hour is a total amount of time, 
  and need not be used all at once. 
  Finally, the wielder can utter a command word and 
  cause a special manacle to drop from the sword’s hilt. 
  This manacle magically latches onto any cannonball the 
  cutlass’s wielder touches with it. When a cannon containing 
  a cannonball connected to the magic manacle is fired, the 
  cannonball instantly reduces to a streak of ash in the barrel. 
  So long as the wielder of Manik Gutbeard’s cutlass of the 
  crazed seas is holding the cutlass and standing within 5 feet 
  of the cannon when this happens, the wielder flies along 
  the path the destroyed cannonball would have traveled. The 
  cutlass’s owner takes no damage from being shot in this 
  fashion, nor from landing. During this special flight, he is 
  considered to have a movement rate of (fly 120), though he 
  can only travel along the trajectory the cannonball would 
  have traveled.
  NAVIGATOR’S CAP
  This stylish captain’s hat grants the wearer enhanced 
  acumen in all nautical arenas, adding +4 bonus on all saving 
  throws (or as a 20% bonus, as applicable) to maintain the 
  correct course at sea. 
  RING OF ACQUISITION
  This simple gold band is featureless, save for the initials 
  of the current wearer, which always appear inscribed upon 
  it. Whenever the bearer of this ring picks up an item, any 
  personal markings (monograms, engravings, etc.) vanish 
  from it and are immediately replaced with the wearer’s 
  initials.
  SHARKWARD TALISMAN
  This talisman gives off no magical aura if detect magic 
  is cast upon it unless it is within 60 ft. of a living shark. 
  It appears to be nothing more than a necklace of sharks’ 
  teeth. When a shark draws near, the talisman’s potent magic 
  activates, granting the wearer a +4 armor class bonus and 
  allows the wearer to sense creatures in the water out to 60ft.
  
  266
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  SKINFLENSER
  This +1 scimitar grants an extra attack once per day. 
  It has additional gemstones worth 500 gp worked into its 
  hilt. It also counts as the birthplace of the imandwa Hingu-
  Hingu, for purposes of the weakness of that undead.
  SLIPPERS OF SPIDER CLIMBING
  The wearer of these enchanted slippers can walk on 
  vertical surfaces and even upside down on ceilings without 
  fear of falling. The wearer’s has a movement rate of 9 while 
  walking on surfaces other than the floor.
  SNAPPING JAW
  This weapon is either made from a leathery preserved 
  baby gator head or a pried-open shark’s jaw filled with two 
  rows of razor teeth. When activated, the user designates a 
  target within 60 feet, and the snapping jaw flies unerringly 
  at them, viciously biting every round on the user’s turn. 
  The jaw attacks on the same attack table as the character’s 
  class and level. The jaw deals 1d6 points of damage plus any 
  Strength modifier and distracts its target, penalizing them 
  –2 on attacks and saves for as long as it harries them. The 
  user need not be holding the jaw to activate it. As long as 
  the user is within 30 feet of the jaw, he can command it. The 
  jaw can only be used for 10 rounds per day.
  TARPAULIN OF OBSCUREMENT
  Commonly, wealthy smugglers use these magical 
  sheets of hemp to conceal contraband within their holds. 
  When the tarp is spread over a 10 foot by 10 foot area, it 
  masks objects within that area, blending them into the 
  surrounding terrain, and requiring a roll of 1 (on d8) to 
  notice them. If draped around a thief, the tarp grants a 
  +20% bonus on Hide rolls.
  TEETH OF DAJOBAS
  These +2 punching daggers (1d4+2) were fashioned out 
  of the teeth of an ancient great white shark. Over time, 
  they have had a way of coming into the possession of an 
  individual who has been selected by Dajobas to serve as his 
  Chosen Champion—even if the possessor is unaware of 
  the selection. Lawful and neutral creatures may wield these 
  weapons, but they will only function as +1 daggers unless 
  they are in the hands of a creature of Chaotic alignment. 
  Any Chaotic creatures holding the daggers will hear 
  horrible whisperings in their mind, driving them to commit 
  great atrocities in the name of Dajobas.
  A successful attack with either of these daggers causes 
  the wounding effect in the target. Each hit causes 1 hp of 
  bleeding damage per round until the target receives any 
  magical healing. 
  The possessor of either one of the teeth can curse a 
  struck opponent once per day (save avoids).  If both teeth 
  are possessed, this can be used twice per day. The curse 
  causes the victim to suffer a –4 penalty to attacks and saving 
  throws until the curse is removed.
  When brought together by a lycanthrope (of any type, 
  not just weresharks), the Teeth of Dajobas can create a 
  blade barrier (the blades are actually whirling shark’s teeth) 
  once per day.   
  To destroy the Teeth of Dajobas, each weapon must 
  first be sundered into three pieces. Once the weapons are 
  sundered, one piece of each weapon must be fed to a whale, 
  a turtle, and a dolphin.
  TOKEN OF QUELL
  This special holy symbol of Quell is adorned with a 
  vial of water collected from the deep reaches of the ocean 
  where the might of the Sea God is most potent. The bearer 
  of this token may cast water breathing once per day, as a 
  magic-user of the same level. Also, once per day the token 
  may be used to automatically dispel a spell effect or dismiss 
  a creature from the Elemental Plane of Water back to its 
  home (no saving throw). 
  New Spells
  Alarm
  Spell Level: Magic-user, 1st level
  Range: 10 feet
  Duration: 2–8 turns + 1 turn/level 
  When the alarm is cast, a selected area is warded to 
  register the presence of any living creature larger than a rat. 
  The target can be a door, a section of floor, stairs, etc. As 
  soon as any creature sets foot upon the area, touches it, or 
  otherwise contacts it, the spell evokes a loud ringing that is 
  clearly heard in a 60 ft. radius. (Reduce the radius by 10 ft. 
  for interposing doors or wooden walls or by 20 ft. for stone 
  walls.) The sound lasts for 1 round and then ceases. 
  Undead creatures do not set off the alarm; invisible 
  creatures, as well as those from other planes who are 
  otherwise alive, do so. Ethereal or astrally projected 
  creatures do not trigger an alarm, but flying and levitating 
  creatures do.
  Blood Debts 
  Blood debts are a potent type of geas practiced along the 
  Razor Coast. Unlike most geas spells, the blood debt is a 
  willing pact between two individuals, overseen by a pact-
  maker (or in some cases one of the individuals pledging the 
  blood debt may also be the pact-maker). Typically, geased 
  individuals earn some great reward in exchange for their 
  willingness to fulfill the geas, and the geas is worded to 
  ensure the individual provides a great service in exchange.
  
  267
  Appendix
  On the Razor Coast, as in other regions where life is 
  short and hard, individuals may not live to fulfill their blood 
  debts. The blood debt ensures payment if individuals fail 
  to perform their geas in life, but also in death by binding 
  indebted spirits to return from beyond the veil and make 
  good on their pledges.
  Similarly, whoever holds the blood debt – and received 
  the promise of the geased individual – possesses the right 
  to sell the blood debt to another for any reason, without 
  limitation. The sale of the blood debt frees the spirit from 
  the seller but enslaves it to the buyer. All the entailments 
  of the original oath remain intact, exactly as if the geased 
  individual had pledged their blood debt to the new owner 
  in the first place. Those making blood debts should be 
  extremely careful as to the wording of their oaths. Clever 
  pact-makers often try to trick them into impossible tasks, 
  so they might continually summon geased spirits from the 
  land of the dead.
  Blood Debt
  Spell Level: Magic-user, 8th level
  Range: 10 feet
  Duration: Until task is completed (see below) 
  Similar to a geas, a blood debt places a magical 
  command on a creature to carry out some service or to 
  refrain from some action or course of activity, as desired by 
  you. The creature must be able to understand and agree to 
  the conditions set during the spellcasting. 
  The indebted creature must follow the given instructions 
  until the blood debt is completed, no matter how long it 
  takes. If indebted individuals die before fulfilling the blood 
  debt, their spirits rise as ghosts in order to make good on 
  the pact. Because the blood debt is accepted willingly, it 
  cannot be broken by any means, including magical means. 
  The debt only ends when paid in full. 
  Spirits bound by a blood debt may be summoned forth 
  as a shade and subjected to questions once every 24 hours, 
  provided the summoner invokes the ghost using words and 
  phrases from the original pact. Questioning lasts for a time 
  period of no more than 10 minutes. During questioning 
  the restless shade must answer up to five simple questions 
  truthfully, after which it dissipates. If the shade does 
  not know the answer to a question, it may not verbalize 
  an answer. Summoned in this manner, a shade remains 
  completely ethereal, vaguely resembles its former self, and 
  cannot attack or perform any other interactions beyond 
  flickering with ghostly light and whispering. 
  Once per year the possessor of the debt may use words 
  from the original agreement to implore the indebted ghost 
  to manifest in full and perform terrifying tasks and acts, so 
  long as such acts might lead to fulfillment of the promise 
  sworn in the original pact. For example, the debt holder 
  may not summon the ghost to send as an assassin against 
  some unrelated person, unless a specific trick of wording 
  in the original pact allows for it. While manifest in full as 
  a ghost, the spirit may call to itself ghostly versions of the 
  possessions, mounts, and equipment it bore in life. 
  Demanding a full manifestation requires debt possessors 
  shed their own blood and scream aloud a summoning cry – 
  again using the words of the original pact; although it is not 
  necessary to utter the words in the original language used 
  to forge the debt – demanding three times that the spirit 
  come forth and live up to its pledge. Full manifestation only 
  occurs if the possibility of fulfilling the oath actually exists. 
  Unscrupulous magic-users often use blood debts to 
  imprison and enslave spirits. The most despicable casters 
  go as far as to murder those with whom they have sealed 
  a debt in order to manipulate them after death. The caster 
  of a blood debt may sell or otherwise transfer the debt to 
  another individual. Such sales transfer all the entailments of 
  the debt to the buyer, exactly as if indebted individuals had 
  made their oaths to the new owner in the first place. There 
  is no limit on the number of times a blood debt may be sold.
  Whoever holds the blood debt may also declare it filled 
  by invoking the words of the original pact – even if the 
  indebted individual has not yet fulfilled the original pledge 
  – and free the spirit from its bondage. 
  Alternately, the holder of a blood debt may use the 
  original words in a ceremony to declare the debt forever 
  unfulfilled. This latter act involves burning the debt, either 
  literally if the original document survives or symbolically 
  if it does not. Burning the debt in this manner deprives 
  the holder of the power to summon the bound spirit and 
  dooms the ghost to remain a ghost, haunting the site of its 
  death for all eternity.
  Grease
  Spell Level: Magic-User, 1st Level
  Range: 60 ft.
  Duration: 1 round/level
  A grease spell covers a solid surface with a fine layer of 
  slippery grease. Anyone trying to pass through the grease 
  can move at half their normal Movement, or they risk 
  falling (saving throw to negate)
  Wall of Force
  Spell Level: Magic-user, 5th level
  Range: 60 feet
  Duration: 1 round/level
  Creates an invisible wall of force up to 100 square feet in 
  size. A wall of force is immune to all forms of damage save 
  the disintegrate spell, which destroys it.
  
  268
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  New Rules (Optional)
  Black Powder
  Many NPCs in Razor Coast make use of black powder 
  weapons. For characters playing this campaign, black 
  powder may be new. Since firearms are common among 
  the seafarers of the Razor Coast, a good provisionary rule is 
  to allow any characters other than clerics, druids, paladins 
  (possibly), and magic-users to employ such weapons. 
  Some character classes might only be allowed to use pistols 
  (thieves, in particular, might be restricted in this way). The 
  Referee might also consider allowing other classes to use 
  firearms, but with a penalty of –1 to hit.
  Black powder weapons are powerful, but are also 
  difficult to load quickly in combat. Similar to a heavy 
  crossbow, a black powder weapon requires a full round to 
  reload.
  Artillery requires at least two people to properly load, 
  aim and fire. A two-man team using a cannon takes 2 full 
  rounds to reload the weapon. A three-man firing team can 
  do it in 1 full round. 
  Simplified and Optional
  We included these simplified, optional rules in your 
  appendix in case you do not wish to use the new op-
  tions in the Book of Indulgences, or the Fire as She 
  Bears ship-to-ship combat subsystem (available at 
  www.froggodgames.com). 
  Later in the appendices, you’ll find the Book of In-
  dulgences. This includes more rules and options you 
  may wish to include in your campaign. 
  If your campaign uses Indulgences or other supple-
  ments, then Indulgence and supplement rules from 
  Frog God Games always trump the rules found in this 
  Appendix –  unless you like these rules better, of course.
  Conventional black powder weapons available along the Razor Coast are listed below:
  Weapon
  Damage
  Rate of Fire
  Range
  Weight (pounds)
  Cost
  One–Handed Ranged Weapon
   Gentleman’s Pistol
  1d6
  1
  40 ft.
  2
  30 gp
   Military Pistol
  1d10
  1
  50 ft.
  5
  50 gp
   Double Pistol1
  1d8/2d8
  1
  40 ft.
  8
  150 gp
  Two–Handed Ranged
   Long Barreled Musket
  1d10
  1
  120 ft.
  15
  120 gp
   Double Barreled Musket1
  1d10/1d20
  1
  120 ft.
  25
  30 gp
  Weapon
  Chance to Hit  
  (on d20)
  Structural 
  Damage
  Damage
  Range
  Weight 
  (pounds)
  Cost
  Artillery
   4-pound cannon
  12 or more
  3 points
  4d6
  100 ft.
  80
  400 gp
   6-pound cannon
  13 or more
  4 points
  6d6
  150 ft.
  240
  800 gp
   9-pound cannon
  14 or more
  5 points
  10d6
  200 ft
  600
  1,500 gp
  Name
  Cost
  Dmg2
  Weight
  Powder
   Horn
  5 gp
  2d6
  1 lb.
   Cask
  20 gp
  4d6
  5 lbs.
   Barrel
  100 gp
  10d6
  30 lbs.
  Name
  Cost
  Weight
  Shot
    Pistol or Musket (10)
  1 gp
  ½ lb.
   4–pound ball
  5 sp
  4 lbs.
   6–pound ball
  1 gp
  6 lbs.
   9–pound ball
  2 gp
  9 lbs.
   
  1 May fire both barrels at one time or fire them separately. Each barrel requires a full round action to reload. 
  2 Damage given is if the source of powder is ignited.
  Powder is kept in watertight horns, barrels or casks. 
  Each horn holds enough powder for 5 shots from a pistol 
  or musket. A cask has enough powder for 20 shots or one 
  artillery shot. A Barrel holds enough powder for 100 shots 
  from either pistols or muskets, and 5 shots from artillery.
  
  269
  Appendix
  Dueling
  Opponents engaging in duels in Razor Coast may 
  wish to use these optional rules. Typically, the opponent 
  challenging the other to the duel offers his or her opponent 
  the chance to choose their weapon. Traditional dueling 
  weapons used on the Razor are limited to the rapier and the 
  pistol. If facing off with rapiers, opponents typically fight with 
  their own personal swords, but if pistols are the order of the 
  day, the challenger usually supplies a pair of dueling pistols 
  (Gentleman’s or Military). The challenger always allows their 
  opponent to select which pistol they will use in the duel. 
  Pistols
  Pistol duels are fought with the opponents each marching 
  an agreed-upon number of paces in opposite directions (to be 
  counted out by the adjudicator of the duel) before they turn 
  and fire upon one another. Common distances traveled are 
  10 paces (opponents ending up 20 feet from one another, no 
  attack penalty), 20 paces (40 feet apart, –1 penalty), 30 paces 
  (60 feet, –2 penalty), or in rare cases of exceptional talent 50 
  paces (100 feet distance from each other, –3 penalty). 
  Once they walk the declared number of paces, each 
  opponent rolls initiative. The winner of the initiative roll fires 
  first, attempting to hit their opponent. If they miss, the loser 
  fires. If both miss, they reload, reroll initiative, and fire until a 
  pistol shot hits one of them. Neither opponent moves during 
  reloading or firing. The first hit settles the duel. 
  Rapiers
  All rapier duels are fought unarmored. In some cases, 
  duelists use a secondary dagger for balance and defense. 
  Combatants traditionally fight duels with rapiers in one of three 
  fashions: to the death, to first blood, or to decisive victory. To the 
  death is self-explanatory: the duel begins when both opponents 
  are ready, and they cross swords until one dies. These duels are 
  rare, as few value honor higher than their lives. 
  First blood duels are common among skilled duelists 
  who value their lives, yet wish to test their abilities against 
  other fine swordsmen. A duel to first blood ends when one 
  opponent scores a palpable hit upon the other, inflicting a 
  wound from which blood freely flows. Typically, opponents 
  dueling to first blood fight defensively as avoiding being 
  struck is tantamount to winning the contest.
  When a combatant is struck in the duel, they may attempt a 
  saving throw (with a penalty of the damage done by the strike) 
  to turn a palpable hit into a mere scratch, allowing the contest 
  to continue. This does not reduce the damage they are dealt 
  in any way, but allows them to come away with torn clothing, 
  strains, and a scratch instead of a free-flowing wound.  
  Decisive victory duels end when one opponent is 
  disarmed, killed, or yields. A duelist who strikes an 
  unarmed or yielding opponent is disgraced in the eyes of 
  their peers and may even find themselves the target of rivals 
  seeking the death of such a coward.
  Simplified  
  Ships of the Razor
   Quell’s Whore
  Large Ship (warship)
  Structural Points: 20
  Special: Spell Resistance (25%)
  Bonedeuce’s Pride
  Large Ship (warship)
  Structural Points: 20
  Armaments: 8 long nines (stern and aft), 40 sixers 
  (port and starboard broadside batteries).
  Crew: 30 sailors
  Complement: 40 dragoons, 2 dragoon officers, and 4 
  dragoon sorcerers
  Albatross
  Large Ship (warship)
  Structural Points: 15
  Armaments: 4 long nines (stern and aft), 20 sixers 
  (port and starboard broadside batteries), and 4 four 
  pounders (upper skirmish deck) 
  Vintage
  Sloop 
  Structural Points: 3
  Special: Lists to port 
  
  270
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  Appendix 2
  Recurring NPCs
  Various points throughout the adventure refer to stat 
  blocks. While we have placed the first occurrence of a 
  stat block in the text itself, some NPCs simply appear too 
  frequently to make this practical. Rather than reprinting 
  frequently recurring stats every time, we placed the short 
  form in the text and gathered the long form of the stat 
  blocks here for reference.
  Dragoons
  Dragoon (Ftr3): HP 21; AC 7 [12]; Atk rapier (1d6) or dag-
  ger (1d4) or long-barreled musket (2d6); Move 12; Save 12; 
  AL N; CL/XP 3/60. Special: none. 
  Equipment: leather armor, guardsman’s cloak, blue 
  coat and dragoon uniform, rapier, dagger, long-
  barreled musket, 5 reloads of powder and shot, purse 
  with 5 gp.
  Dragoon Sergeant (Ftr6): HP 41; AC 5[14]; Atk longsword 
  (1d8) or dagger (1d4); Move 12; Save 9; AL C; CL/XP 6/400. 
  Special: none. 
  Equipment: chain mail, guardsman’s cloak, blue coat 
  and dragoon uniform, long sword, dagger, purse with 
  25 gp.
  Dragoon Wizard (MU4): HP 12; AC 9[10]; Atk dagger (1d4) 
  or staff (1d6), or pistol (1d6); Move 12; Save 12; AL C; CL/
  XP 4/120. Special: +2 saves vs. magic, spells (3/2).
  Spells: 1st—charm person, magic missile, sleep; 2nd—
  darkness 15 ft. radius, web. 
  Equipment: blue coat and dragoon uniform, light 
  blue “wizard’s” cape, dagger or staff, pistol, 10 reloads 
  of shot and powder, potion of invisibility, purse with 
  20 gp.
  Generic
  Pirate Captain (Thf6): HP 23; AC 7 [12]; Atk +1 rapier 
  (1d6+1) or military pistol (1d10); Move 12; Save 10; AL C; 
  CL/XP 6/400; Special: backstab (x3), +2 save vs. traps and 
  magical devices, thieving skills.
  Thieving Skills:  Climb 90%, Traps/Tasks 40%, Hear 4 
  in 6, Hide 35%, Silent 45%, Locks 35%. 
  Equipment: leather armor, +1 rapier, flintlock pistol, 
  5 reloads of shot and powder, a fine diamond ring 
  worth 600 gp
  Tulita
  Tulita Tribesman (Ftr3): HP 19; AC 9[10]; Atk 2 fists (1 hp) 
  or kukri (1d6) or sharkstooth club (1d6); Move 12; Save 12; 
  AL L; CL/XP 3/60; Special: none. 
  Equipment: simple kappa clothing, sandals, 2 kukri 
  knives, sharkstooth club
  Weresharks
  Dragoon Sergeant, wereshark human form (Ftr6): HD 8; 
  AC 5[14]; Atk longsword (1d8) or dagger (1d4); Move 12; 
  Save 8; AL C; CL/XP 9/1,100. Special: hit only by magic or 
  silver weapons, lycanthropy; 
  Dragoon Sergeant, wereshark hybrid form (Ftr6): HD 
  8; AC 2[17]; Atk bite (1d6+2), longsword (1d8) or dagger 
  (1d4); Move 12 (swim 18); Save 8; AL C; CL/XP 9/1,100; 
  Special: control sharks (75% normal, 50% giant), hit only 
  by magic or silver weapons, lycanthropy;
   
  Dragoon Sergeant, wereshark animal form (Ftr6): HD 8; 
  AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); Save 8; AL C; 
  CL/XP 9/1,100; Special: control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy.
  Equipment: chain mail, guardsman’s cloak, blue coat 
  and dragoon uniform, longsword, dagger, purse with 
  25 gp.
  Dragoon Wizard, wereshark human form (MU4): HD 
  8; AC 9[10]; Atk dagger (1d4) or staff (1d6) or pistol (1d6); 
  
  271
  Appendix
  Move 12; Save 12; AL C; CL/XP 9/1,100. Special: hit only 
  by magic or silver weapons, lycanthropy, +2 saves vs. mag-
  ic, spells (3/2);
  Dragoon Wizard, wereshark hybrid form (MU4): HD 
  8; AC 2[17]; Atk bite (1d6+2), dagger (1d4) or staff (1d6) 
  or pistol (1d6); Move 12 (swim 18); Save 8; AL C; CL/XP 
  9/1,100; Special: control sharks (75% normal, 50% giant), 
  hit only by magic or silver weapons, lycanthropy, +2 saves 
  vs. magic, spells (3/2);
   
  Dragoon Wizard, wereshark animal form (MU4): HD 8; 
  AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); Save 8; AL C; 
  CL/XP 9/1,100; Special: control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy, +2 
  saves vs. magic, spells (3/2).
  Spells: 1st—charm person, magic missile, sleep; 2nd—
  darkness 15 ft. radius, web. 
  Equipment: blue coat and dragoon uniform, light 
  blue “wizard’s” cape, dagger or staff, pistol, 10 reloads 
  of shot and powder, potion of invisibility, purse with 
  20 gp.
  Razortooth Enforcer, wereshark human form: HD 8; AC 
  7[12]; Atk longsword (1d8+1) or dagger (1d4+1); Move 12; 
  Save 14; AL C; CL/XP 4/120; Special: hit only by magic or 
  silver weapons, lycanthropy; 
  Razortooth Enforcer, wereshark hybrid form: HD 8; AC 
  2[17]; Atk bite (1d6+2), longsword (1d8+1) or dagger 
  (1d4+1); Move 12 (swim 18); Save 8; AL C; CL/XP 9/1,100; 
  Special: control sharks (75% normal, 50% giant), hit only 
  by magic or silver weapons, lycanthropy.
   
  Razortooth Enforcer, wereshark animal form: HD 8; AC 
  2[17]; Atk bite (1d8+4); Move 0 (swim 24); Save 8; AL C; 
  CL/XP 9/1,100; Special control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy.
  Equipment: leather armor, longsword, dagger.
  Razortooth Raider, wereshark human form (Thf4): HD 
  8; AC 7[12]; Atk rapier (1d6+1) or dagger (1d4+1) or light 
  crossbow (1d4+1); Move 12; Save 13; AL C; CL/XP 5/240; 
  Special: backstab (x2), hit only by magic or silver weapons, 
  lycanthropy, +2 save vs. traps and magical devices, thieving 
  skills;
  Razortooth Raider, wereshark hybrid form (Thf4):  HD 
  8; AC 2[17]; Atk bite (1d6+2), weapon (1d6); Move 12 
  
  272
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  (swim 18); Save 8; AL C; CL/XP 9/1,100; Special: backstab 
  (x2), control sharks (75% normal, 50% giant), hit only by 
  magic or silver weapons, lycanthropy, +2 save vs. traps and 
  magical devices, thieving skills;
  Razortooth Raider, wereshark animal form (Thf4): HD 8; 
  AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); Save 8; AL C; 
  CL/XP 9/1,100; Special: backstab (x2), control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy, +2 save vs. traps and magical devices, thieving 
  skills.
  Thieving Skills: Climb 88%, Traps/Tasks 30%, 
  Hear 4 in 6, Hide 25%, Silent 35%, Locks 25%.
  Equipment: leather armor, rapier, dagger, light 
  crossbow, 5 bolts
  Appendix 3
  Bestiary
  This Bestiary contains monsters advanced for Razor Coast 
  or unique to the book, new monsters from Heart of the 
  Razor, as well as four new monster templates. This section 
  does not repeat new monsters or templates from Appendix 
  7 – The Book of Indulgences.
  New Monsters
  This Bestiary contains monsters for Razor Coast or 
  unique to the book. It does not include new creatures from 
  the Heart of the Razor compilation (included in their own 
  Appendix in the Heart of the Razor).
  Anthropophagi (Fah-Jee)
  Hit Dice: 4
  Armor Class: 7[12]
  Attack: slam (1d3+1), bite (2d4+1 plus latch)
  Saving Throw: 13
  Special: immune to charm or sleep spells, latch
  Move: 9
  Alignment: Chaos
  Number Encountered: 4d10
  Challenge Level/XP: 5/240
  Short in stature and long in savagery, this small primitive 
  humanoid reeks of death. A too-wide mouth, choked 
  with filed teeth, splits the creature’s face.  Fah-jee stand 
  just under 3 feet tall. Withered and dry, their compact 
  bodies weigh between 20 and 40 pounds. With its oversize, 
  detachable jaws, a fah-jee can lock itself onto a foe with 
  a successful bite and deal automatic bite damage until 
  dislodged. Fah-jee always hunt in packs, swarming along the 
  jungle under its darkened canopy, raiding nearby villages or 
  defending their territory from aggressors. 
  Anthropophagi (Fah-Jee): HD 4; AC 7[12]; Atk 
  slam(1d3+1), bite (2d4+1 plus latch); Move 9; Save 13; AL 
  C; CL/XP 5/240; Special: immune to charm or sleep, latch.
  Fah-Jee Magus
  Hit Dice: 7
  Armor Class: 6[13]
  Attack: slam (1d3+1), bite (2d4+1 plus latch)
  Saving Throw: 9
  Special: immune to charm and sleep spells, latch, spell-like 
  abilities (3/day—cause light wounds, detect magic; 2/day—
  hold person, silence 15 ft. radius; 1/day—cause disease).
  Move: 9
  Alignment: Chaos
  Number Encountered: 1 
  Challenge Level/XP: 9/1,100
  A tattered headdress adorns the skull of this withered 
  humanoid. Teeth filed to points fill a wide mouth stretching 
  from ear to ear. Festooned in animal bones, dangling bits 
  of dried flesh and vine, it is hard to tell where the creature’s 
  dead skin ends and its foul jewelry begins. Fah-jee magi 
  hold sway over their tribe not only as leaders and tyrants, 
  but also as their creators. As a rule, the fah-jee magi despise 
  the creation of mindless undead, but if forced to it they will 
  raise zombies, skeletons, and the like in defense of their 
  tribe. Fah-jee magi stand just under 3 feet tall and their 
  withered frames weigh between 20 and 40 pounds.  
   Fah-jee magi claim to hear the dead whispering from 
  the night sky, often claiming atmospheric disturbances and 
  weather patterns reflect the mood of the dead. The magi 
  follow the movements of the stars and other celestial bodies 
  closely, interpreting heavenly perorations as messages from 
  their alien gods beyond the stars — messages the dead 
  alone hear before whispering them to the magi. When sky-
  listening, fah-jee magi enter a form of trance divination, 
  sometimes abetted by chewing the hallucinogenic residue 
  that cakes their unwashed cook pots. The magi claim this 
  trance opens them to the whispering spirits. Later, minds 
  awash in the incoherent and inconceivable ramblings of 
  their trances, the magi interpret and relate the whispers to 
  the tribe. Some sages report that fah-jee magi blame any 
  failures in the predictive value of the sky whispers on the 
  failure of the dead to properly carry the word of the star 
  gods.
  While the magus is under trance, the strongest warrior 
  in the tribe wears the magus’s headdress and acts in his 
  stead. Fah-jee magi claim that during the trance ritual a 
  portion of their psyche leaves the body and transfers to the 
  warrior, temporarily transforming the warrior into a true 
  magus. True or not, reports indicate the chosen warriors 
  act as if they were true magi, and Grevo reports witnessing 
  
  273
  Appendix
  elevated warriors employing magi abilities. A tribe usually 
  supports only one magus, though Grevo also reports an 
  obscene alliance of husband and wife magi leading his study 
  group. Of course, since Grevo vanished into the Pearl Eye 
  Atolls with the avowed intent of becoming a fah-jee, his 
  testimony remains suspect.   
  Fah-Jee Magus: HD 4; AC 6[13]; Atk slam (1d3+1), bite 
  (2d4+1 plus latch); Move 9; Save 13; AL C; CL/XP 5/240; 
  Special: immune to charm or sleep, latch, spell-like abilities 
  (3/day—cause light wounds, detect magic; 2/day—hold per-
  son, silence 15 ft. radius; 1/day—cause disease).
  Fah-Jee Totem Warrior
  Hit Dice: 12
  Armor Class: 6[13]
  Attack: 4 slams (1d8 plus grab), fling (1d6 plus disease)
  Saving Throw: 3
  Special: bathed in blood, disease, fling, immune to sleep 
  and charm spells 
  Move: 9
  Alignment: Chaos
  Number Encountered: 1d2
  Challenge Level/XP: 14/2,600
  This tower of body parts reeks of death, the stench 
  filling the jungle. A massive stack of arms, legs, torsos, and 
  dangling viscera looms above. Embedded within this tower 
  of flesh, at least three stacked heads rotate wetly in place, 
  eye different foes, gnash pointed `teeth or shout battle cries. 
  The totem warrior waves its amalgam of stitched arms, 
  slamming opponents and bathing them in gore. Fah-jee 
  totem warriors are twice as easy to detect by scent as a 
  standard fah-jee. Fah-jee totem warriors stand 12 feet tall 
  and weigh upwards of 1,500 pounds. 
  A regularly fed fah-jee totem warrior stores blood and 
  other mortal juices within its massive body. Every 1d4 
  rounds, a fah-jee totem warrior can erupt in a fountain of 
  blood, bathing all creatures within 15 feet in slippery red 
  ichor. Any creatures in this area must make a saving throw 
  or slip and fall down. A fah-jee totem warrior can rend 
  rotten parts from its body — wriggling arms, kicking legs, 
  mummified heads, and other viscera — and throw them 
  at its enemies as weapons. Each attack deals 1d6 points 
  of damage and the creature struck risks contracting fah-
  jee rot. Anyone struck by the totem warrior must make a 
  saving throw or contract the wasting disease (save or die in 
  1d4 days).
  This horrid creation serves as a revered member of 
  the fah-jee tribe and its best protection. Fah-jee totem 
  warriors are only found at the center of a fah-jee tribe’s 
  village. Composed of dozens, sometimes hundreds, of 
  different body parts, fah-jee totem warriors represent the 
  pinnacle of tribe’s passage into the unity of undeath. Fah-
  jee totem warriors reek of slaughter and rot. Their scent 
  blows through the trees near fah-jee villages, warning living 
  creatures away lest they end up in a fah-jee cookpot. 
  Fah-Jee Totem Warrior: HD 12; AC 6[13]; Atk 4 slams (1d8 
  plus grab), fling (1d6 plus disease) Move 9; Save 3; AL C; 
  CL/XP 14/2600; Special: immune to charm or sleep, latch.
  Fah-jee Variants
  Fah-jee possess an impressive understanding of their 
  undead bodies and frequently perform modification rituals 
  to enhance their dead flesh with parts from non-human 
  creatures. Apply the following two variants to ordinary fah-
  jee and fah-jee magi only, as the fah-jee totem warrior is 
  itself a modification.
  Aquatic Fah-jee Flippers from a sea turtle or the 
  sweeping fins of a shark replace arms or legs in this mash-
  up of humanoid body parts and chunks of whichever 
  creatures swim near fah-jee infested islands. To make an 
  aquatic fah-jee, give the creature Swim 24. 
  Brachiating Fah-jee Using the long arms of monkeys 
  and apes, fah-jee magi modify some members of their tribes 
  to better hunt the jungle canopy. To make a brachiating fah-
  jee, give the creature a climbing movement rate of 9. If ape 
  arms are used, increase the damage for the creature’s attack 
  to 1d4.
  “Do we dare grant them humanity, these shrunken fiends 
  who devour man’s flesh, by calling them cannibals?” — 
  Alexandre Grevo 
  “Huh? Undead cannibal whatmies?” — Nicolas Logue
  Though more civilized races call these foul creatures 
  anthropophagi, most of the Razor Coast knows and fears 
  them by their shortened moniker —the fah-jee. As Grevo 
  translated, fah-jee self-identify as “People Who Beat the 
  Grave”.
  Some sages claim cannibal tribes feasting on undead 
  flesh gave rise to the first fah-jee by dark happenstance, 
  while other experts claim the existence of complex and 
  wicked incantations that transform entire aboriginal tribes 
  into these savage undead abominations. Whatever the 
  original cause, today’s fah-jee populate — and often swiftly 
  depopulate — isolated jungle islands, particularly among 
  the Pearl Eye Atoll, the Darkols and other archipelagos of 
  the Razor. Always a threat to ships taking shelter in their 
  jungle-lined bays, fah-jee also leave these island sanctuaries 
  to raid neighboring peoples for fresh bodies to twist, modify 
  and induct into their undead community. Recent whispers 
  tell tales of humans who seek out the anthropophagi 
  to learn their secret rituals of undeath and transform 
  themselves into fah-jee. If the fah-jee do not simply eat 
  them, these converts become respected additions to the 
  
  274
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  tribe and the fah-jee magi claim them as omens from the 
  whispering gods.
  Fah-jee pride themselves on their undeath, often 
  performing strange rites of passage wherein they prove 
  their ability to live chained to the bottom of the sea, 
  consume foul poisons or fast for eternity. Anthropophagus 
  magi — the chiefs of the tribes — claim the passage into 
  undeath is the surest way to escape the grave. To create 
  its tribe, the fah-jee magus butchers living creatures, boils 
  them in a necromantic iron cooking pot and stitches the 
  shrunken pieces back together, mixing dozens of different 
  parts throughout individual bodies. Sages who have studied 
  the fah-jee and escaped with their lives claim the magi 
  regard this mixing of body parts as a religious sacrament 
  representing the essential equality and unity of undeath.
  Fah-jee Magic Items
  Here are two items frequently used by fah-jee magi.
  Cookpot
  Some fah-jee magi use a massive cookpot as the vessel 
  for making and modifying their tribes. Extremely rare, 
  these artifacts are ages old and either passed from magus to 
  magus or stolen from a warring neighbor. 
  Fah-jee have been known to trade for iron, not only 
  to make simple tools, but also to craft these foul devices. 
  This massive cookpot, boiling with necromantic energy, is 
  composed entirely of cast and hammered iron. When filled 
  with corpses, various local herbs, and stagnant seawater, 
  this vessel holds the power to create the voracious undead 
  known around the Razor Coast as fah-jee. While many 
  believe fah-jee magi are the only creatures able to use these 
  vessels, those familiar with necromantic rituals stand a 
  chance to activate this minor artifact. 
  To operate a cookpot and create a fah-jee, a non-fah-jee 
  must murder and butcher 1 human-size creature (or 2 small 
  creatures) and then simmer them in the cookpot with 10 
  gallons of seawater, 10 gallons of blood, and 500 gp worth 
  of red coral, shark teeth, and rare herbs. After 24 hours, 
  the creature using the cookpot must make a saving throw 
  or the grotesque soup fails to produce a fah-jee from the 
  stewing body parts. If the saving throw succeeds, a fully-
  formed and cognizant fah-jee emerges from the cookpot — 
  shrunken, voracious and ready to eat living flesh. Non-fah-
  jee users must protect themselves against these vile undead, 
  or convince them of their intention to raise a tribe and 
  transform into a magus.
  Those who seek to destroy a fah-jee cookpot must 
  inflict 300 hit points of damage. To complete the cookpot’s 
  destruction, attackers must sunder it with a good-aligned 
  weapon within an hour of dealing the requisite damage.
  Septum Fetish
  This intricately carved bone is taken from humanoids, 
  jungle predators or the jawbone of a shark. It fits through 
  a wide piercing in the nose, jutting out from either nostril, 
  and is covered in flaring depictions of vicious animals and 
  abstract line art. 
  In order to use the magic item, the possessor must 
  pierce his septum with the large fetish. Piercing the septum 
  deals 1d4 points of damage, and the foul rites related to 
  this item’s creation cause the wound to bleed for 1d2 points 
  of damage each round unless the victim receives magical 
  healing. 
  After wearing the septum fetish for 24 hours, its owner 
  receives a daily choice of benefits. The septum fetish holds 
  3 charges that refresh every 24 hours. Charges can be 
  expended as follows:
  1 charge — For one round, gain a +2 bonus to attack 
  rolls.
  1 charge — Receive a +3 bonus on a single saving throw. 
  This bonus persists until discharged.
  Shrunken Heads
  Often, the shrunken heads swinging from the belt of 
  a fah-jee magus grind their little jaws and speak in sky-
  whispers, giving the fah-jee purpose and guiding their 
  AppendiX
  
  275
  Appendix
  path on hunts. Three times per day as a standard action, 
  a creature wearing a shrunken head can ask the withered, 
  endlessly gnawing skull a question and receive results 
  as if from a legend lore spell. With half the response the 
  whispered repeating of foul, far-off gods and the other half 
  spat from the spirit bound to the withered head, responses 
  can prove unreliable. The chance for getting a reliable result 
  is 70%.
  By Adam Daigle and Louis Agresta
  Beetle, Jabala
  Hit Dice: 7
  Armor Class: 2[17]
  Attack: bite (2d4+2 plus poison)
  Saving Throw: 9
  Special: poison
  Move: 12 (fly 12)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level/XP: 8/800
  A jabala beetle is 10 feet long, with a protective black 
  or dark green carapace and wing-covers. Anyone bitten by 
  the beetle must make a saving throw or contract Jabala’ha, 
  a strange infection that causes disgusting swelling of the 
  victim’s abdomen, face and extremities. The victim dies 
  within 1d4 days as their body ruptures, their polluted blood 
  and diseased innards bursting from them.
  Jabala Beetle: HD 7; AC 2[17]; Atk bite (2d4+2 plus poi-
  son); Move 12 (fly 12); Save 9; AL N; CL/XP 8/800; Special: 
  poison.
  Breath Taker
  Hit Dice: 8
  Armor Class: 5[14]
  Attack: 2 claws (1d4+1) or air-stealing touch (1d4 constitu-
  tion; save avoids)
  Saving Throw: 8
  Special: air-stealing, immune to charm and sleep
  Move: 9 (swim 18)
  Alignment: Chaos
  Number Encountered: 1 or 2d4
  Challenge Level/XP: 8/800
  A breath taker is a partially skeletal creature clad in 
  the soggy trappings of a pirate. At first glance a breath 
  taker might be mistaken for a brine zombie or lacedon. 
  Breath takers are more powerful than those lesser undead, 
  however, and such a mistake in identification can lead to a 
  cruel death. A breath taker robs the breath from its victim. 
  In life they were evil thieves who drowned at sea, pirates 
  who took valuable goods at will from others that plied the 
  waves. Now, in unlife, they seek out and steal that which 
  was first taken from them — the ability to breathe.
  A breath taker has two primary attack modes. Either 
  it uses its long, seaweed-encrusted fingernails against an 
  enemy, or its dreaded ability the steal the very breath from 
  its victim’s lungs. The breath taker’s rotted chest visibly 
  expands as it draws this fresh air into itself. A breath taker 
  causes a ghostly, incorporeal hand to emerge from its own 
  hand. If it makes a successful attack, the breath taker’s hand 
  appears to plunge into the chest of its opponent. A target 
  that fails a saving throw loses 1d4 constitution damage per 
  round. The breath taker must make an attack each round 
  to maintain the connection. As long as the breath taker 
  maintains its attack, the target must make the saving throw 
  each round. On the second failed save, the target is reduced 
  to 0 hp. On the third failed save, the target dies. To escape 
  the touch of a breath-taker, the target must succeed on at 
  least one saving throw then move out of the breath taker’s 
  attack range.
  Breath Taker: HD 8; AC 5[14]; Atk 2 claws (1d4+1) or air-
  stealing; Move 9 (swim 18); Save 8; AL C; CL/XP 8/800; 
  Special: air-stealing, immune to charm and sleep.
  Children of Omargwato (Degenerate Cyclops)
  Hit Dice: 9
  Armor Class: 0[19]
  Attack: spear (3d6 plus poison)
  Saving Throw: 6
  Special: –2 on ranged attacks, poison spear (save or fall 
  into coma for 3d6 days, onset in 1d6+1 rounds), spell-like 
  abilities, surprise on 1–3 on 1d6 in jungle
  Move: 12
  Alignment: Chaos
  Number Encountered: 2d20
  Challenge Level/XP: 10/1,400
  The lumbering brute stands at least 18 feet in height, its 
  brown skin seamlessly blending with the tree bark. Its most 
  distinctive feature is the single, massive eye in the middle of 
  its face. It wears poorly cured and ill-fitting leather armor 
  and wields a massive spear, its point made from sharpened 
  obsidian. The Omargwato coat the spear with the poison 
  from the poison dart frog (save or fall into coma for 3d6 
  days, onset in 1d6+1 rounds). Three times per day, these 
  degenerated Cyclopes can cast darkness 15ft. radius.
  Degenerate Cyclopes (Children of Omargwato): HD 9; 
  AC 0 [19]; Atk spear (3d6 + poison); Move 15; Save 6; AL 
  C; CL/XP 10/1,400; Special: –2 on ranged attacks, poison 
  spear (save or fall into coma for 3d6 days, onset in 1d6+1 
  rounds), spell-like abilities, surprise on 1–3 on 1d6 in 
  jungle.
  Spells: 3/day—darkness, 15–ft. radius
  By Tim Hitchock and John Ling
  
  276
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  Chuul
  Hit Dice: 10
  Armor Class: 2[17]
  Attack: 2 pincers (1d6), bite (1d8), paralytic tentacles
  Saving Throw: 5
  Special: immune to poison, tentacle grab
  Move: 12 (swim 12)
  Alignment: Chaos
  Number Encountered: 1 or 1d4+2
  Challenge Level/XP: 11/1,700
  Chuuls are heavily armored, crustacean-like predators 
  often found lurking near the surface of ponds. They prefer 
  to burst out of the water to grab and paralyze their prey. 
  They have massive chitinous pincers they use to guide 
  victims to the paralyzing tentacles around their mouth. If a 
  chuul hits a creature with both its pincers, it transfers the 
  victim automatically to its mouth tentacles to hold them. 
  The victim must make a saving throw or be paralyzed for 
  1d6 rounds. A creature caught in the tentacles automatically 
  takes 1d8 points of damage each round from the chuul’s 
  mandibles. A victim that is not paralyzed can make a saving 
  throw to escape the writhing tentacles.
  Chuul: HD 10; HP 45; AC 2[17]; Atk 2 pincers (1d6), bite 
  (1d8), paralytic tentacles; Move 12 (swim 12); Save 5; AL C; 
  CL/XP 11/1,700; Special: immune to poison, tentacle grab.
  Crab, Venom
  Hit Dice: 6
  Armor Class: 3[16]
  Attacks: 2 pincers (1d10), sting (1d4 plus poison)
  Saving Throw: 11
  Special: lethal poison
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1d4
  Challenge Level/XP: 8/800
  This monstrosity of a crab is nearly 10ft. in diameter. It 
  has a tail coming out of its back, twice the height of a man, 
  with a poisonous stinger (save at –1 or die).
  Venom Crab: HD 6; AC 3[16]; Atk 2 pincers, sting (1d4 plus 
  poison); Move 12; Save 11; AL N; CL/XP 8/800; Special: 
  lethal poison (–1 save).
  Devil, Bone
  Hit Dice: 9
  Armor Class: 0 [19]
  Attack: large bone hook (1d12) or tail (2d4 plus poison)
  Saving Throw: 6
  Special: hook, immunity to fire and poison, infernal abili-
  ties, infernal resistances, magic resistance (55%), poison, 
  summon
  Move: 15 
  Alignment: Chaos
  Number Encountered: 1 or 2d4
  Challenge Level/XP: 16/3,200
  Bone devils are akin to the demons of the many 
  underworlds, although they are found in rigid hierarchies 
  that are controlled by powerful lords of Chaos known as 
  the Arch-Devils. The Arch-Devils have little to do with the 
  Demon Princes, and the two types of fiends are never found 
  in the same nether planes. The devils are generally fixated 
  upon persuasion and temptation, resorting to violence 
  only as a last measure – unlike the demonic entities, whose 
  princes are generally the only ones to even consider a 
  course of action other than wanton destruction.
  In the hierarchy of the demons, bone devils fall 
  somewhere in the middle, perhaps more powerful than 
  most of their kin. They stand nine feet in height, and 
  resemble skeletons with desiccated skin clinging to the 
  bones. A tail of vertebrae rises over the creature’s back, 
  tipped with a long, bone, stinger like that of a scorpion. 
  These devils ordinarily employ a two-handed bone hook in 
  combat. If the hook hits with a die roll that is greater by 2 
  or more than the necessary to-hit number, then the devil 
  has hooked the opponent, who cannot move or attack until 
  released. The devil can automatically hit the captured target 
  with its tail thereafter. Note that the tail is not fast enough 
  to be used in combat as a second weapon; the devil can only 
  employ the tail against a target that is already hooked.
  A bone devil’s tail poison does not cause death, but if a 
  saving throw fails, the victim loses 1d4 points of strength 
  for 10 rounds. Loss of strength is cumulative, and if strength 
  is reduced to 0, the character dies.
  A bone devil has the following infernal-magic abilities: 
  At will: cause fear (5ft radius), telepathy 100ft; Unlimited 
  times; teleportation; Once per day: animate dead, charm 
  person, phantasmal force, suggestion, wall of ice. Three per 
  day: fly (as per the spell).
  As with all devils, bone devils are immune to fire and 
  take only half damage from cold.
  Bone devils may attempt to summon the help of others 
  of their kind, as many times per day as desired. The attempt 
  requires a full round, and the chance of success is 40%.
  Bone Devil: HD 9; AC 0[19]; Atk large bone hook (1d12) 
  or tail (2d4 plus poison); Move 15; Save 6; AL C; CL/XP 
  16/3,200; Special: hook, immunity to fire and poison, in-
  fernal abilities, infernal resistances, magic resistance (55%), 
  poison, summon.
  Spells: at will—fear, telepathy 100ft, teleport; 3/day—
  fly; 1/day—animate dead, charm person, phantasmal 
  force, suggestion, wall of ice.
  
  277
  Appendix
  Drolsharg
  Hit Dice: 10
  Armor Class: 2[17]
  Attacks: 2 claws (1d6+2 plus maw), bite (1d8+2), shark-
  mawed tail (1d8+2)
  Saving Throw: 5
  Special: accelerated lycanthropy, frenzy, gift of Dajobas, 
  hundred maws 
  Move: 12 (swim 24)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level/XP: 11/1,700
  Drolshargs are hunger made flesh, the perfect killing 
  machines and ground zero for a plague of Dajobas design. 
  These nightmares only appear when Dajobas’ slumber 
  is disturbed or the shark god draws closer to our world. 
  Drolshargs hunt the open ocean but seek humanoid prey 
  above all else. They follow in the wake of ships, board 
  them and devour the crew, usually leaving a few alive as 
  weresharks to spread mayhem when the vessel drifts ashore 
  or is discovered by another ship.
  A drolsharg does its best to hide and catch its prey 
  unawares. Anyone bitten or struck by the drolsharg’s 
  tail must make a saving throw or contract an 
  accelerated form of lycanthropy that instantly turns  
  the victim into a wereshark. A drolsharg can detect 
  blood in the water up to a mile away, and can sense 
  the blood of a living creature within 240 feet. In the 
  presence of blood, the drolsharg enters a frenzied state 
  and gains +2 to its attacks. Any opponent struck by 
  both of the drolsharg’s claws is dragged against the 
  creature’s torso where dozens of shark jaws rip and tear 
  flesh for 2d6+2 points of damage each round until the 
  creature is freed.
  Drolsharg: HD 10; AC 2[17]; Atk 2 claws (1d6+2 plus maw), 
  bite (1d8+2), shark-mawed tail (1d8+2); Move 12 (swim 
  24); Save 5; AL C; CL/XP 11/1,700; Special: accelerated 
  lycanthropy, frenzy, gift of Dajabas, hundred maws.
  Harthagoa, The Krakenfiend, The Demon Below
  Hit Dice: 25 (125 hp)
  Armor Class: –5 [24]
  Attacks: 6 arms (1d6 plus crush), 2 claws (2d6), 2 tentacles 
  (2d8 plus constrict), bite (4d6)
  Saving Throw: 3
  Special: constrict (2d8+4), crush (1d6+4), immune to poi-
  son, electricity, cold and acid, ink cloud (1/round as dark-
  ness spell with 80-ft. radius), magic resistance (50%), spells, 
  “Strike of Chaos” (+15 damage to Lawful, 1/day), summon 
  1d4+1 vrocks 3/day (60%).
  Move: 9 (fly 18, swim 24, jet 48)
  Alignment: Chaos
  Number Encountered: Unique
  Challenge Level/XP: 32/8,000
  Harthagoa is the spawn of Demogorgon and an 
  enormous she-kraken. In appearance, Harthagoa looms 
  straight out of a god’s nightmare. His body is more than 50 
  feet in length, and his tentacles are twice as long, ending 
  in barbed talons – a mark of his demonic heritage. These 
  razor-barbed tentacles are speckled with ugly sucker-rings 
  capable of shredding a great blue whale to chum in a mere 
  moment. Yet the greatest indication of his father’s vile blood 
  lies in the enormous pair of leathery bat-like wings that 
  extend from Harthagoa’s bulbous body, allowing the Demon 
  Below to take to the air if need be. His large eyes glow 
  with a malevolent fire, and his maw is filled with jagged 
  poisonous teeth. The Krakenfiend’s thick arms can reduce 
  a frigate to driftwood as casually as a man might a crush 
  paper lantern.
  Harthagoa is a fearsome opponent in combat, making 
  devastating use of his demonic magical abilities and deadly 
  tentacles. If he strikes an opponent with either 60-foot 
  tentacle, he grabs the foe and automatically constricts for 
  2d8+4 points of damage each round thereafter. If he strikes 
  an opponent with an arm, the foe is automatically held and 
  crushed for 1d6+4 points of damage each round. A victim 
  can only break the creature’s hold by rolling under the 
  character’s strength score on 5d6.
  Harthagoa ’s other powers include: a magical “Strike of 
  Chaos” (+15 damage to Lawful 1/day), spells (at will—cause 
  fear, darkness 300-ft. radius, dispel magic, polymorph self; 
  3/day—control weather, control winds, part water; 1/day—
  disintegrate, suggestion), ink cloud (1/round as darkness 
  spell with 80-ft. radius).
  The demon is immune to poison, electricity, cold and 
  acid.
  Harthagoa can summon 1d4+1 vrocks 3/day, having a 
  60% chance to succeed on any given attempt.
  Harthagoa, The Krakenfiend aka The Demon Below: HD 
  25; HP 125; AC –5[24]; Atk 6 arms (1d6 plus crush), 2 claws 
  (2d6), 2 tentacles (2d8 plus constrict), bite (4d6); Move 9 
  (fly 18, swim 24, jet 48); Save 3; AL C; CL/XP 32/8,000; Spe-
  cial: constrict (2d8+4), crush (1d6+4), immune to poison, 
  electricity, cold and acid, ink cloud (1/round as darkness 
  spell with 80-ft. radius), magic resistance (50%), spells, 
  “Strike of Chaos” (+15 damage to Lawful, 1/day), summon 
  1d4+1 vrocks 3/day (60%). 
  Spells: at will—cause fear, darkness 300-ft. radius, 
  dispel magic, polymorph self; 3/day—control weather, 
  control winds, part water; 1/day—disintegrate, sugges-
  tion.
  Equipment: staff of healing (33 charges), medallion 
  of ESP.
  
  278
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  Karikanti (Gatorfolk)
  Hit Dice: 8
  Armor Class: 3[16]
  Attack: slam (1d6+3), bite (1d6+3), tail slap (1d8+3)
  Saving Throw: 8
  Special: death throes, devour, drowning curse, smell false-
  hoods
  Move: 12 (swim 15)
  Alignment: Chaos
  Number Encountered: 2d10
  Challenge Level/XP: 11/1,700
  This lumbering, scaled horror has the head of a gator 
  atop its humanoid body. A long heavy tail trails from 
  its lower torso, and its eyes glow an unnatural dark 
  crimson. Gatorfolk stand six feet tall on average, are 
  broad shouldered and heavily muscled, and weigh about 
  250 pounds. Gatorfolk are rumored to be the cursed 
  descendants of a once-glorious civilization that ruled from 
  the Blacksink Marsh. These twisted monsters are fiercely 
  territorial and defend their homeland savagely against 
  any intrusion. Tribal by nature, they respect strength 
  above all else and may be persuaded to ally themselves 
  with particularly powerful foes whom they deem worthy 
  allies. When slain, a gator-man thrashes about in a frenzy 
  inflicting 2d6 damage to any creature within five feet (save 
  for half). Once per day, a gator-man may target any foe 
  within 30 ft. with their drowning curse. Those who fail must 
  make a saving throw with a –4 penalty each time they swim 
  or begin to drown. A karikanti can devour a humanoid foe 
  to regain 5 hp up to full hit points. The karikanti cannot be 
  deceived; they smell lies like foulness on the water.
  Karikanti (Gatorfolk): HD 8; AC 3[16]; Atk slam (1d6+3), 
  bite (1d6+3), tail slap (1d8+3); Move 12 (swim 15); Save 8; 
  AL N; CL/XP 8/800. Special: death throes, drowning curse, 
  devour, smell lies.
  Kelp Devil
  Hit Dice: 8
  Armor Class: 2[17]
  Attack: 6 fronds (1d6)
  Saving Throw: 8
  Special: charm, immunity to electricity, resistance to fire 
  (50%), resistance to blunt weapons (50%), underwater con-
  cealment
  Move: 12 (swim 18)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level/XP: 10/1,400
  Kelp devils are relatives of kelpies. To the casual 
  observer, the kelp devil resembles a large colony of slow 
  moving seaweed about 20 feet in diameter. A closer look 
  reveals six 10-foot long pseudopods extending from its 
  body. Kelp devils speak the common tongue.
  Kelp devils are patient creatures. They lie perfectly 
  motionless until potential prey moves within 10 feet. Once 
  
  279
  Appendix
  their prey is within range, they strike quickly with their 
  pseudopods, attempting to grab an opponent. Grappled 
  creatures are dragged underwater and drowned. Slain 
  creatures are devoured by the kelp devil.
  Twice per day, on a successful hit with a frond, a kelp 
  devil can affect the opponent as by charm monster. The 
  creature can make a saving throw to resist the effects.
  Creatures hit by a kelp devil’s fronds must make a saving 
  throw or be entwined and dragged under water to drown. 
  Kelp devils are expert at squeezing the air from a creature’s 
  lungs, so their victims can only hold their breath for 1 
  round per 2 points of constitution before they drown.
  Kelp Devil: HD 8; AC 2[17]; Atk 6 fronds (1d6); Move 12 
  (swim 18); Save 8; AL C; CL/XP 10/1,400; Special: charm, 
  immunity to electricity, resistance to fire (50%), resistance 
  to blunt weapons (50%), underwater concealment.
  Lacedon of the Krakenfiend
  Hit Dice: 7
  Armor Class: 4[15]
  Attack: bite (1d8+2 plus disease and paralysis), 2 claws 
  (1d6+2 plus paralysis)
  Saving Throw: 9
  Special: disease, immune to charm and sleep, paralysis
  Move: 12 (swim 18)
  Alignment: Chaos
  Number Encountered: 1 or 1d4
  Challenge Level/XP: 9/1,100
  These sea-ghouls are undead corpse eaters raised by the 
  Krakenfiend to do his foul bidding, stronger than normal 
  lacedons. They are immune to charm and sleep spells. Their 
  touch and bite paralyzes victims for 3d6 turns. Anyone 
  bitten must also contend with a deadly disease that causes 
  death in 1d4 days unless cured (save avoids). Anyone 
  who dies from the bite of one of these creatures rises as a 
  lacedon (a normal ghoul, but with webbed fingers and toes, 
  that can swim at a rate of 9).
  Lacedon of the Krakenfiend: HD 7; AC 4[15]; Atk bite 
  (1d8+2 plus disease and paralysis), 2 claws (1d6+2 plus 
  paralysis); Move 12 (swim 18); Save 9; AL C; CL/XP 9/1,100; 
  Special: disease, immune to charm and sleep, paralysis.
  The Living Iceberg (Frozen Water Elemental)
  Hit Dice: 16
  Armor Class: 2[17]
  Attacks: strike (3d10 plus 1d6 freezing)
  Saving Throw: 3
  Special: icy blast, immune to cold, immune to non-magic 
  weapons, overturn boats
  Move: 12 (swim 18)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level/XP: 18/3,800
  The Living Iceberg is a massive frozen water elemental 
  floating atop the waves. The iceberg moves through the 
  waves, crushing ships in its icy embrace and freezing 
  swimmers in the water. Three times per day, the elemental 
  can cause an icy blast of cold air and icy pellets to engulf 
  opponents (3d10 points of damage, no save).
  The Living Iceberg (Frozen Water Elemental): HD 16; AC 
  2[17]; Atk strike (3d10 plus 1d6 freezing); Move 12 (swim 
  18); Save 3; AL N; CL/XP 18/3,800; Special: icy blast, im-
  mune to cold, immune to non-magic weapons, overturn 
  boats.
  Locathah
  Hit Dice: 2
  Armor Class: 6[13]
  Attack: weapon (1d6)
  Saving Throw: 16
  Special: none
  Move: 12 (swim 12)
  Alignment: Neutrality
  Number Encountered: 1d20 or 3d10 x10
  Challenge Level/XP: 2/30
  The locathah are a race of aquatic humanoids that roam 
  the great seas, hunting the bounty of the watery depths. 
  Locathah appear as pale yellow to light green-skinned 
  bipeds, with fan-like ears and eyes that are large, black 
  ovals. Locathah can see and hear twice as far as a normal 
  human when under water.
  The locathah are a territorial and insular race, but 
  occasionally trade with other races for items not found in 
  the sea. The locathah society is based on a monarchy; they 
  live in kingdoms beneath the waves, and are led by their 
  king and queen respectively.
  Locathah warriors prefer the spear, light crossbow 
  (adapted for underwater use), trident, and net and dagger in 
  combat, and have been known to ride eels into combat.
  Locathah: HD 2; AC 6[13]; Atk weapon (1d6); Move 12 
  (swim 12); Save 16; AL N; CL/XP 2/30; Special: none.
  Necroworm
  Hit Dice: 2
  Armor Class: 8[11]
  Attack: stinger (1d4 plus acid)
  Saving Throw: 16
  Special: animate inhabited corpse, immune to acid, dis-
  ease, cold and poison, inject acid
  Move: 12 (swim 12)
  
  280
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  Alignment: Chaos
  Number Encountered: 2d4
  Challenge Level/XP: 3/60
  This bloated white worm inhabits corpses and animates 
  them to do its bidding. Its tail ruptures from the back of the 
  lurching corpse and ends in a vicious stinger that injects 
  a deadly acid. Needle-like teeth fill its mouth, lurking 
  behind rotting human teeth. The worm can attack with its 
  stinger from the body of the zombie host. These dangerous 
  aberrations were created by the arch necromancer Tarath-
  Vreen. Necroworms animate corpses in order to amass 
  a feeding pile for their queen. If a queen is slain, the 
  necroworms flee until another consumes enough corpses 
  to transform into a new queen. If the corpse they inhabit 
  is felled, they seek a new husk to animate. Necroworm-
  inhabited corpses cannot be turned or commanded.
  Necroworm: HD 2; HP 10; AC 8[11]; Atk stinger (1d4 plus 
  acid), bite (1d4 plus 1d4 acid); Move 12 (swim 12); Save 16; 
  AL C; CL/XP 3/60; Special: inject acid, animate inhabited 
  corpse, immune to acid, disease, cold and poison.
  Zombie, inhabited by Necroworms: HD 2; AC 8[11]; Atk 
  strike (1d8), necroworm tail sting (1d4 plus 1d4 acid); Move 
  6; Save 16; AL N; CL/XP 2/30; Special: immune to sleep 
  and charm, inhabited by necroworms.
  Necroworm Queen: HD 10; HP 77; AC 7 [12]; Atk bite 
  (1d8+5 plus 1d6 acid); Move 12; Save 9; AL C; CL/XP 
  14/2,600; Special: immune to acid, cold and disease, 
  spawn necroworm (3/day, spawn 1d4 necroworms every 
  1d6 rounds), spell-like abilities, spit acid (once every 1d4 
  rounds; 30 ft. cone that does 4d6 damage, save for half), 
  telepathy 100 ft.
  Spells: 3/day—charm person, dispel magic, hold per-
  son; 1/day—fear, suggestion.
  Phasm
  Hit Dice: 11
  Armor Class: 3[16]
  Attacks: By weapon or slam (1d4+1)
  Saving Throw: 4
  Special: amorphous, immune to paralysis, poison, and 
  sleep
  Move: 12
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level/XP: 12/2,000
  In its natural form, a phasm is a 400-pound ovoid of 
  protoplasm covered in dark spots. The intelligent ooze 
  enjoys imitating humans, however, and often is encountered 
  in this form. While mimicking people, it does as it pleases, 
  going on adventures, stealing, exploring and indulging its 
  desires. When discovered, the phasm attempts to slay those 
  who unmask it, although it might negotiate if overmatched. 
  The phasm attacks with whatever weapons its human form 
  carries, or with a pseudopod slam attack.
  Phasm: HD 11; AC 3[16]; Atk by weapon or slam (1d4+1); 
  Move 12; Save 4; AL C; CL/XP 12/2,000; Special: amor-
  phous, immune to paralysis, poison, and sleep.
  Ripper
  Hit Dice: 10
  Armor Class: 0 [19]
  Attacks: 2d10 pincers (1d4)
  Saving Throw: 5
  Special: immune to piercing weapons
  Move: 12 (burrow 6, swim 12)
  Alignment: Neutral
  Number Encountered: 1 (rarely 1d3)
  Challenge Level/XP: 12/2,000
  Hideous, thousand-pincered insects some 20 to 35ft 
  long, that resemble vast centipedes with legs covering 
  their entire body. The Rippers burrow through warm sand, 
  loose soil, and decaying peat, but avoid rocky terrain. 
  
  281
  Appendix
  The Rippers are always found near a large body of water. 
  These chitinous titans rarely surface from the bowels of 
  the underground but sometimes creep forth on moonless 
  nights to feed. On occasion, they also feel the unwholesome 
  urge to reproduce by spewing thousands of eggs, always 
  into nearby waters. These eggs are too small for the human 
  eye to observe, and more than one fisherman has swum in 
  Ripper-taint or drank river water infused with the eggs of 
  these strange horrors. The eggs take root in the bowels and 
  a fast spreading sickness results, bloating the victim beyond 
  recognition in hours. Ripper-spawn burst forth shortly 
  thereafter and immediately slink towards their parents 
  burrows, unless another suitable lair is readily available.
  It is rumored the Rippers are a larval form of an even 
  larger subterranean beast.
  Ripper: HD 10; AC 0[19]; Atk 2d10 pincers (1d4); Move 12 
  (burrow 6, swim 12); Save 5; CL/XP 12/2,000; Special: im-
  mune to piercing weapons.
  Roach Swarm
  Hit Dice: 3
  Armor Class: 8 [11]
  Attacks: swarm (1d4+2 plus disease)
  Saving Throw: 14
  Special: immune to cutting/piercing weapons, swarming 
  attack
  Move: 12 (climb 12, swim 12)
  Alignment: Neutral
  Number Encountered: 1d2
  Challenge Level/XP: 3/60
  A roach swarm is almost always unnatural in origin, 
  although in tropical regions there are some roaches vicious 
  enough to join into this sort of swarm. The swarm has an 
  area 10ft in diameter, and will attack anything in that area 
  (even if this results in attacks on multiple opponents).
  Because the swarm is made up of thousands of roaches, 
  it is immune to weapons that cut or pierce, being vulnerable 
  only to a weapon that can crush roaches. When the swarm’s 
  hit points are gone, this means that the swarm disperses – 
  the roaches do not all have to be killed to “kill” the swarm 
  itself. Obviously, if the swarm was killed by means of a 
  fireball or falling ceiling, the casualty rate would approach 
  100%. 
  If a dispersed roach swarm was assembled by magic, 
  it will take at least 20 minutes before the roaches can be 
  reassembled into another swarm. If the roach swarm was a 
  natural phenomenon, it will likely not re-form for days.
  Roach Swarm: HD 3; AC 8[11]; Atk swarm (1d4+2 plus dis-
  ease); Move 12 (climb 12, swim 12); Save 14; CL/XP 3/60; 
  Special: immune to cutting/piercing weapons, swarming 
  attack.
  Shark, Bale
  Hit Dice: 7
  Armor Class: 6 [13]
  Attacks: bite (1d8+4)
  Saving Throw: 9
  Special: feeding frenzy
  Move: 0 (swim 24)
  Alignment: Chaos
  Number Encountered: 1 or 1d4+1
  Challenge Level/XP: 8/800
  In the deeps of the oceans, bale sharks are to normal 
  sharks as worgs are to wolves. They have a malign 
  intelligence that might almost be the presence of a 
  possessing spirit. They kill more than they devour, they ally 
  themselves with powerful leaders of Chaos in the undersea 
  realms, and they will serve as mounts to aquatic raiders and 
  reavers. 
  Other than their evident intelligence and strangely 
  mottled markings, bale sharks are not physically different 
  from an unusually large, but normal, shark. Since other 
  sharks tend to roam in the same area, however, a bale shark 
  attack may trigger the approach of other sharks, and a 
  feeding frenzy. The feeding frenzy operates as per normal, 
  although the bale sharks are able to control themselves.
  A feeding frenzy will cause 2d6 sharks of any size to 
  appear from surrounding waters. All the shark will attack 
  madly, and each time a shark attacks there is actually a 1 
  in 6 chance that it will target another shark instead of a 
  human.
  Bale Shark: HD 7; AC 6[13]; Atk bite (1d8+4); Move 0 
  (swim 24); Save 9; CL/XP 8/800; Special: feeding frenzy.
  Skum
  Hit Dice: 2
  Armor Class: 6 [13]
  Attacks: trident (1d8) or 2 claws (1d4) and bite (1d6)
  Saving Throw: 16
  Special: none
  Move: 9 (swim 15)
  Alignment: Chaos
  Number Encountered: 1d20
  Challenge Level/XP: 2/30
  Skum are aquatic humanoids that were created by the 
  aboleths in some distant past (possibly a different place than 
  this world) when entire aboleth civilizations thrived and 
  bent a world into new and horrible shapes in accordance 
  with the plans and dreadful aesthetics of these abhorrent, 
  fish-like masters. Regardless of when and where the skum 
  were created, they now have a firm foothold in the deeps of 
  the sea and the lightless subterranean waters of the realms 
  below the earth.
  
  282
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  In general, the presence of skum signifies that an 
  aboleth may be established in a lair nearby, although one 
  might from time to time encounter a tribe that has lost its 
  master to old age or disease. These deep ones are capable 
  of breeding on humans; the hybrids are born human, but as 
  they age, they take on more and more characteristics of the 
  skum, and finally take to the deep waters of the sea. Skum 
  are typically found in raiding parties of 1d8+1, or legions of 
  1d100 or even more.
  In some forgotten places far underground, explorers 
  may occasionally stumble upon vast, labyrinthine ruins 
  that were once the cities of the aboleths and their skum 
  legions. Such places may still be occupied by the vestiges 
  of the skum armies, for these creatures do not perish of 
  old age, although their ranks have been utterly decimated 
  by disease, war, and famine in the deadly winnowing of the 
  Under Realms.
  For more about the skum, see also the Cyclopean Deeps 
  series by Frog God Games.
  — Matt Finch
  Skum: HD 2; AC 6[13]; Atk 2 claws (1d4) or trident (1d8), 
  bite (1d6); Move 9 (swim 15); Save 16; AL C; CL/XP 2/30. 
  Special: none.
  Slough Shade
  Hit Dice: 9
  Armor Class: 3[16]
  Attack: 2 slams (1d6+2)
  Saving Throw: 6
  Special: immune to sleep and charm, song of the mire, 
  spell-like abilities (3/day—obscuring mist, speak with ani-
  mals, speak with plants), stench, vomit dead water, vortex 
  Move: 9 (swim 24)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Rating/XP: 11/1,700
  The slough shade is a vile, undead creature spawned from 
  the souls of dozens of tormented mothers who watched their 
  children ripped apart on Dajobas’ razor-toothed altars. Now 
  these spirits hate the land, and envy the cries of children 
  which only serve to remind them of their lost loved ones. It 
  wishes to add all their voices to its undead choir. A typical 
  slough shade dwells in still waters and will seek to surround 
  itself with dead children it has lured to its mire. The hag-
  like thing acts as a mother to these children and will do her 
  utmost to protect, and add to, her brood.
  An old nursery rhyme tells the tale of the Cailleach 
  Brey — a dreadful slough shade who was once married to 
  a giant. Her dark mire was a place called the Mother’s Fen, 
  and locals used to say they could hear her children singing 
  at night, there were so many that they sounded “like a great 
  temple choir.” 
  Unless her children are threatened the shade will 
  generally cautiously approach any visitors in the hope of 
  finding children to tempt into the water. The shade often 
  mistakes small creatures for children. The slough always 
  seeks to charm children to enter the water, and tries to stay 
  in the waters to charm others in. If those who enter are not 
  children, she usually forms a vortex and attacks. The shade 
  always fights to the death to protect her children. Those 
  sad shades without babes often fear combat and will flee as 
  soon as they are injured. The shade can sing to charm those 
  within 60 feet. Anyone hearing the song of the mire must 
  make a saving throw or be captivated. A captivated victim 
  walks toward the slough shade, taking the most direct route 
  available, even if that route is underwater. Any child slain by 
  a slough shade rises at the next dawn as a slough born.
  Essentially a being composed of dead stagnant water, 
  the shade has a terrible stench. All living creatures within 
  20 feet must make a saving throw or be sickened for 1d6+4 
  minutes. Creatures that make the save are immune to the 
  stench effects for 24 hours. A shade can vomit dead water 
  at an opponent within 10 feet once every 1d4 rounds. 
  Anyone struck by the water must make a saving throw or be 
  stunned for 1d4 turns. A slough shade can transform itself 
  into a whirlpool vortex that lasts for 9 rounds. The vortex 
  is 30 feet wide. Anyone caught in the swirling waters must 
  make a saving throw or suffer a –2 penalty to attacks.
  Slough Shade: HD 9; AC 3[16]; Atk 2 slams (1d6+2); Move 
  9 (swim 24); AL C; CL/XP 11/1,700; Special: immune to 
  sleep and charm, spell-like abilities, song of the mire, 
  stench, vomit dead water, vortex.
  Spells: 3/day—obscuring mist, speak with animals, 
  speak with plants
  Slough Born
  Hit Dice: 2
  Armor Class: 4[15]
  Attack: slam (1d6+2)
  Saving Throw: 16
  Special: drench, vortex
  Move: 6 (swim 18)
  Alignment: Chaos
  Number Encountered: 2d4
  Challenge Level/XP: 3/60
  The children taken and drowned by a slough shade 
  give up their old form and become small water elementals 
  that still retain a likeness to the children they were in life. 
  These creatures are chaotic and have the ability to add to 
  the slough shade’s song of the mire by joining in the songs. 
  For every two slough born within 60 feet of a slough shade, 
  anyone hearing the song suffers an additional –1 penalty to 
  their saving throw (maximum –5).
  The slough born can also drench opponents, putting out 
  any nonmagical flames. They can form a 15-foot-diameter 
  
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  Appendix
  underwater whirlpool around themselves that forces 
  opponents to make a saving throw or suffer a –2 penalty to 
  attacks.
  Slough Born: HD 2; AC 4[15]; Atk slam (1d6+2); Move 6 
  (swim 18); AL C; CL/XP 3/60; Special: drench, vortex.
  Wereshark
  HUMAN
  Hit Dice: 8
  Armor Class: by armor
  Attacks: by weapon
  Saving Throw: 8
  Special: control sharks (75% normal, 50% giant), lycanthro-
  py, hit only by magic or silver weapons.
  Move: 12
  Alignment: Chaos
  Number Encountered: 2d6
  Challenge Level/XP: 9/1,100
  HYBRID
  Hit Dice: 8
  Armor Class: 2 [17]
  Attacks: bite (1d6+2) and weapon (1d6) 
   
  Saving Throw: 8
  Special: control sharks (75% normal, 50% giant), lycanthro-
  py, hit only by magic or silver weapons.
  Move: 12 (swim 18)
  Alignment: Chaos
  Number Encountered: 2d6
  Challenge Level/XP: 9/1,100
  SHARK
  Hit Dice: 8
  Armor Class: 2 [17]
  Attacks: bite (1d8+4)
  Saving Throw: 8
  Special: control sharks (75% normal, 50% giant), lycanthro-
  py, hit only by magic or silver weapons.
  Move: 0 (swim 24)
  Alignment: Chaos
  Number Encountered: 2d6
  Challenge Level/XP: 9/1,100
  Weresharks are humans that have been infected with 
  extremely rare shark-lycanthropy. The disease is similar to 
  other forms of lycanthropy: anyone losing 50% hit points to 
  wereshark bites will become a wereshark. Moreover, as with 
  other lycanthropes, weresharks can only be damaged by 
  weapons that are either magical or silver (spells affect them 
  normally). 
  In any form, a wereshark can communicate with sharks, 
  and can usually command them. A wereshark has a 75% 
  chance to control normal sharks (up to 8HD), and giant 
  sharks (13HD) have a 50% chance to fall under the sway 
  of the wereshark’s persuasiveness. The commands that a 
  wereshark can give to sharks include “friend,” “foe,” “flee,” 
  “bring that,” and “attack.” The commands are generally 
  useful for combat and guarding; sharks do not have long 
  memories or much in the way of abstract thought.
  In some cases, weresharks might have more skills or 
  training than a normal human; these may be treated as 
  having levels of experience, or simply given improved 
  abilities by the Referee. In the Razor Coast region, 
  weresharks are particularly common due to the presence 
  of the Cult of Dajobas, where they are often found working 
  together in groups rather than living the feral and solitary 
  existence common to these creatures in places elsewhere. 
  Outside the confines of the razor, these apex predators are 
  encountered singly.
  Any character becoming a wereshark immediately falls 
  under the Referee’s control as a monster unless the Referee 
  decides otherwise. 
  Ordinary wereshark: 
  Wereshark, hybrid form: HD 8; AC 2[17]; Atk bite 
  (1d6+2), weapon (1d6); Move 12 (swim 18); Save 8; AL C; 
  CL/XP 9/1,100; Special:  control sharks (75% normal, 50% 
  giant), lycanthropy, hit only by magic or silver weapons.
  Wereshark, animal form: HD 8; AC 2[17]; Atk bite 
  (1d8+4); Move 0 (swim 24); Save 8; AL C; CL/XP 9/1,100; 
  Special: control sharks (75% normal, 50% giant), lycan-
  thropy, hit only by magic or silver weapons.
  One example of a more powerful wereshark that might, 
  for instance, be a pirate captain infected with the shark-
  lycanthropy:
  Wereshark, hybrid form (Ftr10): HD 9+2; AC 1[18]; Atk 
  bite (1d6+3) and longsword (1d8+1); Move 12 (swim 18); 
  Save 5; AL C;  CL/XP 11/1,700; Special: control sharks (75% 
  normal, 50% giant), lycanthropy, hit only by magic or silver 
  weapons, +1 to hit and damage strength bonus.
  Equipment: leather armor +1, shield, longsword.
  
  284
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  Appendix 4
  Gazetteer of the  
  Greater Razor Coast
  An archipelago of fire-blackened stone and 
  volcanic earth rises from the bloody waters of the 
  Razor, a slash of islands like a jagged wound on the 
  surface of the sea. This coast was once a sprawling 
  kingdom, ruled by the mighty chiefs of the Tulita. 
  With a wave of their hand, these chiefs commanded 
  the fires of Pele’s fury and the winds of the fiercest 
  storms. They danced darkly with old inscrutable 
  gods. Their ancient powers now wane, and a new 
  mandate has come to their home. Foreign ships 
  of wood and canvas prowl the Razor, shedding the 
  blood of the oldest gods with cruel steel harpoons 
  and peeling back their sacred flesh with hook 
  and blade. 
  Old enemies rise from the deep and even more 
  ancient gods stir from their slumber to lust for blood 
  once more. Meanwhile, Pele, ever fickle, fumes over 
  the invasion of her children’s home, threatening a 
  deluge of magma and fiery death at any moment. 
  The Razor Coast keeps the secrets of thousands 
  of souls, all gone to the depths, bathed in god-
  fire, or torn apart by unwholesome things in the 
  night. Naturalists plying the waves strive their best 
  to catalogue the thousands of monstrous oddities 
  lurking in her bosom, and cartographers descend on 
  her treacherous waters every year to coax her curves 
  and secrets onto parchment. Even so, hundreds of 
  islands remain uncharted on the Razor’s surface, and 
  the horrors inhabited by them are better kept from 
  the world. 
  Here follows all I can share.
  - Malza Trintos, naturalist and  
  explorer of the Razor Coast 
  These areas of the Razor Coast mega-campaign have 
  deliberately been left lightly or entirely undeveloped, and 
  are presented here as inspiration for the Referee.
  On the Mainland
  Blacksink Marsh
  These dreary wetlands house all manner of poisonous 
  creatures as well as tribes of Karikanti who prey on any 
  explorers foolish enough to brave the Blacksink. Beneath 
  the marsh lies the ruins of an ancient Tulita culture and 
  some believe the Karikanti gatormen are the cursed 
  descendants of this once august people. 
  Blacksink was not always a mired wasteland. In ancient 
  times, this stretch of land was a fertile paradise where red 
  jack, moltado fruit, and other exotic wonders grew by the 
  dozen on lush green trees. Taro farms, well-tended by the 
  Tulita tribes of the Razor, produced more largess than the 
  people could eat, and the sonorous cries of the gold-plumed 
  kovalo bird put even the finest minstrels to shame. Beneath 
  the life-giving shade and gentle rains of this peninsula, 
  the Tulita practiced the old ways, revering their gods with 
  powerful chants and dances. Their obeisance to Great Pele, 
  the goddess of fire and wrack, kept their enemies at bay 
  with searing flames, while the three totems of Dolphin, 
  Whale and Turtle kept careful watch over the people and 
  provided for all their needs. There was no Tulita word 
  for disease in this age, and the peninsula known today as 
  Blacksink was a paradise.
  Nothing lasts forever. In that long ago age, the wars 
  began. Brother turned on brother and the Tulita fractured, 
  the many tribes taking up arms against one another. The 
  waters of Kai Bay ran red with Tulita blood, desperate 
  gambits to control the coast pushed tribes to engage in 
  
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  Appendix
  escalating atrocities, and the three totems left for the deep 
  waters in disgust.
  When the first sharks came to feed in the bloody, 
  corpse-strewn waters of once-sacred Kai Bay, the embattled 
  Tulita marveled at these creatures’ power. They devoured 
  all things, heedless of harpoon or spear, and fearlessly tore 
  swimmers to shreds. A terrible force of fear and carnage, 
  many tribes saw the sharks as an exemplar of the warrior 
  spirit. In the time of the Great Wars, tribes claimed the 
  shark as their new totem and so Dajobas, He Who Eats the 
  World, came to the Razor Coast.
  Of all the Tulita tribes who worshipped his voracity, 
  none pleased Dajobas more than the Karikanti. Most tribes 
  made sacrifices to the Shark God, but the Karikanti splayed 
  every enemy captive with a sharkstooth blade – and then 
  ate them. Practicing the darkest cannibalism, they even fed 
  their own sons and daughters to Dajobas’ gory maw. 
  Pleased, the Shark God offered the Karikanti a great 
  boon. The first gators came to the Razor Coast, children 
  of the Shark God, possessed of his dread appetites, but 
  gifted with legs to walk on land. These scaly-hided hunters 
  came to the Karikanti Tulita and served them in battle, 
  striking down the tribe’s enemies upriver and inland, where 
  no shark could prowl. Brother to gators, empowered by 
  Dajobas gift, the Karikanti devoured their foes, spread, 
  and claimed the fertile peninsula as their own. They erased 
  entire tribes from existence in gory sprees of slaughter. 
  Faced with the terror of the Karikanti – true disciples of 
  the Shark – many tribes foreswore the wars of retribution 
  and returned to the old ways. They practiced the ancient 
  chants and dances in secret, calling across the waves with 
  sacred drums and pleading with their totems to return. 
  After decades of dark slaughter Dolphin, Whale, and Turtle 
  returned to the Razor, coaxed by shamanic efforts. Together, 
  Totem and Tulita, they cast the Shark God back into the 
  deeps.
  The Karikanti faced grave judgment at the hands of their 
  old gods, and Dajobas’ gator children remained a blight on 
  the land. Companioned to the Karikanti tribe, bred and 
  nurtured by them, these foul abominations could not simply 
  be cast back into the sea. In anger, the old gods cursed the 
  Karikanti Tulita to resemble the hideous scaly predators 
  they had fostered, like a plague, throughout the Razor. 
  The Karikanti’s glorious ziggurats and temples sank into 
  the marsh. The peninsula was drowned by the gods’ fury, 
  salty brine corrupting the once lush forests and leaving the 
  formerly fertile soil a barren wasteland, where only marsh 
  weed and fungus grow. The gods turned the trees black and 
  twisted, and made them weep blood-red sap as a constant 
  reminder to the transformed Karikanti that the savage 
  slaughter and consumption of their Tulita brethren had 
  brought them to this fate.
   For more information on Blacksink Marsh or to take a 
  trip there, see the Still Waters Indulgence, an adventure 
  for four to six 6th level characters by Richard Pett. Also, 
  the Shrine of Frenzy Indulgence, an adventure for four to 
  six 7th level characters by Brendan Victorson and David 
  Posener.
  Dreadsmoke Mountains
  West of the waves and beaches, the Dreadsmoke 
  Mountains loom high into the sky, their talon-like shadows 
  scratching at the outskirts of Port Shaw. Ominous enough, 
  these shadows cannot compare to the menace promised by 
  the sulfurous smoke clouds staining the night sky crimson. 
  Magma brewing beneath the Dreadsmoke Range threatens 
  to wipe the city of Port Shaw off the map any day. 
  Myths and legends shroud these slumbering volcanic 
  behemoths. Some say their fires are the fires of creation, 
  and that they gave birth to the first Tulita, forged by Pele 
  even before the islands sprang from the sea. Others claim 
  the gods erected the mountains to choke and burn away 
  offending newcomers with fire and ash. The latter view may 
  yet hold some credence. 
  Though the volcanoes have not erupted in recent 
  history, on the day of the last Tulita army’s defeat fifty years 
  ago Mount Harbinger began to spew black smoke into the 
  heavens. The clouds thicken with each passing year, and 
  in the past few months smog has darkened the sky. On 
  particularly ill-humored days it even hazes out the sun, 
  turning noon to night. Fire cults have sprung up among 
  the young Tulita, all praying for a cataclysm of magma and 
  flame to purge the newcomers from their land forever.
  Mount Harbinger stands closest to Port Shaw. The 
  magma welling in its crater and the rivers of lava burrowing 
  beneath threaten to tear the land apart. Some view the 
  volcano’s recent activity as evidence of Pele’s displeasure, 
  but the eldest and wisest among the Tulita are quick to 
  remind youngsters that Mount Harbinger is not Pele’s 
  chosen home – she resides at Fiery Heart. More than one 
  adventuring party ventured to Mount Harbinger in recent 
  years to investigate its rumblings and tremors, but none 
  returned save a few singed lunatics claiming demons live in 
  the mountain. 
  Whether demons dwell in the depths of Harbinger or 
  not, one thing is certain - the mountains are home to all 
  manner of fearsome predators. The myriad tribes of fire 
  giants inhabiting the smoldering innards of Dreadsmoke are 
  doubtless the most powerful force in the immediate region. 
  Mount Redmaw stands at the center of the fire giants’ 
  power, where their tribal council holds warmoots and their 
  elders decide the course of destiny. 
  The giants of Redmaw never troubled the Tulita in 
  the past. They and the Tulita share the blood of the old 
  gods, and this common ancestry protects the Tulita from 
  annihilation. Elders claim Pele birthed both races. With 
  the newcomers’ seizure of power, the giants may become 
  
  286
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  restless. When rumors of a war party in the making reach 
  the ears of concerned citizens in Port Shaw, the Dragoons 
  prepare barricades and cannonades in case the giants make 
  good on their threat. 
  Fiery Heart, the largest mountain in the range, is the 
  domicile of Pele, Goddess of Fire and Wrack, Mother of 
  the Razor Coast. None but Tulita elders dare approach 
  this mountain. The journey alone is harrowing. Venturing 
  through the burning haze of Dreadsmoke’s valleys, braving 
  the ever-hungry jaws of fire worms and tribes of zealous 
  giants, proves fatal to most who dare. Fiery Heart itself is 
  home to a vortex of elemental chaos impossible for a mortal 
  mind to grasp, much less for a mortal body to withstand. 
  The Jolohai, the dread sisters of Pele, jealously guard 
  their elder. The breath of these accursed horror-hags 
  burns a man’s soul away while leaving his body unscathed. 
  Guardians of living magma with great searing fists the 
  size of a man-o-war prowl the enormous mountain’s 
  deadly heights, obliterating any trespasser. Furies, a bleak 
  sisterhood of fire giant oracles obsessed with death and 
  madness, also make their home in Pele’s embrace, and the 
  sick torments these withered crones wreak upon mortal 
  encroachers are best left unwritten. These are but a few of 
  the dread denizens of Pele’s demesne. 
  Ho’oka’la, Cove of the Dead Gods
  This forlorn cove of still water and black sand once 
  housed resplendent altars and temples to the Tulitas’ eldest 
  gods. Their names are forgotten now, erased by the scouring 
  of time, negligence and salt wind. Black wooden idols 
  carved in their fearsome visages still rise from the sand on 
  the beaches here, though no one remembers to what dread 
  pantheon the terrifying faces belonged. 
  The cove, however, is not aptly named. The gods in 
  residence here are not dead, merely forgotten, and their rage 
  at abandonment simmers in the still air. No sound rings out 
  on the beach, and even the ocean’s caressing waves scorn 
  this rancorous place. The Ho’oka’la’s waters are deadly calm, 
  and no fish swim here. 
  Ho’oka’la was once a place of refuge, and the gods here 
  looked after criminals and outcasts, safeguarding them 
  from the brands and spears of those who sought vengeance. 
  No one knows why it was abandoned, but a dread curse 
  has lain on the cove ever since. Those who trespass become 
  the playthings of Ho’oka’la’s dead gods, who seek to expand 
  their dark influence into a world that scorns them. Some say 
  the cove’s idols possess the weak minds of mortals and send 
  them back to the world, either to sow murder and horror or 
  to rekindle the forgotten gods’ dark worship among outcasts 
  and criminals once more. 
  Nagshead Hill
  This large inland sand dune perseveres by the grace of 
  some dread confluence of winds, whose fierce breath carries 
  sand from the coast and deposits it beyond Port Shaw’s 
  city limits. At its peak, depending on the winds, the dune 
  reaches heights of over 600 feet – dwarfing the smaller 
  mountains at the base of the Dreadsmoke range. 
  Hideous, thousand-pincered insects burrow in the warm 
  sand here. These chitinous titans, called Rippers, rarely stray 
  from the bowels of the dune but sometimes creep forth 
  on moonless nights to feed. On occasion, they also feel the 
  unwholesome urge to reproduce by spewing thousands of 
  eggs into nearby waters. These eggs are too small for the 
  human eye to observe, and more than one fisherman has 
  swum in Ripper-taint or drank river water infused with 
  the eggs of these strange horrors. The eggs take root in the 
  bowels and a fast spreading sickness results, bloating the 
  victim beyond recognition in hours. Ripper-spawn burst 
  forth shortly thereafter and immediately slink towards 
  Nagshead Hill, unless another suitable lair is readily available. 
  Rumors say Barrison Hargrove even keeps three Rippers 
  as pets, churning through gigantic piles of loose dirt 
  surrounding his plantations. The downtrodden whisper 
  that he regularly feeds them slaves too infirm or diseased to 
  continue their labors. 
  An expanding band of dangerous outlaws also makes 
  their home upon Nagshead Hill, hiding amongst the sands 
  and unimaginatively calling themselves the Horse Beacon 
  Killers. Their favorite ploy is to light a bright whale-grease 
  lantern and hang it around a horse’s neck, while marching 
  the beast around the top of the dune. Merchant vessels 
  often mistake the light for Moonwatch Lighthouse located 
  below Fort Stormshield and set course inland only to smash 
  on the treacherous shoals off the coast. The outlaws then 
  row small vessels out to the wreckage, knife all survivors, 
  and loot any cargo washed up on the shoals.
  Lost Colonies
  Ruins and abandoned sites dot the coast and pepper 
  islands – all failed attempts to expand ‘civilization’ into the 
  Razor. Several governments and private organizations have 
  attempted colonial expansion but so far have met with 
  nothing but failure. Gatormen, giants, or other hazards 
  have overrun some colonies and forts; other colonies just 
  vanish into the jungle leaving behind vacant buildings full of 
  unanswered questions. Enterprising scavengers will pick an 
  abandoned site clean within days of discovery, so often there 
  nothing left to point to the true fate of the colonists. There 
  are ruins and abandoned sites all along the coast and islands 
  – failed attempts to expand civilization into the Razor.
  On the Razor Sea
  Small islands and atolls abound off the Razor Coast. 
  Many are famous fishing sites, once well kept secrets of 
  the Tulita, now visited daily by the sloops of Port Shaw’s 
  fisher folk. Others are rumored to be perfect locations to 
  dive for salt-water pearls. Motley communities of pirates 
  and outcasts inhabit a token few islands off the coast, while 
  
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  Appendix
  some serve as secret bases for notorious pirate captains 
  like Falken Drango and Smitty Gayden. Still others host 
  strange tribes, long ago cast out by the Tulita, who worship 
  soul-sucking night terrors as their gods. Some islands hide 
  insane mages who conduct experiments too abominable 
  for any civilized realm to tolerate, and others offer refuge to 
  bizarre cults from foreign lands seeking a place to worship 
  their strange deities away from prying eyes.
  Anchor Bay
  Anchor Bay is the site of the Siege of Dralnor Crackhull, 
  among the greatest of piratical battles and recorded both in 
  song and by the quills of dozens of sages. Here, two great pirate 
  kings and their armadas fought over an unknown but much 
  sought artifact of obscene power rumored to lie beneath the 
  waves of this solitary bay. Legends purport over forty ships 
  clashed, rending each other asunder in the close quarters of 
  the bay. The water ran red with the blood of hundreds of men 
  hacking each other to bits with axe and blade. 
  During the high point of the bloody siege, an explosion 
  blasted water a mile into the air, and waves of fire coursed 
  across the surface of the bay, incinerating flesh and ship 
  alike in a blossom of white-hot energy. The only evidence 
  these two pirate armadas existed now lies on the bottom 
  of the bay – hundreds of misshapen, half-melted anchors, 
  scored by tendrils of some sinister arcane fire. 
  The source of the all-consuming explosion is unknown, 
  but horrifying theories abound. One such theory suggests 
  the contested artifact is the cause. Ancient lore speaks of 
  a great black helm adorned with skeletal wings once worn 
  by a demon king named Zaldronagus. Zaldronagus led an 
  army of fiends in a gambit against the heavens, but tasted 
  only the bitter bile of defeat. 
  Supposedly, when a chorus of angels destroyed 
  Zaldronagus, his helm fell from the sky to an unknown 
  location on the surface of the Known World. Some 
  claim the helm fell to the floor of this bay. More than 
  one sage suggests the helm lured the pirate armadas 
  there, whispering promises of power and glory, and then 
  consumed their life force in the blast. Sated for now, 
  Zaldronagus’ ancient helm harbors his wrathful spite-
  blackened soul and may yet call others to their doom. Other 
  sages purport the demon assembles a new body for his 
  helm – one of shipwrecks and molten man-flesh, with great 
  cannons for eyes, a back bristling with masts, and the faces 
  of a thousand dead mariners screaming out its hellish visor.
  Bainwright Island 
  This sliver of forested hell-by-the sea was claimed by a 
  robed man with jaundiced skin and freakishly long rotting 
  fingers named Bainwright. He pays heaps of silver to any 
  slaver with fresh chattel. What he does with these slaves 
  is unknown, but the mysterious man employs some of the 
  coast’s best naturalists as well, and those who have worked 
  with him speak of shuddering experiments, lurching beast-
  men and spastic golems - part man, part animal, and part 
  monster. Ships passing near the isle report inhuman howls 
  tearing from the isle’s interior and sightings of misshapen 
  silhouettes skulking along the tree line.
  Beacon Island
  A small island, Beacon Island served as an outpost for 
  Port Shaw decades ago. A lighthouse was constructed here 
  to guide merchant ships safely through the network of 
  hazardous shoals surrounding Kai Bay. Five years ago, the 
  last lighthouse keeper and his family disappeared; and since 
  then, this accursed lighthouse stands unmanned. Passing 
  ships report spotting a clutch of wyverns circling the top 
  of the lighthouse. Beacon Island and its environs figure 
  prominently in the Night of the Shark Background Plot.
  Bonedown of the Ancients
  Long has Whale watched the shores of the Razor, fed 
  men and protected them from the terrible secrets of the 
  sea’s deep reaches. When the whales’ long lives of diligent 
  service near their ends, these tireless sentinels come to 
  Bonedown to find their rest eternal. The bones of thousands 
  of whales litter the sea floor here. Their ribs reach up 
  towards the light in silent homage to the oldest gods. 
  Tulita elders claim whales slain before their time 
  rest uneasy and their murders taint the seas. Tulita who 
  find whale remains always painstakingly carry them to 
  this distant reach of sea and lay them to rest with their 
  ancestors. 
  With the arrival of foreign whaling fleets, this task is 
  proving impossible. Whales, slaughtered by the hundreds, 
  now lie festering on dozens of beaches or roll about the 
  shallows of coves claimed by innumerable whalers and their 
  ships. 
  Carcass
  South of Port Shaw across the Razor Sea, at the mouth 
  of the steaming Sea of Bile, lies the single most repulsive 
  community of pus-ridden pirate scum the world has ever 
  seen. Ruled only by the mind-crushing enchantments 
  of the Mage Kings, Carcass is home to slavers, demons, 
  necromancers, cannibals, trolls and worse. Much of the 
  city is built on the broken but still floating remains of over 
  a dozen attack fleets – a massive raft of wreckage held 
  together by weaves of animate kelp and by the several 
  thousand writhing tentacles of some nameless horror 
  beholden to the Mage Kings. Carcass is the single most 
  hideous cesspool in existence, and no half-sane captain 
  steers within 20 leagues of this festering port of sorrow.
  Darkol Island
  More than a few unnamed islands in the Razor serve 
  as penal colonies, where pirates, fools and murderers are 
  dropped with a few casks of water and left to fend for 
  themselves. Darkol Island remains the most infamous of 
  them all. 
  
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  the Shark
  This island’s many mines yield silver, iron, and even the 
  odd deposit of adamantine. Most criminals consider a life 
  sentence to Darkol to be far worse than any other fate. The 
  slave-masters of the island prison are notorious for doling 
  out terrible abuses, mutilations and rape as punishment for 
  misbehavior, and the strange monsters that prowl the mines 
  feast on the very souls of the criminals laboring in their 
  depths. 
  Dragon’s Dredge Rift
  The Tulita elders remember the reign of Lakano Mua, 
  the Red Misery, through the old chants passed down the 
  generations. The red dragon’s wings blotted out the sun 
  for a hundred years, and his fire reduced entire tribes to 
  cinders. Finally, Lakano Mua boasted his flames could singe 
  Pele’s hair from her head, and the goddess of fire and wrack 
  responded with a volcano’s fury. 
  Their savage struggle raged across the Razor for two 
  moons and a day, before Pele finally cast the great wyrm 
  down. Lakano Mua plummeted into the waiting embrace 
  of Father Sea and sank into cold darkness. So hard was the 
  wyrm’s fall he shredded through the water and smashed 
  deep into the ocean floor. The crater left behind is now 
  called Dragon’s Dredge and is one of the deepest rifts in the 
  sea’s depths. The crushing cold of the place squeezes the life 
  of everyone who braves it. Hideous leviathans, misshapen 
  by pressure and the icy clutch of the sea’s darkest secrets, 
  roam freely in the rift, occasionally rising from the inky 
  depths to engage in terrifying sprees of violence. Sages 
  whisper of a more frightening secret in the Rift: the dread 
  spirit of Red Misery lives on, awaiting the right time to rise 
  from his grave and reassert his rule of the Razor.
  To meet the Children of Lakano Mua and live some of 
  her story, try Angry Waters, an adventure for 5th – 7th level 
  characters by Richard Pett found in Heart of the Razor.
  Face of the Frozen God
  The foreigners believe this strange collection of floating 
  icebergs and glacial islands is nothing more than a climactic 
  aberration cast adrift from the frozen black seas and the 
  frozen grasp of the Ebon Shroud, far to the north. They tell 
  themselves this twenty-mile wide flotilla of ice will melt 
  with the summer heat. 
  In truth, this cryptic formation of ice islands has 
  occupied the same reach of the Razor for as long as anyone 
  can remember. Tribal elders claim the ice is the face of 
  an old god, and the strange drifting of the islands are its 
  ancient spirits’ ways of communing with the world. Far 
  above the floating atoll, a race of icy-winged predators 
  haunts the cloud. Ever circling, they read the dreaming 
  god-speak spewed by frothing waters through the frozen 
  mouth and icy jaws of a thousand toothy icebergs. This god 
  gazes skyward with crystal eyes the size of islands, speaking 
  prophecies of frozen doom – or perhaps revealing secrets 
  lost to the ages.
  Halgrin’s Rest
  Legend speaks of an impossibly huge giant, a being who 
  dwarfed even the Dreadsmoke range. He sailed the seas in 
  a canoe of earthen stone long before the first volcano rose 
  above eternal Father Sea. Halgrin they named this giant, 
  and in an age before time his jilted lover the Storm Goddess 
  slew him, for he chose the freedom of the sea over marriage 
  to her. 
  She capsized his canoe here, and now strange, 
  gargantuan jags of rock crest the waters of the ocean. 
  Supposedly, a giant skeleton as tall as the Everpines of 
  distant Krajin rests in the deep waters below. 
  As his last act before the drowning sea invaded his 
  massive lungs, Halgrin buried his spear deep in the ocean 
  floor, where it still rests. His last thrust quelled the sea’s 
  wrath, and so long as this spear pierces deep into the heart 
  of the sea floor, Father Sea cannot drown the world. Sages 
  claim the fiercest storms are Father Sea struggling to pull 
  the spear from his insides and rage free upon the land 
  once more.  
  Isle of Grey Whispers
  Sailors avoid this mist-shrouded isle, claiming the 
  tendrils of fog call to those who draw too near, promising 
  carnal delights, glory and power. These whispering voices 
  persuade listeners that rewards await them on the island’s 
  shores. However, as ships draw closer to shore, the fevered 
  utterances change, swearing the promised delights and 
  rewards lie not on the island, but rather in the guts of their 
  fellow crewmates. More than one ship has emerged from 
  the mists festooned in the innards of its crew with a few 
  gibbering survivors cackling into the wind, playing with 
  slippery entrails as if they were piled gold, or embracing 
  hunks of gore as they would lovers. 
  Rumors abound that Garr Bloodbane buried his treasure 
  on the Isle of Grey Whispers, and that the mists are a curse 
  left by the pirate king’s greedy spirit. Tulita elders tell any 
  who listen how the mists circled the isle long before Garr 
  Bloodbane was born. They say the mists are alive, the breath 
  of an old god who betrayed the world in a bid to rule it. As 
  punishment, this fell deity was imprisoned on the island 
  for all time, and its name was obliterated from the Book of 
  Existence. 
  Demented aboleths frolic in the deeps around Grey 
  Whispers. These freakish intellects hold court around 
  whatever filthy god now lies imprisoned here. Some Tulita 
  elders claim the slimy abominations are deformed children 
  of the lost god, consigned to circle his prison for the rest 
  of eternity. Morlocks and other hateful monsters still bow 
  to this nameless power as well, occasionally rowing out on 
  moonless nights to seize sacrifices for their forgotten god. 
  An army of skum roils beneath the waves near the island, 
  souls claimed from various settlements and warped by the 
  aboleths’ dark caresses.
  
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  Isle of Maht
  This island is named for a deadly black root that grows 
  all over it. Maht — also called ‘Granpappy Blackskull’ 
  — creates a terrifying transformation when chewed or 
  smoked. Users’ skin shrivels tight to their bones. Their faces 
  sink and cling to their skulls. Their hair falls out. Eyes weep 
  blood and fingers recede to skeletal claws.
  The frenzy ensuing from the herb’s work on the body 
  soars beyond any barbarian’s rage or transcendental tribal 
  dance. The change the root inflicts is permanent if addiction 
  occurs and is irreversible except by the application of potent 
  magic. Even those returned from the experience never 
  forget the terrifying heights of wrath and power they felt 
  under its influence, and most do anything for another taste 
  of maht.
  The tribe inhabiting this island uses maht to create mad 
  berserkers to defend it from interlopers. Maldraht maht 
  (roughly translated as “one claimed by the maht”) may be 
  pinioned by fifty arrows and not slow their stride until they 
  have chewed the head off the offending archer.
  The blood worship of the Maldraht maht defies 
  understanding. Their temples are charnel houses of 
  wholesale slaughter, the only worship their faceless gods 
  crave. Rumors abound of strange slave ships, floating 
  sacrificial ziggurats, reaping the Coast’s other tribes and 
  leaving a tide of gore in their wake. Recent sightings of these 
  floating shrines are on the rise.
  See the Appendix, New Drugs in the Heart of the 
  Razor for the statistics on maht. Maht features in two 
  adventures in Heart of the Razor – Sinful Whispers from 
  Tom Knauss and Jungle Fever by Owen K.C. Stephens.
  Kakeou
  The Tulita tribes who still inhabit this island cling 
  fiercely to the old ways. Offering obeisance to Whale, Turtle 
  and Dolphin, they have staved off foreign invasion; but 
  even so, sharks prey upon their fisher folk with increasing 
  frequency, and more warriors go missing on patrols of the 
  island with each passing week. Friends of these tribes speak 
  of a taboo cove, a forbidden place where an ancient shrine 
  of sacrilege still stands, and of dark shapes moving in its 
  waters.  
  Koa Islands
  These islands once numbered among the Tulitas’ most 
  sacred sites. Here, groves of koa trees lie nestled in secluded 
  glens. The wood from the koa is taboo for anyone but chiefs 
  to use, and they craft clubs and war canoes from the trunks 
  of these majestic trees, only culling one tree each year, 
  per tribe. Now, the foreigners plunder these sacred groves 
  with abandon, hacking down thousand-year-old forests, 
  chopping them to lumber and shipping the precious wood 
  far across the sea for a hefty profit in gold. 
  Recently though, axe-wielding crews of plunderers have 
  been vanishing in the shaded glens. Survivors claim an 
  unseen beast, silent as shadow, devours those who trespass 
  in the ancient groves. Several merchant captains offer a 
  steep reward to anyone who can eliminate the predator. 
  Those foolish enough to try never return.  
  Kraken’s Reef
  This complex of reefs and caverns deep below the waves 
  is the court and home of Harthagoa, the Demon Below. A 
  sprawling nest of sea serpents, demons, hag queens, aboleth 
  abominations and hordes of sahuagin, Kraken’s Reef is the 
  single most dangerous stronghold of evil on the Razor – a 
  place where heroes do not dare. Harthagoa’s redoubt is a 
  center of blasphemy and pain, where sick obeisance paid to 
  Demogorgon corrupts the water and befouls the coral with 
  a cold evil. As the Demon Below grows stronger and his 
  influence spreads, so too does this poisonous corruption 
  of the sea. Soon enough, the water will curdle men’s blood 
  in their veins at a touch and end entire civilizations. This 
  location may play an important role in the Kraken Strikes 
  Background Plot.
  Moonfall Atoll
  An age ago, a shining star plummeted to the Razor 
  Coast. Wreathed in fire, this heaven’s stone slammed 
  through the sea and dug into the ocean floor like a tick. The 
  tip of the giant meteor still breaches the surface, glittering 
  like a small island of blue steel off the coast. A circle strange, 
  iridescent coral grew up, entirely enclosing it.
  Ancient Tulita lore speaks of a second moon shining 
  silver in the sky, which disappeared the night this strange 
  meteor fell to earth. Destroyed by some unknown force 
  of impossible power, the second moon broke into a dozen 
  pieces, all of which now lie scattered about the Known 
  World. Moonfall Atoll is said to hold one of the twelve 
  pieces of this shattered moon.
  Pearl Eye Atolls
  The Pearl Eyes consists of nine major islands, all tropical 
  and volcanically formed, but scattered throughout these 
  major landmasses lie an extraordinary number of massive 
  coral ridges and fluorescent atolls in every color of the 
  rainbow. Piercing the waters between islands, unique and 
  vibrantly colored coral of these atolls often surrounds 
  volcanoes creating formations like luridly painted eyes. The 
  archipelago is also known as Bloodbane’s Knuckles for its 
  many dormant, but smoking volcanoes. 
  Birthed by an undersea mountain range, each of the 
  nine major islands has a high point – a bluff, plateau or 
  peak – to which adventurers can climb and from where, 
  weather permitting, one can view both their island and a 
  few surrounding islands. 
  Most of the Pearl Eye islands hold sources of fresh water, 
  gatherable fruit and wild game. A few of the islets cradle 
  tiny settlements, called cargo pits, populated by either 
  indigenous tribes or the descendants of early explorers. 
  
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  Night of  
  the Shark
  Most cargo pits eagerly trade food and water for woefully 
  scarce mainland goods, such as metal tools and weapons. 
  This series of small atolls is the source of the Razor’s 
  largest and most lustrous pearls. Sought after across the 
  Known World, they adorn the necks of queens and ladies 
  in courts East and West. The Pearl Eye Atolls are sacred to 
  the Tulita. In the past, to ensure these holy treasure troves 
  remained unspoiled, the tribes never allowed a visitor to 
  claim more than one pearl per season. 
  Now, under new custodianship, pearl-hungry foreigners 
  – dozens of bands of pearl divers and buccaneers – plunder 
  the Atolls daily. Often small, intercine wars break out over 
  control of this territory, but the Dragoons are happy to 
  ignore the conflicts as long as someone is handing over a 
  hefty supply of the pearls claimed from the depths. Lately, 
  shark attacks in this region have grown to a staggering rate, 
  causing all but the greediest divers to give up this once 
  lucrative profession. 
  The Pearl Eye Atolls and its environs figure prominently 
  when concluding your Razor Coast campaign
  Sammerlock Sails
  This island was once a mighty fortress maintained by a 
  distant elven kingdom from far across the sea. An age ago, 
  these sylvan lords gazed across the ocean at the rich natural 
  wonder of the Razor with envious eyes and arrogance in 
  their hearts. The thought that others might be divinely 
  entrusted to safeguard the glory of the sparkling ocean and 
  lush forested coast unsettled the elves. They dispatched 
  legions of sylvan mariners and gossamer-sailed warships 
  to take possession of the coast. They made the island 
  of Sammerlock Sails their stronghold and soon crossed 
  mithral blades with the warclubs of Tulita chieftains. 
  In the end, Pele intervened on her people’s behalf, 
  raining molten fire down on the elven keep, blanketing the 
  ocean with waves of shimmering heat and scouring the 
  elven armada from the coast. Pele’s wrath reduced every 
  last elf to smoke on the wind, and now only charred ruins 
  remain where once a silver-spired mile-long fortress stood. 
  Passing ship’s guards claim something haunts the island 
  now. Some say the hate-fueled spirits of elven warlords cry 
  into the wind for vengeance. Others claim an elven priestess 
  robbed of life and love when the Pele’s fire’s came wanders 
  the ruins of the fortress as a banshee, her wails striking 
  deckhands dead.
  Shark’s Folly
  Nine atolls crest the waves, forming a coral circle of 
  power dedicated to the valiant guardian spirit of the old 
  gods – the Dolphin. Fearless in the face of predators, and 
  striking foes with sharp jabs from their snouts to drive them 
  from the Razor Coast, schools of these majestic creatures 
  held back tides of terror in the distant past. No shark dares 
  come within three leagues of this circle of atolls. The Tulita 
  consider the cerulean waters encircled by the islets to be a 
  sacred refuge. Schools of dolphins dance among the waves 
  here, patrolling this holy site, ever vigilant against intruders.
  Skull Sargasso
  The sea’s dead number in the tens of thousands: 
  scallywags blasted from their deck by cannonades; 
  unpopular captains hurled overboard in the dead of night 
  by mutinous crew; the unwary knifed on the docks for a few 
  sullied coppers and swallowed by the tides. These dead men 
  vanish into the deeps, and most are never seen again. Their 
  skulls, however, find a home among tangles of the Skull 
  Sargasso. This strange weed bed stretches over three miles 
  wide, nothing but floating skulls yawning askance amidst 
  putrid swells of rotting seaweed. 
  Legend says the skulls of the sea-claimed dead all find 
  their way here eventually. Shamans of the Tulita speak 
  of “dead water,” a horrid patch that draws the souls taken 
  by the sea’s killing clutches. The source of this forbidding 
  sargasso remains a mystery, but the crew of any ship 
  who passes into its skull-bobbing waters always emerges 
  headless. 
  The oldest crusty dogs to ever helm a ship whisper yet 
  more terrifying tales. They aver the sargasso did not always 
  float in its present location, but that it used to prowl the 
  Razor, a leviathan of seaweed and yellowed bone, preying 
  on anything to cross its putrescent path. Some whisper it 
  is only a matter of time until the sargasso awakens from its 
  temporary torpor and resumes its prowling, unwholesome 
  predations.
  Sloth-Eye’s Doldrum
  A pirate captain of old, Galgros Sloth-Eye, once called 
  this stretch of still water and mudflats home. His fleet of 
  deadly vessels raided passing freighters and retreated to 
  these treacherous sucking fen-waters when pursued by 
  powerful warships. Talons of craggy rock loom beneath 
  the dark water here, ravaging the hulls of unwary captains’ 
  ships, and the Doldrum’s mud wallows and shallows make 
  navigation a constant vexation. 
  Some stretches of quick-mud can slurp a freighter-sized 
  vessel below the slimy brown sea-crud of the Doldrum 
  in seconds, usually taking all hands to suffocating doom. 
  Rumors of Galgros’ buried treasure lure some adventurers 
  to explore this dread stretch of mire, while others are 
  drawn by stories of ancient ships of pure mithral and silver 
  – dreadnoughts of the sylvan fleets of Sammerlock, sails 
  armed with magical treasures unlike any found in today’s 
  Known World, lying perfectly preserved in the sludge of the 
  Doldrum. 
  The Witch’s Teeth
  These vicious shoals present one of the sea’s most 
  fearsome threats to mariners. The shoals are a labyrinth of 
  coral reefs, jagged rocks, leviathan bones and shipwrecks, 
  all shrouded in a persistent fog called “witch’s breath.” The 
  
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  winds around the teeth are treacherous as well, turning 
  ships against course every time a helmsman strives to 
  correct. Most vessels that brave the Teeth end up smashed 
  like eggs on the rocks. 
  Garr Bloodbane often prowled the Teeth, and it is 
  a testament to his skills as a captain that his ship never 
  splintered apart. Today, the only mariner who braves the 
  Teeth from time to time is a fearsome pirate lord named 
  Witch Sader. 
  Beneath the Waves
  The Razor Sea is home to a locathah kingdom. The Sea 
  King holds court amongst the lava tubes and lush kelp 
  forests of a great rift. Once these strange, scaled denizens of 
  the depths dominated the ocean floor and even surfaced to 
  trade with the Tulita tribes, exchanging shells and coral for 
  wood and other goods.
  The arrival of Harthagoa, the Demon Below, broke their 
  power. The Krakenfiend crushed all opposition, enslaving 
  and uniting the majority of the fractious sahuagin tribes. 
  The Kraken absorbed the buffer kingdoms and border 
  zones and smashed locathah armies. At present a cease-fire 
  prevails
  The locathah have withdrawn into their inner sanctum, 
  surrendering their whole swathes of their once vast empire 
  to the Kraken. Within his ever-shrinking dominion, the 
  harried Sea King struggles to hold onto his power. The 
  Krakenfiend’s armies push from without, while traitors and 
  scheming assassins haunt his court. For more information 
  on the Dominion of the Sea King or to adventure there see 
  Blood Waters, an adventure for 4-6 7th level characters by 
  Greg A. Vaughan, in the Book of Indulgences.s.
  
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  Night of  
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  The
  Book 
  of
  IndulgenceS
  In the beginning, there was Hunger and the World could 
  not abide. Hunger ate the Land, drank the Sea, devoured all 
  Things before they could Become. Even Nothing was afraid 
  Hunger would eat it too, and the Gods agreed something 
  must be done. So they locked Hunger in a cage of flesh and 
  fin they called Dajobas, but the Hunger ripped free, tearing 
  open a terrible maw in his cage’s flesh, framed with rows 
  of razored teeth. The Hunger could not be controlled, and 
  he turned on those who imprisoned him. He ate the Gods, 
  but as he did, their will was done. The World was born 
  while Dajobas feasted on their divinity. When he returned, 
  Dajobas found Land and Sea and All Things thrived and 
  grew faster than He could eat them. Dajobas eats the World 
  for all eternity. He will not stop, cannot stop, until he 
  swallows Time itself.
  
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  Chapter 1
  Campaigning
  Dajobas, Devourer of Worlds
  An Introduction to the Devourer of the Gods  
  by Nicolas Logue
  Sharks prowl the sea. Perfect hunters who do not 
  sleep and never cease to feed - no creature’s killer instinct 
  compares. They scent their prey miles away. They know the 
  taste of blood before they are born. Their teeth shear flesh, 
  strip muscle, and crush bone. To the native Tulita tribes 
  of the Razor Coast, these murderous beasts are not just 
  the killers of the sea. They are a constant reminder of their 
  people’s darkest hour.
  Twenty generations past, the forefathers of the Tulita 
  warred for supremacy. Their war canoes sailed the Kai Bay 
  and Razor Sea, and their mightiest warriors tore each other 
  apart with spear, adze, sharkstooth clubs, and their bare 
  hands. The seas ran crimson and sharks flocked to Kai Bay 
  by the thousands drawn by the taste of carnal slaughter. 
  The Tulita came to know these hunters of the sea and the 
  warlike tribes gaped at the fearsome power of the shark. 
  Many cast aside their idols, banished their old totems, and 
  befouled their once sacred shrines with bloody sacrifices 
  to a new god, a terrible devourer spirit they called Dajobas. 
  The shamans abandoned their watcher spirit, the Whale, 
  spurned their protector, the Dolphin, and forgot the healing 
  arts Grandfather Turtle taught them. They embraced the 
  Shark instead.
  War turned to genocide, whole tribes were butchered, 
  their children beheaded. Crops and fields forgotten as 
  cannibalism spread madly among the Tulita, the land 
  withered, trees hacked down and fed to the raging cook 
  fires day and night. Atrocity piled atop atrocity until no act, 
  no matter how brutal, even gave the Tulita pause.
  One tribe in particular, the Karikanti, dominated in the 
  latter years of the war. They blessed the altars of Dajobas 
  with the blood of twelve entire tribes, and erased their 
  family names from existence for all time. Their god sent 
  them a special gift, another of his hungry servants — a 
  reptilian thing, with a yawning maw of gnashing teeth, and 
  cascades of ugly black and green bumps on their leathery 
  hide. Alligators — Teeth Who Walk, Dajobas’ new servants 
  came to the Karikanti and devoured their foes by the 
  hundreds.
  Dajobas’ hunger might have ended the Tulita entirely. 
  But a handful of shamans refused to bow before the shark 
  
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  god. They hid their idols to Whale, Dolphin, and Turtle 
  deep in the jungles or in secret sea caves, unknown even 
  to the sharks. There they sang the old songs, danced to 
  the old drums and called across the waves to their gods. 
  Their prayers took years to reach the old gods, but finally, 
  they returned. The Whale drew the sharks from Kai Bay, 
  the Dolphin drove their schools deep into the Razor, and 
  the Turtle began the long and grueling healing of Dajobas’ 
  massacre.
  The Karikanti were punished for their obeisance to the 
  shark and gator. Their bodies twisted, their skin sloughed 
  away and replaced by the leathery ridges of Dajobas swamp 
  lurking alligators, and their faces freakishly elongated into 
  snout-like maws of ripping teeth. Their kingdom sank. 
  The tides laid siege to their land, poisoning the earth and 
  slushing rock and sand to fetid mud and brackish salt 
  water. Their kingdom, henceforth called Blacksink Marsh, 
  remained a blight on the Razor Coast, and a constant 
  reminder to the surviving Tulita what their worship of 
  Dajobas cost their people.
  Now Dajobas, imprisoned deep in the sunless chasms 
  of the undersea strains his bonds, awaiting the Red Feast, 
  a slaughter so devastating that the entire sea runs red with 
  spilled blood and draws him once more to the shallows 
  where men, foolishly thinking themselves safe from his gory 
  maw, dangle their feet in the waves.
  Dajobas
  Alignment: Chaos
  Areas of Influence: Cannibalism, Carnage, Hunger, the 
  Ocean, War, Blood, Sharks, Gators, Swamps and Ruin.
  Symbol: Open shark’s jaws.
  Garb: Blood-stained tatters of whatever was being worn 
  before transforming into wereform. Scars from the infecting 
  bite are prominently displayed among weresharks.
  Favored Weapon: Sharks-tooth club or a punch dagger 
  fashioned out of a large shark’s tooth.
  Once per day you may eat the flesh of a slain foe as a 
  ritual, and recover a spell slot of up to the foe’s hit dice in 
  level. You also gain the Chosen of the Shark God Gift of 
  Dajobas.
  Form of Worship and Holidays: Blood moon (the full 
  moon when a group victims of newly infected by the Kiss of 
  Dajobas make their first transformation into weresharks). 
  Worship usually takes place in the form of ritual infection 
  of new populations of victims or wanton slaughter and 
  devouring of such populations. There is little organized 
  worship.
  Typical Worshippers: Weresharks, sahuagin, sharks, 
  cannibalistic pirates
  Cast off by his worshippers, Dajobas was hurled into 
  the black depths of the ocean’s deepest rift where the night-
  waters flow cold and the only sustenance are cold bloodless 
  things, tube worms, and wretched slimy sacs of spur-like 
  bone. There he wallows, his hunger raging, and dreams darkly 
  of revenge and slaughter. His bloody dreams streak through 
  sea and mist, cling like barnacles to passing ships, or crawl 
  a-land, spewed out by the sea like venomous humors. These 
  cancerous thoughts, born from Dajobas’ rage and hunger 
  sometimes take hold in the hearts of sahuagin warlords, 
  hunting dire sharks, blood-drenched corsairs and vikings, 
  and priests of other sea gods, led astray by the Shark God’s 
  promise of terrible power.
  Most sharks that prowl the waters now are mindless 
  things, cast off husks of Dajobas’ power, and degenerate 
  children of their once gloried god of slaughter. Some though, 
  know the taste of men’s flesh, and revel in carnage. These 
  baleful sharks, their flesh turned charcoal-black and eyes 
  gone crimson, swim the seas in great reeving schools, sinking 
  ships in the dead of night and feasting on the screaming 
  sailors cast into the brine. These are the true children of 
  Dajobas and as the god’s essence swims closer to the world, 
  more sharks return to his fold, and turn into feral hunters of 
  man.
  The sahuagin tribes were the second of Dajobas’ children. 
  Shark-like men, fearsome in battle, they served as shock 
  troops in the armies of those Tulita who willingly bowed 
  before their god, and slaughtered infidels who refused their 
  master’s red blessing. When Dajobas fell from the world, 
  the sahuagin scattered. Petty feuds and territorial disputes 
  ripped their great host asunder, splintering them into tiny 
  
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  tribes of scavengers and hunters, many of which were 
  driven from the Razor Coast by the locathah warriors of the 
  Coral Kingdom. Others fell under the sway of Harthagoa, 
  the Demon Below, and serve the kraken as fodder in his 
  constant war to bring the seas under his command. Now, as 
  Dajobas returns to the world, the sahuagin answer his call. 
  Many flee the demon kraken’s banner and gather in great 
  tribes once more, preparing for the Red Feast.
  Red-bearded corsairs, oft considered mere buccaneers 
  out for plunder, in the days of old were some of the first 
  men and women to swear their bloody blades to Dajobas. 
  The shark god promised these predators ferocious power in 
  exchange for cannibalistic rites and human sacrifices. Many 
  corsair ships sported bloody razortooth-studded altars in 
  the crimson times of Dajobas’ reign. These marauders sent 
  ships to the sea’s floor, holds still brimming with gold and 
  silver. The corsairs’ true plunder was the flesh of the sailors 
  and passengers, offered to their god in gory sacrifice.
  All of the above are nothing more than reavers and 
  killers. What Dajobas needs now is a dark master to lead 
  his burgeoning forces, a priest whose rites can summon the 
  shark god’s full power back into the world of men. Always a 
  predator, Dajobas hunts his priests from the flocks of other 
  sea gods, turning them to his worship with an infectious 
  bite and seductive power. Those chosen for his service 
  rarely resist the call, and become his Dalangs, shamans 
  devoted to blood and carnage, gifted with the killer 
  instincts of the fiercest shark and the ability to turn others 
  to Dajobas’ worship with a bite. See the Dalang of Dajobas 
  prestige class below for details on these shamans.
  Sometimes when Dajobas is roused from his dark 
  slumber, more powerful servants of his hunger are 
  unleashed on the world, such as the dreaded drolsharg, his 
  heralds, sent to the seas of man to initiate the Red Feast.
  Servitors of Dajobas
  Drolsharg
  A dark green giant of fin, scale, and teeth rises from 
  the surf. This towering humanoid’s arms end in five talons, 
  studded on all sides with shark’s teeth. The thing’s massive 
  chest is a field of shark maws spasming insatiably for prey. The 
  thing’s face is squashed, its dark beady eyes squinting over a 
  yawning mouth filled with countless rows of razor teeth.
  The horrific drolshargs are described fully in Appendix 
  3, The Bestiary.
  Gifts of Dajobas
  Dajobas rewards those who bow to his bloody service 
  both with great power and terrible weapons of power. 
  Below are some of the options available to those who pledge 
  their faith to the shark god.
  Blood Frenzy
  When a Dalang of Dajobas tastes the blood of an enemy, 
  they may enter a blood-frenzy. The dalang gains a +2 bonus 
  to attacks and damage for 2d4 rounds. The dalang cannot 
  end the frenzy early, and continues attacking until the 
  frenzy runs its course.
  Blood Hunter
  This boon from Dajobas lets the recipient sense living 
  foes by smelling the blood in their veins. The possessor can 
  detect living foes within 60 feet regardless of whether or 
  not they can see them. A wounded and bleeding creature 
  can be detected up to 120 feet away. Invisible or displaced 
  creatures can be detected up to 30 feet away.
  Chosen of the Shark God
  The possessor of this gift hears the savage call of Dajobas 
  and feels his hunger. Only the blood of his foes sates the 
  desire. Whenever the recipient kills a foe in battle, he gains 
  5 temporary hit points that last for 1 round. The possessor 
  must kill at least one creature each day.
  Devourer
  A Dalang can feed on the flesh of his enemies to gain 
  greater power. In one round, a dalang possessing the 
  devourer trait can consume a human-sized foe, bones and 
  all. For each foe they devour, the Dalang receives a +1 bonus 
  to attacks and saves, and gains 10 temporary hit points (30 
  
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  maximum). These bonuses last for 1 hour. 
  Predator Not Prey
  This gift turns the creature into a hunter that feeds on 
  lesser creatures. Nothing can feed on it. Any creature that 
  drains blood (such as a stirge) cannot feast on the recipient’s 
  blood.
  Reaver’s Frenzy
  When this gift possessor tastes the blood of a foe, the 
  fury of Dajobas rages through his veins, giving him the 
  power to shred foes. The recipient gains an additional attack 
  per round for the first four rounds of combat.
  New Magic Items
  SNAPPING JAW
  This weapon is either made from a leathery preserved 
  baby gator head or a pried-open shark’s jaw filled with two 
  rows of razor teeth. When activated, the user designates a 
  target within 60 feet, and the snapping jaw flies unerringly 
  at them, viciously biting every round on the user’s turn. 
  The jaw attacks on the same attack table as the characters’s 
  class and level. The jaw deals 1d6 points of damage plus any 
  Strength modifier and distracts its target, penalizing them 
  –2 on attacks and saves for as long as it harries them. The 
  user need not be holding the jaw to activate it. As long as 
  the user is within 30 feet of the jaw, he can command it. The 
  jaw can only be used for 10 rounds per day.
  TEETH OF DAJOBAS
  These +2 punching daggers (1d4+2) were fashioned out 
  of the teeth of an ancient great white shark. Over time, 
  they have had a way of coming into the possession of an 
  individual who has been selected by Dajobas to serve as his 
  Chosen Champion—even if the possessor is unaware of 
  the selection. Lawful and neutral creatures may wield these 
  weapons, but they will only function as +1 daggers unless 
  they are in the hands of a creature of Chaotic alignment. 
  Any Chaotic creatures holding the daggers will hear 
  horrible whisperings in their mind, driving them to commit 
  great atrocities in the name of Dajobas.
  A successful attack with either of these daggers causes 
  the wounding effect in the target. Each hit causes 1 hp of 
  bleeding damage per round until the target receives any 
  magical healing. 
  The possessor of either one of the teeth can curse a 
  struck opponent once per day (save avoids).  If both teeth 
  are possessed, this can be used twice per day. The curse 
  causes the victim to suffer a –4 penalty to attacks and saving 
  throws until the curse is removed.
  When brought together by a lycanthrope (of any type, 
  not just weresharks), the Teeth of Dajobas can create a 
  blade barrier (the blades are actually whirling shark’s teeth) 
  once per day.   
  To destroy the Teeth of Dajobas, each weapon must 
  first be sundered into three pieces. Once the weapons are 
  sundered, one piece of each weapon must be fed to a whale, 
  a turtle, and a dolphin.
  Dalang of Dajobas
  Dajobas eats the faithful flock of others now, just as he 
  once devoured the gods themselves. His chosen ones are 
  most often devotees to an erstwhile deity of the ocean or 
  a divine stormbringer, visited in fever dreams by Dajobas 
  and imbued with his insatiable appetite for carnage. Thus 
  clerics are most often swayed to the shark god’s ravenous 
  holy mission, surrendering their allegiance to whatever 
  deity formerly blessed them and receiving Dajobas’ razor-
  mawed red kiss. They rise again from water clouded in their 
  own blood, forever changed. On occasion, Dajobas chooses 
  other servants — great reavers who prey on man as his 
  own favorite children do, cannibal corsairs with a taste for 
  human flesh and an appetite for destruction.
  Below are two current Dalangs of Dajobas that the 
  Referee can use in campaigns set along the Razor Coast.
  Jalamar is a vicious herald who swims the waters along 
  the Razor Coast, inciting his wereshark minions to greater 
  depravities.
  Dalang Jalamar is the unholy herald of the savage god 
  Dajobas and intends to satisfy his master’s lust for wholesale 
  slaughter. Jalamar no longer sees himself as one of the 
  pathetic mortal humanoids he served diligently when he 
  still wore the robes of Quell. His life among the people of 
  the coast seems a fever dream now — a hallucination from 
  the sick days spent wallowing in ignorance of his master’s 
  glory. He sees his former flock as prey, and he savors the 
  taste of their flesh and blood in his mouth. 
  Jalamar is driven to prepare for Dajobas’ second coming, 
  a dark future beclouding the fate of the Razor like squid ink 
  in water. He waits patiently for the night of the full moon 
  when he shall announce Dajobas’ return to the Known 
  World in an orgy of terror and blood.
  In human form, Jalamar is a large, well-muscled, dark-
  skinned man, his head shorn bald. Bare-chested, Jalamar 
  wears his holy symbol of Dajobas (the pried-open jaws of 
  a small shark) on a heavy chain hung loosely around his 
  neck. His chest is marked with two long jagged shark bite 
  scars, one on either side. He wears loose-fitting silk pants 
  and a bejeweled belt from which he hangs his sacred punch 
  daggers, the Teeth of Dajobas.  
  In hybrid form, Dalang Jalamar is a jet-black shark-man. 
  He hunches over, and a serrated fin crests his back. His 
  maw is enormous and filled with row upon row of pearly 
  white razor teeth. The thick chain bearing his holy symbol 
  hangs tightly around his large bulging neck. 
  In shark form, he is a midnight black shark with 
  smoldering red eyes. While in this form, his scars turn fiery 
  
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  red, appearing almost like two jagged red stripes of unholy 
  light along his flanks.
  In any of his forms, Dalang can communicate and 
  empathize with sharks to influence the animal’s attitude and 
  allows the communication of simple concepts and (if the 
  animal is friendly) commands, such as “friend,” “foe,” “flee,” 
  and “attack.”
  Dalang Jalamar, Wereshark human form (Clr11): HD 
  9+2; HP 47; AC 9[10]; Atk 2 +2 punching daggers (1d4+2, 
  wounding); Move 12; Save 5; AL C; CL/XP 14/2,600; Spe-
  cial: hit only by magic or silver weapons, lycanthropy, +2 
  save vs. paralysis and poison, spells (4/4/4/3/3);
  Dalang Jalamar, Wereshark hybrid form (Clr11): HD 9+2; 
  HP 47; AC 2[17]; Atk bite (1d6+2), 2 +2 punching daggers 
  (1d4+2, wounding); Move 12 (swim 18); Save 5; AL C; CL/
  XP 14/2,600; Special: control sharks (75% normal, 50% 
  giant), hit only by magic or silver weapons, lycanthropy, +2 
  save vs. paralysis and poison, spells (4/4/4/3/3);
  Dalang Jalamar, Wereshark animal form (Clr11): HD 
  9+2; HP 47; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 
  24); Save 5; AL C; CL/XP 14/2,600; Special: control sharks 
  (75% normal, 50% giant), hit only by magic or silver weap-
  ons, lycanthropy, +2 save vs. paralysis and poison, spells 
  (4/4/4/3/3). 
  Spells: 1st—cause light wounds (x2), detect good, 
  protection from good; 2nd— bless, hold person (x2), 
  silence 15-foot radius; 3rd—cause disease, prayer, 
  remove curse; 4th—cause serious wounds, poison, pro-
  tection from good 10ft radius.
  Equipment: loose-fitting silk pants, hemp shoes, 
  Teeth of Dajobas (+2 punching daggers, two of them, 
  1d4+2, wounding; see Appendix), unholy symbol of 
  Dajobas.
  The Red Raider Varog Gorebeard
  Some turn to cannibalism in desperation; others do so 
  because they hear the call of Dajobas in their predatory 
  hearts. Indeed, Varog Gorebeard ate the heart of a rival 
  captain to steal his strength and prove himself most ruthless 
  among the pirate lords of the Razor Coast. The moment the 
  corsair tasted the hot blood of his own kind, Dajobas took 
  hold of his soul forever. Varog still prowls the Razor now, 
  but he seeks no plunder, only fresh offerings for his master’s 
  voracious maw. His service does not go unrewarded. The 
  Hunger has granted Varog power over the savage sharks of 
  the Razor, and they now follow his ship in ravenous schools. 
  Wherever the winds take him, Gorebeard leaves sorrow and 
  death in his crimson wake.
  Dalang Varog Gorebeard, Wereshark human form: HD 
  9+2; HP 47; AC 9[10]; Atk 2 +2 punching daggers (1d4+2, 
  wounding); Move 12; Save 5; AL C; CL/XP 14/2,600; Spe-
  cial: blood hunter, hit only by magic or silver weapons, ly-
  canthropy, +2 save vs. paralysis and poison, rage (+2 bonus 
  to attacks/damage for 2d4 rounds), reaver’s frenzy, spells;
  Dalang Varog Gorebeard, Wereshark hybrid form: HD 
  9+2; HP 47; AC 2[17]; Atk bite (1d6+2), 2 +2 punching dag-
  gers (1d4+2, wounding); Move 12 (swim 18); Save 5; AL C; 
  CL/XP 14/2,600; Special: blood hunter, control sharks (75% 
  normal, 50% giant), hit only by magic or silver weapons, 
  lycanthropy, rage (+2 bonus to attacks/damage for 2d4 
  rounds), reaver’s frenzy, spells;
  Dalang Varog Gorebeard, Wereshark animal form: HD 
  9+2; HP 47; AC 2[17]; Atk bite (1d8+4); Move 0 (swim 24); 
  Save 5; AL C; CL/XP 14/2,600; Special: blood hunter, con-
  trol sharks (75% normal, 50% giant), hit only by magic or 
  silver weapons, lycanthropy, reaver’s frenzy, spells. 
  Spells: 3/day—locate animals (sharks); 1/day—ob-
  scuring mist, cure light wounds
  Equipment: Teeth of Dajobas (+2 punching daggers, 
  two of them, 1d4+2, wounding; see Appendix), po-
  tion of extra healing, holy symbol of Dajobas.
  Varog uses his Teeth of Dajobas’ blade barrier ability 
  to divide his enemies and then moves into melee combat, 
  biting and slashing through his foes. Varog does not flee a 
  fray unless he feels he can better serve Dajobas elsewhere.
  
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  Death Beneath the Waves
  An Essay on Underwater Adventuring 
   by Wolfgang Baur
  Underwater adventuring has been unfairly maligned for 
  many years in fantasy RPGs: people argue that it’s dull, it’s 
  complicated, the movement rules are terrible, and everyone 
  drowns. However, a well-built underwater adventure is 
  wildly different from a land-based one, but it can be just 
  as exciting if not more so if you know how to set it up and 
  you provide the players with some cool toys that they just 
  wouldn’t get on land.
  Into the Depths
  The first trick to underwater adventuring is convincing 
  the party that it’s worth the bother. The party must either 
  be lured by enormous sunken treasure to be had (not that 
  difficult, given the ocean’s reputation for swallowing up 
  ships laden with gold) or convinced that some grave threat 
  from the sea must be dealt with on its inky home turf below 
  the waves. 
  From the Editors —  
  Conversion Notes
  Wolfgang’s underlying article contains various re-
  sources that are couched in the rules of the Pathfind-
  er Roleplaying Game, and is published in the Path-
  finder version of Frog God Games’s Razor Coast. Since 
  this is the Swords & Wizardry version of the Razor 
  Coast, it would be confusing – and perhaps irritating 
  – for the reader to find a considerable chunk of the 
  interesting content written for a different game sys-
  tem. Therefore, Skeeter and I—in that order—have 
  undertaken to adapt Wolfgang’s essay for Swords & 
  Wizardry (and other older rulesets). In doing so, we 
  have been careful to point out where our interpreta-
  tion starts to diverge from Wolfgang’s.
  — Matt
  — Skeeter
  
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  Luring Them
  Luring a group with treasure requires no elaboration 
  here; a few rumors or a map to a sunken treasure fleet and 
  your players do the rest. For a slight variation on this, you 
  might lure a party into the water with stories of secret lands 
  under the waves, merfolk magic unknown anywhere else, 
  or other hidden knowledge. In these cases, the treasure is 
  magic or the thrill of discovery rather than gold, but the 
  principle is very similar. Make it sound enticing, and the 
  players will pursue that loot to the ocean depths. Perhaps 
  the characters seek knowledge over gold, hunting a long 
  lost shipwreck to discern what secrets went down with 
  her crew. The wreck of the Razor’s Edge in Razor Coast is 
  perfect opportunity send the party into the deeps in search 
  of answers as much as in search of sea-claimed silver.
  Luring the characters to adventure with threats and 
  fear is another matter. You really need to sell the threat to 
  convince the party, and give them time to prepare whatever 
  countermeasures they think they need to go diving to 
  the depths. One option is the old “invasion from the sea” 
  approach, which has been done every so often going 
  back to the TSR days. But I think you’re probably better 
  off with a smaller-scale threat - how believable is it that 
  aquatic monsters will rule the land? About as believable 
  as air-breathers conquering the seabed. Still, creatures 
  of fell power such as the twisted offspring of a kraken 
  and a demon might have dire plans for any land-dweller 
  communities clinging to the coastline.
  Let’s look at an example of a lesser threat. Consider a 
  twisted aquatic giant with webbed hands who terrorizes the 
  shore. He may rape women, he may steal cattle, and he may 
  sack monasteries just for the amusement value. But land-
  based knights or heroes cannot defeat him, because every 
  time he sees a foe coming, he walks into the sea where no 
  one can touch him. In this sense, the ocean is like the Under 
  Realms - a place where only heroes venture, and where evil 
  breeds and festers. The sea giant knows this, and skulks 
  onto land on dark days or at night, when he can strike 
  and retreat to safety before any response is organized. But 
  beneath the waves, the monster is certain he is safe.
  Perhaps your villain is a raider from a submerged 
  kingdom of lightless death, or an enchantress from below 
  the foamy seas, forcing the party into a confrontation in that 
  alien environment. The watery terrain itself is the party’s 
  first challenge, but not the last. If you convince them they 
  must delve the deep, they’ll take precautions and venture 
  out far from shore. Then you need to be ready to make the 
  action so much fun (or the loot so appealing) that they’ll be 
  less hesitant next time out.
  Sinking Them
  Some heroes are reluctant to get into the water, no 
  matter how big the threat or how rich the loot. In these 
  cases, I think it’s perfectly acceptable to sink their ship out 
  from under them and railroad them into the adventure. 
  Once they make the first couple drowning checks, things 
  will get desperate. Ask them if they want to hold onto their 
  swords and shields and armor. Let at least one character 
  start drowning. Then hit them with a devil’s bargain: Have 
  a sahuagin priest with a potion of water breathing show up, 
  or an aboleth with his water-breathing slime.
  This is, of course, a completely cruel and sadistic thing 
  to do to a party of heroes, but you can make sure that they 
  recover some of their toys (and their dignity) later. Show 
  no mercy; sink them and have them enslaved or at least 
  beholden to some watery villain… Then it is even more 
  satisfying when they get to turn the tables on their evil 
  “benefactor” later.
  Watery Spells and Gadgets
  The Pathfinder Roleplaying Game does a good job of 
  bolstering rules for underwater adventuring, but there 
  remains room for expansion. Consider the drowning 
  rules (see the “Drowning” section in Chapter 13), which 
  have a nasty reputation among designers because they kill 
  all heroes equally. I’m not sure this is such a bad thing, 
  necessarily, but it’s a reason PCs have to avoid the water. 
  You need to help them get past their reluctance with the 
  lures or sinking mentioned above, and then provide some 
  tools so that your game doesn’t become an endless stream 
  of drowning checks.
  Most players overcome their hesitation when characters 
  can use appropriate magic. 
  Here, Wolfgang makes a couple of points about 
  the drowning rules in the Pathfinder Roleplaying 
  Game, mainly about how they have a nasty reputa-
  tion among game designers and have a tendency to 
  drown characters, thereby creating a disincentive for 
  underwater adventuring.
  In the case of Swords & Wizardry, there are no spe-
  cific drowning rules, so that’s actually the threshold 
  issue. How long can you hold your breath? 
  Water breathing is, of course, the spell that  
  changes the game as far as underwater adventuring 
  is concerned.
  Players can easily grow too reliant on magical help; 
  any underwater spellcaster worth his saltwater knows that 
  dispel magic is a powerful offensive spell against magically 
  protected surface dwellers. It’s not a trick you can play 
  often, but it will definitely make your players sweat.
  Some DMs may be tempted to hand out water breathing 
  
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  items like candy, with easy potions, scrolls, and even 
  permanent items providing the spells that turn underwater 
  into just another type of scenery.
  Resist this temptation! It’s bad for the game for two 
  reasons. First off, it’s just not logical for an aquatic native to 
  make spells and potions for the air-breathers; the undersea 
  civilizations don’t need that stuff. Second, part of the 
  challenge of the environment is forcing players to devote 
  precious resources to just overcome the environment. Every 
  3rd and 4th level spell slot devoted to breathing water is 
  a slot that doesn’t turn into a fireball. The party should be 
  using up a substantial part of its daily spell allotment to 
  keeping up movement and breathable air, or they should 
  be forced to surface every so often. Underwater is hostile 
  terrain, and making it too easy takes away some of the sense 
  of overcoming adversity that makes for real heroes.
  Piercing Weapons: While bludgeoning or slashing 
  weapons should suffer penalties underwater, piercing 
  weapons do not unless the individual is both unable to 
  swim and lacks firm footing. It’s worth giving the party a 
  magical piercing weapon or two in the adventure before 
  you plan to send them underwater. Even if it is a simple 
  spear or trident, it can make a big difference to fighters 
  who have nothing but enchanted swords and axes, let alone 
  something interesting like a harpoon.
  Custom Armor: The party might be able to buy 
  specially made swimming armor, complete with weights 
  and air bladders to control buoyancy. As an added feature, 
  these might feature an “air bladder helmet” with an 
  emergency bit of air as insurance against a foe’s dispelling a 
  water breathing spell. Undersea denizens would surely sell 
  these helmets for a steep markup.
  Shark Arrows: These enchanted arrows are tipped with 
  giant shark teeth and ignore the usual range and damage 
  penalties for ranged fire underwater. They fly through the 
  water with a hiss for normal damage. Part of the fun of 
  putting big restrictions in place is then lifting them. Players 
  love having the edge.
  Holding Your Breath
  It’s up to the Referee, but there are lots of ways to 
  handle this – and it fits the particular profile that I 
  personally think of as “ruleworthy.” Why is it worth 
  making a consistent rule about how long a character 
  can hold on without breathing? Because it’s some-
  thing that (a) will come up more than once, (b) will in-
  volve a player making strategic decisions depending 
  on the rule, and (c) is most exciting when it involves 
  a random factor. When you have those three factors, 
  it is worth making a consistent house rule for your 
  group and jotting it down in your copy of the rule-
  book (the last two pages of the rulebook are titled 
  “Notes,” and this is why).
  One possibility (thanks to Jeff Faller and Tim Hunt-
  ley) is the Constitution ability (Con), divided by 2, as 
  the base number of rounds that a person can hold his 
  breath. For each round after this limit is reached, the 
  character must make a saving throw: the first attempt 
  is made at –2, the next at –4, the next at –6, and so on 
  with the cumulative –2 modifier. Once the saving throw 
  fails, the character drowns. If these numbers appear too 
  unrealistic for a one-minute round, use Con/3 instead of 
  Con/2 as the base time.
  Another possibility (thanks to James Smith) is to allow 
  one round (1 minute) as a given, and then begin requir-
  ing constitution checks as follows: in the first round roll 
  equal to or lower than your Con on 3d6. In the second 
  round use 4d6. In the third round, 5d6, etc.
  A third possibility (thanks to Brendan Strejcek) is to 
  use a d20 ability check (roll equal to or lower than your 
  constitution to succeed) each round, and instead of 
  making the roll more difficult each time, to allow three 
  failures at the roll, after which time the character is 
  drowning.
  Keep in mind that if you have a method that you pre-
  fer to any of the above, use the method you’d comfort-
  able with. There is not a wrong answer.
  In each case, the “realism” of the method can vary 
  wildly depending on whether you are using the 1-min-
  ute round, or a shorter round that is measured in sec-
  onds. Ultimately, however, the realism is not the most 
  important factor; the most important factor is to allow 
  for limited actions, danger, and an unknown amount of 
  available time. The rest is detail.
  — Matt and Skeeter
  Wolfgang’s point about underwater adventures 
  being hostile terrain cannot be stressed enough. Do 
  not turn this into a standard dungeon crawl that just 
  so happens to be under tons of water. That cheapens 
  the experience for both the players and yourself. This 
  is an exotic, exciting realm, and fully worthy of your 
  best efforts in detailing. Please take this opportunity 
  to stretch the imagination, think about exploring 
  in 3 dimensions (more about this later), and enjoy a 
  whole new world!
  —Skeeter and Matt
  
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  Magic Pearls: You might consider creating a new 
  category of magical items to replace potions or scrolls 
  (which dissolve in water, or are awkward at best). I’d 
  recommend replacing them with black pearls, which can be 
  easily swallowed for the same effect.
  Depth and Pressure
  So right, the heroes have some cool gear and they are 
  packing their own created items for water breathing spells 
  when underwater adventure beckons. Assume that the PCs 
  are high enough level that they can brush aside the need for 
  air and free motion with their own created items and spell 
  resources. How can you make the environment challenging 
  if they move through water as if it were air?
  Well, the thing about the oceans is that they are very 
  deep and very dark. Oceanic trenches can easily be as 
  deep and dark as Mt. Everest is tall and airless. So put 
  some of your biggest and baddest villains deep in the 
  lightless depths, where the freakish hagfish, tubeworms, 
  and vampiric squid live. One such creature is the Benthic 
  Serpent presented below.
  For characters who venture into that deep water, having 
  air isn’t enough. The pressure crushes any submarine vessel, 
  and just moving water in and out of lungs is hard work. The 
  party must make frequent checks against the cold (use the 
  rules for exposure in any cold-environment book; the water 
  is actually just below freezing at a few thousand feet down, 
  but kept liquid by the intense pressure). 
  As a change-up, you can also relieve some of the 
  pressure of the hostile environment (and give your players a 
  palpable sense of relief), by setting your finale encounter in 
  a half-water, half-air-filled cavern. Sure, the heroes still have 
  movement penalties, but they’ll be extremely grateful when 
  they can bring out the dwarven axes and magical maces 
  again without attack and damage penalties.
  Wolfgang’s new spells, as adapted for older-school 
  gaming by the Chaos-Genius mind of Skeeter Green: 
  Buoyancy
  Spell Level: Magic-User, 2nd Level
  Range: 120 feet
  Duration: 1 round/level
  This spell makes the receiving creature more or less 
  buoyant in water, as the caster directs. The caster can 
  move the recipient up to the surface by 20 feet per 
  round, make it neutrally buoyant, or sink it by 40 feet 
  per round. The spell provides no protection against 
  the bends or against the cold of the depths, and 
  can be used offensively to sink foes into the oceanic 
  abyss. An unwilling target is allowed a saving throw 
  to negate the effect. Even if the saving throw fails, the 
  victim can use its own movement to partially coun-
  teract the rising or falling movement of the spell.
  Deep Dive
  Spell Level: Magic-User, 4th Level
  Range: Touch
  Duration: 1 hour/level
  This spell grants the target creature’s immunity to 
  the effects of deep water, including immunity to all 
  normal cold. Moreover, it grants darkvision to 120 
  feet and immunity to the bends and surfacing ef-
  fects.
  [Skeeter’s Note: Adding the Mother of All Underwater 
  Spells]
  Freedom of Movement
  Spell Level: Cleric, 4th Level
  Range: Touch
  Duration: 10 minutes/level
  This spell enables you or a creature you touch to 
  move and attack normally for the duration of the 
  spell, even under the influence of magic that usually 
  impedes movement, such as paralysis, solid fog, slow, 
  and web. The subject automatically escapes a grapple 
  or any creature with the grab special ability.
  The spell also allows the subject to move and at-
  tack normally while underwater, even with slashing 
  weapons such as axes and swords or with bludgeon-
  ing weapons such as flails, hammers, and maces, pro-
  vided that the weapon is wielded in the hand rather 
  than hurled. The freedom of movement spell does not, 
  however, grant water breathing.
  
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  Waterborne Tactical Mapping
  So, given that so much of underwater adventuring 
  is about restricting choices for players, how can you 
  make it more fun? Make the three-dimensional nature of 
  underwater combat work for you!
  Like aerial combat, part of the challenge with fighting 
  underwater is strictly about bookkeeping. How deep is that 
  monster? How much higher in the water column is the 
  sorcerer? Can the spell range reach? It’s annoying to track 
  this in the middle of an otherwise exciting combat.
  My solution is to ignore most, but not all of it, by 
  simplifying the water depth. 
  Benthic Serpent
  A serpent easily the length of the grandest frigate to sail 
  the seas rises from the churning brine. Its sinuous body 
  is marked with a white lateral line, its spine a strange 
  luminous green hue. The titanic dragon’s eyes are enormous, 
  fully four feet across, and surrounded by small glowing 
  tentacles that ripple hypnotically.
  BENTHIC SERPENT
  Hit Dice: 12
  Armor Class: 4[15]
  Attacks: 2 claws (2d6), bite (3d8 plus constrict)
  Saving Throw: 3
  Special: capsize, constrict, deepwater stare, immune to 
  fire, sleep and paralysis
  Move: 4 (swim 18)
  Alignment: Chaos
  Challenge Level/XP: 13/2,300
  The benthic serpents are aquatic dragons of the deep 
  ocean trenches, dark grey creatures that surface only rarely. 
  Normally they feast on whales, dolphins, walrus, seals, and 
  merfolk, whatever they can catch. Sometimes, however, 
  Matt’s adaptation of Wolfgang’s underwater battle 
  tips:
  Divide the water into two, three, or more layers, 
  and only worry about who is within that layer for 
  combat. For instance, a fight near the shore might 
  just have two layers, creatures on the surface and 
  creatures in the shallow waters below it. Travelling 
  up or down requires “swim” movement of 6. Those 
  without a “swim” movement presumably have a 
  swimming movement between 1 and 4 (this likely 
  depends upon armor type). As a rule of thumb, try 
  dividing the character’s movement rate by 3 to deter-
  mine an approximate swimming speed per round.
  Want a deeper environment? Add more layers. 
  Somewhere out on the open ocean, a merfolk city 
  might be in the last lighted layer before the oceanic 
  abyss. So characters fighting or chasing something 
  there might have the choice of 4 or even 5 layers: 
  surface, shallows, mid-depth, last lighted, and deep 
  abyss. Moving from one to another is the same as 
  before, and combatants must be within the same 
  layer to engage in melee or spell attacks. If you like, 
  use Legos or colored paper to mark which character 
  is in which layer.
  The upside of this approach is that you can stop 
  worrying about feet and have normal fights within a 
  marine layer. Give the creatures the option to attack 
  from above or below a foe (or flank that way), and 
  call it good. Your goal for these combats is to pro-
  vide some sense of the water and swimming up and 
  down, but not to perfectly simulate a scientific dive 
  team. Keep it heroic by keeping it simple. Your play-
  ers have enough to worry about with the gigantic 
  benthic serpents trying to eat their heads.
  
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  their lust for treasure drives them to attack ships or even 
  coastal lands. When they prowl the surface or shallows, 
  their lust for gold is as great as any land dragon’s: they often 
  destroy all shipping in a huge region.
  Benthic serpents attack by capsizing and crushing any 
  vessel they encounter. (95% chance for ships less than 
  20 feet long; 50% chance, 20 to 60 feet long; 20%, more 
  than 60 feet long) When hungry, they may sweep a deck, 
  swallowing half a dozen sailors in an instant. 
  After a successful bite, a benthic serpent can constrict 
  and deal 4d10 points of damage.
  Their deepwater stare also helps them lure large 
  warships onto reefs and rocks, usually by dominating the 
  sailor at the helm during a long night watch. A benthic 
  serpent’s deep yellow-green eyes hypnotize victims who 
  meet their gaze (save avoids). Once the serpent establishes 
  a telepathic dominance, it can command the victim to do 
  simple things such as “come here,” “go there,” “stand still” 
  and “fight.” A benthic serpent can only command one 
  person per combat.
  Benthic serpents are far from mindless and flee if their 
  food proves too troublesome.
  Benthic Serpent: HD 12; AC 4[15]; Atk 2 claws (2d6), bite 
  (3d8 plus constrict); Move 4 (swim 18); Save 3; AL C; CL/XP 
  13/2,300; Special: capsize, constrict, deepwater stare, im-
  mune to fire, sleep and paralysis.
  Olaus the Grey, a Benthic Serpent Villain
  The new sea serpent present above can easily be part 
  of your game, and can even be a recurring villain. Here’s a 
  quick timeline of how he can appear and reappear.
  First Meeting: Olaus should first appear when the party 
  is low-level, and he might roar at the captain of their ship. 
  The captain probably throws a goat or sheep overboard, the 
  sea serpent eats it, and that’s that. This works fine at 1st or 
  2nd level, just to make it clear that Things Live In the Water.
  More: The next time the heroes see Olaus, he’s just as 
  big and hungry, but this time he speaks, demanding “more 
  tribute!” The captain has to make a quick decision: the goat 
  is not enough. Should he sacrifice a sailor? If so, who? It’s 
  clear the captain doesn’t want to consign anyone to that 
  horrible fate, so he hesitates, and the serpent chooses for 
  him. If the party attacks, let them. Arrows and spells don’t 
  bother Olaus much, and he casually eats the captain. This 
  is fine anytime around 3rd level. The characters might be 
  clawed by Olaus, but not bitten, and survive.
  Constant Danger: The next couple of trips are 
  dangerous, as Olaus’s appetites grow and grow. He may 
  charm a character on watch or the steersman of their boat, 
  to sail the party’s ship onto the rocks. He may sweep the 
  deck, eating up most of their crew. He may knock a hole 
  below the waterline, hoping to eat everyone on board. Any 
  seaborne voyage runs at least a 75% chance of meeting the 
  nasty bugger, and the players should be relieved when he 
  doesn’t show up. This works until about 6th level.
  Sporadic Resistance: At 7th level and up, the party 
  likely can get underwater and ask the local sahuagin and 
  merfolk where the serpent lives, what its weaknesses are, 
  and try to fight him. Olaus refuses to fight except on his 
  terms, and capsizes the characters’ ship every time he can. 
  The party can probably do decent damage to him, even to 
  drive him away, but never enough to finish him. This is a 
  good stage for 7th or 8th level.
  Into the Water: If the party goes to pursue Olaus, they 
  won’t have an easy time of it. The benthic serpent lives too 
  deep in the water to fight easily, and avoids any combat 
  that isn’t going well. Eventually the party finds a way to get 
  there, and do what they’ve wanted since they first met the 
  monstrosity: face Olaus in combat and win. The party needs 
  to be at least 9th level for this to really work.
  Sahuagin of the Razor Sea
  A Look at the Ecology of the Sahuagin  
  by David Schwartz
  Though his goal is simple and his success inevitable, 
  even Dajobas, Devourer of Worlds, needs servitors to be 
  his eyes and nose, his hands and feet in this World the 
  gods have created. As Dajobas set to his task, each tooth 
  torn from his bloody gums became a shark, each patch of 
  flesh shed from his flanks, an alligator. Then, as his children 
  consumed, they fed Dajobas’s body and mind.
  The other gods also created servitors, creatures with soft 
  limbs and blunt teeth. Though inferior to Dajobas’s children 
  in every way, these humanoids possessed something his 
  spawn did not: the ability to make new things. The offspring 
  of Dajobas could destroy, but they could not create.
  Inspired, Dajobas birthed a second litter of children. 
  His new spawn would combine the resilience and strength 
  of sharks and alligators with the adaptability and craft 
  of humanoids. Like Dajobas himself, these new beings 
  would subsume as well as consume, taking on the worthy 
  characteristics of those they defeated. Thus, Dajobas created 
  the sahuagin.
  Physiology
  The sahuagin are a frightful mix of man and beast. A 
  typical sahuagin is humanoid in form but lacks the obvious 
  sexual characteristics that differentiate mammalians. An 
  adult male stands around 7 feet tall and averages 250 
  pounds. A sahuagin’s muscular tail is roughly half the length 
  of its body; it provides propulsion while swimming and 
  balance when standing.
  
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  Coin-sized scales cover the sahuagin’s flesh, each nail 
  hard and rough textured. Beneath its scales, bone plates 
  protect the sahuagin’s vital organs. Most sahuagin are green 
  in color, darker on the back and lighter toward the belly. 
  Younger sahuagin display colored stripes or splotches – 
  considered attractive for sahuagin of both genders – which 
  fade with age. Spiny ray-fins project from limbs and tail.
  A sahuagin’s webbed hands and feet end in sharp claws, 
  and large jaws dominate the sahuagin’s face. Like a shark’s 
  it contains several rows of triangular teeth. The sahuagin’s 
  large, round eyes sit near the top of its head, protected 
  by bony ridges. Sahuagin possess excellent vision in even 
  the darkest depths, but are extremely sensitive to bright 
  light. Only small pits mark the sahuagin’s nostrils and ears, 
  though the organs function extremely well. The sahuagin 
  also possess an enhanced sensitivity to minute electrical 
  currents in the water. Taken together, these additional 
  senses grant sahuagin an exceptional sense of their 
  surroundings even when otherwise unable to see.
  Though aquatic, a sahuagin moves about on its legs and 
  tail as easily as any land-bound humanoid. Underwater it 
  breathes through gills in its neck, and a typical sahuagin can 
  survive out of water for up to six hours before it begins to 
  dehydrate.
  Sahuagin dwell exclusively in saltwater, and a sahuagin 
  submerged in freshwater becomes sluggish.
  These details, however, describe only the typical 
  sahuagin. As many as one in a hundred sahuagin are born 
  with a mutation, ranging from extra limbs to a completely 
  alien appearance. Several mutations are described below.
  Society
  Born from the flesh of Dajobas, it’s no wonder the 
  sahuagin view the world as capricious and cruel. Possessing 
  the insatiable hunger of their divine patron, one would 
  expect the sahuagin to be savage and nihilistic. Yet many 
  sahuagin are civilized, even honorable in their own way. 
  They follow a strict regimen of social and personal rituals. 
  Though unwilling or unable to modulate their innate 
  savagery – especially in the throes of blood frenzy – 
  sahuagin rituals help them be more than mindless hunters.
  Sahuagin society is hierarchical, a meritocracy that 
  favors strength and guile. A sahuagin’s aptitudes determine 
  his caste early in life, while future status is earned through 
  skilled work and the ability to dominate both physically and 
  socially. Status can also be lost, and any sign of weakness 
  invites formal challenges from ambitious underlings. The 
  Sahuagin respect hunters and warriors most, though 
  accomplished craftsmen and visionary priests often earn 
  high regard.
  No sahuagin is born into a position of leadership. As 
  with everything in sahuagin society, titles must be earned 
  – usually by defeating the previous holder in a duel of 
  honor. Though not inherited, sahuagin titles often translate 
  into common as feudal titles, such as knight or baron. The 
  highest position a sahuagin can attain is monarch: the ruler 
  of a sahuagin nation. To become monarch a sahuagin must 
  first challenge the reigning monarch and defeat him or her 
  in mortal combat.
  Throw any group of sahuagin together and they instantly 
  form a hierarchy – sometimes swiftly, sometimes violently. 
  Even when working with other races, sahuagin demand a 
  clear chain of command. A leader must continually defend 
  his position, as sahuagin do not bow to empty promises 
  or empty threats. They never tolerate ineffective or 
  unsuccessful leadership.
  Dajobas created the sahuagin to be a servant race 
  and, though the vicissitudes of time have separated many 
  sahuagin from their god, this instinct remains strong within 
  them. The pinnacle of any sahuagin hierarchy – even above 
  the sahuagin monarch – is a powerful and invariably evil 
  entity. Since the exile of Dajobas, sahuagin tribes have 
  served immense undersea monsters, scheming devils, 
  savage gods, and even near-epic mortals.
  Ritual Culture
  Only dogma keeps this vicious society from falling 
  into disarray. Intricate social rituals allow sahuagin to 
  resolve their conflicts without too much bloodshed. 
  Formal contests or duels decide questions of status 
  and disagreements between peers. Except for the most 
  important decisions of justice or succession, sahuagin rarely 
  fight these combats to the death. Surprisingly, sahuagin 
  value courtliness; though, what they practice might not 
  always resemble what others call courtliness. In the battle 
  of wits at court, Sahuagin enjoin the principle they call “up 
  to the line.” Take every insult and move in the game of court 
  right up to it – but not over. They value control. Excessively 
  rude or unnecessarily bloodthirsty sahuagin earn the 
  derision of their peers.
  Scrupulous personal customs also hold passion in check, 
  preventing the sahuagin from succumbing to frenzy among 
  themselves over the slightest provocation. Routines such 
  as strict schedules, choreographed exercises, and repeated 
  mantras are common. A sahuagin denied its daily rituals 
  grows agitated – some become withdrawn, others overly 
  frank – and it may even enter blood frenzy without physical 
  provocation.
  Eating is one of the most sacred aspects of a sahuagin’s 
  existence, governed by the belief that they consume not just 
  the flesh, but also the spirit of whatever they ingest. It is 
  important to a sahuagin that it eats only the worthiest prey. 
  Fare deemed unsuitable to the sahuagin’s station is left to 
  lesser sahuagin or to non-sahuagin scavengers. Sahuagin 
  consider it a mark of respect to eat a fallen enemy, though 
  few other races see it that way. Of course, such distinctions 
  are far from the mind of a sahuagin in the midst of blood 
  
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  frenzy. If during a frenzy the sahuagin consumed a being 
  unworthy of his station, afterwards the sahuagin may feel 
  the need to perform a cleansing ritual.
  Life Cycle
  Mating is just as ceremonious as other aspects of 
  sahuagin society, and the intricate courtship rituals allow 
  suitors to display their discipline and prowess. A suitable 
  mate is almost as important as a worthy diet, and many 
  couplings are born of political maneuvering. Bloodlust, 
  however, is not the only passion difficult to restrain, and 
  relationships across caste and station (and sometimes 
  without proper courting) are not unknown.
  Mating produces a clutch of fertilized eggs that are laid 
  in specialized hatcheries, where they are buried in mud 
  until hatching two to three weeks later. When first hatched, 
  newborn sahuagin appear as tiny fish-like fry. Within a few 
  weeks they grow to fingerlings, tadpole-like creatures that 
  spend most of their time consuming each other. Fewer than 
  one in ten sahuagin survive beyond this stage. Those that 
  do are placed with the rest of the community when they 
  reach the size of a human toddler. From there, they grow to 
  adolescence and adulthood. Sahuagin reach maturity only a 
  few years earlier than humans do. 
  Though a sahuagin can live for nearly a century, few do. 
  Instead, most succumb to violence – whether in external 
  warfare or internal dissension – well before reaching 
  their final years. Death is a not a fearsome prospect for 
  the sahuagin, but a mere continuation of the cycle of 
  consumption.
  History of the  
  Razor Coast Sahuagin
  The Rise and Fall of Dajobas
  Though in ages past sharks were not unknown in 
  the Razor Sea, a great and bloody war among the Tulita 
  attracted these predators in record numbers. With the 
  sharks came the Shark God, and soon Dajobas displaced the 
  traditional gods of the Tulita.
  The sahuagin acted as the Devourer’s evangelists, 
  teaching the Tulita horrific, bloody arts. They led the 
  converted in battle against worshippers of the old gods, and 
  when no tribe stood against Dajobas, the Devourer set his 
  loyal Tulita against each other to keep the blood flowing.
  It seemed Dajobas and his minions would exterminate 
  the people of the Razor Coast. Yet in their darkest hour, the 
  gods of the Tulita returned. Whale’s strength repulsed the 
  sahuagin horde, and Turtle’s healing broke their spell over 
  the Tulita. Yet the sahuagin say that the greatest indignity 
  came from Dolphin. Unable to kill Dajobas (and eat him, as 
  is right and proper in the eyes of the sahuagin), the old god 
  forced the Devourer into exile and barred him from return 
  with deceitful magic.
  The loss of their creator and patron affected the 
  sahuagin greatly. Some succumbed to ennui, others to 
  frothing madness. Infighting spread, and without a divine 
  mandate no sahuagin monarch could keep order. The once 
  unified sahuagin nation sundered along tribal lines. Some 
  tribes survived by hunting and scavenging, others by raiding 
  the conclaves of merfolk and locathah.
  The Krakenfiend Wakes
  Plagued by the raids of feral sahuagin tribes, the then 
  nascent Coral Kingdom organized a response and broke 
  whatever hold the sahuagin still held beneath the Razor Sea. 
  Some sahuagin left the region altogether, spreading into the 
  wider world. Others migrated to the lightless trenches cut 
  deep into the sea floor. The locathah and their allies avoided 
  the deeps, for that was the home of Harthagoa, the Demon 
  Below.
  It remains unknown whether the sahuagin’s exploration 
  awoke the immense kraken, or whether ageless Harthagoa 
  expected their arrival. Even Harthagoa was surprised at 
  how easily he enslaved the sahuagin. The sahuagin were lost 
  without their god, and all it took was a show of power and a 
  few honeyed words for the sahuagin to place themselves in 
  the kraken’s tentacled grasp.
  The sahuagin flourished under Harthagoa’s patronage. 
  Within a generation or two, the Kraken had united many 
  of the sahuagin tribes and an army of sahuagin hunters 
  emerged from the depths. Aided by deep-sea squid and less 
  recognizable slaves of the kraken, these sahuagin conquered 
  in Harthagoa’s name. As their successes mounted, other 
  sahuagin rejoined with their returned brethren to serve 
  under Harthagoa’s banner. Despite their fecundity, the 
  kraken dictated that no monarch should rise from among 
  the sahuagin. Instead, the sahuagin follow numerous 
  generals, who each answered only to Harthagoa.
  Face of the Malenti
  The first target of the kraken’s wrath was the Kingdom 
  Eternal —the sea elves. Though the elves may have all 
  but forgotten their kingdom’s involvement in defeating 
  Harthagoa many ages past, the kraken had not. Harthagoa 
  commanded the sahuagin to annihilate the aquatic elves, a 
  task they took to with pleasure. 
  After a period of small sniping attacks, the sahuagin 
  assaulted in earnest. 
  Though outnumbered by the sea elves, Harthagoa’s army 
  quickly gained a foothold in their territory. The sea elves 
  possessed many experienced warleaders, yet the sahuagin 
  always seemed to know where the elves would strike and 
  where their defenses were weakest. The elves employed 
  abjurations and ciphers, yet still the sahuagin stayed one 
  step ahead. More and more of the elven kingdom fell to the 
  
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  voracious sahuagin, until after many years of war, only the 
  capital, Inarentis, and a few besieged bastions remained.
  A failed assassination attempt against the elven queen 
  at last revealed the sahuagin’s secret: embedded into elven 
  society were Malenti, spies who superficially resembled sea 
  elves but were sahuagin through and through. While elven 
  wizards sought to discover what magic could create such 
  perfect disguises, paranoia spread through the High Court 
  of the Kingdom Eternal in Inarentis. Who was an elf and 
  who a Malenti? In the end, the siege of Inarentis did not end 
  on the tip of a sahuagin trident. Instead, a series of bloody 
  witch-hunts brought down Inarentis from the inside. As the 
  sahuagin moved in to mop up the pieces, the surviving elves 
  scattered.
  Conquest of the Coral Kingdom
  Many of the elven survivors found refuge in the Coral 
  Kingdom, a sprawling collective of undersea races. Through 
  fair trade and peaceful treaties, the locathah had spread 
  their culture and governance to merfolk, nereid, tritons, 
  and others. Even as the elven kingdom faded, the Coral 
  Kingdom entered a golden age.
  There was some fear that the sahuagin would march 
  coastward and immediately continue their war of conquest. 
  When this didn’t happen, the peoples of the Coral 
  Kingdom grew complacent. The locathah blamed the fall 
  of the Kingdom Eternal on the decadence of the sea elves, 
  dismissing the might of the sahuagin. The locathah leaders 
  made a show of rooting out unrelated sahuagin bandits, but 
  did little else to bolster the kingdom’s defenses.
  Some years later, when Harthagoa’s army mustered at 
  Kraken’s Reef in alarming numbers, the locathah rulers 
  responded as always – they sent diplomats and traders. 
  The sahuagin showed their respect for the Coral Kingdom 
  by eating the delegation. The survivors returned with a 
  message: in light of that generous (and delicious) offering, 
  the sahuagin would make the sea peoples’ enslavement to 
  Harthagoa as painless as possible.
  Horror struck the rulers and citizens of the Coral 
  Kingdom. Quickly, laborers were conscripted into militias, 
  craftsmen turned out arms and armor, even spells and 
  prayers were put to martial ends. As the war commenced, 
  the diversity of the Coral Kingdom’s citizenry proved 
  advantageous, each race providing a unique style of military 
  and magic. The sahuagin were relentless in their attacks, but 
  remained unable to undermine the Coral Kingdom as they 
  had the court at Inarentis.
  Eventually, attrition drained the locathah kingdom’s 
  resources. When outlying areas could no longer be 
  profitably sustained, they were surrendered to the 
  Krakenfiend’s horde. Ultimately, the king could not 
  guarantee the safety of trade routes, which cut the lifeblood 
  of the Coral Kingdom. 
  Today, what was once a thriving nation has withdrawn 
  into itself. Harthagoa holds most of the kingdom’s former 
  border zones and buffer settlements in thrall. 
  The Great Rift, once demarking the capital of the Coral 
  Kingdom, is now the last bastion of the locathahs’ former 
  empire. Presently a cease-fire prevails, and locathah spies 
  hear whispers that something unknown calls sahuagin away 
  from Harthagoa’s army.
  The Sahuagin Race Today
  Return of Dajobas
  The sea peoples would not be so thankful if they knew 
  what new power contested the Krakenfiend’s tyranny. The 
  Red Feast approaches, as Dajobas returns. Even now, the 
  Devourer’s fin cuts the dark waters of exile, and his dark 
  desires infiltrating the dreams of depraved souls along 
  the Razor Coast. Though many sahuagin remain loyal 
  to Harthagoa – they forget Dajobas’s many victories and 
  remember only his last failure – a significant number heed 
  the call of their erstwhile creator. Eschewing service to 
  the Krakenfiend or a life of petty savagery, these sahuagin 
  gather once again, the seeds of a new and terrible nation.
  In his precipice fortress, King Michintlachi claims the 
  position of sahuagin monarch, a title none has ventured 
  since the Devourer’s defeat. Whispers say that Michintlachi 
  is a four-armed mutant of uncommon size and that 
  Dajobas speaks to the king in his dreams. The imagery 
  of the dreams, however, is so confused and maddening 
  that Michintlachi employs dozens of Dajobas’s priests to 
  interpret their master’s message. While the Shark God’s 
  current plans remain a mystery, they no doubt involve great 
  bloodshed beneath and above the Razor Sea.
  The Devil and the Deep Blue Sea
  A third attitude exists among the sahuagin of the Razor 
  Sea. Some sahuagin reject Dajobas, Harthagoa, and any 
  other would-be god. Local sailors know these independent 
  sahuagin by many names, the least crude of which is ‘sea 
  devils’.
  During the centuries of Dajobas’s absence, many 
  sahuagin lived as raiders, attacking Tulita canoes and 
  foreign trade ships. Years of interacting with surface races 
  – stealing from merchants, trading with smugglers, and, of 
  course, eating people – brought these sahuagin a different 
  perspective. Not content to be the servants of dark powers, 
  the sea devils seek to forge their own destiny. 
  Most sea devils operate in bands exclusively comprised 
  of fellow sahuagin, coming to land only to trade their ill-
  gotten gains. Increasingly, however, lone sahuagin join the 
  crews of surface pirates, where their physical strength and 
  unique talents prove lucrative. Though they bow to no god 
  or monarch, sea devils still have the sahuagin need to know 
  
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  their place in the pecking order. They continually test the 
  worthiness of their comrades and leaders, a quality that 
  does not endear them to other races.
  Removed from the social rituals of their kin, many sea 
  devils fill the void with elaborate personal rituals. These 
  individual regimes quell the sahuagin’s hunger such that it 
  can operate in a civilization not its own. Many sea devils 
  find the mind-calming art of Mai’kal (see “The Warrior’s 
  Way”) particularly suited to their needs. A minority of sea 
  devils, on the other hand, revel in their bestial nature. To 
  these sahuagin, blood frenzy is not a curse, but a blessing, 
  and their reverence for the state resembles the veneration in 
  which many barbarian tribes hold “raging.”
  Sahuagin Mutants
  There is a human saying, “You are what you eat.” For 
  sahuagin, this is religious doctrine. Just as in some legends 
  Dajobas attained godhood by consuming the gods, so do 
  the sahuagin believe they gain power by consuming the 
  strong. The relatively high rate of mutation among sahuagin 
  supports this belief.
  Along with nutrients, sahuagin claim to absorb the 
  essence of those they eat. While this has little apparent 
  effect on the individual, every tribe of sahuagin bears some 
  number of mutant children. These sahuagin mutants display 
  characteristics of the consumed, in addition to their native 
  sahuagin features. As many as one in a hundred sahuagin 
  display mutant features at birth. Though the sahuagin 
  attempt to increase the number of mutants born with 
  rituals, the frequency and timing of mutant births remains 
  stubbornly random, as uncontrolled and unpredictable as 
  Dajobas himself. 
  Sahuagin treat their mutant offspring as they would any 
  child – strictly and cruelly. Rumors persist, however, of a 
  mutation too monstrous for even the sahuagin to let live.
  The following mutations are among the most prevalent 
  beneath the Razor Sea.
  Four-Armed (polymelia)
  Alongside shark and alligator, the sahuagin servitors of 
  Harthagoa revere the giant squid. Though rarely seen by 
  surface dwellers, these immense creatures number among 
  the great hunters of the ocean, using their serrated tentacles 
  to draw other fish into their unbreakable beaks. Only 
  toothed whales and sahuagin tribes prey on giant squids.
  Polymelia is unusually common among the Krakenfiend’s 
  minions. Nearly one in two hundred sahuagin are born 
  with an elongated torso that accommodates a second set of 
  fully functional arms, situated below the sahuagin’s primary 
  arms. In some four-armed mutants, a hard beak and 
  muscular, toothed tongue (or radula) replaces the typical 
  shark’s gape.
  Extra arms give these mutants a distinct advantage over 
  other sahuagin. Young four-armed sahuagin often serve 
  as elite hunters and warriors, and older mutants quickly 
  ascend the ranks of leadership.
  Gulper
  Gigantism is arguably the most common mutation 
  among sahuagin. While many chiefs stand head and 
  shoulders above their cohort, rare cases of true gigantism 
  produce sahuagin who stand half again or even twice the 
  normal height. Such mutants appear more often (though 
  still uncommonly) among the followers of Dajobas, and 
  sometimes sport other mutations.
  Gulper sahuagin always grow to larger than man-size 
  (and rumors speak of even bigger specimens). Though 
  clearly of sahuagin stock, a gulper’s body is less humanoid 
  and more reptilian, with splayed limbs and clawed hands 
  unsuited for fine manipulation. The most striking difference 
  is the gulper’s mouth: instead of a shark’s maw, the mutant 
  possesses the elongated jaw and distensible belly of a gulper 
  eel (see The Tome of Horrors Complete). These mutants 
  often display bioluminescent features, and sometimes their 
  normal-sized relatives possess these as well.
  Despite their monstrous appearance, gulper sahuagin 
  are no less intelligent than their smaller brethren. 
  Malenti
  During the fall of the Eternal Kingdom, the wisest sea 
  elves sought to unravel the secret of the sahuagin’s spies in 
  their midst. Yet the infiltrators’ disguises were not the result 
  of magic or artifice, but mutation. Not even the sahuagin 
  knew what caused their progeny to bear the face of their 
  enemy. Although they could not predict when and where 
  these mutants would be born, the sahuagin were quick to 
  see the advantage of nigh undetectable spies. This race of 
  mutant sahuagin proved the Eternal Kingdom’s undoing.
  Though superficially indistinguishable from sea 
  elves, these mutants’ internal organs retain the ichthyic 
  characteristics of other sahuagin. Of particular note, they 
  retain the sahuagin’s sensitivity to bright light. During the 
  latter days of the sea elven kingdom, inquisitors used flashes 
  of light to test suspected sahuagin. Other sahuagin can 
  tell mutant from sea elf thanks to the combination of an 
  attuned sense of smell and their electrical sensitivity.
  Today, malenti mutants outnumber surviving sea elves 
  within the Razor Sea. The people of the former Coral 
  Kingdom are slow to trust a sea elf, afraid (with good 
  reason) that he or she might in fact be a sahuagin mutant. 
  Though no longer useful as spies below the waves, the 
  malenti find it easier than other sahuagin to hide among the 
  surface races.
  Narekhin
  Unique to the water’s depths are many wonders, both 
  fair and foul. Alchemists and poisoners eager for exotic 
  
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  ingredients journey to the water’s edge to trade with the 
  sea devils. The sahuagin bring unusual plants and animals 
  – mostly venomous – exchanging them for gold and goods 
  from the surface world. 
  Some tribes of sea devils even consider these toxic 
  creatures worthy of consumption. These sahuagin believe 
  that if they can survive the poison’s effects, they gain 
  improved strength and resilience. While the efficacy of this 
  practice is debatable, it has resulted in yet another mutation 
  among the sea devils.
  Nearly one in two hundred sea devils are born with 
  the bright striations and elongated spines of a lionfish, 
  and like those fish, the narekhin’s spines are envenomed. 
  Any character who attacks the narekhin with an unarmed 
  attack or grapples with the sahuagin, has a chance of being 
  poisoned. 
  A character need only make one saving throw per round, 
  regardless of the number of attacks he or she attempts.
  Sharkin
  The surface races only recently encountered this 
  mutation, which appeared among the independent sahuagin 
  within the last few decades. Less than one in hundred sea 
  devils is born with this mien. Sailors of the Razor Coast 
  know them as ‘sharkins’ or ‘soggies’ (the latter may be a 
  corruption of the word ‘sahuagin’ or merely descriptive).
  Sharkins resemble human men and women, save their 
  skin is dull grey and sandpapery like that of a shark. The 
  rough texture results from countless tiny denticles that 
  reduce water resistance when the sharkin swims. 
  Both genders of sharkins possess square, masculine 
  features, and their wide jaws hold a surprising number of 
  pointed teeth. Sharkin hands and feet are webbed, but they 
  lack the claws of typical sahuagin. Though physically and 
  mentally weaker than their parent race, the more human-
  looking sharkins can survive out of water indefinitely, 
  allowing them to more easily integrate with surface races.
  Sharkins can see in the dark (darkvision) to a range of  
  60 ft, can swim with a movement rate of 12, and breathe 
  both air and water. Non player-character sharkins may have 
  more water-based abilities or mutations.
  Sahuagin Weapons
  The warlike sahuagin use a variety of weapons. The 
  twisted helicasta could only have come from the equally 
  twisted mind of a sahuagin, while the island hook is a native 
  tool/weapon that has gained favor among the sea devils.
  Helicasta
  Carvers extract and sharpen the interior portion of a 
  conch shell to create the spiraling blade of the helicasta, 
  or shell spear. Each shell has a right- or left-handed 
  orientation; if you are not ambidextrous, you suffer a –2 
  penalty when employing the wrong orientation of spear.
  When properly wielded – by slotting the butt of the 
  spear into a whale or dolphin-gut wrist sling and launching 
  it at foes – the helicasta spear spins as it thrusts, screwing 
  the point into the foe’s flesh. This rotation also reduces 
  water resistance. Those using the helicasta, suffer only a 
  –1 attack penalty for each 5 feet of range (instead of –2 as 
  normal) when releasing the weapon underwater.
  Helicasta spear: Damage 1d6; Rate of Fire 1; Weight 10 
  pounds; Range 5 feet; Cost 50 gp.
  Island Hook
  This weapon consists of an oversized, bone fishhook at 
  the end of an arms-length haft. The lens-shaped hook has 
  a sharpened point at its nadir and another at its recurve, 
  allowing the wielder to stab with a thrust or a pull. The 
  common name derives from the legend of a native ancestor-
  god who – the story goes – raised the islands of the 
  southern ocean with a giant fishhook.
  For those using the island hook, it counts as a free 
  hand when climbing ropes or surfaces (such as a tree). You 
  (obviously) cannot attack with the island hook while using 
  it to climb.
  Island Hook: Damage 1d8; Weight 10 pounds; Cost 30 gp.
  Chapter 2
  Player Options
  Art of the Duel
  A Treatise on Swordplay by Craig Shackleton
  Alfonse paused and took a breath, willing himself to 
  relax even though his stomach churned. None of the rabble 
  must see his distress. A gentleman is never distressed. 
  Not that anyone here was important enough to affect his 
  reputation, but here among the commoners, he represented 
  all gentlemen. He looked out across the river pretending 
  to enjoy the scenery and after a few minutes, his desire to 
  vomit faded. The warehouse where the duel would take 
  place was near. Alfonse had never been there even though 
  he owned it. The irony brought a brief smile to his face. He 
  would never dirty his hands with the banal day-to-day 
  matters of the warehouse, but now he would stain them in 
  blood.
  As he approached the building, the reality of what was 
  about to happen returned. He was about to die. He had 
  fought duels before. He had been injured in one, a brutal 
  thrust through his shoulder that still ached in the winter. 
  Once, years ago, he had killed a jumped-up bravo with a 
  
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  murderous lunge through the man’s heart. But today was 
  different, and these memories seemed like a mummers’ 
  farce in light of what faced him within.
  Alfonse was a close match for his opponent in skill, 
  though it hardly mattered. This was a deadly affair. Alfonse 
  recalled the words of his first maestro, Marko Delterrari: 
  “When blades cross only a man who is willing to kill his 
  opponent without hesitation proves victorious.” Alfonse 
  wondered if he had it in him today. He tried to remember 
  exactly how things spun so out of control.
  Suddenly Ernesto was there, removing his hat and 
  bowing slightly — it was a sign of respect to remove his hat 
  first when he was of higher standing than Alfonse, although 
  of course he never lowered his eyes. Alfonse returned the 
  greeting.
  Ernesto spoke. “They are inside. All is prepared. Have 
  you any final arrangements should the worst happen?”
  Should the worst happen, Alfonse would be there to 
  make the arrangements himself, but it would not do to say 
  so to an old and trusted friend who was about to watch him 
  die. “I am prepared, as I am sure he is. Let us go in.”
  Ernesto looked at him intently, quelled a desire to 
  speak further, shook his head slightly and opened the door. 
  Alfonse stepped inside and allowed his eyes a moment to 
  adjust to the dim interior. It was clear that everyone was 
  ready. Alfonse moved forward to the place they left for him. 
  If he delayed now, he might not be able to go on.
  His opponent turned to face him. The other man looked 
  pale but determined, and Alfonse fought the urge to flee 
  from the room. Instead, he drew his rapier and saluted his 
  eldest son, the man who would kill him in a few moments.
  The Rapier and the Duel
  No blade is more loaded with history and culture 
  than the rapier. It is a refined killing tool, a murderous 
  brush applied to the canvas of death. Any oaf can heft a 
  broadsword and hack at a man, but consistently plunging 
  your rapier’s point into an inch-wide target with the grace 
  of a pouncing leopard takes years of dedication to the art of 
  the sword.
  The rapier was historically a civilian weapon, specifically 
  associated with a gentle social class, especially in the 
  halcyon days of the Renaissance. In the sixteenth and 
  seventeenth centuries, a gentleman was expected to wear 
  a rapier in public and know how to use it. The rapier was 
  an essential symbol of class; if a man wore a rapier, he was 
  clearly a gentleman. If a man was a gentleman, he never set 
  foot out of doors without his rapier hanging at his side.
  The rapier’s purpose was primarily to defend one’s life 
  and/or honor in a duel with another gentleman. These 
  were typically formal affairs rather than wild melee sparked 
  in a tavern or alley. The law tolerated dueling to a greater 
  or lesser degree in different times and places, but among 
  gentlemen, dueling was vital in maintaining one’s social 
  standing.
  Occasionally, duels were used as a means to murder 
  someone without real consequences. A highly skilled bravo 
  could intentionally instigate a duel against an opponent, 
  citing honor as their cause when dubious ulterior motives 
  – the desire to rid oneself of an enemy for example – lurked 
  beneath. More than a few noble families throughout history 
  snatched land and power by burying their sword point in a 
  rival’s heart. Likewise, some duelists provoked fights with 
  famous gentlemen in order to cut their name into history.
  Contrary to popular belief however, most duels were 
  probably not intended to be deadly. Usually the intent of 
  the duel was to demonstrate a willingness to risk your life 
  for your words or deeds, or to stand against the word of 
  your opponent. Since there are no accurate records of the 
  statistics of duels, we cannot know how many men lived 
  or died engaging in these tests of honor, but certainly 
  fatal wounds occurred. For most disagreements between 
  gentlemen, fighting until one man sustained an injury was 
  sufficient. In fact, a famed English fencing master named 
  George Silver lamented specifically that duels became 
  more deadly with the advent of the rapier, and the further 
  development of the murderous smallsword (or foil) in the 
  Restoration period eventually resulted in stringent laws 
  against the practice. The lethality of these new weapons 
  turned a vital display of honor into a deadly affair far too 
  often.
  The rapier was also a gentleman’s means to defend 
  oneself from ruffians and the like, but this was generally 
  seen as undignified, and a gentleman would certainly 
  not engage a commoner in a duel. Truth be told, it was 
  uncommon for a gentleman to be dealing with low-class 
  ruffians at all, and if so, drawing a rapier might only invite 
  later derision upon a gentleman so accosted.
  Of course, in a fantasy RPG, the “realism” of dueling may 
  take a back seat in some campaigns leaning more towards 
  the swashbuckling side. The process of finding seconds, 
  negotiating terms, setting a time and place, and conducting 
  a formal duel may be interesting in some adventures, but 
  just as many players are more excited by the prospect of 
  shouting a challenge across a crowded room and fighting 
  from tabletop to tabletop.
  As a civilian weapon, the rapier was not a useful 
  weapon for war. The techniques taught for its use and the 
  specific limitations of the weapon made it a bad choice for 
  prolonged combat facing multiple opponents and tactical 
  situations.
  Of course, many gentlemen engaged in war felt it 
  important to carry the symbol of their class, and used them 
  on the battlefield regardless. Military experts across Europe 
  repeatedly wrote against this practice, their vitriol-filled 
  
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  reports indicating how frequently it happened.
  Most rapier instruction focused on the use of the 
  single rapier as the foundation for other combat skills. 
  Many duelists, especially early on, relied upon a secondary 
  weapon in their off hand. The dagger and buckler were 
  popular choices, depending upon the time and place, 
  but occasionally other weapons were used. Early rapiers 
  were long and heavy, and parrying effectively with these 
  cumbersome blades proved difficult. Secondary weapons 
  were used for defense and the rapier for attacks. As 
  technology improved and rapiers became lighter, the rapier 
  could be relied upon for primary defense, and more options 
  became available for secondary weapons. Bucklers fell out 
  of style since their use was largely defensive, and daggers 
  became more popular, as with one in hand a duelist could 
  defend or threaten a foe as needed. Continued advances in 
  sword technology and techniques, and the advent of the 
  smallsword eventually led to the abandonment of secondary 
  weapons entirely.
  New Equipment
  The standard rapier (use the short sword information 
  in Swords and Wizardry) assumes a simple hilt design, of 
  which there were many variations. The rapiers described 
  below are suggestive of special hilts designed to give specific 
  advantages in combat. They are treated like normal rapiers 
  in all other regards.
  Cup-Hilt Fighting
  According to the rules in Swords &Wizardry  
  Complete, fighting with a weapon in each hand 
  normally gives a +1 to hit, in rounds in which the at-
  tacker wins initiative.  This can be a bit complicated 
  with the bonuses and penalties with cup-hilt  
  weapons. Never fear!
  If an attacker uses a cup-hilt dagger and a cup-hilt 
  rapier at the same time, and fights defensively (tak-
  ing a penalty of –3 to your attack), the attacker gains 
  a +2 to Armor Class, in rounds in which he wins  
  initiative. The intent to fight defensively must be  
  declared before the initiative roll, just as spell  
  declaration. If he does not win initiative, he still takes 
  the –3 penalty to hit for that round. While it is a steep 
  price to pay, frequently in age of sails campaigning, 
  it is more important not to be hit, than to hit. Again, 
  these are only suggestions; I personally prefer the 
  highway pistol to the dagger & rapier!
  —Skeeter
  Cup-Hilt Rapier: The cup-hilt rapier has quillons as 
  well as a large bell-shaped guard over the hand. This guard 
  can be used defensively in combat. When using a cup-hilt 
  rapier and fighting defensively (taking a penalty of –2 to 
  your attack), you gain an additional +1 to AC. This bonus is 
  in addition to the bonus for using a cup-hilt dagger. Price: 
  75 gp
  Swept-Hilt Rapier: The swept-hilt rapier has a complex 
  guard made up of heavy wire forming a swirl-patterned 
  basket. These wires are neither simply decorative nor just 
  protection for the hand. They are specifically designed to 
  entrap an opponent’s blade. When using a swept-hilt rapier, 
  you receive a +1 bonus on attempts to bind (see binding, 
  below) an enemy wielding a one-handed sword, rapier, or 
  similar bladed weapon. Price: 50 gp
  Case of Rapiers:  These twin rapiers are designed to 
  fit in elegantly in one sheath and be drawn and wielded 
  in concert. They are lighter than standard rapiers and less 
  sturdy, suffering –1 to hit, but grants the wielder +1 damage 
  (in rounds where the attacker wins initiative; see Swords 
  and Wizardry Complete, “Specific Situations,” for more 
  information).  Price: 250 gp
  These specialized daggers below are usually made to 
  match a rapier and used in the left hand. They are treated as 
  normal daggers in all other ways.
  Cup-Hilt Dagger: Sometimes called a main-gauche, 
  this dagger actually has a large triangular hand-guard 
  and quillons. When using a cup hilt dagger and fighting 
  defensively (taking a penalty of –2 to your attack), you gain 
  an additional +1 to AC. This bonus is in addition to the 
  bonus for using a cup-hilt rapier. Price: 50 gp.
  Swept-Hilt Dagger: The swept-hilt dagger has a complex 
  guard made up of heavy wire forming a swirl-patterned 
  basket, designed to entrap an opponent’s blade. When using a 
  swept hilt dagger you receive a +1 bonus on attempts to bind 
  (see binding, below) an enemy wielding a one-handed sword, 
  rapier, or similar bladed weapon. Price: 40 gp.
  New Combat Maneuver
  Bind
  As a melee attack, you may attempt to gain control of 
  your opponent’s weapon. Each attacker makes individual to-
  hit rolls, including all appropriate modifiers. If your attack 
  roll is higher than your opponent’s you bind their weapon. If 
  your opponent’s roll is higher, you fail to bind their weapon. 
  In the case of a tie, the combatant with the higher attack 
  bonus wins. If this is still a tie, roll again to break the tie.
  While bound, you and your opponent may not use the 
  bound weapons. On their turn the opponent may attempt 
  to free their weapon with a second opposed attack roll, or 
  they can drop it. If they do not free or drop their weapon 
  they may not move away.
  
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  While binding your opponent you suffer the same 
  limitations, except that you may end the bind at any time 
  you are allowed to move. 
  already thick as the grasping tree serpents of Blacksink, 
  who could snap a man’s neck in an instant. Kala wasn’t 
  wrong about the bigger boy’s warrior spirit either. He fought 
  like a wrathful thrashing whale. The fires of Dreadsmoke 
  Mountain burned fiercely in that one’s heart.
  “Mauko is Pele’s child. A fire burns in him. His heart is 
  lava. His fists are the black stone of the mountains,” said 
  Old Kimo down at Kala. The boy was the scrawniest among 
  his novices. He trained harder than most, ate heartily, but 
  simply could not put on the thick muscle his peers displayed 
  in abundance. But the boy had other gifts. Even as Mauko 
  bears down on him, Kala never panics. He remains calm, 
  almost thoughtful, even as he is choked into oblivion or 
  pummeled unconscious. Kimo sighed deeply. “You are a child 
  of Father Ocean, Kala. Your strength is your clarity: the 
  flowing of your waves, and the deep currents running within 
  you. You shall become like the sea, and those enemies who 
  seek to grasp you shall find you slip between their fingers. 
  Those foes who would break you find you yield before the 
  force of their blow. You shall wash them away, and grind 
  their stone to sand with patience and skill.”
  Design Note: Why use Bind?
  Binding is  a  sword-fighting   technique  near  
  and  dear  to  the author’s heart, and one that has 
  provoked many discussions of historical techniques 
  and sword  design in my sword-fighting  classes. It is 
  also a technique we see in movies all the time. Bind-
  ing is a core element of the oldest known manual 
  of swordplay, written around 1300 (although in that 
  case it often simply means actively blocking your op-
  ponent’s weapon) and the technique was developed 
  and perfected throughout history. But what use is 
  it in game? At first glance it seems that it is easier to 
  simply attempt slay your opponent. Binding offers 
  some advantages, however.  A bind may hamper 
  your opponent if they try to free their weapon and 
  fail, thus giving your companions time to engage or 
  flee, as needed. During a bind, strained but intense 
  conversation can be had. And, all other things con-
  sidered, it’s cool, and adds a distinct flair and specific 
  flavor to a swashbuckling campaign!
  The Warrior’s Way
  An Ethnography of the Tulita by Nicolas Logue
  Kala’s skull bounced off the jagged rock. All he could hear 
  was his own bones grinding on unforgiving basalt. Thoughts 
  of a counter-attack or of breaking Mauko’s grip on his throat 
  spat through his jumbled wits. Kala couldn’t grab an idea 
  fast enough to act on it, not that it mattered - Mauko gave 
  him no time.
  The bigger boy pulled Kala up with one hand, never 
  releasing his throat. The world closed in and the edges of 
  his vision began to blur. The bright blue of Kai Bay turned a 
  hazy gray as unconsciousness closed in for the kill. Suddenly 
  the choking hand vanished and light returned to Kala’s 
  world, slowly. Old Kimo stood over him. The leather-faced 
  warrior’s one good eye stared ponderously down.
  “Get up, boy.” The old teacher’s voice, like grinding 
  stones, cut through the buzzing in Kala’s ears. He staggered 
  to his feet against a spinning world conspiring to plant 
  him on his face. “You are defeated… again.” There was no 
  disappointment in Old Kimo’s voice – just cold, hard fact.
  “Mauko is stronger. He’s bigger. He fights like a mad boar 
  with a drakmaht root up its ass. How can I fight that?” 
  Old Kimo looked over at Mauko. The meaty boy already 
  stood taller than most of the men in the Ridge Back tribe. 
  He would be a giant in two more summers. His arms were 
  
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  Kala was silent in thought for a moment before he spoke 
  again, “But how, teacher?”
  Old Kimo smiled. Kala had never seen his teacher’s face 
  wear anything but a frown before. “I will teach you.”
  Born Where the Fire Meets the Sea
  “In the beginning, there was the sea. The Great 
  Eternal Ocean flowed on into the horizon forever. But 
  Pele was not pleased. The goddess rose up from below the 
  waves and at her whim great mountains with hearts of 
  fire breached the ocean’s surface and cast flaming lava 
  high. Smoke rose above the water and wove itself into the 
  sky, and where the fire met the sea, lava rock steamed 
  into being, creating thousands of islands and the jagged 
  coast. At the heart of her new kingdom, Pele stood alone. 
  The Goddess of Fire and Wrack yearned for children, 
  and birthed from her smoldering womb a great race of 
  giants, with flames for hair and black coal for skin. They 
  bowed to her command and served Pele well, but they 
  feared the sea and would not stray near the coast. Pele 
  was dismayed. She wanted her children to caress the 
  sea as she once did, to enter the waves and they once 
  entered her. And so she hurled smoking rock into the sea, 
  and from the smoking stones the first Tulita came. Their 
  people were born where the fire meets the sea, and they 
  possess both in their hearts - the burning power of their 
  mother, and the ancient changeless wisdom of the Great 
  Eternal Ocean.”
  — Creation Chant of the Tulita
  The Tulita of the Razor Coast
  The Tulita are the children of the Goddess of Fire and 
  Wrack, born from the ancient power of the sea. Their 
  ancestors plied the waves thousands of years before 
  the foreigners crawled from their caves. The great war 
  chiefs of old hurled titans from the sky, bathed in the 
  fires of Dreadsmoke Mountain, and wrestled tsunamis 
  for sport. They are a proud race of warriors and mystics 
  whose traditions are wrought over thousands of years. 
  The foreigners dismiss the Tulita as a conquered race of 
  savages. They mistake the natives’ hospitality and patience 
  for weakness. Visiting priests of distant religions claim the 
  Tulita are coddled children of idle gods, living in isolation 
  with no knowledge of the world’s many terrors. This 
  couldn’t be further from the truth. The Tulita have seen 
  darker times than most peoples and prevailed. When the 
  Shark God laid claim to their coast, the sea was changed to 
  bloody brine and the land burnt to ash. Still the Tulita live 
  on. They cast the Hunger from them, and someday too they 
  shall rise again and bring harmony to the Earth, Sea, and 
  Sky once more.
  The Warrior’s Way
  The warrior tradition of the Tulita is a mystery to most 
  foreigners. They wield no steel, scorn the foul-smelling 
  smoke of gunpowder, and many carry no weapons but 
  their bare hands or simple knives or clubs. Yet the few 
  foreigners who have witnessed a Tulita’s hamala’kal, or heart 
  of fire, knows just what these proud warriors can do. A 
  Tulita trained in the Warrior’s Way is as implacable as the 
  volcano’s fury or as elusive as a drop of water in the ocean. 
  During the Kai uprising, twelve unarmed Tulita warriors 
  routed a full brigade of Dragoons armed with rifle and saber 
  in a matter of minutes. Witnesses claim these warriors were 
  “everywhere and nowhere at once. Their skin scorned shot 
  and fire, and they tossed armored Dragoons from the docks 
  as a man might scatter a halfling child from his path.”
  Many pirates and Dragoons who have tangled with the 
  Tulita curse their ways, claiming witchery or demon blood 
  is the source of their martial power. The truth is that the 
  Warrior’s Way is drawn from the rocks and shoals, from the 
  waves and the creatures who call them home, and from the 
  searing heart of the Razor Coast’s dread volcanoes.
  The Warrior’s Way is evolved from a thousand years of 
  warfare, self-cultivation, and quiet observance of the raw 
  and unforgiving power of the earth itself. Those trained in 
  its mysteries are no longer men or women; they become a 
  force of nature instead.
  Training in the Warrior’s Way
  Teachers of the Way are called kumu, and they are 
  notorious for their intense adherence to discipline and 
  tradition, not to mention their fierce dispositions. Training 
  in the Way begins before a child can walk. The student is 
  hurled into the sea and snatched back again wailing only 
  moments before the waves claim him for good. Many of 
  the best initiates are drowned by their kumu and revived 
  with secrets of the old chiefs. It is said that a boy or girl thus 
  claimed by the sea forgets the meaning of fear, and that the 
  water cannot harm them thereafter. As soon as the students 
  can walk, smoking coals from the cook fires are pressed to 
  their palms and the bottoms of their feet. Before the burns 
  heal, they dance the old dances while carrying great stones.
  As a child matures, true training begins. They wear 
  gauntlets to catch the spears hurled at them from all sides. 
  Practice intricate dances for a dozen grueling hours, with 
  no break for food or water. Spar and wrestle interminably 
  on the most treacherous of ground, including atop jagged 
  rocks, among the sucking tides of Drowned Gull Cove, or 
  balancing on vine ropes 30 feet above the jungle floor.
  Music and dance play a great role in the Warrior’s Way. 
  The dances make the body supple and strong, and the beat 
  of the drum teaches students to gauge their foe’s rhythm 
  in combat. Some astute warriors can even hear the beating 
  of an enemy’s heart quicken a moment before they attack. 
  Trances entered during dance and music also give warriors 
  the ability to act without thought and turn aside blows that 
  would stagger a giant.
  Instruction varies widely from tribe to tribe, but most 
  
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  focus on unarmed techniques in the early years and then 
  incorporate weapons as they grow towards manhood. A 
  warrior’s training culminates with the hamala’kal Mak, or 
  the test of their heart of fire. During this test, the petitioner 
  journeys into the searing reaches of Dreadsmoke and test 
  their mettle against Pele’s firstborn — the fire giants who 
  dwell within the volcano’s core. They return a master of the 
  Way, and become kumus in their own right if they wish.
  Weapons of the Tulita
  The Tulita make use of the weapons of the natural world. 
  They forge no blades, mix no alchemical gunpowder, and 
  rely on no steel plating. They trust instead in the vicious 
  items and creatures that share the Razor Coast with them, 
  fashioning weapons from urchins, coral, conch shells, 
  sharks’ teeth, and the bones of mighty whales. Instead of 
  steel, most weapons are fashioned from bone, obsidian, or 
  coral. Armors are made of various hides (gatorhide, whale 
  hide, sharkskin) or scrimshaw bones, and most shields are 
  made of shells (turtle shells most often). The following are a 
  few examples of the Tulita’s more dangerous handiwork.
  Conch Gauntlet: These gauntlets are fashioned from 
  hard conch shells whose back are studded with sharp ridges. 
  They inflict 1d4 damage and on a 19 or 20 the gauntlet 
  has a 30% chance of smashing to shards (after they inflict 
  damage). Price: 20 gp.
  Coral Bracers: These bracers made of jagged coral 
  strapped to tanned whale hide are wrapped around the 
  wielder’s forearm. Anyone trained in their use gains a 
  +1 bonus to their AC while they are equipped. The coral 
  bracers can be used as a primary weapon inflicting 1d4 
  points of damage. Price: 30 gp
  Sharkstooth Club: These clubs are usually made of koa 
  wood, which is incredibly sturdy, yet lightweight. The sides 
  of the club are then studded in ridges or rows of sharks’ 
  teeth. These weapons inflict 1d6 points of damage. Price: 
  10 gp
  Spined Sea Whip: This whip fashioned from a 
  stingray’s tail is then studded with spines. This whip is made 
  of incredibly tough sinew and inflicts 1d6 points of damage 
  affecting even armored opponents. Price: 25 gp
  Throwing urchins: The carcasses of dozens of sea 
  urchins wash up in Kai bay daily, most are smashed to bits 
  of dried detritus, but some are left mostly undamaged by 
  the tides. These whole urchins are coated in koa resin and 
  left to bake in the sun for days. Thereafter they make vicious 
  throwing weapons with a rate of fire of 2, range of 10 feet, 
  inflicting 1d3 points of damage. The spines of one of these 
  urchins splinter in the flesh of a foe causing terrible pain as 
  they shred flesh and meat. Anyone struck with a throwing 
  urchin suffers a –1 penalty to attacks and saves until 
  someone painstakingly removes the shards (which takes one 
  minute), or the application of curative magic. This penalty 
  increases from multiple urchin spine wounds, but never 
  exceeds –4. Price: 10 gp each
  Urchin spine bracers: These bracers are identical to 
  coral bracers except they are also studded with dozens of 
  urchin spines as well. The spines of one of these urchins 
  splinter in the flesh of a foe causing terrible pain as they 
  shred flesh and meat. Anyone struck with the bracers takes 
  1d3 points of damage, and suffers a –1 penalty to attacks 
  Tulita Tattoos
  The Tulita art of tattooing is as ancient as the 
  ocean. Most among the tribes bear the legacy of 
  their family or the record of their own great deeds 
  inscribed upon their skin. Some of these tattoos are 
  more than mere decoration or history. Shamans use 
  potent alchemical inks ground from various herbs 
  and plants at specific times of the day or year, and 
  employ old scrimshaw needles filled with the mana 
  of their tribe to inscribe powerful tattoos into the 
  flesh of a warrior with an ancient rite. Tulita wise 
  men and women are the only persons who know the 
  ancient rituals necessary to properly inscribe these 
  pictograms.
  The magic of these tattoos can only be activated 
  three times a day. A creature may only bear one of 
  these tattoos. When a Tulita character reaches 6th 
  level, they may opt to gain a tattoo as a rite of pas-
  sage. If they do not choose to do so at 6th level, they 
  may do so at 9th or higher. Some sample tattoos are 
  described below:
  Ridge-Backed Whale: This tattoo allows its wearer 
  to cast strength on themselves.
  Viper’s Fang: This tattoo allows the character to 
  ignore the effects of one dose of poison.
  School of Dolphins: This tattoo allows the charac-
  ter to cast cure light wounds, or add a +1 to attack and 
  +1 to damage on all attacks made against any shark, 
  wereshark, Dajobas worshipper, or any other monster 
  related to Dajobas in a single round. 
  Turtle: This tattoo grants the character a +2 to 
  their AC for 10 rounds, or the ability to cast shield for 
  3 rounds.
  Volcano: This tattoo allows its bearer to inflict an 
  additional 1d6 fire damage on all unarmed strikes for 
  one round (including grappling and throwing, see 
  below), or gain immunity to fire for three rounds.
  Crescent Moon: This tattoo grants its bearer im-
  munity to cold and level drain for three rounds.
  
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  and saves until someone painstakingly removes the shards 
  (which takes one minute) or curative magic is applied. This 
  penalty increases from multiple urchin spine wounds, but 
  never exceeds –4.  Price: 50 gp 
  Chapter 3
  Adventures
  The adventures presented in this chapter are not 
  specifically a part of the overarching Razor Coast adventure 
  but were instead first presented as Indulgences by Sinister 
  Adventures. They were and are intended as adventures set 
  within the Razor Coast setting that can be easily used with 
  Razor Coast as side adventures and convenient means to 
  gain both needed experience and treasure or as short stand-
  alone adventures designed to give your players a taste of 
  the Razor without necessarily playing through the greater 
  adventure arc. 
  Blood Waters (7th Level)
  “Blood Waters” is a deep sea adventure of murky 
  intrigue and death by Greg A. Vaughan designed for four to 
  six 7th-level characters. Tie it directly into Razor Coast to 
  expand the campaign, or run it as a stand-alone delve into 
  the depths. 
  This adventure takes place beneath the waves of the 
  Razor Sea, and as such requires the characters have 
  water-breathing magic themselves. If the characters do 
  New Attack: Throw
  When in a grapple, if you defeat your opponent’s 
  d6 roll (see the optional unarmed combat rules in 
  the Swords and Wizardry Complete rulebook) you 
  may then hurl them a distance away from you equal 
  to 5 feet per every point your Strength exceeds your 
  opponents Strength. You may throw a successfully 
  grappled opponent in any direction you like. You 
  may always throw an opponent 5 feet, even if their 
  Strength exceeds yours. Throwing a foe is all that can 
  be done in a round.
  
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  not possess these resources, provide them at the beginning 
  of the adventure. For useful info on running underwater 
  adventures and facing aquatic dangers, see “Death Beneath 
  the Waves” in Chapter 1 of this book.
  Adventure Background
  The seaside city of Port Shaw that makes Kai Bay brim 
  with mast, sail and cannon is not the only power that holds 
  sway along the Razor Coast. Not far away rests a sprawling 
  kingdom largely beyond the knowledge of the land-bound 
  folk. In the kelp-forested depths of the Great Rift reigns 
  the Court of the Sea King. The Coral Kingdom was once 
  a powerful force on the floor of the Razor, a nation of 
  locathah that kept the peace beneath the waves and held at 
  bay the more fearsome predators of the Far Deeps. Through 
  the Sea King’s benevolent guidance, his people spread far 
  and wide, annexing other peaceful undersea communities 
  such as the Merfolk Triperium, the triton clans of Murdrak 
  Hold, and even the frivolous Nereid Sisterhood. So 
  powerful was the Coral Kingdom’s royal influence they were 
  even able to conduct trade and make treaties of alliance 
  with several tribes of the indigenous Tulita natives dwelling 
  along the Razor Coast.
  Then came Harthagoa, the Demon Below. This 
  Krakenfiend from the Far Deep cowed the savage sahuagin 
  shark riders, and even intimidated the inscrutable aboleths 
  into his service. The Demon Below rallied all manner of 
  barbaric and villainous creatures from the deepest reaches of 
  inky darkness. With this army under his tentacles, Harthagoa 
  began his own conquest of the waves. The Sea-Elven Enclave 
  fell to his crushing grasp, and he spewed misery upon the 
  Empire of the Sea Elves. Underwater kingdoms fell before 
  the kraken one after the next. Only the locathah continued 
  to resist, striking out from their labyrinthine Coral Kingdom 
  and hiding under the shroud of their dense kelp forests.
  Unable to take the Court of the Sea King by force, the 
  kraken’s servitors nevertheless pressed at their borders in a 
  constant low-grade war of attrition. The locathah held firm 
  but were spread too thin to defend all of their holdings and 
  allies. One by one the communities and territories of the 
  Sea King’s allied peoples fell away into the dark embrace of 
  the Demon Below never to be seen again, until even the Sea 
  Kingdom itself was whittled down to a splinter of its former 
  glory. Now the kingdom encompasses little more than the 
  locathah stronghold of the Court of the Sea King nestled 
  deep in the well-protected Great Rift.
  Though the locathah held firm and seem to have carved 
  
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  some breathing room for themselves from the constant 
  onslaught of the Demon Below’s dark servants, their position 
  is far from stable. In fact, the relative peace they enjoy in recent 
  tides is not born from their valiant resistance, but is rather 
  the rotting fruit of the Demon Below’s latest stratagem. Two 
  great-tides ago, the Sea King’s beloved mate suddenly died 
  after an unfortunate encounter with a rare sea urchin. After a 
  suitable period of mourning, Gla’gool, the current reigning Sea 
  King announced he would take a new wife in the tradition of 
  his ancestors, in order to renew and cement old alliances. He 
  named as his bride the mermaid lass Avareth, a breathtaking 
  beauty and one of the only survivors of Harthagoa’s brutal 
  assault on the Merfolk Triperium. Unfortunately for the Sea 
  Kingdom, Avareth is more than she seems. The mermaid 
  is no mermaid at all, but rather a deadly sea hag who serves 
  the Demon Below as a deep-cover agent. Her dowry is the 
  destruction of the locathah people. She plans to bring the 
  realm of the Sea King to its knees from within.
  Adventure Summary
  The characters travel willingly (or the Referee lures 
  them) into the depths, where they encounter Jab’roth, the 
  sea-changed retainer of one of the Sea King’s sons who 
  recently disappeared. At his urging, the characters must find 
  a way into the palace in the Court of the Sea King where 
  Jab’roth believes his prince’s betrayal took place, and where 
  he fears his master is being held under guard. By utilizing 
  resources within the Sea King’s court, the characters are 
  able to infiltrate the inner recesses of the undersea palace – 
  a wonder of coral and cooled magma, sculpted from ancient 
  lava tubes by Gla’gool’s ancestors when the sea was young. 
  There they unravel the truth of the Sea King’s new bride and 
  confront her in the secret throne room she established as 
  part of her impending coup. It is up to the party to end the 
  menace she represents or abandon the locathah peoples to 
  the cold mercy of the Demon Below.
  Adventure Hooks
  There are several ways that the characters can become 
  involved:
  Some of these hooks incorporate material from 
  the ongoing plots to be found in Razor Coast, and link 
  directly to that campaign. Choose one of the following 
  or create your own hook to draw the characters into the 
  machinations of the Sea King’s court. If the characters do 
  not possess the means to adventure beneath the waves on 
  their own power, Old Edigar provides them with this ability 
  as described below.
  Sunken Treasures
  The party chartered a vessel and set out to plumb the 
  depths of the Seafarer’s Graveyard and a king’s ransom 
  worth of treasures lost there over the years. In this hook, 
  the characters have taken on Old Edigar as a member of 
  their crew, relying on his expertise to aid them in dives 
  down to the wrecks of the lost ships below.
  Reclaiming the Beacon
  The Elders Council of Port Shaw takes an interest in 
  reclaiming the lighthouse of Beacon Island for use in better 
  protecting its shipping lanes. They provide the characters 
  with transport out to Beacon Island, warning the party to 
  beware of the restless spirits of the former light keeper’s 
  family that may haunt it as well as the hungry wyverns 
  that are known to nest in its lamp tower. However, as the 
  characters journey out to the island, their ship is beset by 
  tumultuous storms and runs aground on a reef near its 
  shores. They are rescued and brought to land by Old Edigar, 
  who lived on the island as a hermit for the last several years. 
  Edigar avoids the lighthouse, “Nothing but shadows and 
  whispers live there, ain’t fit for the living no more.” 
  The characters are free to explore the haunted lighthouse if you 
  wish (see Chapter 5 of Razor Coast for details), but when the 
  party elects to return to Port Shaw they will need to brave the 
  waves to do so, possibly with Old Edigar’s assistance.
  
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  Trading Troubles
  The characters are hired as part of the Sea Spider 
  Trading Company to serve aboard a rich cargo vessel bound 
  for Port Shaw. While still a few days out from port, a ship 
  flying the Municipal Dragoon colors stops their vessel. 
  The ship claims to be a customs vessel of the Port 
  Shaw Municipal Dragoons and boards the party’s ship 
  to search it for contraband. During the search, a scuffle 
  breaks out between a customs inspector and member of the 
  adventurer’s crew who hid some ivory totems in the covers 
  of his bunk. In the course of the scuffle the inspector’s shirt 
  tears, revealing a large circular scar like the mark from 
  the tentacle of a giant octopus on his chest. The inspector 
  immediately orders his soldiers to execute the man and all 
  witnesses. 
  The characters and other crewmembers battle 
  desperately only to find, just as they fight their way to the 
  top deck, that the customs ship has pulled away and opened 
  fire. Shot and ball splinter their hull, and the characters 
  watch helplessly from their sinking vessel as the other ship 
  sails away. Not even their lifeboats survived the treacherous 
  broadside. As their ship slips beneath the waves, the 
  characters find that they are the only survivors, along with a 
  grizzled crewmember named Old Edigar.
  Razor’s Revenge
  One dark night a masked man approaches the characters 
  and claims to be a relative of Captain Jacob Razor, a 
  murdered hero of the Pirate War that almost destroyed 
  Port Shaw a decade past. The masked man wishes to hire 
  the characters to prove to the government of Port Shaw 
  that Captain Razor’s murder was also treachery and wants 
  the party to root out the corrupt Municipal Dragoons 
  responsible for the great captain’s death. 
  The masked man plans to sail to the site where he 
  believes Captain Razor’s ship, the Razor’s Edge, went down, 
  use magic to contact the deceased captain’s spirit, and 
  learn the truth of his death. One of the members of this 
  clandestine expedition is Old Edigar who will help them 
  reach the sunken wreck of Jacob’s ship, the Razor’s Edge.
  Old Edigar
  Old Edigar is essentially a tool for the Referee that 
  allows the characters to adventure beneath the waves if 
  they do not have the capabilities to do so on their own. He 
  is not intended to join them on the adventure, for such a 
  powerful NPC would almost certainly end up in charge of 
  the adventure, and be relied upon by the characters for the 
  solution to any problem. Old Edigar is a Neutrally-aligned 
  sea-druid. He is a wizened individual with grizzled gray hair 
  and a long beard. He wears simple brown, home-spun robes 
  belted with a piece of lanyard and eschews the wearing 
  of shoes (“a bizarre custom of you land dwellers I’ll never 
  understand”). Long a devotee of the open ocean, this sea 
  druid spends most of his time in solitude on or beneath 
  its waves. If the characters need assistance in traversing 
  the depths, he can cast mass countenance of the deeps for 
  them and provide them with general information about 
  adventuring underwater (see side bar below).
  Old Edigar is actually the great uncle of the sea captain 
  Bethany Razor and has his own reasons for helping the 
  characters in whatever endeavors they are undertaking 
  in this side trek. He does not reveal this relationship to 
  his infamous grand-niece both for her protection and his, 
  though if you choose, he can become a recurring NPC 
  in the Razor Coast mini-campaign to serve as a constant 
  source of aid and information to the characters and possibly 
  to eventually reveal his familial ties.
  Adventuring Underwater
  Although house rules can change any of the guide-
  lines, it might be useful to have these three critical 
  “parts” of the framework for underwater adventuring. 
  All three of these should be explained – in whatever 
  detail you have developed – to the players before the 
  adventure actually begins. Even though the actual 
  implementation of the rules is up to you as the Ref-
  eree, the players need something to begin with.
  Movement
  Those without a “swim” movement presumably 
  have a swimming movement between 1 and 4 (this 
  likely depends upon armor type). As a rule of thumb, 
  try dividing the character’s movement rate by 3 to 
  determine an approximate swimming speed per 
  round.
  Air
  For various possible house rules to use in underwa-
  ter adventuring, see the Side Box entitled “Holding 
  Your Breath” on page 301. 
  Weapon and Spell Restrictions
  Thrown weapons are ineffective underwater, and 
  all other ranged weapons have a –2 penalty to at-
  tack rolls for each 10 feet of water they pass through. 
  Slashing and bludgeoning weapons also have a –2 
  penalty to attack rolls and deal half damage. 
  Fire spells do not function underwater unless the 
  caster makes a saving throw. Even then, the spell cre-
  ates a burst of damaging steam rather than fire but 
  otherwise works as described.
   —Matt and Skeeter
  Based on Greg’s original  
  Pathfinder commentary
  
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  Part One: A Cry For Help
  Whatever the party’s reason for entering the waves, 
  not long afterward a swimming form approaches 
  them—a sea-changed man named Jab’roth (Neutral 
  Thf3). He approaches the characters in peace, obviously 
  unarmed. If allowed to speak, he does so in stumbling 
  common.
  time. I am Jab’roth, First sworn Finman to 
  Cal’la’joola, Seventh Prince of the Court of the 
  Coral Kingdom. I come to you on behalf of my 
  master, Prince Cal’la’joola, who went missing 
  these past seven tides. It is believed, and the Sea 
  King has publicly declared to his subjects, that the 
  Honorable Prince Cal’la’joola was surely lost in the 
  border wars with the Demon Below and such is a 
  great tragedy to the allied peoples of the Undersea. 
  However, I know that my master left the fighting 
  at the front to return and report to the Sea King at 
  his palace before he went missing, so it is impossible 
  he was lost in battle. I fear some treachery within 
  the palace itself waylaid my master and deceived his 
  father, the King of the Seas. Unless you would have 
  the waves froth with blood foam to taint even to your 
  dry shores, I beseech you to help me find my prince 
  before news of the treachery gets out and rends 
  the Sea Kingdom from within. I would not see 
  my realm reduced to blood waters, and I fear that 
  outsiders such as yourselves may be the only hope to 
  stem this red tide.”
  While Jab’roth is an excellent manservant and 
  information gatherer, he is not much of an adventurer. 
  Therefore, he cannot gain the characters access to the 
  palace itself. However, he can help them make contacts with 
  certain individuals who can as described below. If the party 
  agrees to help Jab’roth, he offers them an armband of rare 
  golden coral inset with rough diamonds worth 2,500 gp if 
  they can locate Prince Cal’la’joola and rescue him if still 
  alive. He explains that the armband belonged to the prince 
  and was gifted to Jab’roth as a reward for years of faithful 
  service. He will part with it, his most prized possession, if it 
  will bring his master to safety.
  Entering the Coral Kingdom
  The rim of the Great Rift, a tall ridge of coral 
  encrusted basalt, is now the heavily defended border of 
  the tattered remnants of the Coral Kingdom. Though 
  the kingdom is not currently under siege, agents of 
  Harthagoa and other dangerous predators lurk just 
  beyond the border. Locathah patrols roam on sea cat 
  back, skirmishing with sahuagin shark raiders. The water 
  here is misted with blood and the torn carcasses from 
  casualties on both sides draw dangerous scavengers. As 
  Jab’roth leads the characters past the border into the kelp 
  forests and coral canyons of the Great Rift, roll d4 from 
  the options below or simply choose the encounters you 
  like and toss them the characters’ way.
  Sea-Change
  Supernatural Nature of the Sea-Change
  The sea-change is a supernatural condition often 
  found in the Great Rift. Multiple castings of remove 
  curse over a period of five days will reverse the condi-
  tion – but apparently only if the object of the spell 
  desired the condition to be removed. In the case of 
  animals, remove curse generally succeeds. The condi-
  tion cannot be dispelled, nor does it react to the cast-
  ing of a remove disease spell. In cases where a toxin 
  or venom will create the condition, spells that affect 
  poison will neutralize or slow the toxin, but only until 
  it has taken hold. Saving throws (and possibly bo-
  nuses thereto) would also apply, depending on the 
  nature, potency, and concentration of the poison, as 
  the Referee decides.
  One example of the sea-change is described in the 
  eponymously named new Druid spell.
  Effects of the Sea-Change
  A person (or creature) affected by the sea-change 
  becomes, effectively, amphibious, for the duration 
  of the spell. The spell’s recipient becomes a fast 
  swimmer (having a swimming speed of half the ordi-
  nary movement rate on land), and can comfortably 
  breathe both water and air due to the sprouting of 
  gills upon the neck. The sea-changed creature’s frog-
  like skin will dry out and eventually begin cracking; 
  full immersion in water for at least 10 minutes every 
  12 hours is required to avoid this problem, which 
  causes a –2 to hit and on any saving throws.
  The strange man approaches, the incandescent 
  light reflected off the coral reef nearby revealing his 
  mottled complexion, a slight touch of blue to his 
  skin, subtle webbing between his finger and toes, 
  and gaping red gills like slash wounds on the sides 
  of his neck. He bows as he bobs with the current 
  and speaks with a torrent of bubbles.
  “Greetings, landlings. I see you have adapted 
  well to our ways beneath the waves. Please allow 
  me to vent my gills for an eddy if you have the 
  
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  1. SAHUAGIN SHARK RAIDERS 
  A band of 10 sahuagin and their 3 black-finned bale-
  sharks roam the border seeking locathah patrols to devour. 
  The characters make a fine substitute, especially when the 
  leader of the sahuagin, a fat bloated specimen of his vile 
  race named Kartanga, spots Jab’roth and recognizes the sea-
  changed human as the right hand man of one of the Coral 
  Kingdom’s Sea Princes. If the sahuagin detect the party 
  before they themselves are detected they hide in a thick 
  swash of kelp under a coral outcropping and suddenly surge 
  out to attack.
  Katanga: HD 3+1; HP 22; AC 5[14]; Atk weapon (1d8); 
  Move 12 (swim 18); Save 16; AL C; CL/XP 2/30; Special: 
  none. See Monstrosities for more details.
  Sahuagin Raiders (9): HD 2+1; HP 8 (x2), 9, 16, 6, 14, 12, 
  5, 7; AC 5[14]; Atk weapon (1d8); Move 12 (swim 18); Save 
  16; AL C; CL/XP 2/30; Special: none. See Monstrosities for 
  more details.
  Bale-shark (7HD) (3): HD 7; HP 33, 28 (x2); AC 6[13]; Atk 
  bite (1d8+4); Move 0 (swim 24); Save 9; AL N; CL/XP 7/600; 
  Special: feeding frenzy. See the Appendix for more de-
  tails.
  2. YARROWDALG THE SOUL RENDER  
  Formerly a sea giant warlord and despicable demonist, 
  Yarrowdalg betrayed his people to Harthagoa by opening 
  up their enclave’s dragon turtle shell dome to the kraken’s 
  legions. Yarrowdalg proved an apt lickspittle and formidable 
  commander in the Demon Below’s hordes, but was slain 
  in furious battle with a cantankerous benthic serpent (see 
  “Death Beneath the Waves” in Chapter 2) who refused 
  to yield his territory to the Krakenfiend without a fight. 
  Harthagoa begged his demonic sire to restore his servant, 
  offering the blood of an entire merfolk village in sacrifice. 
  Yarrowdalg rose from the depths again as a hideous undead 
  servitor of the Demon Below who now terrorizes the 
  locathah holding the border of the Great Rift, sating himself 
  on their souls day and night.
  Yarrowdalg the Devourer (Sea Giant Ghoul): HD 14+1d6 
  points; HP 61; AC 2[17]; Atk 2 claws (2d6) or trident 
  (6d6), bite (2d4); Move 15 (swim 24); Save 3; AL C; CL/XP 
  15/2,300; Special: hurl boulders, immunities, paralyzing 
  touch. See The Tome of Horrors Complete for more details 
  on the Sea Giant.
  3. LOCATHAH PATROL 
  Brave warriors whose loyalty is unquestionable, this 
  band of 4 locathah reconnoiter the dangerous eddies on 
  the edge of the Great Rift along with Mab’lil’kar, their 
  trusty orca whale companion. When they see the party, the 
  leader, a female locathah named Blool’dra, hails them and 
  asks Jab’roth to explain why he’s bringing outsiders into the 
  kingdom. Blool’dra is on the lookout for spies of the Demon 
  Below, and carefully inspects Jab’roth, trying to discern if 
  perhaps he is an illusion, an enemy in disguise, or under the 
  influence of some foul enchantment magic. If the characters 
  start trouble, the locathah attack in a paranoid frenzy. If the 
  party remains calm, the locathah let them pass and may also 
  engage them in idle conversation, during which Blool’dra 
  confides in Jab’roth that the king is sadly absent from daily 
  affairs now and spends his days sequestered in some secret 
  reach of the palace out of sight, entreating with no one 
  except his new bride.
  Locathah (4): HD 2; HP 11, 7, 10 (x2); AC 6[13]; Atk spear 
  (1d8) or aquatic light crossbow (1d4+1); Move 12 (swim 
  12); Save 16; AL N; CL/XP 2/30. Special: none. See the Ap-
  pendix for more details.
  Equipment: spear, aquatic light crossbow (doesn’t  
  suffer range penalties underwater), 10 crossbow bolts. 
  Mab’lil’kar, Killer Whale: HD 12; AC 4[15]; Atk bite 
  (3d10); Move 0 (swim 24); Save 3; AL N; CL/XP 12/2000; 
  Special: none.
  4. STINGING MANTA-CORE 
  These dangerous predators, with a stingray’s body and 
  fins, a sea cat’s head and claws, and a cluster of sinewy 
  spine-flinging tails are a constant menace in and around 
  the Great Rift. When the manta-core spots the party, it 
  hides behind a giant clam’s shell (giving it cover) and then 
  barrages them with its tail spines.
  Manta-core (sea manticore): HD 6+4; HP 29; AC 4[15]; 
  Atk 2 claws (1d3), bite (1d8), 6 tail spikes (1d6); Move 12 
  (swim 18); Save 11; AL C; CL/XP 8/800; Special: tail spikes.
  The Usual Suspects
  Once the Jab’roth and the characters draw near the Sea 
  King’s Palace, they’ll need to devise a means of entry. Queen 
  Avareth manipulated her beloved king into sealing the 
  palace up tight “to prevent dangerous agents of the Demon 
  Below from gaining entry, of course!” Additionally, Jab’roth 
  already searched the palace up and down for his master, but 
  cannot locate him. He knows the Queen ordered a sub-
  level built recently as a redoubt for the royal family in case 
  of a siege, but Jab’roth cannot locate the entrance to this 
  level. Jab’roth’s recent snooping has not escaped notice, and 
  many suspect he is a spy, or worse, that he contributed to 
  his master’s death on the frontlines. The poor sea-changed 
  servant is now persona non grata in the palace grounds.
  Since he cannot grant the characters access to the palace 
  or reveal the prince’s whereabouts, he instead points them 
  towards some people who might. Following is a list of three 
  individuals that he may suggest that the characters speak 
  to if they meet the prerequisites as described below. All 
  dwell in the Great Rift near the palace, and he can set up 
  introductions on short notice. The characters can speak to 
  one or all of them as they see fit.
  
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  Draveross Untillion, King’s Door Warden
  If the characters ask about an official who controls 
  access to the palace or keeps records of visitors, Jab’roth 
  nods and says: “Draveross, the King’s Door Warden. He 
  monitors the comings and goings of the palace!” Tales of 
  the Sea King’s Door Warden’s unwavering allegiance to the 
  King are well known. It is easy to gain an audience with 
  Draveross, and he listens gravely to any concerns they 
  express over the prince. If they reveal their mission, he leans 
  in conspiratorially and whispers that he too believes there 
  may be disloyalty in the palace and will tell all he knows 
  but not here. He asks the characters to meet him at dark 
  tide (midnight) at an inconspicuous location where he can 
  fill them in on what he knows. His words are duplicitous, 
  however; he is actually a servitor of the queen, and his 
  directions lead the characters into an ambush by a force of 
  8 skum. If his subterfuge is detected, he retreats behind the 
  protection of his 12 gate guards (male locathahs) who can 
  summon equal reinforcements in 2 rounds. The characters 
  will be unable to gain further contact with Draveross.
  Skum (8): HD 2; HP 13 (x2), 6, 12 (x2), 5, 8, 9; AC 6[13]; Atk 
  trident (1d8), 2 claws (1d4), bite (1d6); Move 9 (swim 15); 
  Save 16; AL C; CL/XP 2/30. Special: none. See the Appen-
  dix for more details.
  Equipment: trident.
  Locathah (12): HD 2; HP 11, 7 (x2), 5, 10 (x3), 9, 13 (x2), 6 
  (x2); AC 6[13]; Atk spear (1d8) or aquatic light crossbow 
  (1d4+1); Move 12 (swim 12); Save 16; AL N; CL/XP 2/30. 
  Special: none. See Appendix for more details.
  Equipment: spear, aquatic light crossbow (doesn’t  
  suffer range penalties underwater), 10 crossbow bolts.
  Ffluesh’pa Makko, Master Cellarer
  If the characters ask about anyone who might have 
  free access throughout the palace grounds or knowledge 
  of the palace’s staff,  Jab’roth suggests Makko. Likewise, 
  any question they ask about some related service industry 
  such as innkeeper, cook, vinter, or brewer causes Jab’roth 
  to reveal that the palace has a cellarer who knows the lesser 
  monitored servants’ means of entering the stronghold. 
  Makko is an old friend of Jab’roth and helpful but knows 
  nothing in particular about the prince.  He does know 
  that a new lower level has been secretly added onto the 
  palace beneath the throne room and that the Sea King and 
  his queen spend quite a bit of time there. He suspects a 
  secondary entrance to these chambers lies on the southwest 
  side of the palace. If pressed, he remembers that a local 
  drunk named Keb sometimes roots through the palace 
  refuse near that area.
  Keb, Local Derelict
  Keb’s name comes up if the characters ask about any local 
  riff-raff that hangs around the palace and might have seen or 
  overheard anything in regards to the prince’s disappearance. 
  In addition, he might come up in conversation with the 
  master cellarer. Keb can be located by asking around. 
  Keb (Neutral lizardman) is dead-drunk when found and 
  uninterested in dealing with the characters. A bribe worth at 
  least 10 gp changes his attitude. Though largely incoherent, 
  he relates that he knows of a new secret entrance to the 
  palace (the one mentioned by Makko) and that he saw some 
  fishy thugs (not sure what kind) carrying a locathah-sized 
  bundle into it at dark tide within the last tide- cycle (week)—
  he cannot be more precise in his current state and will not 
  sober up soon. He can give precise direction to the back door 
  at Area 1 in Part Two, though.
  Part Two:  
  Palace of the Sea King 
  The Sea King’s palace is a majestic construction built 
  in and among the fanciful spires, tubes, and coral reefs 
  of an ancient, picturesque lava flow. Several portions 
  of it are festooned with thick kelp forests serving as the 
  royal gardens. The palace is a massive affair inhabited 
  by hundreds of undersea races and guarded by three 
  companies of veteran locathah warriors, fiercely loyal to the 
  Sea King. Fortunately for the characters, most of this side 
  trek takes place in only a small isolated corner of the palace.
  Features
  The palace is comprised largely of ancient lava tubes 
  of basalt and colorful igneous rocks — deep purples and 
  smoldering reds are most common, with mineral streaks 
  of gold and blue interspersed. The lava tubes are circular in 
  cross section and average around 15 feet in diameter. The 
  kelp forest surrounding the palace is quite dense and grows 
  as high as 50 feet. The dense kelp conceals creatures moving 
  through it, but also cuts their Movement in half. In places, 
  paths have been cut through the kelp to form swaying 
  tunnels that shift with the currents. These are typically 10 to 
  20 feet in diameter and let in little, if any, light.
  1. BACK DOOR
  The swaying forest of kelp has a small break in it 
  here at the lower corner of the great basalt ridge in 
  which the palace has been constructed. Someone 
  hacked an opening in the dense seaweed to create 
  a dark tunnel. Occupying a makeshift camp at this 
  tunnel entrance are four misshapen fishmen. These 
  hideous squat creatures with hunched backs and 
  twisted arms and legs each sprout a muscular fluke-
  like tail from their lower torso.
  This back door into the new lower reaches of the 
  palace has recently been constructed by Queen Avareth to 
  expedite her coming and going at will.
  
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  Creatures
  Guarding this entrance are four skum. These creatures 
  serve Avareth at the command of their aboleth masters. 
  They typically hide within the kelp but have grown lazy 
  of late since no one ever comes this way and are caught 
  by the characters lounging out in the open. They eye the 
  characters warily and attack if they approach. They make 
  one attack each and then retreat back into the mouth of 
  the kelp tunnel to lure the characters within range of a 
  sea-changed otyugh that serves as their garbage disposal, 
  waiting hidden in the kelp beside the entrance with total 
  concealment. The otyugh unleashes a belch of brackish 
  slime and lumbers forward to attack as soon as it hears the 
  sounds of battle nearby.
  Skum (4): HD 2; HP 6, 8, 9 (x2); AC 6[13]; Atk trident (1d8), 
  2 claws (1d4), bite (1d6); Move 9 (swim 15); Save 16; AL 
  C; CL/XP 2/30. Special: None. See the Appendix for more 
  details.
  Equipment: trident.
  Otyugh: HD 7; HP 34; AC 3[16]; Atk 2 tentacles (1d8) and 
  bite (1d4+1); Move 6 (swim 6); Save 9; AL N; CL/XP 8/800; 
  Special: disease, sea-changed.
  2. FALSE PRISON 
  The kelp passage widens here to reveal a side 
  hollow. At the back of the hollow, a humanoid 
  struggles in bonds of living kelp that hold it in 
  place. It is a mermaid, and the green tendrils 
  wrap around her supple body and pin her arms. 
  They are likewise secured over her mouth forming 
  an effective gag. Brilliant green eyes stare at you 
  imploringly over these unnatural fronds.
  Creatures
  This small chamber is the lair of a kelpie named Kritha, 
  a demented thing that lives only to feed on others. When 
  she hears the sounds of battle without, Kritha takes the 
  form of an imprisoned mermaid. The kelpie is comprised of 
  both the mermaid herself and the kelp bonds that seem to 
  hold her. She attempts to charm one of them into helping 
  her. When she has grasped a creature or her ruse has been 
  unmasked, she telepathically calls 2 breath takers that 
  lurk in the kelp forest behind the characters to come to her 
  assistance. They arrive in 1 round.
  
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  Kritha, Kelpie: HD 5; AC 2[17]; Atk slam (grab, drowning); 
  Move 9 (swim 12); Save 12; AL C; CL/XP 7/600; Special: 
  amphibious, charm, reshape form, resistance to fire (50%), 
  telepathy 1 mile. See The Tome of Horrors Complete for 
  more information.
  Breath Takers (2): HD 8; HP 41, 33; AC 5[14]; Atk 2 claws 
  (1d4+1) or air-stealing touch (1d4 constitution; save 
  avoids); Move 9 (swim 18); Save 8; AL C; CL/XP 8/800; Spe-
  cial: air-stealing, immune to charm and sleep. See the Ap-
  pendix for more details.
  Tactics: Kritha tries to lure a foe into her grasp, then 
  uses charm against another foe to serve as a defender. If 
  reduced to 20 hp, the kelpie releases any grappled foes and 
  flees into the kelp beds.
  The breath takers attack with their air-stealing ability. 
  Breath takers are partially skeletal creatures clad in the 
  soggy wrappings of a pirate. In life, they were evil thieves 
  who drowned at sea. They cause a ghostly hand to emerge 
  from their own to attack opponents within 10 feet. If the 
  attack succeeds, the ghostly hand enters the victim’s chest 
  and drains 1d4 points of constitution per round the breath 
  taker maintain the hold (requires a successful attack each 
  round). At zero constitution, the victim drowns.
  3. CROSS CURRENT 
  A lave tube crosses your path here 
  perpendicularly, sloping from the west down to 
  the east. A strong current flows through in the 
  direction of this slope. The lava tube you have 
  followed splits in two on the opposite side after 
  surmounting ledges about 10 feet high.
  A constant current flows from an opening high to 
  the west down through a passage descending to the east. 
  Swimmers must make a saving throw or be swept along 
  to the east and take 1d6 points of damage each round 
  from bouncing along the rough walls. Swimming against 
  the current (at movement rate divided by 3) requires a 
  successful saving throw each round, but will avoid damage.
  Creatures
  Clinging to the roof of the crossing tube here at the 
  intersection is a giant octopus. It always keeps two 
  tentacles lodged in place to keep it stationary (it cannot 
  attack with those two tentacles). It attacks any who try to 
  cross the current. On the far side a group of 6 locathah 
  warriors guard the two tunnel exits from the ledges, three 
  in each opening. The octopus ignores them.
  Giant Octopus: HD 7; HP 29; AC 7[12]; Atk 8 tentacles 
  (1d3); Move 2 (swim 10); Save 9; AL N; CL/XP 10/1,400; 
  Special: constriction and pinioning.
  Locathah (charmed) (6): HD 2; HP 11, 6, 8 (x2), 3, 7; AC 
  6[13]; Atk spear (1d8) or aquatic light crossbow (1d4+1); 
  Move 12 (swim 12); Save 16; AL N; CL/XP 2/30. Special: 
  none. See the Appendix for more details.
  Equipment: spear, aquatic light crossbow (doesn’t 
  suffer range penalties underwater), 10 crossbow 
  bolts.
  Tactics: The locathah remain atop the ledges to avoid 
  entering the current and use their crossbows on intruders. 
  The locathah are all charmed by Avareth and fight to the 
  death. If the characters take one tunnel to the north, the 
  surviving locathah head north in the other lava tube to join 
  their queen in Area 4.
  4. QUEEN’S BOUDOIR 
  The water grows warm, then hot, as you proceed 
  down the tunnel. Before you sprawls a cavernous 
  chamber, created when a giant bubble formed and 
  hardened in the ancient lava flow. In its center, an 
  upwelling of magma continues its slow percolation, 
  gradually creating a new sea mount and bathing 
  the entire chamber in a lurid red glow. Floating 
  beyond this super-heated vent is a tall and regal 
  looking male locathah wearing a crown of gold. 
  At his side, a mermaid, her gorgeous body and 
  features sculpted as if by the gods themselves, 
  lounges on a giant conch shell, wearing a crown 
  composed of coral and emeralds atop her brow. 
  Swimming overhead is a massive shark, almost 20 
  feet long, with bits of its last meal clinging to its 
  rows of jagged teeth.
  Avareth constructed this chamber in the new throne 
  room for when she assumes control of the Sea Kingdom. 
  The magma upwelling moves at an extremely slow pace and 
  cools very quickly. However, anyone within 10 feet of its 
  hot center (red on the map) takes 3d6 points of fire damage 
  per round. In the west wall is a secret door closing off a 
  holding cell. Within is a bound and gagged Seventh-Prince 
  Cal’la’joola, whom Avareth intends to soon sacrifice to 
  the Demon Below’s father by slowly roasting him over the 
  magma vent.
  Creatures
  Occupying this room are Queen Avareth and her pet 
  bale shark. Likewise, any locathah that survived Area 3 
  have retreated here to defend their queen to the death. 
  Gla’gool the Sea King is also present, though he has been 
  thoroughly charmed by Avareth and defends her unless the 
  characters realize he is befuddled and free him via dispel 
  magic, protection from evil or other magic. He is aware of 
  the secret side chamber where his son wallows, but Avareth 
  convinced him his son was hatching seditious plans to 
  
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  usurp him. Though it pains Gla’gool greatly, he has agreed 
  that his son must pay with a burning death for his “crimes.”
  The locathah warriors are affected by Avareth’s horrific 
  appearance, but the bale shark is not. When Avareth 
  employs her horrific appearance, all the locathah (including 
  the king) get a free additional save against her charm. Even 
  if they fail the save they take no actions for one round 
  before attacking the characters anew.
  King Gla’gool, Locathah Aristocrat: HD 8; HP 27; AC 
  4[15]; Atk +1 shocking returning spear (1d8+1 plus 1d6 
  electric shock) and +1 sickle (1d6+1); Move 12 (swim 18); 
  Save 8; AL N; CL/XP 8/800; Special: spells (2/1). See the 
  Appendix for more details.
  Spells: 1st—cure light wounds, detect evil; 2nd—hold 
  person. 
  Equipment: +2 coral slate scale mail (–3 [+3]),+1 
  shocking returning trident, +1 sickle, potion of extra 
  healing, golden crown encrusted with black pearls 
  (500 gp).
  Tactics: During combat, Gla’gool is more interested in 
  protecting Avareth than he is in killing the characters. He 
  viciously attacks anyone who harms his loving wife, laying 
  waste with his trident and sickle. When Avareth reveals her 
  horrific appearance, he gets a new save against her charm. 
  Even if he fails the save, he takes no actions for one round as 
  he reels from his love in horror. Thereafter, Avareth claims 
  he is seeing “a foul illusion created by these interlopers!” If 
  he failed his save Gla’gool buys this and renews hostilities 
  against the characters. 
  Gla’gool fights to the death unless he is freed of Avareth’s 
  enchantment. If freed he is dazed for 2 full rounds. With 
  her hold finally broken, Gla’gool’s mind crumbles as he 
  realizes the grotesque lie he’s been living under for weeks. 
  He grabs a jagged piece of coral from the floor and gouges 
  his eyes out to ensure he does not fall prey to Avareth’s 
  witchery again. Blood billows from his vacant eye sockets 
  in a great rust-colored cloud. His ragged coughing voice 
  croaks out two words in common - “Never again.” Any 
  surviving locathah warriors immediately cease fighting and 
  bow down to their monarch. All of them turn their attacks 
  against the Queen and aid the characters from here on out.
  Queen Avareth the Sea Crone (half-mermaid, half-sea 
  hag): HD 9; HP 48; AC 3[16]; Atk 2 claws (1d4+2), bite 
  (1d4); Move 6 (swim 18); Save 6; AL C; CL/XP 11/1,700; 
  Special: death gaze, spells (4/2/2), weakness gaze
  Spells: 1st—detect magic, magic missile, protection 
  from good, shield; 2nd—invisibility, phantasmal force; 
  3rd—dispel magic, hold person. 
  Equipment: cloak of protection +3, necklace of 
  steam bursts (this item is identical to a necklace of 
  firebaubles except the explosions produce bursts 
  of steam with the same area of effect and damage), 
  ring of fire resistance, coral and emerald crown 
  (3,500 gp), gold and coral armlets (200 gp each), 
  pearl nipple ring (100 gp).
  Tactics: When she becomes aware of a threat, Queen 
  Avareth casts protection from good and shield on herself, in 
  that order. The effects of these spells are not included in her 
  stat block.
  Avareth opens combat by hurling her most powerful 
  steam bursts from her necklace at the characters. Doing so 
  likewise unleashes her horrific appearance, and she chooses 
  a Thief or Magic-User for its deadly effects. She tries to 
  remain at a distance from the characters, relying on spells 
  or her weakness gaze to slow them down. 
  Avareth knows that if she fails the Demon Below she 
  will be destroyed and sent to an eternity of agony at the 
  tentacles of Demogorgon in the Abyss. Therefore, she fights 
  to the death to overcome the characters.
  Upon death, Avareth’s soul travels to the Abyssal layer of 
  Demogorgon. Resurrection spells can return her to life, but 
  she is otherwise confined there for eternity serving at the 
  whim of her Abyssal master.
  Bale-shark (Large Shark, 7HD) (3): HD 7; HP 32, 50, 34; 
  AC 6[13]; Atk bite (1d8+4); Move 0 (swim 24); Save 8; AL 
  N; CL/XP 8/800; Special: feeding frenzy. See the Appendix 
  for more details.
  Tactics: The shark takes the offensive immediately, and 
  attempts to push characters into the magma vent if able. 
  The shark fights until slain.
  Concluding The Adventure
  If the characters manage to defeat Avareth without 
  slaying Gla’gool, the king is grateful even though he is newly 
  blinded and horribly shaken from his ordeal. The Sea King 
  rewards them with not only all of Avareth’s possessions 
  but 10,000 gp in pearls as well. They are also named as 
  Protectors of the Court of the Sea King and can come to 
  him for aid whenever they need to do so. The Demon Below 
  still threatens from all around, but now the “Blind King” 
  can redirect the sea peoples’ efforts effectively against his 
  menace without distraction. The Sea Kingdom may yet 
  survive after all, and the characters have gained new allies 
  in their fight to save the Razor Coast from Harthagoa’s 
  grasping tentacles.
  If the characters kill the king and Avareth survives, and 
  the characters do not find and free the Prince, her work 
  is done for her. Playing the part of the bereaved widow 
  with panache, she wins the hearts and minds of the Coral 
  Kingdom’s subjects, maneuvering them into horrible danger 
  and opening their borders to agents of the Demon Below. 
  The seas belong to Harthagoa in this case, and the sea-fiend 
  turns his smoldering gaze upon the distant shores of the 
  Razor Coast with a burning hate, and a hunger for fresh 
  souls to feed his demon father’s insatiable appetite.
  If the characters slay Avareth and the king, but manage 
  
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  to free the prince from bondage, he is distraught to see his 
  father dead at the party’s hands, and may apprehend them, 
  or order them executed if they point out they were trying 
  to rescue him, and remind the prince that the king was 
  complicit in his imprisonment). In this case he banishes 
  the characters instead. They have gained no ally among the 
  locathah this day, and when the time comes for Harthagoa to 
  move against Port Shaw, the party faces annihilation alone.
  Mysteries of the Razor Sea 
  (1st Level)
  The Razor Coast swallows ships and souls by the 
  thousand. Dangerous shoals, benthic serpents, terrible 
  nor’easters, dark shapes beneath the waves the size of 
  atolls, cannibal pirates, corrupt dragoons, and of course the 
  voracious predations of Harthagoa the Krakenfiend are but 
  a few of the terrors awaiting those who sail the open ocean.
  Most salty dogs who sail the seas can tell enough tales of 
  death and danger to fill every night of a month long voyage. 
  The most terrifying are not stories of grasping tentacles 
  from the deep, nor the savage war chants of the cannibals of 
  Mal’Drakmaht echoing across the waves. Rather, the tales 
  that quickest unscrew a man’s courage are of ghost ships. 
  The Razor Sea is prowled by vessels with no man at their 
  helm, their rigging tangled in wild knots like the hair of some 
  crazed hag and not a single living soul aboard. The fates 
  of their crews are known to none but the gulls and waves. 
  The dark holds of these creaking derelicts are now home to 
  restless spirits and nameless terrors. Some say the ships take 
  on an unnatural life of their own.
  Here follows the Tale of the Seabear, another ship 
  claimed by the Razor’s many mysteries…
  “The Tale of the Seabear” is an adventure by Nicolas 
  Logue for four to six 1st-level characters, perfect for 
  introducing your players to the dark horrors that await 
  them in Razor Coast or on any ocean.
  There are powers on the Razor Coast best left 
  undisturbed. Rancorous idols of forgotten gods seethe on 
  the beaches of long abandoned coves. Once honored as 
  fierce guardian spirits, these cracked, wind blasted idols are 
  now attended only by a congregation of tangled seaweed, 
  driftwood, cawing gulls, and a host of skittering crabs. 
  When a ship washes ashore in these forlorn coves, a wise 
  crew gets their vessel seaworthy and heads for the open 
  ocean again as fast as possible. Those who linger on these 
  accursed beaches earn the ire of hate-filled gods, and those 
  who take these idols with them taint the entire sea with an 
  ancient evil best left buried in the sands.
  
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  Adventure Background
  The Seabear was a proud freight-hauling cog whose well-
  salted bow had crested the Razor Sea for over one hundred 
  years. The tough old ship scorned the deeps’ embrace on more 
  voyages than most elves have years and her helm outlasted no 
  less than seven captains. The Seabear was not an impressive 
  ship to behold, but everyone knew her. She was lucky, and 
  any man who earned a berth on the cog slept a little easier out 
  there on the Razor, knowing full well she’d come home safely 
  near a thousand times before. When the freighter was reported 
  missing over six months ago after it failed to turn up in Port 
  Shaw, more than a few people held out hope. The captain of 
  the ship was an old sea trader by the name of Mortimer Cray, 
  who knew the Razor as well as any man could. They took on a 
  load of fleece and a small cache of expensive tea from distant 
  Port Shaw. No one ever expected the Seabear to flounder.
  During the voyage, a sudden storm rose up nearly 
  swallowing the freighter and her crew in a flurry of 
  towering waves. Mortimer’s excellent seamanship alone 
  saved the vessel, but its timbers lay ravaged by the squall. 
  Unable to answer her helm, the Seabear ran ashore several 
  leagues down coast of Port Shaw in a cove the Tulita call 
  Ho’oka’la, an ancient ceremonial place of holy refuge, where 
  fierce gods, older than any worshipped by their people 
  today, once dwelt.
  The refuge was a sacred burial ground and a place of 
  asylum. The old ways dwindled an age ago, and now the 
  refuge is long abandoned. Still the dark idols oversee the 
  ancient burial mounds, their fearsomely carved visages 
  leering out at any who draw near. These gods, forsaken 
  by their people and left to ignominy, roil with a malice no 
  mortal could ever hope to understand.
  The Seabear shored at the refuge behind schedule and 
  short on supplies. Captain Mortimer Cray decided there was 
  no time to head inland and find suitable timber for a new 
  main mast to replace the one battered to splinters by the 
  storm. He opted instead to cut down one of the koa wood 
  idols to serve as the Seabear’s new main mast. Mortimer 
  never cared much for the ridiculous superstitions of the 
  Tulita. This was his only mistake as a sea captain, and his last.
  As they put to sea once more, a ferocious menagerie of 
  demonic faces rising from their center deck, the crew grew 
  uneasy. When the morning watch found a host of dead 
  seagulls on deck, it was decided by most of the seamen 
  operating the freighter that the Seabear was cursed. The 
  vengeful spirits of the Tulita idols worked their dark magic 
  on the mind of Mortimer and his crew. Mistrust, fear and 
  paranoia spread among the men like an illness until finally 
  they turned on one another. No member of the Seabear’s 
  crew survived. Their blood painted the deck red.
  The dark idol’s thirst for revenge can never be sated. 
  One horrific death for the defilers was not enough to satisfy 
  its rage. A living part of ship now, the Tulita god sails the 
  sea in search of others to serve as vessels for Mortimer 
  and his crew. Anyone who encounters the ghost ship 
  becomes a plaything for the idol. The evil artifact infests 
  the newcomers’ bodies with the spirits of Captain Cray and 
  his crew – puppets of flesh and blood to dance at its whim, 
  reenacting the horrible massacre of the Seabear’s occupants 
  once more to the idol’s sick delight.
  The last crew to encounter the Seabear was a pirate vessel, 
  named the Kingfisher, captained by an unsavory pirate by 
  the name of Vincent Crane. Shortly after boarding the ghost 
  ship, the Kingfisher’s crew succumbed to the idol’s curse. 
  Imprinted with the personas of Captain Cray and his men, 
  the pirates soon slaughtered one another. The only member 
  of the crew unaffected by the curse was a stubborn-minded 
  sailor named Thalios Dondrel, son of Mordekai. As paranoia 
  rose while the pirates searched the Seabear for booty, Thalios, 
  though unaffected by the spreading distrust, was beaten 
  unconscious by his mad crewmates, stripped to his skivvies 
  and clapped up in the brig of the Seabear. He listened, trussed 
  up in the darkness as his former compatriots slaughtered 
  one another. The ship maintains its dread mission, prowling 
  the waves of the Razor with a wild hunger for men’s souls. 
  It happens upon the characters vessel in the dead of some 
  dreary drizzling night.
  Ghost Ship Off the Port Bow
  The characters encounter the cursed ship two days after 
  the pirates boarded her. Just before dusk, the party’s own 
  ship crosses their path. Read or paraphrase the following:
  A dark fog settles over the water, muffling 
  the ocean’s churning waves. No birds fly here, 
  and the air is still and heavy. Without warning, a 
  dark shape looms out of the thick fog ahead. A 
  freighter cog crosses your path, her hull worn and 
  beaten by years under the waves’ battering assault, 
  boards stripped of varnish showing through like 
  splintered ribs in places, and her sails hanging in 
  rags like flayed flesh. A strange black wood mast 
  rises from her warped deck, its surface inexplicably 
  carved with hideously inhuman faces leering in the 
  fog, fangs bristling from the gouges of their maws. 
  The ship’s rigging sways directionless and no one 
  helms her. She is adrift. Chipped painted lettering 
  shows on the side of her prow, reading “Seabear.”
  Getting the Characters Aboard
  While curiosity and the desire to discover what strange 
  fate brought the Seabear to this dread state may be enough 
  to spur many characters to board the derelict, feel free to 
  use any of the following hooks as well:
  
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  1. Tales of Treasure
  One of the most common rumors for why the Seabear may 
  have floundered and been lost at sea is that the ship carried a 
  secret treasure somewhere on board. A few even suggested 
  Captain Mortimer Cray recently learned the location of the 
  Pirate King Garr Bloodbane’s lost hoard. More than a few 
  salty mariners and sea sages claim the crew probably came 
  to blows over how to divvy up the loot and murdered one 
  another. There may be no truth to this tale, or you may decide 
  that Captain Cray did have a small cache of personal treasure 
  aboard (perhaps he was saving for his own ship), either way, 
  rumors of lost gold are often enough to convince characters to 
  brave the warped deck and dark hold of a mysterious derelict.
  2. Friend of the Crew 
  Perhaps one or more of the characters was an old friend 
  or even relative of one of the Seabear’s crew. They may wish 
  to discover the fate of this crewmember or maintain hope 
  that they still live huddled in the dank hold of the ship.
  3. The Secret Letter 
  One of the characters was expecting an important 
  missive or letter from Port Shaw, a message from a mentor, 
  patron or contact that would reveal a traitor in their 
  organization’s ranks, or tell them the name of their long lost 
  daughter, or some other information of burning importance 
  to the character. The last they heard, the secret missive was 
  entrusted to an honorable Captain Cray who was making 
  the voyage around Carcass to Port Shaw and offered to 
  deliver the letter. The writer of the letter was assassinated 
  shortly after handing it over, and now this piece of 
  parchment is the only source of this information.
  4. Ramming Speed! 
  The Seabear emerges from the fog suddenly. Pushed 
  on by some unholy speed, the derelict’s prow smashes into 
  the starboard broadside of the characters own vessel. The 
  characters ship is pinioned on the prow of the Seabear 
  and begins to take on water. Their vessel breaking up and 
  sinking beneath them, the party has no choice but to seek 
  shelter from the waves embrace aboard this strange ghost 
  ship, lest they wish to drown.
  Curse of the Dead God
  As the characters explore the Seabear, the idol senses 
  their presence. In its own time, the idol pulses its sinister 
  power through the ship’s hull, spreading malevolence like a 
  cancer through the vessel’s boards and bulkheads. The Referee 
  should roll a secret saving throw for anyone spending longer 
  than 10 minutes on board. Those characters who fail grow 
  mistrustful of their companions. The Referee should take 
  aside the players who fail and feed them some fake “evidence” 
  of suspicions they have against their fellow party members. If 
  pre-existing mistrust or suspicion exists, play upon it. Also, 
  anything that happens during their excursion to the Seabear 
  suddenly becomes someone in the party’s fault (see each area 
  below for details and ideas).
  Feel free to invent false information, as the curse sows 
  strange seeds of doubt and imagined betrayals into the 
  victims’ minds. Take players aside and tell them the party 
  thief is the reason they are missing their spellbook, or that the 
  party fighter is the one who caused the crates to fall on them 
  in Area 7.
  After another 10 minutes pass, make another secret saving 
  throw. Characters who fail two saves in a row are imprinted 
  with the spirit of one of the Seabear’s original crew (see 
  below). Characters who fail one save simply become paranoid 
  as described above. Every 10 minutes thereafter, all characters 
  receive new saves. If they make their save they come to their 
  senses for those 10 minutes, if they fail, they sink deeper 
  into the curse (taking on a persona if they haven’t already, or 
  falling deeper into the persona’s paranoia).
  Alternatively, instead of using a hard time limit of 10 
  minutes, you may wish to choose dramatically appropriate 
  times to call for a save. You may wish to also call for a save at 
  particularly perilous times, or when a character is about to 
  take murderous action against another character.
  The Lost Crew Of The Seabear
  Those imprinted with the spirits of the original crew take 
  on their personality and fears, but also gain access to some 
  of the skills and abilities the men possessed in life. As soon 
  as the party boards the Seabear, choose one of the following 
  crew members to try and possess each character. When a 
  character fails his saving throw, they take on a couple of the 
  possessing persona’s tics and habits and grow paranoid of 
  the others (as described above) but retain their sense of self. 
  When they fail the second saving throw, they believe they 
  are the crew member detailed here and act accordingly. If 
  three characters are fully possessed, then other characters 
  failing their second save just stay paranoid – but if a spirit is 
  ejected from one of the other characters, it will find in them a 
  comfortable home.
  Every area of the ship detailed below has a “Ghosts” sub-
  section that details how possessed characters may interact 
  with this area.
  Editor’s Note –  
  Ship-to-Ship Combat Rules
  A Referee who uses Ship-to-Ship combat rules like 
  those found in the Swords and Wizardry Complete 
  rules, or Fire as She Bears may wish to play out this en-
  counter. The only unacceptable outcome is that the 
  Seabear sinks rapidly. A very slow sinking could add 
  a measure of suspense. Regardless of the outcome, 
  when all is said and done the characters likely choose 
  to explore the strange ship that crashed or nearly 
  crashed into them.
  
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  Captain Mortimer Cray
  Captain Cray was a career seaman. He never married, 
  and joked that the ocean was cruel enough of a mistress 
  without a wife to please as well. His crew always respected 
  him. Once the curse takes effect, he believes his “men,” 
  actually the rest of the party now, are planning to mutiny 
  at any minute. A streak of bad luck, the storm tossing them 
  in that forbidden place, and now the fearsome image of 
  those idols leering at them from the masts have set his men 
  on edge. They blame Cray for it all, and he hates them for 
  doing so. He will tolerate no insubordination from his crew 
  and plans to be ready if his men turn on him…in fact he 
  might even have to kill one or two first to keep the others 
  from rising up against him.
  He’ll never let them have his ship. He’ll smash it to 
  splinters on any nearby shoals or rocks before he lets her 
  fall into mutineers’ hands.
  A character imprinted with Cray’s personality gains an 
  intimate knowledge of how to sail the ship, even during the 
  roughest weather.
  Artillery Sergeant James Riggs
  Riggs was a young man who just made sergeant in the 
  merchant guild marines. He was engaged to a beautiful 
  woman named Scarlet who meant the world to him, 
  putting a ring on her finger and a kiss on her lips only a few 
  hours before setting sail on the Seabear. Shortly after the 
  Seabear took on the accursed idols, Riggs lost his hand in 
  a cannon explosion that occurred during a routine firing 
  drill. Now in the grips of his paranoia, he is certain that 
  it was no accident. He won a great deal of silver from his 
  crewmates in a dice game the night before the accident 
  and he distinctly remembers Kalae Manu muttering “You 
  sure do roll remarkably when you throw with that damned 
  left hand.” Riggs is sure that Kalae, and possibly the other 
  crewmembers, wanted revenge and over-filled the powder 
  in the cannon before the drill.
  The character imprinted with Riggs’ spirit believes he is 
  missing his left hand and acts accordingly, even showing the 
  “stump” to the others accusingly. The character gains a +2 
  bonus to attacks when using a bow or firearm.
  First Mate Tristan Dawson
  Tristan was a handsome man with a sly tongue. He was 
  one of those pompous dandies with a pretty face, always 
  very popular with the ladies. Under the effects of the curse, 
  he knows the others hate him for his luck with women. 
  What’s more, he has also carried on with several of the 
  others’ wives behind their backs. He always thought his 
  silver tongue could turn any suspicion aside, but now he 
  sees the look in their eyes. They know. They know, and they 
  are going to kill him unless he kills them first.
  The character imprinted with Dawson’s spirit gains the 
  ability to use suggestion (as per the spell) three times per 
  day to get his way.
  Ensign First Class Kalae Manu
  As a half-Tulita and an experienced sea hand, Kalae was 
  secretly against tearing down the idols in order to repair the 
  Seabear, but he was afraid to challenge the captain’s orders. 
  Now, under the effects of the curse, he knows that the rest 
  of the crew is doomed for defiling the refuge and angering 
  the gods. He must make it right by sacrificing the defilers to 
  the dark idols, bathing the old gods in his crewmates’ blood. 
  Only then will the idols be appeased and release him.
  A character imprinted with Kalae’s spirit receives a +2 
  bonus to attacks and damage and finds he now knows much 
  of the history of the gods of the Razor Coast. The character 
  also gains the ability to speak and understand Tulita.
  AREA 1. THE MAIN DECK 
  The long, even-timbered deck of the Seabear shows 
  signs of damage from the storm. The most distinctive 
  feature of the deck is the Seabear’s newly acquired mast:
  Rising from the center of the deck of the ship 
  is a towering dark koa wood mast. Adorned 
  with fearsome visages and fanged animalistic 
  faces, the dark eyes seem to pierce right through 
  the darkness of the sea around you. The faces 
  leer horribly; the sculptor responsible for their 
  expression no doubt channeled a lifetime of spite 
  and cold fury into their rendering.
  Creature
  This dark idol is the cause of the curse afflicting the 
  Seabear. Its evil has sunk into the old timbers of the 
  freighter now as well, and the only way to end the curse 
  is to destroy the ship. The mast ignores the characters 
  unless they attack it. It is far more interested in seeing the 
  party tear itself apart than it is in smashing them to pulp. 
  Attacking the mast only serves to anger the spirits who 
  respond by animating sections of the ship to attack the 
  characters. Every round thereafter the boards beneath their 
  feet spring up and lash out at them. Hatchways slam shut 
  on their appendages breaking bones like twigs. The timbers 
  directly below a character on the deck may suddenly open 
  wide, swallowing them into the cargo hold below. Any 
  character attacked in this manner takes 1d6+2 damage 
  and may fall into the cargo hold or be knocked off the deck 
  into the cold waters below at the Referee’s discretion (save 
  to avoid falling). In addition, if the characters attack the 
  mast, the corpses of the old crews in Area 11 animate and 
  attack any living occupants of the ship. If the mast is broken 
  or otherwise destroyed, the ship’s timbers cease their 
  attack, but the curse of paranoia and possession continues 
  unabated until the Seabear is destroyed or sunk.
  There is a cannon on deck here facing aft. If readied with 
  powder from the Powder Room below deck and loaded with 
  
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  a ball (there are 12 balls on deck next to the cannon), it may 
  be fired. When fired, the cannonball flies in a line for 500 
  feet and inflicts 6d6 points of damage on the first target it 
  hits. Loading the cannon takes two full rounds, though if a 
  pair of characters act in concert they can reduce this to one 
  full round.
  Tulita Idol Mast (Animated Object, Ship): HD 4+3; HP 31; 
  AC 5[14]; Atk 3 slams (1d6+2); Move 0 (immobile); Save 
  13; AL N; CL/XP 5/240; Special: The mast is rooted in place 
  and can attack only those within reach (10 feet). For ene-
  mies farther away, it must use the ship as described above.
  Ghosts
  Anyone possessed by Kalae’s spirit feels the need to 
  come above deck and make obeisance to the idol. If possible 
  they try to capture another character alive, drag them up 
  here and sacrifice them to the mast. They are certain this is 
  the only way to stop the idol’s evil reign of terror and believe 
  attacking the idol only leads to folly.
  Paranoia
  Any character affected by paranoia thinks the others are 
  staring strangely at the mast as if it were communicating 
  with them telepathically.
  AREA 2. THE CAPTAIN’S QUARTERS
  This well-appointed cabin is filled with a large 
  featherbed pushed up against the portside wall, a 
  mahogany desk to starboard, and the aft wall is 
  adorned with several mementos from journeys far and 
  wide: a pair of strange hunting knives made from the 
  broken carapace of a monstrous scarab, paintings 
  from the magnificent white-treed elven kingdom 
  of Sarefein, a scaly-hide horsewhip with a peacock 
  feathered handle, and other like oddities. 
  A pipe and a pouch of fine smoke sit idly on the 
  desk, as if the occupant of this cabin still planned on 
  enjoying it later.
  This is where Captain Mortimer Cray lived for most of 
  his life. The captain was a true seaman who couldn’t abide 
  being on land for more than a few days at a time. This cabin 
  was his only real home.
  Anyone who searches the desk finds the captain’s log 
  therein. It describes the journey of the Seabear in detail, 
  including the encounter with the storm and the defiling of 
  the Tulita burial ground. All entries after the desecration are 
  tainted with paranoid delusions as described in the “Captain 
  Mortimer Cray” entry above.
  
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  Treasure
  The remainder of the crew’s pay and the expenses for 
  the trip are stored here in a locked box beneath the bed. 
  It contains 200 gp in all. The mentioned items on the wall 
  are curios worth at least 50 gp apiece (total of 150) in any 
  specialty shop in Port Shaw.
  Ghosts
  Anyone possessed by Cray is compelled to come here, 
  claim his pipe and smoke it (he’s been craving some smoke 
  for a good long while now).
  Paranoia
  Anyone affected by the paranoia of the curse believes 
  another member of the party pocketed some of the treasure 
  found here; they are sure they saw a tiny ruby-studded golden 
  hawk among the treasure but then it goes missing. The rats 
  (see side box below) then plant an idol like this in a character’s 
  pack or among their belongings later (100 gp value).
  AREA 3. THE CREW’S QUARTERS  
  This cluttered cabin is crowded with four 
  bunks. Three of the bunks are in disarray, their 
  simple home-spun blankets messily piled atop 
  them, but one of them is spotless and well-made 
  as if it were never slept in. One of the disheveled 
  bunk’s sheets and pillow are discolored and caked 
  with red grime. Chipped and cracked strong boxes 
  rest at the foot of each bunk, a rusted lock on one, 
  the others left unlatched.
  This is where James, Tristan and Kalae kept their 
  quarters. The fourth bunk was for a seaman named Randal 
  Kamm, who took violently ill just hours before the Seabear 
  set sail. He cursed his luck, as the promised pay for the 
  seemingly simple expedition was hefty, never knowing how 
  the gods favored him with that bout of stomach troubles.
  Creature
  James Riggs was a good natured enough man before a 
  cannon took his hand and a curse stole his wits, but he had 
  his strange predilections too. On one voyage while ashore, 
  a large centipede crawled into his coat and stung him, but 
  instead of mashing the thing, he took to feeding and caring 
  for it (much to the dismay of his bunkmates). The centipede, 
  large as it was, turned out to be a young specimen of a truly 
  gigantic breed called Mopaka’mu’loa by the Tulita, or “Many 
  Legged Dog Killer.” It never bit Riggs again once he took to 
  caring for it, but the others weren’t so lucky, and after a time 
  he was ordered by every captain, he served under to keep 
  the thing locked in his strong box.
  Shortly after Riggs lost his mind, he took a cook’s cleaver 
  to Tristan’s neck while the man was sleeping. After the first 
  hack opened his neck, the dandy shot Riggs through the 
  chest with a small pistol he’d taken to sleeping with. Riggs 
  finished the gruesome job of beheading the First Mate and 
  his last act before succumbing to the sucking chest wound 
  the pistol left him was to toss Tristan’s pretty little golden-
  haired head into his strong box for his Mopaka’mu’loa to 
  enjoy. The centipede has been feeding on Tristan’s rotting 
  brains and succulent cheeks for weeks. What’s worse, it laid 
  its eggs in Tristan’s ruined throat and recently gave birth to 
  a few tiny friends.
  When someone opens the strongbox the overpowering 
  smell of rot assails them, and they are greeted with the 
  macabre sight of a dead man’s grin. Most of Tristan’s face is 
  chewed away, revealing caked blood and skull beneath. His 
  succulent eyes were the first dish Mopaka’mu’loa treated 
  itself too. Below the bloody head lays a leather satchel that 
  belonged to Riggs. Anyone who picks up or otherwise 
  disturbs the head riles the centipedes inside and they skitter 
  out of Tristan’s vacant eyes, rotted ears and ruined stump of 
  a neck to attack.
  Mopaka’mu’loa, Giant Centipede (small, lethal): HD 
  1d2hp; AC 9[10]; Atk 1 bite (0 + poison); Move 13; Save 18; 
  AL N; CL/XP 2/30; Special: poison bite (+4 save or die).
  Centipede Swarm: HD 3; AC 7[12]; Atk 1 (1hp + non-lethal 
  poison); Move 3; Save 14; AL N; CL/XP 4/120; Special: im-
  mune to piercing and slashing weapons, non-lethal poison.
  Treasure
  Anyone searching Kalae’s bunk finds a set of three small 
  carved idols in the shapes of a dolphin, a turtle and a whale. 
  These simple protective charms are worn or carried by many 
  Tulita and any character possessing at least one of them 
  receives a +2 bonus on saves made on the Seabear. Tristan 
  Dawson’s strongbox is the locked one and contains a silver 
  cigar box inlaid with pearls (100 gp) hidden among his clothes.
  Ghosts
  Anyone imprinted with Tristan’s spirit feels the need to 
  come here and collect his silver cigar box. If someone else 
  already took it, that character is compelled to try and retrieve 
  it, resorting to violence if necessary. A character imprinted 
  with Kalae’s personality comes here to find his small wood 
  carvings (which actually helps this character break the curse). 
  Anyone imprinted with James Riggs’ personality comes here 
  to check on Mopaka’mu’loa. The centipede doesn’t recognize 
  “James,” however, and attacks the character.
  Paranoia
  Anyone under the paranoia who opens the strong box 
  containing the moldering head of Tristan believes someone 
  else made them do it (if there is a spellcaster in the party, 
  they are sure the caster used an enchantment to compel 
  them). Anyone under the paranoia who didn’t open the 
  strong box thinks the person who did and picked up the 
  head did it on purpose trying to get them all killed.
  
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  AREA 4. MAP ROOM 
  A large table takes up the center of this room. 
  Several sheaves of parchment depicting nautical 
  charts and maps are strewn atop it, along with 
  instruments for tracking course and heading. Lockers 
  sit set into the aft wall of the chamber.
  The charts here are disheveled, and Captain Cray tore 
  several of them to bits after the paranoia took hold, hoping 
  to damn the crew to sail the Razor endlessly if their mutiny 
  against him succeeded. Anyone who pieces them together 
  can discern the ship’s travels up until they went adrift. The 
  charts show that they washed up in Ho’oka’la. Anyone with 
  knowledge of local Tulita history (or who is possessed by 
  Kalae) knows the place is a ceremonial burial ground and 
  place of refuge thought to be cursed by dark forces since 
  it was abandoned by the Tulita years ago. They also know 
  the place is where idols to dark gods lay forgotten, and 
  recognize the idol on deck as one of the totems left there.
  Creature
  The locked full-length cabinets here contain more charts 
  and armaments (in case the ship came under attack by 
  pirates), but another nasty surprise has been stuffed into 
  the starboard locker. Tristan, his head hacked off, was 
  animated as a zombie by the idol and menaced Kalae and 
  Captain Cray before they were finally able to lock the horrid 
  thing in one of these lockers. It gave up pounding on the 
  sturdy oak door and now slumps within, but as soon as 
  someone opens the door to the cabinet, the headless First 
  Mate lurches out to attack the nearest creature. The zombie 
  pummels foes, and if it manages to down a creature, it pulls 
  the poor victim’s head off and tries (unsuccessfully) to jam it 
  onto its own ruined neck.
  Headless Tristan, zombie: HD 2; AC 8[11] or with shield 
  7[12]; Atk strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30; 
  Special: immune to sleep and charm.
  Ghosts
  Anyone imprinted by Tristan’s persona does not attack 
  the zombie, gibbering madly to themselves instead. When 
  it is slain, they try to claim its reeking half-rotten clothes 
  for their own and wear them. They also go and retrieve the 
  head from Area 3 and place it with the body of the zombie, 
  awakening the centipedes if they haven’t already been dealt 
  with. Anyone imprinted with James’ persona continues to 
  hack or otherwise attack the zombie after it falls, and must 
  make a saving throw to stop. If they succeed at the save or 
  are forced to stop by another character, they snap out of 
  their possession for the next 10 minutes.
  Paranoia
  Anyone under the effects of the curse’s paranoia 
  becomes certain somebody in the party is responsible for 
  tearing up the charts while they weren’t being watched.
  AREA 5. THE WETS 
  A few casks of water and grog are stacked along 
  the wall in this cramped little chamber, one lays 
  broken in splinters on the floor, and a large clay 
  cistern stands at the room’s center. The room smells 
  rank like curdled ale and the walls here are patched 
  with dark spots where fungus has taken hold.
  The Wets is where the crew of the Seabear stored their 
  grog and fresh water, close at hand and easy to reach. The 
  water has long ago gone stale, and the cistern in the center 
  of the room is filled with dark brackish water.
  Creature
  A common hazard on the Razor is a fungus, called black 
  curdle, which grows when ale or grog goes bad. Most crews 
  put the alcohol away too fast for these menaces to spawn 
  from it, but when casks of grog are laid in the baking heat 
  for days on end, a dark fungus thickens within, eventually 
  spreading or even bursting the confines of its cask and 
  slouching about the ship. Once a black curdle comes about, 
  only burning the wood it infests rids a ship of it for good 
  (if the curdle is slain a new one will spawn between the 
  bulkheads before long if the infestation isn’t dealt with). A 
  black curdle grew inside the now broken cask of grog and 
  now clings to a dark corner of the ceiling where it festers 
  and spreads into the timbers of the ship. Anyone inspecting 
  the pieces of the broken cask sees the traces of black curdle 
  mold growing in the wood bits.
  Black Curdle: HD 3; AC 7[12]; Atk 2 tendrils (rot); Move 1 
  (burrow 10); Save 14; AL N; CL/XP 4/120; Special: burrow 
  through wood, camouflage (75% chance to go unnoticed 
  in shadows and against dark wood), tendrils cause rot.
  Development
  The black curdle’s self-preservation instincts are 
  particularly strong, especially for a fungus. If reduced to less 
  than 10 hp it burrows into the wood of the ship. It harasses 
  the characters for the rest of the adventure by coalescing 
  on bulkheads and rafters to lash out at them with a tentacle 
  peeling away a strip of tasty flesh, and then trying to flee 
  back into the wood before they can mount a counterattack.
  Ghosts
  Cray died of thirst eventually. Anyone imprinted 
  with his spirit tries to drink the stagnant, befouled water 
  here and becoming nauseated for 1d4 hours if they fail a 
  saving throw. If another character tries to stop them, they 
  assume the greedy character wants all the “fresh” water for 
  themselves.
  Paranoia
  Anyone under the effects of the curse’s paranoia assumes 
  this water was fresh until one of the party members 
  
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  corrupted it with a spell. Or, they assume the party cleric 
  can purify this water, and if the cleric cannot, they assume 
  the cleric is lying and plans to return alone, purify the water 
  and then drink it down themselves.
  AREA 6. MESS HALL
  This long chamber is filled with a thick wooden 
  table, its surface cracked and chipped from decades 
  of wear. Atop the table a few dishes and pieces of 
  crockery lay in disarray, more than a couple of which 
  have smashed to pieces on the floor as well. The 
  stink of rotted food is heavy in the air.
  This room has seen many good times. Ten separate 
  crews over the past hundred years have called the Seabear 
  home, and this is where they caroused together, shared 
  their bread and told a tale or three about wenches, ghosts 
  or the sea. When the dark idol’s curse struck, the first sign 
  of unrest was a terrible brawl that broke out here between 
  Kalae and Tristan, which soon escalated into a four way 
  slugfest. The room is in shambles now.
  Creature
  The only occupant of the room now is the captain’s pet 
  cat Alabaster. The poor thing is half starved and terrified, 
  spending most of its time hiding in the corner of the room 
  behind a toppled chair. Alabaster hides when the characters 
  enter, hissing if they approach. If befriended, Alabaster 
  eventually comes out from hiding. If any character can speak 
  with animals, Alabaster has some horror stories to tell; 
  otherwise, she simply nuzzles whoever feeds her, but flees 
  at the first sign of trouble. Her name is carved into a simple 
  silver collar the captain had made for her (worth 5 sp).
  Alabaster (Cat): HD 1d4hp; AC 8[11]; Atk 2 claws (1hp); 
  Move 12; Save 18; AL N; CL/XP B/10; Special: none.
  Ghosts
  A character imprinted with Cray’s ghost takes in 
  Alabaster, and knows her name, saying it aloud for the other 
  characters to hear. The cat responds to the name as well, no 
  doubt raising questions in the other party members’ minds 
  as to how this imprinted character knows the cat’s name.
  Paranoia
  If anyone knows the cat’s name, they know other things 
  about the ship they aren’t letting on!
  AREA 7. THE CARGO HOLD 
  The massive hold that comprises the belly of 
  this ship is filled with rotting perishables in the way 
  of exotic fruits and vegetables. The rancid stink 
  of rotting fruit and food fills the air. Tiny flies 
  buzz incessantly throughout this large cargo hold. 
  Barrels of water and grog are stacked aft, crates of 
  putrid, corrupted consumables litter the hold. At 
  the port wall stand three crates the flies avoid.
  The stench of this hold is not caused by the rotten food 
  alone. Below in Area 11 are the corpses of the crew of the 
  Seabear and the pirates who visited two days past. Decay 
  has set in and the stink of their corrupted flesh wafts into 
  the hold above. Characters might realize quickly that the 
  rotten smell is not just fruit and food, but also the more 
  sinister decay of human flesh. A secret trapdoor beneath a 
  couple of the food crates leads to Area 11.
  Creatures
  The plentiful rats infesting the Seabear’s lower decks are 
  all now the pawns of the dark idol. These rats are controlled 
  as if they shared a hive mind, doing the bidding of the evil 
  gods slavishly. Small throngs of rats prowl the whole ship, 
  watching the party and getting up to nasty tricks. The rats 
  are capable of much more than a common rat thanks to the 
  evil intelligence now festering in their tiny minds. If possible 
  they plant the ruby-studded idol on a character, or steal a 
  spellcaster’s spell book. When the party enters this area a 
  large swarm of these rats surge out together to attack them, 
  showing unnatural fearlessness (especially when so much 
  alternate food lies nearby). Anyone can tell something is 
  very unnatural about these rats, and the characters can see 
  their eyes burn with a hellish gleam in the dark.
  Rat Swarm: HD 2; HP 11; AC 7[12]; Atk bite (1d4); Move 
  12; Save 16; AL N; CL/XP 2/30; Special: none.
  Treasure
  The three crates avoided by the flies carry some items 
  unaffected by the increased length of the trip. Two of the 
  crates are filled with exquisite quality fleece and fetch 400 
  gp a crate back at port. The third box is filled with dried 
  tea leaves, which may be sold, to a ship’s chandler or other 
  small shop back at a port for 200 gp.
  Paranoia
  A character under the effects of the curse’s paranoia 
  assumes things like falling crates, tripping over coils of 
  rope, or food gone bad constitute another party member’s 
  attempts on their life.
  AREA 8. POWDER ROOM
  This small room is filled to the brim with barrels of 
  powder for the cannon on the Seabear’s deck. As it saw 
  no action on the voyage over, and training drills were 
  cancelled after the accident, there is almost a full stock of 
  powder (20 casks). This provides the characters with a way 
  to destroy the cursed ship. There are plenty of fuses here 
  as well and the characters can set the Seabear to blow and 
  attempt to escape. As soon as they do, the ship animates 
  and hinders their escape by attacking as described above 
  
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  in Area 1. The ship’s first action is to close the hatch to 
  the staircases leading down to Area 7 and lock the party 
  below deck with the piratical undead. If anyone inflicts 5 
  hp fire damage on one of these casks, it blows up inflicting 
  5d6 damage on anyone within 10 feet. Additionally a cask 
  of powder allows the cannon on the deck (Area 1) to be 
  readied and fired.
  AREA 9. THE BRIG
  This small simple cell is locked. The key is on one 
  of the pirate corpses in Area 11. Within the cell is a 
  salty sea dog and buccaneer by the name of Thalios 
  Dondrel, son of Mordekai. He is the only survivor of 
  the crew of the Kingfisher. He has been stripped of all 
  his belongings, even his clothes, and trapped in the 
  dank, darkness of the brig for two days. If he hears 
  noises outside his cell, he calls out: “Who be there! If ’n 
  ya release me, I do swear that I, Thalios Dondrel, son 
  of Mordekai, will serve ye better than any man. No one 
  knows the helm of a ship better than meself. Thalios 
  Dondrel is the scourge of the Nine Seas!” He will 
  continue to tout his skills as a seaman and pirate loudly 
  for hours if the party doesn’t let him out.
  The lock on the cell isn’t very sturdy and a couple of 
  blows from a solid weapon breaks it off. If freed Thalios 
  lurches out of the cell muttering “Pardon me nakedness, 
  captains.”
  Thalios Dondrel, Son of Mordekai (Thf2): HP 7; AC 9[10]; 
  Atk 2 fists (1 hp); Move 12; Save 16; AL C; CL/XP 2/30; Spe-
  cial: backstab (x2), +2 save vs. traps and magical devices, 
  thieving skills.
  Thieving Skills: Climb 86%, Traps/ Tasks 20%, Hear 3 
  in 6, Hide 15%, Silent 25%, Locks 15%. 
  Equipment: Just his lucky coin necklace given to him 
  by his father, though he has no idea of its power (+3 
  to saving throws).
  Tactics: Thalios hides if able to surprise his foe. During 
  combat the pirate does his best to fight an enemy with the 
  characters and delivers punishing bare-knuckle punches 
  unless armed by someone. Thalios is determined to get 
  revenge for his crewmates; he’ll do everything in his power 
  to destroy the idol.
  Development
  Thalios is the last in a long line of pirates. He is deeply 
  gracious for being freed from his predicament. He also 
  immediately informs the characters of the danger of the 
  ship. He suggests they “put our keel to this accursed ship 
  and the sooner the better.” If allowed to accompany the 
  characters he serves them well, but, being a pirate, will 
  eventually seek to steal their ship from them without 
  harming them if possible. He attempts to convince the 
  party to allow him to guard the ship at some point further 
  on the voyage while the party investigates something in 
  the water and then he sets sail for the high seas and all the 
  booty he can imagine. If asked why he hasn’t succumbed 
  to the curse or why he isn’t affected by the madness 
  induced by the Seabear, he shrugs and then tells a tale 
  about how his father, Mordekai, took him before all the 
  wise men of his village when he was wee, so they could 
  all spit on him (said to warn off the curses of the sea). 
  Whether this is true or not, no one knows, but Thalios 
  remains impervious to the curse (it may have more to do 
  with his lucky coin necklace).
  AREA 10. GUEST CABIN 
  The door to this chamber has been smashed 
  off its hinges and now lays half in the room. These 
  simple quarters contain a small bunk and a cracked 
  wooden writing table. A leather cloak hangs on a 
  peg on one wall.
  These quarters are reserved for the occasional guest who 
  took passage on the Seabear.
  Creature
  Before the end, after Riggs and Tristan murdered each 
  other, Captain Cray lost his mind. Kalae hid from the mad 
  captain back here in the aft guest cabin, but Cray busted 
  down the door, broke Kalae’s neck and ate the Tulita slowly 
  over the course of the next few weeks. He stuffed the poor 
  man’s bones under the bunk here to hide his vile sin. The 
  captain died of thirst shortly thereafter and he rose as a 
  ghoul, eventually preying on the pirates who dared to board 
  his vessel. Now Cray and his new ghoulish crew hide below 
  in Area 11.
  Kalae’s gnawed bones don’t rest easy here. When 
  he detects someone entering, the shreds of his soul still 
  hanging on believe they are Cray returning to eat him again. 
  Kalae’s skeleton waits for people to come near the bunk, 
  then grabs them tries to pull them underneath and claw 
  them to death.
  Kalae’s Skeleton: HD 1; HP 5; AC 8[11] or 7[12] with shield; 
  Atk 2 claws (1d6); Move 12; Save 17; AL N; CL/XP 1/15; 
  Special: immune to sleep and charm spells.
  Ghosts
  Anyone imprinted with Kalae’s persona does not attack 
  the skeleton, and once defeated this character is compelled 
  to wrap it in blankets, performing a burial chant over it in 
  traditional Tulita fashion.
  Paranoia
  Anyone under the effects of paranoia believes the leather 
  cloak on the peg is magical, and anyone who tells them 
  otherwise is a filthy liar who wants the precious garment for 
  themselves.
  
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  AREA 11. THE SMUGGLING HOLD 
  Half flooded with a putrid mix of congealed 
  blood and other less savory bodily juices and bilge 
  water, this damp dank hold is empty save the 
  moldering remains of four sailors, all bloated with 
  rot and brine.
  This secret bilge hold is used only when the Seabear is 
  carrying goods or passengers it would prefer others don’t 
  find when touring or inspecting the vessel. Now it serves 
  as watery grave to both the Seabear’s crew and a few 
  unfortunate pirates, who mistook the drifting vessel for easy 
  salvage.
  Creatures
  Within are the sorry remains of Captain Cray, James 
  Riggs (who also animated as a ghoul) and two pirates 
  from the Kingfisher. These wait below until the party passes 
  overhead, and makes their way to the brig. If the characters 
  didn’t investigate this hold first, the ghouls creep out and 
  infest the ship (have them attack when and where you wish 
  in this case, in concert or singly). If the mast is attacked 
  or the characters take any action to destroy the ship, the 
  ghouls become instantly aware of it (the idol pulses out 
  calling for their aid in defending the vessel).
  Cray, Riggs and Ghoulish Pirates (Ghouls) (4): HD 2; HP 
  7, 10, 13, 12; AC 6[13]; Atk 2 claws (1d3), bite (1d4); Move 9; 
  Save 16; AL C; CL/XP 3/60; Special: immunities, paralyzing 
  touch. 
  One of the ghouls is missing his right hand (formerly 
  James Riggs) and loses one claw attack.
  Treasure
  The gear of all these dead pirates and sailors is at the 
  bottom of the disgusting bilge water and includes two short 
  swords, a rapier, and six daggers. Their leathers and armor 
  are mold-ridden and useless now.
  Concluding the Adventure
  If the characters destroy the Seabear they put the curse 
  of the dark idol to rest. If, on the other hand, the characters 
  merely escape back to their own vessel, or otherwise flee the 
  ship, it continues to prowl the waves and spread death and 
  hate. It’s possible the Seabear seeks the party, or another 
  mariner who boards it is possessed by one of its crew and 
  seeks the party out for vengeance.
  Other Mysteries of the Razor
  The Coast is home to a thousand tales, legends and 
  unspeakable perils. The Seabear is a great introduction 
  to the terror and mystery the characters are likely to 
  experience on the Razor Sea, but included below are a few 
  other encounters awaiting heroes brave enough to set sail 
  from Port Shaw or other locales.
  Most of these are not intended for a 1st-level party; 
  rather they are here to help lend a “Razor Coast” flavor to 
  your campaign beyond the early levels.
  1. THE PLAGUE SHIP 
  A small dory bobs gently upon the waves. 
  Within sit four emaciated men in ragged clothes, 
  their sun burnt bodies peeling and pocked with 
  small lesions. They wave frantically, yelling and 
  screaming for help.
  These men claim to have been set adrift by pirates. 
  Starving and dehydrated, they beg for food and passage 
  back to shore, eagerly offering their aid as crewmembers.
  While they are starving, they’ve left out a few details 
  to their tale. While they were set adrift by pirates, they 
  fail to mention that they are pirates themselves who 
  came down with a foul disease after a shore night spent 
  in a dockside brothel. In addition to their lesions, all 
  Survival Horror On The 
  High Seas 
  This adventure makes a great kick off to any high 
  seas campaign, and is an ideal opener to Razor Coast. 
  At the same time The Tale of the Seabear also makes 
  a fantastic survival horror one-shot in which most or 
  all of the characters are not expected to live through 
  the harrowing experience. If you wish to run the ad-
  venture this way, simply call for saving throws against 
  the curse more often and do not pull any punches 
  once the ghouls are unleashed from the Smuggling 
  Hold (Area 11). In this case, the point of the adven-
  ture no longer becomes victory, or even escape, but 
  rather the party may end up with no option left but 
  to try to destroy the entire ship (and themselves) 
  before the horrid undead cannibalize them.
  If you or your players are not fans of this adventure 
  genre, you may wish to soften the power of the Tulita 
  idol’s curse, or dispense with it altogether. If your 
  players do not appreciate having their characters 
  controlled by the Referee, you may wish to ensure 
  the party shows up at the Seabear with a few NPCs 
  onboard to serve as hosts for the personalities of the 
  dead crew. As always, you know your players’ prefer-
  ences better than any game designer could and you 
  may wish to tailor the horror elements of this adven-
  ture to their tastes.
  
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  of the men have slight shakes and twitches, a trait they 
  attribute to sunstroke. While they remain true to their 
  word and eagerly provide aid, anyone they come into 
  physical contact with is at risk of contracting the shakes 
  and taking 1d4 points of damage per day until cured 
  (saving throw avoids).
  One of the pirates has a small scrawny cat with him. He 
  refused to let the others eat his beloved “Twiggles” (though 
  they tried!). Unbeknownst to all, Twiggles is actually a 
  quasit named Boils, whose poisonous tail also infects those 
  stung with the shakes. Boils is the source of the plague. 
  The foul little thing has moved from ship to ship for years 
  in various guises (sometimes as a gull, sometimes as a 
  little terrier, others as a pet weasel) spreading disease and 
  malfeasance. This insidious demon has single handedly 
  wrought the downfall of over thirty ships, and the 
  characters are next.
  Boils, Quasit Demon: HD 3; HP 17; AC 2[17]; Atk 2 claws 
  (1d2 + non-lethal poison), bite (1d3); Move 14; Save 14; 
  CL/XP 7/600; Special: magic resistance (25%), magical 
  abilities, non-lethal poison, regenerate (1hp/round). 
  2. THE BLACK TIDE 
  The surface of the water glimmers with the 
  viscous oily sheen of a pulpy layer of black sea fungus.
  Black Tides form when sea fungi build upon the surface 
  of the water. Black Tides typically fill quarter-mile to five-
  mile stretches of water along the coasts. When black sea 
  fungus comes in contact with wooden hulls, it begins to 
  crust over and eat away the wood beneath. Each day the 
  fungus remains, it weakens the wood, dealing 1 Structural 
  Point of damage. Once the wood’s Structural Point reaches 
  zero, it becomes fragile and easily damaged, springing leaks 
  and breaking apart. Removing the fungus is simple and 
  requires no more than a brisk 5 minute brushing per every 
  20 square feet of hull.
  Alternatively, a black tide encountered is a huge Black 
  Curdle (see “The Tale of the Seabear” above), one that 
  fermented in the hold of a frigate and preyed on the crew 
  for months. Eventually the thing’s putrid tentacles infested 
  the entire vessel reducing it to the spongy mass of black 
  mold that now floats on the water. This new advanced 
  breed of Black Curdle is far more dangerous than the one 
  encountered in the Seabear.
  Giant Black Curdle: HD 10; AC 6[13]; Atk attack (3d8); 
  Move 6; Save 5; AL N; CL/XP 11/1,700; Special: acidic sur-
  face, divides when hit with lightning, immune to cold.
  3. THE ALBATROSS
  A great white albatross wings across the horizon. 
  Arching against the breeze, the seabird suddenly flies 
  towards your ship and lands in the crow’s nest.
  The albatross claims the crow’s nest, using it as its aerie 
  for the next week. During the day, it alternately dives for 
  fish and squid, then returns to its perch to sloppily devour 
  the meals, spilling the fish entrails to the deck below. It 
  squawks obnoxiously, hits crewmembers with its droppings 
  and viciously pecks at anyone attempting to shoo it off. 
  However, should anyone kill or injure the albatross, they 
  bring its curse upon the entire ship. Weather turns foul, 
  the supply of water begins to turn brackish, and waves 
  suddenly pull crewmembers overboard. Additionally, every 
  crew member suffers as if afflicted by a curse (–4 penalty to 
  attacks and saving throws, save avoids).
  4. THE BOTTLE
  A small wine bottle floats past. It appears to have 
  a map inside.
  As soon as anyone uncorks the bottle, a gout of swirling 
  smoke gushes forth materializing as a pirate’s ghost. The 
  ghost claims to be the capricious Captain Mad-Grog 
  Bludknuckles, bent on the vengeful destruction of his 
  craven crew of mutineers that chained him to a cannon and 
  dropped him into the deep waters 5 miles off the coast. He 
  claims the map inside leads to a treasure he once buried 
  in the hills overlooking a small cove and promises to lead 
  anyone there provided they deliver a locket he placed within 
  the chest to his illegitimate daughter. Whether or not she is 
  his illegitimate daughter or whether a more complex ruse is 
  at play are details left to the Referee.
  The treasure is buried only a few miles in from shore 
  and while easy enough to find, it was recently dug up and 
  expropriated by a greedy athach named Muggle-Sog. Now 
  decked out head-to-toe in gaudy jewelry and other pirate 
  spoils, he parades about and bashes in the heads of any who 
  fail to address him as “Your Highness.”
  Mad-Grog Bludknuckles, Strangling Ghost: HD 5; HP 31; 
  AC 0[19]; Atk strangulation (save or die in 14+1 rounds); 
  Move 0 (fly 12); Save 12; AL C; CL/XP 7/600; Special: 
  magic resistance (50%), magic or silver weapon required to 
  hit, strangles (if hit, save or die in 1d4+1 rounds). See Mon-
  strosities for more details.
  “Prince” Muggle-Sog, Athach: HD 8; HP 37; AC 4[15]; Atk 
  great club (2d8), slam (1d8); Move 12; Save 8; AL C; CL/XP 
  9/1,100; Special: physical deformity (third arm, allowing 
  slam attack). See Monstrosities for more details.
  5. FLOTSAM AND JETSAM
  Drifting in a small tangle of sargasso weed, 
  float the shattered planks of a ship’s hull along 
  with several sealed crates. The transom plate reads 
  “Queen Alcia.”
  The flotsam came from a privateer’s ship from distant 
  
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  Alcaldor ruled by Queen Leonore-Alcia. All the crates bear 
  the Queen’s Brand along with a date. The barrels contain 
  sugar and other spices impounded from several pirate ships, 
  each one worth 50 gp on the open market. Anyone caught 
  carrying these cratesis immediately arrested in connection 
  with the missing privateer’s ship.
  6. SEA-CURSED SLAVES 
  A foul smell drifts on the water. In the calm 
  ahead float a dozen or so bloated corpses, their 
  graying flesh sloughing off in the brine. Seagulls and 
  smaller birds swoop and perch atop the corpses, 
  pulling off bits of flesh and flying away.
  The corpses are human, though they wear the clothes of 
  wild savages. Their remaining features are too waterlogged 
  to identify. These poor creatures were once slaves pitched 
  into the sea for disposal when they failed to please their evil 
  master. However, a dark turn of events raised them from the 
  depths to take vengeance as zombies.
  Worse, one of these undead monstrosities has a strange 
  jade collar with a blood stone set in it around its moldering 
  neck. This is the lost phylactery of a terrible lich slave lord, 
  Taldrao the Jaundiced. If someone claims it, a short time 
  thereafter the lich is slain by a paladin and his entourage 
  hundreds of miles away. The Jaundiced’s vile soul flits across 
  the dark waves and finds its phylactery where it infests the 
  body of the possessor and turns them into Taldrao over the 
  course of a few hours.
  Zombie (12): HD 2; HP 7, 9 (x2), 6, 10 (x3), 8 (x3), 15, 13;  
  AC 8[11]; Atk strike (1d8); Move 6; Save 16; AL N;  
  CL/XP 2/30; Special: immune to sleep and charm.
  Taldrao the Jaundiced, Lich (12HD): HD 12; HP 45;  
  AC 0[19]; Atk hand (1d10 + automatic paralysis); Move 6; 
  Save 3; AL C; CL/XP 15/2,900; Special: appearance causes 
  paralytic fear, touch causes automatic paralysis, spells 
  (4/4/4/4/4/1). 
  Spells: 1st—charm person, light, magic missile, shield; 
  2nd—ESP, invisibility, phantasmal force, web; 3rd—dis-
  pel magic, fireball, fly, lightning bolt; 4th—confusion, 
  dimension door, fear, ice storm; 5th—animate dead, 
  cloudkill, passwall, teleport; 6th—death spell.
  7. THE SCREAMING FOG 
  A thick low rolling fog billows towards the 
  ship, blotting out the horizon. In minutes, visibility 
  becomes severely limited and it’s almost impossible 
  to see your hand in front of your face. Slowly, from 
  deeper in the fog rises the sound of tortured screams.
  Hiding within the fog is an ancient sea demon that 
  devours anything it encounters. Natives from a nearby 
  island appease the being with sacrifices they lash to timbers 
  and drift into the mist. In this way, they hope to dissuade 
  the beast from devouring their island. The current sounds 
  come from a crude timber raft lashed with half a dozen 
  prisoners. The prisoners have been lacerated so that they 
  drip blood into the sea to attract the creature’s attentions. 
  For the sea demon use a great white shark, or if you have 
  Shrine of Frenzy or Dajobas, Devourer of Worlds, you 
  might substitute the shark for an iku-tursas (the dreaded 
  spawn of Dajobas) or a drolsharg.
  Great White (Giant Shark): HD 13; HP 68; AC 5[14]; Atk 
  bite (1d10+8); Move 0 (swim 18); Save 3; AL N; CL/XP 
  13/2300; Special: feeding frenzy. 
  or:
  Iku-Tursas, Spawn of Dajobas: HD 15; HP 70; AC 2[17]; 
  Atk bite (2d6+2) or thrash (3d6+2); Move 0 (Swim 30); 
  Save 3; AL C; CL/XP 18/3,800; Special: control water, swal-
  low whole on natural 20. See Shrine of Frenzy for more 
  details.
  or:
  Drolsharg: HD 10; HP 55; AC 4[15]; Atk (1d8+2), 2 claws 
  (1d6+2), shark-mawed tail (1d8+2); Move 12 (swim 24); 
  Save 5; AL C; CL/XP 11/1,700; Special: accelerated lycan-
  thropy, frenzy, gift of Dajobas, hundred maws. See Dajo-
  bas, Devourer of Worlds for more details.
  8. THE LEAKY BILGE 
  A rancid smell rises from below deck. It seems 
  the bilge has backed up a bit and stagnant sewage 
  from the bilge floods the cabin floor.
  The sewage is about 1 inch deep and seems to be rising 
  at the slow rate of 1 inch per hour. While the ship isn’t 
  at risk of sinking, the bilge water threatens to damage 
  important goods or anything else on the cabin floor. 
  Anyone touching the bilge water must wash off within the 
  hour or the extended exposure leads them to contract slimy 
  doom. Additionally, the cause of the flood is an amphibious 
  phasm, a disgusting alien thing from the deeps that 
  squirmed its way in through the bilge and now infests the 
  ship. It is an amorphous creature that can assume the guise 
  of almost any other creature or object. In its natural form is 
  about 5 feet in diameter and 2 feet high at the center, swirls 
  of color indicating its sensory organs. In this form it slithers 
  about like an ooze attacks with a pseudopod. The phasm 
  begins murdering crew and replacing them shortly after it 
  comes on board.
  Phasm (Amphibious): HD 11; HP 59; AC 3[16]; Atk slam 
  (1d4+1); Move 12 (swim 18); Save 4; AL C; CL/XP 13/2,300; 
  Special: amorphous, immune to poison, sleep and paraly-
  sis. See the Appendix for more details.
  Tactics: When faced with potential danger, the phasm is 
  equally likely to retreat, parley, or attack, as its fancy strikes. 
  When seriously hurt, it changes to a sea gull to escape over 
  
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  the side, where it then transforms into a shark to make its 
  escape.
  9. DUNES OF THE VENOM CRAB 
  As you navigate along the coast, suddenly you 
  hear a loud grinding noise, then a small racket of 
  creaking boards and straining rigging as the ship 
  slams to a halt.
  As you navigate along the coast, suddenly you hear 
  a loud grinding noise, then a small racket of creaking 
  boards and straining rigging as the ship slams to a halt. 
  The ship strikes a long sandbar and wedges fast. To free it, 
  crewmembers need to jump overboard and push the ship 
  free. This takes about 10 minutes. While the characters are 
  doing their best to free the ship, a gigantic Venom Crab 
  emerges from the silt to menace them.
  Venom Crab: HD 6; HP 34; AC 3[16]; Atk 2 pincers (1d10) 
  and sting (1d4 + poison); Move 12; Save 11; AL N; CL/XP 
  8/800; Special: lethal poison sting. See the Appendix for 
  more details.
  10. THE LIVING ICEBERG 
  Drifting slowly in the open sea, you spot a huge 
  mountainous ice chunk three times the size of a 
  war frigate.
  This iceberg is a dread sentinel dispatched by the Snow 
  Witch Ketrelda. The mountain of ice is alive, and it patrols 
  the seas preying on any ship that draws too close to the 
  witch’s floating ice palace now drifting a few leagues off 
  in a dense fog. As it draws nearer, the iceberg’s terrifying 
  face with giant cavernous maw, capable of swallowing 
  ships whole, becomes visible. To add more mystery to this 
  fearsome encounter, frozen deep within the iceberg stand 
  strange rune-covered menhirs that bear ominous warnings 
  of a coming apocalypse.
  The Living Iceberg: HD 16; HP 88; AC 0[19]; Atk strike 
  (3d10 plus 1d6 freezing); Move 12 (swim 18); Save 3; AL 
  C; CL/XP 18/3,800; Special: icy blast, immune to cold, im-
  mune to non-magic weapons, overturn boats. See the Ap-
  pendix for more details.
  11. THE THERMAL VENTS
  The waters here seem unusually warm. A low 
  haze creeps across the surface of the sea and in 
  several places the waters curl into small spinning 
  vortices.
  Beneath this section of sea opens a series of geothermal 
  vents. They keep the waters tepid and full of life, exception 
  those occasions when a vent suddenly ruptures, spitting 
  forth a geyser of hot water, steam and noxious gases.
  Single eruptions usually trigger several more geysers 
  in the surrounding area. Any ship passing through an 
  eruption site risks getting splashed with scalding water 
  and chemicals. Thankfully, passing ships rarely suffer a 
  direct hit; however, even indirect splashes can be painful 
  (2d6 points of damage, save for half). Direct hits deal 1d6 
  Structural Points to the ship and 10d6 points to the crew 
  (save for half).
  More dangerous are the strange predators these thermal 
  vents attract. A rare breed of aquatic fire worms wriggle 
  about in these vortices of superheated water. They view any 
  intrusion as a threat to their favored territory and attack, 
  searing holes right through ship’s bulkheads and often 
  lighting them aflame.
  Fire Worms (6): HD 3; HP 8, 17, 13 (x3), 12; AC 6[13]; Atk 
  slam (1d6+1 plus 1d4 fire damage); Move 12 (burrow 9, 
  swim 12); Save 14; AL N; CL/XP 3/60; Special: superheated 
  body (1d6 points of damage to anyone grabbing the 
  worm)
  Shrine of Frenzy (7th Level)
  The Razor Coast has always been dangerous to those who 
  ply the waves. Peril comes in many forms out there on the open 
  ocean, whether pirate, beast, gods, or the unforgiving sea itself, 
  the Razor Coast has earned its dread reputation. Now a new 
  terror rises from the waves, one that has not cursed the Razor in 
  many hundred years. A recent earthquake churned the waters 
  and left them changed, the seas seem swelled with a frenzy not 
  known in recent history. Some say a sleeping god has woken 
  and set its red gaze on the Razor once more.
  The sea itself whirls with serrated teeth and coarse fins, 
  shark attacks have been on the rise as if something is calling 
  these killers to the coastline… three weeks past when the 
  earth shook, a long forgotten shrine to shark god Dajobas 
  rose from beneath the waves. Dajobas’ forgotten shrine 
  re-emerged and is calling his servants to do what they do 
  best…to feed and frenzy. 
  “Shrine of Frenzy” is an aquatic dungeon crawl for 
  four to six characters of 7th level by Brendan Victorson 
  and David Poessner. Due to the probable nature that 
  sea creatures including sharks may be involved it may 
  benefit a group to have a druid or ranger in the party. 
  The adventure is a perfect interlude for a Referee seeking 
  a short adventure in an aquatic background or as the 
  characters play through Razor Coast. This is also a good 
  opportunity for any character who wants to introduce a 
  Tulita character to the group as the adventure begins with 
  an encounter with the native people of the Razor Coast.
  Adventure Synopsis
  The characters first attend a gathering of three Tulita 
  tribes where they must convince the elders to allow them 
  
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  to break taboo and investigate strange goings-on at the 
  Cove of the Dead God. The characters travel to the Shrine 
  of Frenzy to not only face remnants of the shark god’s 
  shrine, but also stop the sacrifice of one of the tribal elder’s 
  sons. If they can prevent the sacrifice they may be able to 
  stop Ka’noa – a recent convert to the shark god – from 
  summoning a spawn of Dajobas, and hoepfully expunge his 
  vile cult from the Razor Coast.
  Adventure Background
  Spread throughout the Razor Coast are dozens of 
  smaller land formations dotting the sea. These tropical 
  islands, along with the main coastline itself, are home to the 
  human tribes collectively known as Tulita. The Tulita are 
  the indigenous people of the Razor Coast, practicing their 
  ancient religion to the beating of old drums and the chants 
  passed down to them from their ancestors. They have long 
  prayed to the Whale, Dolphin and Grandfather Turtle, 
  bringing harmony between the earth and sea. However, 
  in a dark time forgotten by most Tulita, there was another 
  totem prayed to on the Razor, a god of teeth and hunger, 
  imprisoned by the other gods of the sea to quell its great 
  frenzy and keep it from destroying their human kin. He 
  was Dajobas and before his imprisonment, in a dark time 
  of near constant war, he counted most Tulita tribes among 
  his followers. Shrines dedicated to his worship sprang up 
  like lesions all across the Razor, shrines where ancient blood 
  magic called forth twisted spawn to serve the Devourer of 
  Worlds. 
  The spawn of Dajobas were his avatars, the dark god’s 
  flesh given life by the blood of the Tulita. Now with the 
  return of his dread Shrines of Frenzy, Dajobas’ agents can 
  once more call forth his spawn to feed upon the world. 
  Not far from Blacksink marsh, one island in particular 
  once knew the carnage of Dajobas and his followers of the 
  Karikanti tribe. This island, Kakeou, was once at the heart 
  of a great kingdom of twelve sacred tribes of Tulita. That 
  was until the Karikanti decimated and devoured each of 
  these nearly to the last tribesman. Called the Red Feast, this 
  genocide brought Dajobas to a new height of power, and he 
  blessed the Karikanti for slaughtering their brethren. There 
  on Kakeou in a sheltered cove the Karikanti raised a shrine 
  of stone and blood to sacrifice to the Shark God and bring 
  forth his spawn. Dajobas sent them a horror beyond any the 
  seas had ever known.
  However, when the ancient gods Whale, Dolphin, and 
  Turtle answered the Tulita shamans’ prayers, Dajobas was 
  thrown into a deep abyss allowing the Tulita on Kakeou to 
  vanquish the Karikanti and drive them from their island 
  back to the land now known today as Blacksink marsh.
  
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  The three sea gods sent a great wall of water, submerging 
  the entire northern part of the island with a massive tidal 
  wave and casting the Shrine of Frenzy back into the sea. The 
  three tribes who resettled Kakeou labeled the hidden cove 
  that once held the shrine to Dajobas as taboo, shunned by 
  all members of the tribe. The punishment for trespassing 
  there was to be flayed alive and left for the gulls.
  Within seven generations, all but the elders of the 
  remaining tribes forgot why the hidden cove at the furthest 
  end of the island was forbidden. For the place of taboo 
  known only as the Cove of the Dead God was a dark place, 
  inhabited by fierce monsters. This secret of the hidden cove, 
  passed down with the greatest care from elder to elder in 
  sacred rituals became part of the tradition of the Tulita 
  tribe. 
  Washing away the memory of the dark time of Dajobas 
  helped begin the healing of the Tulita people, but now the 
  dead god stirs anew beneath the waves. The arrival of the 
  foreigners with their dread ships spewing smoke and their 
  harpoons piercing the sacred flesh of Whale and spilling 
  hundreds of gallons of his blood into the Razor Sea has 
  lured Dajobas back from his exile. Three weeks ago, the 
  Shark God roared in the deeps, the earth shook and the 
  Shrine of Frenzy rose from the depths once more.
  Long since forgotten and believed dead along with 
  the rest of the Cult of the Shark, the reemergence of the 
  shrine caught the attention of a young Tulita by the name 
  of Ka’noa. Temporarily exiled to the far side of the island 
  after breaking tribal law, Ka’noa was planning to spend his 
  punishment drunk on fermented coconut milk. The fates 
  had something else in store.
  No sooner did he paddle out of sight of the village than a 
  black shadow the length of his canoe glided silently beneath 
  him. Frightened at the size of the beast, Ka’noa dipped 
  his paddle into the foam and rowed as never before. The 
  shadow followed all the way to the other side of the island 
  where Ka’noa maneuvered into a silent cove hoping to lose 
  the ancient hunter. His fear was quickly replaced by awe 
  when he gazed upon an ancient stone shrine covered in 
  years of coral, algae and seaweed. Fear crept into his heart 
  again as he realized he had broken taboo and entered a 
  cove forbidden to all of his people. This would mean his 
  death, but this realization was short lived when the beast 
  that chased him here, a shark the color of night with stripes 
  as crimson as blood, burst from the water and snatched 
  Ka’noa from his canoe. The black shark sunk his teeth deep 
  into Ka’noa’s flesh and drank deep of his blood. This would 
  have surely been his death but Ka’noa was surprised when 
  the shark suddenly loosened its vice-like grip and cast him 
  away. Released from imminent danger, Ka’noa crawled into 
  the shrine to die.
  Ka’noa collapsed, his blood running in streams from 
  the wounds on his chest. But he did not die. Instead he 
  experienced visions of tribal members covered in blood, 
  thousands of shark teeth in snapping jaws, frothing crimson 
  waters, Tulita warriors battling, and other horrifying images 
  of death and hunger. After several days, Ka’noa woke from 
  his feverish dreams to find himself injured but alive. A new 
  servant of Dajobas was born.
  Ka’noa pledged himself to the Shark God, resurrecting 
  the ancient cult and gaining followers from his own people, 
  outcasts like himself seeking new purpose. With his 
  discovery of the shrine, he has also rediscovered the ancient 
  rite of creating the spawn of Dajobas on a scrimshaw plate 
  secreted within the lost temple. He plans to ingratiate 
  himself with the Shark God by bringing an iku-tursas into 
  the world and unleashing it upon his people in retribution 
  for daring to exile him.
  Adventure Hooks
  There are several ways that the characters can become 
  involved with the Tulita of Kakeou Island and the Shrine 
  of Frenzy, some of these hooks and the adventure itself can 
  be tied to the ongoing events surrounding the Razor Coast. 
  Using these as links, the Referee can draw the characters 
  into the world of the Razor Coast.
  1. Fortune and Glory
  Reports from old sea dogs and smugglers that have 
  plied the waves of the Razor Sea for decades now contain 
  stories of an ancient sea shrine raised from the depths in a 
  forbidden cove on Kakeou Island. Some claim it is shrine to 
  a long dead god, while others claim it belongs to the ancient 
  ancestors of the Tulita that once ruled a utopian society. 
  Whatever the story, the mysterious structure is said to hold 
  the treasures of the nine lost tribes of the Tulita who were 
  murdered in a terrible atrocity. The treasure is sure to be 
  priceless and could make a simple adventurer as wealthy as 
  any king.
  2. Filial Duty
  Friends or family members of the characters who live 
  among the Tulita on Kakeou Island claim that since the 
  earthquake, the waters around the island are far more 
  dangerous and many fear it has something to do with the 
  rumors surrounding the forbidden cove. The three tribes 
  are planning a big meeting to make a decision, but the 
  characters’ friends or family believe the elders can’t see past 
  their own fears and strict taboos against going to the cove. 
  They beg the characters to come to the meeting and speak 
  on their behalf.
  3. The Job
  Life on the high sea has always been dangerous, 
  especially around the Razor Coast, but since the earthquake, 
  life aboard ship has been even worse with stories of the 
  savages, dark gods and seas filled with sharks told far and 
  
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  wide. The Municipal Dragoons are not equipped to deal 
  with the constant reports of terror and blood on the Razor. 
  Commandant Gregory Bonedeuce at Fort Stormshield 
  is looking for volunteers to meet with a tribe of locals on 
  Kakeou Island and look into rumors of a hidden cove and 
  an ancient sea shrine. They wish to discover whether it is all 
  just silly native superstitions or if there is something more 
  sinister at work. The Municipal Dragoons are willing to 
  offer a hefty reward of 5,000 gp to anyone who can calm the 
  situation and deal with any dangers on the seas.
  Part One:  
  The Natives Are Restless 
  Whatever the situation that initially draws the 
  characters’ interest to the rumors of the Shrine of Frenzy, 
  they are referred to a local Tulita guide who is a known 
  commodity on the docks of Port Shaw.
  Tulita Joe
  Tulita Joe, as he is commonly called by the city folk, is 
  a native ranger banished from his island tribes who came 
  to live among the sailors and mariners of Port Shaw many 
  years ago. When the characters ask around about the Shrine 
  of Frenzy, he is the one who approaches the characters. 
  Tulita Joe wears the clothes of a common sailor but his dark 
  bronze skin and tattooed face betray his ancestry among 
  one of the tribes of the Razor Coast. With a big macaw 
  perched on his shoulder, he approaches the characters.
  “Joe hear your name around the dock. You be 
  those adventurers? They say you look for Joe. Well, 
  Joe look for you too! Uncle be elder of Tulita tribe, 
  and they have big problem. Some lads go missing 
  and sharks a prowlin’ the bay in schools. Many say 
  this because all you outsiders coming here to 
  the Razor, but Uncle think that something bad 
  coming, and not just Tulita in danger, but everyone. 
  Big meeting between three tribes of Kakeou coming 
  up and Uncle need help convincing other tribes that 
  evil coming from taboo place and not from outsiders 
  like you. Uncle need someone brave to help to find 
  out what going on in place where Tulita cannot go.”
  If the characters need some persuading to assist him in 
  his cause, he offers the characters 25 gp each just to go to 
  his island and speak with his uncle. If the characters don’t 
  ask for any money at the outset, Tulita Joe gives each of 
  them the 25 gp when they get to island. If the characters try 
  negotiating for more, Tulita Joe grows angry and storms off 
  saying he’ll hire a bunch of pirates instead; they have more 
  honor. If the characters are pirates and point this out, Joe 
  spits back he’ll hire honorable pirates!
  If the characters agree to speak with Tulita Joe’s uncle, he 
  charters a boat and takes the characters to Kakeou Island. 
  The journey takes only a couple days and no encounters of 
  note ensue, though the characters spot sharks off the bow 
  and dark shapes moving below the waves.
  Once they arrive at Kakeou Island, Tulita Joe gives them 
  a seashell with intricate symbols of sea animals carved into 
  the surface. He explains to the characters that this is the 
  missive of his uncle Tal’ou, elder of the Ridge Back Tribe 
  and this will afford them safe passage to meet the elders.
  The Gathering
  The natives of the Razor Coast have spent the last 
  twenty generations forgetting the bloody past and trying to 
  reclaim their heritage. However, a new threat to their once 
  insular world has come in the form of foreigners in seagoing 
  vessels. The once secluded Kai Bay has become the wealthy 
  trading post Port Shaw. The wealth of trade has also brought 
  pirates, fleets of bloodthirsty whalers, and other undesirable 
  elements, all of this driving the village elders to fear for the 
  future of their people. However, now with rumors of the 
  Shark God once more adrift on the waves, the elders of the 
  Tulita tribes have tried in many ways to cope and find their 
  way in this new world.
  The tribal elders of the Kakeou are no different. They 
  have refused to trade or do business with “outsiders” except 
  for other Tulita tribes and have actively squashed rumors 
  about the Shark God. They do not wish their island’s dark 
  history to bring disaster upon them, however, little can be 
  done. The foreign vessels have opened their once insular 
  island life and now one of their own has begun to see 
  images of the dark god.
  When the characters arrive on Kakeou, the islanders 
  greet them with suspicion and fear, but the missive they 
  have from Tal’ou gives them access to the village and safe 
  passage under heavy guard of 10 Tulita warriors. Entering 
  a clearing at the center of the village of houses built on stilts 
  and covered in pili grass, they find a public discussion going 
  on between elders of the three tribes of Tulita that dwell on 
  Kakeou.
  The Whistle Tops are the keepers of the shrine to 
  Dolphin and are led by tribal elder Honalu, a deeply pious 
  man whose vanity is only overshadowed by his pride in the 
  glorious shrine to the Dolphin his people tend. Only the 
  piety of a devoted servant of the gods impresses Honalu.
  Hard Shells are the keepers of the shrine to Grandfather 
  Turtle and are led by tribal elder Lai’kua, a brave warrior 
  woman who takes pride in her martial talents and her 
  warriors. She is impressed with martial prowess.
  Ridge Backs are the keepers of the shrine to Whale 
  and lead by tribal elder Tal’ou. Tal’ou is an intelligent and 
  sensitive old man who takes in the whole picture before 
  speaking his mind.
  
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  Tulita Tribesman (Ftr3) (10): HP 19 (x2), 17 (x2), 18 (x2), 
  14, 20 (x2), 10; AC 9[10]; Atk 2 fists (1 hp) or kukri (1d6) 
  or sharkstooth club (1d6); Move 12; Save 12; AL L; CL/XP 
  3/60; Special: none. 
  Equipment: simple kappa clothing, sandals, 2 kukri 
  knives, sharkstooth club.
  The arrival of the characters causes quite a commotion 
  among all in attendance. If the characters don’t ask to speak 
  to Tal’ou when they arrive, he steps from the forefront of 
  one group of villagers and walks over to the characters. 
  He greets them, then turns to the gathered villagers, and 
  asks that the gathering break so he can speak with their 
  “honored guests.” 
  “We don’t have much time and my people are 
  facing a desperate future. If my visions prove true 
  then Dajobas the dark god is trying to return 
  to the world. The only way to be sure is for 
  someone to journey to the forbidden cove and 
  see if the rumors of the shrine’s reemergence are 
  true. I would ask you to journey there and see 
  for yourselves since it is a forbidden place for us 
  and to merely look upon the cursed place would 
  mean our death. You are not of our tribe and 
  you can enter, but we need the agreement of all 
  three tribes. That is what this gathering is about. 
  My tribe is behind me and knows that Whale 
  is speaking to me, but the other leaders need 
  convincing. Tomorrow morning we will hold council 
  and make our decision. Maybe if you speak to the 
  other tribal elders they may see what is happening 
  in the rest of the Razor Coast and know that we 
  all face a new threat from the Shark God.
  “I know all too well what danger we face. I’ve 
  lost my son to it already. Pe’koa, my son, blood of 
  my blood, went out fishing a few weeks ago, and he 
  did not return. His splintered canoe washed up on 
  the beach with bite marks all through it. I grieve 
  for him, but soon I fear all our people shall grieve 
  unless we root out this threat at the forbidden 
  cove.”
  Tal’ou concern for his son is eclipsed by his fear that 
  Dajobas is returning to the world. He has not been able 
  to even speak the grief chants yet, so busy has he been 
  conducting negotiations with the other tribes’ elders and 
  hearing reports of Tulita telling of dark things roving the 
  waves. Tal’ou tells the characters the following about the 
  elders of the other two tribes.
  “The Whistle Top elder, Honalu, believes 
  that the gods are angry with our straying from 
  the olds ways and that has caused these present 
  woes. He believes we need to sacrifice more 
  to the ancient shrines of Whale, Dolphin, and 
  Turtle.”
  “The Hard Shells believe that there is 
  nothing to worry about from the gods and that 
  the cause of these latest problems are due to 
  the foreigners in their waters attracting the 
  sharks with their fishing fleets. They are already 
  calling for the organization of battle chants and 
  building war canoes. It is Lai’kua’s wish that we 
  war with the outsiders and drive them from 
  our coast. Old Turtle is a healer, but he is also 
  a great warrior and protector god. The recent 
  unpleasantness allowed Lai’kua to gain control 
  of her tribe, whereas in the past shamans and 
  healers used to lead the Hard Shells.”
  As long as the characters stay civil and do not make 
  any outwardly hostile action they are allowed to move 
  about the village without a guard. While they are waiting 
  for the next Gathering to take place the following 
  morning, the characters may gain some knowledge that 
  helps them sway the other tribes to allow them to visit 
  the cove. Both of the other elders are initially unfriendly 
  to the characters, but good deeds go a long way toward 
  changing their attitudes about allowing the party to 
  head to the Cove of the Dead God. The characters can 
  increase their chances to gain the trust of the elders in the 
  following ways.
  1. Defilers! 
  The elder Honalu is beginning to believe elder Tal’ou 
  but fears disturbing the forbidden cove will cause him 
  to lose favor with the gods. If the characters can make 
  assurances that they pay the proper respect to the sea 
  gods then they may earn his trust. If Honalu witnesses 
  a character cast a divine spell or otherwise use a gift 
  granted by their god, he believes the characters capable of 
  traveling to the forbidden cove without angering the gods.
  2. Dueling Drums and Dances
  The Whistle Tops revere music as much as they do 
  the sea. Most of the most famous and impressive chants 
  and dances are born from the Whistle Top tribe. After 
  nightfall, a great bonfire is lit and the Whistle Tops gather 
  round to play drums, pipes, conch shells and chant into 
  the night. Any character who takes part immediately 
  earns the respect of the Whistle Tops and their support at 
  the Gathering the next day.
  
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  3. Warrior’s Heart
  Mai’kua’s warriors engage in battle drills and play games 
  with scrimshaw blades and axes deep into the night. More 
  than a few Tulita engage in wrestling matches. If a character 
  wrestles one of the Tulita and wins, the party gains the 
  warriors’ respect. The warrior they face is a hulking Tulita 
  named Kaikila’ma. The character must pin Kaikila’ma to 
  win their support. If Kaikila’ma pins the character instead, 
  Mai’kua and her warriors side against the characters 
  journeying to the cove. 
  Kaikila’ma (Ftr7): HP 52; AC 4[15]; Atk 2 fists (1d2+2) or 
  kukri (1d6+2) or sharks-tooth club (1d6+2); Move 12; Save 
  8; AL N; CL/XP 7/600; Special: none. 
  Equipment: simple kappa clothing, sandals, bracers 
  of defense 4[15], 2 kukri knives, sharks-tooth club.
  4. Dreams of the Lost Brother
  Mai’kua’s twin brother was killed in an unfortunate 
  fishing accident involving a foreign fishing vessel, thus 
  creating her distrust of foreigners. Since the accident she 
  has been cursed with haunting dreams of her lost twin, 
  and hasn’t gotten a single restful night. If a character casts 
  remove curse on Mai’kua, she sleeps well that night, and 
  they gain an ally at the Gathering. 
  If a character mentions how Tal’ou lost his son in the 
  recent troubles and the old wise man believes the source of 
  the troubles lies in the Cove of the Dead God, Lai’kua looks 
  past her own recent troubles to see just how steadfast Tal’ou 
  has remained. She begins to be swayed to the old man’s side.
  If the characters can gain the trust of one or both the 
  elders of the other tribes, the next morning at the Gathering 
  a decision is made in favor of seeking out the truth about 
  Dajobas in the hidden cove. The tribes agree to allow the 
  characters to enter the Cove of the Dead God without 
  incident. The characters are promised a canoe and a guide 
  to the other side of the island. Once there the guide will 
  point out the cove entrance and leave them, from there the 
  characters are on their own.
  If the characters fail to convince the tribes that their 
  quest is worth violating the taboo, they are asked to leave 
  the village and not return. Tal’ou, saddened by this failure, 
  secretly begs the characters to journey to the cove on their 
  own, giving them a map carved on a piece of wood. If the 
  characters journey to the cove against the wishes of Lai’kua 
  and Honalu, they encounter a war party of 10 Tulita 
  warriors who have converted to the worship of Dajobas 
  when they draw near the cove. The warriors demand the 
  party turn back, and resort to violence if necessary. If the 
  party slaughters these Tulita they make eternal enemies of 
  Lai’kua and Honalu, and the tribes hunt them.
  Tulita Tribesman (Ftr3) (10): HP 19 (x2), 17 (x2), 18 (x2), 
  14, 20 (x2), 10; AC 9[10]; Atk 2 fists (1 hp) or kukri (1d6) 
  or sharkstooth club (1d6); Move 12; Save 12; AL L; CL/XP 
  3/60; Special: none. 
  Equipment: simple kappa clothing, sandals, 2 kukri 
  knives, sharkstooth club.
  Part Two:  
  Cove of the Dead God 
  In a cove hidden from man and god, a shrine carved 
  from hewn limestone has arisen out of the sea. The once 
  azure waters of the cove are tainted with a reddish hue now, 
  obscuring the coral forest from sight. Dark shapes gliding 
  just below the surface are the only things visible through the 
  murky waters.
  THE COVE
  When the Tulita once thrived throughout the Razor 
  Sea this cove was a sacred place of worship dedicated to all 
  the gods of the ocean. When Dajobas came to the coast, 
  his agents corrupted the water with sacrifices of blood 
  and raised a shrine in his honor. Built upon mighty coral 
  reefs, the shrine seemed to float above the water, but when 
  Dajobas was overthrown, the gods of the sea sent a mighty 
  wave and drowned the cove, casting the shrine deep below 
  the waves. The cove of the dead god, forbidden by the Tulita 
  people, became a smugglers’ haven in years past as foreign 
  powers descended upon the Razor Coast. Teeming with 
  sharks and ancient shipwrecks of those that came before, 
  the hidden cove on the Tulita island seems a perfect place 
  for pirate and smuggler alike to hide from the eyes of Port 
  Shaw’s Dragoons or enemy bands of raiders. Since the 
  earthquake though, the cove is now avoided by seafarers 
  as well as Tulita, because of the “spooky heathen shrine” 
  that arose from the sea, and the increased predations of 
  dire sharks and other horrors capable of tearing a ship to 
  driftwood.
  A high stone cliff face that descends into deep jungle 
  surrounds the cove. The stone wall itself is pockmarked 
  from years of weathering sea storms. The cove is actually 
  a natural deep-water harbor with a draft capable of 
  allowing small trading cogs and caravels in without fear of 
  running aground. There are, however, several sizeable coral 
  formations that lie no more than a foot or two below the 
  water, depending on the tide. A couple wooden hulks lie 
  impaled upon these coral spires, bitter warnings to those 
  seeking the shelter of the cove to mind these undersea 
  obstacles. However, what is most astonishing is the stone 
  shrine and archway that seemingly arose from the depths of 
  the cove itself where it has lain hidden for centuries.
  The archway yawning into the shrine looks to be half of 
  some primordial shark’s jaw sporting huge teeth, set deep 
  into the stone. Large enough to sail a canoe through, the 
  razor-toothed arch was once a gate beckoning the faithful 
  of Dajobas to his Shrine of Frenzy. The shrine, made from 
  quarried limestone, still bears the reminders of its years 
  
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     Deep Waters
  beneath the waves. Barnacles and swaths of sunbaked 
  seaweed cling to its ridges and roof. Carvings of great 
  sharks devouring everything in their path cover the shrine, 
  telling the story of Dajobas’ Great Hunt and the predations 
  of his beloved progeny. Besides the shrine, a small sand 
  beach is the only patch of dry land in the cove. The walls 
  of the small rocky island the shrine rests within are pock-
  marked with the openings of small caves used by smugglers 
  and pirates to hide their illicit goods.
  The cover is no longer safe for any vessel to broach. 
  Dajobas’ children prowl the waters here now. Four 
  large sharks hunt the waters here. These predators are 
  unnaturally aggressive. They attack swimmers, ships, 
  or anything that enters their territory. As soon as the 
  characters enter the cove, the sharks ram their canoe to 
  capsize it, then close in for the kill.
  Large Shark (8HD) (4): HD 8; HP 51, 41, 37 (x2); AC 6[13]; 
  Atk bite (1d8+4); Move 0 (Swim 24); Save 8; AL: N; CL/XP 
  8/800; Special: feeding frenzy.
  Treasure
  Anyone able to search the beach find a small cache of 
  bottles buried under the sand. Eleven of the bottles are rum; 
  the twelfth is filled with a potion of extra-healing (enough 
  for two doses).
  Part Three: Shrine of Frenzy
  1. ANTECHAMBER 
  The smell of sea foam and rotten fish seems to 
  have soaked into the stone itself as the hewn tunnel 
  opens into an antechamber slick with sea silt and 
  algae. The tropical rays filter in through an opening 
  high above the floor, yet the carved relief and stone 
  murals give the feeling of being several fathoms 
  below the surface. The air is humid and stale and the 
  water flowing from the interior chamber has turned a 
  darker shade of red.
  This short entryway opens into the shrine’s antechamber. 
  A vaulted ceiling held aloft by six mighty limestone pillars 
  depicts sharks and other predators of the deep feasting on 
  all manner of beings. Suspended by the first two pillars is 
  a massive set of jaws that belongs to some immense shark. 
  Two of the characters could easily fit in the gaping maw. 
  The room is filled with water from high tide and is about 1 
  foot deep throughout the chamber. All manner of objects 
  litter the floor, from the broken bones of aquatic sea life to 
  remnants of Tulita warriors.
  Trap
  The hanging shark jaw belongs to a dire shark and is 
  actually a trap. Stepping on a pressure plate located right 
  within the entrance of this area causes the jaws to swing 
  forward and snap shut (2d8 points of damage, and jaws snap 
  shut on the victim).
  This chamber was once the gathering and preparation 
  hall for the faithful of Dajobas. Now a bizarre abattoir has 
  been prepared to fend off intruders. Six Tulita warriors, 
  who have forsaken the tribes and joined Ka’noa, wait here to 
  defend the shrine while the ceremony is underway.
  Dajobas Worshippers (Ftr3) (6): HP 16, 12, 18, 11, 6, 23; 
  AC 6[13]; Atk scrimshaw trident (1d8+2); Move 12; Save 
  12; AL L; CL/XP 3/60; Special: none. 
  Equipment: scrimshaw trident, gator-hide armor 
  (–3[+3]), potion of extra healing, purple coral bracers 
  (20 gp value), 10 sp. 
  Tactics:  Tulita warriors work well in small groups and 
  will use their speed and fervent devotion to Dajobas to the 
  fullest. They position themselves throughout the hall, hiding 
  behind pillars. They wait until the characters have sprung 
  the shark maw trap and then rush into battle. They prefer to 
  prove themselves by taking on warrior types.
  However, The Tulita will change tactics if they find they 
  are having trouble injuring or killing one of the characters. 
  If the Tulita cannot take down a warrior by himself, they 
  pair off to engage enemies from the front while others will 
  
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  try to slip behind to attack from the rear. These warriors 
  are new converts to Dajobas and fight to the death to prove 
  themselves.
  2. TREASURE ROOM 
  A curved archway beckons into darkness like 
  the maw of some great behemoth from the deep. 
  Brackish water, ankle-deep, ebbs and flows in 
  concert with the sound of waves echoing from 
  the antechamber outside. However, the sound of 
  lapping seawater is punctuated with thick splashing 
  sounds like a wet haunch of meat slapping stone.
  This chamber was once a treasury and coffer for some of 
  the riches of the shrine. It now only contains a few scattered 
  coins (3 gp, 14 sp and 22 cp) and a large coral reliquary that 
  holds one of the idols of Dajobas.
  A shark currently occupies this chamber. It passed 
  through the shrine during high tide, and the receding water 
  stranded it. The shark is slowly suffocating, but the dying 
  shark is still dangerous and will lash out at any who comes 
  close to it. 
  Large Shark (8HD): HD 8; HP 49; AC 6[13]; Atk bite 
  (1d8+4); Move 0 (swim 24); Save 8; AL N; CL/XP 8/800; 
  Special: feeding frenzy.
  Trap
  The room is also a clever trap designed to capture and 
  kill would-be thieves. Stepping anywhere in the area around 
  the reliquary triggers a pressure plate causing the archway 
  to slam shut and sea water to pour into the room. The room 
  floods completely in 3 rounds. This is quite a relief to the 
  shark, but not so much to others caught in it.
  Treasure: Locked within the reliquary lies a length of 
  whalebone carved in the likeness of a shark with ancient 
  scrimshaw art depicting the story of Dajobas, devourer of 
  worlds. The carved ivory piece is worth about 2,000 gp or 
  maybe much more to a zealot.
  3. PRIEST CHAMBER
  The wall on the eastern side of this room directly 
  across from the treasure room is completely devoid of any 
  marking except a single shark’s tooth made from obsidian. 
  Depressing the obsidian shark tooth causes a portal like that 
  of a shark maw to yawn wide. The portal offers access to the 
  chambers of the priest of Dajobas. 
  The room the portal opens into is dank and 
  dark, and filled with the putrid scent of sea brine 
  mixed with dead fish. In the center of the room is 
  a large shallow stone basin. The basin is filled with 
  seawater and a dark form lies beneath the water.
  Two scrags who once made their homes in the hidden 
  cove now serve Ka’noa as personal guards, watching over 
  him as he sleeps in his basin of seawater and accompanying 
  him when he leaves the shrine. After witnessing the power 
  that Dajobas conveyed upon Ka’noa, they anticipate with 
  relish the carnage and bloodshed the Shark God’s return 
  shall bring. At this time, only the female scrag is in the 
  chamber, lying in the basin of seawater.
  Scrag (Sea-Troll): HD 6+3; HP 34; AC 4[15]; Atk 2 claws 
  (1d4) or bite (1d8); Move 12 (swim 18); Save 11; AL N; CL/
  XP 8/800; Special: regenerate 3hp/round.
  Tactics: The female scrag will attack anyone other than 
  Ka’noa who enters the chamber. After bursting from the 
  water and attacking the characters, the next round the scrag 
  will call for her mate to join the battle. If the female scrag 
  drops below a quarter of her hit points, she flees along the 
  quickest way to the sea.
  Treasure
  Near the foot of the stone basin in a small metal chest 
  is a folding boat (see the Appendix); its activation word is 
  “Riptide” and is written on the inside of the chest.
  4. DEEP SANCTUM AND SPAWN POOL 
  Stepping into this chamber feels like 
  entering the gullet of a massive fish. The 
  only light comes from large basins cut into the 
  limestone walls filled with deep sea fish. These 
  demonic looking fish, with their strange glowing 
  adaptations, give off the faint green light barely 
  illuminating the dim chamber. The alien green 
  glow plays off the vaulted ceiling and the two 
  massive coral statues of shark-like humanoids 
  that stand sentinel near the entryway. The 
  overpowering smell of brine mixed with a heavy 
  odor of decaying flesh and rotting sea life stand as 
  a reminder to all that they are but food for the 
  hunger of some terrible waiting maw.
  Rising in the center of the room is a tiered altar that 
  glistens with black ichor and bloody viscera, overlooking 
  a pool shaped like a shark’s maw. The pool is filled with 
  more deep sea fish glowing green, and a large shadow can 
  be seen moving below the surface. Swimming back and 
  forth in almost choreographed movement, the hidden 
  beast seems to be waiting for something. 
  A still more horrible sight lies atop the altar — 
  a  Tulita man thrashes weakly, bound to the slab, 
  his arms gnawed to short stumps. His eyes shine 
  an unnatural black as he gnashes his blood stained 
  
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  shark’s teeth. A bit of cloth shirt hangs wetly from 
  the teeth—cloth from his own shirt, snagged on his 
  jagged incisors when he ate his own arms.
  Ka’noa stands on the altar next to a stone slab that 
  hangs over the lip of the spawn pool. Tal’ou’s son, Pe’koa, 
  lies bound to the slab. Pe’koa was not eaten by sharks; 
  rather Ka’noa and his cultists attacked him, wounded him, 
  and dragged him here as a special sacrifice. 
  Having heard the battle outside, Ka’noa hastily began 
  the ceremony to summon the spawn of Dajobas. Speaking 
  words in a long-forgotten tongue, Ka’noa stands poised to 
  thrust a shark-tooth ceremonial dagger into the helpless 
  Pe’koa. He has but to disembowel Pe’koa and let the blood 
  and viscera spill into the spawn pool. Pe’koa has 2 hp if 
  Ka’noa disembowels him and expires the second round after 
  he is tossed into the spawning pool. The characters might 
  be able to save him with healing magic to keep him from 
  death. 
  The lengthy preparation ritual for creating the spawn 
  of Dajobas creates a dread connection between the one 
  who prepares it and the victim. If Pe’koa is saved by the 
  characters, Ka’noa instead plunges a ceremonial dagger 
  into his own heart and falls into the pool, completing the 
  ritual in Pe’koa’s place. Either way, once blood enters the 
  water, the ritual begins. When the characters enter, Ka’noa 
  summons 3 crocodiles using his fish hook of the hunter to 
  keep the characters busy while he makes the killing stroke. 
  If the characters enter from the Sea Caves, Ka’noa uses the 
  fish hook to summon another shark. Once he finishes the 
  ceremony, he joins the crocodiles battling the characters as 
  the spawn forms. If the characters make it by his crocodiles, 
  Ka’noa uses his whip to attack foes and then moves in 
  on weakened or dying characters using his club and bite 
  attacks. If he is severely injured, he spends a round and 
  devours a slain enemy to gain hit points as per his Devourer 
  gift from Dajobas.
   
  Dalang Ka’noa, Wereshark human form (Rgr 9): HD 10; 
  HP 63; AC 4[15]; Atk +2 shark-tooth club (1d8+2) and shark 
  bite (1d6+2) or spined sea whip (1d6+2); Move 12; Save 
  6; AL C; CL/XP 9/1,100; Special: alertness, gifts of Dajobas 
  (shark bite, 1d6+2; devourer—gains +1 bonus to saves 
  and attacks and gains 10 temporary hit points per foe de-
  voured, 30 maximum), spells (1), tracking;
  Dalang Ka’noa, Wereshark hybrid form (Rgr 9): HD 10; 
  HP 63; AC 4[15]; Atk +2 shark-tooth club (1d8+2) and shark 
  bite (1d6+2) or spined sea whip (1d6+2); Move 12; Save 
  6; AL C; CL/XP 9/1,100; Special: alertness, control sharks 
  (75% normal, 50% giant), gifts of Dajobas (shark bite, 
  1d6+2; devourer—gains +1 bonus to saves and attacks and 
  gains 10 temporary hit points per foe devoured, 30 maxi-
  mum), spells (1), tracking;
  Dalang Ka’noa, Wereshark animal form (Rgr 9): HD 10; 
  HP 47; AC 2[17]; Atk bite (1d6+2); Move 0 (swim 24); Save 
  6; AL C; CL/XP 14/2,600; Special: alertness, control sharks 
  (75% normal, 50% giant), gifts of Dajobas (shark bite, 
  1d6+2; devourer—gains +1 bonus to saves and attacks and 
  gains 10 temporary hit points per foe devoured, 30 maxi-
  mum), spells (1), tracking; 
  Spells: 1st—cure light wounds
  Equipment: +1 gatorskin armor, +2 shark-tooth club, 
  ring of protection +2, fish hook of the hunter (see the 
  Appendix), potion of extra healing, 4 red coral brace-
  lets  (50 gp each), red and blue coral ring worth 150 
  gp, and 33 gp.
  Tactics: Ka’noa is nearly complete with the ritual of 
  creating a spawn of Dajobas. He has but to disembowel 
  Pe’koa and let the blood and viscera spill into the spawn 
  pool to initiate the transformation. When the characters 
  enter, he will summon crocodiles using his fishhook of 
  the hunter to keep the characters busy while he makes 
  the killing stroke. Once finished, he joins battle with the 
  
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  Hit Dice: 15
  Armor Class: 2[17]
  Attacks: bite (2d6+2) or thrash (3d6+2)
  Saving Throw: 3
  Special: control water, swallow whole on natural 20
  Move: 0 (swim 30)
  Alignment: Chaos
  Challenge Level/XP: 18/3,800
  This beast resembles an enormous shark whose end-
  less rows of teeth have escaped its maw and now sheath 
  its form, like a lodestone encrusted with needles. A 
  deluge of sanguine, briny seawater oozes from the crea-
  ture’s flesh, forming a gory wake wherever it thrashes. 
  Void-filled, edacious jaws promise swift oblivion. 
  The Iku-Tursas dwarfs even the largest shark along 
  the Razor Coast, and is the unnatural alpha hunter in its 
  territory, stripping the sea and coast bare of life. Typi-
  cally 30 feet long and weighing 8,000 lbs, it is covered in 
  tooth-like spines from snout to tail, with the exception 
  of the dorsal, pectoral and caudal fins which are bony, 
  serrated blades. 
  Created by the Tulita tribes during vile, desperate 
  exultations to Dajobas, the Iku-Tursas is tasked to take 
  revenge upon the tribe’s enemies by flooding their 
  towns and devouring them wholesale. Any alliance with 
  an Iku-Tursas is treacherous, as the beast immediately 
  attempts to supplant the tribe’s leader. 
  The Iku-Tursas floods an area with its control water 
  ability (160-foot-by-160-foot cube that is 32 feet deep) 
  before attempting to swallow its opponents. It thrashes 
  if engaged by multiple opponents. An Iku-Tursas is 
  cursed to remain endlessly ravenous. Any swallowed 
  opponents are subject to a disintegrate effect (as per 
  the spell). In addition, the Iku-Tursas may eat through a 
  10-foot cube of material of any type (including wall of 
  stone, iron or ice). An Iku-Tursas swallows an opponent 
  whole on a roll of a natural 20 to hit.
  Variants 
  Several variants of the Spawn are known to exist — 
  the type described above reflects the local Tulita tribes’ 
  vision of Dajobas’ avatar. Other variants reflect regional 
  shark species (hammerheads, mako and tiger), as well 
  as crocodilians, enormous rays and even swarms of pi-
  ranha. These changes in appearance are superficial, and 
  Iku-Tursas, Spawn of Dajobas 
  the statistics above can be used for any of the varieties. 
  Creation 
  The rites of transformation are held as one of the most 
  horrific secrets of the Cult of Dajobas. Firstly, the “volun-
  teer” is forced to fast for weeks, then the supplicant is 
  purged by forced consumption of blood-laced seawater 
  from sunset to sunset to induce vomiting. The Dalang 
  then begins a ritual where the volunteer is prepared for 
  sacrifice. During this ritual, the supplicant’s skin is en-
  graved by a priest of Dajobas with dark, esurient runes, 
  which are filled with ground black pearls worth 6,000 
  gp. At the end of the fast, the petitioner’s teeth, wasted 
  from starvation and forced regurgitation, are regrown 
  as rows of vicious, triangular shark’s teeth as he is filled 
  with the desperate hunger of He Who Eats Worlds. 
  In the final ceremony, the supplicant feasts on his own 
  arms until nothing remains but gory stumps — macabre 
  semblances of a shark’s pectoral fins. The cult leader 
  then must summon one of Dajobas children to a spawn 
  pool (any shark). The Dalang then eviscerates the vol-
  unteer, spilling blood and guts into the spawn pool to 
  complete the ceremony. The shark’s tooth-filled gizzard 
  expands outward and reverses to envelope their body 
  to form the Shark God’s Harbinger. The preparation pro-
  cess of the sacrificial victim bonds the preparer to the 
  victim. Once the ritual is prepared, either the victim or 
  the preparer’s blood can serve to incite the shark’s trans-
  formation. 
  Chant of the Iku-Tursas 
  From the ocean rose a giant, 
  Dreadful Tursas, ever hungry, 
  Spread the monster’s mighty jaws, 
  And rounds itself a dark corona, 
  Raises it above the ragged cliffs, 
  Far it stretches out its voided maw, 
  Swallows white-clouds in their courses, 
  With its razor-teeth it rends the sunlight, 
  With its many spines, the moonbeams, 
  And the starlight dies in heaven. 
  — A Tulita death chant translated 
  by the explorer Greyson Thornfield
  
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  crocodiles as the spawn is formed. If the characters entered 
  from the Sea Caves below and slew the shark therein, 
  Ka’noa instead uses his fish hook of the hunter to summon 
  another shark to use for the ceremony.
  Disemboweling Pe’koa takes Ka’noa a full round. If 
  Pe’koa is saved by the characters, Ka’noa instead plunges a 
  ceremonial dagger into his own heart and falls into the pool, 
  completing the ritual in Pe’koa’s place. 
  If the characters make it by his crocodiles, Ka’noa uses 
  his whip to attack foes and then moves in on weakened 
  or dying characters using his club and bite attacks. If he 
  is severely injured, he spends a round and devours a slain 
  enemy to gain hit points as per his Devourer gift from 
  Dajobas.
  If Ka’noa is successful in completing the ceremony, he 
  may choose to flee the shrine and let the spawn deal with 
  the characters. If he is not successful, Ka’noa will use his 
  final act to devour his own arms and fling himself into the 
  spawn pool to complete the ritual and bring fourth the Iku-
  Tursas, the Spawn of Dajobas.
  Pe’koa is at –1 hp after being disemboweled and will 
  expire the second round after he is tossed in the pool. The 
  characters might be able to save him with healing magic to 
  keep him from dying, either way, once his blood is in the 
  water the ritual begins.
  The moment that either Pe’koa or Ka’noa’s lifeblood 
  flows into the pool of glowing seawater, it begins to bubble 
  and the shark beneath the surface thrashes madly. The 
  bubbling water soon turns crimson and the entire pool 
  begins to froth with red foam. The green glow cast by the 
  deep-sea creatures becomes a kaleidoscope of red light as 
  Dajobas’ infernal power begins to ignite the pool. The whole 
  process from the minute the blood of a Tulita enters the 
  pool until a spawn has fully formed requires 4 rounds. Once 
  the ceremony completes, the shrine quake and pieces of 
  the roof cave in. The temple collapses the following round 
  killing anyone that remains inside, and the most likely 
  means of escape (unless the characters have some quick 
  teleportation magic on hand) is by diving into the spawn 
  pool, where the Iku-Tursas awaits them. Once the shrine 
  collapses, the only way out is through the Coral Sea Caves 
  below. The Iku-Tursas will flood the area with its control 
  water ability before attempting to swallow its opponents. 
  It will thrash if engaged by multiple melee opponents. The 
  Iku-Tursas always fights to the death.
  tIf healed, Pe’koa’s eyes, teeth, and mind return to 
  normal, but he is armless and is weak and traumatized by 
  his experience.
  Iku-Tursas, Spawn of Dajobas: HD 15; HP 70; AC 2[17]; 
  Atk bite (2d6+2) or thrash (3d6+2); Move 0 (swim 30); 
  Save 3; AL C; CL/XP 18/3,800; Special: control water, swal-
  low whole on natural 20. See sidebox for more details.
  Part Four:  
  The Coral Sea Caves
  The shrine to Dajobas was built on a coral formation 
  that rose from the sea. The coral proved to be perfect 
  foundation for the structure and afforded it many ways 
  to enter the shrine above and below the water. The coral 
  formation is riddled with openings and sea caves. At one 
  time, caves ascended all the way through the formation and 
  connected with the Shrine itself to allow Dajobas’ agents 
  quick access to water. Currently the caves are little used 
  by Ka’noa and his fellow cultists, but his scrag bodyguards 
  prefer to lurk in the salty brine here. They avoid the cave of 
  the spawn due to the ill temper of the dire shark who lives 
  there. The scrags recently discovered a chuul nesting in the 
  caves and look upon the vicious thing as their pet, feeding it 
  scraps of flesh and chum.
  5. CAVE OF THE SPAWN
  Red coral walls the color of blood expand out 
  creating a massive underwater chamber opening 
  to an air filled chamber above. The pool is lit with 
  a greenish light that comes from strange deep sea 
  fish bobbing about.
  
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  The cave below the spawn pool is a large natural sea 
  cave with two entrances. The one furthest toward the 
  back of the cave is large enough to for a huge creature to 
  navigate without trouble. Another smaller sea cave entrance 
  branches from the other side of the cave and lead into a 
  series of tunnels beneath the shrine. The entrance is only 
  big enough for a man-size creature to pass through easily, 
  though a large creature could squeeze through.
  The shark called by Ka’noa to complete the ceremony to 
  bring forth a spawn of Dajobas is a ferocious thing missing 
  one eye and with a jagged scar down one side of its body 
  (from a close encounter with a ship’s keel). The creature 
  eagerly awaits the dark blessing to become an even greater 
  killing machine in Dajobas’ service. If the characters happen 
  upon this chamber before they have gone to the deep 
  sanctum, the shark will leave them alone as long as they 
  don’t attack it.
  Large Shark (8HD): HD 8; HP 44; AC 6[13]; Atk bite 
  (1d8+4); Move 0 (swim 24); Save 8; AL N; CL/XP 8/800; 
  Special: feeding frenzy.
  or if the ceremony is already complete:
  Iku-Tursas, Spawn of Dajobas: HD 15; HP 70; AC 2[17]; 
  Atk bite (2d6+2) or thrash (3d6+2); Move 0 (swim 30); 
  Save 3; AL C; CL/XP 18/3,800; Special: control water, swal-
  low whole on natural 20. See sidebox for more details.
  6. DEAD END
  The sea cave seems to narrow even more and 
  the warm waters of the cove cool unnaturally. The 
  water just seems to sit like dead liquid waiting to 
  congeal.
  This cave narrows slightly making it difficult for large 
  creatures to pass by squeezing but still allowing man-
  sized creatures to move unhindered. Unlike the rest of 
  the tunnels, the sea caves under the shrine this passage 
  has no pockets of air and ends at a solid limestone wall. 
  This passage is a dead end and still holds the remains of an 
  unlucky pirate salvager who drowned in the caves long ago.
  Treasure
  Little remains of the forgotten pirate except brittle bone, a 
  burnt out torch, and, attached to a rusted chain belt, a  
  +1 returning net (no damage; entangles victim on  
  successful hit).
  7. SEA CAVES 
  Warm current moves through the naturally 
  formed caves that lie below the shrine. Porous coral 
  walls coated with slick algae leave just enough room 
  for a man to move through without much trouble.
  There is no light in the caves and the passages are narrow. 
  Man-size creatures will have no problem moving about, but 
  larger creatures must squeeze to pass. Using weapons is difficult 
  
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  due to the close quarters. Piercing weapons suffer no penalty 
  but slashing or bludgeoning weapons suffer a –2 to attack (in 
  addition to the normal underwater combat penalties). The sea 
  caves are not totally without air. Small pockets in the stone above 
  the water line have formed allowing breathable air to be trapped 
  in the ceiling of the sea cave. Throughout the sea cave there is a 
  pocket of air every 20 feet. Each pocket of air contains enough 
  air for two man-size creatures to refill their lungs once or one 
  larger creature to do the same.
  Wandering through the sea caves is a chuul that 
  found this cove just recently and enjoys the gory leavings 
  the sharks’ feeding frenzies bring. Although it is a large 
  creature, its aquatic nature and familiarity with the sea 
  caves allow it to move unhindered through the area.
  Chuul: HD 10; HP 68; AC 2[17]; Atk 2 pincers (1d6), bite 
  (1d8), paralytic tentacles; Move 15 (swim 12); Save 5; AL C; 
  CL/XP 11/1,700; Special: immune to poison, tentacle grab. 
  See the Appendix for more details.
  8. SUBMERSION CHAMBER 
  Lit by blue glowing algae smeared across the 
  ceiling of the small cave, this chamber holds a 
  small stone platform that descends into the warm 
  waters below the shrine. Small piles of bones lie 
  about the platform.
  Opening up from the sea caves, a small cavern just 
  above water level holds the chamber the priest of Dajobas 
  used to enter and leave the shrine in secret. Ka’noa has little 
  use for this room at this time, so he has given it over to his 
  scrag bodyguards.
  One scrag can always be found here guarding the 
  stairway that leads up into the priest’s chambers (Area 
  3). The horrid looking scraggily-haired troll squats on the 
  platform, chewing on a squirming eel. The minute the scrag 
  sees someone come into the chamber it dives into the water 
  to engage the target. If it hears its mate battling foes above, 
  the scrag clambers up to join the fray.
  Scrag (Sea-Troll): HD 6+3; HP 36; AC 4[15]; Atk 2 claws 
  (1d4) or bite (1d8); Move 12 (swim 18); Save 11; AL C; CL/
  XP 8/800; Special: regenerate 3hp/round.
  Tactics: If the scrag notices the characters entering 
  the chamber by the sea caves, he slips off the platform and 
  engages the characters in the water. If he starts to have 
  trouble with the characters, he will bellow for his mate to 
  join the battle. The scrag flees to his mate if reduced to a 
  quarter of his hit points.
  Treasure
  If the characters search the room they find a well picked 
  skeleton at the bottom of the chamber gripping a scroll 
  made of inscribed sea shells with the spells water breathing 
  and control water on them.
  Concluding the Adventure
  If the characters defeat Ka’noa and destroy the Iku-
  Tursas, they have averted disaster for now. Dajobas is far 
  from finished with the Razor Coast, but now the Tulita 
  tribes realize what is at stake and begin to prepare for the 
  return of the Shark God. Tal’ou and the other elders award 
  the characters 4,000 gp worth of precious polished shells 
  and obsidian. They also offer the characters a small chest 
  containing sea charts for the Razor Coast. If they managed 
  to save Pe’koa from his fate and return him to the tribe, they 
  are also given the title tamari, friend of the tribe. They are 
  considered allies and allowed to come and go as they please 
  to the island, and receive discounts for services and items 
  from members of the tribe.
  Still Waters
  You sink into the slime, who dare
  To knock upon their door,
  While down the grinning gargoyles stare
  And noisome waters pour.
  Beside the rotting river-strand
  The drooping willows weep,
  And gloomily the gorcrows stand 
  Croaking in their sleep.
    
  —  J.R.R. Tolkien – The Mewlips
  Something has risen from the mire and walked clumsily 
  onto the lands of men. This broken creature from a bygone 
  age of slaughter wants to praise its dead god the only way 
  it knows how—by drowning the children of his enemies in a 
  mournful temple sunk beneath the bog—a stinking wet hell 
  of weed, silt and slime where hungry things crawl and the 
  dead refuse to lay buried.
  “Still Waters” is an adventure by Richard Pett suitable 
  for four 6th level characters. The adventure takes the 
  characters through the living mire of Blacksink Marsh and 
  into the drowning remains of an ancient temple to the shark 
  god Dajobas, where one of his ancient worshippers plans a 
  watery sacrifice.
  Adventure Synopsis
  When several villagers go missing and plantation slaves 
  disappear into the night, the only evidence is a few strange 
  eyewitness accounts of monsters lurching from the swamps 
  and dragging wriggling human-sized sacks back into the 
  darkness with them. The constabulary of Port Shaw needs 
  heroes to brave the many terrors of Blacksink Marsh and 
  
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  discover the fate of these hostages.
  In the mire, the characters face all manner of dread 
  predators: true gators the size of horses, a girallon half-
  mad from the rusty blades of the Karikanti, and of course 
  the terrifying gatormen themselves. After braving these 
  terrors and tracking the kidnappers through the marsh, the 
  characters arrive at the Hungermire, a sucking black abyss 
  of swamp that eats any who brave its depths. There they 
  face a dread slough shade, the spirit of a dozen mourning 
  mothers who watched their children sacrificed on the Shark 
  God’s altar. If they survive this wet hell of mud and murder, 
  the characters come to the Drowning Temple wherein 
  Karikanti, undead monkeys, and the Caller of Crooked 
  Forms await. Worse, the captives collected by the Caller are 
  trapped within a wickerwood maw, a cage poised to be sunk 
  into the sucking mire, the first such offering to Dajobas in 
  centuries.
  Adventure Background
  Blacksink Marsh has always had an ill reputation. The 
  thorns that grow there are poisonous, beasts and changed 
  things rove the waters lurking in wait for foolish travelers, 
  and the twisted descendants of an accursed tribe hunt 
  beneath the dark canopy of black willow trees. Explorers tell 
  of strange crumbling buildings suddenly happened upon at 
  dusk that vanish with the last red rays of the sun, and gators 
  who walk on two legs and drown men from afar with a 
  mere glance.
  Blacksink was not always a mired wasteland. In ancient 
  times, this stretch of land was a fertile paradise where red 
  jack, moltado fruit, and other exotic wonders grew on lush 
  green trees. Taro farms, well tended by the Tulita tribes of 
  the Razor, produced more largess than the people could eat, 
  and the sonorous cries of the gold-plumed kovalo bird put 
  even the finest chant-singers to shame. Beneath the life-
  giving shade and gentle rains of this peninsula, the Tulita 
  practiced the old ways, revering their gods with powerful 
  chants and dances. Their obeisance to Pele, the goddess 
  of fire and wrack, kept their enemies at bay with searing 
  flames, and the three totems of Dolphin, Whale and Turtle 
  kept careful watch over the people and provided for all 
  their needs. There was no Tulita word for disease in this age 
  (today there is, a word synonymous with “foreigner”). The 
  area known today as Blacksink was a paradise.
  Then the wars came, and brother turned on brother. The 
  Tulita fractured, their many tribes taking sides and taking 
  up arms against one another. The waters of the Kai Bay ran 
  red with Tulita blood, and desperate gambits to control 
  the coast pushed tribes to engage in escalating atrocities. 
  Murdering the children of an enemy before they could 
  become warriors became a widespread practice.
  Facing annihilation, tribes turned away from the old 
  gods, who were believed to have turned their backs on their 
  children when the wars began. Pele fumed at the arrogance 
  of her children. Fury and violence were hers alone to dole 
  out, and so she spewed magma and ash upon the Tulita 
  in hopes of quelling their ridiculous wars, but the tribes, 
  entangled in feud and spite, fought on even as fire rained 
  from the sky and laid waste to their lands. Grandfather 
  Turtle fled his beaches, and the healing powers of the 
  shamans vanished overnight. The Turtle would not watch 
  his gifts be squandered on fools who would throw their 
  blessed lives away on enemy spears. The Dolphin and 
  Whale left the bay, fleeing deep into the ocean, and with 
  these guardians’ departure, other things came to the waters 
  of the Razor.
  When the first sharks came to feed in the bloody, 
  corpse-strewn waters of the once glittering Kai Bay, the 
  Tulita marveled at these creatures’ dread power. They 
  devoured all things, heedless of harpoon or spear, and 
  fearlessly tore swimmers to shreds. A terrible force of 
  terror and carnage, many tribes turned to the sharks as an 
  exemplar of the warrior spirit. In these bloody times of the 
  Great Wars, many tribes claimed the Shark as their new 
  totem, and so Dajobas, He Who Eats the World, came to 
  the Razor Coast.
  Of all the tribes who worshipped at his voracious maw, 
  none pleased Dajobas more than the Karikanti. Most tribes 
  made sacrifices to the Shark God, but the sheer number 
  of victims the Karikanti bled on his altars made the other 
  tribes’ offerings seem paltry by comparison. The Karikanti 
  splayed every enemy captive with a sharkstooth blade, and 
  even fed their own sons and daughters to Dajobas’ gory 
  maw. The Shark God was pleased, and offered the Karikanti 
  a great boon. The first alligators came to the Razor Coast, 
  children of the Shark God, possessed of his dread appetites 
  but gifted with legs to walk on land. These scaly-hided 
  hunters came to the Karikanti and served them in battle, 
  culling the tribe’s enemies on land and in the rivers where 
  no shark could prowl. The Karikanti claimed the fertile 
  peninsula as their own and erased entire tribes from 
  existence in gory sprees of slaughter. They erected great 
  ziggurats to Dajobas’ glory. They drowned the land in blood, 
  painting these great temples red with gore and sacrificing 
  men, women and children to the Shark God without respite 
  in a desperate attempt to appease his unending hunger.
  Faced with the terror of the Karikanti, many of the other 
  tribes returned to the old ways. They practiced the old 
  chants and dances in secret, calling across the waves with 
  sacred drums and pleading with their totems to return. 
  Finally after decades of dark slaughter, the Dolphin, Whale, 
  and Turtle returned to the Razor, coaxed by these shamans’ 
  efforts. Together, they cast the Shark God back into the 
  deeps.
  The Karikanti faced grave judgment at the hands of their 
  old gods. For one, their slaughter of the other children of 
  the coast was a blasphemy beyond comprehension. Perhaps 
  even more terrible was the infestation of Dajobas’ gators. 
  
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  These foul abominations could not simply be cast back into 
  the sea. They creep in rivers all along the Razor even to this 
  day. In anger, the old gods cursed the Karikanti to resemble 
  the hideous scaly predators they had brought, like a plague, 
  to the land. The Karikanti’s glorious ziggurats and temples 
  sank into the marsh. The land was drowned by the gods’ 
  fury, salty brine corrupting the once-lush forests and leaving 
  the once-fertile soil a barren wasteland where only marsh 
  weed and fungus grow. The trees turned black and twisted, 
  weeping thick blood-like sap as a constant reminder to the 
  Karikanti of their savage slaughter of their Tulita brethren.
  When Dajobas fell from grace, the Caller of Crooked 
  Forms, a Karikanti shaman, fled into the swamp hoping 
  to find some sign of his now-silent god. As he wandered 
  aimlessly through the corrupted marsh, the Caller 
  questioned if his god would ever answer his dark prayers. 
  At last, some festering disease of the swamp took him, and 
  whilst wandering the Blacksink Marsh, a pack of undead 
  wights, once children the Caller had offered to Dajobas’ 
  altar with his own sharkstooth blade, found the dying 
  shaman. For three nights they chased him, visiting misery 
  and despair upon the old shaman in recompense for the 
  brutal torments they suffered under his knife. In time, they 
  tired of their quarry, and decided to feast upon him. The 
  chase slowed, became a dance, and the wights moved in for 
  the final kill…
  The Caller stumbled into the waters of the Hungermire, 
  a living bog haunted by a creature called a slough shade, 
  a dark monster of the deep who loves to drown children 
  and keep them as her own. It saw the wights taunting the 
  Caller and grew hungry for their joyful souls; it thought the 
  undead were children coming to play in its embrace and die. 
  Even as the wights took to the black mire in pursuit of their 
  own prey it sighed hungrily and moved closer, but when 
  it saw what they truly were the slough shade quaked with 
  fury—it did not thrive on unlife, unlife was its gift and its 
  children sang dolefully to it in the night from the deeps. The 
  wights didn’t see the blackness of the waters until it was too 
  late, and the singing screams of the shade masked their own 
  cries as they were dragged into the deeps to be punished.
  The Caller took the slough shade for a sign from his 
  lost god. The shaman stumbled into a drowning ruin at the 
  edges of the bog, a former temple to Dajobas, and fell into 
  a final sleep. The swamp took him then, and he sank deep 
  into the mire. There he remained for hundreds of years. 
  A recent earthquake finally shook the Caller of Crooked 
  Forms from the reverie of death. He awakened a wight and 
  clawed his way up through the mire for weeks before he 
  emerged from the foul-smelling mud. The shaman did not 
  fall into madness at his new undead existence but instead 
  saw his strange rebirth as another sign from Dajobas – who 
  he felt ate his old life away and gave him new purpose. His 
  grip on this thought enabled him to retain most of what he 
  was before his awakening into undeath. The ruin would be 
  his temple, and the slough shade guardian his protector in 
  the task ahead – to create a holy site worthy of the Eater 
  of Worlds here in the stinking swamp of Blacksink where 
  insect feeds upon insect, animal feasts upon animal and all 
  flesh eventually fails, feeding the land’s decay. Blacksink is a 
  dark place feasting upon itself for all days. The perfect place 
  for Dajobas to be reborn…
  Adventure Hooks
  Drawing the characters into this adventure is a simple 
  matter of involving them in the chaos left in the wake of 
  the recent disappearances. As the characters are going 
  about their business in Port Shaw or just passing through 
  on their other adventures, the port town is abuzz with fear 
  and despair. Every street corner is alive with talk about the 
  taking of slave children from the Hargrove Plantation, and 
  with stories of other missing folk. Whet the party’s appetite 
  with a rumor or two, and lure them into the events of this 
  adventure. If you want, use one or more of the following 
  hooks to connect the characters more personally to the 
  events of “Still Waters”.
  Suffering of the Tulita
  Take the opportunity to introduce a few Tulita NPCs 
  to the characters while they are in Port Shaw. In particular 
  a four-year-old Tulita boy named Kaliki – the son of an 
  indentured couple working the Hargrove plantation – 
  finds the characters enchanting. He follows them around, 
  pretending to be an adventurer. Little Kaliki’s parents 
  cannot take care of the boy, as they are slaves worked day 
  and night by their overseers at the plantation. The boy 
  is destined for the same as soon he grows old enough to 
  work the fields, but for now, he slips away to the city often, 
  scampering and playing about with other street urchins. 
  Kaliki is enamored of the party and plans to become a brave 
  hero too, someday, so he can help his people throw off Port 
  Shaw’s yoke. After a while, Kaliki goes missing. A group of 
  Tulita indentured servants from the Hargrove Plantation 
  are loading up barrels of flour onto a wagon at the port a 
  few days after the boy vanishes. One of them bumps into 
  the character and in a terrified whisper says “Please sir, you 
  must help us—something is taking the children from the 
  Hargrove Plantation. Please, sir, they don’t care for us—no 
  one will help.” The party soon learns that Kaliki numbers 
  among the missing.
  The Angry Mob
  The characters arrive in Port Shaw as an angry mob 
  gathers outside a watch station of the Municipal Dragoons, 
  demanding action to prevent any more disappearances. 
  But the Dragoon captain says he has no men to spare to 
  go off on a wild goose chase in the swamps. Pressured by 
  the crowd, the captain offers a reward of 500 gp to anyone 
  willing to brave the Blacksink and find the source of these 
  disappearances.
  
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  The Missing
  One of the party’s relatives or old friends has gone 
  missing as well. Perhaps they were visiting Port Shaw, or 
  wandered into Blacksink to find the missing townsfolk 
  themselves and were taken.
  Dark Dreams of the Drowning Temple
  A cleric or religious character receives strange visions 
  from her god in her dreams. It shows her a forlorn, creeper-
  choked ruin deep in the Blacksink Marsh. In the dream, 
  the ruins open like a maw and the land drains away into its 
  abyss. The entire coast, the entirety of the ocean, and even 
  the character’s distant homeland in Akados (if she is not a 
  native of Port Shaw) disappears into the ravenous maw in 
  the swamp before she awakens in a cold sweat.
  Part One:  
  The Hargrove Plantation
  The huge plantation lies on the very edges of the suburbs 
  of town, and consists of about 3,000 acres of pineapple 
  fields, toil, sweat and misery. The plantation has no fences 
  and a single dirt road leads to the Grand House. The Grand 
  House is a three-story timber construction with about 
  thirty rooms and designed in the grand local colonial style–
  white timber slat boards with a stone flagged roof. Three 
  dormitories house the scores of indentured servants whose 
  debts Hargrove purchased. Now their lives are forfeit. These 
  slaves work from dawn till dusk and visitors aren’t welcome 
  in the foul-smelling, cramped, and dirty sheds. Generally, 
  at least three overseers watch each dormitory at night; the 
  others watch the laborers work during the day.
  Hargrove employs about 30 overseers to watch his 
  slaves, who mostly consist of refugees who couldn’t pay 
  their boarding fees on the ships that brought them to Port 
  Shaw, displaced Tulita whose ancestral lands were stolen 
  away by foreigners, and a handful of minotaurs from the 
  island of Kortaro. The overseers are an unpleasant bunch 
  The Blacksink Marsh Disappearances
  Consult the following chart if the party attempts to learn more about Blacksink Marsh. Roll a d10 to find out 
  what the characters learn:
  ROLL
  RESULT
  1-6
  These dreary wetlands are home to all manner of poisonous creatures as well as cannibal tribes of Karikanti 
  who prey on Tulita and any explorers foolish enough to brave the Blacksink. It could be that the gator-men 
  are responsible, but no tracks have ever been left by these creeping predators and no one knows where 
  these accursed creatures lair.
  7-8
  The Blacksink is a dead place overgrown with marsh weeds and strangling vines. Before the colonists arrived, 
  when the Tulita still ruled the Razor Coast, criminals whose offenses were particularly loathsome earned a 
  sentence of exile into the marsh—a fate deemed worse than death by most.
  9
  Beneath the marsh lie the ruins of an old tribe of Tulita, the rumored ancestors of the cursed gator-folk. 
  Legend holds the Blacksink was a powerful kingdom, ruled by the Karikanti tribe, whose shamans forsook 
  their deities and instead bowed to a ravenous god of hunger and brutality who claimed mastery over the 
  sea. The shamans were betrayed. The evil god’s power could not hold back the salty tides. The proud land 
  turned to mush and poisoned mud as the sea invaded the shore. The kingdom sunk into the earth leaving a 
  fetid marsh as legacy of the Karikanti’s folly. The only survivors of the land’s death were forever transformed 
  into hideous gator-men and doomed to serve as guardians for the sunken ruins of their forgotten kingdom. 
  More than a few eye witnesses claim the gator-men are responsible for the nightly abductions, and 
  those brave enough to enter the Blacksink Marsh report strange lights near an old ruined structure by a 
  particularly dark and desolate region of the swamp, a place called Hungermire.
  10
  The disappearances were frequent, but have not occurred for the last two nights. The Hargrove Plantation, 
  which lies right on the outskirts of the Blacksink Marsh, has been very badly hit. They say that the indentured 
  servants there used to deal with a trio of kindly poachers who would bring them food, but the poachers 
  were the first to be taken. Old Hargrove is a difficult man to deal with. His family has controlled much of the 
  plantation land along the Razor for generations, and he has long held great influence and power in the region.
  
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  and not much for small talk. Master Quynn, an imposing 
  man with a twitch who serves as Hargrove’s butler, greets 
  characters arriving at the house. Quynn’s family has served 
  the Hargrove’s for generations, and he is fiercely protective 
  of the old plantation owner. Quynn will only allow 
  important visitors to see the Master. Allow the characters a 
  favorable circumstance if they mention the disappearances 
  and show an interest in bringing the missing laborers back.
  Overseers (Ftr3): HP 19 each; AC 9[10]; Atk 2 fists (1 hp) 
  or by weapon (1d6); Move 12; Save 12; AL L; CL/XP 3/60; 
  Special: none.
  Barrison Hargrove
  Hargrove is a rail-thin man in his early sixties. He 
  dresses in light, practical clothing and talks in a slow 
  measured drawl. He has a habit of forgetting names and 
  usually refers to everyone as sir or madam accordingly.
  Hargrove is a tricky customer, he feigns a doddering 
  grandfatherly disposition, but in truth his mind is razor 
  sharp, and he’s murdered more men in his quest for control 
  of the Razor’s most fertile lands than most warriors do in 
  a lifetime of campaigning. He first presents a concerned 
  front, hoping no ill has come to his “faithful servants.” He 
  pretends to care deeply for the Tulita under his care, claiming 
  “they are like the children I never had.” He condescends to 
  any character questioning his motives or treatment of the 
  natives, claiming he “elevates their thinking” and blustering 
  “I teach them to make the best use of this land” and “when 
  their indenture is up I offer each a plot of their own” (this is 
  true, though usually these plots are lifeless stretches of over-
  harvested land that produce next to nothing, and Barrison 
  requires them to pay for the privilege of planting on “his” 
  land).
  Regardless of what the characters think of Hargrove, 
  he does want the servants back and is willing to help the 
  characters with information besides offering a reward of 500 
  gp for the return of his faithful servants. He informs the party 
  that several of his workers have disappeared over the past 
  couple of weeks — many of them youngsters. No tracks have 
  been left and although a few of his overseers went out with 
  hounds, they found nothing. However, up until two days ago 
  attacks have been occurring nightly, he reasons therefore that 
  the attacker must be local and the proximity of his lands to 
  Blacksink Marsh spawns suspicions of gator-men behind the 
  attacks. Whilst he is happy that the attacks have suddenly 
  stopped, he can’t help wondering why, and if they might just 
  as easily begin again. Hargrove is a keen businessperson and 
  doesn’t like surprises. He plans to find the source of these 
  disappearances and pull it out by the roots.
  Hargrove has questioned the slaves himself and they 
  know very little, but he will welcome any attempt to stop 
  the disappearances. If the characters mention the reports 
  of activity around the Hungermire, Barrison tells them he 
  sent a group of men out to the Hungermire not more than 
  a week ago but that when they returned they reported 
  nothing amiss.
  The Lying Overseers
  Mugg, Clayne and Barran were the three overseers who, 
  acting upon instructions from Hargrove, went out to the 
  Hungermire. They reported that they saw nothing. This is a 
  lie, they saw plenty. They arrived at the Warn Tree (see Part 
  Two) and saw the signs there. Terror gripped all three, and 
  they decided to return, claiming there was nothing amiss 
  in Blacksink. Mugg and Clayne are good liars but Barran, 
  whom they are careful not to leave alone, is not as gifted 
  in deception.. All three stick to their story, fearing not only 
  being sent into the swamp again but also that Hargrove may 
  fire them. Barran is particularly quiet as Mugg and Clayne 
  tell their tale, only nodding and adding the occasional “ayep” 
  to the conversation. If separated from the other two and 
  questioned closely, Barran gives up the facade and tells the 
  truth about what they saw at the Warn Tree.
  “There’s a tree out there in the swamp, a 
  twisted old thing the locals call the Warn Tree. 
  Something that lives in the swamp hangs animal 
  carcasses there, people too sometimes. We got 
  
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  to the tree and there was blood all over it. Bits 
  o’ people hung all over the thing, and strange 
  signs carved into the wood. We didn’t dare go no 
  further. If you’re smart, you won’t either. It ain’t 
  called the Warn Tree for nothing. Something uses 
  that tree to tell people not to come around. If I 
  were you, I’d pay attention.”
  All three of the overseers will be dismissed if the 
  characters share their discovery with Hargrove. They will 
  bear a grudge against the characters for their actions as they 
  head to Port Shaw to try to find work.
  Talking to the Slaves
  The slaves do not find discussing things easy and fear 
  retribution. Careful coaxing draws out the following 
  information:
  Far away screams from the direction of the dreaded 
  Hungermire, a place of ill omen and with a reputation for 
  swallowing up over-curious children.
  A trio of poachers who used to trade with the slaves 
  for food (the slaves are careful not to mention what they 
  traded) have stopped coming.
  A man has been seen on the edges of the swamps — a 
  badly deformed man — bent as though he has rickets and 
  walking with the aid of a great bent staff topped with a 
  scythe blade. 
  The slaves will be able to give the party approximate 
  directions to the Hungermire but warn the adventurers 
  to be careful—“the marsh is a bad place.” Most staff at the 
  plantation know about the Hungermire, and they can give 
  the characters directions. When giving directions, they add 
  that the overseers have already searched the place.
  Part Two: Into the Blacksink
  The Hungermire lies about 3 miles from the plantation, 
  and is reached by following a narrow twisting trail which 
  follows a particularly foul-smelling brook whose banks 
  often collapse. The earth here has turned to mush and rot 
  long ago, and swallows unwary travelers whole. A 3-mile 
  journey shouldn’t take the party too long under normal 
  circumstances, but the sloughing, sucking mud and tangles 
  of vines throughout the trail make it slow going. Treat the 
  entire area as difficult terrain during any encounters.
  VORACIOUS VERMIN
  Insects abound in the Marsh, and every few seconds 
  the characters will have to fight off a cloud of biting hungry 
  mosquitoes.
  This punishing assault is unrelenting, although a 
  purplish weed called Lala’paka, if crushed against the skin, 
  releases a disgusting smelling paste that keeps all but the 
  most savage mosquitoes at bay. Those uncoated by Lala’paka 
  must make a saving throw or suffer a –1 penalty to attacks 
  and saves as they wear down under the constant onslaught 
  of the mosquitoes and stinging flies.
  Beetles and spiders of great size inhabit this corrupted 
  landscape as well. After an hour or so of travel, the 
  characters cross the path of a Jabala beetle the size of a 
  large wagon. The vermin has burrowed into the soft cool 
  mud along the bank of the brook to digest its last meal (a 
  wild boar). Its antenna twisting up from the mud tangled 
  in thick vines, and a bit of carapace that might just appear 
  like a dark stone stuck in the mud. If the characters do not 
  notice the Jabala beetle and step on it, it suddenly bursts 
  from the bank of the trail, surprising the characters.
  Jabala Beetle: HD 7; HP 44; AC 2[17]; Atk bite (2d4+2 plus 
  poison); Move 12 (fly 12); Save 9; AL N; CL/XP 8/800; Spe-
  cial: poison. See the Appendix for more details.
  SKINNED POACHERS 
  Three poachers named Vartag, Solomon and Dakar, 
  all formerly farmers who were forced off their plots by 
  Hargrove, make their homes on the outskirts of Blacksink. 
  Since then they have poached wild boars from the 
  plantation owner’s private preserve, often smuggling some 
  of the meat to his mistreated indentured servants. Sadly, 
  the poachers ran afoul of the Caller of Crooked Forms 
  and his Karikanti minions. The karikanti skinned the men 
  and hung them in a tree, but the Caller decided to gift 
  them with undeath as a cruel parting jest. These skinned 
  wights, oozing foul, congealed blood, still hunt the lands, 
  but now their preferred prey is human. Though they retain 
  only vestiges of their former life, they still know how to 
  set a snare and now leave their snares on the trail where 
  people might pass. The poachers lay in ambush in a thicket 
  alongside the trail and leap out to menace the party after 
  they trip the snare or circumvent it.
  Wights (3): HD 3; HP 21, 16, 19; AC 5[14]; Atk claw (1hp + 
  level drain); Move 9; Save 14; AL C; CL/XP 5/240; Special: 
  drain 1 level with hit, hit only by magic or silver weapons. 
  The wights are polluted with Dajobas’ foul power. 
  Anyone striking one of the wights or otherwise touching 
  them is splattered by the blood and suffers 1d6 points of 
  damage as the disgusting fluid takes root on their flesh 
  and festers (save for half damage). The wights also fling the 
  blood and fluid on anyone within 10 feet.
  TO A WAITING MAW
  As the characters make their way along the bank, one 
  of the Blacksink’s giant alligators spots them and prowls 
  alongside. The dark shape moves silently in the river below, 
  what first might be dismissed as an old leather sack floating 
  on the water. The “sack” is the scaly ridged head of the gator 
  
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  biding its time to strike. If the gator is discovered it surges 
  out of the water to attack. If not, it shadows the party until 
  they reach a weak section of the bank that buckles under 
  the lead character’s weight, and then it snatches this person 
  up in its maw.
  Blacksink Gator: HD 6; HP 38; AC 3[16]; Atk bite (3d6), tail 
  (1d6); Move 9 (swim 12); Save 11; AL N; CL/XP 6/400; Spe-
  cial: none.
  Blacksink Gator: CR 2; AC 14/10/13; SVS +6/+4/+2; MELEE 
  bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2); CMB 
  +7 (+11 grapple); CMD 18 (22 vs. trip); 22 hp; see Pathfinder 
  Roleplaying Game Bestiary “Crocodile” for complete stats.
  THE WARN TREE 
  The Warn Tree is a twisted cypress tree that 
  dragged itself from the swamp. It is sick and old, 
  its limbs failing, its boughs rupturing from some 
  sort of fungal sickness. Nailed to the tree are 
  various animal corpses and the tree is so covered 
  in carvings and crude writings and symbols that it 
  is almost a living totem.
  A girallon was caught recently by the Karikanti and left 
  hung on hooks at the top of the tree in the belief that it was 
  dead and they could return to feast on the hung, rotting 
  meat later. However, the creature recovered slowly and has 
  been trying to free itself from the hooks that bind it. The 
  arrival of the characters spurs it on. The tormented creature 
  believes the party is the Karikanti returning to finish it off 
  and flies into a rage. The lumbering gorilla monster pulls 
  itself off the hooks in a spray of blood, roaring as it leaps 
  down to defend itself. The thing is a terrifying vision of pain 
  and misery. Its once silver-black fur is now rent with ugly 
  gashes and matted with blood, it’s missing one eye, and 
  one of its arms, the bone shattered, flops limply about as it 
  charges.
  Girallon (wounded): HD 5; AC 6[13]; Atk 3 hands (1d4), 
  bite (1d8); Move 12; Save 13; CL/XP 4/120; Special: hug 
  and rend. One of the mutated gorilla’s arms is broken, giv-
  ing it one less claw attack. 
  Girallons of the  
  Veiled Island
  Hit Dice: 5
  Armor Class: 6 [13]
  Attacks: 4 hands (1d6), bite (1d8)
  Saving Throw: 13
  Special: hug and rend
  Move: 12 
  Alignment: Neutrality 
  Number Encountered: One, 1d4, or 1d10+5
  Challenge Level/XP: 4/120
  Girallons are among the Veiled Island’s most dan-
  gerous predators, resembling four-armed, albino 
  gorillas. They are aggressive, carnivorous, highly terri-
  torial, and incredibly strong. Their four muscular arms 
  are capable of inflicting incredible damage. An adult 
  girallon is 8 feet tall, broad-chested, and covered in 
  thick, pure white fur. It weighs roughly 800 pounds.
  If the girallon hits with two arms, it will crush and 
  rend for an additional 1d8 points of damage.  If the 
  girallon hits with all four arms, it will crush and rend 
  for an additional 2d8 points of damage 
  Girallons live in troops led by a dominant male. 
  Solitary girallons are usually young males looking to 
  start their own troop. Girallons are very territorial and 
  tend to attack intruders without warning, including 
  strangers of their own kind. Groups of girallons may 
  attack in a line to drive prey toward a cliff or other 
  hazard, or quietly form a ring around their target and 
  suddenly close in. 
  While most girallons are little more than beasts, an-
  cient carvings and the oral traditions of some island 
  tribes hint that the girallon wasn’t always the stupid 
  creature it is today. According to these legends, the 
  first girallons were men who called upon savage 
  demon gods to gain great strength, yet in so doing 
  abandoned their humanity. With each generation, 
  these first girallons grew more and more savage and 
  feral, and the same legends maintain that these intel-
  ligent girallons still dwell in the darkest part of the 
  jungle. In addition to their cunning intellects, these 
  girallons retain a vast appetite for cruelty.
  Girallons appear in the Heart of the Razor Appen-
  dix. Reprinted here.
  
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  Development
  The carvings, corpses and cuts are all recent. Karikanti 
  tracks abound here, leading off toward the Hungermire. The 
  tracks of the overseers can also be found mingled among 
  the karikanti prints, but the human tracks stop at the Warn 
  Tree and then head back to the plantation. The Hungermire 
  lies approximately a half mile upstream from the Warn 
  Tree, a quick jaunt even through the laborious quagmire of 
  the marsh. 
  Many of the carvings and symbols on the tree are to 
  Dajobas, the Maw of the Deep, He Who Eats the World.
  structure lies a quarter mile of ooze; stagnation 
  assaults your senses here. The surface of this mire 
  is not still however, and you can make out small 
  eddies and the sound of sucking coming from 
  beneath the waters. Cypress and willow trees bend 
  on the banks as if in worship of the awful place. A 
  horde of a thousand insects buzz about you.
  The Hungermire is full of strange sucking undercurrents 
  and although appearing clam, is difficult to swim across.  
  Hidden in bushes some 50 feet from the jetty are three 
  coracles used by poachers up to a few weeks ago when the 
  ruin began to be reoccupied and they became dinner for the 
  Karikanti. Although the tracks to the boats have long since 
  gone, a faint trail through the marsh exists. These coracles 
  are somewhat moldy but perfectly water tight. For more 
  information on these boats, and rules for improvising other 
  rafts, see the side box.
  The Mire contains the soul of a living creature — a dread 
  monster known as a slough shade, a wraith of the marsh, 
  spawned from the agony of the mothers whose children 
  were offered up to Dajobas in sacrifice. Their misery spurs 
  the horrid thing on to horrid acts. This creature lives to 
  drown children — children it then regards as its own. These 
  children come out of the waters at night and sing mournful 
  nursery rhymes on the bank to their hag-like mother. At 
  night, therefore, travelers encounter them on and around 
  the edges of the mire. The slough shade currently has 5 
  slough born children with it in the mire.
  Slough Shade: HD 9; HP 39; AC 3[16]; Atk 2 slams (1d6+2); 
  Move 9 (swim 24); Save 6; AL C; CL/XP 11/1,700; Special: 
  Dajobas
  For more information on Dajobas, see Chapter 1 
  Dajobas, Devourer of Worlds and Razor Coast. If any 
  character wishes to know more about Djobas, they may 
  consult the following table:
  ROLL 
  RESULT
  1-5
  Dajobas, called He Who Eats the World, is a 
  god of endless hunger who plagued the 
  Razor Coast centuries ago.
  6-7
  The tribe of Karikanti, foul reptilian men who 
  mated with alligators in ancient times, still 
  worship the god in the dark recesses of the 
  Blacksink Marsh.
  8-9
  Dajobas is a shark god, but he is the father of 
  the scaled and greedy gators as well. 
  10
  The Hungermire was once the site of a great 
  temple to Dajobas’ glory, but it sunk into the 
  swamp ages ago. There sacrifices were made 
  to the God of Hunger by feeding victims to 
  the mire’s drowning embrace. 
  Coracles and Rafts
  Small boats will be useful in this adventure. Coracles 
  are round rafts — somewhat like a floating shield with 
  high sides — generally designed for one or two oc-
  cupants. Trying to carry more passengers makes them 
  prone to flipping their occupants into the mire. The par-
  ty could also lash logs together with the plentiful reeds 
  and vines to create a flat raft. Materials to build these 
  boats are readily available throughout the Blacksink 
  Marsh. Building a coracle or raft takes about 4 hours.
  Fighting on a coracle is precarious. Characters using 
  thrusting or missile weapons need only make a saving 
  throw before each attack to avoid falling into the water. 
  Those with slashing and bludgeoning weapons must 
  save with a –5 penalty every time they use the weapon. 
  Fighting on a flat raft requires no saves.
  A favorite tactic of the gator-folk is to upend the 
  boats from underwater and dump those aboard into 
  the swamp. Tipped coracles can be righted in a round. 
  THE HUNGERMIRE 
  The mire eventually becomes little more 
  than greenish bog the consistency of soup. All 
  possibility of continuing on foot ends at a small 
  rotting jetty. The remains of two coracles lie 
  drowned at its side, whilst far away you can make 
  out a clump of bent trees that appear to be 
  strangling a building — you can just make out 
  horribly fractured gables, a collapsed wall, peeling 
  statues, and, nearby, a curiously strangled spire 
  which rises from the waters.
  Between you and this choked carcass of a 
  
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  immune to sleep and charm, song of the mire, spell-like 
  abilities, stench, vomit dead water, vortex. See the Appen-
  dix for more details. 
  Spells: 3/day—obscuring mist, speak with animals, 
  speak with plants
  Slough Born (9): HD 2; HP 10 (x4), 11, 13 (x3), 8; AC 4[15]; 
  Atk slam (1d6+2); Move 6 (swim 18); Save 16; AL C; CL/XP 
  3/60; Special: drench, vortex
  Part Three:  
  The Drowning Temple
  Once the characters successfully navigate the 
  Hungermire, read or paraphrase the following:
  Here the walls rise like fractured limbs from 
  the dank waters at their feet. Chaos, collapse, 
  and damp overpower your senses. Ivy and boughs 
  above, weeds beneath, both strangle the building 
  and its nearby spire. This is a building approaching 
  the welcome embrace of collapse.
  General Features
  Every section of the temple sank into the murk and is 
  now flooded. Unless stated, waters are 4–5 feet deep, and 
  the floors are covered in silt. Corridors and rooms, except 
  where stated in the text, have vaulted ceilings 12 feet high, 
  generally leaving 7 feet above water, however, at every 
  location where there is a door, the waters lie but 1 foot 
  below the lintel, and characters passing through on rafts or 
  coracles must do so lying down. The doors have long since 
  rotted into murk.
  Floors are tiled but uneven (a result of the upheavals in 
  the sinking building) and there are frequent fissures and pits 
  shown on the map. As a rule, pits are 10 feet deep unless 
  marked in the text. Characters that are swimming won’t 
  sink, but those walking will, although they won’t take any 
  damage from such a fall. Any characters dropping into a pit 
  must swim out.
  Ever-present Danger of Collapse
  The structure is in danger of collapse at any moment 
  and you may wish to consider the use of collapses both as 
  a weapon and as a penalty if characters use certain spells 
  such as fireball. Such a decision rests with you but as a rule 
  of thumb, if you decide to use this option consider that for 
  each d6 of area of effect damage inflicted there is a 10% 
  chance of collapse. 
  Cruel Hands
  At places marked with X on the map, the temple 
  occupants have driven rusty butcher’s hooks they found in 
  the ruins into the floors. Treat such areas as being covered 
  with caltrops, bearing in mind that the water is murky, 
  making theses rusty hooks difficult to see through the silt 
  and muck.
  Caller of Crooked Forms and  
  the Broken Temple
  The Caller has been busy working on his temple, and 
  in his work recruited three followers — descendants of his 
  tribe, now warped into horrid monsters by the old gods’ 
  curse. In addition, the Caller carefully fed his guardian, the 
  slough shade in the great mire outside. He and his followers 
  are now able to move in and out of the ruin unmolested by 
  the creature for now.
  Two weeks ago, the Caller dreamed Dajobas 
  commanded him to consecrate the temple by sacrifice — 
  a sacrifice through drowning, to be followed by a great 
  feast, at which he would bless his followers with the gift of 
  undeath and then taste the flesh of the drowned.
  To prepare for this event, the Caller created the Hollow 
  God — a great figure of wicker and wood in the likeness 
  of Dajobas, into the belly of which would go the sacrifices. 
  It spent the last few days gathering waifs and tramps, the 
  homeless and a few slaves to fill the belly of its god. Now 
  the belly is full, and the pleading of those already eaten 
  by Dajobas goes unheeded, the Caller needs only time to 
  prepare itself to begin– the sacrifice must begin soon.
  For the past two nights all has been still as the Caller 
  prepares the great sacrifice.
  1. THE GASPING SPIRE 
  A spire here reaches out of the water like a 
  drowning man’s hand. Ivy and choking limbs of 
  trees strangle it. The spire rises some forty feet 
  out of the waters, and branches have stabbed into 
  the heart of the structure, fracturing a gaping hole 
  in it near the top.
  The spire became home to a creature the Caller attacked 
  when he first crawled out of the mire a few weeks ago — a 
  monkey that dragged itself here to die and lived on as a 
  wight. It has been here for days and often at night can be 
  seen staring into the waters of the mire looking in vain 
  for fish that it no longer needs to eat. During the day the 
  monkey broods within the skeletal structure of the spire, 
  where it is at its most advantaged if attacked. The spire is 
  straightforward to climb, with a narrow opening 35 feet up. 
  This entrance is narrow, barely wide enough for humans 
  to squeeze through (20% chance of getting stuck). Within, 
  the spire is like the skeleton of a vast creature — a lattice of 
  beams and boughs and ivy. It is hard to see anything within. 
  The monkey wight lurks in the cover of ivy, and will wait 
  until someone either gets stuck as they enter, or more than 
  
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  3 creatures enter the room—then it will scream and attack. 
  The monkey is a terrible sight, a mangy creature covered 
  in horrible wounds, a terrible gash is opened up in the side 
  of its head and one eye is white. It is alive with flies, with 
  maggots crawling in its mouth and open sores.
  Monkey Wight: HD 1d4 hp; AC 7[12]; Atk 2 claws (1d3 plus 
  level drain); Move 15; Save 18; CL/XP 1/15; Special: drain 1 
  level with hit, hit only by magic or silver weapons.
  Development
  The rest of the spire lies below water. Some 30 feet below 
  the surface is a wide doorway leading to a partially collapsed 
  masonry tunnel, this leads to the Fracture (Area 4), but 
  the tunnel is a narrow squeeze at the point marked X, and 
  man-sized characters have a 30% chance of getting stuck in 
  the narrow space.
  Movement Within the Spire
  The area inside the spire is crisscrossed with so many 
  boughs and beams that vertical, as well as horizontal, 
  movement is possible. Moving from beam to beam through 
  the spire (either vertically or horizontally) requires a saving 
  throw. Failure means the character barely catches himself 
  on the beam as he moves. Failure by 5 or more means the 
  character plummets to the water-filled bottom of the spire 
  and strikes their head on a beam or two on the way down 
  (1d6 points of damage). Unconscious characters who fall 
  into the water begin to drown unless rescued.
  2. THE GREEN ROW 
  A large broken doorway lies above the waters 
  here. The lintel stone fell in two but vegetation 
  still supports the opening, which is broad enough 
  to allow a coracle or raft through. Beyond, the 
  waters enter a wide chamber where a frightening 
  crack runs along one wall, whilst at the far end is 
  a similar opening. The surface here is cloyed with 
  weed and algae.
  Two Karikanti lurk in the waters here guarding the 
  entrance. They always crawl just beneath the surface and 
  try to attack by surprise. When they move to attack, read or 
  paraphrase the following description:
  
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  The waters stir and the weeds sway, suddenly 
  a whorl becomes a rush and a thing bursts from 
  the waters: a green disjointed creature like a reptile 
  but with too many elbows and joints. It shambles 
  uneasily as it leaves its stagnant home, stinking 
  weeds clothing it; its elongated mouth of broken 
  teeth yawns greedily.
  Karikanti (Gatorfolk) (2): HD 8; HP 40, 52; AC 3[16]; Atk 
  slam (1d6+3) or bone greatclub (1d8+3), bite (1d6+3), 
  tail slap (1d8+3); Move 12 (swim 15); Save 8; AL N; CL/XP 
  8/800. Special: death throes, devour, drowning curse, smell 
  lies. See the Appendix for more details.
  Tactics: Gatorfolk are dangerous opponents, especially 
  in the waters of their homeland. They are skilled hunters 
  and often ambush their prey. They make liberal use of their 
  drowning curse ability to incapacitate their enemies – for 
  example, when their enemies are in boats – dragging them 
  half drowned into the water afterward. Fanatical in their 
  defense of their territory, gatorfolk often fight to the death 
  and their death throes usually claim the lives of their slayers.
  3. THE RUSTY CAGE
  This chamber is in a bad state of repair, the roof 
  sags and a trio of large crows roost in what is left 
  of the chimney.
  The well shown on the map is 60 feet deep and 
  originally used to draw water for the inhabitants of the 
  building. The Karikanti have placed a cruel trap at the 
  top of the well. A rusty iron cage lies flush with the top and 
  anyone stepping on it has a 2 in 6 chance of falling through 
  as the corroded mesh crumbles underfoot. The victim 
  then plummets 60 feet down the well, taking 6d6 points of 
  damage as he falls onto hooked barbs.
  4. THE FRACTURE
  This chamber is literally broken in two with 
  both ends sunk into green water, while a central 
  section hemorrhaged up out of the bog and nearly 
  touches the roof 30 feet above, making for a 
  narrow squeeze under the ceiling, if such a decaying 
  and broken structure is worthy of the name. 
  Between you and that lofty spot is a slick tiled 
  floor festooned with many cracks.
  The Fracture resulted from a build-up of marsh gases 
  that erupted upward, forcing the floor into the ceiling. The 
  floor rises steeply up to the ceiling, which is 30 feet high 
  and consists of heavy stone slabs gripping onto rotting 
  timberwork. The steeply slanting floor is 60 feet long and 
  must be climbed. The narrow space beneath the ceiling is 
  a tight squeeze (30% chance of getting stuck). Destroying 
  the ceiling causes a collapse. Beyond, the wall slopes steeply 
  downward.
  Two karikanti lurk in the waters keeping watch on 
  Area 3.
  Karikanti (Gatorfolk) (2): HD 8; AC 3[16]; Atk slam 
  (1d6+3) or bone greatclub (1d8+3), bite (1d6+3), tail slap 
  (1d8+3); Move 12 (Swim 15); Save 8; AL N; CL/XP 8/800. 
  Special: Death throes, drowning curse, devour, smell lies.
  Tactics: Like those in Area 2, these beasts seek to gain 
  advantage of their terrain by using their drowning curse and 
  then attempt to upend any boats and attack from their own 
  environment.
  5. THE COLONNADE
  This colonnade lies entirely under water as it is 
  only five feet high. The entrance door lintel is just 
  visible above the waters. Things hang in the water 
  near the surface of the colonnade — bloated faces 
  and white bodies of the drowned, lashed to rusted 
  hooks and sconces in the walls, their pale, wasted 
  limbs wreathed with weeds like green wedding veils.
  Three victims of the Caller were not fortunate enough 
  to be either placed in the Hollow God or simply eaten. This 
  trio of unfortunates have become 3 wights, and have been 
  instructed to remain here as guards should the ‘temple’ be 
  violated.
  Wights (3): HD 3; HP 28, 19, 20; AC 5[14]; Atk claw (1hp + 
  level drain); Move 9; Save 14; AL C; CL/XP 5/240; Special: 
  drain 1 level with hit, hit only by magic or silver weapons.
  Tactics: The wights, who have no need to breathe, will 
  seek to trap characters in the colonnade. One will block 
  the exit ahead, whilst the other two seek to split the party, 
  facing back to back if possible to avoid being flanked.
  6. THE THROAT
  The Throat is an opening in the floor of the building 
  leading to a narrow water-filled vent some 180 feet deep. 
  The Throat has its own peculiar undercurrents, making it 
  more difficult to swim through. Characters who fail a saving 
  throw are drawn downward at 10 feet per round. At the 
  foot of the Throat lie the skeletal remains of a warrior – his 
  metal breastplate beaten and still shining slightly in the 
  murk, his skeletal jaw hanging slack, and filled with weeds.
  Treasure
  The skeleton wears +1 platemail, and has a leather 
  satchel which contains the mushy, illegible remains of some 
  maps in leather scroll cases, a small knife with an ivory 
  handle engraved with bats with tiny rubies for eyes (worth 
  300 gp), and 23 pp scattered in the base.
  
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  7. THE HOLLOW GOD 
  A vaulted chamber kneels dying at the end of 
  the frightful colonnade,  crippled by the breaking 
  of its back — a single huge beam which is now 
  fractured in two places, and which barely supports 
  the stone- flagged roof, itself barely held aloft by the 
  boughs of trees invading the room. The entire 
  floor is covered in weeds and algae, and bits of 
  broken architecture jut from the water like green 
  teeth — parts of statues and pillars, a fallen wall 
  and a splintered beam.
  A single structure dominates the broken 
  chamber. It is a giant pair of crocodile jaws 
  made from wood and wicker, a colossus of 
  sharpened teeth-like branches that binds its victims 
  tight within its iron grip. Thick ropes tie the 
  structure to various parts of the chamber, keeping 
  it, for the present, precariously above a dark hole 
  in the water. The clamped wicker jaws are filled with 
  people, all of who cry out in terror.
  Thirteen of the missing townsfolk are in the belly of the 
  Hollow God, a great wicker-and-bough maw created by the 
  use of wood shape by the Caller. They are bound tightly and 
  cannot move to aid themselves unless cut free. Combat and 
  area effect spells within the chamber are incredibly risky to 
  the victims (see side box), who will begin to scream loudly if 
  they perceive any chance of help.
  A deep well lies directly beneath the Hollow God, a 
  vile sucking mire with undercurrents similar to those 
  encountered in the Hungermire outside. Anyone navigating 
  the water here must make a saving throw or be dragged 
  down. The Well itself is 120 feet deep and 15 feet across.
  At various sections on the map are finger-like pillars and 
  stones jutting from the water. These provide dry areas that 
  characters may use to attack from.
  The Caller of Crooked Forms is within the chamber 
  along with his three most faithful Karikanti followers. The 
  Caller is a horrid dead thing shuffling about and leaning 
  on an enormous staff of aged elm topped with a gleaming 
  scythe blade. The thing is emaciated and a blackened robe 
  clings to its bony form. The Caller’s eyes are deep set and 
  leathery skin hangs off its frame like a coat.
  The Caller of Crooked Forms: HD 8+2; HP 57; AC 3[16]; 
  Atk scythe (2d4+2) or slam (1d4+2 plus level drain); Move 
  9; Save 8; AL C; CL/XP 10/1,400; Special: chosen of the 
  shark god, drain 1 level with hit, hit only by magic or silver 
  weapons, spells (3/1). 
  New Gifts 
  Chosen of the Shark God
  You hear the savage call of Dajobas; his hunger 
  is yours now. You can only feed it with the blood of 
  your foes. Whenever the possessor of this gift kills a 
  foe in battle, he gains 5 temporary hit points. These 
  hits points last 1 minute. The possessor must kill a 
  living creature every day.
  Preventing or  
  Aiding the Sacrifice 
  The Hollow God is 20 feet high and 10 feet across. 
  The structure can be destroyed by doing 100 points 
  of damage to it. For every 10 hit points delivered, 
  assume that one victim is able to escape the Hollow 
  God.
  Eleven ropes hold the Hollow God out of the mire. 
  The structure will remain above water provided at 
  least one rope remains; however, as soon as they 
  are all cut, the structure drops into the Well. Unfor-
  tunately, the weight of the structure is such that, 
  once half the ropes are cut, there is a chance that the 
  others snap due to the weight. With six or less ropes 
  remaining, there is a 20% chance that another snaps 
  every round.
  Worse, those using slashing weapons and area ef-
  fect spells risk cutting ropes accidentally. Every time a 
  character using a slashing weapon standing adjacent 
  to a rope misses an attack against a foe there is a 50% 
  chance they sever the rope near them instead, if their 
  attack roll would hit the rope’s AC. Area spell effect 
  damage is applied to all ropes in the area of the spell.
  Clever characters may seek to make use of spells 
  that can help release the sacrifices. Spell like warp 
  wood will certainly free those trapped within the Hol-
  low God, and other spells may partially release them 
  or prevent the god from sinking — damage-dealing 
  spells which can be targeted on a single section of 
  the god may release single victims, wall of ice may 
  be large enough to fit across the Well itself, or other 
  ice spells may freeze the waters of the temple area at 
  your discretion. As ever, the Referee has the final say 
  in the effect of these spells or other pieces of impro-
  visation on the part of your cunning players.
  The fallen Hollow God sinks at a rate of 10 feet per 
  round; the townsfolk are bound within various por-
  tions of the statue but assume that once it sinks 10 
  feet everyone begins drowning. Three rounds after 
  sinking, assume that 1d3 townsfolk drown.
  
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  Spells: 1st—detect magic, faerie fire, locate animals; 
  2nd—warp wood
  Equipment: staff of swarming insects (18 charges, per 
  insect plague spell) topped with a scythe blade.
  Tactics: As soon as the inner temple is violated, the 
  Caller cries out to his followers to “make the sacrifice,” at 
  which point his karikanti followers rush to the support 
  ropes and begin cutting unless distracted by attackers. For 
  more details on what happens afterward, see the Preventing 
  or Aiding the Sacrifice sidebar.
  Karikanti Followers of Crooked Ways (3): HD 8; HP 
  34, 56, 45; AC 3[16]; Atk slam (1d6+3) or bone greatclub 
  (1d8+3), bite (1d6+3), tail slap (1d8+3); Move 12 (swim 15); 
  Save 8; AL N; CL/XP 8/800. Special: death throes, devour, 
  drowning curse, smell lies.
  Treasure
  Someone propped up a large shark skull as a temporary 
  altar against the far wall of this chamber. Scattered 
  around this and liberally doused in sacrificial blood are 
  the following: 212 sp, 304 gp, a pair of fine jet gemstones 
  (worth 150 gp each), some dead, mummified crows, 11 corn 
  dolls and a fine enameled picture held in a platinum case 
  depicting a rosy complexioned beauty and inscribed “To KC 
  – Loved” (worth 500 gp).
  Concluding the Adventure
  The slaying of the Caller effectively ends his reign of 
  terror over the plantations, but he is only one of Dajobas’ 
  many faithful now returning to the world. If the characters 
  defeat the Caller and its minions, but are unsuccessful in 
  preventing the sacrifice, you may wish to consider staging 
  another adventure in these ruins at a future date when the 
  temple calls out to more deadly inhabitants of the Blacksink 
  and forces them to bow to Dajobas’ dark whims. If the 
  sacrifice is averted, then these ruins sink away into the 
  mire completely over the next few days and vanish into the 
  sucking mud of Blacksink forever.
  Regardless of the outcome, the plantation owners in 
  the area, especially Barrison Hargrove, are quick to try to 
  associate their names with these brave new heroes who 
  dared to venture into Blacksink. Various propositions and 
  gifts will come the characters way over the next few days, 
  the exact type or value of which is left to you to decide.
  
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  Appendix 6: Deep Waters
  Deep
  Waters
  “The Razor Sea, the pirates’ playground, is filled with the 
  ancient curses of the Tulita islanders. It is an easy place to 
  die, and a stretch of water where countless legends are born.”
  — Reiker Glassgrinder
  “One of tay beauties of tay Sea is her hidden potential; 
  anyting could lurk Below, anyting at all. And so it is with 
  tay Tulita; we are deep waters.” 
  — Aman the Speaker
  
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  364
  Razor Coast
  
  365
  Appendix 6: Deep Waters
  Appendix 6
  Deep Waters
  by Frank Mentzer
  This is a sea-story. It might be real; it probably isn’t. 
  Once these events conclude, no record will remain. 
  There will be no golden doubloons to waste on wenches 
  and wine nor arcane relics to brandish. Nothing comes 
  of this...well, nothing but an undefined association with 
  a being who might — or might not — be helpful at some 
  other time. “A favor to be named later” is the classic 
  phrase, common to adventurers everywhere. A favor is 
  a doorway to the future, perhaps even to an alternate 
  reality... and this one may sway the fate of the Razor and 
  all who dwell there.
  Deep Waters is an adventure designed for the Swords 
  & Wizardry Complete Roleplaying Game. Characters 
  may be of any level above third, and with any equipment, 
  magical or otherwise. While it is connected to the Razor 
  Coast campaign, it does not take place specifically on 
  the Razor Coast or the nearby seas. Rather it takes place 
  on the extreme edge of the Razor Sea where it becomes 
  part of the great world ocean Oceanus. This adventure 
  involves five spirit-beings who dwell on the far fringes 
  of the Razor Sea. They function as a type of angels, 
  intermediaries between gods and mortals. They are 
  called the Loa.
  Adventure Background
  The Tulita of the Eastern Sea
  The legends of the origins of the Tulita peoples are 
  many and convoluted. Seemingly every individual tribe 
  has its own version of their creation at the hands of Pele 
  and their own place of primacy in that tale. However, what 
  has been gleaned by scholars from these many tales and 
  the bits of anthropological evidence to be found are that 
  the Tulita were originally a Sea People that spread far and 
  wide in their early migrations millennia ago. Whether they 
  originated in the vicinity of the Razor Coast or just came 
  across it as a habitable land in their migratory wanderings 
  is open to debate. What is not open to debate is that they 
  NAMES & TERMS
  Name/Term
  Pronunciation
  Definition
  Aizan
  aye-ZAHN
  mistress of Water and the Seas (Loa)
  Captain’s Mast
  1 A formal hearing by the ship’s commander, for the handling of legal 
  matters involving his personnel. 2 A legendary magic item enabling total 
  control of one’s vessel
  Damballa
  dahm-BALL-ah
  mistress of the Air (Loa)
  Legba*
  LEG-bah
  important Loa who serves as the principal 
  Loa
  LOW-ah
  a spirit being (Aizanes-Tulita belief system)
  Oggun
  OH-gun
  master of the Earth (Loa)
  Samedi**
  sa-MAY-dee
  master of Death (Loa)
  Tulita
  too-LEE-tah
  natives of the Razor Sea
  Veve (also Vévé)
  VEY-vey
  semi-abstract line drawing, specific to a 
  Voudu (also Vudu)
  VU-du
  widespread belief system common to natives of the Caribbean in the real 
  world and the eastern reaches of the Razor Sea in the world of Lloegyr
  * Often ‘Papa Legba’
  ** Often ‘Baron Samedi’
  On Belief Systems 
  Some of the spiritual concepts expressed herein 
  derive from existing belief systems (of African origin) 
  found throughout the western hemisphere of the 
  globe. Their common structure, featuring spirit-be-
  ings acting as servants of God (sometimes ‘angels’), 
  is common to many major religions. A few actual 
  names and symbols (most from traditional voudu) 
  are used herein for verisimilitude, but this fictional 
  work containing those derivative elements is offered 
  in all due respect, with no intention to derogate the 
  religions themselves. Notably, all Roman Catholic 
  elements, normally widespread among these belief 
  systems, are absent from this treatment. The author 
  wishes to thank the late Joseph Campbell for his pio-
  neering work in this field, forging a bridge between 
  the mystic and the mundane.
  
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  366
  Razor Coast
  settled on what would become known as the Razor Coast 
  and its many surrounding islands and made it the home 
  of their people for countless generations. What is also not 
  open to debate is that the Razor Coast is not the only place 
  that they settled.
  Far to the east of the Razor Coast, where the Razor Sea 
  bleeds into and becomes a part of Great Oceanus, between 
  the Razor Sea itself and the distant islands of the Pirate 
  Confederacy, is an archipelago known to the cartographers 
  of Akados and Libynos as the Aizanes Islands. The Tulita 
  tribes that ultimately settled there and remained isolated for 
  many centuries differed greatly from their western cousins, 
  developing a culture distinctly their own. Traders from the 
  southern paramountcies of Libynos eventually reached the 
  islands several centuries ago and brought their own mix of 
  culture and customs, and more recently the captains from 
  both the Razor Coast and the Pirate Confederacy have used 
  various islands of the chain as their own ports of call. As a 
  result, the Tulita of the Aizanes, while sharing cultural roots 
  with their western cousins, have very different beliefs and 
  socio-cultural systems. To the Tulita of the Razor Coast, 
  the Tulita of the Aizanes are as different and mysterious as 
  an entirely separate people and, in general, the Tulita and 
  settlers of the Razor Coast have little to no knowledge of the 
  ways of the Aizanes Islanders. To understand the Aizanes-
  Tulita is to meet the Aizanes-Tulita and get to know them—
  whether the individual in question is of mainlander/colonial 
  descent or western Tulita descent.
  One of the biggest differences between Tulita of the 
  Razor Coast and Aizanes-Tulita is their religious belief 
  systems. While the Tulita of the Aizanes revered Whale, 
  Dolphin, and Father Turtle in antiquity, their separation 
  from their cousins and their lack of involvement with the 
  great religious struggles that took place on the Razor left 
  them with a less-intensive version of the faith supplemented 
  heavily with ancestor worship. When the Libynos traders 
  showed up centuries ago, they brought with them their 
  own customs and religions and, as they established 
  permanent trading communities, over the years their own 
  tribal beliefs became incorporate into those of the Tulita. 
  The culmination of this assimilation of cultures led to the 
  discovery of the Loa, which is the religious faith that most 
  defines the Aizanes-Tulita to this day.
  Loa
  Loa have powers vast by mortal standards and are 
  immune to almost all mortal spells and weapons. Yet 
  they are minor, almost insignificant, when compared to 
  true deities. They all have a fascination for mortals and 
  mortal life, and choose to function as both caretakers and 
  bringers of justice. Despite this, they rarely intervene unless 
  properly invoked. All actions by Loa tend to be reparative or 
  preventative, and they are almost never aggressive. Even the 
  dread Baron Samedi obeys customs, only bringing doom to 
  those who deserve it — even in his role as the purveyor of 
  Death itself.
  The Five
  The five Loa primarily venerated in the Aizanes Islands 
  are Aizan (for whom the islands were named by Libynos 
  traders), Damballa, Legba, Oggun, and Samedi. They almost 
  never reach beyond their respective realms (elemental or 
  otherwise). 
  Aizan is the Loa with dominion over Water, especially 
  the sea. Often considered a deity of commerce, her colors 
  are gold, yellow, and white, and her symbol (or veve) is a 
  palm frond. She is regarded as the archetypal Priestess (and 
  her husband Loco is likewise ‘the great Priest’).
  Damballa, ruler of Air, may be a super-Loa. She is 
  considered by the Aizanes-Tulita to be the goddess of the 
  sky, and is sometimes called the primordial creator of all 
  life. Her colors are blue and white, and her symbol is a pair 
  of serpents.
  Legba (often “Papa Legba”) is the intermediary between 
  the Loa and humanity. The patron Loa of speech and 
  understanding, he is the first and last spirit invoked in any 
  ceremony involving the Loa, as his permission is required. 
  He opens and closes the doorway to the spirit-world. His 
  only color is white, and his symbol is either a dog or a 
  crutch (or cane).
  Oggun, lord of Earth, presides over hunting and metal. 
  Some claim he has dominion over both politics and war. He 
  is the patron Loa of smiths. His colors are brown and green, 
  and his symbol is a blade (machete or saber). He is the 
  archetypal Military General (Fighter).
  Samedi (often “Baron Samedi”), the Loa of Death, is 
  also a spirit of Fire. The most fearsome of all the Loa, his is 
  the realm most closely associated with the Aizanes-Tulita 
  beliefs commonly called voudu, or death-magic. His colors 
  are red and black, and his symbol is a coffin. His ‘wife’, the 
  Loa “Maman Brigitte,” is technically a cohort in his black 
  arts, though more often his servant than partner.
  Adventure Synopsis
  The characters receive a mysterious summons to the 
  bottom of the sea where they encounter the Loa, Papa 
  Legba. He advises them that they have been chosen by 
  Aizan to complete a quest to recover three personal objects 
  for her from three other Loa. To assist in this he provides 
  them with a powerful artifact called the Captain’s Mast that 
  enables their ship to take to the air or land as easily as the 
  sea.
  If the characters follow this commission and use their 
  new artifact, they take ship to both the sky-realm of 
  Damballa and the primeval forest of Oggun to recover the 
  
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  Appendix 6: Deep Waters
  necessary items. When these tasks have been completed, 
  they learn that they must enter the Realm of the Dead to 
  recover the final item from Baron Samedi. The guidance 
  they are provided takes them into the very heart of the 
  volcano Mount Harbinger where they enter Samedi’s realm 
  and recover the item–only to learn that once the living 
  enter the Realm of the Dead, they can never leave. Trapped 
  among the dead, the characters must contrive some way to 
  convince Samedi to eject them from his realm in order to 
  return to their ship and deliver the acquired items to Aizan. 
  Success may provide them with a boon that will come 
  in handy as they continue their adventures on the Razor 
  Coast. Failure will leave them in the realm of the dead for all 
  eternity.
  Beginning the Adventure
  Two factors are primary in considering when and where 
  to begin this adventure: 
  Reputation: The characters have had time to explore 
  part of the Razor Coast, and have done some adventuring 
  therein. This leads to their notoriety, and their notice by the 
  Loa
  Location: The characters are on a seagoing vessel with 
  appropriate crew. It may be under their control, or quite 
  the opposite. One or more of the crew should be Tulita, at 
  least one of whom has a more-than-passing familiarity with 
  the Aizanes Islands (having originally hailed from those 
  islands).
  Use a ship of your own design or one of the many 
  options provided in the Razor Coast campaign. The details 
  of the ship itself are not particularly important to this 
  adventure, just as long as the characters have free access to 
  it. Below are sample stats, if you need them for members of 
  the crew and officers.
  Ship’s Mate (Ftr1): HP 6; AC 7[12]; Atk cutlass (1d6) or 
  heavy crossbow (1d6+1); Move 12; Save 14; AL C; CL/XP 
  1/15; Special: none. 
  Equipment: leather armor, cutlass, heavy crossbow, 
  10 bolts, 1d8 sp
  Ship’s Officer (Ftr3): HP 21; AC 7 [12]; Atk rapier (1d6) or 
  dagger (1d4) or pistol (1d10); Move 12; Save 12; AL N; CL/
  XP 3/60; Special: none. 
  Equipment: leather armor, rapier, dagger, pistol, 5 
  reloads of powder and shot, purse with 10 gp.
  Captain (Ftr6/Thf4): HP 44; AC 6[13]; Atk +1 rapier 
  (1d6+2), +1 dagger (1d4+1); Move 12; Save 6; AL N; CL/XP 
  10/1,400; Special: backstab (x2), +2 save vs. traps, thieving 
  skills. 
  Thieving Skills: Climb 88%, Trap/Tasks 30%, Hear 4 
  in 6, Hide 25%, Silent 35%, Locks 25%.
  Equipment: +1 leather armor, +1 rapier, +1 dagger, 
  potion of flying, potion of healing, magnifying glass, 
  spyglass, thieves’ tools.
  When you are ready for this adventure to begin, run 
  the following encounter while the characters are seabound 
  aboard a ship with a crew including the aforementioned 
  Aizanes-Tulita sailor.
  Part I
  The Wise Man  
  and the Loa
  EVENT 1: A MESSAGE FROM BEYOND
  At some point when one or more of the characters are 
  wandering the ship (whether making rounds as members 
  of the crew or ships’ officers or just roaming about while 
  bored en route to some other adventure), a character is in 
  the crews’ quarters (perhaps for a friendly game of cards 
  or dice) notices a simple chalk-drawing on the bulkhead. It 
  depicts a stylistically rendered palm frond about 4 inches 
  square, rendered in green and yellow. It is drawn above one 
  of the crewmember’s bunks and is partially obscured by an 
  old piece of stuffed sacking used as a pillow.
  The characters at this point should have no knowledge 
  of the Aizanes Islands or their culture, so they are at a loss 
  in determining its meaning. However, despite its seeming 
  innocuousness, it gives off a compelling sense of purpose. 
  In fact, anyone viewing it must make a save (at +2) or feel 
  the overwhelming urge to find out more about it. Anyone 
  failing this savte who fails to follow up on the geas suffers a 
  –2 to hit from sickness, until such time that they do so. This 
  can be removed by means of a remove curse spell.
  The picture is a veve (VEY-vey), a line drawing, the 
  emblem of a particular Loa.
  If the characters ask the crew about the carving, those of 
  mainlander descent know nothing of it and are not affected 
  in the same supernatural way as the characters. Those 
  crewmembers of Tulita descent, however, are strangely 
  reticent to speak of it. 
  
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  368
  Razor Coast
  A large group of characters will find only denial and 
  secrecy on this topic, no matter how friendly they may act. 
  A more subtle approach can succeed even after a failure of 
  this sort, but reactions will be slightly more guarded in that 
  case.
  Some of the crew know that a Tulita named Aman drew 
  the veve yesterday. If approached and asked quietly, any 
  of them may name him, and even subtly point him out if 
  convenient. Aman can then be successfully approached 
  (again, if only one or two characters are involved).
  Aman is a 38-year-old Tulita man in good physical 
  condition and of average appearance, except for odd 
  earrings (which depict a dog and a crutch, respectively). He 
  is a part-time practitioner of Voudu, the religion of many 
  eastern Tulita. His accent and mannerisms are somewhat 
  strange to characters accustomed to the Tulita of the Razor 
  Coast, and only a seasoned traveler of the Razor can place 
  him as a Tulita from the Aizanes Islands far to the east 
  across the Razor Sea.
  Aman (Clr5): HP 27; AC 9[10]; Atk club (1d6); Move 12; 
  Save 11; AL L; CL/XP 5/240; Special: +2 save vs. paralysis 
  and poison, spells (2/2). 
  Spells: 1st—cure light wounds, protection from evil; 
  2nd—bless, hold person. 
  Equipment: club, tribal and religious fetishes
  Development: Given a relatively quiet and relaxed 
  setting, Aman will be quite forthcoming. He explains that 
  he is from the Aizanes Islands where the Tulita revere the 
  Loa of the spirit-world. He admits to having drawn the 
  symbol (which he refers to as a veve) and identifies it as 
  being the symbol of the Loa Aizan, Mistress of the Sea. 
  After he answers the characters’ initial questions about the 
  veve, he waxes lyrical.
  “One of tay beauties of tay sea be her hidden 
  potential; anyting could be Below, anyting at all. 
  You no see’t until tay’s upon you...like Life itself. 
  So it ‘tis wit me people, de Aizanes-Tulita. We be 
  deep waters, most hidden. Some can see tay clues...
  gesture when enter some places, small symbols...an’ 
  tay other signs of our old, old fait’. Of teez realm, tay 
  fait’, be tay Loa. We all know tem, but tay legends be 
  not consistent. All tay Loa have many, many forms, 
  it seem, an’ many power...off’n tose matching tay 
  interests of tay story-tellers.” He grins briefly and 
  continues, “But all agree...tay Loa be far beyond we 
  mortals, you and I. Tay be another life form, nearer tay 
  gods. Tay have tere own interest, which be not ours.”
  Here he solemnly levels his gaze at you. “An’ tey 
  are not to be trifled wit’. Beware.”
  After his discourse, Aman explains more of his general 
  beliefs about the Loa, even explaining that his earrings 
  represent Papa Legba, without whose permission nothing 
  involving Loa can even begin. Aman has a surprisingly 
  practical view of his faith. He is well aware that it is not 
  generally shared by Tulita outside the Aizanes and can 
  describe it in very impersonal terms, but when performing 
  religious functions he takes it quite personally with deep 
  and true feeling. (He is willing to refer to the rites only 
  very generally.) The Aizanes-Tulita often refer to the Loa in 
  various daily matters, but all such are akin to “hoping for 
  luck” rather than serious pleas for divine assistance. Aman’s 
  main function is to ensure that the Loa hear their cries, for 
  he specializes in service to…
  “Papa Legba, tay gate-keeper; not’ing come to 
  pass wit’out his blessing!”
  Aman will share that the reason he drew the veve of 
  Aizan was a premonition, a dream he had the night before. 
  He will not elaborate, but insists that She, the mistress 
  of the sea, has taken a personal interest in the ship, its 
  journey, or someone aboard, he knows not which. What the 
  characters do with this information is up to them as there 
  are no further clues, and divination attempts do not turn 
  up any useful information. The ship simply continues on its 
  course as planned with no seeming ill effects.
  If the characters wish to investigate Aman further, 
  he will allow them to search his belongings to allay any 
  misgivings that they may have if they treat him respectfully. 
  His private stash, the kit of his “tools of his trade,” is hidden 
  in an out-of-the-way nook in the cargo hold. It consists 
  of special themed earrings and necklaces (each specific to 
  a different Loa), colored chalks, some dried animal parts 
  (mostly feathers and claws), and a few packets of mysterious 
  powders, but no written texts. None of his items are 
  inherently harmful, valuable or illegal under any known 
  laws.
  EVENT 2: A WATERY GRAVE? 
  This event occurs on sunset of the day the party makes 
  Aman’s acquaintance. At some point when a character is on 
  watch or otherwise on deck, read the following.
  Inbound clouds are blocking the skies, and 
  the ocean view — normally bright and clear in the 
  moonlight — becomes dark and limited. Visibility 
  drops, and the ship is slowed accordingly as the 
  helmsman orders sails dropped to safely navigate 
  morass. There is something sinister and unsettling 
  about the sea tonight.
  Allow any character on deck to realize that the ship is 
  sinking! The visible waters around the ship are rising against 
  its hull. Seconds later, however, it becomes evident what 
  
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  Appendix 6: Deep Waters
  is really happening, a hole is forming in 
  the sea underneath the ship, and as the 
  water level within this hole lowers, the 
  ship descends as well. A Tulita crewman 
  shouts that this is no whirlpool or other 
  natural phenomena, as the water is not 
  swirling — it simply appears that the 
  ship is being lowered into the ocean like 
  a bucket down a well, but no water is 
  pouring in to the fill the hole above the 
  ship.
  The vessel drops gently into this great 
  hole in the sea —only slightly larger than the 
  vessel itself — watery walls rising ominously 
  around it. Any crew members in the rigging 
  clamber down quickly, fearful, shouting, and 
  howling their warnings. Then, as the tips of the 
  masts drop below the surface high above, the sky 
  disappears slowly as the water converges above like 
  a black dome. All is dark, except for onboard light 
  sources...and then the black, watery roof begins to drop, 
  coming down the masts.
  At this point the characters can take what actions 
  they wish. The ship is sinking at a rate of 20 feet per 
  round, and the suction it is creating in the surrounding 
  water is such that anyone attempting to swim away from 
  the ship will fail unless teleportation magic is used. The 
  captain of the ship (if other than the characters) orders 
  all hands below decks to try and take advantage of air 
  pockets that are sure to form within the hull until a way 
  to escape can be discovered. After 2 rounds the airy dome 
  over the deck of the shrink shrinks away to nothing and 
  the hull itself begins to fill. All non-magical light sources 
  are extinguished, engulfing the ship in inky darkness. 
  Buoyant objects start to bob upward, getting caught in the 
  sails. Air pockets have formed within the hull, but they 
  are insufficient for everyone aboard to utilize, though the 
  characters may have magic that allows them to breathe 
  underwater. Inevitably at least a few crewmembers (and 
  possibly characters) will find themselves bereft of air 
  pockets or magical protection and begin holding their 
  collective breaths.
  A few rounds pass before the first crewman violently 
  exhales, surrendering to the watery death, then another 
  and another. And then…revelation. The “dead” are 
  surprised, trying to talk, gesturing! Somehow they can 
  breathe the sea, and did not drown. In the garbled sounds 
  of trying to talk underwater can be heard the inevitable 
  question, “How?” And soon someone adds that chorus, 
  “Why?” Everyone aboard the ship is under the effects 
  of a supernatural water breathing effect that cannot be 
  dispelled.
  As the ship continues to sink, serpentine shapes, 15 
  feet long with vast, tooth-filled maws and red eyes come 
  swimming out of the darkness. A pair of fanged sea 
  serpents has stumbled upon the sinking vessel and are now 
  attacking what they suppose to be a drowning and helpless 
  crew. Crewmembers (including Aman) take cover below 
  decks if not already there, while the sea serpents focus their 
  attacks on characters, breaking through bulkheads and 
  decking as necessary to reach them. Remember that unless 
  there are magical light sources the fight occurs in total 
  darkness (not a problem for the serpents).
  Fanged Sea Serpents (2): HD 15; HP 75, 67; AC 6[13]; 
  Atk bite (2d12); Move 0 (swim 20); Save 3; AL N; CL/XP 
  16/3,200; Special: swallow whole. See Monstrosities, “Sea 
  Serpent”, for more details.
  Development: After 13 rounds, the ship suddenly lands 
  with a great thump on the sea floor 260 feet below the 
  surface, shuddering violently. The masts totter and start to 
  slowly fall. Weird sounds fill the water as two great cracks 
  appear in the deck, breaking the ship into three parts. The 
  whole ship slowly collapses into wrack, irretrievably holed. 
  It was never built for such a beaching. Anyone on deck 
  must make a save or take 2d6 damage from the falling masts 
  and rigging. Those below decks must save at +2 to avoid 
  1d6 damage. Assume that the crew survives in general with 
  only bumps and bruises.
  EVENT 3: AN UNEXPECTED AUDIENCE
  This event occurs as the characters and crew gather 
  themselves in the wreckage of the ship after their strange 
  descent.
  Everyone’s eyes slowly adjust to the gloomy 
  undersea conditions, and a greenish glow is soon 
  seen emanating from the planks of the ship itself. 
  The sea floor is remarkably uncluttered, almost 
  entirely sand with a few small rocky outcroppings. 
  
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  370
  Razor Coast
  The usual small creatures, mostly crabs and small 
  fish, dart about the place, giving no clue as to 
  what would make the strange events of the last few 
  minutes.
  The moment of reverie is broken by the rush of 
  bubbles and motion as the Aizanes Islander, Aman, 
  suddenly bursts from where he had sought cover in 
  the crew quarters and half swims, half leaps towards 
  the broken remains of the cargo hold. The words he 
  is shouting warp hauntingly in the watery depths.
  “He comes! I must entreat him. Prepare!”
  Unless the characters stop him, Aman heads into 
  the hold and retrieves his kit as described under Event 
  2. If asked who is coming, he hurriedly answers, “Papa 
  Legba, Papa Legba; he comes!” as he begins to put on the 
  ceremonial items he has collected—a necklace of chicken 
  claws, a headpiece made from the black feathers of a cock. 
  He is very excited and, if pressed for details, confirms (or 
  reiterates) that he believes that Papa Legba himself is near, 
  and should soon arrive. Meanwhile the glow from the ship’s 
  planking continues to glow with an increasing brightness 
  until creating a ghostly dome of light here on the sea floor. 
  Certainly it appears that something is about to happen.
  Aman believes that Papa Legba is approaching, and so 
  he is. An observant character spots the small, dark figure 
  approaching from the east before he reaches the perimeter 
  of the ship’s glow.  If not spotted before then, he eventually 
  steps into the green glow of the ship 50 feet away, a Tulita 
  man of indeterminate age wearing a coarse jute wrap and 
  straw hat, limping noticeably and using a simple crutch 
  under his left arm. He looks like an old, discarded slave 
  from a Port Shaw plantation. He limps toward the ship at a 
  slow rate across the sandy sea floor, which affords plenty of 
  time for actions by the party.
  Aman is bursting with adoration and desire, but 
  his Lawful nature wins out, and he urgently requests 
  permission to go and greet Papa. Ensuing actions at this 
  point vary once again by the party’s choices, but the end 
  result is essentially the same. Papa offers friendly greetings 
  and talks freely (with a heavy native Aizanes accent). He 
  wants everyone to come out and chat; he’d like to meet 
  them all. The reactions of the crew are mixed: Tulita (even 
  those of the Razor Coast) are be quite willing (and nearly 
  as excited as Aman), but others may be more cautious, 
  especially those who are skeptical about the religious claims 
  of Aman.
  If attacked, Papa reacts with sadness but no retaliation. 
  He easily shrugs off any damage or magical effects the 
  characters may throw at him. Assuming the characters 
  allow them to have discourse, when Aman meets Papa 
  Legba, the Loa blesses him for his piety and constancy, and 
  then speaks a few unintelligible words while gesturing over 
  Aman’s kneeling form. Aman is thereby promoted to full 
  Priest, and given the official title “Aman the Speaker.” If he 
  survives, he may become a major religious figure amongst 
  the oppressed Tulita of the Razor Coast as a blessing from 
  their far eastern cousins.
  After initial greetings are over, Papa Legba turns to 
  address the reason the characters have been brought here to 
  the ocean’s floor. Proceed with the Event 4 below.
  EVENT 4: THE COMMISSION
  The small Tulita man looks at you impassively, 
  but his gaze carries an aura of incalculable power. He 
  addresses you in a voice, calm and even, but the water 
  dares not distort its sounds and the words carry the 
  hint of great truths and secrets.
  “You be wonderin’ why Papa Legba be comin’ 
  te see you. Aizan, tay Mistress of tay Sea, she tay 
  one who callin’ you down here tay talk wit’ me. You 
  tay ones who caught her eye, and now she be sendin’ 
  me te see you - te ask you. Tis a triflin’ ting. She 
  has brought you here and be protectin’ you from 
  tay sea since it be her own domain. But she has a 
  task for you if you be worty for it - tree tasks really. 
  Some of her friends an’ fellow Loa, tey be prankin’ 
  herself. Tey took tree tings of hers tat she be wantin’ 
  returned. She could be goin’ and gettin’ tem on her 
  own, but she has reasons tat she don’t wanta’ do it 
  herself. So she choosin’ you te do it for herself.
  “Tay tings she be wantin’ back are her comb, an’ 
  brush, an’ mirror. And tay ones who be keepin’ tem 
  from her be Oggun, Damballa, an’ Samedi. Tey be 
  made of tings of te sea - sea urchin, an’ coral, an’ 
  pearl, so you will know tem when you see tem. Tey 
  won’t be hard te recover; she jus’ don’ be wantin’ to 
  do it herself.”
  He stops and looks you over speculatively. 
  Finally, after a moment’s pause he finishes.
  “Be you helping Aizan or be you not?”
  Other than saying that each of the items in question are 
  3–5 feet long and giving the general description of their 
  materials, Papa Legba has no further information to give 
  the characters in regards to the items they are to recover. 
  He reiterates that they won’t be hard to obtain, but Aizan 
  cannot handle it personally; the reasons involve certain 
  customs of her people — the Loa — and are not relevant.
  
  371
  Appendix 6: Deep Waters
  It is likely to dawn on the characters that they are 
  completely at the mercy of Aizan, being stuck on the ocean 
  floor and kept safe only by her goodwill. Even if they do 
  have some means of escape, it is unlikely that they could 
  rescue all of the crewmembers of their ship as well. In 
  order to maintain her goodwill, at least long enough to get 
  everyone safely to the surface, they are likely to agree to 
  help the Loa. Although the characters will essentially be 
  forced to help Aizan, their relationship is yet to be defined. 
  They can, for example, quite legitimately ask, “What’s in it 
  for us?” (or some variation thereof), and skeptical crewmen 
  will certainly broach that question. With forethought, 
  some may also ask of Papa, “Can you do anything to help?” 
  (Questions relating to transportation will be waved off, for 
  the moment.)
  Papa Legba is not sure the characters are worthy of 
  Aizan. Thus, in response to all such questions, he suggests 
  that they prove themselves. Without waiting for anyone’s 
  approval or agreement, he gestures, and large shapes are 
  seen arriving just outside the light, about 60 yards away. 
  Ten giant crabs emerge from the surrounding murk and 
  attack the characters. Aman and any crewman flee back 
  into the hull of the ship as the crabs approach, and the 
  crabs do not direct any attacks towards the ship unless the 
  characters flee there as well. If the characters agree to help 
  Aizan without any such question, Papa Legba does not call 
  upon the crabs to test the characters.
  Giant Crabs (10): HD 3; HP 11, 12, 12, 14, 13, 9, 12, 8, 14, 
  6; AC 3[16]; Atk 2 pincers (1d6+2); Move 9; Save 14; AL N; 
  CL/XP 3/60; Special: none. See Monstrosities, for more 
  details.
  Development: If the characters successfully defeat the 
  crabs or agree to help Aizan without making any demands 
  of their own, Papa Legba is convinced of their mettle, and 
  turns to the topic of their reward.
   “If you retrieve Aizan’s tree possessions and 
  bring tem back to me for delivery to her, then she 
  will assist you in tay near future. 
  When tay Spawn of tay Deep, bane 
  of all life, riseth agin’. Tay Beast 
  beyond you ken, and her boon you 
  need, te save tay world! Ten you will 
  have it.”
  Papa Legba does not give any more explanation in 
  regards to the prophecy he just uttered, but it refers to 
  when the Krakenfiend reaches forth at the conclusion of 
  Razor Coast. At that time an alliance with the Loa can 
  make a huge difference. See “Concluding the Adventure” for 
  details.
  Once the general deal is established (perhaps after a 
  captain’s mast involving all of the crew and characters), 
  some will press for more tangible rewards. Surprisingly, 
  Papa Legba agrees! He gestures, and a great treasure chest 
  emerges from the sea floor beside him. He reaches out 
  with his crutch, and it opens with a touch. He reaches in 
  and extracts a leather sack after which the chest closes 
  firmly, but not before the characters catch a glimpse of 
  vast numbers of gold and silver coins. The chest, sack, and 
  contents of each exist at the Loa’s whim, and thus cannot 
  be pilfered. Papa Legba unties the mouth of the sack, and 
  reaches in. From the mouth of the sack he procures a 
  handful of gold pins. There are just enough for him to give 
  one to each of the characters, Aman, and any ship’s officers. 
  The pins are 2 inches long and depict a stylistic palm frond. 
  They are worth 100 gp each. Papa Legba explains that this is 
  the Veve of Aizan, and will be respected by Believers if they 
  see them. After distribution, Papa comments, “You keep 
  tese after, if she permit.”
  After distributing the pins, Papa Legba extracts an 
  elongated box from the sack, and puts the sack down on 
  the sandy floor. He opens the box, removes a wand, and 
  drops the box (which floats gently down to the sack). 
  Gesturing with the wand he says, “Tis fix you ship.” Papa 
  Legba explains that, first and foremost, some one person 
  must accept the responsibility for this wand, called the 
  Captain’s Mast — there may be gasps if veteran seamen are 
  nearby as this is a legendary item indeed. The user must be 
  a reasonably experienced sailor; it is useless in the hands of 
  a landlubber. The user need not be the actual ship’s captain 
  but the captain of a ship must permit the wielder of the 
  
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  Night of  
  the Shark
  372
  Razor Coast
  AppendiX
  wand to use it to affect his ship, or it will not function.
  Once a recipient has been selected, Papa Legba glances 
  at the box, which floats back up to him, and puts the 
  Captain’s Mast back inside. He then gives the box to 
  the designated character, muttering a brief blessing. The 
  character instantly knows all its functions and procedures 
  when it is first touched.
  After presenting the Captain’s Mast, Papa Legba 
  suggests that the first task would be to reassemble the 
  ship. The user of the Mast can do so easily, and the process 
  takes about 30 minutes. In conclusion, Papa Legba asks 
  where the characters want to go next. Although three items 
  must be recovered, one is especially tricky, and should be 
  done last in his opinion. That ‘problem’ item is the comb of 
  Aizan, held by a particularly powerful Loa, Baron Samedi. 
  If this name is mentioned aloud, poor Aman will pale 
  very noticeably, knowing that that opponent will be Death 
  Incarnate. The immediate choice is thus of the other two: 
  The mirror of Aizan, held by Damballa in her domain of the 
  Air or the brush of Aizan, in the earthen realm of Oggun. 
  Whichever is chosen, Papa Legba nods wisely and offers 
  a few brief words of encouragement as the characters and 
  crew board their vessel (all parts of which are still glowing 
  brightly). Once the characters have chosen which of the two 
  they wish to recover first, read the following.
  The ship seems to know where to go once 
  everyone is aboard and you have chosen your 
  destination. It rises smoothly from the sandy floor 
  of the sea, as Papa Legba watches calmly from 
  below. The glow of the ship starts to fade almost 
  immediately, and it rises majestically through the 
  waters.
  Somehow it’s morning, though it was dusk 
  seemingly only an hour or two earlier, and the 
  cerulean skies offer a welcome panorama as the ship 
  broaches the surface of the Deep, the water streaming 
  from every spar reflecting the sparkles of a thousand 
  sunbeams. Everyone is soon breathing air again, and 
  the water in the hold mystically drains until all is 
  right once again...if a trifle damp.
  Depending on which item the characters have chosen 
  to recover first, proceed either to Part Two for Damballa’s 
  mirror or Part Three for Oggun’s brush. The characters 
  may divert the vessel temporarily from these ‘quests,’ but 
  Aizan expects them to fulfill her mission. Thus, should a 
  side jaunt be proposed, consider it from her point of view. 
  For example, if the party wishes to first handle an encounter 
  (random or otherwise) with a hostile vessel, they may do so. 
  Yet they will not be permitted to go sailing about the Razor 
  Coast region in search of adventure (in actuality, showing 
  off their newfound powers).
  Aman the Speaker is a special situation. He stays close to 
  the characters to provide them with advice and information 
  about the Loa. He does not willingly engage in combat and 
  always takes cover below decks when trouble comes. The 
  characters would do well to make sure that he survives any 
  encounters as he holds considerable knowledge that may be 
  of use to them.
  Part II
  The Airship
  The characters may start this episode either first 
  (immediately after their meeting with Papa Legba) or after 
  the land-journey to the realm of Oggun. In this portion 
  of the adventure the characters journey vertically to the 
  sky-realm of the Loa Damballa. However, she is offended at 
  their intrusion and presents a champion to challenge them.
  As the characters journey towards where they hope to 
  find Damballa’s realm (they don’t actually kow where it is), 
  the user of the Captain’s Mast realizes that the ship wants 
  to continue upward into the air. It is bucking, trying to lift 
  its bow, but is unable to succeed unless he bestows upon it 
  the elemental essence of air and commands it to fly (see the 
  Captain’s Mast sidebox in Part One).
  Activating the elemental essence function of the Mast 
  and concentrating on the move ship ability, the user 
  can send the ship flying into the air towards Damballa’s 
  sky-realm. If the user fails to concentrate the ship does 
  not fall, it merely stops in place and waits for the user’s 
  concentration to begin again. Remember that those affected 
  by the Mast’s Air enchantment are likewise able to fly 
  (albeit only slowly). If for whatever reason someone falls 
  overboard, he discovers that he does not fall and can hover 
  and maneuver as desired. Those not so enchanted, however, 
  are pulled normally by gravity, and should stay below decks 
  or hang on tight, lest they fall to the sea below.
  The ship rises, water streaming from its sides and 
  keel, and majestically floats upward toward the partly 
  cloudy skies. The view becomes more and more 
  amazing; few alive have ever seen the Razor Sea from 
  this vantage as islands take on the appearance of tiny 
  discolored bubbles in a vast sheet of smooth glass.
  Keep track of time as each elemental effect lasts only 
  4 hours per day. The ship takes 45 minutes to reach an 
  altitude of half a mile (2,600 feet), entering dense clouds 
  shortly before that point. While within the clouds it levels 
  off, which provides considerable comfort to any still hiding 
  or hanging on to avoid falling. Sunlight illuminates the fog 
  brightly, but visibility is obscured beyond 50 feet. At this 
  point the ship entered the realm of the Lady of the Skies, 
  the Loa Damballa. See Event 5 below.
  
  373
  Appendix 6: Deep Waters
  The Captain’s Mast
  This stout, palm-wood wand is slightly longer than 
  most wands, reaching nearly 18 inches in length, and 
  approximately 1 inch in diameter. With a deep chocolate 
  coloration and the fibrous texture typical of coconut 
  palms, the Captain’s Mast looks more like a piece of drift-
  wood than a divine artifact. 
  The Captain’s Mast exists by the will of Aizan. She can 
  retrieve it with a moment’s thought. If that occurs, all 
  the Mast’s magical effects cease immediately. (Aizan 
  being a benevolent sort, she will move the vessel to a 
  safe location, intact, if the lack of magic would leave it in 
  peril.)
  Procedure: Aim and concentrate; the ship will obey. 
  No verbal elements.
  Duration: Unlimited; full control is enabled as long as 
  concentration is maintained.
  Area of Effect: One vessel (and all components & 
  contents) but no life forms of any sort. (A Tertiary power 
  may optionally affect all life forms aboard, though indi-
  viduals may freely decline, thereby being automatically 
  unaffected.)
  Range of Effect: 100 feet
  Movement rate: 1 foot per second (regardless of ma-
  terial or mass)
  Powers (3): As given below. Note that Primary, Sec-
  ondary, and Tertiary functions may be used simultane-
  ously; for example, a vessel in reassembled form (Power 
  I) can be elementally enchanted (Power III) and moved 
  (Power II).
  I. Primary Power: All parts of one vessel designated 
  by the user of the Mast will move about, individually and 
  severally, to achieve the reintegration envisioned by the 
  user. Any single ‘part’ is as small or large as the user de-
  sires (to about 1/2” at minimum) except for items made 
  of metal, which cannot be subdivided. Alterations to the 
  user’s ‘vision’ may be freely made during the process. No 
  transmutation is possible; all materials and substances 
  retain their normal nature, though all except metals* 
  may be subdivided at whim.
  Examples: The user may cause all or part of vessel to 
  ‘morph’ into a different type or shape of vessel, a bridge, 
  a building, a floor, a shelter, specific tool(s), a ‘creature’ 
  (construct), and so forth.
  * Referee Note: Metals are the domain of Oggun, a dif-
  ferent Loa, and are not subject to Aizan’s powers.
  Secondary and Tertiary powers of the Mast derive 
  from its essence, giving the captain total control of the 
  vessel in all conditions.
  II. Secondary Power: The vessel can be moved by the 
  concentration of the user of the Mast at the standard 
  rate (roughly 2/3 mph, 1.1 kph), subject to environmen-
  tal conditions. The force is typically resisted easily by 
  most stationary masses. A vessel in altered form (Pri-
  mary Power), and/or all parts thereof, can likewise be 
  moved if within range (100’).
  III. Tertiary Power: The user may imbue the vessel, 
  and optionally crew (a one-time all-or-none effect at 
  the user’s discretion), with the essence of any one ele-
  ment (air, earth, fire, water). One elemental effect can 
  be invoked per day (thus 4 in all), and each lasts up to 
  4 hours, or until earlier discontinued by the user. Two 
  elemental effects cannot coincide. All beings so affected 
  become partially immune to adverse effects from that 
  element, and gain a +4/+20% bonus to related saving 
  throws and resistances, and damage reduction of -2 per 
  die. The nature of the element (normal, magical, pure 
  elemental, or other) is irrelevant. Certain logical move-
  ment effects are bestowed; a protected individual might 
  ‘swim’ in fire, for example. Gravity applies normally in 
  any event.
  Specific Elemental notes:
  Air: The ship can sail the skies freely, at any angle, to 
  any altitude up to 10 miles (16 km). Crew (if imbued) can 
  likewise move aerially (though at the same abysmally 
  slow rate, please note), so they probably will not fall out.
  Earth: The ship’s hull becomes rock-like, and gains 
  higher density and weight. Creatures affected similarly 
  undergo physical changes (gaining a +8 bonus to Armor 
  Class, needing no air to breathe, but having a much 
  slower movement rate, and exhibiting other effects at 
  the Referee’s discretion; this should not impede their 
  normal abilities, such as spellcasting). Anyone and any-
  thing so affected will sink quickly — literally ‘like a rock’ 
  — in air, fire, or water.
  Fire: A light green fire flickers along every edge of the 
  vessel, protecting it utterly from almost any fiery dan-
  ger; it could sail on lava, for example. Those affected can 
  even breathe fire or superheated air.
  Water: Sinking is impossible unless permitted by the 
  Mast’s user. Blessed by Aizan in this instance, all affected 
  will generally not be attacked by aquatic creatures.
  Reminder: All effects persist within 100 feet of the 
  Mast, but cease abruptly at that limit. Restoration of 
  effects does not automatically occur thereafter when 
  a creature or object returns to within range. (Note the 
  one-time-only application of effects during each tertiary 
  use, and the once-per-day limit on same.)
  
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  374
  Razor Coast
  EVENT 5: UNFRIENDLY SKIES 
  After an hour of traveling, this encounter occurs.
  The clouds part abruptly revealing the panorama 
  of the Razor Sea far below, and the brilliant warm 
  sun shines down upon the ship. The experience is 
  exhilarating, and beautiful. You notice that a soft 
  singing can be heard, as if a heavenly choir of angels 
  was heralding your arrival. The source of the song 
  must be invisible, though, for no figures can be seen, 
  only a few small clouds passing lazily by, leaving the 
  sunny sky virtually unblemished.
  The scene is idyllic, but not for long. A character may 
  spot a small cloud nearby moving against the wind towards 
  the ship. It slows at 100 feet, now clearly visible to everyone, 
  and transforms into a symbol of a pair of entwined serpents, 
  the veve of Damballa (as identified by Aman) drawn in 
  wispy clouds. Then the choir goes silent, and a husky female 
  voice booms out from the cloud, “This is my realm, not 
  yours. BEGONE!”
  Regardless of how the characters respond to the voice 
  of Damballa, the ship cannot leave fast enough to avoid her 
  wrath. She summons forth one of her servants.
  Another small cloud is spotted in the distance, but 
  this time it’s a dark, roiling mass. As the party watches, 
  it starts to extrude dark tentacles, and grows in size as it 
  approaches. Its speed is hard to guess, but it should arrive 
  within 5 minutes.
  The crew is panicky and useless for a short time, then 
  mustered to Battle Stations (assuming such discipline exists 
  aboard). Related: see “Firearms” below.
  Sky Kraken: HD 20; HP 100 plus 10/tentacle; AC 7[12]; Atk 
  up to 20 tentacles (2d6 plus slam or grab); Move 0 (fly 24); 
  Save 3; AL N; CL/XP 24/5,600; Special: immune to non-
  magical weapons, slam (2d6 additional damage) or grab 
  (see details below).
  The Sky Kraken
  The sky-kraken can (slowly) assume any size up to 300 
  yards across. It can extrude up to 20 cloud-like tentacles 
  in all directions, and 1d6 of them reach toward the ship 
  as the monster approaches. 1d3 more tentacles will join 
  the battle each round. The leading tentacles (tapering up 
  to 10’ diameter, 10 hp each) arrive 3 minutes after it is 
  first sighted. Three more minutes later its body arrives, 
  enveloping the ship in dark fog until it is dispersed.
  The magical and vaporous nature of the sky-kraken 
  renders it immune to non-magical weapons (other than 
  firearms; see below). Magical spells/devices that affect 
  air may prove more than ordinarily useful (the Referee 
  should scale these up as appropriate), and fire-based magic 
  inflicts normal damage, but water- and earth-based magics 
  produce no substantial results.
  Firearms, however, can ultimately win the day. Each 
  cannon shot fired into the body inflicts 5 points of damage, 
  and each musket shot 1 point. The efficacy is immediately 
  obvious, as a cannon shot leaves a great hole through a 
  tentacle (far greater damage than most other attacks). Once 
  this is realized, the captain or first mate will order a full 
  bombardment. The duration of the battle thus depends 
  somewhat on the configuration of the cannon and the 
  speed of that response. The ship’s form may have been 
  altered by the Mast, so this is highly variable. If all cannon 
  are available for a massive broadside at close range, the fight 
  will be over quickly.
  The wielder of the Captain’s Mast will not be attacked at 
  all; the monster senses the artifact’s supernatural power, and 
  will not challenge it. 
  When a tentacle hits, the sky-kraken can either slam or 
  grab. If the former, it inflicts only 2d6 damage, as its form 
  has minimal substance.
  The target of a grab makes two saving throws.
  If the first saving throw succeeds, the target either (2nd 
  save succeeding) escapes narrowly but unharmed (probably 
  by vigorous action), or (2nd save failing) takes half damage 
  (1d6).
  If the first saving throw is failed, the victim is either (2nd 
  save succeeding) dangling above the ship (during which 
  time others can react) or (2nd save failing) pulled quickly 
  away and probably dropped to the ground below.
  In battle, the sky-kraken will grab various crewmen and 
  pull them off the vessel at the same time it is fighting the 
  characters, and will not initially target the characters more 
  than anyone else. The grabbed crewmen will scream and 
  struggle, but most will prove unable to escape the sky-
  kraken’s lethal grip. A victim thus grappled is swung across 
  the sky at great speed, dangling helplessly in the curled end 
  of the tentacle. The hapless victim is then thrown, either 
  upwards or downwards at the sky-kraken’s whim, ultimately 
  
  375
  Appendix 6: Deep Waters
  falling half a mile to the sea below, with lethal impact in 
  most cases. Sharks will quickly eat what little remains. (The 
  huge monster is about 200 yards across at the time it nears 
  the ship, and remember that the range of the flying ability 
  from the Mast is but 100 feet...)
  The sky kraken battles until killed. Once it is reduced to 
  0 hit points, its form loses cohesion, and it quietly dissolves. 
  What was once a huge and lethal monster suddenly 
  becomes a wispy cloud bank, its former body parts now 
  drifting aimlessly in the slight breeze. 
  EVENT 6: DAMBALLA RETURNS
  This event occurs 5 minutes after the sky kraken is 
  defeated, so the characters have time to cast spells to 
  recover hit points and prepare for further trouble.
  The clouds are dispersing, and the brilliant sun 
  returns. The cloud displaying Damballa’s veve has 
  been hovering a few hundred yards away the whole 
  time and now approaches once again. The same 
  loud and strident voice returns as well. “We can all 
  destroy; enough for now. What do you be want?”
  Assuming the characters are forthright in their request 
  for Aizan’s mirror (Damballa will know if they are not), 
  the voice growls and then asks, “If I keep it, you have no 
  recourse. I could demand anything. What do you offer?”
  This should elicit concern, and may inspire some 
  discussion among the characters and possibly Aman. 
  Damballa will not debate the matter, and eventually she 
  curtails the chatter by saying, “Oh, do be silent. You mortals 
  drive me crazy. Never mind, this trifle isn’t worth a fuss. 
  Here, catch.”
  An object is ejected from the cloud, rotating end-over-
  end as it heads for the character who said the most in 
  the above dialogue (or the mast-wielder otherwise). It’s 
  the mirror of Aizan, of course. Shaped like a typical hand 
  mirror, its silvered glass is mounted on a giant ‘sand dollar’’ 
  (flat sea urchin) 3 feet across, with a golden handle. In total 
  it is 6 feet long and weighs 55 pounds. Someone should use 
  a sail or net to entrap the object, but it can be caught with 
  bare hands (any attempt to catch must hit an AC of 4[15]). 
  If it collides with the ship it will be utterly unharmed, but 
  may inflict 1–2 points of structural damage (though this is 
  again easily repaired by using the mast).
  The ill-tempered Loa does not respond to any further 
  pleas or comments. As the characters eventually depart, 
  she merely adds one further taunt, as described below. Her 
  current attitude is a result of events entirely unrelated to 
  this adventure. Loa have important issues to handle, and 
  mortal treasure-hunts are unimportant. If encountered in 
  the future, Damballa will be quite cordial. Yet for now, her 
  final words (from a distance) are, “...and don’t come BACK!”
  The Air power bestowed by the Mast should have 
  sufficient duration remaining to enable the ship to descend 
  safely to the sea once again. The half-mile descent takes 45 
  minutes. If characters want to go sailing about Damballa’s 
  sky for overlong, she will intervene angrily, sending the ship 
  quickly back to its ‘rightful place’ on the seas. Though other 
  than a bumpy, vomit-inducing drop from the sky, no harm 
  will be done to the ship of the crew.
  Once the characters have the mirror, they can proceed 
  either to Part Three to recover Oggun’s brush (if they have 
  not yet completed that quest) or to the final encounter in 
  Part Four to recover Samedi’s comb (if they have).
  Part III
  Journey to the Center 
  of the Earth
  The characters may begin with this section immediately 
  after their meeting with Papa Legba or after the aerial 
  journey to the realm of Damballa. For this quest, the 
  characters must sail through the infamous Witch’s Teeth 
  at the edge of Kai’s Bay (see The Razor Coast area map). 
  Thereafter they reach the east end of the Godsmask 
  Peninsula (the peninsula dominated by the Black Bear 
  Forest). Using the Earth enchantment of the Captain’s Mast 
  
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  376
  Razor Coast
  enables the vessel to ‘sail’ on land and penetrate the mystic 
  realm of Oggun. There the characters can easily retrieve the 
  brush of Aizan. However, their departure from this place 
  involves a complication.
  The journey to the Teeth may involve days of sailing, 
  during which time the characters may make short work 
  of any intervening encounters, due to the power of the 
  Captain’s Mast. Such events are part of the fun, so feel free 
  to add anything appropriate as long as it does not disrupt 
  the overall flow of the adventure. The party will lose the 
  Mast soon enough, so give them time to play with it! A 
  sample random encounter table is included below that you 
  can use as you see fit, or use the Events and Encounters 
  tables in Appendix Two of Dead Man’s Chest by 
  Necromancer Games.
  SEA ENCOUNTERS
  d%
  Encounters
  Source
  1–35
  See High Seas encounters and  
  roll again
  Complete, Table 59
  36–37
  1d8 aqueous orbs
  Monstrosites 18
  38–44
  1d4 bunyips
  TOHC 77
  45–46
  1d2 eyes of the deep
  TOHC 237
  47–51
  1d20 barracuda
  Monstrosites 18
  52–56
  1d3 brykolakas
  TOHC 74
  57–61
  1d3+1 corpse candles
  TOHC 106
  62–64
  elasmosaurus
  Monstrosities 122
  65–72
  2d6 sea lions
  Monstrosites 414
  73–79
  1d10+6 spore rats (ship 
  infestation)
  TOHC 455
  80–81
  dragonship
  TOHC 212
  82–86
  1d3 gray nisps
  TOHC 306
  87–91
  Sea giant
  TOHC 278
  92–95
  hypnotic jellyfish
  Monstrosites 272
  96–98
  sea spider
  TOHC 484
  99–00
  giant sea turtle
  Monstrosties 492
  TOHC = The Tome of Horrors Complete
  Complete = Swords & Wizardry Complete rulebook
  The Witch’s Teeth
  These vicious shoals located at the tip of the Godsmask 
  Peninsula are a labyrinth of coral reefs, jagged rocks, and 
  shipwrecks, all shrouded in a fog called “witch’s breath.” 
  The winds are similarly treacherous. The characters’ ship 
  with its Aizan-blessed Captain’s Mast clearly ‘wants’ to go 
  through the Teeth (as can be easily sensed by the user of 
  the Mast). Additionally, the ship clearly does not want to fly 
  above the Teeth; they must be traversed in order to access 
  the spirit-realm of Oggun.
  This process of sailing through the Teeth would be fatal 
  to almost any vessel or captain, save the legendary masters 
  of the shoals — Garr Bloodbane (RIP) and Witch Sader. 
  Both names are well-known to much of the crew, and their 
  histories as the only captains to have ever successfully 
  navigated the Teeth is common knowledge along the Razor. 
  Upon sighting the Teeth, the crew becomes more than a 
  little anxious, and they turn to the characters for salvation. 
  The key, of course, is the Captain’s Mast.  
  No matter how carefully the captain steers the ship, the 
  Witch’s Teeth will claim their due. No power of the Mast 
  will prevent severe collisions in the Teeth, but the alter ship 
  and move ship powers will prove crucial. The ship can be 
  altered in form, minimizing either the collisions themselves 
  (creating a spider-like walker legs to carefully step from 
  shoal to shoal, for instance) or the damage incurred thereby 
  (creating a smaller, reinforced double-or triple-hulled craft, 
  for instance). Using the Earth power of the Mast to turn 
  the ship’s hull stony will not be useful at this point if it is 
  still floating, as the weight of the stone ship would simply 
  sink. Despite all this, damage will almost certainly occur, 
  and the ship will start taking on water (if still floating) 
  or risk breaking apart (if not). However, through liberal 
  use of the alter ship ability to effect repairs, and if the 
  players are reasonably creative in this attempt, they can 
  keep the ship operational and moving. If their efforts are 
  substandard or lackadaisical, feel free to require saving 
  throws at appropriate intervals to avoid taking 2d6 damage 
  from particularly jarring collisions to the ship. Assess the 
  ingenuity that the players used in coming up with their plan 
  to move through the Witch’s Teeth, and assign it a score on 
  a scale of 1–10 (10 being the highest). Remember this score 
  for later when it will become pertinent during their dealings 
  in Oggun’s realm. 
  Regardless of the preparations made by the characters 
  for this journey, run the passage through the shoals 
  dramatically. Strongly convey the extreme peril that the ship 
  is constantly under and the sure destruction that it would 
  face were it not for the use of the Mast.
  EVENT 7: AMONG THE TEETH 
  The encounter occurs when the ship is in the midst of 
  the Witch’s Teeth.
  Visibility is minimal as the mysterious mist 
  known as witch’s breath gathers round and seems 
  to cling to the ship itself, like the greedy fingers of 
  some ghostly giant. Through the fog can be seen 
  the looming shapes of jagged rocks and long-dead 
  reefs. Just ahead sits the shadowed broken silhouette 
  of some unlucky merchantman that ran aground and 
  was left to the mercy of the Witch’s Teeth. Whether 
  its crew ever made it home or were stranded to die 
  
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  Appendix 6: Deep Waters
  a lonely death upon the Teeth is something no one 
  may ever know. However, the ghostly point of light 
  that suddenly appears on the ship’s deck 50 feet 
  ahead is sufficient to raise your hackles and wonder if 
  all the dead from such a tragedy rest easy.
  The characters ship has stumbled through the domain 
  of a covey of hags, the self-proclaimed witches of the Teeth. 
  Two of the hags are not currently present, but the third 
  member — an annis hag — remains here with some their 
  minions. They have spotted the approach of the characters’ 
  ship and prepared an ambush. Currently standing upon the 
  deck of the grounded vessel is a hill giant. It is shrouded 
  in sail cloth to blend in with the mist. It holds a bulls-
  eye lantern that it is shining at the characters’ ship to 
  capture their attention. While it does so, an air elemental 
  (invisible in the witch’s breath until they attack) float up 
  over the ship’s rail and get into position to attack. Finally, 10 
  gillmonkeys are paddling silently in the water nearby. If no 
  one is keeping watch over the side, the party will have no 
  warning of the approaching gillmonkeys until they climb 
  over the ship’s rail (hopefully while the elemental has the 
  characters distracted). Once battle is joined, the hag uses 
  her wand to allow the hill giant to fly over to the ship and 
  join the attack. The hag herself stays back on the shipwreck 
  and only attacks if someone attempts to board that ship.
  Air Elemental (8HD): HD 8; HP 31; AC 2[17]; Atk strike 
  (2d8); Move 0 (fly 36); Save 8; AL N; CL/XP 9/1,100; Spe-
  cial: immune to non-magic weapons, whirlwind. 
  Hill Giant: HD 8+2; HP 32; AC 4[15]; Atk weapon (2d8); 
  Move 12; Save 8; AL C; CL/XP 9/1,100; Special: throw 
  boulders. 
  Annis Hag: HD 8; HP 30; AC 1[18]; Atk 2 claws (2d8), 1 bite 
  (1d8); Move 12; Save 8; AL C; CL/XP 10/1,400; Special: 
  hug and rend, polymorph, call mists. See Monstrosities for 
  more details.
  Equipment: wand of fly (2 charges left)
  Gillmonkeys (10): HD 1d6 hp; HP 4, 2, 3, 3, 4, 5, 3, 5, 5, 4; 
  AC 6[13]; Atk bite (1d4), 2 claws (1hp); Move 6 (swim 12); 
  Save 18; AL C; CL/XP B/10; Special: breathe underwater. 
  See Monstrosities for more details.
  Treasure: If the wrecked ship is searched, it is seen to 
  serve as the lair of both the monsters encountered as well 
  as at least two more hags of indeterminate type and another 
  dozen minions of various races. They are not currently 
  present, and there is no indication if they are returning 
  soon or not (they are not, but this should encourage the 
  characters to move along as quickly as possible). A hidden 
  smuggler compartment is concealed in the ship’s bulkhead, 
  and found on a roll of 1 on d6. Within it is the covey’s cache 
  consisting of 4,954 cp, 1,378 sp, 6,643 gp, 520 pp, 2 black 
  pearls (600 gp each), 3 sapphires (800 gp each), a gold Tulita 
  totem mask (450 gp), a gold chess set (500 gp), a silver plate 
  
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  378
  Razor Coast
  inset with amethysts around its rim and engraved with a 
  woodcut of the light on Beacon Island in its heyday (200 
  gp), a suit of +1 leather armor, a wand of metal detection, 
  a potion of dragon control, a potion of treasure finding, and 
  a scroll of commune. This is the main treasure haul for the 
  adventure, so don’t feel bad allowing the characters to loot 
  this cache with impunity. However, they must consider that 
  there are two more hags out there that may hold a grudge 
  and seek out those who stole from them.
  EVENT 8: LANDFALL
  From the time they first enter the Witch’s Teeth, the 
  characters must pass several miles of shoals. The hills and 
  forests of the peninsula are visible in the distance, ever 
  nearing as the perilous journey progresses. The Teeth come 
  to an end very near the shore, only 200 yards distant, and 
  during this final uneventful jaunt any damage to the ship 
  can easily be repaired (via the mast’s alter ship ability as 
  usual). As the vessel approaches the eastern shore of the 
  peninsula, it will ‘want’ to continue moving up on land. 
  While floating on water, it can proceed only to the rocky 
  shore, there coming to a grinding halt.
  This is the time to activate the Earth power of the mast. 
  Keep approximate track of time from the initiation of the 
  Earth power. The party has 4 hours before it elapses. Aman 
  will add that it should be used to include the characters 
  and crew as well since they are seeking to gain entrance to 
  Oggun’s earth-realm and may need to find his favor. 
  If the characters (possibly with some crew) proceed 
  on foot, leaving the vessel at the coast, they will not find 
  Oggun. The only way to penetrate the Veil (Event 10 below) 
  is in a vessel that is ‘earth-like’, i.e., under the enchantment 
  noted. If the party proceeds without the ship, mention to 
  the user of the mast that it doesn’t feel right, and try not to 
  extend their fruitless woodland jaunt unnecessarily.
  EVENT 9: INTO THE BLACK BEAR FOREST
  The Earth-based power of the mast enables the ship 
  to sail up onto the rocky beach and beyond. Characters 
  may notice that the great weight of the vessel is somehow 
  supported by the ground (be it sand, rocks, soil, or other); 
  its passage leaves only a track, not a great gouge. The traces 
  indicate that a broad ‘thing’ of some sort passed along 
  here, with a central 1-foot-wide channel only 6 inches deep 
  indicating the path of the keel.
  The great Black Bear Forest begins half a mile from the 
  shore. The intervening terrain is a fairly flat plain, filled with 
  shore-grasses and little else, and is easily traversed, though 
  at the ship’s slow speed this takes about 45 minutes. En 
  route, the watch will sound alerts about occasional large 
  boulders in the ship’s path. If these are avoided, they are of 
  no consequence. If not avoided, the ship will violently lurch 
  to one side or another with each impact, possibly throwing 
  incautious crew overboard.
  The forest itself is dense, its eastern edge being an 
  irregular but unmistakable boundary. The ship in its normal 
  form is too broad to pass between the trees, most of which 
  are thick and old, yet the vessel ‘wants’ to continue into 
  the woods. The minimal force of the magical movement 
  is insufficient to plow through the trees, and the ship is 
  unlikely to survive such an approach, so a shape alteration 
  is definitely in order and, once again, will be a matter of the 
  players’ imagination. (One or more great ‘walking devices’ 
  are certainly possible, for example, as are wagons or carts 
  for ground travel.) The nearest trees are smaller than those 
  farther west, standing 15–30 feet tall. Deeper into to the 
  woods, great firs and spruce tower to 50–60 feet, but they 
  are generally the tallest, though a few rare exceptions 
  protrude from the canopy here and there.
  The crew and characters soon spot wildlife fleeing 
  from their inelegant passage. Handle all such matters as 
  you wish, but an observant character notices a large black 
  bear which, oddly, does not flee, merely watching the ship’s 
  passage from its location about 70 feet away. This is an 
  opportunity, as an astute player may surmise. The bear has 
  a wounded haunch, and nearly fell victim to some passing 
  hunter a day earlier.
  Black Bear: HD 4+1; HP 1; AC 7[12]; Atk 2 claws (1d3), bite 
  (1d6); Move 9; Save 13; AL N; CL/XP 4/120; Special: hug 
  (1d8).
  Development: If the characters stop the ship and 
  investigate, the bear’s weakened condition leaves it unable 
  to respond; it merely lies there, awaiting its fate. Its wound 
  is obvious at close range. At that point characters may 
  either slay it, bypass it, or help it (with magical curing and/
  or other means). If the latter occurs, it displays no gratitude; 
  it merely rises and ambles off through the woods. 
  Should conversation ensue through magical means, the 
  bear will explain, in very simple terms that nearby is the 
  realm of the ‘nature god’ (referring to Oggun of course, 
  though it does not know that name). He imparts no other 
  information of note.
  During this woodland journey, again evaluate the 
  players’ creative ingenuity on a scale of 1 to 10, but modify 
  that for their treatment of the woodland beings, especially 
  the bear. If any woodland creatures are attacked, deduct 
  1–4 points, but if Jack (or any other forest creature) is aided, 
  adjust the total upward in similar fashion (10 maximum).
  EVENT 10: PIERCING THE VEIL
  This event occurs 5 minutes after the characters leave 
  the bear behind.
  The ship continues through the forest when it 
  suddenly pauses a moment as the forward end strikes 
  something seemingly solid but apparently invisible. 
  A great shimmering field of air flickers as it divides, 
  
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  Appendix 6: Deep Waters
  producing an effect much like curtains parting. The 
  forest beyond, however, seems identical to that 
  previously passed. This shimmering barrier continues 
  to part as the ship moves forward.
  If the characters stop the ship, it does not penetrate 
  further, however, it will need to continue forward in order 
  to enter Oggun’s realm. The shimmering effect moves 
  down both sides of the vessel as it advances and vanishes 
  completely once the ship is past it. Here the vessel parts the 
  Veil, entering the mystic realm of Oggun. Oggun’s veve (a 
  machete) is carved into in the bark of one great nearby tree.
  EVENT 11: THE LONE RANGER
  At some point 1d6 x 100 yards later, the ship is hailed 
  by a single woodland humanoid figure standing peacefully 
  75 feet to starboard. Only those individuals who have 
  been transformed by the Mast’s earth power can see the 
  following. To any others there is simply no one there.
  “Hello the ship!” comes a cry from the forest 
  off to one side. A lone man stands there among 
  the trees. He wears leather garb, boots, and a 
  woodsman’s cap and is unarmored. However, a 
  machete hangs at his belt while a saber is suspended 
  from a baldric over his shoulder.
  “You’ve obviously come along way, and I like the 
  cut of your jib—or whatever that thing is. You look 
  like my kind of people. Are you looking for me?”
  This, of course, is Oggun himself, as he will confirm if 
  asked. Like the other Loa, he cannot be harmed or even 
  perturbed by any aggressive actions the characters may 
  make, so he remains nonplussed even if threatened. He 
  clearly sees the rock-like countenances of those characters 
  and crew affected by the mast’s Earth power, and finds them 
  very appealing. It will take much to antagonize him.
  Aman does not volunteer to approach Oggun. If asked, 
  he demurs, explaining that he serves Papa Legba, not 
  others. Oggun, likewise, takes absolutely no offense at this. 
  If the characters get around to asking about Aizan’s brush, 
  he laughs and responds:
  “Oh, that thing! I forget who dropped that off . 
  . . it’s around here somewhere. No interest, frankly. 
  Glad to be rid of it!” 
  He gestures casually, and a huge boar comes 
  trotting of the nearby woods. It amicably approaches, 
  crosses its eyes, and falls over. The transformation 
  begins, and the great pig shrinks slightly as it 
  changes, its whiskered snout becoming the bristles of 
  a huge brush, all else becoming its handle. The end 
  result is about 6 feet long, and the handle appears to 
  be a sawfish snout rather than a woodland creation. 
  A small and simple palm frond veve is inscribed on 
  the brush end, opposite the bristles.
  The brush of Aizan weighs 40 pounds. The characters 
  are welcome to take it, and may board their ship and depart 
  without hindrance. They are free to converse with Oggun, if 
  they wish, but are under no compulsion of course, nor is the 
  Loa willing to spend much time on them.
  Development: If any party member is a professional 
  woodsman (ranger, druid or similar), the character may 
  want to interact with this powerful near-deity of Nature. 
  However, that action involves a degree of risk. Oggun 
  can, at will, view the character’s entire life and career in 
  his mind. If the character has always been utterly true to 
  the forest and its denizens — always, without fail — then 
  Oggun may give his Favor. Otherwise (for even the slightest 
  flaw, at any time in the past), Oggun bestows a quest. This 
  matter is at the Referee’s discretion, but should be focused 
  on reparations to a specific woodland. The recipient of such 
  an effect cannot otherwise dispel or remove it; the task 
  must be completed satisfactorily (but within a liberal time 
  frame, perhaps months), at which time Oggun will reappear 
  and bestow his Favor.
  By contrast, a literally perfect ranger (or whatever class) 
  may here receive Oggun’s Favor. If the character has a palm-
  
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  380
  Razor Coast
  emerging into normal woods (though it generally appears 
  the same). The edge of the woods is only 5 minutes away, 
  though the coastal plain will take some time to reach — 
  45 minutes once again. By this time the end of the ship’s 
  4 hours in Earth-form is approaching, and may even be 
  imminent. The characters may wish to avoid the dread 
  Witch’s Teeth and can do so by reentering the water 
  immediately and then sailing along the coast to the east or 
  west. 
  Damage from the shoals can again be quickly repaired 
  by the mast, whether or not they again pass the Teeth, and 
  the crew will merely have to bail for hours to alleviate the 
  flooding. In the worst case, however, time will run out while 
  the ship is still distant from the waters. In this case the 
  party may have to spend the rest of the day on land, camped 
  near the stranded vessel until the next day when they can 
  again use the Earth power of the Mast to reach the sea and 
  continue their adventures.
  After this section, the characters will proceed either to 
  Part Two (if they have not yet completed that) or to the 
  final encounter in Part Four (if they have).
  Part IV
  And Death Awaits You
  After acquiring Aizan’s brush and mirror, only the comb 
  remains to be recovered. In this section the characters 
  proceed to a “back door” to Mount Harbinger, the live 
  volcano near Port Shaw. Therein they are caught by Baron 
  Samedi, Loa of Death and Fire.
  EVENT 14: A COFFIN TO GUIDE HER BY?
  After successfully concluding the first two missions, 
  the characters should be eager to finish off their quest for 
  Aizan. Unfortunately, unlike in their journeys to recover 
  the mirror and brush, the Mast offers no clues to where 
  they should proceed in order to recover this final item. 
  Apparently they must go somewhere or do something 
  before Aizan’s artifact will offers a solution, but they know 
  not where or what.
  Allow the characters to make what inquiries they wish 
  towards which direction to proceed, be it with divination 
  spells or by talking to Aman or other Aizanes-Tulita 
  familiar with the Loa — there are some few that dwell in the 
  slums of Port. This is also an opportunity for the characters 
  spending a few days gathering supplies or other resources in 
  Port Shaw as they prepare for the final leg of their journey.
  Even the most detailed divinations provide only the clue 
  “Seek the carriage of the dead.” If the characters manage 
  to make contact with an Aizanes-Tulita in Port Shaw, they 
  receive the same clue. If this clue is presented to Aman, he 
  gets a look of sudden inspiration on his face and tells the 
  characters to let him work on it for the night and he’ll get 
  leaf brooch, it transforms into a tiny machete brooch. The 
  character immediately gains a spell-like ability to speak with 
  animals 3/day. All normal animals, and even woodland fey 
  will be favorably inclined to the character. If at any time that 
  character is untrue to a woodland (as liberally interpreted 
  by the Referee), the brooch and the related power both 
  vanish immediately, signaling Oggun’s displeasure.
  When the interview with Oggun has ceased, he simply 
  hikes away into the trees and disappears from sight. The 
  characters will be unable to locate him again.
  EVENT 12: NOT OUT OF THE WOODS YET
  This encounter occurs while the characters are still 
  within Oggun’s realm, before they have reached the Veil-
  boundary. 
  The ship makes its way slowly through the 
  primordial forest, making its way back to the Veil 
  that will allow you to pass back into your world 
  and leave this god-realm behind. As you near the 
  point where you recall the Veil to be, a shout rings 
  out from one of the crewmen on watch, “Repel 
  boarders!”
  Tiny rock-like creatures, heretofore unseen, are climbing 
  aboard and heading for the occupants. These are bronks 
  (bugs-not-rocks, though only Aman will know of either 
  term), and are potentially quite dangerous. A bronk appears 
  to be a mobile pebble about 1–2 inches across, rolling along 
  of its own accord. It can ‘unwrap’ itself to become crab-like, 
  acquiring small rocky legs and pincers, and able to climb 
  at the same speed. It always attacks the part of a target that 
  is closest, most likely the feet or ankles. The bronks form 
  into swarms that stream over the sides of the ship onto 
  the deck—overlapping in the limited space (and inflicting 
  cumulative damage) if necessary. Refer to your previous 
  notes on the characters’ score of 2–20 (for ingenuity and 
  other factors). Subtract the result from 25 to get the number 
  of bronk swarms appearing.
  Bronk Swarms (3): HD 5; HP 20, 22, 21; AC 0[19]; Atk 
  swarm (1d6 plus seek heart); Move 6 (swim 6); Save 12; AL 
  N; CL/XP 5/240; Special: distraction, seek heart, surprise 
  on roll of 1–3 on 1d6, swarm. See the Appendix for more 
  details.
  If the players have been notably unimaginative in their 
  use of the mast’s abilities and/or have behaved badly in the 
  woods, they may be overrun by these nasty little critters. If 
  on the other hand their score was exceptionally high, very 
  few bronks attack. Such is fate in the realm of the Loa.
  EVENT 13: DEPARTURE
  Soon after the bronks encounter, the ship and occupants 
  again pierce the Veil at the boundary of Oggun’s realm, 
  
  381
  Appendix 6: Deep Waters
  back with them in the morning. Read the following when 
  Aman seeks the characters out the next morning.
  Aman approaches you with an excited look on his 
  face and some sort of contraption in his hands.
  “Papa Legba; he show me where we go and how 
  to make tees fo’ you! It be tay last carriage tat anyone 
  would eva’ need.”
  He holds up the item he has constructed. It consists of 
  two thin wooden rods, each no more than a foot tall with 
  a spindle running between them and connecting them 
  together. Mounted on this spindle is small block of wood 
  shaped like a coffin — though closer inspection reveals that 
  it is an actual coffin constructed from thin sheets of wood 
  and held together by cobbler’s nails. It stands no more than 
  8 inches tall. Inscribed on the face of the coffin where the 
  decedent’s own face would be if the coffin was open is a 
  small line drawing of a coffin as well, the veve of Baron 
  Samedi. The two side poles are painted red with the coffin 
  itself painted black. The veve on the coffin is painted in red.
  The contraption is constructed so that when the two 
  poles are held at their bases, the coffin itself can rock and 
  even spin freely between them. As Aman holds up the 
  item and the coffin rocks a bit, you can hear the sound of 
  something solid shifting inside it. You’re not sure you want 
  to know what it is.
  Inspired and enabled by Papa Legba, Aman has 
  constructed a talisman of voudu called the night journey 
  gris gris (see sidebox). The coffin is nailed shut, and if 
  the characters insist on opening it, they find only the 
  decomposing body of a ship rat sacrificed by Aman to 
  complete the gris gris. As long as it is nailed shut again, it 
  will function normally.
  Allow the characters time to react and interact. Aman 
  explains that it is a sign, indicating which way the ship 
  should go; the talisman tilts toward the desired path. If 
  placed upright and steady while turning slowly in a circle, 
  the coffin will tilt as described until it is pointing at the path 
  that the ship needs to take. In this case it points out to sea 
  to follow a course out and around the Godsmask Peninsula 
  to the south. Unless the characters order otherwise, the 
  captain has Aman sit by the ship’s binnacle and hold the gris 
  gris throughout the day, to point the ship on its course.
  Following the directions of the gris gris takes the ship 
  along the south coast of the Godsmask Peninsula and 
  eventually into The Devil’s Bight just north of the Isle of 
  Maht. It will ultimately guide them up the Malicious River 
  to the foothills at the base of Mount Harbinger, but before 
  they make it that far, proceed with Event 15 below.
  EVENT 15: THE DEVIL’S BIGHT
  As the ship enters the jaws of The Bight, Aman’s 
  eyes suddenly light up and he shouts, “Mama Aizan 
  happy, you do good! So she help; tay smartfeesh 
  help!”
  Looking over the bow of the ship you see the 
  Bight illuminated under a beautiful, nearly cloudless 
  sky, showing a clear course for you ahead. And ahead 
  and to either side of the ship several river dolphins 
  can be seen swimming in the estuary and escorting 
  your way forward. They are joined by more until a 
  pod of a dozen or more dolphins parallel your course 
  as if guiding the ship along.
  The sight of dolphins (river or otherwise) cavorting 
  along in a ship’s wake or along its course is universally 
  viewed as a sign good fortune by those who ply the waves, 
  and the timely appearance of these is no exception. 
  Night Journey Gris Gris
  Created by the practioners of voudu among the 
  Aizanes-Tulita and some of the tribes of southern 
  Libynos, this type of gris gris talisman honors Baron 
  Samedi, the Loa of Death, and can only be used by 
  someone whose religious faith is in the Loa. The 
  night journey refers to the final travel of a mortal as 
  his spirit makes the voyage to the realm of Baron 
  Samedi for judgment in the afterlife. 
  When used by a voudu beliver, the night journey 
  gris gris will show the way to the nearest physical 
  portal leading into the spirit-realm of Baron Samedi. 
  It confers no protection for such a journey, nor does 
  it provide a means for an individual who has entered 
  Samedi’s realm to leave (usually a one-way trip). The 
  gris gris functions by the coffin spinning to point in a 
  direction and show the most direct navigable route 
  to this entrance. The gris gris can continue to guide 
  its wielder for days or even weeks, if necessary in 
  order to reach his destination.
  
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  382
  Razor Coast
  EVENT 16: RIVER INTO DARKNESS
  Dolphins continue to appear regularly as the ship sails 
  north, reaching the mouth of the Malicious River in due 
  course. They continue to escort the vessel even as it enters 
  the river, and a freshening breeze from the south propels 
  the craft along smartly, covering the entire 150-mile journey 
  to the foothills near Mount Harbinger in only 6 hours.
  The river journey is unhampered until the last hour. 
  At that point the river has narrowed significantly, and a 
  narrowing of the ship’s dimensions (via the Captain’s Mast’s 
  alter ship ability) is in order. The dolphins continue to 
  accompany the ship as long as possible. As the jaunt nears 
  its completion, Aman approaches the characters once again, 
  though this time with less positive news.
  The dolphins continue to caper along the ship’s 
  course up the river, keeping the crew in good spirits, 
  and the gris gris coffin continues to point this as 
  the correct way. All appears to be finally going well. 
  That is why it is such a surprise to you when Aman 
  approaches with a somber look and draws you aside 
  to speak privately.
  “You not know about tay Baron; I tell. If you 
  enter he realm, tay dead-land, tay no way out. That 
  be place where souls go. No way out. I not go tay 
  place where no way out... hogay?”
  This may elicit concern and prod discussion, but there 
  is no getting around it. Aman acknowledges that, by long-
  established custom and perhaps some sort of spiritual Law, 
  anyone who enters the Land of the Dead cannot leave it. 
  He states that this entry will not occur without warning; 
  entry must be a conscious decision. Exceptions to the rules 
  are known for some who were not fated to die, entering by 
  happenstance, but they are rare. In those instances they were 
  allegedly thrown out, ejected from Samedi’s realm, returning 
  whence they came. If the characters hope to have any 
  chance of success, they must try to become one of these rare 
  happenstances; they must find some way to have themselves 
  ejected by the will of Samedi himself. Don’t outright tell 
  them this, but that means they must behave in a way that is 
  antithetical to Death, but they must discern exactly what that 
  means. This will be made clear in Event 21.
  This leg of the trip concludes at a tiny river cove on 
  the Malicious River near the foot of Mount Harbinger. 
  Aman’s gris gris continues to point at the optimal route, 
  which is now...uphill. The steep volcano towers above the 
  ship, and deep rumbles occasionally shake everything 
  quite ominously. At this point the characters can choose to 
  disembark from the ship and proceed on foot or rely on the 
  powers of the Captain’s Mast to allow the ship to make the 
  ascent.
  EVENT 17: UP WE GO
  Unless the characters wish to proceed on foot, they must 
  use one of the powers of the Captain’s Mast to get the ship 
  up the mountain. The characters may think it more logical 
  to just leave the ship behind, but Aman will offer another 
  piece of advice: he states that Samedi’s realm is known to 
  be one of fire, so the ability of the Mast to make the ship 
  and its occupants impervious to fire would likely come 
  in extremely handy. Ultimately it is up to the characters, 
  though. The adventure assumes that they choose to take the 
  ship with them. If not, simply modify the subsequent events 
  as necessary.
  With the Mast, the ship can either be reconfigured to 
  walk on land or be moved on land (as occurred in Part 
  Three) to ascend the mountainside, or it can be made to fly 
  (as in Part Two) and simply take a direct route to the top. If 
  they choose to use the land route, they will need to activate 
  the Earth essence of the Mast to protect the hull from the 
  extremely rough and sometimes steaming-hot ground. 
  Either way, the objective is the summit of the huge volcano. 
  The distance by land is 2 miles (approximately 3 hours for 
  the ship’s movement), or by air it is 1-1/2 miles (2 hours 
  and 15 minutes for the ship to fly). Whichever method is 
  chosen, the ship arrives at the summit of Mount Harbinger 
  in 2 or 3 hours. Read the following as they ascend.
  Mount Harbinger has belched forth smoke for 
  the last two generations and has been known to spit 
  fireballs and small rivulets of lava from time to time, 
  but here on the western slope, the situation is clearly 
  more severe. Great stony lava flows, many having 
  obviously occurred within the last few years mark 
  the slope of the mountain and divide it into glossy 
  black runnels and craggy cliffs and ridges. Clearly 
  the minor volcanic activities visible from Port Shaw 
  are not all that the mountain has been up to. Despite 
  these signs of recent lava flow, there are not currently 
  any fresh ones, and the smoke belching forth from 
  the peak has the same consistency as normal. All 
  appears to be quiet on Mount Harbinger — or at 
  least as quiet as it has been for the last 50 years.
  After the ship reaches the summit and nears the edge of 
  the caldera, they quickly discover that the volcanic activity 
  within the cauldron makes it extremely hot within and 
  directly above the cauldron — dangerously so, in fact. 
  EVENT 18: THE BIG DIVE 
  The ship can come safely to rest on the edge of the 
  cauldron at the very top of the active volcano. Anyone or 
  anything passing over the lip of the cauldron immediately 
  experiences 2d6 fire damage per round of exposure. 
  
  383
  Appendix 6: Deep Waters
  Actually coming into contact with the lava deals 6d6 fire 
  damage.
  The heat is considerable, and the view is 
  astounding. Several acres of liquid fire lie 200 feet 
  below, encircled by a steep rocky rim. Sporadic 
  bursts create molten lava fountains that nearly reach 
  the crater’s lip. Pele does not sleep this day. Waves 
  of great heat, emanating from the orange hues not 
  far below wash over the ship and crew promising a 
  fiery end to anyone that steps over the edge of the 
  cauldron. Unfortunately, the coffin gris gris points 
  directly down into that hellish inferno.
  The user of the Mast obviously must initiate its Tertiary 
  power specific to Fire. The ship can, as usual, be in any 
  form(s) desired, all its parts still configured within the 100 
  foot limit. When the enchantment occurs, green fire flickers 
  along every edge of the vessel. All its parts and passengers 
  are protected for the next 4 hours.
  You may wish to emphasize the gravity of the situation, 
  asking players: “You’re sure you want to jump into a live 
  volcano? Do I have this right?”
  The vertical limit of approach (beyond which parts of 
  the unprotected vessel will ignite) is the rim of the caldera. 
  Optimally it is there that the power should be invoked. 
  If the ship is aerial at that instant, it falls. If on the rim, 
  it topples and slides. Either descent is 200’. Describe the 
  harrowing experience dramatically.
  Yet the power of the Mast triumphs. The wielder keeps 
  the ship steady (we shall all assume) as it descends, and 
  it either glides gently into the molten mass (if sliding) or 
  splashes, bobs up, and down again, sending out small waves 
  in the lava-pool as it stabilizes. No significant damage is 
  inflicted. The molten rock behaves much as water would, 
  though far thicker. 
  The light is quite red-orange though not flickering much, 
  as the lava remains fairly constant. The hopeful, fearful 
  crew take a moment to adjust to the sensations; one can 
  feel the heat in a way, but it’s as inoffensive as air itself. 
  Everyone’s breathing apparatus is perfectly comfortable. 
  No ‘flammables’ (such as gunpowder & paper) ignite; they 
  too are immune. (Note that this renders the gunpowder 
  useless.)
  The ship ‘wants’ to head for a point near the opposite 
  edge of the caldera.
  EVENT 19: GATEWAY OF DEATH
  The light is the red-orange of fire, though not 
  flickering much, as the lava’s glow remains fairly 
  constant. The glimmer of greenish fire cast by the 
  ship’s own enchantment is almost lost in this furnace 
  glow. It takes only minutes for the ship to traverse 
  this lake of magma until ahead you see an opening 
  in the rock of the crater wall. It is not a natural 
  formation; the hole is in the shape of a coffin but 
  slightly larger than man-sized — not large enough for 
  a ship, however. A large and ornate veve is incised 
  in the smooth rock above it. The gris gris points 
  directly at this opening.
  The portal stands only 20 feet away from the ship’s 
  closest approach while sailing on the lava. At this point 
  the crew has reached its limit. They have digested Aman’s 
  warning and will not voluntarily enter Samedi’s realm 
  — equivalent to suicide, they feel. They offer to wait for 
  the party, remaining with the ship. And they hope the 
  characters return soon, because in a little less than 4 hours 
  the magical protection runs out and they’ll have to abandon 
  the crater somehow before then.
  The characters can easily disembark — wading in lava 
  or ferried by a ships’ boat — and approach the portal. There 
  is no door; utter darkness lies within, not at all welcoming. 
  Faint lettering circles around the perimeter of the portal, 
  depicting the classic, “Abandon All Hope Ye Who Enter 
  Here.” (If the reader rolls a 1 on d6, they also notice a small 
  “SM” inscribed at the right upper shoulder of the final letter. 
  This cryptic marking has no apparent relevance to the 
  characters.) Enter the characters must, to complete the 
  mission of Aizan. They may gulp and hesitate, but there 
  is no alternative. As they enter, the night journey gris gris 
  dissolves, vaporizing in seconds.
  
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  384
  Razor Coast
  EVENT 20: DANCING WITH THE DEAD 
  You pass through a short passage in total 
  blackness and then suddenly everyone is in a 
  great hall over 100 feet wide. It appears to be a 
  festive party; dozens of pairs of dancers cavort to 
  the echoing sounds of island music, though the 
  performers cannot be seen. The ceiling is far above, 
  shrouded in dancing shadows created by the dozens 
  of flames that erupt almost constantly from cracks in 
  the floor. Booths and tables, typical of a fine tavern, 
  line most of the perimeter of the room.
  Once they have arrived, the characters can no longer 
  find the portal by which they entered the room. Behind 
  them is only blank wall. To add to their concern, closer 
  inspection of the dancers immediately reveals them to 
  be haggard and rather undead-looking — 1000 zombies 
  in fact. All are dressed in formal clothes, all their garb 
  appearing quite fine, until further inspection reveals it to be 
  funeral attire. The zombies continue to dance to the lively 
  music and ignore the characters unless attacked, in which 
  case the ones attacked will fight back, along with 2d6 others 
  at a time. As any zombies are killed, more will arrive from 
  places where the characters are not looking.
  Zombies (1000): HD 2; HP 10 each; AC 8[11]; Atk strike 
  (1d8); Move 6; Save 16; AL N; CL/XP 2/30; Special: im-
  mune to sleep and charm (also, in this case, immune to fire 
  but taking 1d6 damage from water).
  Disrupting the band has no effect other than to agitate 
  the zombies.
  “Thank you all! Wonderful dance . . . joyous. 
  And now we take a moment to welcome our newest 
  guests, right over HERE!” The voice then proceeds 
  to name each of you present by your first name as if 
  it had known you your whole lives. 
  As your names are called out, fire from the 
  floor suddenly flares up in your midst, effectively 
  spotlighting you for the crowd. Most of the listless 
  dancers turn to watch, somehow hungrily. A portion 
  of the mob parts as a tall figure approaches. His 
  top hat looms three feet over the dancers, but he is 
  horribly thin, seven feet tall and skeletal, hairless 
  coal-black skin stretched tight over his bones beneath 
  the folds of a fine suit that hangs loosely from his 
  shrunken frame. Despite his strange appearance, his 
  eyes are entirely human.
  A broad grin of pearly teeth appears upon his face 
  as he greets you, “WELcome, and thank you SO 
  much for joining us, my new friends! What sort of 
  dances do YOU prefer?”
  Baron Samedi, Loa of Death, is the party’s host...for all 
  eternity if they do not find a way out. He is a charming host, 
  intelligent, considerate, and witty. He is averse, however, 
  to shaking hands or otherwise touching anyone. He is, 
  however, like the other Loa completely immune to any 
  attacks or magical effects the characters might attempt to 
  use on him, and he politely ignores any uncouth efforts by 
  the characters to attack him.
  The music resumes at Samedi’s command, and he invites 
  the group to be seated at a nearby booth, along the wall 
  which happens to have just enough seats for him and all of 
  the characters. A member of the waitstaff comes by shortly, 
  taking food and beverage requests, though they serve only 
  uncooked meats and related fluids such as blood (certainly 
  not anything water-based in this realm of fire). The Baron’s 
  chit-chat is trivial, but he accepts any sort of dialogue the 
  characters initiate. 
  When the comb is brought up he says, laughing, “Ah yes, 
  Mother Aizan’s comb. It is a thing of beauty but utterly out 
  of place here in my humble home.” Snapping his fingers for 
  immediate service, he orders that it be brought to out and 
  adds wryly that they’ll enjoy carrying it forever throughout 
  the afterlife…so best to get used to it as quickly as possible
  Samedi will make no comment or answer in regards to 
  the characters’ problem (their departure) at this time, and 
  evades the subject if necessary. He is quite willing to explain 
  that He maintains the gateway to the afterlife. Whatever 
  fates await his visitors (very much including the characters), 
  they lie beyond this place, not back in the world of the 
  Land of the Dead
  Within the Dead Realm, Samedi’s rules apply. Un-
  dead cannot be turned or commanded and are oth-
  erwise immune to channeled energy. Protection from 
  evil does not function here, nor can the illumination 
  be raised above the current dim conditions, even 
  by magical light sources. This is a realm of Fire: ev-
  erything in it (including the party) is immune to fire, 
  but water functions like acid. Time passes normally 
  within Samedi’s realm.
  After the characters have had a few minutes to take in 
  their surroundings (and possibly to start a panicked battle), 
  Baron Samedi makes his appearance.
  The music stops and a charming male voice is 
  heard from quite nearby, almost as if the speaker was 
  standing at your elbow.
  
  385
  Appendix 6: Deep Waters
  Papa Legba’s Veve
  How Do We Get Out of Here?
  Whatever damage the characters inflict (if any), they 
  will not make a dent in this place. (Remember to account 
  for the characters’ handling of the huge 150-pound comb.) 
  Damage, death, and destruction are the ‘meat and drink’ 
  of Baron Samedi, and as custodian of the gateway to the 
  netherworld he thrives on such things. Ultimately violence 
  only serves his purposes.
  The most logical solution to becoming abhorrent to the 
  Realm of the Dead is to sow life in this field of death. The 
  use of any such magic in this place (healing of any sort) will 
  irritate Samedi. Any sort of raise dead or other resurrection 
  magic gets immediate expulsion and the subject of the spell 
  is immediately sent back to the realm of the living.
  The use of any curative magic on a juju zombie produces 
  a startling and immediate effect. Its rotting form changes, 
  life and hope returning to the face. Curing 10 hp of damage 
  will transcend a former zombie into a spiritual form, which 
  melts, ripples, and then flows upward into the fiery air — 
  the opposite of the dusty disintegration accompanying a 
  violent demise. If cured insufficiently (less than 10 hp), 
  a zombie is left paralyzed, in a horrible limbo-state and 
  unable even to dance.
  As mentioned, a single example of magic that raises 
  the dead will trigger Samedi’s displeasure. Lesser healing 
  living. There is thus no exit in that direction, for there is no 
  need for such.
  The comb soon arrives, carried to the table by two 
  zombies in tuxedos. It is very beautiful in the flickering 
  firelight, all silvery-opalescent nacre from the shell of a 
  giant nautilus with wonderfully cut teeth. A full 8 feet long, 
  it weighs 150 pounds. With the acquisition of the comb, the 
  characters have gained what they came for and should be 
  thinking of an urgent need to leave this realm. 
  Should the characters try any of the food or beverages 
  available (at no cost), each bite or sip requires a saving 
  throw. With any failure, the victim decides that life is over, 
  and that acceptance of a future in the afterlife is the only 
  sensible approach. (Such characters will need to be rescued. 
  The effect can be easily dispelled by appropriate magic.)
  Once the Baron has wasted enough time on the 
  characters, he rises, repeats his welcome, and departs to 
  mingle. He cannot be stopped, though he can easily be 
  followed if the characters wish to continue to engage him in 
  conversation or other activities.
  EVENT 21: ESCAPING THE JAWS OF DEATH 
  A search of the dance hall reveals that it is 200 feet 
  square, all surfaces made of hardened lava or pure fire that 
  is as unyielding as a wall of force. Tables and booths line 
  three walls with a long bar occupying the fourth. Doors 
  behind it lead into a kitchen that likewise has no exits. 
  There are no exits and, as mentioned, the initial portal 
  through which the characters arrived cannot be found in 
  the wall of fire. No ability or magic that the characters have 
  can penetrate any of these barriers. A large (10 ft. x 20 ft.) 
  sign hangs in each corner, diagonally hung and facing the 
  center of the room. The four signs depict the four ornate 
  veves of the Loa encountered previously: Aizan, Damballa, 
  Legba, and Oggun. (Those nearest the veves were, in life, 
  followers and/or worshippers of the being represented by 
  each veve, though it now makes no difference in death.) 
  On the floor beneath the feet of the dancers are two great 
  iron doors the same color as the hardened lava flows that 
  comprise the floor and apparently lead to the wine cellars of 
  the dance hall. 
  The characters are free to fight the zombies to their 
  hearts’ content, as described earlier. New zombies keep 
  appearing whenever the party’s attention is focused 
  elsewhere.
  Despite any fights started, none of them disturb Baron 
  Samedi or cause him to want to eject the characters. 
  Characters may try to irritate him through conversation, 
  but that won’t work as he doesn’t rise to the bait, simply 
  laughing off all such gambits as petty and irrelevant. He sips 
  from a chalice of blood now and then, but declines other 
  sustenance. The dances continue. Zombie waiters continue 
  to offer poisoned food. The band plays on.
  Among the Dead
  It is possible, even likely, that the party will  
  encounter one or two people they have slain. 
  These zombies will shun the party, dancing away. 
  If the characters encounter a dead friend or two, 
  the friends might try to help them figure out how 
  to escape, but zombies are poor communicators.  
  A friendly zombie might at least point to the 
  wound that killed it. If the players decide that the 
  zombie is just whining about it, then the best clue 
  the zombies can think of has been squandered. 
  They will help no more.
  
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  386
  Razor Coast
  will also produce this effect but only in proportion to the 
  expenditure or healing resources used by the party. To gain 
  this level of notoriety, the party must expend fully half of its 
  available healing spells.  When the necessary threshold is 
  reached, read the following.
  The music stops abruptly, and the dancers part 
  as Samedi comes to investigate. He stops nearby 
  and shouts, “Insolent fools! I will send you to the 
  nether regions; your fate awaits! STOP THAT 
  IMMEDIATELY!”
  The Baron is not to be appeased, but neither will he 
  strike immediately. There is a pause in the action, and 
  characters may act. As long as they make one more effort 
  at healing, Samedi gives in, shouting, “STOP and you may 
  return. Get out of here! That’s quite enough of this.”
  The word of a Loa is good. Baron Samedi gestures and a 
  curtain of fire parts, revealing the portal back to the caldera. 
  Any resurrected individuals await therein. No parting words 
  are required, and the Loa glares wordlessly; he is quite 
  affronted. He will get over it, though he does give them 
  parting admission, “I will see you again soon.” Despite this, 
  he is practical, and knows he cannot have them until their 
  allotted lifetimes reach their fated ends.
  Award each character 10,000 XP for successfully 
  escaping the Realm of the Dead without help, or 5,000 XP if 
  the players required the hint from the zombies.
  EVENT 22: LEAVING THE VOLCANO 
  The characters return to their vessel, carrying the Comb 
  of Aizan, and they defeated Death in his own realm to 
  acquire it! They have accomplished quite a task. The crew is 
  intact, undisturbed in the interim (which seemed to be an 
  hour at most, to them), but worried about environmental 
  changes. The lava has become far more agitated, both in 
  frequency and volume of lava ejected. A full eruption may 
  even be imminent!
  Sufficient time should remain for the fire enchantment 
  to protect everyone until they depart the lake of molten 
  lava, but the method is problematic. The ship cannot fly 
  until the morrow when a new elemental essence can be 
  activated, and even if the fire resistance could last that long, 
  the moment the Air power was activated in place of the 
  Fire power, the ship would be incinerated. Likewise, the 
  walls of the caldera are too steep for any sort of walking 
  configuration of the ship to be able to scale — even up any 
  ramp-slide that the characters may have created to enter 
  the crater. While it is possible the characters may have the 
  means to magically save themselves and even the crew, it 
  seems unlikely that the vessel could be saved.
  The level of the lava lake is rising. Soon the entrance to 
  Samedi’s realm is completely obscured below the level of 
  the molten rock. As the agitated mountain continues to 
  
  387
  Appendix 6: Deep Waters
  vent, that is when a possible solution presents itself. At the 
  southwest portion of the rising lake great gouts of lava are 
  sporadically spewing up and over the rim to form a lava 
  flow down the mountain’s western slope. If the ship were 
  maneuvered into that area in time for one of these great 
  spurts of lava, then it is likely that it could be carried up 
  and over the edge as well. Once again, the ship will need to 
  be configured into some kind of a reinforced arrangement 
  that can withstand the forces involved, but the ascent 
  should be no more rigorous than the sliding descent was. 
  The characters may divine another way of escape, but the 
  adventure assumes they ride the lava tide, so adjust things 
  accordingly if they use another method.
  The helmsman must bring the ship into position over 
  the churning lava. Once in position, the next great gout of 
  lave surges upward and carries the vessel with it, depositing 
  it over the rim in the ongoing lava flow making its way 
  down the mountain’s western face. Once at the bottom it 
  is easy to move the ship back to the Malicious River for the 
  return journey.
  Despite the surge in activity in the volcano, Mount 
  Harbinger does not erupt and from the perspective of Port 
  Shaw all that occurred was a bit of rumbling and a few 
  fireworks at the mountaintop. As usual, the main lava flows 
  remain concealed on the mountain’s backside.
  Part V
  The Delivery
  When the characters, crew, and ship return to the open 
  waters of the sea, bearing Aizan’s three objects — the 
  mirror, brush, and comb — the wielder of the Captain’s 
  Mast feels that the ship ‘wants’ to descend once again 
  into the depths. He may choose to seek a bit of adventure 
  while possessing the artifact, maximizing its use, but such 
  activities are entirely at the Referee’s discretion, not the 
  whims of the players. 
  When the characters are ready, the wielder can activate 
  the Water power of the mast to begin the last phase of 
  the adventure. At that time the ship’s prow dips, and it 
  smoothly sails down into the waters, flooding as it goes. As 
  in the previous instance, all those enchanted can breathe 
  the water easily. All parts of the ship start to glow faintly 
  green, the intensity increasing as she descends ever deeper.
  The ship reaches a clear area on the ocean floor, about 
  250 ft. deep (as before), coming to a gentle stop on the 
  sand — far less catastrophically than during its initial visit. 
  Within minutes a humanoid figure approaches on foot, but 
  it is not Papa Legba. This old Tulita woman is adorned by 
  a large palm leaf entwined about her simple garment, and 
  carries a small primitive rattle.
  Mama Aizan beckons for her visitors to disembark and 
  approach. She thanks them for their outstanding service, 
  and welcomes them to her undersea realm. If the characters 
  have arranged for some of the crew to serve as bearers of 
  her objects, they can be presented. In that case she steps 
  forward, and each item vanishes at her touch. If they are 
  not presented, she merely comments that she has retrieved 
  them (and they instantly vanish from their location, be it in 
  the ship’s hold or elsewhere).
  Concluding the Adventure
  Aizan first entertains any questions the characters (and 
  players) may have. You may here reveal a bit more about 
  the Loa, emphasizing their recalcitrance to intervene in 
  mortal affairs...yet their corresponding care for and about 
  mortals, producing the resulting system of rituals, symbols, 
  and other ways the Loa may be approached. She emphasizes 
  that Papa Legba is the key to all such communication, and 
  that the characters’ new ally Aman the Speaker can be a 
  great asset in dealing with the native Tulita peoples of the 
  Razor Sea.
  Finally, as to the characters’ promised reward, Aizan 
  pledges to assist the characters through her personal 
  intervention, just once, when they need such power in a just 
  cause. (She reveals no details of the Krakenfiend, though she 
  knows it well.) If the characters have successfully completed 
  this mission for Aizen, then when the Krakenfiend rises 
  they will find that the sea is their ally. In any combat 
  that occurs while they are in or upon the water they are 
  considered to have the effects of freedom of movement and 
  water breathing. Furthermore, regardless of whether they 
  are on land or upon the sea, they will receive a +4 bonus to 
  their AC and a +2 bonus to all saves for the course of the 
  entire battle as luck seems to side with them and all the little 
  things just seem to go their way. Once the Krakenfiend has 
  been defeated, these boons disappear.
  The characters are permitted to keep their palm-frond 
  pins, indicating their alliance with (not subservience to) the 
  Loa Aizan. Anyone who accepted a similar alliance with 
  Oggun can similarly keep their variant pins.
  At the conclusion of affairs, the characters and crew are 
  told to return to their vessel, and their lives. In one final 
  gesture, Aizan is seen suddenly holding the Captain’s Mast 
  and its case, having retrieved it with a thought. The Water 
  enchantment does not change until the ship reaches the 
  surface, and all are fully able to depart safely. The vessel 
  again rises upward through the waters, though no longer 
  under the command of the once-powerful character who 
  held the Mast, until it breaches the surface once more.
  The colorful skies offer a welcome panorama as 
  the ship broaches the surface, the water streaming 
  from every spar reflecting the sparkles of a thousand 
  sunbeams. Everyone is soon breathing air — with 
  no problems in the transition — and the water in the 
  hold mystically drains, until all is right once again...if 
  
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  388
  Razor Coast
  a trifle damp. A slight shiver of deja vu is shaken off, 
  and the ship resumes her voyages.
  Now, where were you going, before you got 
  sidetracked?
  New Monster 
  Appendix
  A small stone unfolds itself, revealing a beetle-like 
  creature that crawls forward with tiny pincers and claw-
  like legs. Dozens more of the nearby pebbles undergo the 
  same transformation until there is a veritable swarm 
  forming.
  Bronk Swarm 
  Hit Dice: 5
  Armor Class: 0 [19]
  Attack: swarm (1d6 plus seek heart)
  Saving Throw: 12
  Special: swarm, distraction, seek heart, surprise on roll of 
  1–3 on 1d6
  Move: 6 (swim 6)
  Alignment: Neutrality
  Challenge Level/XP: 5/240
  A bronk swarm appears to be a pile of mobile pebbles 
  about 1–2 inches across, rolling along of their own accord. 
  Each individual bronk can ‘unwrap’ itself to become crab-
  like, acquiring small rocky legs and pincers, easily able to 
  climb and attack larger creatures. A bronk swarm initially 
  resembles a small avalanche; a mass of pebbles swarming 
  towards their prey. 
  A bronk swarm that was able to deal damage to the 
  target releases an individual bronk to immediately crawl 
  into the body at the wound dealing an additional 1d3 
  damage and then starts crawling through a vein, heading for 
  the heart. Although this has visible effects and appears quite 
  horrible (the lump moving slowly up the leg, at first), it 
  inflicts only 1 point of additional damage per round. It can 
  be killed by a blow aimed directly at the visible lump (divide 
  the rolled damage between the victim and the bronk). 
  If the bronk’s progress is not impeded (1d6 rounds), the 
  target must make a save or the bronk slays its victim upon 
  reaching and punching a hole through the wall of the heart. 
  It then stays within thereafter, snacking on internal body 
  fluids. A single bronk has 1 hp. 
  Fortunately, they are only known to be found in the 
  divine-realm of Oggun but some scholars believe that they 
  may be spreading outward.
  Bronk Swarm: HD 5; AC 0[19]; Atk swarm (1d6 plus seek 
  heart); Move 6 (swim 6); Save 12; AL N; CL/XP 5/240; Spe-
  cial: distraction, seek heart, surprise on roll of 1–3 on 1d6, 
  swarm.
  Sky Kraken
  Hit Dice: 20
  Armor Class: 7 [12]
  Attack: up to 20 tentacles (2d6 + special)
  Special:  immune to non-magical weapons, slam (2d6 ad-
  ditional dmg) or grab (see details below).
  Move: 0 (fly 24)
  Saving Throw: 3
  Alignment: Neutrality
  Number Encountered: Unique
  Challenge Level/XP: 24/5,600
  The Sky Kraken is a creature summoned forth by the Loa 
  Aizan, although it could conceivably be created/summoned 
  by a powerful magic-user as well.
  The sky-kraken is made of dark cloud, and can (slowly) 
  assume any size up to 300 yards across. It can extrude up to 
  20 cloud-like tentacles in all directions (tapering up to 10’ 
  diameter, 10 hp each). 
  When a tentacle hits, the sky-kraken can either slam or 
  grab. If the former, it inflicts only 2d6 damage, as its form 
  has minimal substance.
  The target of a Grab makes two saving throws vs. Death.
  If the first saving throw succeeds, the target either (2nd 
  save succeeding) escapes narrowly but unharmed (probably 
  by vigorous action), or (2nd save failing) takes half damage 
  (1d6).
  If the first saving throw is failed, the victim is either (2nd 
  save succeeding) dangling above the ship (during which 
  time others can react) or (2nd save failing) pulled quickly 
  away and probably dropped to the ground below.
  The magical and vaporous nature of the sky-kraken 
  renders it immune to non-magical weapons (other than 
  firearms; see below). Magical spells/devices that affect 
  air may prove more than ordinarily useful (the Referee 
  should scale these up as appropriate), and fire-based magic 
  inflicts normal damage, but water- and earth-based magics 
  produce no substantial results.
  Firearms, however, can ultimately win the day. Each 
  cannon shot fired into the body inflicts 5 points of damage, 
  and each musket shot 1 point. 
  Sky Kraken: HD 20; HP 100 plus 10/tentacle; AC 7[12]; Atk 
  up to 20 tentacles (2d6 plus slam or grab); Move 0 (fly 24); 
  Save 3; AL N; CL/XP 24/5,600; Special: immune to non-
  magical weapons, slam (2d6 additional dmg) or grab (see 
  details below).
  
  389
  Appendix 7: Player Handouts
  
  390
  Razor Coast
  390
  Razor Coast
  
  391
  Appendix 7: Player Handouts
  
  392
  Razor Coast
  
  393
  Appendix
  Campaign 
  Worksheets
  Worksheets
  Every level range comes with a Worksheet. Worksheets help you make 
  a list of what you need to prepare (encounters to read, monsters to 
  study, Whispers to release, etc.) for your next gaming session.
  To use a Worksheet, print out the one corresponding to the current 
  average level of your party, then follow the steps in the Prepping 
  section for that level. This tells you how to fill out your Worksheet. 
  When you complete this exercise you create the list of what to prepare 
  and jot down any notes you’ll need for the session. Keep it handy when 
  you run.
  
  394
  Razor Coast
  To Sail the  
  Razor Sea
  The Kraken 
  Strikes
  AppendiX
  Night of  
  the Shark
  NPC NAME
  Hostile
  Indifferent
  Friendly
  Wereshark 
  Kiss Victim
  Wereshark 
  Serving 
  Jalamar
  Ring Of The 
  Kraken
  Dead
  Dramatis Personae
  Aeron Chambers
  ✕
  Barrison Hargrove
  ✕
  Belok Talorg
  Bethany Razor
  Dalang  Jalamar
  ✕
  ✕
  Donovan Montgomery
  Falken Drango
  Gregory Bonedeuce
  ✕
  Harthagoa
  ✕
  ✕
  Jalia Ramires
  Milliauka
  M’okol’i Ali’i
  Xander Brim
  Zalen Trafalgar
  Important NPCs
  Armory Fairbanks
  Brunner Hammerfell
  Carthias Delnor
  Darenar
  ✕
  Duggan
  Elder Nakuaka
  Inquisitor Salem Vin
  Jin
  Korg
  Lester Farrows
  Major Roland Lawrence
  Old Craw
  Old Fish
  Trey Perrin
  Varion Drakemoor
  Viscount Senegar 
  Deepwarden
  Other NPCs
  Alastair Drimstar
  Archibald Noeliss
  Baris
  Barrett
  ✕
  Blister
  ✕
  Carlyle Jarvis
  Carna
  Cather
  NPC Checklist
  
  395
  Appendix
  NPC NAME
  Hostile
  Indifferent
  Friendly
  Wereshark 
  Kiss Victim
  Wereshark 
  Serving 
  Jalamar
  Ring Of The 
  Kraken
  Dead
  Other NPCs (cont’d)
  Chiho Molina
  Crabman
  Dontorion
  Durrell Ravenkith
  Eddie
  Elder Allistair Crimmeran
  Falgor Finney
  Farral-Kylos
  Francois
  Garen
  Garreg Meldenbourne
  Gedavin Sagebrows
  Geoff McDugyl
  Grymmer Reefstead
  Harok McFarrows
  Hathra
  Inquisitor Salem Vin
  Jacob Razor
  Jeb
  Jenkie Barnes
  Jessica McFarrows
  Jeth
  Lucinda
  Modar
  Niri
  Old Makana
  Paol
  Raogul
  Relgin McFarrows
  Rikard Bleardon
  Sagacious Samuel
  Selman Piter
  Sil
  Tao
  Thodris Blount
  Tomas Garell
  Trayani
  Valana
  Wharfmaster Creely
  
  396
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
   Worksheet Level 5-6 (1)
  VIGNETTES
  SHOWN
  OWN HOOKS
  Encounter Notes and Statstcs
  False Beggars
  
  
  The Madman
  
  
  A Shatered Man
  
  
  Out to Sea
  
  
  Entering Bawd
  
  
  Untl Someone Loses an Eye
  
  
  The Litle Mugging
  
  
  Chewed Out
  
  
  OWN VIGNETTES
  Kids Will Be Kids
  
  
  The Jade Heavens
  
  
  Get Your Fish Here
  
  
  Whale Oil
  
  
  Here Come the Dragoons
  
  
  SHORT ENCOUNTERS
  USED
  Blood Orphan
  
  OWN ENCOUNTERS
  Drunken Sailors
  
  1
  Wanna Smoke
  
  Bone Hunters
  
  Agents of Skum
  
  XP
  Ravenous Roaches
  
  Dragoon Patrol
  
  2
  WHISPERS
  USED
  Hargrove is a map collector
  
  XP
  Bonedeuce is well liked
  
  Falken Drango murdered his crew
  
  Harok called for his wife Jessica
  
  3
  Harok murdered his family over a woman
  
  Harok says a man-shark atacked his village
  
  The Tulita want a witchdoctor in the Lodge
  
  XP
  The Viscount's niece ran of
  
  Zalen Trafalgar is healing the sick
  
  Dragonsmoke pollutes the streets
  
  4
  They sell dragonsmoke on the docks
  
  Something destroys shipping out past Darkol Island
  
  They found a map to Garr Bloodbane's gold!
  
  XP
  POSITIVE 
  RESPONSE
  
  397
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  Worksheet Level 5-6 (2)
  PORT SHAW RANDOM ENCOUNTERS
  USED
  ADVENTURE OPTIONS
  Encounter Notes and Statstcs
  Blood Orphan
  
  Drunken Sailors
  
  Adventure Opton #
  Wanna Smoke
  
  Encounter Name / Ch.
  Bone Hunters
  
  Encounter Name / Ch.
  Agents of Skum
  
  Encounter Name / Ch.
  Ravenous Roaches
  
  Hook
  Dragoon Patrol
  
  INCIDENTS
  SHOWN
  An argument about the Black Shark introduces Old Craw
  
  
  Adventure Opton #
  Intervene as Dragoons threaten to beat an old Tulita Man
  
  
  Encounter Name / Ch.
  The infamous pirate Drango escapes
  
  
  Encounter Name / Ch.
  A team of dragonsmoke pushers reveals their supplier
  
  
  Encounter Name / Ch.
  A mad brawl between Tulita and newcomer dock workers
  
  
  Hook
  A fre on the docks grants the chance to be local heros
  
  
  A pickpocket atempt embroils the PCs in the Kraken's plots
  
  
  A chance meetng introduces Bethany Razor
  
  
  Adventure Opton #
  WHISPERS
  USED
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Hook
  Unwhispered:
  
  Unwhispered:
  
  Unwhispered:
  
  Unwhispered:
  
  Adventure Opton #
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Hook
  Zalen Trafalgar ofers a reward for a missing person
  
  Chapterhouses of Quell along the Razor are guted and gone
  
  A new drug called Brainfog shoed up in the Islands
  
  Elder Nakuaka is a dragonsmoke user
  
  Adventure Opton #
  Hargrove found the map to Garr Bloodbane's gold
  
  Encounter Name / Ch.
  My cousin's mother found Garr Bloodbane's gold
  
  Encounter Name / Ch.
  Shark atacks killed serveral fsherfolk near Port Shaw
  
  Encounter Name / Ch.
  They're sending the best Dragoons to fnd Garr Bloodbane's gold
  
  Hook
  Always seek Quells blessing before heading to sea
  
  Lt. Commander Trey Perrin sailed the Albatross out to sea
  POSITIVE 
  RESPONSE
  
  398
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  Worksheet Level 6-7 (1)
  PORT SHAW RANDOM ENCOUNTERS
  USED
  ADVENTURE OPTIONS
  Encounter Notes and Statstcs
  Bone Hunters
  
  Agents of Skum
  
  Adventure Opton #
  Ravenous Roaches
  
  Encounter Name / Ch.
  Dragoon Patrol
  
  Encounter Name / Ch.
  Encounter Name / Ch.
  ADVENTURE OPTIONS
  Hook
  In and Near Port Shaw
  Discover a secret entrance into Fort Stormshield in the sewers
  
  Tangle with the Dragoons as they leave the sewers
  
  Fight or join Port Shaw’s criminal underworld
  
  Adventure Opton #
  Rescue a child stolen by the roachlord
  
  Encounter Name / Ch.
  Lay a pirate bard’s spirit to rest and find a treasure map in the sewers
  
  Encounter Name / Ch.
  Root out a nest of the Kraken’s spies in the sewers
  
  Encounter Name / Ch.
  Brawl bare knuckle for fame and profit in Port Shaw
  
  Hook
  The Coast and the Continent
  Investigate an abandoned village plagued by shark attacks
  
  On the Razor Sea
  Redeem an Elf noble by rescuing her shipmates from an abyss-haunted isle
  
  Adventure Opton #
  Lured inside an underwater mountain, the PCs confront extradimensional invaders
  
  Encounter Name / Ch.
  Fight monsters on the high sea
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  
  Hook
  
  
  
  
  Adventure Opton #
  
  Encounter Name / Ch.
  WHISPERS
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Hook
  Unwhispered:
  
  Elder Nakuaka isn't just a user, he's a dragonsmoke addict
  
  
  Some one broke in and stole stuf from Barrison Hargrove
  
  Adventure Opton #
  The Tulita plan to kill us all!
  
  Encounter Name / Ch.
  There be a black shark!
  
  Encounter Name / Ch.
  Belok's going to try to take his ttle back from Jin
  
  Encounter Name / Ch.
  Children have been going missing around the docks
  
  Hook
  Barrison Hargrove is going to open his map and art collecton to public viewing
  
  Tulita warriors are in town huntng bones or something
  
  The found Garr Bloodbane's treasure at Halgrim's Rest
  
  
  You can fence goods at Old Fish's supplies
  
  
  #1: Electric Eels
  #2:The Lurking Aboleth
  #3:Pirates!
  #4:Goblin Raiders
  #5:Territorial Dispute
  #6:Merrow Maurader
  #7:St. Dunstan’s Tooth
  The Lodge sent Trey Perrin to fnd Bloodbane's gold in the Albatross
  Word is Perrin and the Albatross madd the Pearl Eyes
  The Albatross headed out to sea awfully quickly
  
  399
  Razor Coast 
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  Worksheet Level 6-7 (2)
  PORT SHAW RANDOM ENCOUNTERS
  USED
  ADVENTURE OPTIONS
  Encounter Notes and Statstcs
  Ravenous Roaches
  
  Dragoon Patrol
  
  Adventure Opton #
  Encounter Name / Ch.
  ADVENTURE OPTIONS
  Encounter Name / Ch.
  In and Near Port Shaw
  Encounter Name / Ch.
  Discover a secret entrance into Fort Stormshield in the sewers
  
  Hook
  Tangle with the Dragoons as they leave the sewers
  
  Fight or join Port Shaw’s criminal underworld
  
  Rescue a child stolen by the roachlord
  
  Track an Elven diplomat’s stolen magic ring in the sewers
  
  Adventure Opton #
  Lay a pirate bard’s spirit to rest and find a treasure map in the sewers
  
  Encounter Name / Ch.
  Put down a criminal gang extorting Tulita in the outskirts
  
  Encounter Name / Ch.
  Root out a nest of the Kraken’s spies in the sewers
  
  Encounter Name / Ch.
  Brawl bare knuckle for fame and profit in Port Shaw
  
  Hook
  The Coast and the Continent
  Brave Blacksink Marsh to save kidnapped plantation workers from sacrifice
  
  Explore a shrine to the shark god, revealed by an earthquake
  
  Wipe out a ring of humanoid trafficking drug smugglers
  
  Adventure Opton #
  Fight monsters on the high sea
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  
  Hook
  
  
  
  
  Adventure Opton #
  WHISPERS
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Hook
  Unwhispered:
  
  Unwhispered:
  
  
  
  Adventure Opton #
  The nude body of an alchemist foated up from the sewers and out to sea
  
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  Someone is buying up every Garr Bloodbane map in the city
  
  Encounter Name / Ch.
  Sagacious Samuel found Garr Bloodbane's treasure map in the sewers
  
  Hook
  There's an underwater garden of Beacon Island where Garr Bloodbane hid his treasure!
  
  Aeron Chambers will fght a duel soon against some luckless fool
  
  #1: Electric Eels
  #2:The Lurking Aboleth
  #3:Pirates!
  #4:Goblin Raiders
  #5:Territorial Dispute
  #6:Merrow Maurader
  #7:St. Dunstan’s Tooth
  They spoted the Albatross in the Pearl Eyes, foatng like a ghost ship
  No one has heard from the Albatross in weeks
  Commander Perrin on the Albatross found Garr Bloodbane's gold!
  
  400
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  Worksheet Level 6-7 (3)
  PORT SHAW RANDOM ENCOUNTERS
  USED
  ADVENTURE OPTIONS
  Encounter Notes and Statstcs
  Dragoon Patrol
  
  Gregory Bonedeuce and Aaron Chambers set sail on the Pride. 
  Adventure Opton #
  ADVENTURE OPTIONS
  Encounter Name / Ch.
  In and Near Port Shaw
  Encounter Name / Ch.
  Tangle with the Dragoons as they leave the sewers
  
  Encounter Name / Ch.
  Fight or join Port Shaw’s criminal underworld
  
  Hook
  Track an Elven diplomat’s stolen magic ring in the sewers
  
  Lay a pirate bard’s spirit to rest and find a treasure map in the sewers
  
  Put down a criminal gang extorting Tulita in the outskirts
  
  Root out a nest of the Kraken’s spies in the sewers
  
  Adventure Opton #
  Brawl bare knuckle for fame and profit in Port Shaw
  
  Encounter Name / Ch.
  Hunt the lost treasures of an ancient necromancer in the sewers
  
  Encounter Name / Ch.
  Uncover a demonic plot to detonate Quell’s chapterhouse in Port Shaw
  
  Encounter Name / Ch.
  The Coast and the Continent
  Hook
  Wipe out a ring of humanoid trafficking drug smugglers
  
  On the Razor Sea
  Investigate why the lighthouse on Beacon Island went dark
  
  Stop an assassination attempt on Zalen Trafalgar
  
  Adventure Opton #
  Foil the Kraken’s plot to marry a double agent to the locathah king
  
  Encounter Name / Ch.
  Fight monsters on the high sea
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  
  Hook
  
  
  
  
  Adventure Opton #
  
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  WHISPERS
  Encounter Name / Ch.
  Unwhispered:
  
  Hook
  Unwhispered:
  
  Unwhispered:
  
  Unwhispered:
  
  Dontorion recently died of a shark atack
  
  Adventure Opton #
  Sharks atacked fshermen up and down the Razor
  
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  Some ghost keeps scaring people to death at night on the docks
  
  Encounter Name / Ch.
  
  Hook
  
  They found Garr Bloodbane's treasure in a trunk at an old widow's house in Bawd
  
  Vagrants have been vanishing of the streets
  
  Merchants are whining and crying about their ships getng eaten by a kraken
  
  #1: Electric Eels
  #2: The Lurking Aboleth
  #3: Pirates!
  #4: Goblin Raiders
  #5: Territorial Dispute
  #6: Merrow Maurader
  #7:St. Dunstan’s Tooth
  #7: Fog on the Horizon
  Dragoons found the Nightslink empty, scarred, and bloodstained 
  The Albatross went missing and Perrin was captured by sirenes!
  The merchant league hs hired a ship to hunt Captain Bravancello of the Sara Belle and sink her
  
  401
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  Worksheet Level 7-8
  ADVENTURE OPTIONS
  ADVENTURE OPTIONS
  Encounter Notes and Statstcs
  In and Near Port Shaw
  Track an Elven diplomat’s stolen magic ring in the sewers
  
  Adventure Opton #
  Lay a pirate bard’s spirit to rest and find a treasure map in the sewers
  
  Encounter Name / Ch.
  Put down a criminal gang extorting Tulita in the outskirts
  
  Encounter Name / Ch.
  Brawl bare knuckle for fame and profit in Port Shaw
  
  Encounter Name / Ch.
  Hunt the lost treasures of an ancient necromancer in the sewers
  
  Hook
  Uncover a demonic plot to detonate Quell’s chapterhouse in Port Shaw
  
  Battle a sewage elemental beneath Port Shaw
  
  The Coast and the Continent
  Wipe out a ring of humanoid trafficking drug smugglers
  
  Adventure Opton #
  On the Razor Sea
  Encounter Name / Ch.
  Investigate why the lighthouse on Beacon Island went dark
  
  Encounter Name / Ch.
  Stop an assassination attempt on Zalen Trafalgar
  
  Encounter Name / Ch.
  Foil the Kraken’s plot to marry a double agent to the locathah king
  
  Hook
  Hunt for underwater treasures and discover the wreck of the Razor’s Edge
  
  Scout the home base of the Krakenfiend and hope to escape alive
  
  Bargain with a loa and travel the elemental realms on a mission for a demi-god
  
  Fight monsters on the high sea
  Adventure Opton #
  
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  
  Encounter Name / Ch.
  
  Hook
  
  
  
  
  Adventure Opton #
  WHISPERS
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Encounter Name / Ch.
  Unwhispered:
  
  Hook
  Unwhispered:
  
  Unwhispered:
  
  Unwhispered:
  
  The Dragoons have been roughing up merchants, looking for something
  
  Adventure Opton #
  
  Encounter Name / Ch.
  The pirate, Witch Sader, found Garr Bloodbane's treasure!
  
  Encounter Name / Ch.
  Lights have been spoted in the Port Shaw lighthouse at night
  
  Encounter Name / Ch.
  Everyone's talking about how Bonedeuce set of to rescue Perrin
  
  Hook
  Sagacious Samuel was arrested for forging ofcial documents
  
  
  #1: Naga's Hubris
  #2: Goblin Raiders
  #3: Territorial Dispute
  #4: Merrow Maurader
  #5:St. Dunstan’s Tooth
  #6: Sahuagin Raiding Party
  #7: Fog on the Horizon
  #8: The Draconic Tyrant
  The merchants are outitng another expediton to sink the Sara Belle
  Bonedeuce made the Peral Eyes in the Pride
  
  402
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  Night of the Shark Worksheet
  NIGHT OF THE SHARK ADVENTURE OPTIONS
  PROLOGUE
  Encounter Notes and Statstcs
  Prologue
  USED
  Yes/No
  
  Name:
  Explore an abandoned vessel foatng ofshore. Rescue the sole survivor and learn what he knows
  
  The Nightslinks lay a trap for the PCs then boast about their escape from Jalamar
  
  RUN-UP
  Run Up
  
  Attempt to warn the Dragoons of Jalamar’s coming attack, but encounter Jalamar’s mole instead
  
  Yes/No
  
  Save a friend from the Kiss of Dajobas
  
  Encounter Name
  The PCs won once too often at the Broken Skull. It’s payback time!
  
  Encounter Name
  Old Fish, the PCs mentor and friend, accepts a commission to assassinate them
  
  Encounter Name
  Stop Jalamar’s minions from torturing Port Shaw citizens in an old warehouse
  
  Encounter Name
  Incident
  A young Tulita warrior, wounded and terrified, bursts in on the PCs
  
  INCIDENT
  Weresharks Are Everywhere
  
  Rescue Jessica McFarrows foster mother from the little girl the PCs once saved
  
  Encounter Name
  The anglers the PCs freed and returned to Port Shaw now stalk the streets as weresharks
  
  Save a gang of terrified orphans from three rampaging weresharks
  
  Jalamar’s lieutenant, the deadly monk Saegen, seeks out the PCs
  
  Where is the Jawbone?
  Rescue Nakuaka and Alastair Crimmeran from certain death
  
  Final Showdown
  WERESHARKS ARE EVERYWHERE
  Battle for the Jawbone
  
  WHISPERS
  Base # Encounters
  Unwhispered:
  
  Min/Max Encounters Faced
  Unwhispered:
  
  Unwhispered:
  
  Encounter Name
  Unwhispered:
  
  Unwhispered:
  
  Encounter Name
  Unwhispered:
  
  Unwhispered:
  
  Encounter Name
  Encounter Name
  NPCs ON PYRE RAFT
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  Name:
  
  403
  Razor Coast
  Referee:
  # Players
  Date:
  XP Awarded/Player:
  The Kraken Strikes Worksheet
  THE KRAKEN STRIKES ENCOUNTER ORDER
  OPENING
  Encounter Notes and Statstcs
  Cribbed Text
  Narrated Moments
  All is Lost
  
  On a Knife's Edge
  
  Victory is Ours
  
  Major Encounter Name
  The Ship Scutlers
  Precarious Situatons
  The Enemy Threatens a Beloved NPC
  
  ALL IS LOST STAGE
  Keep Moving, Nothing to See Here
  
  Narrated Moment Name
  Burn Baby, Burn!
  
  Precarious Situaton Name
  Major Encounters
  Precarious Situaton Name
  The Ship Scuttlers
  
  Precarious Situaton Name
  Orca Zombie
  
  Wave Riders Last Stand
  
  Major Encounter Name
  The Slaying of M'okol'i Ali'i
  
  Major Encounter Name
  Final Showdown
  The Krakenfiend Rises
  
  EVERYTHING ON A KNIFE'S EDGE STAGE
  VICTORY POINT TRACKING
  Narrated Moment Name
  Precarious Situaton Name
  Precarious Situaton Name
  Precarious Situaton Name
  Major Encounter Name
  Major Encounter Name
  VICTORY IS OURS STAGE
  Narrated Moment Name
  Precarious Situaton Name
  Precarious Situaton Name
  Precarious Situaton Name
  Major Encounter Name
  Major Encounter Name
  THE KRAKENFIEND RISES
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Razor Coast (SW)/Razor Coast (SW).pdf