TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  DUL7-01/SND7-03 
   
   
   
   
   
  The Sea Devils 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Dullstrand/Sunndi Regional Adventure 
  Version 1.0 
   
  by Pierre van Rooden 
  Circle Reviewer: Pieter Sleijpen 
  Triad Reviewer: Martin Jennings 
  Playtesters: Floris Kraak, Mark Knobbe, Marco Lammers, Renout van Rijn, Tjalling Spaans, and Ward van Oosterum. 
   
   
  Raids from the sea plague the coastal towns, when sahuagin seek control of the coastal waters. For the Masters of 
  Dullstrand, a safe haven is of prime importance. To secure the seafaring trade, sacrifices have to be made. But are the 
  devils of the deep really interested to talk? 
  A one-round regional adventure set in the Dullstrand for characters level 5-14 (APLs 6-12). Note: The Dullstrand and 
  Sunndi version are exactly the same. Only one can be played. 
   
  Resources for this adventure [and the authors of those works] include Blackmoor [Dave Arneson], Dungeonscape [Jason 
  Bulmahn and Richt Burlew], Miniatures Handbook [Mike Donais, Skaff Elias, Rob Heinsoo, and Jonathan Tweet], Spell 
  Compendium [Matthew, Jeff, Grubb, Mike McArtor], Stormwrack [Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke 
  Wilkes] and The Sea Devils [Skip Williams].
  
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Dullstrand/Sunndi 
  crossover Regional adventure set in the Dullstrand. 
  Characters native to Dullstrand or Sunndi pay 1 Time 
  Units per round. All other characters pay 2 Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  This scenario takes place for a large part underwater. As 
  such, you need to be familiar with the rules for 
  underwater combat, as detailed on page 92-93 of the 
  Dungeon Master’s Guide. 
   
  NEW RULE ITEMS 
  Regional adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster Manual). The 
  full write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  Centuries ago, the sahuagin were a race of much more 
  power than they are today. Spiteful aggressors, they 
  claimed large amounts of territory, taking control of 
  coastal waters and raising crude temples and shrines 
  where they would offer their prisoners in bloody rites to 
  their shark lord Sekolah. 
   
  Their territory included the Azure Sea, the Strait of 
  Gearnat, and large areas of the Solnor. 
   
  Now, their power is greatly diminished. While still a 
  powerful race, the other races of the sea have driven them 
  back from many places they once kept. To mankind, this 
  old empire of under water kings is hardly known. Only 
  the legends of the sahuagin – and the oldest tales of the 
  sea elves – contain this lore. 
   
  One area that the sahuagin held was the Solnor 
  coast. The area that is now the Dullstrand, was once 
  under control of the sea devils. At that time, the sea was 
  higher, and larger parts of the coast were covered by 
  water. Since it was not a well traveled place, the sahuagin 
  had free reign to build and prosper, and they build 
  several structures along the coast, in honor of their god. 
   
  When they were driven out, these structures were 
  abandoned. Some fell to dust, others found use by new 
  settlers. In most cases, the sahuagin gave up on them. 
   
  One of these buildings however, had a special 
  significance as the main temple to Sekolah, and when the 
  sea devils were forced out, they did not leave it easily. A 
  powerful cleric of Sekolah named Sulantehk called forth 
  a powerful summons, the Eye of Sekolah, to bring doom 
  on those who would desecrate the site. Her summons 
  was interrupted when the cleric was killed by invading 
  elves, and the spell left unfinished, so the Eye never 
  appeared. But the spell still lingered, and it is said the Eye 
  is still there, sleeping, in the temple caverns, waiting to 
  be summoned. Sulantehk was entombed then and there – 
  her spirit unable to find rest�She still lies, undead, 
  waiting, for someone to awaken her so she can finish the 
  rite. 
   
  Now, year later, the temple site has been build on, 
  the ruins remains taken in use for many decades by the 
  faithful of Osprem in honor to their god. They call it the 
  Eye of the Storm. They are unaware that they build their 
  temple on the holy grounds of another deity, and the 
  tomb of an undead priestess. And they may not care. But 
  the sahuagin have returned after many years, and they 
  seek to finish this spell, and rule the coast once more. 
  ADVENTURE SUMMARY 
  Introduction: The Masters of Dullstrand are looking for 
  people to help settle a matter with the sahuagin who are 
  raiding the coasts. They know someone who may be able 
  to negotiate with the sea devils – a truce that is not 
  widely supported.  
   
  There is some pressure behind the effort, as a ship of 
  Perrenland mercenaries – aid for the war in Sunndi –is 
  on its way and will arrive soon. 
   
  Encounter 1 [A Man of Peace]: The PCs meet Degado, a 
  nautical expert, and the brain behind the negotiations. 
  Degado eschews violence and believes peace is at hand if 
  people are just willing to talk. He is sympathetic, but 
  obviously naïve when it comes to the motivations of evil 
  races. 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 2 
  
   
  Degado has set up the negotiations due to his 
  contact, a female sahuagin priestess named Shasakal.  
   
  He asks the PCs to accompany him as his 
  bodyguards, though he does not believe there will be any 
  difficulty. 
   
  Encounter 2 [A Man of War]: The PCs meet Weyrin, a 
  man in the employ of the exiled nobles from the 
  Lordship of the Isles. He secretly lends his support to the 
  sea elves of the Solnor, who do not believe in 
  negotiations. Weyrin feels this is the time for a decisive 
  strike, and tries to find out if the PCs agree with this. 
   
  If they do, he offers to places them in command of 
  some of the armed forces that the lords have lent to 
  protect the negotiators, with the intend to attack the 
  sahuagin once their attention is on the negotiations. 
   
  Encounter 3 [The Eye of the Storm]: This encounter 
  describes the Eye – the main rooms in the temple of 
  Osprem that was built on top of the temple to Sekolah. 
  The main rooms are the Sea Floor Room, the Entrance 
  Hall, and the main temple, the Gateway to Heaven. 
   
  The Entrance Hall, the Coral Hall and the Sea Floor 
  room are below sea level, protected from the sea water by 
  magically created pockets of air. 
   
  Encounter 4 [The Quest for Peace]: If PCs support 
  Degado, they enter The Eye, where they and Degado 
  meet Shasakal, accompanied by a number of bodyguards 
  and a powerful sahuagin baron named Razegul. 
   
  The negotiations start civil, but are disrupted when it 
  becomes apparent that fighting has started outside. 
  While Shasakal accuses the human forces from starting, 
  it turns out that Razegul had no intention at all to let the 
  negotiation succeed. He intents to despoil the temple, so 
  the divine protection of the tower can be broken. His 
  forces intent to free Sulantehk and let her summon the 
  Eye, so it can release the doomsday creature, and have it 
  destroy its adversaries, including the ship of Perrenland 
  mercenaries – the price for support lent to the sahuagin 
  by outside agents. 
   
  He orders Shasakal killed for her weakness, and the 
  PCs have the choice to ally with the sahuagin in their 
  fight. 
   
  Encounter 5 [The Quest for War]: The PCs, under 
  command of Weyrin are ordered to attack the main force 
  of the sahuagin. If they do not start the hostilities 
  themselves, the sahuagin do – they were not willing to 
  await the negotiations. While the fights begin, the wards 
  on the tower are broken, as inside, Razegul despoils the 
  temple. 
   
  Encounter 6 [The Ascent]: After the PCs win the fight, 
  it becomes clear other sahuagin have entered the 
  building: the magical protection is severed, and the 
  rooms start to flood.  
   
  Not everyone is able to deal with the water, and the 
  PCs may have to choose between saving these people and 
  bring them up, or following the sahuagin that entered 
  the building and went down to the Sea Floor Room. 
   
  If they do, this leads to a delay, leading them to miss 
  the Rite of Sekolah. 
   
  Above, the PCs note that a great storm has erupted. 
   
  Encounter 7 [The Descent]: Sulantehk has awoken, and 
  entered the sea floor room, triggering some old sahuagin 
  wards on the way. The PCs have to descend the watery 
  depths, and deal with the traps in the Coral Hall before 
  they can enter the Sea Floor Room. 
   
  Encounter 8 [The Rite of Sekolah]: Sulantehk, now a 
  heucuva, attempts to finish the summoning spell, to call 
  the Eye of Sekolah to her command.  
   
  If the PCs arrive in time they have to battle her and 
  the sea beasts she has with her before they can undo the 
  ritual and stop the freeing of the Eye. 
   
  Encounter 9 [The Eye of Sekolah]: If the PCs fail to 
  interrupt the rite or arrive too late, they find the Sea 
  Floor Room opened, entering into a giant cavern below 
  it. The twisting tunnels open up in a large cavern, half of 
  which is filled with air. From the shores of a sea-water 
  lake, they experience the wakening of the Eye - a kraken 
  (or giant squid at lower APLs). 
   
  They have to defeat it before the stone gate to the 
  outside opens – lest it escapes, and destroys everything in 
  its path. 
   
  (Note: this encounter is optional if the PCs ran 
  encounter 8 but failed). 
   
  Conclusion: If the Eye was defeated, or not awakened at 
  all, the sahuagin retreat from the oast. An unnatural 
  storm of great magnitude has picked up, and threatens 
  the coastal villages and ships in the area, but the danger 
  of a rampaging kraken is averted. 
   
  If the kraken does get loose, it sinks the ship of 
  Perrenland mercenaries (part of whom escape in life 
  boats), and destroys several sea elf villages before it turns 
  on its own summoners. It threatens the area for several 
  months, and disrupts trade, before it finally disappears to 
  deep waters. 
   
  INTRODUCTION 
  The Masters of Dullstrand are looking for people to help 
  settle a matter with the sahuagin who are raiding the 
  coasts. They claim to know someone who may be able to 
  negotiate with the sea devils. Unfortunately, the Masters 
  face resistance against this approach: many citizens – 
  including the merchants – believe negotiations with the 
  sahuagin are fruitless. The Masters cannot rely on their 
  support, and therefore need adventurers to escort and 
  protect the main negotiator. They need this resolved 
  quickly, as a ship of Perrenland mercenaries – aid for the 
  war in Sunndi –is on its way and will arrive soon. 
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 3 
  
  INTRODUCTION A − SUNNDI 
  If the PCs are in majority from Sunndi, they have 
  received a request to be present at a small hearing in 
  Hobrand Castle, situated at the border of Sunndi and the 
  Dullstrand.  
   
  They are there at the invitation of Lord Dornatak, 
  who has acquired their names from various people ‘in the 
  Sunndi military’. In reality the names come from various 
  sources, including the Jade Mask and the Masters of 
  Dullstrand themselves). 
   
  Lord Dornatak is a tall man with a bald head and a 
  bushy moustache. While he is a bit older and can come 
  off as a bit old-fashioned, he is a capable commander and 
  a good host. When the PCs arrive, they are quickly led to 
  an audience room, where Dornatak waits with another 
  man.  
   
  You enter a large stone room. Despite the thick 
  carpet and the fireplace, it is cool, almost cold, 
  inside.  
   
  Lord Dornatak, the commander that summoned 
  you here, stands next to the fireplace. He is talking 
  to a short, thin man with whispy grey hair. As he 
  sees you he nods. 
   
  “Ah! There they are. Come one in, my fellows. 
  Take a seat. Come now, come now, I don’t have all 
  day.  
   
  I am Dornatak, happy to meet you. Let me get 
  you some drinks, while you enlighten us with your 
  names, something strong right? Right?” 
   
  He beckons to a few carafes on a small table. 
   
  Once the PCs decided whether to take a drink, and 
  introduce themselves, Dornatak is quick to the point. 
   
  He takes the lead, while his guest hardly speaks.  
   
  “This man here is master Eyren, an official from our 
  neigbouring country, over the hills to the west, the 
  city of Dullstrand. 
   
  He has come to see with a problem. See, their 
  coasts have recently been plagues with foul beasts, 
  monstrous creatures called… called…” 
   
  -”Saguagin,” the old man says, nodding at you, 
  “Sea devils.” 
   
  “Devils? Really?” Dornatak frowns. “Well. These 
  sahuagin are raiding the coast, and we can’t have 
  that. Thing is, they are quite a lot; hard to fight 
  properly. It would take a long time and we really 
  don’t have that luxury. 
   
  You see, the Masters of Dullstrand have been so 
  kind to come to our aid in the war. A large group of 
  Perrenland mercenaries, called…” 
  - 
  “Pax Mercuri”, the man prompts. 
  “…I knew that; are coming this way. By ship, mind, 
  so we can’t have a war in our waters. The sahuagin 
  might target them, in fact good chance that they 
  will, a fleet full of arms. 
   
  Now, this would have been a major problem, 
  but, fortunately, there has been a remarkable break 
  through. A man named..eh..” 
  -“Degado”. 
   
  “Right, has managed to find the sahuagin 
  willing to talk. Now, I would personally rather slice 
  their throats, but we have to do with what we got. A 
  truce would be preferable now than doing nothing. 
   
  Not everyone in the Dullstrand will support 
  this decision though, so we have to look for 
  independent people to help us guide the mission. 
  This Degado man will be the diplomat that we trust 
  to speak to the sahuagin to forge a deal. But we can’t 
  send him out there alone. We don’t trust these 
  sahuagin one bit. We need some guards to send, 
  preferably some more capable than the mock 
  soldiers provided as a military cohort. That’s what 
  we are asking you to do: to protect our emissary in 
  the diplomatic talks with the sahuagin.“  
   
  It is likely that the PCs have some questions. Eyren can 
  provide the following background information: 
  • 
  The raids have been going on for several months, 
  though they have been limited to battles at sea and 
  in remote coastal locations 
  • 
  The sahuagin seem to have obtained weaponry from 
  a second source, which made them bold enough to 
  invade the coasts. 
  • 
  The Perrenlanders will arrive in Dullstrand with a 
  fleet containing over a hundred soldiers, and march 
  to Hobrand Castle under escort. The arrival is 
  expected in the next weeks. They are vital to the 
  Sunndi war. 
  • 
  “Pax Mercuri” is a contract used by Perrenlanders 
  who hire themselves as mercenaries. They represent 
  a reliable force with a stellar reputation (see the 
  handout). 
  • 
  The diplomatic mission is in ten days, in an old 
  tower called the “Eye of the Storm”, now used by the 
  clergy of Osprem. The tower seems ‘significant’ to 
  the sahuagin. 
  • 
  Degado is a maritime expert, apparently a half 
  aquatic elf. 
  • 
  Starting point for the mission is Gnomeport, where 
  Degado is now. 
  • 
  There are soldiers for the mission, mercenaries 
  provided by the exiled Lords of the Isles, as a token 
  of good will. They are likely too inexperienced with 
  strange 
  situations 
  to 
  function 
  properly 
  as 
  bodyguards though. 
   
  For information on the sahuagin and the organization of 
  the diplomatic mission, the PCs should best talk to 
  Degado, once they accept the mission. 
   
  The PCs may earn 50 gp x APL for their aide, half of 
  which is to be paid on arrival in Gnomeport by Degado, 
  to allow for purchases for the trip. (Note: pre-paid money 
  spend for expendables used during the mission can be 
  taken from overcap). 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 4 
  
   
  Assuming the PCs accept the mission, they have 
  nine days to meet with Degado in Gnomeport. A message 
  is sent to herald their arrival. They are advised to keep 
  their mission quiet, not because it is a secret, but because 
  locals may react unfavorably if they hear of it (a -5 penalty 
  on Charisma based Checks with locals). 
   
  Note that for Sunndian members of the army, this 
  counts as a military mission, and therefore members of 
  the army cannot refuse the assignment. 
   
  Troubleshooting: It is possible that PCs disagree with 
  the intended course of action, and expect only harm to 
  come from it. While disappointing, Dornatak will accept 
  it if the PCs decide to not agree to the mission. 
   
  However, if the PCs leave the castle, they receive a 
  note from a beggar outside the gate. 
   
  The note reads: 
   
  “Come to the Glass Wench in the harbor of 
  Gnomeport. 
   
  Captain Weyrin desires a word with you. ” 
   
  The beggar recalls the note was given him by a man in a 
  cloak, who ‘smelled like the sea’. 
   
  The man was a sea elf spy for Weyrin. 
   
  The PCs do not get this note if they accepted to aid 
  Dornatak. 
   
  INTRODUCTION B – DULLSTRAND CITY 
  If the PCs are in majority from Dullstrand City, they have 
  received a request to come to the Citadel at noon.  
   
  The Citadel is at the centre of the town. It is a dark 
  rock monolith, which seems to be the top of the pyramid. 
  From here, the ‘Masters of Dullstrand’ run the town. 
   
  The person that asked for the PCs is Belilah 
  Kaamrev, one of the five clan elders that run the Kaamrev 
  clan. The origional clan elder, Erdan Kaamrev, was 
  murdered in 591 CY.The other two Masters of Dullstrand 
  (Kjirg Grefstov and Chirney Retnev) refuse to allow the 
  council to represent the clan, insisting on a single man. 
  The five clan elders are reluctant to relinquish their 
  power and so the Kaamrev has yet to be replaced. Belilah 
  is one of the candidates to be presented as the clan’s 
  representative for the Masters of Dullstrand. Bringing 
  peace about may give him some leverage. 
   
   
  Entering the Pyramid-like fortress in the center of 
  town has been remarkably easy. The Masters’ Militia 
  have been notified of your arrival, and you are 
  swiftly led to one of those small rooms that dot the 
  pyramid’s interior. 
   
  There, you are greeted by a richly adorned man. 
  He has a pockmarked face and blue eyes. His hair is 
  graying, but long and full. On his right arm is a scarf 
  in green and white. A small emblem on his shoulder 
  shows two fish in a cross. 
   
  The man is occupied in some papers, but 
  instantly rises as you enter. 
   
  “Ah, there you are. Sit down, please. 
  Good that 
  you could come here so quickly. I apologize for the 
  mystery and the haste, but I hope all will be clear 
  soon, and that you will find it in your interest to 
  lend us your aid. 
   
  Now, I am Belilah Kaamrev, as you may have 
  guessed. Can I have the confirmation of your names 
  before we continue?” 
   
  Allow the PCs to introduce themselves. Belilah listens 
  and takes some notes as they do so, while a servant enters 
  to bring cool water.  
   
  Once the introductions are done, Belilah explains: 
   
  “Let’s get to business. Likely you have already been 
  aware of this, as bad news travels fast, but over the 
  past few months our coasts have been plagues with 
  foul beasts, monstrous creatures called sahuagin; 
  popularly known as sea devils. 
   
   They have attacked in droves, with weaponry 
  that seems new and of high quality, the origins of 
  which we can only guess at.  
   
  They are hard to fight. It will take a long time if 
  we get into a serious war with them. Unfortunately, 
  we don’t really have the luxury. 
   
  You see, the Masters have taken up them the 
  taks to aid in another war – that of the Sunndians in 
  the west. We have hired a large group of Perrenland 
  mercenaries, who work under a contract called the 
  Pax Mercuri, to aid in that war. They will be arriving 
  in several weeks by ship; a fleet, in fact. 
   
  There is a fair chance that the sahuagin, in a 
  warlike mind, will target them. It’s a fleet full of 
  arms, so it is unlikely they will let it pass.  
   
  There would be little that we could do to stop 
  such an attack, except... well, peace. 
   
  I admit it seems strange, but about a week ago a 
  man named Degado, a sage in the life at sea, claimed 
  he could breaker contact and sue for peace. 
   
  Now, I am sure we would all rather fight them 
  and drive them back to the sea, but we don’t have the 
  luxury. A truce, a peace treaty, even a temporary one, 
  is all we can hope for at this notice. 
   
  Not everyone in the Dullstrand will support 
  this decision though, so we have to look for 
  independent people to help us guide the mission. 
  This man, Degado, will be the diplomat that we trust 
  to speak to the sahuagin to forge a deal. But we can’t 
  send him out there alone. We don’t trust the 
  sahuagin. We need some people that will travel with 
  him as guards. The soldiers that have bene provided 
  are not of the stock that we can trust to do the job – I 
  am sad to say.  
   
  Hence, we need you to protect our emissary in 
  the diplomatic talks with the sahuagin.“  
   
  It is likely that the PCs have some questions. Belilah can 
  provide the following background information: 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 5 
  
  • 
  The raids have been going on for several months, 
  though they have been limited to battles at sea and 
  in remote coastal locations 
  • 
  The sahuagin seem to have obtained weaponry from 
  a second source, which made them bold enough to 
  invade the coasts. 
  • 
  The Perrenlanders will arrive in Dullstrand with a 
  fleet containing over a hundred soldiers, and march 
  to Hobrand Castle under escort. The arrival is 
  expected in the next weeks. They are vital to the 
  Sunndi war. 
  • 
  “Pax Mercuri” is a contract used by Perrenlanders 
  who hire themselves as mercenaries. They represent 
  a reliable force with a stellar reputation (see the 
  handout). 
  • 
  The diplomatic mission is in ten days, in an old 
  tower called the “Eye of the Storm”, now used by the 
  clergy of Osprem. The tower seems ‘significant’ to 
  the sahuagin. 
  • 
  Degado is a maritime expert, apparently a half 
  aquatic elf. 
  • 
  Starting point for the mission is Gnomeport, where 
  Degado is now. 
  • 
  There are soldiers for the mission, mercenaries 
  provided by the exiled Lords of the Isles, as a token 
  of good will. Belilah doesn’t trust them much, but 
  there are few other forces – the militia are too small, 
  and the Merchants’ Watch only operates in the city. 
   
  For information on the sahuagin and the organization of 
  the diplomatic mission, the PCs should best talk to 
  Degado, once they accept the mission. 
   
  The PCs may earn 50 gp x APL for their aid, half of 
  which is to be paid on arrival in Gnomeport by Degado, 
  to allow for purchases for the trip. (Note: pre-paid money 
  spend for expendables used during the mission can be 
  taken from overcap). 
   
  Assuming the PCs accept the mission, they have 
  nine days to meet with Degado in Gnomeport. A message 
  is sent to herald their arrival. They are advised to keep 
  their mission quiet, not because it is a secret, but because 
  locals may react unfavorably if they hear of it (a -5 penalty 
  on Charisma based Checks with locals). 
   
  Note that for Sunndian members of the army, this 
  counts as a military mission, and therefore members of 
  the army cannot refuse the assignment. 
   
  Troubleshooting: It is possible that PCs disagree with 
  the intended course of action, and expect only harm to 
  come from it. While disappointing, Belilah will accept it 
  if the PCs decide to not agree to the mission. 
   
  However, if the PCs leave the Citadel, they receive a 
  note from a beggar outside the gate. 
   
  The note reads: 
   
  “Come to the Glass Wench in the harbor of 
  Gnomeport. 
   
  Captain Weyrin desires a word with you. ” 
   
  The beggar recalls the note was given him by a man in a 
  cloak, who ‘smelled like the sea’. 
   
  The man was a sea elf spy for Weyrin. 
   
  The PCs do not get this note if they accepted to aid 
  Belilah. 
   
  1: A MAN OF PEACE 
  If the PCs can convince Eyren or Belilah that they are 
  willing to aid in the diplomatic mission, they are told to 
  meet with Degado, the man who will lead the mission, in 
  Gnomeport. 
   
  Once they meet up with him, they can travel to the a 
  Osprem temple called the Eye of the Storm, where the 
  diplomatic talks will be held. The Eye is located several 
  miles southeast of Gnomeport. 
   
  Gnomeport is a bussle of activity when you arrive 
  there. The small town at the top of the cliff houses 
  many more humans than it normally should – most 
  are not actually inhabitants, but soldiers, likely 
  belonging to the dozen armed ships that are 
  anchored in the harbor. 
   
  � Gnomeport (Small Town): Conventional; AL NG; 
  800 gp limit; Assets 32,000 gp; Population 800; Mixed 
  (Gnome 400, Human 128, Dwarf 120, Halfling 80, Half-
  elf 32, Half-orc 32, Elf 8). 
   
  Originally a Gnomish settlement, this town has 
  become an alternate port to Dullstrand City for many of 
  the demi-humans of the region. This is one of the few 
  places that actually has ship building facilities in the 
  region. 
   
  Originally the gnomes established themselves in the 
  caves in the cliff face, but over the years this town has 
  changed in size and function. As the demi-human 
  population grew more disillusioned with their treatment 
  in Dullstrand City, many of them moved here and began 
  to carve a home for themselves out of the cliff. About 400 
  C.Y. it was discovered that the town was located almost 
  directly opposite one of the few large breaks in the reef 
  that parallels the coast of the region. Some of the 
  enterprising inhabitants of the town quickly saw the 
  economical possibilities and had a small port area built. 
  Unfortunately for them it soon became apparent that the 
  harbor was not deep enough for the largest of the ships. 
  Over the years the harbor has been slowly dredged, but it 
  has only been in these last few years that the large ships 
  can now dock.  
   
  Most of the gnomes and dwarfs live in caves in the 
  cliff side, with the rest of the population living in 
  buildings constructed on the cliff top. Unlike the rest of 
  the region, the buildings of Gnomeport are built out of 
  stone as the excavated materials from the caves have been 
  used. All the buildings present the particularity that they 
  have all been designed and built from the outset to 
  accommodate both small and medium sized inhabitants. 
  The tallest building in the town is the Bard’s College and 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 6 
  
  Inventor’s Guild, which towers a full 5 stories over the 
  rest of the houses (i.e. it is 5 stories high, the other 
  buildings being 1-2 stories high.)  
   
  A feature of the dock area is that there is a large cave 
  and a few smaller ones that can be sailed into when there 
  is a high tide. The smaller ones all have a sluice gate 
  which can be closed to turn them into dry docks. These 
  facilities are appreciated for the ease it brings to the 
  maintenance of the ships. Some shipbuilding also goes 
  on in the small caves, but of smaller size ships for the 
  moment.  
   
  Development: Degado can be found in the ‘Cave Inn’, a 
  small gnome-run inn near the docks. He is expecting the 
  PCs, and when they arrive welcomes them warmly. 
   
  The clientele of the inn you entered consists almost 
  exclusively of gnomes. It is therefore not too hard to 
  find the man you are looking for. 
   
  A tall man with pale skin and a halo of blond 
  hair towers over the gnomes singing, not entirely 
  false, a ditty to their delight. 
   
  When he catches eyes of you he holds up his 
  hand to indicate you to wait.  
   
  He continues to finish the song, then excuses 
  himself from the small crowd to walk over to you. 
   
  “Ah, sorry for that; a short but very educating 
  old gnomish seafaring song, couldn’t resist. 
   
  My name is Degado. I trust you were sent by the 
  Masters of Dullstrand? You have been informed? 
  Else let us sit down and discuss the details.” 
   
  A full description of Degado, his background and goals 
  can be found in Appendix 1. Refer to this for any 
  information Degado can give regarding himself. 
   
  For the mission specifically, he can give the 
  following information: 
  • 
  The sahuagin are a folk of war. They are hard to 
  convince to negotiations. Now that is succeeded, the 
  opportunity must be grabbed 
  • 
  The sahuagin cannot continue this war longer – they 
  are hemmed in, with no support. 
  • 
  Degado has studies the sahuagin and knows their 
  ways. He believes to have the motives to coax a treaty 
  out of it. 
  • 
  He has set up the negotiations due to his contact, a 
  female sahuagin priestess named Shasakal. 
  • 
  It was his idea to hold it at the Eye of the Storm, an 
  important historical mark for the sahuagin. (false: 
  while Degado thinks so, Shasakal manipulated him 
  into bringing it up. It is the sahuagin who desire to 
  hold the talks there) 
  • 
  The Eye is located on the eastern shoreline of an 
  island about 10-15 miles southeast of Gnomeport. 
   
  You can provide this info quickly if you are in a time-
  sensitive environment, or roleplay it out. In the later case, 
  play Degado as a man who is bright, hopeful for the 
  future, but possibly a bit too sure of his power to 
  negotiate a truce. He strongly believes in reason, and 
  simply cannot be convinced that anyone else would not 
  think likewise. 
   
  In the end, he should come over as sincere – but his 
  plans to negotiate peace should sound just a bit too 
  farfetched to make the PCs feel comfortable (unless their 
  PCs are of a similar mindset). 
   
  Eventually, Degado explains what he wishes of the 
  PCs: 
   
  “I need to take a few people with me as bodyguards. I 
  do not expect that I actually need protection; this is 
  a mission of peace! 
   
  But the sahuagin are a folk of hunters. They 
  respect force of arms. They’ll certainly bring some 
  armed men, and expect us to do so too. Now I can 
  take a few soldiers, but the people over here are 
  hotheads. I need some people that can keep their 
  cool. 
   
  It may be a bit boring, just sitting by to watch 
  proceeds, but you’ll be a part of a great step forward.  
   
  Can I count on you?” 
   
  Degado offers the PCs some time to accept. He has two 
  days before he has the meeting at the Eye, which should 
  give them some time to prepare, and also allows Weyrin 
  to catch up with the PCs (see Encounter 2).  
   
  Degado can also arrange a small tour at the Eye of 
  the Storm for the PCs the next day, if they wish. 
   
  Should they accept his offer, he is very pleased. He 
  gives the PCs a first payment (25 gp x APL), and advises: 
   
  “Now, we are going to spend some time underwater. 
  Well, not literally – there is air. But I would still 
  advise to take some extra measures. Bringing means 
  to breathe underwater could always be of help when 
  you are at sea, especially when you spend time below 
  the surface.” 
   
  Degado can provide assistance in obtaining materials, 
  through his many contacts. He can arrange access to 
  scrolls of waterbreathing, scrolls of freedom of movement, potions 
  of water breathing, potions/scrolls of swim, and a cloak of the 
  manta ray. 
   
  At APL 6 (or at higher APLs if the PCs make a DC 20 
  Diplomacy check), he can arrange for one cloak of the 
  manta ray and 6 scrolls and/or potions of swim to be lent, but 
  (if unused/undamaged) these need to be returned. 
   
  Treasure: Advance payment to cover expenses: 
   
  APL 6: Coin: 150 gp. 
   
  APL 8: Coin: 200 gp. 
   
  APL 10: Coin: 250 gp. 
   
  APL 12: Coin: 300 gp. 
   
  After two days, he leaves for the Eye. If the PCs accept his 
  offer, they travel with him (move to encounter 4). 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 7 
  
  Otherwise, he travels with four soldiers as his 
  bodyguards. 
   
  2: A MAN OF WAR 
  Important: ONLY run this encounter if at least one PC 
  openly expressed his doubts on the mission. 
   
  Once the PCs have had their talk with Degado, they 
  are approached by one of Weyrin’s men.  
   
  A tough looking sailor moves up to you as you move 
  through the Gnomeport harbor. 
   
  “Yer the fellas hired by Degado?” he asks. 
   
  If the PCs confirm it, he continues: 
   
  “The capt’n, that be capt’n Weyrin, he be having a 
  talk with ya. At his ship, the Glass Wench. O’er 
  there.” 
   
  He points to a small vessel further along the 
  docks. 
   
  If they did not speak to Degado, but instead were referred 
  here by Weyrin’s agent, they are sent to him 
  immediately. 
   
  Weyrin stays at his ship, the Glass Wench, in the 
  harbor of Gnomeport.  
   
  The Glass Wench is a very small ship, but it suits 
  Weyrin’s needs. It‘s sides are painted in an blue-grey 
  color, and it’s sails are off-white, making it very had to see 
  when out on the sea.  
   
  The harbor of Gnomeport is a large set of docks and 
  wharfs built against a towering cliff, riddled with 
  caves. Some of the waterways actually lead into caves 
  – you can see ships docked there, some of them 
  undergoing repair. 
   
  The ship you are led too is tied to a long pier. It 
  is a small ship, its bow painted a grayish blue. 
   
  A man with a neatly trimmed beard and wearing 
  an old but well cared for uniform stands near the 
  walkway, gazing down at you. 
   
  “You’re the people hired for Degado, is that 
  right? I am Weyrin. Captain Weyrin, commander of 
  the Glass Wench and the forces you see here 
  trooping around. 
   
  I figured we need a bit of a briefing.” 
   
  A full description of Weyrin, his background and goals 
  can be found in Appendix 1. Refer to this for any 
  information Weyrincan give regarding himself. 
   
  Weyrin is offically in the employ of the exiled 
  nobles from the Lordship of the Isles. The Lords have 
  offered to finance the escort for the diplomatic mission, 
  as the Masters’ forces are not sufficient, and most other 
  armed forces do not show themselves this far from 
  Dullstrand City. The employment of the mercenaries by 
  the Lords is a gift that is seen as a political move to 
  stabilize relationships. 
   
  However, Weyrin is not fully loyal to them. He has 
  made an agreement with the sea elves, and now wishes to 
  draft the PCs in his plans. 
   
  After a short introduction, he asks the PCs about 
  their opinion of Degado’s plan. If the majority of the PCs 
  support the plan, he smirks at them, tells them he thinks 
  Degado is a fool – and that so are they. He then briefly 
  explains that he has 100 men and 10 ships, to be stationed 
  at a perimeter of approximately 500 ft from the tower, 
  and that they will be ‘at the ready’ come trouble. He then, 
  politely but firm, has them escorted off his ship again.  
   
  If they express doubts, he is willing to tell them 
  more: 
   
  “This Degado fellow is a fool. 
   
  I can tell you, and it’s no secret, that the elves of 
  the Solnor see nothing in a peace treaty between the 
  humans and their archenemies.  
   
  They don’t much expect the sahuagin to agree to 
  such a thing either – rumors have it many forces 
  have been withdrawn, a likely to be stationed near 
  Gnomeport. 
   
  Why the sahuagin would even agree on the talks 
  is a mystery. The sea elves suspect with a treaty, that 
  they will concentrate attack on them, only to then 
  betray the humans and stab them in the back when 
  the sea elves have been defeated. 
   
  We believe that it is wise to be prepared before 
  they strike; and wiser still to strike first. 
   
  If the sahuagin move their forces here, we could 
  do them a lot of damage if we can surprise them. Sea 
  elf forces are already on their way. We only need 
  people to lead my men into battle, to cut off their 
  march, so the elves can deal with them.  
   
  In short, I need you, to lead my men. I ask you: 
  forget this Degado. Let him pull his plan. Join me, 
  and fight against this blight on the sea. 
   
  Weyrin is willing to pay the PCs what they would have 
  received for aiding Degado (50 gp x APL), and expresses 
  the gratitude of the sea elves. 
   
  He can tell the Pcs the following: 
  • 
  The sahuagin are a folk of war. They don’t negotiate. 
  If someone succeeded in talks, it must be a trap. 
  • 
  The sahuagin would not start a war they can’t 
  continue– they must have support from outside. 
  • 
  This has been confirmed as some sahaugin fight with 
  weapons that they didn’t make: great spears and 
  guisarms.  
  • 
  A month ago, a sea elf patrol, during an assault at a 
  sahuagin stronghold, spotted a human fighting along 
  the sahuagin. The man was killed. No interrogation 
  was possible, but he did carry a holy symbol of 
  Wastri. 
  • 
  Degado is a fool, but he isn’t bad. The sea elves do not 
  wish him harm, as they believe he is kin. He has 
  dangerous ideas though. 
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 8 
  
  PCs should now make a choice: stay with Degado and 
  quest for peace (encounter 4), or work for Weyrin, and go 
  to war (encounter 5). 
   
  Should they accept Weyrin offer, he gives the PCs a 
  first payment (25 gp x APL), so they can prepare and 
  advises: 
   
  “The fight is sure to take place underwater. Bring 
  means to breathe and move underwater, or we will 
  be near powerless.” 
   
  Weyrin can provide assistance in obtaining materials, 
  through his contacts with the sea elves. He can arrange 
  access to scrolls of waterbreathing, scrolls of freedom of 
  movement, potions of water breathing, potions/scrolls of swim 
  and a cloak of the manta ray. 
   
  At APL 6 (or at higher APLs if the PCs make a DC 20 
  Diplomacy check), he will lend one cloak of the manta ray 
  and 
  6 
  scrolls 
  and/or 
  potions of swim, 
  but 
  (if 
  unused/undamaged) these need to be returned. 
   
  Treasure: Advance payment to cover expenses: 
   
  APL 6: Coin: 150 gp. 
   
  APL 8: Coin: 200 gp. 
   
  APL 10: Coin: 250 gp. 
   
  APL 12: Coin: 300 gp. 
   
  Troubleshooting: If the PCs tell Degado about the 
  captain’s plans, the man is not too worried. 
   
  “Sahuagin forces? Well, I assume they might draw 
  their forces here. If the talks are successful, better to 
  have the troops know quickly, right? 
   
   
  And no worries, I expect there will be no 
  disturbances. Surely the captain won’t actually 
  attack people who came to her to make peace, just 
  because he is worried? It is far too late to change 
  things now, anyway.” 
   
  PCs may be split in who to support. While it is 
  theoretically possible to split up the party and later rejoin 
  them that will likely not end well. Try to convince the 
  PCs to make a choice together.  
   
  3: THE EYE OF THE STORM 
  This encounter describes the Eye – the main rooms in 
  the temple of Osprem that was built on top of the temple 
  to Sekolah. The main rooms are the Sea Floor Room, the 
  Coral Hall, the Entrance Hall, and the main temple, the 
  Gateway to Heaven. 
   
  The Entrance hall and the Sea Floor room are below 
  sea level, protected from the sea water by magically 
  created pockets of air. 
   
  If the PCs are with Degado, they get a brief tour of 
  the Eye of the Storm by a young priest named Eldawayn. 
  At the various locations, Degado can give additional 
  explanations as noted below. 
   
  If the PCs support Weyrin, he can arrange a similar 
  tour if the PCs request it even though they won’t be 
  stationed at the tower. The tour is one day prior to the 
  diplomatic mission. Degado is then not available to offer 
  additional comments. 
   
  Lighting: All rooms in the tower are illuminated by 
  everburning torches, forged out of a dark green metal (a 
  copper alloy) and shaped like fish. They are bolted to the 
  walls and cannot be moved. The torches were features of 
  the ancient tower, though the enchantments on them are 
  recent. 
   
  Doors: Most rooms are much higher than seems 
  necessary. This is because in the original tower, all rooms 
  were flooded with water, allowing the extra space to be 
  used by the sahuagin, who would swim. They likewise 
  didn’t need the stairs in the halls (later added by the 
  priests). 
   
  For that reason, the doors are not level with the floor, 
  but round holes in the middle of the walls. The bottom of 
  an entrance is, on average, approximately 2 foot from 
  floor level. To make the rooms accessible to humans, 
  wooden stairs lead up and down each entrance. 
   
  The only exception to this is the see floor room. 
  Inside, the door is level with the floor, as it is quite a 
  small room. 
   
  1: Tower Roof 
  This open space rises approximately twenty feet 
  above the waves. The surf crashes against sharp 
  rocks surrounding an iron grid platform, which 
  runs around a large glass dome. The dome is cleaned, 
  though the stone work around it is covered by a 
  thick green layer of dead algae. 
   
  A small door in a side building is the only way to 
  enter. An iron stairway runs down to a peer. Both 
  look distinctly unstable. 
   
  The pier is used to moor boats (such as when the PCs 
  arrive), but it is slippery, and frequently flooded by waves. 
  Except by still weather, a DC 5 Balance check is required 
  every round on the pier to prevent slipping and falling 
  into the water. The platform above is safe. 
   
  Degado (or a DC 18 Knowledge (nature) check) 
  reveals that the algae are quite old, and are of a kind 
  generally found under water – never above it. It appears 
  the sea level must have been higher in older times. 
   
  2: Observatory 
  Most of the space in this room is occupied with 
  gears and what looks like a gigantic spyglass – easily 
  twenty feet tall. What it is supposed to look at is 
  unclear; the roof is made of solid iron. 
  There is little space to move here – there is a small 
  door that leads outside, and a stone stairwell going 
  down. 
   
  The ‘spyglass’ is, a telescope. The iron dome can be 
  opened up to the sky using the gears, and the telescope 
  turned to look up. 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 9 
  
   
  A DC 15 knowledge (engineering) reveals that the 
  building is fairly new – only a few years old. Eldawayn 
  can confirm this. 
   
  3: The Gateway To Heaven 
  A large space is topped off by a giant glass dome, 
  opening up to the sky above, where dark clouds 
  gather promising rain. Pews are set in two sets of 
  about a dozen rows. An isle leads up to a large altar 
  of white marble, behind which rises a vertical white 
  marble plate, on which is edged the image of a 
  beautiful woman in a flowing gown, riding a 
  dolphin. A great red curtain covers the walls. 
   
  This is the main temple of Osprem. It was built on the 
  top floor of what was formerly a temple of Sekolah. In 
  ancient times, when the tower was submerged, the room 
  was used as a lookout post. Sahuagin would swim up to 
  the glass dome to have a view of the Sahuagin Empire. 
   
  All this is unknown to the priests of Osprem. When 
  they took over the ruins, the tower had already surfaced. 
  They dressed the top floor to their desire, covering the 
  strange signs that they assumed were abstract depictions 
  of sea life with curtains, to not be a distraction to those 
  that would come and pray. 
   
  They consecrated the room. It is kept clean and 
  considered a place of peace. Desecration of this room in 
  any way might invoke Osprem’s wrath, and severely 
  reduce the power of the wards that protect the tower. 
  Eldawayn only explain this in such depth when asked, 
  but otherwise he does warn: 
   
  “This is where we will have the meeting. It is sacred 
  and peaceful. No blood has ever been spilled here. 
  Osprem watches us. “ 
   
  Degado, having extensively studied the tower’s origin, 
  knows the room’s original purpose. Since the subject is 
  sensitive to the priests, he only tells this if the PCs seem 
  eager for more information. 
   
  With a DC 15 Knowledge (engineering) check, one 
  can deduce, from the shape of the dome, that it is 
  originally a lookout. A DC 20 Knowledge (engineering) 
  or Craft (stonemasonry) reveals, from the condition of 
  the worked stone, that this room was once, though long 
  ago, under water. 
   
  Anyone with stonecunning can tell that they are just 
  above the surface of the water. Eldawayn can confirm this. 
   
  If anyone cares to look behind the curtains (not 
  forbidden, though rather bard form during the tour), 
  they find that the walls are drawn in bass reliefs of 
  stylized underwater life. With some difficulty (a DC 10 
  Knowledge (nature) check) one can recognize barracudas, 
  sharks, and squid, but also other fish of more obscure 
  origin. All creatures are drawn vicious and with oversized 
  teeth. 
   
  Degado (or a DC 25 Knowledge (religion) check) 
  reveals that these are the typical way the sahuagin depict 
  the messengers of their shark deity, Sekolah. If not yet 
  told, Degado then explains the room’s origin. 
   
  4: Priest Quarters 
  Beyond the Gateway, dark wooden stairs go down. 
  Side rooms, which are closed off with heavy canvas 
  curtains, open up in small chambers. 
   
  The chambers are individual cleric’s sleeping quarters. 
   
  There is little of interest here. A DC 20 Knowledge 
  (engineering) or Craft (stonemasonry) reveals that the 
  stairs are a recent addition. Eldawayn, if asked, explains 
  that the stairs in the old ruins had already rotten away 
  due to the water. Degado suspects that there were 
  originally no stairs, as the sahuagin wouldn’t need those 
  when the tower was underwater. 
   
  5: The Entrance Hall 
  This enormous hall is shaped like an oyster. A set of 
  enormous glass doors lead outside, to a pearl 
  platform. Two ballistae are placed to either side of 
  the doors, facing outward.  
   
  What is most amazing is how, twenty feet out 
  from the doors, a wall of water rises up. Beyond it 
  can be seen the marvels of the sea - fish swimming 
  back and forth, and a clear view of the sea bedding 
  with plant life and coral. 
   
  Inside though, everything is dry and the air is 
  fresh. 
   
  Wooden stairs lead up and down. Another, smaller set of 
  glass doors lead to area 6 (the aquarium). 
   
  Normally, two guards are stationed outside the 
  entrance doors, which are, like most furnishings, quite 
  recent, but nowadays, more troops are patrolling here. 
  The ballista’s (see Appendix 3) are recent, too. 
   
  Most are mercenaries. The priests can’ afford them, 
  but some are payed for by the Masters of Dullstrand, 
  while others are graciously ‘offered’ by the exiled Lords of 
  the Lordship of the Isles, now residing in Dullstrand City. 
  Both parties feel that a good relation with the clerics of 
  Osprem is valuable – and both wish to have first 
  knowledge information about the upcoming diplomatic 
  mission. 
   
  The air bubble that keeps the water out was set in 
  place by the priests of Osprem when they took over the 
  ruins decades ago. It is protected by a divine ward against 
  dispelling. That same ward prevents people from 
  teleporting inside the complex, or from breaching the 
  walls through the ethereal plane. It is a good deterrent 
  against possible invaders. 
   
  This is the location where the sahuagin will arrive to 
  start the negotiations. 
   
  6: Aquaria. 
  Three gigantic tanks of water, are set in this room. 
  Beautiful fish with the most fantastic colors swim 
  around in scenery of multicolored twisted rock, and 
  waving crests of anemones. 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 10 
  
   
  The base of the Aquaria has ingraved stone 
  images of huge sharks. 
   
  Degado, or a DC 10 Knowledge (Nature) check identifies 
  the fish as tropical and subtropical, occurring mostly in 
  the Southern Solnor.  
   
  Degado also speculates that in ancient times, the 
  tanks were used to breed sharks, used as guardians by the 
  sahuagin. 
   
  7: Servants Quarters 
  These chambers house the few servants that stay in the 
  tower. Each room can hold two people. 
   
  8: Acolyte Quarters 
  Beyond the Gateway, dark wooden stairs go down. 
  Side rooms, again closed off with heavy canvas 
  curtains, open up in small chambers. 
   
  The chambers are the acolyte’s sleeping quarters (one 
  room for two). 
   
  As with room 4, the stairs were added by the clerics 
  of Osprem. 
   
  9: The Coral Hall 
  The walls of this room are decorated by beautiful 
  coral in multiple colors, interspersed with strange, 
  abstract symbols that seem to depict sharp-teethed 
  fish.  
   
  The floor is set in a mosaic of bright stones, 
  showing patterns of fish. In the center,with some 
  imagination, you can make out the damaged mosaic 
  of a large, fish-tailed, shark headed man wielding a 
  trident. 
   
  At the end of the Halls is a large door of green 
  metal. It looks like giant maw, The door patterned 
  with enormous, interlocking teeth. 
   
  The Coral Hall, due to its size, is often used by the clerics 
  for gatherings. 
   
  This room is perhaps the clearest sign that this was 
  once a sahuagin abode. A DC 20 Knowledge (religion) 
  check identifies the man in the mosaic as Sekolah, shark 
  god and patron of the Sahuagin. A DC 20 Decipher Script 
  check identifies the symbols at the walls as the Sahuagin 
  runes for various dangerous fish (barracuda, hammerhead 
  shark, tiger shark, white shark, moray eel, sea bass). 
  Degado can also identify this. 
   
  A detect magic identifies a faint conjuration aura over 
  the room. A detect undead detects a presence, but cannot 
  point it out. If, for some reason, a PC casts such a spell, 
  Eldawayn says that the clerics know of these auras, but 
  have never figured out what causes it. If any undead are 
  present, they have never shown themselves. 
   
  Degado, if present, suspects that they are holdovers 
  from a battle over the tower, held in ancient times, 
  causing the sahuagin to retreat from these waters. 
   
  In truth, the enchantment comes from the 
  (deactivated) trap in this room (see encounter 7), and the 
  undead aura is that of Sulantehk, the heucuva buried 
  below the mosaic floor (see encounter 8. 
   
  10: The Sea Floor Room 
  A thick layer of read and yellow sand covers the floor 
  in this room. The walls are smooth, grey stone, 
  irregular like lava rock.  
   
  Spaced about the room are stacks of crates and 
  racks containing scrolls and books. A table and 
  several chairs are placed in the center. 
   
  This room is most scared to Sekolah, but the clerics of 
  Osprem use it as a library. This deep down, it is far too 
  remote form their deity to have a functional use for rites, 
  and the room is not much use for anything else. 
   
  The room was shielded from divination and barred 
  against teleportation and interplanar travel from it’s 
  ancient origins, making it suitable to store holy texts and 
  for private reading. 
   
  Like the former room, a detect magic detects a faint 
  conjuration aura. This aura is the remnant of an 
  unfinished spell, whose magic still lingers. 
   
  Degado suspects that this room was used by the 
  sahuagin for their rites to honor Sekolah. 
   
  Eldawayn, if queried about the original room, knows 
  that there was a round, red stone altar in this room, but it 
  has since been removed. 
   
  4: THE QUEST FOR PEACE 
  If the PCs support Degado, they can spend the night at 
  the tower. In the morning, they and Degado are to meet 
  the sahuagin delegation. The person they are to speak to 
  is called Shasakal, a cleric of Sekolah. She’ll be 
  accompanied by an entourage of bodyguards. 
   
  The initial meeting with the sahuagin takes place at 
  the entrance hall. 
   
  You have been standing here for some time. 
   
  While, 
  as 
  time 
  advances, 
  it 
  becomes 
  increasingly doubtful that the sahuagin will indeed 
  heed the call, Degado is quite unfazed, humming 
  happily to himself. 
   
  Then almost unexpectedly, shadows take form 
  in the dark water far from the tower. Approaching 
  are eight sahuagin, dressed in dark grey roped armor, 
  and wielding wicked tridents. 
   
  The guards at the gate edge as the sahuagin get 
  closer, until the group halts only a few feet from the 
  watery wall. 
   
  For a few moments, they stare at you, with faces 
  that seem unfit to convey any message but hatred 
  and malice. 
   
  Then, the one in front, a yellow-colored 
  sahuagin, moves forward, and steps through the 
  watery wall, onto the platform. 
   
  A DC 17 Knowledge (nature) check reveals that the 
  person stepping outside is a female sahuagin. 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 11 
  
   
  Give the PCs a moment to react. The sahuagin do not 
  attack unless the PCs start a fight.  
   
  Degado smiles, and steps forward, extending his 
  hands. The sahuagin ignores the invitation, but the 
  man is unfazed.  
   
  “Shasakal ”, he says, his voice warm and his 
  smile genuine, “how good to see you again. Finally, 
  we meet again, after so long working towards peace 
  and …” 
   
  The sahuagin cuts him short, speaking with a 
  high voice in accented common. 
   
  “That will do, Degado. I am not here for 
  pleasantries. I am here to discuss a treaty.” 
   
  She stares at you. 
   
  “I see you brought warriors.” 
   
  Degado makes a gesture as if to dismiss your 
  presence. “They insisted. I am sure we can talk 
  peacefu…” 
   
  “It’s wise to be prepared for war. I brought my 
  own men.”, Shasakal continues. 
   
  She becomes, and the other sahuagin step 
  forward. One of them is truly massive, looking ready 
  to tear you all limb from limb. 
   
  Again, give the PCs a moment to react. The sahuagin do 
  not attack though they may look threatening.  
   
  “This is Razegul,” Shasakal introduces the large 
  sahuagin, “baron to Arghalat, prince of the dark 
  waters of the Southern Solnor, lord of the coldest 
  deeps. He is here to aid me.” 
   
   
  Shasakal is a haughty priestess, who looks down on the 
  puny humans, which she considered hairy beasts. Still, 
  she is much to be preferred over her guards’ captain, the 
  cold and murderous Razegul. 
   
  Unlike him, she at least considers a treaty between 
  the sahuagin and the humans worth a try – even though 
  to her it is merely a means to win time to strengthen 
  their positions, and focus on their main enemies, the sea 
  elves.  
   
  She is unaware of the details of the deal the sahuagin 
  made for their weapons, and does not realize that she was 
  sent here due to the manipulations of Razegul, who has 
  other plans. 
   
  Before the negotiations can begin, however, one of 
  the Sahuagin, a fierce one with dark green glistening skin, 
  steps forward and points his hand at the PCs. 
   
  A high pitched screech issues from the creature’s 
  mouth. 
   
  Degado looks a bit surprised. “He says he thinks 
  you do not look worthy to be here,” he says. “You 
  look to soft and hairy to be proper warriors. He 
  says… he challenges you? My.” 
   
  The female sahuagin screeches in anger. 
   
  Degado stares at you. 
   
  “Shasakal is not happy. This wasn’t planned… 
  but a challenge issued can’t be unturned. It’s 
  probably wise to accept. To the sahuagin, a challenge 
  is a most important thing, not to be turned down. 
  It’s how they gain status within the community, 
  how they advance. To refuse would be a dread insult. 
  Now if it was a blood duel…” 
   
  Eldayway steps forward, looking red. “No 
  bloodshed in the temple! That would be sacrilege!” 
   
  Dehado shakes his head, “No no, no blood duel. 
  He challenges you to a contest, not a fight. I think 
  one of you should really accept. No magic, though – 
  no spells are allowed in a challenge.” 
   
  Let the PCs decide who will take on the contest. If a PC 
  accepts the challenge, continue: 
   
  The sahuagin screeches again. 
   
  “He wishes you to eat with him, like a warrior. 
  He proposes… oh dear.” 
   
  The creature has pulls out a bag, and pulls from 
  it a heart. 
   
  A DC 15 Heal or Knowledge (nature) check recognizes 
  this heart as a humanoid heart – possible human, or, 
  more likely, a sea elf. If no PC makes the check, Degado 
  recognizes it as such. 
   
  Obviously, eating a humanoid heart is quite a foul 
  act. It is not unthinkable that a PC may find himself 
  capable to eat the heart as a test, but this should be noted 
  as an evil act – including to any paladin or cleric of a 
  good-aligned god who allows this to happen. 
   
  The PCs likely need to talks the sahuagin out of it. 
  Allow them to argue for an alternate test. Let them 
  provide arguments to convince them. The challenger is, 
  at the moment, unfriendly. A good argument may better 
  their attitude, while a bad argument may worsen it. 
   
  If the PCs somehow turn the sahuagin hostile, or 
  don’t argue at all but back down, he angrily declares (in 
  sahuagin) that the PCs are cowards, and he claims the 
  challenge as won (which Shasakal agrees to, just to 
  prevent a fight from occuring). Treat this as if the PC 
  refused the challenge, below. 
   
  Otherwise, the sahuagin eventually relents, and 
  demands an alternate test. 
   
  The sahuagin snarls, then reaches back into the bag 
  and pulls from it two large, greasy grey lumps. He 
  thrusts one in your hands, and screeches again. 
   
  “It’s the liver of a Mangot Eel,”, Degado says, 
  obviously relieves, “A disgusting creature from the 
  depths, but a simple animal. The taste of its flesh 
  seems to be… disgusting. He wishes you to eat with 
  him. He doesn’t expect you to beat him, merely to… 
  keep up.” 
   
  The PCs has little time to prepare, as the sahuagin, who is 
  unaffected by the horrible taste, immediately tucks in.  
   
  To ‘win’ the contest, the PC has to keep up, which 
  means he has to finish the liver in three rounds. Each 
  round, he has to make a Fort save, or get nauseated for 
  1d4 minutes (which means he looses the contest). 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 12 
  
   
  The first round the DC is 10+ ½ APL. 
   
  The second round the DC is 12 + ½ APL. 
   
  The third round the DC is 14 + ½ APL. 
  If the PC makes all three saves, he has kept up, and wins 
  the sahuagin’s grudging respect. 
   
  If he fails, the sahuagin screeches his superiority.  
   
  While the PCs are allowed to stay (as, though they 
  lost, they accepted the challenge), the sahuagin gain a +2 
  morale bonus on saves vs. fear for the remainder of the 
  encounter. 
   
  If the PCs refuse the challenge, there is a roar as the 
  sahuagin ridicule the PCs. Razegul barks them into order, 
  and they calm down. However, they gain a +2 morale 
  bonus to attack rolls and saves vs. fear for the remainder 
  of the encounter, having the PCs’ cowardice proven. 
   
  After this show of muscles, Eldawayn offers to lead 
  the delegation up, to the Gateway.  
   
  Note: PCs might expect treachery and suggest to 
  keep the talks elsewhere. Shasakal and Degado insist it is 
  kept there though. Shasakal would consider it an affront 
  if her intentions were suggested to be less than honest, 
  and Degado is aware of that. 
   
  The priest Eldawayn leads you up to the temple. The 
  sahuagin follow, uncomfortable and irritable in the 
  open air.  
   
  PCs that try to talk to the sahuagin find them 
  uninterested in anything but tales regarding war and 
  fighting. 
   
  Shasakal seems more interest in listening, though a 
  DC 15 Sense Motive check reveals that she is feigning it, 
  and that small talk actually irritates her. She shows some 
  genuine interest if PCs mention Sekolah, and explains 
  that deity’s philosophies if requested. 
   
  Behind and in front of the alter are two chairs, and 
  on either side a bench that can seat up to six. 
   
  The PCs and sahuagin guards are to be seated at the 
  benches, opposite each other. Eldayway invites Degado 
  and Shasakal to take the chairs. He stands to the left, 
  while a few other priests come over to present water and 
  a few snacks made of sea weed. 
   
  The negotiations start. They go awkard at first, with 
  Eldayway attempting to lead the conversation 
  between the two participants, but obviously not very 
  adept at dealing with sahuagin. Shasakal manages to 
  ignore what are apparent minor breaches in 
  sahuagin ‘etiquette’, but after a few minutes Degado 
  takes word, and things pick up. Soon, Shasakal and 
  Degado are discussing the war. 
   
  Degado presses the need for peace to let both 
  people flourish, arguing that war will lead to heavy 
  losses at both sides. Shasakal seems convinced that 
  the sahuagin have the upper hand, and desires that 
  concessions – land – are made by the Dullstrand 
  before a truce can be made. 
   
  The negotiations go on for a while. The PCs are not 
  allowed to participate in the negotiations themselves, 
  though it is possible they have questions. The sahuagin 
  consider interruption rude, but Degado takes advice, and 
  may get a question answered. The following is 
  information you can relay if PCs show an interest in it: 
  • 
  The Eye of the Storm tower is, indeed, a former 
  sahuagin temple, once devoted to Sekolah.  
  • 
  The sahuagin are interested to regain it, as they 
  consider it an important piece of their heritage. They 
  see it as a suitable bargain for peace. Obviously, the 
  Osprem clerics refuse to discuss the possibility. 
  Degado’s suggestion to share the site is balked at by 
  both parties. 
  • 
  The sahaugin lay claim to more land, mostly coastal 
  areas currently ‘recovered’ through the recent 
  fighting. 
  • 
  Shasakal is not the final arbiter over what is a good 
  deal. The sahuagin baron will decide that.  
  • 
  Shasakal believes that the humans are supporting 
  the sea elves. A truce cannot exist as long as the 
  humans continue that support. 
  • 
  A truce with the sea elves is impossible and 
  suggesting it awakens the woman’s fury, making her 
  fall into a rant over the unworthiness of these 
  creatures, and their need for extinction.  
  • 
  If asked directly on her opinion on humans (or other 
  elves), she states that she doesn’t care about land 
  dwellers. Anyone making a DC 13 Sense Motive 
  check can sense her despise for them though. 
  • 
  While the sahuagin claim that they are ‘winning’ the 
  war, further questioning on this fact reveals that they 
  have occurred some heavy losses in the last weeks. 
   
  Of PCs do not interfere, simply skip ahead. After a half 
  hour of incessant talking, with no side gaining much, the 
  negotiations are interrupted. 
   
  The negotiations have reached an impasse when the 
  door suddenly bursts open, and a young man in 
  priestly robes runs inside. 
   
  He is panting heavily as he almost stumbles up 
  to the altar. Eldayway looks incredulous at the 
  interruption, and is about to lecture the young man, 
  when he blurts out: “Sea devils… and elves…They’re 
  fighting outside!” 
    
  A fight between a group of armed humans and sea elves, 
  and a large group of saghuagin has started in the waters 
  around the tower. 
   
  Give the PCs some time to react. They can question 
  the young man, but he knows little – not even who 
  started the fight. In the mean time, Shasakal turns to 
  Degado, and (in sahuagin) accuses the elves from starting 
  this, stating the negotiations are a trap. Dehgado looks 
  confused, while Eldayway calls for calm. Razegul and his 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 13 
  
  sahuagin meanwhile rise. They eye the PCs, but do not 
  initially take action.  
   
  It is possible the PCs take initiative to fight. In that 
  case, you can roll initiative and skip to the combat below, 
  as the sahuagin expect this and instantly retaliate. 
   
  Otherwise, after some confusion, but before any PCs 
  start to rush towards the doors, Razegul speaks: 
   
  “It is clear. Peace is no option with humans.” 
   
  The sahuagin stares at you. “These negotiations 
  are foolis; a sign of weakness. Now that you betrayed 
  us, the Eye of Sekolah will be upon you! I will make 
  it happen! 
   
  Once we take this tower, he will destroy you, 
  and those with you. The ships on the seas will be 
  sunk and the waters turned red with the blood of 
  you and your kin! 
   
  The seas are ours!” 
   
  He and his men then attack (roll for initiative as it will 
  hardly be a surprise). 
   
  Of course, Razegul had no intention at all to let the 
  negotiation succeed. His forces intended to take over the 
  Eye all along (even if the fight wasn’t started by them), so 
  that they can release the doomsday creature, and have it 
  destroy its adversaries, including the ship of Perrenland 
  mercenaries – the price for support lent to the sahuagin 
  by outside agents. 
   
  As the fighting starts, he orders Shasakal killed for 
  her weakness (in sahuagin, so the PCs may not be aware 
  of the order).  
   
  Creatures: Razegul is a near-insane, wrathful sahuagin 
  baron. He is fanatic in his devotion to Sekolah, and 
  believes that he is destined to lead the Solnor sahuagin. 
  Success at releasing Sekolah’s wrath is only a means to 
  that end. He is aware that releasing the Eye will destroy a 
  good portion of sahuagin territory as well – in fact, he has 
  hopes it may weaken the defenses of the prince, who’ll be 
  forced to take steps, allowing him the right to challenge 
  him for his authority in a blood duel (a common means of 
  advancing through the ranks). 
   
  He is unafraid to die at the tower, having already 
  mechanics in place through powerful favors to get 
  himself resurrected should he fall. 
   
  His guards are not fully aware of these plans, but 
  nevertheless fiercely loyal. They are bloodthirsty and 
  have a fanatic hatred for elves (especially sea elves) and 
  humans. 
   
  All APLs 
  � Shasakal: female sahuagin cleric 3; hp 29; see 
  Appendix 1. 
  � Degado: male half-elf expert 8; hp 30; see Appendix 
  1. 
   
  APL 6 (EL 8) 
  � Razegul: male sahuagin marshal 2/hexblade 3; hp 
  50; see Appendix 2. 
  � Sahuagin guards (5): male sahuagin ranger 1; hp 
  24; see Appendix 2. 
   
  APL 8 (EL 10) 
  � Razegul: male sahuagin marshal 2/hexblade 5; hp 
  77; see Appendix 2. 
  � Sahuagin guards (5): male sahuagin ranger 3; hp 
  34; see Appendix 2. 
   
  APL 10 (EL 12) 
  � Razegul: male sahuagin marshal 2/hexblade 7; hp 
  95; see Appendix 2. 
  � Sahuagin guards (5): male sahuagin ranger 5; hp 
  48; see Appendix 2. 
   
  APL 12 (EL 14) 
  � Razegul: male sahuagin marshal 2/hexblade 9; hp 
  95; see Appendix 2. 
  � Sahuagin guards (5): male sahuagin ranger 7; hp 
  71; see Appendix 2. 
   
  Tactics: Razegul’s aim is bloodshed – the more the better. 
  He believes himself, and his men, superior to the PCs – 
  but even if the PCs would slay him, his goal, the 
  desecration of the temple, will be met. He and his guards 
  seek to enter melee as soon as possible. Razegul’s guards 
  wait (delay) until their commander acts. He starts by 
  granting his guards an extra move action, allowing them 
  to get in position, and activates his master of tactics aura, 
  followed by (in the next round) his motivate ardor ability 
  (and entering melee himself). Since he cannot 
  unobtrusively give orders during the diplomatic mission, 
  his auras are not active. Note that this also applies to PC 
  marshals. 
   
  The sahuagin ignore Degado, who is not challenge, 
  and focus on the PCs.  
   
  Eldawayn initially seeks to end the fight by casting 
  calm emotions (DC 14). Note that this is not likely to end 
  the fight – it can merely delay it. 
  Once blood is shed 
  (see development), Eldawayn panics and flees with the 
  acolytes. 
   
  Degado doesn’t do anything; he is too baffled to fight. 
  He doesn’t threaten and thus doesn’t provide flanking, so 
  only is a hindrance on the battlefield. 
   
  Shasakal is mostly determined to stay alive. She 
  fights on the defense, and may cast spells to buff or heal 
  herself. She is too selfish to provide magic to the PCs, but 
  does provide flanking if the situation warrants it. 
   
  Treasure: The following items can be found on Razegul 
  and his men. Especially at APL 6, make sure the PCs 
  notice the (silvered) trident. 
   
  Due to the time constraint, it is not likely the PCs 
  can recover all of the loot immediately, though they can 
  come back for it later. 
   
  If the PCs do spend the time to completely loot the 
  bodies, the NPCs in encounter 6 drown, and the PCs miss 
  the Rite of Sekolah. 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 14 
  
   
  APL 6: Loot 404 gp; Magic 1,120 gp; amulet of natural 
  armor +1 (167 gp), +1 sharkskin armor (103 gp), +2 silvered 
  trident of warning (850 gp); Total 1,524 gp. 
   
  APL 8: Loot 300 gp; Magic 3,266 gp; amulet of natural 
  armor +1 (167 gp), cloak of charisma +2 (333 gp), +1 
  sharkskin armor x5 (103 gp each), +2 sharkskin armor (353 
  gp), +2 silvered trident of warning (850 gp), +1 trident x5 (193 
  gp each), vest of resistance +1 (83 gp); Total 3,566 gp. 
   
  APL 10: Loot 300 gp; Magic 4,515 gp; amulet of 
  natural armor +2 (667 gp), cloak of charisma +2 (333 gp), 
  cloak of resistance +1 x5 (83 gp each), gauntlets of ogre power 
  (333 gp), +1 sharkskin armor x5 (103 gp each), +2 sharkskin 
  armor (353 gp), +2 silvered trident of warning (850 gp), +1 
  trident x5 (193 gp each), vest of resistance +1 (83 gp); Total 
  4,814 gp. 
   
  APL 12: Loot 300 gp; Magic 7,179 gp; amulet of health 
  +2 x5 (333 gp each), amulet of natural armor +2 (667 gp), 
  belt of giant strength +4 (1,333 gp), cloak of charisma +2 (333 
  gp), cloak of resistance +1 x5 (83 gp each), +1 sharkskin armor 
  x5 (103 gp each), +2 sharkskin armor (353 gp), +2 silvered 
  trident of warning (850 gp), +1 trident x5 (193 gp each), vest 
  of resistance +1 (83 gp); Total 7,479 gp. 
   
  Detect Magic Results: amulet of health +2 (moderate 
  transmutation), 
  amulet of natural armor +1 (fain 
  transmutation), 
  amulet of natural armor +2 (fain 
  transmutation), belt of giant strength +4 (moderate 
  transmutation), 
  cloak 
  of 
  charisma 
  +2 
  (moderate 
  transmutation), cloak of resistance +1 (faint abjuration), +1 
  and +2 sharkskin armor (faint abjuration), +2 silvered trident 
  of warning (moderate divination), +1 trident (faint 
  evocation), vest of resistance +1 (faint abjuration). 
   
  Development: As soon as lethal damage is done in the 
  temple, or any of those present die, read the following: 
   
  A sudden thundering sound, like a scream of rage 
  made manifest in the crash of thunder, sounds 
  overhead. Lightning strikes and the glass dome of 
  the temple lights up like a torch, bathing everything 
  momentarily in a blue glow. 
   
  The death or wound caused the desecration of the 
  temple. While it doesn’t, at this point, affect the battle, it 
  is a sign for the sahuagin outside. With the desecration, 
  the tower’s divine protection is disrupted, and the tower 
  becomes vulnerable to magical attacks. 
   
  Within several rounds, the sahuagin sorcerers target 
  the center of the tower with dispelling magic, destroying 
  the wards that protect the center of the tower. The air 
  bubble is disrupted, and that level (area 5 down to area 
  10) floods. In addition, that part of the tower can now be 
  teleported into, and the sahuagin waste no time getting 
  the ‘Teeth of Seholah’, an elite guard inside the Coral Hall 
  (area 9), where they break open the floor. From the 
  depths rises the heucuva Sulantehk, no longer held in 
  place by the divine power. She then proceeds to start the 
  Rite of Sekolah. 
   
  All this is likely not immediately apparent to the 
  PCs, but shouting and the sound of rushing water soon 
  makes it obvious that there are problems below. Once the 
  PCs deal with the sahuagin, they may desire to go down, 
  to find the levels flooded. 
   
  There is some haste and little time for questions – 
  Degado urges the PCs to aid whoever is in trouble 
  downstairs.  
   
  Before they leave, if Shasakal, is alive, she warns the 
  PCs: 
   
  The sahuagin woman fumes and her eyes look at 
  Razegul with malice.  
   
  “Release the Eye, that he desires! He does not 
  care that it destroys us, along with our prey! My 
  home will be razed! What I built destroyed! 
  Consumed!” 
   
  She looks at you. 
   
  “You! My enemies you are, or have become now. 
  But darker still is the Eye! Yes, darker, more malign! 
  The wrath of Sekolah! It is being raised, down 
  below! I cannot stop it, too weak am I! But maybe, 
  you, animals you may be… but powerful, I see that! 
  Hurry down now! Yes! Hurry down! Destroy it 
  before it is spawned!” 
   
  Shasakal doesn’t know what the Eye is, only that it is a 
  terrible, destructive avatar of Shekolah’s power, a 
  doomsday weapon of ancient origin. 
   
  She does not come with the PCs to fight it – despite 
  her suggestion she doesn’t believe they can actually stop 
  it – but if allowed to leave, she enters the fight below. 
  Now that she realizes what is happening, she fights her 
  own kin in a furious bid for vengeance. She retains all her 
  powers as she enters the fray – Sekolah truly is a 
  bloodthirsty god. 
   
  If Shasakal died, Degado hazards a guess: 
   
  “All this… doesn’t make sense. The Eye? The Eye? 
  It’s… a legend. An old one.  
   
  In ancient times, the sahuagin were supposed to 
  be able to call upon Sekolah, to bring his wrath, his 
  gaze, down upon their enemies. But it was 
  dangerous. The wrath of the shark god kills without 
  recognition of friend or foe. 
   
  If this Eye, this wrath, is raised… then it must 
  be done at the lowest point of the tower, near the sea 
  floor.” 
   
  Degado is willing to follow the PCs if they allow it. While 
  he doesn’t fight and stays out of combat, the PCs may 
  find his knowledge useful. 
   
  Troubleshooting: It is very unlikely that the PCs can 
  prevent the desecration of the temple, but it is possible. 
  For this, no lethal damage may be done to anyone present 
  in the room. Obviously, the sahuagin try their very best 
  to do exactly that – slaughtering the weaker clerics if 
  need be. 
   
  If the PCs somehow manage to achieve to prevent 
  bloodshed, the temple is not desecrated, and the sahuagin 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 15 
  
  clerics are unable to break through the wards. This means 
  that the air bubble is not burst, and the ‘Teeth of Sekolah’ 
  cannot teleport inside – nor does Sulantehk awaken. 
  Instead, the Teeth make a desperate bid to desecrate the 
  temple themselves, and fight their way inside. Allow the 
  PCs to face the sahuagin from encounter 8, without the 
  heucuva, as they go down into the halls below. 
  Remember that, in that case, the area is not flooded. This 
  makes that encounter a lot easier, though if the PCs 
  somehow draw the combat in area 3 and yet desecrate the 
  temple, the heucuva may still awaken, and proceeds 
  according to plan (omit the sahuagin from that 
  encounter). 
   
  If the PCs manage to defeat all sahuagin without 
  descrating the temple, award them full xp for the 
  scenario. 
   
  5: THE QUEST FOR WAR 
  After their tour, the PCs are stationed on the Glass 
  Wench. The Glass Wench is a small ship, a pinnacle (see 
  Appendix 3) and lies about 500 feet out from the tower. 
  There are eight such pinnacles, each holding 10 armed 
  soldiers besides the sailors and the PCs. 
   
  The soldiers are mercenaries, sponsored by the 
  Lords, refugees form the Lordship of the isles. They are to 
  protect the tower should things go wrong. The ones 
  under Weyrin’s command however, are not averse to start 
  trouble if needed. Weyrin is also on the ship. He orders 
  the PCs to rest until they are called for. 
   
  The ship the PCs are on has a large, glass window in 
  the bottom, allowing them to look down and see the 
  waters beneath. A man is stationed here continually to 
  watch what goes on. If anyone looks through it they see 
  the following: 
   
  It is hard to see very far in the water. It quickly goes 
  dark as you go deeper, and the only creatures you 
  can see are some fish. 
   
  If you look at an angle, it is possible to see, in 
  the distance, the tower’s underwater entrance. It is 
  quite easy to make out due to the lights. 
   
  Nothing happens for some time, but then a few of the sea 
  elves onboard of the Glass Wench approach the PCs. 
   
  You notice three young elves staring at you. They are 
  sea elves, with pale blue skin, dressed in sleek armor 
  of a glistening green weedlike fiber. When they see 
  that you noticed them, they stand up and walk up to 
  you. 
   
  The one in front stares at you for a few moments, 
  then says: “We heard you are to lead the humans to 
  our aid. Is that true?” 
   
  The elf waits for the PCs to confirm before continuing. 
   
  “We do not have many experiences with men from 
  the land. We have been told they trade with the 
  devils of the deep. So we think – why should we 
  trust you? If your kin aides our enemies, how do we 
  know you are on our side?” 
   
  While the elves are willing to believe the PCs are well 
  intended, they consider it a matter of the PCs to have 
  them earn their trust.  
   
  Allow the PCs to provide arguments to convince 
  them. They are, at the moment, indifferent. A good 
  argument may better their attitude, while a bad argument 
  may worsen it. 
   
  If the PCs somehow turn them hostile, they angrily 
  turn away and walk off. Otherwise, the main elf, 
  Elandamarr, eventually offers them a solution (in, 
  impatient, businesslike, or friendly tones, depending on 
  their resulting attitude). 
   
  “Enough! There is a way to deal with this. A contest 
  of wills. The Dolphin Prince will look on and watch 
  it, and with his judgment we see if you are a promise 
  to our people. He is never wrong. 
   
  Which of you consents to the test?” 
   
  Let the PCs decide who will take on the contest. If a PC 
  accepts the challenge, continue: 
   
  “Good!”the elf laughs. “Bring the vat!” 
   
  One of the elves turns up, miraculously, carting 
  a small barrel, sloshing with water. Inside, there is a 
  flickering light. 
   
  “Inside this barrel is a young Mangot Eel,” the 
  elf says. “Its sting is terribly painful. You stick you 
  arm inside, and keep it for, let us say, thirty seconds. 
  If Sashelas feels you are worthy, then you surely he 
  wll give you strength to endure the pain, and not 
  cause you to retract your arm!” 
   
  The PC who accepts the challenge can back off, but the 
  elves see that as proof hatthey cannot be trusted. 
   
  A PC that complies, has to put in his arm for three 
  rounds. As he does, the small eel starts thrashing, and the 
  PC risks getting an electric jolt. 
   
  Each round, he needs to make a Ref save or a spark 
  jumps on his arm, causes him to flinch and retract.  
   
  The first round the DC is 10+ ½ APL. 
   
  The second round the DC is 12 + ½ APL. 
   
  The third round the DC is 14 + ½ APL. 
   
  A PC may try to bite through the pain. In that case, 
  he must make a Fort save of the same DC. If he succeds, 
  he can keep his arm in. Regardless of whether he makes 
  tehs econd save, he sustains 1d8 points of electricity 
  damage.  
   
  If the PC retracts his arm, he ‘loses’ the challenge, 
  but the elves say: 
   
  “It does not matter. You choose the Creator’s 
  judgment. You are surely one of us!”  
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 16 
  
  And leave it at that. If a PC managed to keep his arm in 
  (especially if he had to make a fort save), the elves are 
  impressed.  
   
  Close to noon Weyrin is alerted by the bosun that 
  something is going on. He beckons the PCs, and if they 
  watch through the glass they see the following: 
   
  Shadows are taking form in the dark water far from 
  the tower. Approaching it are eight sahuagin. They 
  are dressed in dark grey roped armor, and, except for 
  the first one, wield tridents. 
   
  The sahuagin approach the tower, halting before 
  the bubble of air that seals the entrance. 
   
  It is hard to see what really goes on, but the 
  sahuagin steps forward, entering the sphere. Soon, 
  the others follow. The figure of a man seems to greet 
  them, and lead them inside. 
   
  Nothing else seems to happen. Weyrin comments “keep 
  informed” to the man on watch, and goes up again. 
   
  Things are quiet and tense for about two more hours. 
  Then Weyrin orders the PCs towards him. 
   
   “I have information that the sahuagin forces are not 
  far off. I believe they will make a stand soon. We 
  cannot have that happen. A retaliating strike is the 
  best option. Get down in the water and attack any 
  sahuagin forces you deem are a threat – and you are 
  very free to interpret what that means. Sea elf forces 
  are on their way, but I desire you to take the lead and 
  attack the front as soon as they show themselves, 
  hence push our advantage. Understood?” 
   
  Allow the PCs to prepare themselves before they go in. If 
  they have their own means to breathe underwater, they 
  are expected to sue it, but if they don’t, a sea elf cleric of 
  Deep Sashelas is present to cast water breathing. In that 
  case, the spell lasts for up to two hours on each PC.  
   
  Initially, nothing happens as the PCs enter the water 
  and take up posts (likely at the sea floor, which is 
  approximately 100 feet down at this point, and 
  approximately 500 feet from the tower). After about ten 
  minutes though, the sea devils first regiments approach 
  the scene to take up positions. 
   
  Have the PCs make Spot and Hide checks to 
  determine at what distance they notice each other. Take 
  the highest Spot check and compare it to the lowest 
  opposing Hide check. For each 2 points of difference, the 
  encounter distance increases by 10 feet. Note that due to 
  the water sight is impaired. If the PCs don’t take action, 
  the sahuagin notice the PCs at 180 feet (due to the sharks’ 
  scent). If the PCs somehow masked their scent, have the 
  sahuagin make Spot rolls too. 
   
  If the sahuagin notice the PCs first, they move 
  towards them. If they get within 120 feet without being 
  noticed, they gain surprise and fire their crossbows. The 
  next round, the sharks charge to attack. 
   
  If the PCs see the sahuagin first, they gain surprise. 
   
  In each case, you can describe the sahuagin as 
  follows: 
   
  The first thing you notice dooming up out of the 
  dark waters are three enormous sharks, speeding 
  towards you. Behind follow four sahuagin, each 
  wielding a trident. 
   
  The sahuagin do not attack until they get within 120 feet, 
  or if the PCs attack first. 
   
  Creatures: The sahuagin are three elite ranger scouts and 
  their commander. Each scout has a shark under his 
  control. 
   
  The unit is here to scout the region – a larger group 
  is following them and arrives soon after the scouts seek 
  the confrontation with the PCs (or the PCs attack them). 
   
  APL 6 (EL 8) 
  � Sahuagin commander: male sahuagin marshal 
  2/hexblade 3; hp 50; see Appendix 2. 
  � Sahuagin scouts (3): male sahuagin ranger 1; hp 20; 
  see Appendix 2. 
  � Large shark (3): hp 38; see Monster Manual 279. 
   
  APL 8 (EL 10) 
  � Sahuagin commander: male sahuagin marshal 
  2/hexblade 5; hp 77; see Appendix 2. 
  � Sahuagin scouts (3): male sahuagin ranger 3; hp 34; 
  see Appendix 2. 
  � Huge shark (3): hp 65; see Monster Manual 279. 
   
  APL 10 (EL 12) 
  � Sahuagin commander: male sahuagin marshal 
  2/hexblade 7; hp 95; see Appendix 2. 
  � Sahuagin scouts (3): male sahuagin ranger 5; hp 48; 
  see Appendix 2. 
  � Huge advanced elite shark (3): hp 110; see 
  Appendix 2. 
   
  APL 12 (EL 14) 
  � Sahuagin commander: male sahuagin marshal 
  2/hexblade 9; hp 95; see Appendix 2. 
  � Sahuagin scouts (3): male sahuagin ranger 7; hp 71; 
  see Appendix 2. 
  � Dire shark (3): hp 147; see Monster Manual 64. 
   
  Tactics: The sahuagin try to use their mobility in the 
  water to their advantage, hoping to use speed and agility 
  to attack individual targets as a group, quickly 
  eliminating them. 
   
  They do not give quarter and fight to the death. 
   
  Ballista Fire: The guards at the tower are capable of 
  firing one of the ballista’s every two rounds. However, 
  unless the PCs draw the combat close enough (within 
  200 ft), they won’t do this, due to the huge penalties of 
  firing the thing in the water. 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 17 
  
   
  If the Pcs get close enough, the ballista’s are fired by 
  Tumauln, a 2nd lvl wizard/fighter (with Precise Shot), 
  using a wand of true strike, while two guards reload. Due to 
  the true strike the attack has a +23 to hit, but still takes a -2 
  penalty on every 5 feet of distance.  
   
  Treasure: The following items can be found on the 
  sahuagin. Especially at APL 6, make sure the PCs notice 
  the (silvered) trident. 
   
  Due to the time constraint, it is not likely the PCs 
  can recover all of it immediately, but the army recovers it 
  later. 
   
  If the PCs do spend time completely looting the 
  bodies, the NPCs in encounter 6 drown, and the PCs miss 
  the Rite of Shekolah. 
   
  APL 6: Loot 242 gp; Magic 1,303 gp; amulet of natural 
  armor +1 (167 gp), net of snaring (833 gp), +1 sharkskin 
  armor* (103 gp), +1 silvered trident (200 gp); Total 1,545 gp. 
   
  APL 8: Loot 180 gp; Magic 2,857 gp; amulet of natural 
  armor +1 (167 gp), cloak of charisma +2 (333 gp), net of 
  snaring (833 gp), +1 sharkskin armor x3 (103 gp each), +2 
  sharkskin armor (353 gp), +1 silvered trident (200 gp), +1 
  trident x3 (193 gp each), vest of resistance +1 (83 gp); Total 
  3,037 gp. 
   
  APL 10: Loot 180 gp; Magic 3,939 gp; amulet of 
  natural armor +2 (667 gp), cloak of charisma +2 (333 gp), 
  cloak of resistance +1 x3 (83 gp each), gauntlets of ogre power 
  (333 gp), net of snaring (833 gp), +1 sharkskin armor x3 (103 
  gp each), +2 sharkskin armor (353 gp), +1 silvered trident 
  (200 gp), +1 trident x3 (193 gp each), vest of resistance +1 (83 
  gp); Total 4,119 gp. 
   
  APL 12: Loot 180 gp; Magic 5,938 gp; amulet of health 
  +2 x5 (333 gp each), amulet of natural armor +2 (667 gp), 
  belt of giant strength +4 (1,333 gp), cloak of charisma +2 (333 
  gp), cloak of resistance +1 x3 (83 gp each), net of snaring (833 
  gp), +1 sharkskin armor x5 (103 gp each), +2 sharkskin armor 
  (353 gp), +1 silvered trident (200 gp), +1 trident x3 (193 gp 
  each), vest of resistance +1 (83 gp); Total 6,118 gp. 
   
  Detect Magic Results: amulet of health +2 (moderate 
  transmutation), 
  amulet of natural armor +1 (fain 
  transmutation), 
  amulet of natural armor +2 (fain 
  transmutation), belt of giant strength +4 (moderate 
  transmutation), 
  cloak 
  of 
  charisma 
  +2 
  (moderate 
  transmutation), cloak of resistance +1 (faint abjuration), net 
  of snaring (moderate evocation), +1 and +2 sharkskin armor 
  (faint abjuration), +1 silvered trident (faint evocation), +1 
  trident (faint evocation), vest of resistance +1 (faint 
  abjuration). 
   
  Development: While they fight their group, the PCs 
  notice how around them, more fighting breaks out. 
  Groups of sahuagin riding sharks clash with dolphin-
  riding sea elves and tritons.  
   
  There are hundreds of them - use the Monster 
  Manual stats if you need to use them, but the PCs should 
  normally not fight them. There are far too many to focus 
  on – and it soon becomes apparent that this is not going 
  to be the PCs greatest worry, as, shortly after their fight 
  with the sahuagin, the ward hat keeps the air bubble in 
  the tower intact is dispelled. 
   
  Continue with Encounter 6. 
   
  6: THE ASCENT 
  After the PCs win the fight (either outside or inside), it 
  becomes clear other sahuagin have entered the building, 
  and the sahuagin have found a means to break the 
  Osprem wards. The magical protection is severed, and the 
  rooms start to flood  
   
  From inside, the PCs notice this as they leave the 
  room. 
   
  From below comes a rushing sound, and rising up 
  the stairs is the bubbling of waves of water. A large 
  wave crashes at the top of the stairs, flooding the 
  landing.  
   
  The water rises up to one foot on the landing, but then 
  stops. The Gateway, which is slightly higher, stays dry. 
   
  From outside, the PCs are likely to notice the bubble 
  bursting: 
   
  With the last of your direct opponents vanquished, a 
  strange sound comes from the tower. The wall 
  keeping the air inside the tower gives way. With a 
  rush, the air escapes, water pouring into the tower. A 
  wall of bubbles rises to the surface as the water 
  sweeps away those inside. 
   
  If any PCs were inside, they have to make a DC 15 Reflex 
  save or be swept of their feet and thrown to the walls, 
  taking 1d6 points of bludgeoning damage.  
   
  Several people inside the hall are knocked 
  unconscious as it happens. Others, unable to breath 
  underwater, swim to the small pocket of air forming in 
  the top of the hall, carrying their unconscious comrades 
  with them. 
   
  The Entrance Halls is flooded; everything is washed 
  away by the water. Outside, combat is still raging,. Up at 
  the top of the hall, fighting to keep their heads and those 
  of their unconscious brethren above water, are several 
  robed men and women – acolytes, likely. 
   
  If the PCs check on them, one of the acolytes, a 
  woman named Teyli, holding an older man, turns to 
  them: 
   
  “Please! Help us! I can’t hold him much longer! If 
  tiredness doesn’t do me in, then maybe the sea 
  devils… there are creatures down in the Coral 
  Hall… I heard them, breaking and tearing… Please 
  help us!  
   
  The breaking and tearing were the sahuagin freeing 
  Sulantehk. The message should indicate that something 
  is going on downstairs, though there may not be time to 
  intervene. 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 18 
  
   
  About eight other people – four unconscious - are 
  trapped with Teyli (all wounded, low-level clerics and 
  commoner servants). Without the PCs aiding them, they 
  are certain to eventually tire and drown, or fall prey to 
  the individual sahuagin preying around the building. 
   
  Escorting the people – and carrying the unconscious 
  ones – is not a great effort, but it does slow the PCs down, 
  leading them to miss the Rite of Sekolah. PCs can break 
  up, but those that spend time moving the people cannot 
  help with the trap in encounter 7. If Degado is with them, 
  he can carry one NPC up. 
   
  If the PCs save the people and bring them up, once 
  above they notice how a great storm has erupted. 
   
  7: THE DESCENT 
  When the PCs get down to the Coral Hall (area 9), they 
  find that it has been disturbed: 
   
  The beauty of the Coral Hall has rudely been 
  disrupted. The mosaic floor is filled with rubble. In 
  the center is a hole, several feet deep, as if 
  something broke out of the floor. 
   
   From behind the closed door at the end comes a 
  high pitched, screeching sound.  
   
  A group of sahuagin managed to get down to the Coral 
  Hall, where they broke open the floor and freed an 
  undead priestess named Sulantehk from her slumber. 
   
  The sahuagin teleported down, an act made possible 
  by the desecration of the temple of Osprem. 
   
  The sound is Sulanteh chanting her rite. A DC 17 
  Listen check (+1 per 20 feet if distance to the door) is 
  needed to recognize spellcasting. A DC 17 Spellcraft 
  check then identifies a descrate being cast. With a DC 15 
  Knowledge (religion) one can make out that Sekolah is 
  being invoked. 
   
  Trap: After her awakening, Sulantehk activated the traps 
  in this room, before moving to the room beyond. The 
  trap is set to guard the door. 
   
  It activates as soon as someone comes within 10 feet 
  of the door, unless they speak a command word (‘Eat Or 
  Be Eaten’ in the sahuagin language). 
   
  When it activates, several schools of sharp-teethed 
  spectral fish similar to piranhas surge from the six runes 
  engraved on the walls. They swarm and attack at random. 
  Each round, each swarm attacks a random creature in the 
  room. If a creature is attacked by more than one swarm, 
  only one swarm deals damage, but each swarm gets an 
  attack roll to see whether or not the target is hit. The 
  attacks are force effects, and thus affect incorporeal 
  beings. 
   
  The swarms are magic effects and cannot be attacked, 
  but disabling or destroying a rune destroys the 
  accompanying swarm and reduces the maximum number 
  of attacks by one. 
   
  Those outside the room are safe. 
   
  When the trap has run its course, the fish disappear 
  into the wall again until the trap is reset (a full round 
  action to be performed by a cleric of Sekolah). 
   
  APL 6 (EL 6) 
  � Ravenous Fish Trap: see Appendix 1. 
   
  APL 8 (EL 8) 
  � Ravenous Fish Trap: see Appendix 1. 
   
  APL 10 (EL 10) 
  � Ravenous Fish Trap: see Appendix 1. 
   
  APL 12 (EL 12) 
  � Ravenous Fish Trap: see Appendix 1. 
   
  The door is not locked, but won’t open while the trap is 
  active. Once the entire trap is disabled or expires, the 
  door can be opened normally. 
   
  It is not possible to dimension door though the door, 
  as the Sea Floor room is still warded against teleportation 
  and interplanar travel. Divination spells also don’t work 
  through it. 
   
  Development: If the PCs saved the trapped people in 
  encounter 6 by taking them back to the surface, or if the 
  trap expires before they can disable it, the rite in the 
  room beyond passes before they can disrupt it. 
   
  In that case, read the following prior to the door 
  being opened: 
   
  A deafening sound from an enormous explosion 
  rocks the building, and you feel an enormous heat 
  coming from the door, hot enough to warm the 
  water around you. 
   
  While the door feels hot to the touch, it can be opened 
  without problems. 
   
  If the PCs were in time, they instead stumble on the 
  ritual. 
   
  In either case, move to Encounter 8. 
   
  8: THE RITE OF SEKOLAH 
  The rite to release the Eye is to be held in the Sea Floor 
  room. 
   
  Whether the PCs are in time to prevent the rite from 
  taking place depends on their choices early on. If they 
  saved the trapped people in encounter 6 by taking them 
  back to the surface, or if they waited for the trap in 
  encounter 7 to expire, the rite has already passed. Read or 
  paraphrase the following as they open the door (or 
  otherwise enter): 
   
  The Sea Floor Room has been totally wrecked. There 
  is an enormous hole, ten feet in diameter, in the 
  floor. Huge chunks of rock from below the sandy 
  floor surge up at it’s edges. The hole leads to a dark 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 19 
  
  and twisted tunnel with irregular, twisted walls of a 
  smooth material.  
   
  The paint on the walls has peeled, as if a severe 
  heat has surged through the room. The water inside 
  is notable warmer, almost hot. The water is tainted 
  red. Strewn about are sahuagin body parts, the 
  remains of creatures ripped apart by some great 
  force. 
   
  Sulantehk and her bodyguards have vanished, consumed 
  by the energy that awakened the Eye and shattered the 
  floor. 
   
  The only way to stop the Eye now is to enter the 
  tunnel, and destroy it before it escapes. Move to 
  Encounter 7. Any items not destroyed in the blast can be 
  recovered (see treasure, below). 
   
  If the PCs did not dally, they find the rite in progress: 
  The Sea Floor room is filled with a strange, blue 
  light, and a hum that seems to come from the walls 
  and floor. In the center of the roo stands, the 
  withered husk of a sahuagin, dressed in tattered 
  hide of an origin best not speculated on. Its arms are 
  raised up, and it seems as if the light in the water 
  origins from it. It is surrounded by five muscled 
  sahuagin with horrible flaking gray skin, each 
  sporting four arms. They turn towards you, bearing 
  their teeth, and preparing for attack. 
   
  The air is filled with energy, like an electric 
  charge, that seems to slowly be building. 
   
  Creatures: The creature in the center is Sulantehk, the 
  original cleric who supervised the calling of the Eye so 
  long ago. She has now risen as a heucuvah. 
   
  The five other saguahin, despite their unhealthy 
  looks, are not undead, but specially trained mutant 
  sahuagin, so-called ‘Teeth of Sekolah’, who freed the 
  priestess from her tomb. 
   
  Sulantehk’s mission is to complete the rite, and 
  finish the casting she so long ago started. She is not afraid 
  to die – the casting will consume her anyway.  
   
  To summon the Eye, she has cast a desecrate spell, 
  which now slowly builds up the energy of the original 
  spell. It has to build for three more rounds before the 
  final spell trigger – a simple gesture – finalizes it, though 
  Sulantehk has to pay minimal attention to keeping it 
  going. 
   
  Surprise: Unless the PCs found a way to not trigger 
  the trap, no side is surprised. Sulantehk and the teeth 
  have been aware of their arrival, as they hear the sound of 
  the trap as it goes off. When hey hear that it ends (i.e. the 
  PCs disable the trap), they prepare for combat – the teeth 
  drink their potion of magic fang, while Sulantehk summons 
  the most powerful undead she can manage. The undead 
  appears at the start of Sulantehk’s turn in the first round. 
   
  Note: The EL of the scenario is adjusted by +1 at 
  APL 6 due to the terrain disadvantage. 
   
   
  APL 6 (EL 9) 
  � Sulantehk: female sahuagin heucuva cleric 3; hp 43; 
  see Appendix 1. 
  � Sekolah’s Teeth (5): male sahuagin mutants fighter 
  1; hp 24; see Appendix 1. 
   
  APL 8 (EL 11) 
  � Sulantehk: female sahuagin heucuva cleric 6; hp 68; 
  see Appendix 1. 
  � Sekolah’s Teeth (5): male sahuagin mutants fighter 
  3; hp 42; see Appendix 1. 
   
  APL 10 (EL 13) 
  � Sulantehk: female sahuagin heucuva cleric 8; hp 85; 
  see Appendix 1. 
  � Sekolah’s Teeth (5): male sahuagin mutants fighter 
  4/blackguard 1; hp 60; see Appendix 1. 
   
  APL 12 (EL 15) 
  � Sulantehk: female sahuagin heucuva cleric 10; hp 
  102; see Appendix 1. 
  � Sekolah’s Teeth (5): male sahuagin mutants fighter 
  4/blackguard 3; hp 78; see Appendix 1. 
   
  Tactics: Sulantehk’s goal, and that of her body guards, is 
  to keep her lasting through the ritual – that is, the three 
  rounds it takes for the rite to finish. If Sulantehk dies 
  before that time, the casting fails, And the Eye is not 
  awakened – at least not this time. 
   
  The ‘teeth’ try to prevent anyone from getting close 
  to Sulantehk. She, in turn, uses any means to hamper 
  progress, casting spells like inky cloud to make it hard for 
  anyone to target her with ranged combat, or barriers such 
  as wall of evil to block fighters. She uses swift spells such 
  as blood wind to empower the teeth, especially in the first 
  round, but otherwise retreats into the darkness of an inky 
  cloud, which means that she cannot specifically target 
  anyone with her spells. She does not use her dispel magic 
  to target individuals. Instead she uses it to counterspell or 
  for an area dispel. 
   
  Sulantehk needs to spend at least a move 
  equivalent action each round to build up the 
  background spell. If she can’t, for some reason, the spell 
  won’t build up for that round. This is a mental action, and 
  thus doesn’t need somatic or verbal components, but she 
  needs to be able to take mental actions. I.e. she can power 
  the spell if she is grappled, entangled, or paralyzed, but 
  not if she is stunned, dazed, nauseated, or cowering. 
   
  Sulantehk is not afraid of melee, but realizes full well 
  that her destruction ends the rite, and therefore may fall 
  to any trick in the book – even bluffing surrender or 
  defeat – if it can let her survive through the rounds. 
   
  The energy: It is obvious for anyone that energy is 
  building up inside the room. If a PC studies the energy in 
  the room (a standard action), a Knowledge(arcana) check 
  can deduce the following (a detect magic detects magic of 
  the necromancy and conjuration school and gives a +4 
  circumstance bonus on this check): 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 20 
  
   
  DC 15: The energy building up is extra-planar in 
  origin. 
   
  DC 20: The energy is powering a spell. If the energy 
  reaches it’s peek, it will release, likely in a violent matter. 
   
  DC 25: The energy is divine and profane in nature. 
  The actual spell is a conjuration spell. Something is being 
  summoned. 
   
  DC 30: It takes three rounds before the energy 
  reaches it’s peek. When it does, anyone in the area will be 
  suffering from the backlash. 
   
  DC 35: The spell power does not rise on its own, it 
  needs some minimal attention from a divine caster. 
   
  DC 40: The energy is powered by a desecrate spell cast 
  in the area. Undoing the desecrate halts the spell, though it 
  can be recast. 
   
  Turning: As a side effect of the rite and Sulantehk’s 
  personal involvement, turning is ineffective against 
  Sulantehk while the Sea Floor Room is desecrated. If the 
  desecrate is dispelled or countered, turning works normal, 
  though Sulantehk attempts to restore the desecrate as soon 
  as possible, using a scroll or her pearl of power to recall it. 
   
  Other undead can be turned, though take the effects 
  of the desecrate into account. 
   
  Treasure: The following are items found on Sulantehk 
  and the teeth: 
   
  APL 6: Loot 53 gp; Magic 1308 gp; amulet of natural 
  armor +1 x5 (167 gp), pearl of power level 2 (333 gp), potion of 
  magic fang x5 (4 gp), rope scroll of desecrate (17 gp), +1 
  sharkskin armor* (103 gp); Total 1361 gp. 
   
  APL 8: Loot 33 gp; Magic 3158 gp; amulet of natural 
  armor +1 x5 (167 gp), pearl of power level 2 (333 gp), periapt of 
  wisdom +2 (333 gp), potion of magic fang x5 (4 gp), ring of 
  protection +1 x6 (167 gp), rope scroll of desecrate (17 gp), +1 
  sharkskin armor* x6 (103 gp); Total 3191 gp. 
   
  APL 10: Loot 33 gp; Magic 5872 gp; amulet of natural 
  armor +1 x5 (167 gp), +1 breastplate x5 (113 gp), gauntlets of 
  ogre power x5 (333 gp), pearl of power level 2 (333 gp), periapt 
  of wisdom +4 (1,333 gp), potion of magic fang x5 (4 gp), ring of 
  protection +1 x6 (167 gp), rope scroll of desecrate (17 gp), +1 
  sharkskin armor* (103 gp); Total 5905 gp. 
   
  APL 12: Loot 36 gp; Magic 8163 gp; amulet of natural 
  armor +1 x5 (167 gp), +2 full plate armor x5 (471 gp), 
  gauntlets of ogre power x5 (333 gp), pearl of power level 2 (333 
  gp), periapt of wisdom +4 (1,333 gp), potion of magic fang x5 
  (4 gp), ring of protection +1 x5 (167 gp), ring of protection +2 
  (667 gp), rope scroll of desecrate (17 gp), +1 sharkskin armor* 
  (103 gp); Total 8199 gp. 
   
  Detect Magic: amulet of natural armor +1 (faint 
  transmutation), +1 breastplate (faint abjuration), +2 full 
  plate armor (faint abjuration), gauntlets of ogre power 
  (moderate transmutation), pearl of power level 2 (strong 
  transmutation), 
  periapt 
  of 
  wisdom 
  +2 
  (moderate 
  transmutation), 
  periapt 
  of 
  wisdom 
  +4 
  (moderate 
  transmutation), potion of magic fang (faint transmutation), 
  ring of protection +1 (moderate abjuration), ring of protection 
  +2 (moderate abjuration), rope scroll of desecrate (faint 
  evocation[evil]), +1 sharkskin armor (faint abjuration) 
   
  If the PCs failed to stop the rite, most items are destroyed 
  in the blast. The following items survive and can be 
  recovered, even if the PCs entirely miss the rite (i.e. when 
  they are too late): 
   
  APL 6: Loot 0 gp; Magic 436 gp; pearl of power level 2 
  (333 gp), +1 sharkskin armor* (103 gp); Total 436 gp. 
   
  APL 8: Loot 0 gp; Magic 1953 gp; pearl of power level 2 
  (333 gp), ring of protection +1 x6 (167 gp), +1 sharkskin 
  armor* x6 (103 gp); Total 1953 gp. 
   
  APL 10: Loot 0 gp; Magic 2003 gp; +1 breastplate x5 
  (113 gp), pearl of power level 2 (333 gp), ring of protection +1 
  x6 (167 gp), +1 sharkskin armor* (103 gp); Total 2003 gp. 
   
  APL 12: Loot 0 gp; Magic 4293 gp; +2 full plate armor 
  x5 (471 gp), pearl of power level 2 (333 gp), ring of protection 
  +1 x5 (167 gp), ring of protection +2 (667 gp), +1 sharkskin 
  armor* (103 gp); Total 4293 gp. 
   
  Development: If the PCs kill Sulantehk before 3 rounds 
  pass while the room is desecrated, the rite fails. The Eye 
  does not awaken, and it is possible the PCs may never 
  know what was being summoned. 
   
  Dispelling the desecrate temporarily halts the 
  progress. Sulantehk tries to recast the spell as soon as 
  possible, either using a rope-scroll, or after recalling the 
  spell with her pearl of power. If all avenues are lost, she 
  flies in a frenzy and fights until destroyed. 
   
  If the spell is allowed to run its course, it finishes 
  building up at the end of the third round. Sulantehk 
  delays to the end of that round to finish the spell. The 
  finishing is a mental standard action and does not draw 
  attacks of opportunity. 
   
  When the spell is finished, the energy in the room 
  detonates into a roaring ball of steam and shattered rock 
  as it breaks open the floor and leaves a gaping ten feet 
  diameter hole, centered on Sulantehk. Anyone within 10 
  feet from Sulantehk must make a save or suffer from the 
  backlash: 
   
  APL 6: 4d6 (Reflex DC 16 / half) 
   
  APL 8: 6d6 (Reflex DC 18 / half) 
   
  APL 10: 8d6 (Reflex DC 20 / half) 
   
  APL 12: 10d6 (Reflex DC 22 / half) 
   
  Half of the energy is fire, half of it is bludgeoning damage. 
   
  Regardless of the amount of damage taken, the blast 
  consumes both Sulantehk and all remaining sahuagin 
  mutants, as they were part of the rite. 
   
  9: THE EYE OF SEKOLAH 
  If the PCs arrive too late, or fail to interrupt the rite, they 
  find the Sea Floor Room opened. 
   
  In a time-critical environment, you can elect to skip 
  this encounter if the PCs already fought Sulantehk but 
  failed to stop her, instead assuming the Eye gets out 
  before the PCs arrive at its cave. If you do run this in 
  addition to encounter 8, the total amount of xp earned 
  cannot exceed the cap. 
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 21 
  
  The hole in the ground delves deep into the earth. 
  It’s walls are irregular but smooth, as if formed by 
  steaming hot water. It twists and turns,and quickly 
  goes dark, making it near impossible to tell where it 
  goes or ends. 
   
  The tunnel averages at ten feet wide, but occasionally it 
  widens to fifteen feet or narrows to five. It twists and 
  turns, making it difficult to predict where it goes. If the 
  PCs enter the tunnel and follow the passage, they meet 
  no resistance. Continue with the following (which 
  assumes the PCs either have darkvision or a light source) 
   
  After approximately 200 ft of the twisting tunnel, it 
  steeply goes up, opening up in a small cavern, the 
  top of which holds a small pocket of air. 
   
  The rock here is smooth as the tunnel, and the 
  air slightly stale, but it is possible to breathe. Out 
  there, you can see the glimmer of a watery surface 
  from a pool.  
   
  If the PCs did not delay when they entered the tunnel 
  they experience the wakening of the Eye of Sekolah. 
   
  Use the following description when the PCs see the 
  Eye. As it hides underwater, this is likely once it attacks 
  the PCs, as they come within the reach of its arms. 
   
  A horrible creature rises from the depths. It looks 
  like a giant squid, but it’s skin is oily black, and in 
  its head sits a single, red, baleful eye. Multiple 
  tentacles sprout from around its monstrous beak, 
  lined with horrible teeth. Its arms end in suckers 
  lined with more teeth, and it lashes out at you. 
   
  Creatures: The Eye is a mighty beast, an intelligent, 
  squid-like monster with a ravenous appetite. Setting it 
  free on the ocean floor as the sahuagin have planned will 
  destroy much of the sea life. Not only the human ships or 
  the elven communities – the Eye is sure to also ravage the 
  sahuagin’s own communities.  
   
  The Eye is awaiting its release. Three rounds after 
  the PCs arrive (no manner when they do, except when 
  they significantly delayed), the gate opens, and the 
  creature escapes. 
   
  The PCs have to destroy it, here and now – and be 
  quick about it. 
   
  APL 6 (EL 10) 
  � The Eye, Awakened Giant Squid: hp 93; see 
  Appendix 1. 
   
  APL 8 (EL 12) 
  � The Eye, Kraken: hp 290; see Monster Manual 162. 
   
  APL 10 (EL 14) 
  � The Eye, Advanced Kraken: hp 403; see Appendix 
  1. 
   
  APL 12 (EL 16) 
  � The Eye, Advanced Kraken: hp 528; see Appendix 
  1. 
   
  Tactics: While the Eye is aware that it will be free soon, 
  it is also ravenous. It intends to leave as soon as the gate 
  allows, but does not mind to get a bit of a snack – and 
  some evil satisfaction of death and mayhem - before it 
  departs.  
   
  The Eye strikes from the water as soon as he can 
  reach the PCs. It prefers to go for spellcasters first with 
  two of its tentacles – if possible grappling them and 
  drawing them into his mouth. It uses it’s other tentacles 
  or arms for those attempting to enter melee. 
   
  Since it stays under the surface of the water, missile 
  weapons, and spells that require line of sight or line of 
  effect cannot target it unless the archer or caster also 
  enters the water. It is possible to ready an action and 
  target it’s tentacles as it strikes out to those ashore, but a 
  +4 cover bonus applies. This goes both ways: PCs that are 
  out of the water also have cover against the Eye’s attacks. 
   
  If it sustains more than half of it’s hit points on 
  damage, it retreats fully below the surface, gaining full 
  cover, and only fights those that enter the water to fight 
  it. In this case, it activates the elemental gem, which is 
  embedded in its forehead. Since breaking the gem is a 
  standard action and prevents it from making attacks, it 
  only uses this action when cornered. 
   
  Treasure: The only item of value is the elemental gem, in 
  the creature’s head. 
   
  All APLs: Magic 188 gp; elemental gem, water (188 
  gp); Total 188 gp. 
   
  Development: When the gate opens after three rounds, 
  the Eye uses it’s jet ability to leave it’s prison at top speed. 
  Once it is out, it speeds out towards its primary target (as 
  instructed according to the rite), the mercenary ship. 
   
  It is not likely that the PCs can stop it after that, 
  since at top speed (280 feet a round or faster) it is not 
  likely the PCs can keep up with it. Some PCs may try, but 
  in general, once the Eye leaves, the adventure is over. 
   
  PCs may try to stop the Eye by blocking the gate. 
  The gate, once fully opened, is 20 feet high and 30 feet 
  wide. Some spells can block the gate, but since the gate is 
  under water, the caster likely has to enter the water to 
  cast it. The Eye may eb able to break though spells such as 
  a wall of ice, but a wall of force imprisons it. In that case, the 
  Eye fights till the death or until the spell wears off.  
   
  If the PCs succeed in killing the Eye, the danger is 
  averted. 
   
  If they wish, the PCs can leave the cave through the 
  gate, ending up at the bottom of the Eye of the Storm. 
  From there, they can see the last sahuagin flee, either in 
  the wake of the Eye, or pursued by sea elf warriors. 
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 22 
  
  CONCLUSION 
  If the Eye was defeated, or not awakened at all, the 
  sahuagin retreat from the coast. An unnatural storm of 
  great magnitude has picked up, and threatens the coastal 
  villages and ships in the area, but the danger of a 
  rampaging kraken is averted. 
   
  If the kraken does get loose, it sinks the fleet of 
  Perrenland mercenaries (part of whom escape in life 
  boats), and destroys several sea elf villages before it turns 
  on its own summoners. It threatens the area for several 
  months, and disrupts trade, before it finally disappears to 
  deep waters. 
   
  If the PCs choose to help the diplomatic mission – 
  regardless of their success - they gain access to the Lore 
  of Degado. 
   
  If they instead choose to fight for the elves, they gain 
  the Favor of the Sea Elves. 
   
  Any PC that accepted the challenge of the sahuagin 
  in encounter 4, and won, gains the Respect of the Sea 
  Devils. 
   
  Any PC that accepted the challenge of the sea elves 
  in encounter 5, and won, gains the Respect of the Sea 
  Elves. 
   
  If the PCs managed to prevent the Kraken from 
  breaking loose (either by defeating Sulantehk or the 
  beast itself), earns the Wrath of Sekolah, but also 
  Osprem’s Aid. 
   
  Finally, all PCs obtain pay for their services (either 
  from Degado or Weyrin), and gain the Spoils of War. 
  The latter means that they gain access to all items with 
  access ‘Adventure’ in the items found list as appropriate 
  to their APL, even if they did not have had the 
  opportunity to loot or even encountered them. 
   
  Treasure: Payment for services: 
   
  APL 6: Coin: 150 gp. 
   
  APL 8: Coin: 200 gp. 
   
  APL 10: Coin: 250 gp. 
   
  APL 12: Coin: 300 gp. 
   
  EPILOGUE 
  Degado stared out over the sea. A cold wind blew in, 
  whipping up the sand that stung his eyes. 
   
  From the water, forms rose. The three sahuagin 
  walked up to the beach, but did not set foot ashore. 
  They stayed out, in the water. 
   
  Degado looked at them. He started to speak, but 
  one of the sea devils held up his hand, silencing 
  him. 
   
  “We no longer desire to speak with you. This is 
  our last meeting.” 
   
  Degado sputtered. “But… it’s not too late! We 
  can still talk!” 
   
  “We do not wish to talk. We can not live with 
  the humans. We cannot live with the elves. These are 
  our waters. We will not talk. We will war.” 
   
  Degado shook his head. "Why begin a long and 
  bloody war where thousands will be killed on both 
  sides?" 
   
  The sea devil snarled. "We shall destroy man 
  and reclaim the seas." 
   
  Degado stared at the creature. "Is there nothing 
  I can say to make you reconsider?" 
   
  The sea devil shakes its head.  
   
  "Nothing." 
   
  Degado sighed, then shook his head, and turned 
  away. He walked back to the edge of the beach. 
  When he turned to look back, the creatures had 
  gone. 
   
  "I'm sorry.", he says, “I’m so sorry.” 
   
  CAMPAIGN CONSEQUENCES 
  This module has "Campaign Consequences"; that is the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of 
  the questions below may seem trivial or pointless, but 
  because of the complex nature of the back story and 
  campaign all information requested is vital. 
   
  Please send your answers to madfox@planet.nl as soon as 
  possible. General comments about the module are also 
  welcomed at this address. 
   
  1. 
  What was the composition of the party? 
  2. 
  Who did the PCs decide to work for? 
  3. 
  Who 
  accepted 
  the 
  challenge 
  of 
  the 
  Sahuagin/Sea elves? Did he/she win? 
  4. 
  Did Shasakal die? 
  5. 
  Were the clerics of Osprem saved? 
  6. 
  Did the PCs disable the trap? 
  7. 
  Did the PCs disrupt the rite? 
  8. 
  Did the PCs stop the Eye of Sekolah? 
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 23 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  4: The Quest for Peace 
  Fighting Razegul and the sahuagin 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
   
  5: The Quest for War 
  Fighting the sahuagin 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
   
  6: The Ascent 
  Saving the priests 
  ALL APLs  
  30 XP 
   
  7: The Descent 
  Passing the trapped hall 
  APL 6  
  150 XP 
  APL 8  
  180 XP 
  APL 10  
  210 XP 
  APL 12 
  240XP 
   
  8: The Rite of Sekolah 
  Fighting Sulantehk and Sekolah’s Teeth 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
   
  9: The Eye of Sekolah 
  Fighting the Eye 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10  
  430 XP 
  APL 12 
  480 XP 
   
  Story Award 
  Succeeding to stop the release of the Eye of Sekolah: 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  120 XP 
   
  Discretionary roleplaying award 
  APL 2  
  180 XP 
  APL 4  
  225 XP 
  APL 6  
  270 XP 
  APL 8  
  315 XP 
   
  Total Possible Experience 
  APL 2  
  900 XP 
  APL 4  
  1125 XP 
  APL 6  
  1350 XP 
  APL 8  
  1575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 1: A Man of Peace 
   
  APL 6: Coin: 150 gp. 
   
  APL 8: Coin: 200 gp. 
   
  APL 10: Coin: 250 gp. 
   
  APL 12: Coin: 300 gp. 
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 24 
  
  Encounter 2: A Man of War 
   
  APL 6: Coin: 150 gp. 
   
  APL 8: Coin: 200 gp. 
   
  APL 10: Coin: 250 gp. 
   
  APL 12: Coin: 300 gp. 
   
  Encounter 4: The Quest for Peace 
   
  APL 6: Loot 404 gp; Magic 1,120 gp; amulet of natural 
  armor +1 (167 gp), +1 sharkskin armor (103 gp), +2 silvered 
  trident of warning (850 gp); Total 1,524 gp. 
   
  APL 8: Loot 300 gp; Magic 3,266 gp; amulet of natural 
  armor +1 (167 gp), cloak of charisma +2 (333 gp), +1 
  sharkskin armor x5 (103 gp each), +2 sharkskin armor (353 
  gp), +2 silvered trident of warning (850 gp), +1 trident x5 (193 
  gp each), vest of resistance +1 (83 gp); Total 3,566 gp. 
   
  APL 10: Loot 300 gp; Magic 4,515 gp; amulet of 
  natural armor +2 (667 gp), cloak of charisma +2 (333 gp), 
  cloak of resistance +1 x5 (83 gp each), gauntlets of ogre power 
  (333 gp), +1 sharkskin armor x5 (103 gp each), +2 sharkskin 
  armor (353 gp), +2 silvered trident of warning (850 gp), +1 
  trident x5 (193 gp each), vest of resistance +1 (83 gp); Total 
  4,814 gp. 
   
  APL 12: Loot 300 gp; Magic 7,179 gp; amulet of health 
  +2 x5 (333 gp each), amulet of natural armor +2 (667 gp), 
  belt of giant strength +4 (1,333 gp), cloak of charisma +2 (333 
  gp), cloak of resistance +1 x5 (83 gp each), +1 sharkskin armor 
  x5 (103 gp each), +2 sharkskin armor (353 gp), +2 silvered 
  trident of warning (850 gp), +1 trident x5 (193 gp each), vest 
  of resistance +1 (83 gp); Total 7,479 gp. 
   
  Encounter 5: The Quest for War 
   
  APL 6: Loot 242 gp; Magic 1,303 gp; amulet of natural 
  armor +1 (167 gp), net of snaring (833 gp), +1 sharkskin 
  armor* (103 gp), +1 silvered trident (200 gp); Total 1,545 gp. 
   
  APL 8: Loot 180 gp; Magic 2,857 gp; amulet of natural 
  armor +1 (167 gp), cloak of charisma +2 (333 gp), net of 
  snaring (833 gp), +1 sharkskin armor x3 (103 gp each), +2 
  sharkskin armor (353 gp), +1 silvered trident (200 gp), +1 
  trident x3 (193 gp each), vest of resistance +1 (83 gp); Total 
  3,037 gp. 
   
  APL 10: Loot 180 gp; Magic 3,939 gp; amulet of 
  natural armor +2 (667 gp), cloak of charisma +2 (333 gp), 
  cloak of resistance +1 x3 (83 gp each), gauntlets of ogre power 
  (333 gp), net of snaring (833 gp), +1 sharkskin armor x3 (103 
  gp each), +2 sharkskin armor (353 gp), +1 silvered trident 
  (200 gp), +1 trident x3 (193 gp each), vest of resistance +1 (83 
  gp); Total 4,119 gp. 
   
  APL 12: Loot 180 gp; Magic 5,938 gp; amulet of health 
  +2 x5 (333 gp each), amulet of natural armor +2 (667 gp), 
  belt of giant strength +4 (1,333 gp), cloak of charisma +2 (333 
  gp), cloak of resistance +1 x3 (83 gp each), net of snaring (833 
  gp), +1 sharkskin armor x5 (103 gp each), +2 sharkskin armor 
  (353 gp), +1 silvered trident (200 gp), +1 trident x3 (193 gp 
  each), vest of resistance +1 (83 gp); Total 6,118 gp. 
   
  Encounter 8: The Rite of Sekolah 
   
  APL 6: Loot 53 gp; Magic 1,308 gp; amulet of natural 
  armor +1 x5 (167 gp), pearl of power level 2 (333 gp), potion of 
  magic fang x5 (4 gp), rope scroll of desecrate (17 gp), +1 
  sharkskin armor* (103 gp); Total 1,361 gp. 
   
  APL 8: Loot 33 gp; Magic 3,158 gp; amulet of natural 
  armor +1 x5 (167 gp), pearl of power level 2 (333 gp), periapt of 
  wisdom +2 (333 gp), potion of magic fang x5 (4 gp), ring of 
  protection +1 x6 (167 gp), rope scroll of desecrate (17 gp), +1 
  sharkskin armor* x6 (103 gp); Total 3,191 gp. 
   
  APL 10: Loot 33 gp; Magic 5,872 gp; amulet of natural 
  armor +1 x5 (167 gp), +1 breastplate x5 (113 gp), gauntlets of 
  ogre power x5 (333 gp), pearl of power level 2 (333 gp), periapt 
  of wisdom +4 (1,333 gp), potion of magic fang x5 (4 gp), ring of 
  protection +1 x6 (167 gp), rope scroll of desecrate (17 gp), +1 
  sharkskin armor* (103 gp); Total 5,905 gp. 
   
  APL 12: Loot 36 gp; Magic 8,163 gp; amulet of natural 
  armor +1 x5 (167 gp), +2 full plate armor x5 (471 gp), 
  gauntlets of ogre power x5 (333 gp), pearl of power level 2 (333 
  gp), periapt of wisdom +4 (1,333 gp), potion of magic fang x5 
  (4 gp), ring of protection +1 x5 (167 gp), ring of protection +2 
  (667 gp), rope scroll of desecrate (17 gp), +1 sharkskin armor* 
  (103 gp); Total 8,199 gp. 
   
  OR 
   
   
  APL 6: Loot 0 gp; Magic 436 gp; pearl of power level 2 
  (333 gp), +1 sharkskin armor* (103 gp); Total 436 gp. 
   
  APL 8: Loot 0 gp; Magic 1,953 gp; pearl of power level 2 
  (333 gp), ring of protection +1 x6 (167 gp), +1 sharkskin 
  armor* x6 (103 gp); Total 1,953 gp. 
   
  APL 10: Loot 0 gp; Magic 2,003 gp; +1 breastplate x5 
  (113 gp), pearl of power level 2 (333 gp), ring of protection +1 
  x6 (167 gp), +1 sharkskin armor* (103 gp); Total 2,003 gp. 
   
  APL 12: Loot 0 gp; Magic 4,293 gp; +2 full plate armor 
  x5 (471 gp), pearl of power level 2 (333 gp), ring of protection 
  +1 x5 (167 gp), ring of protection +2 (667 gp), +1 sharkskin 
  armor* (103 gp); Total 4,293 gp. 
   
  Encounter 9: The Eye of Sekolah 
   
  All APLs: Magic 188 gp; elemental gem, water (188 
  gp); Total 188 gp. 
   
  Conclusion 
   
  APL 6: Coin: 150 gp. 
   
  APL 8: Coin: 200 gp. 
   
  APL 10: Coin: 250 gp. 
   
  APL 12: Coin: 300 gp. 
   
  Treasure Cap 
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
   
  Total Possible Treasure 
   
  APL 6: 3,394 gp 
   
  APL 8: 7,345 gp 
   
  APL 10: 11,407 gp 
   
  APL 12: 16,466 gp 
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 25 
  
  ADVENTURE RECORD ITEMS 
  Lore of Degado: For your aid, Degado is willing to teach 
  you what he knows. The rhopan, sahuagin and kuo-toa 
  languages become Open. Sahuagin cannot be properly 
  spoken without magic aid, but it can be understood if 
  learned. 
   
  Degado 
  can 
  also 
  arrange 
  regional 
  access 
  (Dullstrand/Sunndi) to all items marked with a * in the 
  items found section. 
   
  Favor of the Sea Elves: You gain a +2 bonus on 
  Diplomacy checks vs. sea elves and tritons. The sea elves 
  also arrange regional access (Dullstrand/Sunndi) to all 
  items marked with a * in the items found section. 
   
  Respect of the Sea Elves: You gain a +4 bonus on 
  Diplomacy checks vs. sea elves (which does not stack 
  with the favor of the sea elves).  
   
  Respect of the Sea Devils: You gain a +4 bonus on 
  Intimidate checks vs. sahuagin.  
   
  Wrath of Sekolah: For foiling Sekolah, you earn his 
  wrath. The attitude of all sahuagin and sharks towards 
  you is one category worse than normal. If they have a 
  choice of targets they favor you above others and they 
  gain a +2 bonus on damage rolls against you. In addition, 
  you can no longer summon sharks. 
   
  Osprem’s Aid: Osprem lightens some pain of Sekolah’s 
  wrath for your aid. If you could summon sharks, instead 
  of a medium shark, you can now summon a manta ray, 
  instead of a large shark a triton, and instead of a huge 
  shark a sea cat. If the summoned shark has the infernal 
  template, the new creatures (except the triton) gain the 
  celestial template instead. 
   
  ITEM ACCESS 
  APL 6: 
  • 
  +2 silvered trident of warning (Adventure; DMG, 10,205 
  gp) 
  • 
  cloak of the manta ray* (Adventure, DMG) 
  • 
  elemental gem (water) (Adventure, DMG) 
  • 
  elixer of swimming* (Adventure, DMG) 
  • 
  helm of underwater action* (Adventure, DMG) 
  • 
  net of snaring (Adventure, DMG) 
  • 
  pearl of power level 2 (Adventure, DMG) 
  • 
  potion of swim* (Adventure, Spell Compendium). 
  • 
  ring of improved swimming* (Adventure, DMG) 
  • 
  ring of swimming* (Adventure, DMG) 
  • 
  scroll of swim *(Adventure, Spell Compendium) 
   
  APL 12 (all of APLs 6-10 plus the following): 
  • 
  planar fork (Baator) (Adventure; PHB, 200 gp) 
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 26 
  
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 27 
  APPENDIX 1: NPCS
  DEGADO 
  CR N.A. 
  Male half-elf expert 8 
  NG Medium humanoid (half-elf, aquatic) 
  Init +0; Senses low-light vision; Listen +1, Spot +1 
  Languages Common, Elf, Aquan, Kua-toa, Old 
  Oeridian, Rhopan, Sahuagin, Sylvan 
  AC 10, touch 10, flat-footed 10 
   (+0 Dex) 
  hp 30 (7HD)  
  Immune magical sleep 
  Fort +1, Ref +1, Will +6 (+8 vs. enchantment spells or 
  effects) 
  Speed 30 ft. (6 squares), Swim 30 ft.;  
  Melee walking stick (as club ) +4 (1d6-1) 
  Base Atk +5; Grp +4 Combat Gear walking stick 
  Abilities Str 8, Dex 11, Con 10, Int 14, Wis 10, Cha 12 
  SQ amphibious 
  Feats Elf lore, Investigator, Iron Will 
  Skills Decipher Script +12, Diplomacy +8, Gather 
  Information +10, Knowledge (arcana)+9 (+11 when 
  related to the sea), Knowledge(history)+14 (+16 when 
  related to the sea), Knowledge(geography)+8 (+10 
  when related to the sea), Knowledge(local: The 
  Splintered Suns)+9 (+11 when related to the sea), 
  Knowledge(nature)+14 (+16 when related to the sea), 
  Knowledge(religion)+14 (+16 when related to the 
  sea), Listen +1, Spot +1, Search +5, Spellcraft +5, 
  Swim +4Possessions combat gear plus notebook 
  Amphibious (Ex) Although Degado is aquatic, he can 
  survive indefinitely on land. 
  Skills Degado can always choose to take 10 on a Swim 
  check, even if distracted or endangered. he can use 
  the run action while swimming, provided he swims in 
  a straight line. 
   
  Description: Degado is a tall man with very pale skin, 
  piercing grey eyes and waving, white hair. He wears 
  dashing clothes, often quite colorful, and moves about 
  with a walking stick. He obviously doesn’t need it for 
  support, but likes to wield it as a tool, tapping it on the 
  floor to punctuate when he talks, or using it as an 
  extension of his arm when pointing things out. He has 
  elfish features – fine lined face and a slightly pointed 
  ears, belaying his fey heritage.  
   
  While he is aquatic and can breathe underwater, he 
  has no gills, though his fingers are slightly webbed. 
   
  He is generally calm, but can get passionate when 
  discussion turns to the topic he has specialized in: life in 
  the sea. 
   
  Personality: A true scientist, Degado gathers all facts and 
  rumors on sea life that he can. There are few people who 
  know more about the sea than he does.  
   
  He is a man who applies logic and fact – it confuses 
  him that people would think otherwise to solve a 
  problem. He abhors violence, and makes the – naïve – 
  assumption that all problems can be talked out, and that 
  all species, if they just sit down and talk rationally, can co-
  exist in peace. His refusal to treat the sahuagin as enemies 
  has earned their trust – or so he thinks – and led to the 
  invitation to peace talks. Even though his trust is proven 
  misplaced in this scenario, he nevertheless continues to 
  belief that peace is within reach, only requiring more 
  negotiations. Something minor as an attempt to murder 
  him and his associates isn’t going to get him to relinquish 
  that thought. 
   
  Background: Degado does not generally speak of his 
  heritage. His mother was an aquatic fey, but he doesn’t 
  know much about her. He has a brother named Bardebo 
  ‘in the north’, whom he hasn’t visited in years. 
   
  Combat: Degado doesn’t fight unless somehow forced to 
  (i.e. though a dominate spell). Though his walking stick 
  might double as a club, he considers any use of force a 
  lost cause. 
   
  Still, since the sahuagin, being warriors, do not 
  realize this, he might provide flanking if maneuvered in 
  the right spot (as long as he holds his walking stick). He 
  generally tries to move out of melee unless prevented 
  from doing so. 
   
  Lore: Degado knows a lot about the sea. Most of his 
  knowledge skills are focused on it. As such, he gets a +2 
  circumstance bonus on any Knowledge check related to 
  the sea. 
   
  Goals: Degado goals are pure: he desires peace, and 
  thinks he can achieve it by convincing the sahuagin that 
  the coast can be shared. He feels some offers might need 
  to be made (i.e. by ‘returning’ land to the sea devils). He 
  dreams of the days when sahuagin and sea elves can live 
  together in peace. Unfortunately, the sea elves do not see 
  it the same way, and are actively frustrating his plans. 
  They do not bear him ill will, but see him as a fool, and 
  treat him (and anyone who agrees with him) as such. 
  
  WEYRIN 
  CR N.A. 
  Male human (Oeridian) fighter 2/rogue 4 
  N Medium humanoid (human) 
  Init +3; Senses low-light vision; Listen +1, Spot +1 
  Languages Common, Elf, Aquan 
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor, +1 shield) 
  hp 42 (6 HD)  
  Fort +6, Ref +7, Will +1 
  Speed 30 ft. (6 squares); 
  Melee +1 silvered cutlass +6 (1d6+1/19-20) or 
  Ranged masterwork aquatic crossbow +9 (1d8/19-20) 
  Base Atk +5; Grp +6 Atk Options Sneak attack 2d6 
  Combat Gear +1 silvered cutlass, masterwork aquatic 
  crossbow 
  Abilities Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha 8 
  Feats Combat Expertise, Exotic Weapon Proficiency 
  (aquatic crossbow), Improved Trip, Leadership, 
  Weapon Focus (cutlass) 
  Skills Balance +14, Climb +10, Intimidate +8, Jump 
  +12, Knowledge (local) +8, Listen +9, Profession 
  (sailor) +9, Spot +9, Tumble +14Possessions 
  combat gear plus +1 studded armor, masterwork 
  buckler 
   
  Description: Weyrin is a rough man, sun tanned, and 
  with a full red beard, which he keeps neatly trimmed. He 
  wears an old uniform of the former Idee navy, in which 
  he once served before the Sacrlet Brotherhood took it. 
  The uniform is worn, but kept in good shape. He carries 
  an ornate, silvered cutlass at his side. 
   
  Personality: He is a passionate man, who loves the sea 
  and hates the sahuagin with a passion. He is just, though 
  unremorsefully strict with his men, who both fear and 
  respect him. 
   
  He has a good report with the aquatic elves. They 
  have a history that goes back quite long, and he has 
  bartered many deals with them.  
   
  Towards the PCs, Weyrin keeps up a fair demeanor, 
  even if their apparent chaotic live of adventuring appalls 
  him, as he has need for them. His disdain shows through 
  to the more chaotic types on occasion, while those who 
  prove to be of a more lawful bent can find his sympathy.  
   
  As a soldier, Weyrin is  
   
  Background: Weyrin was originally a captain in the 
  Ideean fleet, before the Scarlet brotherhood invaded Idee 
  and took it over. He fought in several battles against 
  them, and even joined in fights when the Great Kingdom 
  retook the country. However, he was disappointed when 
  it then fell under the rule of Barzaan, and since then 
  retreated, turning to ply his skills on the Solnor instead. 
   
  There, he took up several missions for the aquatic 
  elves that in habited the deep, aiding them in their war 
  against the sahuagin, generally by the smuggling of arms 
  and weapons. He and his crew have been under attack of 
  the sahuagin several times, and he has lost a fair share of 
  his men to them. 
   
  Combat: Weyrin is a smart fighter, who leaves the power 
  attacks to his men, while he tries to move himself to 
  flanking positions from where he can use his abilities 
  best. He trips when possible, or disarms if he plans to 
  take someone alive – which, with the sahuagin, is 
  nobody. 
   
  He stays aboard the ship during the battle, 
  protecting it and its crew from the sahuagins’ assault. As 
  such, it is unlikely the PCs will see him in combat. 
   
  Goals: Weyrin considers the sahuagin monsters. He 
  considers 
  the 
  idea 
  of 
  a 
  diplomatic 
  resolution 
  preposterous, and readily agreed when the sea elves 
  contacted him with plans to take on the sahuagin head 
  on.  
   
  He relies on the backup of the sea elves to succeed, 
  but needs the PCs to make sure that their lead, as 
  powerful adventurers, allow him to rally his men to take a 
  stand until the elves arrive. 
   
  He is willing to take responsibility for the PCs 
  should they decide to attack first – after all, they do so on 
  his command. 
   
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 2 
  
  SHASAKAL 
  CR N.A. 
  Female sahuagin cleric 3 
  LE Medium Humanoid (aquatic) 
  Init +2; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +9 (+13 underwater), Spot +9 (+13 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 18, touch 12, flat-footed 17 
   (+2 Dex, +2 armor, +5 natural) 
  hp 34 (5 HD)  
  Fort +7, Ref +6, Will +12 
  Weakness Fresh water sensitivity, light blindness, water 
  dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +5/+5/+5/+5 (1d4+1) and 
  Melee bite +3 (1d4) or 
  Base Atk +4; Grp +5  
  Atk Options Blood frenzy, rake +3 (1d4) 
  Abilities Str 12, Dex 14, Con 15, Int 14, Wis 18, Cha 12 
  Feats Great Fortitude, Iron Will, MultiattackB  
  Skills Bluff +3, Handle Animal +6 (+10 with sharks), 
  Hide +7 (+11 underwater), Listen +9 (+13 
  underwater), Knowledge(history) +5, 
  Knowledge(religion) +7, Profession (hunter) +4, Ride 
  +4, Spot +9 (+13 underwater), Survival +4, Swim +9 
  Cleric Spells Prepared (CL 3rd): 
   2nd— bull’s strength, enthrallD(DC 17), hold person 
  (DC 17), spiritual weapon (trident, attack +8, 1d8+1) 
   1st— command (DC 16) , cure light wounds (DC 15), 
  entropic shield, protection from goodD(CL 7th), 
  sanctuary (DC 15) 
   0— detect magic, guidance , light , read magic , 
  resistance 
  D: Domain spell. Deity: Shekolah. Domains: Evil (cast 
  evil spells at +1 caster level), Tyranny (+1 on save 
  DC for Enchantment (compulsion) spells) 
  �Already cast 
  Possessions masterwork cord armor, spell pouch 
   
  Description: Shasakal is a thin, yellow skinned sahuagin 
  female. Her head is crowned with barbed spines, and her 
  teeth are sharp and brilliant white. She is less muscled 
  than most sahuagin, but more slender and graceful. 
   
  Shasakal wears a custom cord armor made from a 
  dark green barbed weed. She carries an elaborately carved 
  silvered trident, a token of her status as priestess of 
  Sekolah. 
   
  Personality: Being less strong as normal sahuagin, 
  Shasakal has learned to depend on her wits. She is a 
  manipulative schemer, who seeks strategic advantage 
  through alliances and favors. She is eager to give a 
  promise for aid – even with non sahuagin, though in 
  those cases a promise merely lasts until the granted favor 
  has proved its used. 
   
  Shasakal has learned to hide her own motivations, 
  and can manage a friendly attitude – for a sahuagin – 
  with even those she despises. Whether that demeanor 
  lasts beyond the meeting is very dependent on the profit 
  that can be reaped. 
   
  Background: Shasakal is a sahuagin priestess, with 
  responsibilities over a settlement on the fringes of the 
  sahaugin empire, where frequent skirmishes occur with 
  the sea elves. She met Degado years ago, when she was 
  washed ashore after a pitched battle with the sea elves. 
  She was surprised to find the half-elf that found her 
  caring for her to health. 
   
  Since then, she maintained contact, feeling indebted 
  towards him. Defado believes her to be his friend, but she 
  tells herself she is merely fulfilling a debt, and can turn 
  on him the moment it has been paid. 
   
  Now, with the diplomatic mission, she believes that 
  debt to be fulfilled. She also hopes that a successful truce 
  will propel her status upward, allowing her to challenge a 
  higher priestess fro her place. 
   
  Combat: While Shasakal is capable enough in a fight, 
  she prefers to manipulate or direct others to fight for her. 
  Being less strong than other sahuagin, she relies more on 
  her wit and spells, especially those that compel others to 
  do her will. 
   
  Like most priestesses of Sekolah, defeat is 
  unacceptable, and she rather fights to the death than to 
  surrender or flee. 
   
  Goals: Shasakal’s main goal is to find a temporary truce, 
  while gaining such advantage in the process.  
   
  She is aware that the humans will rather have peace. 
  Her intentions are to give them the idea that a treaty 
  would stave off utter defeat. Once this is established, she 
  offers peace in exchange for as much terrain she can 
  claim – shifting the borders of the sahuagin empire, so 
  they encompass ancestral lands, possibly even the Eye of 
  the Storm. She is well aware that without such benefits, 
  the baron will not agree to any truce. 
   
  Shasakal also desires a truce herself. The war with 
  the humans detracts from the fights against the sea elves, 
  making her own community suffer. With a truce, the 
  sahuagin can fight what she believes are their real foes. 
  The humans can be dealt with later... 
   
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 3 
  
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 4 
  APPENDIX 2 APL 6 
  Note: For the sahuagin racial abilities: blindsense, 
  speak with sharks, fresh water sensitivity, light 
  blindness, water dependent, blood frenzy and rake, see 
  Monster Manual 217. 
   
  4: THE QUEST FOR PEACE 
  RAZEGUL 
  CR 6 
  Male sahuagin marshal 2/hexblade 3* 
  * Complete Warrior p. 6 
  LE Medium Humanoid (aquatic) 
  Init +3; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +9 (+13 underwater), Spot +9 (+13 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 20, touch 10, flat-footed 19 
   (+0 Dex, +6 natural, +4 armor) 
  hp 50 (7 HD)  
  Fort +8 (+10 vs spells), Ref +7 (+9 vs spells), Will 
  +11 (+13 vs spells); arcane resistance, mettle 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +10/+10 (1d4+4) and 
  Melee bite +8 (1d4+2) or 
  Melee +2 silvered trident of warning +13/+8 (1d8+7) 
  and 
  Melee bite +8 (1d4+2) 
  Base Atk +6/+1; Grp +8  
  Atk Options blood frenzy, rake+8 (1d4+2), minor 
  aura (master of tactics), major aura (motivate 
  attack), Power Attack 
  Special Actions hexblade’s curse 1/day (DC 13) 
  Combat Gear +2 silvered trident of warning 
  Abilities Str 18, Dex 10, Con 15, Int 14, Wis 14, Cha 
  14 
  Feats Great Fortitude, MultiattackB, Power Attack, 
  Skill Focus (Diplomacy)B, Weapon Focus (trident) 
  Skills Concentration +9, Diplomacy +5, Handle 
  Animal +9 (+13 with sharks), Intimidate +11 , Hide -
  1 (+3 underwater), Listen +9 (+13 underwater), 
  Profession (hunter) +2, Ride +6, Sense Motive +6, 
  Spellcraft +5, Spot +9 (+13 underwater), Survival 
  +2, Swim +10 
  Possessions combat gear plus +1 sharkskin armor*, 
  amulet of natural armor +1 
  Arcane Resistance (Su) A hexblade gains a bonus 
  equal to his Cha bonus (minimum +1) on saving 
  throws against spells and spell-like effects. 
  Mettle (Ex) A hexblade can resist magical and 
  unusual attacks with great willpower or fortitude. If 
  he makes a successful Will or Fortitude save 
  against an attack that normally would have a lesser 
  effect on a successful save (such as any spell with 
  a saving throw entry of Will half or Fortitude 
  partial), he instead completely negates the effect. 
  An unconscious or sleeping hexblade does not 
  gain the benefit of mettle. 
  Hexblade’s Curse (Su) As a free action a hexblade 
  can unleash a curse upon a foe. The target must 
  be visible to the hexblade and within 60 feet. The 
  target of a hexblade’s curse takes a -2 penalty on 
  attacks, saves, ability checks, skill checks and 
  weapon damage rolls for 1 hour thereafter. A 
  successful Will save(DC10 + ½ hexblade’s class 
  level + hexblade’s Cha modifier) negates the effect. 
  Multiple hexblade’s curses don’t stack, and any foe 
  that successfully resists the effect cannot be 
  affected again by the same hexblade’s curse for 24 
  hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Auras (Ex): The marshal may project one minor aura 
  and (starting at 2nd level) one major aura at a time. 
  Projecting an aura is a swift action. The aura 
  remains in effect until the marshal uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an 
  aura active continually; thus, an aura can be in 
  effect at the start of a combat encounter even 
  before the marshal takes his first turn. 
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or 
  calming allies. 
  Unless otherwise noted, a marshal's aura affects 
  all allies within 60 feet (including himself) who can 
  hear the marshal. An ally must have an Intelligence 
  score of 3 or higher and be able to understand the 
  marshal's language to gain the bonus. A marshal's 
  aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be 
  heard or understood by his allies. 
  All bonuses granted by a marshal's auras are 
  circumstance bonuses that do not stack with each 
  other. 
  Minor Aura: A minor aura lets allies add the 
  marshal's Charisma bonus (if any) to certain rolls. 
   * Master of Tactics: +2 bonus on damage rolls when 
  flanking. 
  Major Aura: A major aura lets allies add +1 to certain 
  rolls.  
   * Motivate Attack: +1 bonus on melee attack rolls. 
  *) See Appendix 3 
   
  RAZEGUL 
  (When under commander’s aura) 
  Melee talon +11/+11 (1d4+4) and 
  Melee bite +9 (1d4+2) or 
  Melee +2 silvered trident of warning +14/+9 (1d8+7) 
  and 
  Melee bite +9 (1d4+2) 
  Atk Options blood frenzy, rake+9 (1d4+2), minor 
  aura (master of tactics), major aura (motivate 
  attack), Power Attack 
   
  
  RAZEGUL 
  (When under commander’s aura and flanking) 
  Melee talon +11/+11 (1d4+6) and 
  Melee bite +9 (1d4+4) or 
  Melee +2 silvered trident of warning +14/+9 (1d8+9) 
  and 
  Melee bite +9 (1d4+4) 
  Atk Options blood frenzy, rake+9 (1d4+4), minor 
  aura (master of tactics), major aura (motivate 
  attack), Power Attack 
   
  SAHUAGIN GUARDS 
  CR 3 
  Male sahuagin ranger 1 
  LE Medium Humanoid (aquatic) 
  Init +3; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +8 (+12 underwater), Spot +8 (+12 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 21, touch 13, flat-footed 17 
   (+3 Dex, +5 natural, +3 armor) 
  hp 20 (3 HD)  
  Fort +6, Ref +6, Will +5 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +7/+7 (1d4+4) and 
  Melee bite +5 (1d4+2) or 
  Melee masterwork trident +8 (1d8+6) and 
  Melee bite +5 (1d4+2) or 
  Ranged aquatic longbow +6 (1d8/x3) or 
  Ranged Touch net +6 (entangle) 
  Base Atk +3; Grp +7  
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +5 (1d4+2), Power Attack 
  Special Actions animal empathy -1 
  Combat Gear masterwork trident, aquatic longbow*, 
  net 
  Abilities Str 19, Dex 16, Con 15, Int 14, Wis 14, Cha 
  6 
  Feats Great Fortitude, MultiattackB, Power Attack, 
  TrackB 
  Skills Handle Animal +4 (+8 with sharks), Hide +8 
  (+12 underwater), Listen +8 (+12 underwater), 
  Profession (hunter) +2, Ride +5, Spot +8 (+12 
  underwater), Survival +6, Swim +10, 
  Possessions combat gear plus masterwork sharkskin 
  armor* 
  *) See Appendix 3 
   
  SAHUAGIN GUARDS 
  (When under commander’s aura) 
  Melee talon +8/+8 (1d4+4) and 
  Melee bite +6 (1d4+2) or 
  Melee masterwork trident +9 (1d8+6) and 
  Melee bite +6 (1d4+2) 
  Atk Options Blood frenzy, favored enemy (elves +2), 
  rake +6 (1d4+2), Power Attack 
   
  SAHUAGIN GUARDS 
  (When under commander’s aura and flanking) 
  Melee talon +8/+8 (1d4+6) and 
  Melee bite +6 (1d4+4) or 
  Melee masterwork trident +9 (1d8+8) and 
  Melee bite +6 (1d4+4) 
  Ranged aquatic longbow +6 (1d8+2/x3) 
  Atk Options Blood frenzy, favored enemy (elves +2), 
  rake +6 (1d4+4), Power Attack 
   
  5: THE QUEST FOR WAR 
  SAGHUAGIN COMMANDER 
  CR 6 
  Male sahuagin marshal 2/hexblade 3* 
  * Complete Warrior p. 6  
  LE Medium Humanoid (aquatic) 
  Init +3; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +9 (+13 underwater), Spot +9 (+13 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 20, touch 10, flat-footed 19 
   (+0 Dex, +6 natural, +4 armor) 
  hp 50 (7 HD)  
  Fort +8 (+10 vs spells), Ref +7 (+9 vs spells), Will 
  +11 (+13 vs spells); arcane resistance, mettle 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +10/+10 (1d4+4) and 
  Melee bite +8 (1d4+2) or 
  Melee +1 silvered trident +12/+7 (1d8+6) and 
  Melee bite +8 (1d4+2) 
  Base Atk +6/+1; Grp +8  
  Atk Options blood frenzy, rake+8 (1d4+2), minor 
  aura (master of tactics), major aura (motivate 
  attack), Power Attack 
  Special Actions hexblade’s curse 1/day (DC 13) 
  Combat Gear +1 silvered trident 
  Abilities Str 18, Dex 10, Con 15, Int 14, Wis 14, Cha 
  14 
  Feats Great Fortitude, MultiattackB, Power Attack, 
  Skill Focus (Diplomacy)B, Weapon Focus (trident) 
  Skills Concentration +9, Diplomacy +5, Handle 
  Animal +9 (+13 with sharks), Intimidate +11 , Hide -
  1 (+3 underwater), Listen +9 (+13 underwater), 
  Profession (hunter) +2, Ride +6, Sense Motive +6, 
  Spellcraft +5, Spot +9 (+13 underwater), Survival 
  +2, Swim +10 
  Possessions combat gear plus +1 sharkskin armor*, 
  amulet of natural armor +1 
  Arcane Resistance (Su) A hexblade gains a bonus 
  equal to his Cha bonus (minimum +1) on saving 
  throws against spells and spell-like effects. 
  Mettle (Ex) A hexblade can resist magical and 
  unusual attacks with great willpower or fortitude. If 
  he makes a successful Will or Fortitude save 
  against an attack that normally would have a lesser 
  effect on a successful save (such as any spell with 
  a saving throw entry of Will half or Fortitude 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 5 
  
  partial), he instead completely negates the effect. 
  An unconscious or sleeping hexblade does not 
  gain the benefit of mettle. 
  Hexblade’s Curse (Su) As a free action a hexblade 
  can unleash a curse upon a foe. The target must 
  be visible to the hexblade and within 60 feet. The 
  target of a hexblade’s curse takes a -2 penalty on 
  attacks, saves, ability checks, skill checks and 
  weapon damage rolls for 1 hour thereafter. A 
  successful Will save(DC10 + ½ hexblade’s class 
  level + hexblade’s Cha modifier) negates the effect. 
  Multiple hexblade’s curses don’t stack, and any foe 
  that successfully resists the effect cannot be 
  affected again by the same hexblade’s curse for 24 
  hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Auras (Ex): The marshal may project one minor aura 
  and (starting at 2nd level) one major aura at a time. 
  Projecting an aura is a swift action. The aura 
  remains in effect until the marshal uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an 
  aura active continually; thus, an aura can be in 
  effect at the start of a combat encounter even 
  before the marshal takes his first turn. 
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or 
  calming allies. 
  Unless otherwise noted, a marshal's aura affects 
  all allies within 60 feet (including himself) who can 
  hear the marshal. An ally must have an Intelligence 
  score of 3 or higher and be able to understand the 
  marshal's language to gain the bonus. A marshal's 
  aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be 
  heard or understood by his allies. 
  All bonuses granted by a marshal's auras are 
  circumstance bonuses that do not stack with each 
  other. 
  Minor Aura: A minor aura lets allies add the 
  marshal's Charisma bonus (if any) to certain rolls. 
   * Master of Tactics: +2 bonus on damage rolls when 
  flanking. 
  Major Aura: A major aura lets allies add +1 to certain 
  rolls.  
   * Motivate Attack: +1 bonus on melee attack rolls. 
  *) See Appendix 3 
   
  SAGHUAGIN COMMANDER 
  (When under commander’s aura) 
  Melee talon +11/+11 (1d4+4) and 
  Melee bite +9 (1d4+2) or 
  Melee +1 silvered trident +13/+8 (1d8+6) and 
  Melee bite +9 (1d4+2) 
  Atk Options blood frenzy, rake+9 (1d4+2), minor 
  aura (master of tactics), major aura (motivate 
  attack), Power Attack 
   
  SAGHUAGIN COMMANDER 
   (When under commander’s aura and flanking) 
  Melee talon +11/+11 (1d4+6) and 
  Melee bite +9 (1d4+4) or 
  Melee +1trident +13/+8 (1d8+9) and 
  Melee bite +9 (1d4+4) 
  Atk Options blood frenzy, rake+9 (1d4+4), minor 
  aura (master of tactics), major aura (motivate 
  attack), Power Attack 
   
  SAHUAGIN SCOUTS 
  CR 3 
  Male sahuagin ranger 1 
  LE Medium Humanoid (aquatic) 
  Init +3; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +8 (+12 underwater), Spot +8 (+12 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 21, touch 13, flat-footed 17 
   (+3 Dex, +5 natural, +3 armor) 
  hp 20 (3 HD)  
  Fort +6, Ref +8, Will +5 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +7/+7 (1d4+4) and 
  Melee bite +5 (1d4+2) or 
  Melee masterwork trident +8 (1d8+6) and 
  Melee bite +5 (1d4+2) or 
  Ranged aquatic longbow +6 (1d8/x3) or 
  Ranged Touch net +6 (entangle) or 
  Ranged Touch net of snaring** +9 (entangle) 
  Base Atk +3; Grp +7  
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +5 (1d4+2), Power Attack 
  Special Actions animal empathy -1 
  Combat Gear masterwork trident, aquatic longbow*, 
  net OR net of snaring** 
  Abilities Str 18, Dex 17, Con 15, Int 14, Wis 14, Cha 
  6 
  Feats Great Fortitude, MultiattackB, Power Attack, 
  TrackB 
  Skills Handle Animal +4 (+8 with sharks), Hide +8 
  (+12 underwater), Listen +8 (+12 underwater), 
  Profession (hunter) +2, Ride +5, Spot +8 (+12 
  underwater), Survival +6, Swim +10, 
  Possessions combat gear plus masterwork sharkskin 
  armor* 
  *) See Appendix 3 
  **) Only one scout has a net of snaring 
   
  SAHUAGIN SCOUTS 
  (When under commander’s aura) 
  Melee talon +8/+8 (1d4+4) and 
  Melee bite +6 (1d4+2) or 
  Melee masterwork trident +9 (1d8+6) and 
  Melee bite +6 (1d4+2) 
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +6 (1d4+2), Power Attack 
   
  SAHUAGIN SCOUTS 
  (When under commander’s aura and flanking) 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 6 
  
  Melee talon +8/+8 (1d4+6) and 
  Melee bite +6 (1d4+4) or 
  Melee masterwork trident +9 (1d8+8) and 
  Melee bite +6 (1d4+4) 
  Ranged aquatic longbow +6 (1d8+2/x3) 
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +6 (1d4+4), Power Attack 
   
  8: THE DESCENT 
  RAVENOUS FISH TRAP 
  CR 6 
  Description see text. 
  Search DC 21; Type magic 
  Trigger detection (alarm); Init +3 
  Effect one random target per round per rune, Atk +8, 
  damage 3d8 
  Duration 9 rounds 
  Destruction AC 16; hp 10/rune; hardness 5 (each 
  rune)  
   
  Disarm Disable Device DC 31 (each rune) 
  Dispel DC 17 (each rune) 
   
  9: THE RITE OF SEHOLAH 
  SULANTEHK 
  CR 7 
  Female sahuagin heucuva* cleric 3 
  * Fiend Folio p. 94 
  LE Medium Undead (aquatic) 
  Init +2; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +10 (+14 underwater), Spot +10 (+14 
  underwater) 
  Languages Aquatic, Sahuagin; speak with sharks 
  AC 25, touch 12, flat-footed 23 
   (+2 Dex, +4 armor, +9 natural) 
  hp 43 (5 HD) ; DR 15/silver 
  Resist Turn resistance +2 
  Immune Undead immunities 
  Fort +3, Ref +6, Will +13 
  Weakness Light blindness 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +11/+11 (1d4+7+heucuva blight) and 
  Melee bite +9 (1d4+4+heucuva blight) 
  Ranged heavy crossbow +8 (1d10+2/19-20) 
  Base Atk +4; Grp +11  
  Atk Options blood frenzy, heucuva blight, rake +9 
  (1d4+4+heucuva blight) 
  Special Actions Spontaneous casting, rebuke 
  undead 3/day (+1, 2d6+4, 3rd) 
  Cleric Spells Prepared (CL 3rdh): 
   2nd—�desecrateD(CL 4th), inky cloud*, summon 
  undead II* 
   1st— bless , blood wind*, doom (DC 16), protection 
  from goodD(CL 4th), sanctuary (DC 16) 
   0— detect magic, guidance, read magic , 
  resistance 
  D: Domain spell. Deity: Shekolah. Domains: Death 
  (use a death touch once per day – 3d6 damage), 
  Evil (cast evil spells at +1 caster level) 
  �Already cast 
  Abilities Str 20, Dex 15, Con -, Int 10, Wis 20, Cha 12 
  Feats Iron Will, MultiattackB, Skill Focus 
  (Concentration), ToughnessB 
  Skills Concentration +9, Listen +10 (+14 underwater), 
  Knowledge(religion) +1, Profession(hunter) +5, 
  Ride +6, Spot +10 (+14 underwater), Survival +5, 
  Swim +11 
  Possessions +1 sharkskin armor*, pearl of power 
  level 2, rope scroll of desecrate  
  Huecuva Blight (Su): Victim hit by a huecuva's slam 
  attach must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time, the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive saves, or receives 
  magical treatment (such as a remove disease 
  spell). 
  *) See Appendix 3 
   
  SULANTEHK 
  CR 7 
  (without desecrate acrive) 
  hp 33 (5 HD) ; DR 15/silver 
  Melee talon +9/+9 (1d4+5+heucuva blight) and 
  Melee bite +7 (1d4+2+heucuva blight) 
  Base Atk +4; Grp +9  
  Atk Options Blood frenzy, heucuva blight, rake +7 
  (1d4+2+heucuva blight) 
   
  SEKOLAH’S TEETH 
  CR 3 
  Male sahuagin mutant fighter 1 
  LE Medium Humanoid (aquatic) 
  Init +1; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +6 (+10 underwater), Spot +6 (+10 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 21, touch 12, flat-footed 16 
   (+2 Dex, +6 natural, +3 armor) 
  hp 24 (3 HD)  
  Fort +7, Ref +5, Will +4 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +7/+7/+7/+7 (1d6+4) and 
  Melee bite +5 (1d4+2) 
  Melee masterwork greatspear +4 (2d6+6) or 
  Ranged heavy crossbow +5 (1d10/19-20) 
  Base Atk +3; Grp +7  
  Atk Options blood frenzy, rake +5 (1d6+2), Power 
  Attack 
  Combat Gear masterwork greatspear*, heavy 
  crossbow 
  Abilities Str 19, Dex 14, Con 16, Int 12, Wis 12, Cha 
  11 
  Feats Great Fortitude, Improved Natural Attack 
  (talon), MultiattackB, Power Attack 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 7 
  
  Skills Handle Animal +2 (+6 with sharks), Hide +1 (+5 
  underwater), Intimidate +4, Knowledge[religion] +2, 
  Listen +6 (+10 underwater), Profession (hunter) +1, 
  Ride +4, Spot +6 (+10 underwater), Survival +1, 
  Swim +10, 
  Possessions combat gear plus masterwork sharkskin 
  armor*, amulet of natural armor +1, potion of magic 
  fang 
  *) See Appendix 3 
   
  10. THE EYE OF SEKOLAH  
   
  AWAKENED GIANT SQUID 
  CR 10 
  NE Huge magical beast (aquatic, augmented animal) 
  Init +7; Senses Darkvision 60 ft., low light vision, 
  Listen +22, Spot +23 
  Languages Common, Aquan 
  AC 17, touch 11, flat-footed 14 
   (-2 size, +3 Dex, +6 natural) 
  hp 93 (14 HD); Die-Hard 
  Fort +10, Ref +12, Will +5; Endurance 
  Speed swim 80 ft. (16 squares); Jet 
  Melee 10 tentacles +16 (1d6+8) and 
  Melee bite +11 (2d8+4) 
  Space 15 ft.; Reach 15 ft. (30 ft. with tentacle) 
  Base Atk +10; Grp +30  
  Atk Options Constrict 1d6+8, Improved Grab 
  Special Actions Ink Cloud 
  Combat Gear elemental gem (water) 
  Abilities Str 26, Dex 17, Con 13, Int 12, Wis 12, Cha 
  4 
  Feats Alertness, Die-Hard, Endurance, Improved 
  Initiative, Improved Toughness 
  Skills  Hide +1, Listen +22, Spot +23, Swim +16 
  Jet (Ex) A giant squid can jet backward once per 
  round as a full-round action, at a speed of 320 feet. 
  It must move in a straight line, but does not 
  provoke attacks of opportunity while jetting. 
  Improved Grab (Ex) To use this ability, a giant squid 
  must hit an opponent of any size with a tentacle 
  attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. *A giant squid 
  has a +4 racial bonus on grapple checks. 
  Constrict (Ex) A giant squid deals 1d6+8 points of 
  damage with a successful grapple check. 
  Ink Cloud (Ex) A giant squid can emit a cloud of jet-
  black ink 20 feet high by 20 feet wide by 20 feet 
  long once per minute as a free action. The cloud 
  provides total concealment, which the squid 
  normally uses to escape a losing fight. All vision 
  within the cloud is obscured. 
  Skills A giant squid has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line.
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 8 
  
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 9 
  APL 8
  4: THE QUEST FOR PEACE 
  RAZEGUL 
  CR 7 
  Male sahuagin marshal 2/hexblade 5* 
  * Complete Warrior p. 6 
  LE Medium Humanoid (aquatic) 
  Init +3; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +9 (+13 underwater), Spot +9 (+13 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 21, touch 10, flat-footed 21 
   (+0 Dex, +6 natural, +5 armor) 
  hp 77 (9 HD)  
  Fort +10 (+12 vs spells), Ref +8 (+10 vs spells), Will 
  +13 (+15 vs spells); arcane resistance, mettle 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +12/+12 (1d4+4) and 
  Melee bite +10 (1d4+2) or 
  Melee +2 silvered trident of warning +15/+10 (1d8+7) 
  and 
  Melee bite +10 (1d4+2) 
  Base Atk +8/+3; Grp +12  
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+10 (1d4+2), minor aura (master of 
  tactics), major aura (motivate attack) 
  Special Actions hexblade’s curse 2/day (DC 15) 
  Combat Gear +2 silvered trident of warning 
  Hexblade Spells Known (CL 2nd): 
   1st (1/day)— phantom threat (DC 15), Tasha’s 
  hideous laughter (DC 15) 
  Abilities Str 18, Dex 10, Con 16, Int 14, Wis 14, Cha 
  16 
  Feats Combat Expertise, Great Fortitude, 
  MultiattackB, Power Attack, Skill Focus 
  (Diplomacy)B, Spell Focus (Enchantment) B, 
  Weapon Focus (trident) 
  Skills Concentration +15, Diplomacy +6, Handle 
  Animal +10 (+14 with sharks), Intimidate +12, Hide 
  -1 (+3 underwater), Listen +9 (+13 underwater), 
  Profession (hunter) +2, Ride +6, Sense Motive +6, 
  Spellcraft +5, Spot +9 (+13 underwater), Survival 
  +2, Swim +12 
  Possessions combat gear plus +2 sharkskin armor*, 
  amulet of natural armor +1, cloak of charisma +2, 
  vest of resistance +1 
  Arcane Resistance (Su) A hexblade gains a bonus 
  equal to his Cha bonus (minimum +1) on saving 
  throws against spells and spell-like effects. 
  Mettle (Ex) A hexblade can resist magical and 
  unusual attacks with great willpower or fortitude. If 
  he makes a successful Will or Fortitude save 
  against an attack that normally would have a lesser 
  effect on a successful save (such as any spell with 
  a saving throw entry of Will half or Fortitude 
  partial), he instead completely negates the effect. 
  An unconscious or sleeping hexblade does not 
  gain the benefit of mettle. 
  Hexblade’s Curse (Su) As a free action a hexblade 
  can unleash a curse upon a foe. The target must 
  be visible to the hexblade and within 60 feet. The 
  target of a hexblade’s curse takes a -2 penalty on 
  attacks, saves, ability checks, skill checks and 
  weapon damage rolls for 1 hour thereafter. A 
  successful Will save(DC10 + ½ hexblade’s class 
  level + hexblade’s Cha modifier) negates the effect. 
  Multiple hexblade’s curses don’t stack, and any foe 
  that successfully resists the effect cannot be 
  affected again by the same hexblade’s curse for 24 
  hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Auras (Ex): The marshal may project one minor aura 
  and (starting at 2nd level) one major aura at a time. 
  Projecting an aura is a swift action. The aura 
  remains in effect until the marshal uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an 
  aura active continually; thus, an aura can be in 
  effect at the start of a combat encounter even 
  before the marshal takes his first turn. 
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or 
  calming allies. 
  Unless otherwise noted, a marshal's aura affects all 
  allies within 60 feet (including himself) who can 
  hear the marshal. An ally must have an Intelligence 
  score of 3 or higher and be able to understand the 
  marshal's language to gain the bonus. A marshal's 
  aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be 
  heard or understood by his allies. 
  All bonuses granted by a marshal's auras are 
  circumstance bonuses that do not stack with each 
  other. 
  Minor Aura: A minor aura lets allies add the 
  marshal's Charisma bonus (if any) to certain rolls. 
   * Master of Tactics: +3 bonus on damage rolls when 
  flanking. 
  Major Aura: A major aura lets allies add +1 to certain 
  rolls.  
   * Motivate Attack: +1 bonus on melee attack rolls. 
  *) See Appendix 3 
   
  RAZEGUL 
  (When under commander’s aura) 
  Melee talon +13/+13 (1d4+4) and 
  Melee bite +11 (1d4+2) or 
  Melee +2 silvered trident of warning +16/+11 (1d8+7) 
  and 
  Melee bite +11 (1d4+2) 
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+11 (1d4+2), minor aura (master of 
  tactics), major aura (motivate attack) 
   
  
  RAZEGUL 
  (When under commander’s aura and flanking) 
  Melee talon +13/+13 (1d4+7) and 
  Melee bite +11 (1d4+5) or 
  Melee +2 silvered trident of warning +16/+11 
  (1d8+10) and 
  Melee bite +11 (1d4+4) 
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+11 (1d4+5), minor aura (master of 
  tactics), major aura (motivate attack) 
   
  SAHUAGIN GUARDS 
  CR 5 
  Male sahuagin ranger 3 
  LE Medium Humanoid (aquatic) 
  Init +4; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +8 (+12 underwater), Spot +8 (+12 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 23, touch 14, flat-footed 18 
   (+4 Dex, +5 natural, +4 armor) 
  hp 34 (5 HD)  
  Fort +7, Ref +10, Will +6 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +9/+9 (1d4+4) and 
  Melee bite +7 (1d4+2) or 
  Melee +1 trident +10 (1d8+7) and 
  Melee bite +7 (1d4+2) or 
  Ranged masterwork aquatic longbow +10 (1d8/x3) or 
  Ranged masterwork aquatic longbow +8/+8 (1d8/x3) 
  or 
  Ranged Touch net +8 (entangle) 
  Base Atk +5; Grp +9  
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +7 (1d4+2) , Power Attack, Rapid Shot 
  Special Actions animal empathy +1 
  Combat Gear +1 trident, masterwork aquatic 
  longbow*, net 
  Abilities Str 18, Dex 18, Con 15, Int 14, Wis 14, Cha 
  6 
  Feats EnduranceB, Great Fortitude, MultiattackB, 
  Power Attack, Rapid ShotB, TrackB 
  Skills Handle Animal +6 (+10 with sharks), Hide +9 
  (+13 underwater), Knowledge (arcana) +4, Listen 
  +8 (+12 underwater), Profession (hunter) +2, Ride 
  +6, Spot +8 (+12 underwater), Spellcraft +4, 
  Survival +7, Swim +10, 
  Possessions combat gear plus +1 sharkskin armor* 
  *) See Appendix 3 
   
  SAHUAGIN GUARDS 
  (When under commander’s aura) 
  Melee talon +10/+10 (1d4+4) and 
  Melee bite +8 (1d4+2) or 
  Melee masterwork trident +11 (1d8+6) and 
  Melee bite +8 (1d4+2) 
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +8 (1d4+2), Power Attack, Rapid Shot 
   
  SAHUAGIN GUARDS 
  (When under commander’s aura and flanking) 
  Melee talon +10/+10 (1d4+7) and 
  Melee bite +8 (1d4+5) or 
  Melee +1 trident +11 (1d8+10/x3) and 
  Melee bite +8 (1d4+5) or 
  Ranged masterwork aquatic longbow +10 (1d8+3/x3) 
  or 
  Ranged masterwork aquatic longbow +8/+8 
  (1d8+3/x3) 
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +8 (1d4+5) , Power Attack, Rapid Shot 
   
  5: THE QUEST FOR WAR 
  SAHUAGIN COMMANDER 
  CR 7 
  Male sahuagin marshal 2/hexblade 5* 
  * Complete Warrior p. 6 
  LE Medium Humanoid (aquatic) 
  Init +3; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +9 (+13 underwater), Spot +9 (+13 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 21, touch 10, flat-footed 21 
   (+0 Dex, +6 natural, +5 armor) 
  hp 77 (9 HD)  
  Fort +10 (+12 vs spells), Ref +8 (+10 vs spells), Will 
  +13 (+15 vs spells); arcane resistance, mettle 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +12/+12 (1d4+4) and 
  Melee bite +10 (1d4+2) or 
  Melee +1silvered trident +14/+9 (1d8+6) and 
  Melee bite +10 (1d4+2) 
  Base Atk +8/+3; Grp +12  
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+10 (1d4+2), minor aura (master of 
  tactics), major aura (motivate attack) 
  Special Actions hexblade’s curse 2/day (DC 15) 
  Combat Gear +1 silvered trident 
  Hexblade Spells Known (CL 2nd): 
   1st (1/day)— phantom threat (DC 15), Tasha’s 
  hideous laughter (DC 15) 
  Abilities Str 18, Dex 10, Con 16, Int 14, Wis 14, Cha 
  16 
  Feats Combat Expertise, Great Fortitude, 
  MultiattackB, Power Attack, Skill Focus 
  (Diplomacy)B, Spell Focus (Enchantment) B, 
  Weapon Focus (trident) 
  Skills Concentration +15, Diplomacy +6, Handle 
  Animal +10 (+14 with sharks), Intimidate +12, Hide 
  -1 (+3 underwater), Listen +9 (+13 underwater), 
  Profession (hunter) +2, Ride +6, Sense Motive +6, 
  Spellcraft +5, Spot +9 (+13 underwater), Survival 
  +2, Swim +12 
  Possessions combat gear plus +2 sharkskin armor*, 
  amulet of natural armor +1, cloak of charisma +2, 
  vest of resistance +1 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 10 
  
  Arcane Resistance (Su) A hexblade gains a bonus 
  equal to his Cha bonus (minimum +1) on saving 
  throws against spells and spell-like effects. 
  Mettle (Ex) A hexblade can resist magical and 
  unusual attacks with great willpower or fortitude. If 
  he makes a successful Will or Fortitude save 
  against an attack that normally would have a lesser 
  effect on a successful save (such as any spell with 
  a saving throw entry of Will half or Fortitude 
  partial), he instead completely negates the effect. 
  An unconscious or sleeping hexblade does not 
  gain the benefit of mettle. 
  Hexblade’s Curse (Su) As a free action a hexblade 
  can unleash a curse upon a foe. The target must 
  be visible to the hexblade and within 60 feet. The 
  target of a hexblade’s curse takes a -2 penalty on 
  attacks, saves, ability checks, skill checks and 
  weapon damage rolls for 1 hour thereafter. A 
  successful Will save(DC10 + ½ hexblade’s class 
  level + hexblade’s Cha modifier) negates the effect. 
  Multiple hexblade’s curses don’t stack, and any foe 
  that successfully resists the effect cannot be 
  affected again by the same hexblade’s curse for 24 
  hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Auras (Ex): The marshal may project one minor aura 
  and (starting at 2nd level) one major aura at a time. 
  Projecting an aura is a swift action. The aura 
  remains in effect until the marshal uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an 
  aura active continually; thus, an aura can be in 
  effect at the start of a combat encounter even 
  before the marshal takes his first turn. 
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or 
  calming allies. 
  Unless otherwise noted, a marshal's aura affects all 
  allies within 60 feet (including himself) who can 
  hear the marshal. An ally must have an Intelligence 
  score of 3 or higher and be able to understand the 
  marshal's language to gain the bonus. A marshal's 
  aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be 
  heard or understood by his allies. 
  All bonuses granted by a marshal's auras are 
  circumstance bonuses that do not stack with each 
  other. 
  Minor Aura: A minor aura lets allies add the 
  marshal's Charisma bonus (if any) to certain rolls. 
   * Master of Tactics: +3 bonus on damage rolls when 
  flanking. 
  Major Aura: A major aura lets allies add +1 to certain 
  rolls.  
   * Motivate Attack: +1 bonus on melee attack rolls. 
  *) See Appendix 3 
   
  SAHUAGIN COMMANDER 
   (When under commander’s aura) 
  Melee talon +13/+13 (1d4+4) and 
  Melee bite +11 (1d4+2) or 
  Melee +1 silvered trident +15/+10 (1d8+6) and 
  Melee bite +11 (1d4+2) 
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+11 (1d4+2), minor aura (master of 
  tactics), major aura (motivate attack) 
   
  SAHUAGIN COMMANDER 
  (When under commander’s aura and flanking) 
  Melee talon +13/+13 (1d4+7) and 
  Melee bite +11 (1d4+5) or 
  Melee +1 silvered trident +15/+10 (1d8+9) and 
  Melee bite +11 (1d4+4) 
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+11 (1d4+5), minor aura (master of 
  tactics), major aura (motivate attack) 
   
  SAHUAGIN SCOUTS 
  CR 5 
  Male sahuagin ranger 3 
  LE Medium Humanoid (aquatic) 
  Init +4; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +8 (+12 underwater), Spot +8 (+12 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 23, touch 14, flat-footed 18 
   (+4 Dex, +5 natural, +4 armor) 
  hp 34 (5 HD)  
  Fort +7, Ref +10, Will +6 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +9/+9 (1d4+4) and 
  Melee bite +7 (1d4+2) or 
  Melee +1 trident +10 (1d8+7) and 
  Melee bite +7 (1d4+2) or 
  Ranged masterwork aquatic longbow* +10 (1d8/x3) or 
  Ranged masterwork aquatic longbow +8/+8 (1d8/x3) 
  or 
  Ranged Touch net +8 (entangle) or 
  Ranged Touch net of snaring** +11 (entangle) 
  Base Atk +5; Grp +9  
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +7 (1d4+2), Power Attack, Rapid Shot 
  Special Actions animal empathy +1 
  Combat Gear +1 trident, masterwork aquatic 
  longbow*, net OR net of snaring** 
  Abilities Str 18, Dex 18, Con 15, Int 14, Wis 14, Cha 
  6 
  Feats EnduranceB, Great Fortitude, MultiattackB, 
  Power Attack, Rapid ShotB, TrackB 
  Skills Handle Animal +6 (+10 with sharks), Hide +9 
  (+13 underwater), Knowledge (arcana) +4, Listen 
  +8 (+12 underwater), Profession (hunter) +2, Ride 
  +6, Spot +8 (+12 underwater), Spellcraft +4, 
  Survival +7, Swim +10, 
  Possessions combat gear plus +1 sharkskin armor* 
  *) See Appendix 3 
  **) Only one scout has a net of snaring 
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 11 
  
  SAHUAGIN SCOUTS 
  (When under commander’s aura) 
  Melee talon +10/+10 (1d4+4) and 
  Melee bite +8 (1d4+2) or 
  Melee masterwork trident +11 (1d8+6) and 
  Melee bite +8 (1d4+2) 
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +8 (1d4+2), Power Attack, Rapid Shot 
   
  SAHUAGIN SCOUTS 
  (When under commander’s aura and flanking) 
  Melee talon +10/+10 (1d4+6) and 
  Melee bite +8 (1d4+4) or 
  Melee masterwork trident +11 (1d8+8) and 
  Melee bite +8 (1d4+4) or 
  Ranged masterwork aquatic longbow +10 (1d8+2/x3) 
  or 
  Ranged masterwork aquatic longbow +8/+8 
  (1d8+2/x3) 
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +8 (1d4+4), Power Attack, Rapid Shot 
   
  8: THE DESCENT 
  RAVENOUS FISH TRAP 
  CR 8 
  Description see text. 
  Search DC 23; Type magic 
  Trigger detection(alarm); Init +4 
  Effect one random target per round per rune, Atk +10, 
  damage 4d8 
  Duration 11 rounds 
  Destruction AC 18; hp 15/rune; hardness 5 (each 
  rune) 
  Disarm Disable Device DC 33 (each rune) 
  Dispel DC 19 (each rune) 
   
  9: THE RITE OF SEHOLAH 
  SULANTEHK 
  CR 7 
  Female sahuagin heucuva* cleric 6 
  * Fiend Folio p. 94 
  LE Medium Undead (aquatic) 
  Init +2; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +11 (+15 underwater), Spot +11 (+15 
  underwater) 
  Languages Aquatic, Sahuagin; speak with sharks 
  AC 26, touch 13, flat-footed 24 
   (+2 Dex, +4 armor, +9 natural, +1 deflection) 
  hp 68 (8 HD) ; DR 15/silver 
  Resist Turn resistance +2 
  Immune Undead immunities 
  Fort +5, Ref +7, Will +16 
  Weakness Light blindness 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +13/+13 (1d4+7+heucuva blight) and 
  Melee bite +11 (1d4+4+heucuva blight) 
  Base Atk +6/+1; Grp +13  
  Atk Options blood frenzy, heucuva blight, rake +11 
  (1d4+4+heucuva blight) 
  Special Actions Spontaneous casting, rebuke 
  undead 3/day (+1, 2d6+7, 6th) 
  Cleric Spells Prepared (CL 6th): 
   3rd— bestow curse (DC 19), dispel magic , prayer, 
  magic circle against good D(CL 7th) 
   2nd—�desecrateD(CL 7th), hold person (DC 18), 
  inky cloud*, spiritual weapon (trident, attack +12, 
  1d8+2), silence (DC 19), summon undead II* 
   1st— bless , blood wind*, doom (DC 17), entropic 
  shield, sanctuary (DC 17), summon undead I* 
   0— detect magic, guidance , light , read magic , 
  resistance 
  D: Domain spell. Deity: Shekolah. Domains: Death 
  (use a death touch once per day – 6d6 damage), 
  Evil (cast evil spells at +1 caster level) 
  �Already cast 
  Abilities Str 20, Dex 15, Con -, Int 10, Wis 23, Cha 12 
  Feats Combat Casting, Iron Will, MultiattackB, Skill 
  Focus (Concentration), ToughnessB  
  Skills Concentration +15 (+19 when casting on the 
  defense or grappled), Listen +11 (+15 underwater), 
  Knowledge(religion) +1, Profession(hunter) +6, 
  Ride +6, Spot +11 (+15 underwater), Survival +6, 
  Swim +11 
  Possessions periapt of wisdom +2, +1 sharkskin 
  armor*, pearl of power level 2 , ring of protection 
  +1, rope scroll of desecrate 
  Huecuva Blight (Su): Victims hit by a huecuva's slam 
  attach must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time, the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive saves, or receives 
  magical treatment (such as a remove disease 
  spell). 
  *) See Appendix 3 
   
  SULANTEHK 
  CR 7 
  (without desecrate active) 
  hp 52 (8 HD) ; DR 15/silver 
  Melee talon +11/+11 (1d4+5+heucuva blight) and 
  Melee bite +9 (1d4+2+heucuva blight) 
  Base Atk +6/+1; Grp +11  
  Atk Options Blood frenzy, heucuva blight, rake +9 
  (1d4+2+heucuva blight) 
   
  SEKOLAH’S TEETH 
  CR 5 
  Male sahuagin mutant fighter 3 
  LE Medium Humanoid (aquatic) 
  Init +1; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +6 (+10 underwater), Spot +6 (+10 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 23, touch 13, flat-footed 17 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 12 
  
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 13 
   (+2 Dex, +6 natural, +4 armor, +1 deflection) 
  hp 42 (5 HD)  
  Fort +8, Ref +6, Will +5 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +10/+10/+10/+10 (1d6+5) and 
  Melee bite +8 (1d4+2) or 
  Melee masterwork greatspear +7 (2d6+7) or 
  Ranged Touch net +7 (entangle) or 
  Ranged heavy crossbow +7 (1d10/19-20) or 
  Base Atk +5; Grp +10  
  Atk Options blood frenzy, rake +8, 1d6+2, Power 
  Attack 
  Combat Gear masterwork greatspear*, heavy 
  crossbow, net 
  Abilities Str 20, Dex 14, Con 16, Int 12, Wis 12, Cha 
  11 
  Feats Great Fortitude, Cleave, Improved Natural 
  Attack (talon), MultiattackB, Power Attack 
  Skills Handle Animal +2 (+6 with sharks), Hide +3 (+7 
  underwater), Intimidate +4, Knowledge[religion] +3, 
  Listen +6 (+10 underwater), Profession (hunter) +1, 
  Ride +4, Spot +6 (+10 underwater), Survival +1, 
  Swim +10 
  Possessions combat gear plus +1 sharkskin armor, 
  amulet of natural armor +1, ring of protection +1, 
  potion of magic fang 
  *) See Appendix 3 
   
  10. THE EYE OF SEKOLAH  
   
  KRAKEN 
  CR 12 
  NE Gargantuan magical beast (aquatic) 
  Init +4; Senses Darkvision 60 ft, low light vision, 
  Listen +30, Spot +30 
  Languages Common, Aquan 
  AC 20, touch 6, flat-footed 20 
   (-4 size, +0 Dex, +14 natural) 
  hp 290 (20 HD)  
  Fort +21, Ref +12, Will +13 
  Speed swim 20 ft. (4 squares); Jet 
  Melee 2 tentacles +28 (2d8+12/19-20) and 
  Melee 6 arms +23 (1d6+6) and 
  Melee bite +23 (4d6+6) 
  Space 20 ft.; Reach 15 ft. (60 ft. with tentacle, 30 ft. 
  with arm) 
  Base Atk +20; Grp +44  
  Atk Options Blind-Fight, Combat Expertise, Constrict, 
  Improved Grab, Improved Trip 
  Special Actions Ink Cloud 
  Combat Gear elemental gem (water) 
  Spell-Like Abilities (CL 9th): 
   1/day— control weather, control winds, dominate 
  animal (DC 18), resist energy 
  �Already cast 
  Abilities Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 
  20 
  Feats Alertness, Blind-Fight, Combat Expertise, 
  Improved Critical (tentacle), Improved Initiative, 
  Improved Trip, Iron Will 
  Skills  Concentration +21, Diplomacy +7, Hide +0, 
  Intimidate +16, Knowledge (geography) +17, 
  Knowledge (nature) +16, Listen +30, Search +28, 
  Sense Motive +17, Spot +30, Survival +5 (+7 
  following tracks), Swim +20, Use Magic Device +16 
  Jet (Ex) A kraken can jet backward once per round as 
  a full-round action, at a speed of 280 feet. It must 
  move in a straight line, but does not provoke 
  attacks of opportunity while jetting. 
  Improved Grab (Ex) To use this ability, the kraken 
  must hit with an arm or tentacle attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Constrict (Ex) A kraken deals automatic arm or 
  tentacle damage with a successful grapple check. 
  Ink Cloud (Ex) A kraken can emit a cloud of jet-black 
  ink in an 80-foot spread once per minute as a free 
  action. The cloud provides total concealment, 
  which the kraken normally uses to escape a fight 
  that is going badly. Creatures within the cloud are 
  considered to be in darkness. 
  Skills A kraken has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
   
  
  APL 10 
  4: THE QUEST FOR PEACE 
  RAZEGUL 
  CR 7 
  Male sahuagin marshal 2/hexblade 7* 
  * Complete Warrior p. 6 
  LE Medium Humanoid (aquatic) 
  Init +3; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +9 (+13 underwater), Spot +9 (+13 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 22, touch 10, flat-footed 22 
   (+0 Dex, +7 natural, +5 armor) 
  hp 95 (11 HD)  
  Fort +11 (+13 vs spells), Ref +9 (+11 vs spells), Will 
  +14 (+16 vs spells); arcane resistance, mettle 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +15/+15 (1d4+5) and 
  Melee bite +13 (1d4+2) or 
  Melee +2 silvered trident of warning +18/+13 (1d8+8) 
  and 
  Melee bite +13 (1d4+2) 
  Base Atk +10/+5; Grp +15  
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+13 (1d4+2), minor aura (master of 
  tactics), major aura (motivate attack) 
  Special Actions greater hexblade’s curse 2/day (DC 
  16) 
  Combat Gear +2 silvered trident of warning 
  Hexblade Spells Known (CL 3rd): 
   1st (2/day)— charm person (DC 15), phantom 
  threat (DC 15), Tasha’s hideous laughter (DC 15) 
  Abilities Str 18, Dex 10, Con 16, Int 14, Wis 14, Cha 
  16 
  Feats Combat Expertise, Great Fortitude, 
  MultiattackB, Power Attack, Skill Focus 
  (Diplomacy)B, Spell Focus (Enchantment) B, 
  Weapon Focus (trident) 
  Skills Concentration +15, Diplomacy +6, Handle 
  Animal +10 (+14 with sharks), Intimidate +12, Hide 
  -1 (+3 underwater), Listen +9 (+13 underwater), 
  Profession (hunter) +2, Ride +6, Sense Motive +6, 
  Spellcraft +5, Spot +9 (+13 underwater), Survival 
  +2, Swim +13 
  Possessions combat gear plus +2 sharkskin armor*, 
  amulet of natural armor +2, gauntlets of ogre 
  power, cloak of charisma +2, vest of resistance +1 
  Arcane Resistance (Su) A hexblade gains a bonus 
  equal to his Cha bonus (minimum +1) on saving 
  throws against spells and spell-like effects. 
  Mettle (Ex) A hexblade can resist magical and 
  unusual attacks with great willpower or fortitude. If 
  he makes a successful Will or Fortitude save 
  against an attack that normally would have a lesser 
  effect on a successful save (such as any spell with 
  a saving throw entry of Will half or Fortitude 
  partial), he instead completely negates the effect. 
  An unconscious or sleeping hexblade does not 
  gain the benefit of mettle. 
  Greater Hexblade’s Curse (Su) As a free action a 
  hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 60 
  feet. The target of a hexblade’s curse takes a -4 
  penalty on attacks, saves, ability checks, skill 
  checks and weapon damage rolls for 1 hour 
  thereafter. A successful Will save(DC 10 + ½ 
  hexblade’s class level + hexblade’s Cha modifier) 
  negates the effect. Multiple hexblade’s curses don’t 
  stack, and any foe that successfully resists the 
  effect cannot be affected again by the same 
  hexblade’s curse for 24 hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Auras (Ex): The marshal may project one minor aura 
  and (starting at 2nd level) one major aura at a time. 
  Projecting an aura is a swift action. The aura 
  remains in effect until the marshal uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an 
  aura active continually; thus, an aura can be in 
  effect at the start of a combat encounter even 
  before the marshal takes his first turn. 
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or 
  calming allies. 
  Unless otherwise noted, a marshal's aura affects 
  all allies within 60 feet (including himself) who can 
  hear the marshal. An ally must have an Intelligence 
  score of 3 or higher and be able to understand the 
  marshal's language to gain the bonus. A marshal's 
  aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be 
  heard or understood by his allies. 
  All bonuses granted by a marshal's auras are 
  circumstance bonuses that do not stack with each 
  other. 
  Minor Aura: A minor aura lets allies add the 
  marshal's Charisma bonus (if any) to certain rolls. 
   * Master of Tactics: +3 bonus on damage rolls when 
  flanking. 
  Major Aura: A major aura lets allies add +1 to certain 
  rolls.  
   * Motivate Attack: +1 bonus on melee attack rolls. 
  *) See Appendix 3 
   
  RAZEGUL 
  (When under commander’s aura) 
  Melee talon +16/+16 (1d4+5) and 
  Melee bite +14 (1d4+2) or 
  Melee +2 silvered trident of warning +19/+14 (1d8+8) 
  and 
  Melee bite +14 (1d4+2) 
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+14 (1d4+2), minor aura (master of 
  tactics), major aura (motivate attack) 
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 14 
  
  RAZEGUL 
  (When under commander’s aura and flanking) 
  Melee talon +16/+16 (1d4+8) and 
  Melee bite +14 (1d4+5) or 
  Melee +2 silvered trident of warning +19/+14 
  (1d8+11) and 
  Melee bite +14 (1d4+5) 
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+14 (1d4+5), minor aura (master of 
  tactics), major aura (motivate attack) 
   
  SAHUAGIN GUARDS 
  CR 7 
  Male sahuagin ranger 5 
  LE Medium Humanoid (aquatic) 
  Init +4; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +10 (+14 underwater), Spot +10 (+14 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 23, touch 14, flat-footed 19 
   (+4 Dex, +5 natural, +4 armor) 
  hp 48 (7 HD)  
  Fort +9, Ref +12, Will +7 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +11/+11 (1d4+4) and 
  Melee bite +9 (1d4+2) or 
  Melee +1 trident +13/+8 (1d8+7) and 
  Melee bite +9 (1d4+2) or 
  Ranged masterwork aquatic longbow +12/+7 (1d8/x3) 
  or 
  Ranged masterwork aquatic longbow +10/+10/+5 
  (1d8/x3) or 
  Ranged Touch net +10 (entangle) 
  Base Atk +7/+2; Grp +11  
  Atk Options blood frenzy, favored enemy (elves +4, 
  humans +2), rake +9 (1d4+2), Power Attack, Rapid 
  Shot 
  Special Actions animal empathy +3 
  Combat Gear +1 trident, masterwork aquatic 
  longbow*, net 
  Ranger Spells Prepared (CL 2nd): 
   1st— magic fang 
  Abilities Str 18, Dex 18, Con 15, Int 14, Wis 14, Cha 
  6 
  Feats EnduranceB, Great Fortitude, MultiattackB, 
  Power Attack, Rapid ShotB, TrackB, Weapon Focus 
  (trident) 
  Skills Handle Animal +6 (+10 with sharks), Hide +9 
  (+13 underwater), Knowledge(arcana) +7, Listen 
  +10 (+14 underwater), Profession (hunter) +2, Ride 
  +6, Spot +10 (+14 underwater), Spellcraft +7, 
  Survival +11, Swim +10 
  Possessions combat gear plus cloak of resistance 
  +1, +1 sharkskin armor* 
  *) See Appendix 3 
   
  SAHUAGIN GUARDS 
  (When under commander’s aura) 
  Melee talon +12/+12 (1d4+4) and 
  Melee bite +10 (1d4+2) or 
  Melee +1 trident +14/+9 (1d8+7) and 
  Melee bite +10 (1d4+2) 
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +10 (1d4+2), Power Attack, Rapid Shot 
   
  SAHUAGIN GUARDS 
  (When under commander’s aura and flanking) 
  Melee talon +12/+12 (1d4+7) and 
  Melee bite +10 (1d4+5) or 
  Melee +1 trident +14/+9 (1d8+10) and 
  Melee bite +10 (1d4+5) or 
  Ranged masterwork aquatic longbow +12/+8 
  (1d8+3/x3) or 
  Ranged masterwork aquatic longbow +10/+10/+5 
  (1d8+3/x3) 
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +10 (1d4+5), Power Attack, Rapid Shot 
   
  5: THE QUEST FOR WAR 
  SAHUAGIN COMMANDER 
  CR 7 
  Male sahuagin marshal 2/hexblade 7* 
  * Complete Warrior p. 6 
  LE Medium Humanoid (aquatic) 
  Init +3; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +9 (+13 underwater), Spot +9 (+13 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 22, touch 10, flat-footed 22 
   (+0 Dex, +7 natural, +5 armor) 
  hp 95 (11 HD)  
  Fort +11 (+13 vs spells), Ref +9 (+11 vs spells), Will 
  +14 (+16 vs spells); arcane resistance, mettle 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +15/+15 (1d4+5) and 
  Melee bite +13 (1d4+2) or 
  Melee +1 silvered trident +17/+12 (1d8+7) and 
  Melee bite +13 (1d4+2) 
  Base Atk +10/+5; Grp +15  
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+13 (1d4+2), minor aura (master of 
  tactics), major aura (motivate attack), Power Attack 
  Special Actions greater hexblade’s curse 2/day (DC 
  16) 
  Combat Gear +1 silvered trident 
  Hexblade Spells Known (CL 3rd): 
   1st (2/day)— charm person (DC 15), phantom 
  threat (DC 15), Tasha’s hideous laughter (DC 15) 
  Abilities Str 19, Dex 10, Con 16, Int 14, Wis 14, Cha 
  16 
  Feats Combat Expertise, Great Fortitude, 
  MultiattackB, Power Attack, Skill Focus 
  (Diplomacy)B, Spell Focus (Enchantment) B, 
  Weapon Focus (trident) 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 15 
  
  Skills Concentration +15, Diplomacy +6, Handle 
  Animal +10 (+14 with sharks), Intimidate +12, Hide 
  -1 (+3 underwater), Listen +9 (+13 underwater), 
  Profession (hunter) +2, Ride +6, Sense Motive +6, 
  Spellcraft +5, Spot +9 (+13 underwater), Survival 
  +2, Swim +13 
  Possessions combat gear plus +2 sharkskin armor*, 
  amulet of natural armor +2, gauntlets of ogre 
  power, cloak of charisma +2, vest of resistance +1 
  Arcane Resistance (Su) A hexblade gains a bonus 
  equal to his Cha bonus (minimum +1) on saving 
  throws against spells and spell-like effects. 
  Mettle (Ex) A hexblade can resist magical and 
  unusual attacks with great willpower or fortitude. If 
  he makes a successful Will or Fortitude save 
  against an attack that normally would have a lesser 
  effect on a successful save (such as any spell with 
  a saving throw entry of Will half or Fortitude 
  partial), he instead completely negates the effect. 
  An unconscious or sleeping hexblade does not 
  gain the benefit of mettle. 
  Greater Hexblade’s Curse (Su) As a free action a 
  hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 60 
  feet. The target of a hexblade’s curse takes a -4 
  penalty on attacks, saves, ability checks, skill 
  checks and weapon damage rolls for 1 hour 
  thereafter. A successful Will save(DC 10 + ½ 
  hexblade’s class level + hexblade’s Cha modifier) 
  negates the effect. Multiple hexblade’s curses don’t 
  stack, and any foe that successfully resists the 
  effect cannot be affected again by the same 
  hexblade’s curse for 24 hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Auras (Ex): The marshal may project one minor aura 
  and (starting at 2nd level) one major aura at a time. 
  Projecting an aura is a swift action. The aura 
  remains in effect until the marshal uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an 
  aura active continually; thus, an aura can be in 
  effect at the start of a combat encounter even 
  before the marshal takes his first turn. 
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or 
  calming allies. 
  Unless otherwise noted, a marshal's aura affects 
  all allies within 60 feet (including himself) who can 
  hear the marshal. An ally must have an Intelligence 
  score of 3 or higher and be able to understand the 
  marshal's language to gain the bonus. A marshal's 
  aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be 
  heard or understood by his allies. 
  All bonuses granted by a marshal's auras are 
  circumstance bonuses that do not stack with each 
  other. 
  Minor Aura: A minor aura lets allies add the 
  marshal's Charisma bonus (if any) to certain rolls. 
   * Master of Tactics: +3 bonus on damage rolls when 
  flanking. 
  Major Aura: A major aura lets allies add +1 to certain 
  rolls.  
   * Motivate Attack: +1 bonus on melee attack rolls. 
  *) See Appendix 3 
   
  SAHUAGIN COMMANDER 
  (When under commander’s aura) 
  Melee talon +16/+16 (1d4+5) and 
  Melee bite +14 (1d4+2) or 
  Melee +1 silvered trident +18/+13 (1d8+7) and 
   
  Melee bite +14 (1d4+2) 
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+14 (1d4+2), minor aura (master of 
  tactics), major aura (motivate attack) 
   
  SAHUAGIN COMMANDER 
  (When under commander’s aura and flanking) 
  Melee talon +16/+16 (1d4+8) and 
  Melee bite +14 (1d4+5) or 
  Melee +1 silvered trident +18/+13 (1d8+10) and  
  Melee bite +14 (1d4+5) 
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+14 (1d4+5), minor aura (master of 
  tactics), major aura (motivate attack) 
   
  SAHUAGIN SCOUTS 
  CR 7 
  Male sahuagin ranger 5 
  LE Medium Humanoid (aquatic) 
  Init +4; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +10 (+14 underwater), Spot +10 (+14 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 23, touch 14, flat-footed 19 
   (+4 Dex, +5 natural, +4 armor) 
  hp 48 (7 HD)  
  Fort +9, Ref +12, Will +7 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +11/+11 (1d4+4) and 
  Melee bite +9 (1d4+2) or 
  Melee +1 trident +13/+8 (1d8+7) and 
  Melee bite +9 (1d4+2) or 
  Ranged masterwork aquatic longbow +12/+7 (1d8/x3) 
  or 
  Ranged masterwork aquatic longbow +10/+10/+5 
  (1d8/x3) or 
  Ranged Touch net +10 (entangle) or 
  Ranged Touch net of snaring** +13 (entangle) 
  Base Atk +7/+2; Grp +11  
  Atk Options blood frenzy, favored enemy (elves +4, 
  humans +2), rake +9 (1d4+2), Power Attack, Rapid 
  Shot 
  Special Actions animal empathy +3 
  Combat Gear +1 trident, masterwork aquatic 
  longbow*, net OR net of snaring** 
  Ranger Spells Prepared (CL 2nd): 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 16 
  
   1st— magic fang 
  Abilities Str 18, Dex 18, Con 15, Int 14, Wis 14, Cha 
  6 
  Feats EnduranceB, Great Fortitude, MultiattackB, 
  Power Attack, Rapid ShotB, TrackB, Weapon Focus 
  (trident) 
  Skills Handle Animal +6 (+10 with sharks), Hide +9 
  (+13 underwater), Knowledge(arcana) +7, Listen 
  +10 (+14 underwater), Profession (hunter) +2, Ride 
  +6, Spot +10 (+14 underwater), Spellcraft +7, 
  Survival +11, Swim +10 
  Possessions combat gear plus cloak of resistance 
  +1, +1 sharkskin armor* 
  *) See Appendix 3 
  **) Only one scout has a net of snaring 
   
  SAHUAGIN SCOUTS 
  (When under commander’s aura) 
  Melee talon +12/+12 (1d4+4) and 
  Melee bite +10 (1d4+2) or 
  Melee +1 trident +14/+9 (1d8+7) and 
  Melee bite +10 (1d4+2) 
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +10 (1d4+2) , Power Attack, Rapid Shot 
   
  SAHUAGIN SCOUTS 
  (When under commander’s aura and flanking) 
  Melee talon +12/+12 (1d4+7) and 
  Melee bite +10 (1d4+5) or 
  Melee +1 trident +14/+9 (1d8+10) and 
  Melee bite +10 (1d4+5) or 
  Ranged masterwork aquatic longbow +12/+8 
  (1d8+3/x3) or 
  Ranged masterwork aquatic longbow +10/+10/+5 
  (1d8+3/x3) 
  Atk Options blood frenzy, favored enemy (elves +2), 
  rake +10 (1d4+5), Power Attack, Rapid Shot 
   
  HUGE ADVANCED ELITE SHARK CR 6 
  Huge animal (aquatic) 
  Init +7; Senses Blindsense 30 ft., keen scent 180 ft.; 
  Listen +12, Spot +12 
  Languages None 
  AC 16, touch 12, flat-footed 13 
   (-2 size, +3 Dex, +5 natural) 
  hp 110 (13 HD)  
  Fort +14, Ref +11, Will +8 
  Speed swim 60 ft. (12 squares); 
  Melee bite +15 (2d6+12) or 
  Space/Reach 15 ft./10 ft. 
  Atk options Snatch 
  Base Atk +9; Grp +25  
  Abilities Str 26, Dex 17, Con 18, Int 1, Wis 14, Cha 2 
  Feats Alertness, Great Fortitude, Improved Initiative, 
  Iron Will, Snatch 
  Skills Listen +12, Spot +12, Swim +17, 
  Blindsense (Ex) A shark can locate creatures 
  underwater within a 30-foot radius. This ability 
  works only when the shark is underwater. 
  Keen scent (Ex) A shark can notice creatures by 
  scent in a 180-foot radius and detect blood in the 
  water at ranges of up to a mile. 
  Skills A shark has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  8: THE DESCENT 
  RAVENOUS FISH TRAP 
  CR 10 
  Description see text. 
  Search DC 25; Type magic 
  Trigger detection(alarm); Init +5 
  Effect one random target per round per rune, Atk 
  +12, damage 5d8 
  Duration 11 rounds 
  Destruction AC 20; hp 20/rune; hardness 5 (each 
  rune) 
  Disarm Disable Device DC 35 (each rune) 
  Dispel DC 21 (each rune) 
   
  9: THE RITE OF SEHOLAH 
  SULANTEHK 
  CR 9 
  Female sahuagin heucuva* cleric 8 
  * Fiend Folio p. 94 
  LE Medium Undead (aquatic) 
  Init +2; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +12 (+16 underwater), Spot +12 (+16 
  underwater) 
  Languages Aquatic, Sahuagin; speak with sharks 
  AC 26, touch 13, flat-footed 24 
   (+2 Dex, +4 armor, +9 natural, +1 deflection) 
  hp 85 (10 HD) ; DR 15/silver 
  Resist Turn resistance +2 
  Immune Undead immunities 
  Fort +6, Ref +7, Will +18 
  Weakness Light blindness 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +15/+15 (1d4+7+heucuva blight) and 
  Melee bite +13 (1d4+4+heucuva blight) 
  Base Atk +8/+3; Grp +15  
  Atk Options Blood frenzy, heucuva blight, rake +13 
  (1d4+4+heucuva blight) 
  Special Actions Spontaneous casting, rebuke 
  undead 3/day (+1, 2d6+9, 8th) 
  Cleric Spells Prepared (CL 10th): 
   4th— poison (touch +15, DC 21) , summon undead 
  IV*, unholy blight D (DC 21) , wall of evil* (CL 
  11th, DC 21)  
   3rd— bestow curse (DC 20), contagion (DC 20), 
  dispel magic , prayer, magic circle against good 
  D(CL 11th). summon undead III* 
   2nd—�desecrateD(CL 11th), hold person (DC 19), 
  inky cloud*, spiritual weapon (trident, attack +15, 
  1d8+3), silence (DC 19), summon undead II* 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 17 
  
   1st— bless , blood wind* x 2, doom (DC 18), 
  entropic shield, sanctuary (DC 18), summon 
  undead I* 
   0— detect magic, detect poison, guidance, light , 
  read magic, resistance 
  D: Domain spell. Deity: Shekolah. Domains: Death 
  (use a death touch once per day – 8d6 damage), 
  Evil (cast evil spells at +1 caster level) 
  �Already cast 
  Abilities Str 20, Dex 15, Con -, Int 10, Wis 25, Cha 12 
  Feats Combat Casting, Iron Will, MultiattackB, 
  Practiced Spellcaster*, Skill Focus (Concentration), 
  ToughnessB  
  Skills Concentration +17 (+21 when casting on the 
  defense or grappled), Listen +12 (+16 underwater), 
  Knowledge(religion) +3, Profession(hunter) +7, 
  Ride +6, Spot +12 (+16 underwater), Survival 7, 
  Swim +11 
  Possessions periapt of wisdom +4, +1 sharkskin 
  armor*, pearl of power level 2 , ring of protection 
  +1, rope scroll of desecrate 
  Huecuva Blight (Su): Victims hit by a huecuva's slam 
  attach must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time, the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive saves, or receives 
  magical treatment (such as a remove disease 
  spell). 
  *) See Appendix 3 
   
  SULANTEHK 
  CR 7 
  (without desecrate active) 
  hp 65 (10 HD) ; DR 15/silver 
  Melee talon +13/+13 (1d4+5+heucuva blight) and 
  Melee bite +11 (1d4+2+heucuva blight) 
  Base Atk +8/+3; Grp +13  
  Atk Options Blood frenzy, heucuva blight, rake +11 
  (1d4+2+heucuva blight) 
   
  SEKOLAH’S TEETH 
  CR 7 
  Male sahuagin mutant fighter 4 / blackguard 1 
  LE Medium Humanoid (aquatic) 
  Init +1; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +6 (+10 underwater), Spot +6 (+10 
  underwater) 
  Aura Aura of despair, aura of evil 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 25, touch 13, flat-footed 23 
   (+2 Dex, +6 natural, +6 armor, +1 deflection) 
  hp 60 (7 HD)  
  Fort +11, Ref +6, Will +5 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 20 ft. (2 squares), swim 40 ft. (8 squares); 
  Melee talon +13/+13/+13/+13 (1d6+6 and poison) 
  ands 
  Melee bite +11 (1d4+3) 
  Melee masterwork greatspear +10/+5 (2d6+9) or 
  Ranged Touch net +9 (entangle) or 
  Ranged heavy crossbow +9 (1d10/19-20) 
  Base Atk +7/+2; Grp +13  
  Atk Options blood frenzy, rake +11, 1d6+3, Cleave, 
  Improved Sunder, Power Attack 
  Special Actions detect good 
  Combat Gear masterwork greatspear*, heavy 
  crossbow 
  Blackguard Spells Prepared (CL 1st): 
   1st— doom (DC 12) 
  �Already cast 
  Abilities Str 20, Dex 14, Con 16, Int 12, Wis 12, Cha 
  11 
  SQ Poison use 
  Feats Great Fortitude, Cleave, Combat Brute*, 
  Improved Natural Attack (talon), Improved Sunder, 
  MultiattackB, Power Attack 
  Skills Handle Animal +2 (+6 with sharks), Hide +3 (+7 
  underwater), Intimidate +4, Knowledge[religion] +3, 
  Listen +6 (+10 underwater), Profession (hunter) +1, 
  Ride +4, Spot +6 (+10 underwater), Survival +1, 
  Swim +7 
  Possessions combat gear plus +1 breastplate, 
  amulet of natural armor +1, gauntlets of ogre 
  power, ring of protection +1, potion of magic fang 
  Poison A teeth’s four talons are coated with a vicious 
  poison. The first time each talon hits, it delivers the 
  poison. 
  Large scorpion venom: Injury, DC 18 ,1d6 Str/1d6 
  Str 
  *) See Appendix 3 
   
  10. THE EYE OF SEKOLAH  
   
  KRAKEN 
  CR 14 
  NE Gargantuan magical beast (aquatic) 
  Init +4; Senses Darkvision 60 ft, low light vision, 
  Listen +36, Spot +36 
  Languages Common, Aquan 
  AC 20, touch 6, flat-footed 20 
   (-4 size, +0 Dex, +14 natural) 
  hp 403 (26 HD)  
  Fort +25, Ref +15, Will +15 
  Speed swim 20 ft. (4 squares); Jet 
  Melee 2 tentacles +34 (3d8+12/19-20) and 
  Melee 6 arms +29 (1d6+6) and 
  Melee bite +29 (4d6+6) 
  Space 20 ft.; Reach 15 ft. (60 ft. with tentacle, 30 ft. 
  with arm) 
  Base Atk +26; Grp +50  
  Atk Options Blind-Fight, Combat Expertise, Constrict, 
  Improved Grab, Improved Trip, Power Attack 
  Special Actions Ink Cloud 
  Combat Gear elemental gem (water) 
  Spell-Like Abilities (CL 9th): 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 18 
  
   1/day— control weather, control winds, dominate 
  animal (DC 18), resist energy 
  �Already cast 
  Abilities Str 34, Dex 10, Con 30, Int 21, Wis 20, Cha 
  20 
  Feats Alertness, Blind-Fight, Combat Expertise, 
  Improved Critical (tentacle), Improved Initiative, 
  Improved Natural Attack (tentacle), Improved Trip, 
  Iron Will, Power Attack 
  Skills  Concentration +21, Diplomacy +7, Hide +12, 
  Intimidate +22, Knowledge (geography) +17, 
  Knowledge (nature) +16, Listen +36, Search +28, 
  Sense Motive +20, Spot +36, Survival +5 (+7 
  following tracks), Swim +20, Use Magic Device +25 
  Jet (Ex) A kraken can jet backward once per round as 
  a full-round action, at a speed of 280 feet. It must 
  move in a straight line, but does not provoke 
  attacks of opportunity while jetting. 
  Improved Grab (Ex) To use this ability, the kraken 
  must hit with an arm or tentacle attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Constrict (Ex) A kraken deals automatic arm or 
  tentacle damage with a successful grapple check. 
  Ink Cloud (Ex) A kraken can emit a cloud of jet-black 
  ink in an 80-foot spread once per minute as a free 
  action. The cloud provides total concealment, 
  which the kraken normally uses to escape a fight 
  that is going badly. Creatures within the cloud are 
  considered to be in darkness. 
  Skills A kraken has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 19 
  
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 20 
  APL 12 
  5: THE QUEST FOR PEACE 
  RAZEGUL 
  CR 7 
  Male sahuagin marshal 2/hexblade 9* 
  * Complete Warrior p. 6 
  LE Medium Humanoid (aquatic) 
  Init +3; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +9 (+13 underwater), Spot +9 (+13 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 22, touch 10, flat-footed 22 
   (+0 Dex, +7 natural, +5 armor) 
  hp 113 (13 HD)  
  Fort +12 (+14 vs spells), Ref +10 (+12 vs spells), Will 
  +15 (+17 vs spells); arcane resistance, mettle 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +18/+18 (1d4+6) and 
  Melee bite +16 (1d4+3) or 
  Melee +2 silvered trident of warning +21/+16/+11 
  (1d8+10) and 
  Melee bite +16 (1d4+3) 
  Base Atk +12/+7/+2; Grp +17  
  Atk Options Combat Brute, blood frenzy, Combat 
  Expertise, Power Attack, rake +16 (1d4+3), minor 
  aura (master of tactics), major aura (motivate 
  attack)  
  Special Actions greater hexblade’s curse 3/day (DC 
  17) 
  Combat Gear +2 silvered trident of warning 
  Hexblade Spells Known (CL 4th): 
   2nd (1/day)— glitterdust (DC 16), touch of idiocy 
   1st (2/day)— charm person (DC 15), entropic 
  shield, phantom threat (DC 15), Tasha’s hideous 
  laughter (DC 15) 
  Abilities Str 19, Dex 10, Con 16, Int 14, Wis 14, Cha 
  16 
  Feats Combat Expertise, Great Fortitude, Improved 
  Trip, MultiattackB, Power Attack, Skill Focus 
  (Diplomacy)B, SpellFocus (Enchantment) B, 
  Weapon Focus (trident) 
  Skills Concentration +17, Diplomacy +6, Handle 
  Animal +10 (+14 with sharks), Intimidate +16, Hide 
  -1 (+3 underwater), Listen +9 (+13 underwater), 
  Profession (hunter) +2, Ride +6, Sense Motive +6, 
  Spellcraft +7, Spot +9 (+13 underwater), Survival 
  +2, Swim +14 
  Possessions combat gear plus +2 sharkskin armor*, 
  amulet of natural armor +2, belt of giant strength 
  +4, cloak of charisma +2, vest of resistance +1 
  Arcane Resistance (Su) A hexblade gains a bonus 
  equal to his Cha bonus (minimum +1) on saving 
  throws against spells and spell-like effects. 
  Mettle (Ex) A hexblade can resist magical and 
  unusual attacks with great willpower or fortitude. If 
  he makes a successful Will or Fortitude save 
  against an attack that normally would have a lesser 
  effect on a successful save (such as any spell with 
  a saving throw entry of Will half or Fortitude 
  partial), he instead completely negates the effect. 
  An unconscious or sleeping hexblade does not 
  gain the benefit of mettle. 
  Greater Hexblade’s Curse (Su) As a free action a 
  hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 60 
  feet. The target of a hexblade’s curse takes a -4 
  penalty on attacks, saves, ability checks, skill 
  checks and weapon damage rolls for 1 hour 
  thereafter. A successful Will save(DC 10 + ½ 
  hexblade’s class level + hexblade’s Cha modifier) 
  negates the effect. Multiple hexblade’s curses don’t 
  stack, and any foe that successfully resists the 
  effect cannot be affected again by the same 
  hexblade’s curse for 24 hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Auras (Ex): The marshal may project one minor aura 
  and (starting at 2nd level) one major aura at a time. 
  Projecting an aura is a swift action. The aura 
  remains in effect until the marshal uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an 
  aura active continually; thus, an aura can be in 
  effect at the start of a combat encounter even 
  before the marshal takes his first turn. 
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or 
  calming allies. 
  Unless otherwise noted, a marshal's aura affects 
  all allies within 60 feet (including himself) who can 
  hear the marshal. An ally must have an Intelligence 
  score of 3 or higher and be able to understand the 
  marshal's language to gain the bonus. A marshal's 
  aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be 
  heard or understood by his allies. 
  All bonuses granted by a marshal's auras are 
  circumstance bonuses that do not stack with each 
  other. 
  Minor Aura: A minor aura lets allies add the 
  marshal's Charisma bonus (if any) to certain rolls. 
   * Master of Tactics: +3 bonus on damage rolls when 
  flanking. 
  Major Aura: A major aura lets allies add +1 to certain 
  rolls.  
   * Motivate Attack: +1 bonus on melee attack rolls. 
  *) See Appendix 3 
   
  RAZEGUL 
  (When under commander’s aura) 
  Melee talon +19/+19 (1d4+6) and 
  Melee bite +17 (1d4+3) or 
  Melee +2 silvered trident of warning +22/+17/+12 
  (1d8+10) and 
  Melee bite +17 (1d4+3) or 
  
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+17 (1d4+3), minor aura (master of 
  tactics), major aura (motivate attack) 
   
  RAZEGUL 
  (When under commander’s aura and flanking) 
  Melee talon +19/+19 (1d4+9) and 
  Melee bite +17 (1d4+6) or 
  Melee +2 silvered trident of warning +22/+17/+12 
  (1d8+13) and 
  Melee bite +17 (1d4+6) or 
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+17 (1d4+6), minor aura (master of 
  tactics), major aura (motivate attack) 
   
  SAHUAGIN GUARDS 
  CR 9 
  Male sahuagin ranger 5/occult slayer 2 
  LE Medium Humanoid (aquatic) 
  Init +4; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +10 (+14 underwater), Spot +10 (+14 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 23, touch 14, flat-footed 18 
   (+4 Dex, +5 natural, +4 armor) 
  hp 80 (9 HD) ; Die Hard 
  Fort +11 (+12 vs spells), Ref +12 (+13 vs spells), Will 
  +7 (+8 vs spells); magical defense 
  Resist mind over magic 1/day 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +13/+13 (1d4+4) and 
  Melee bite +11 (1d4+2) or 
  Melee +1 trident +15/+10 (1d8+7) and 
  Melee bite +11 (1d4+2) or 
  Ranged masterwork aquatic longbow +14/+9 (1d8/x3) 
  or 
  Ranged masterwork aquatic longbow +12/+12/+7 
  (1d8/x3) or 
  Ranged Touch net +13 (entangle) 
  Base Atk +9/+4; Grp +13  
  Atk Options blood frenzy, favored enemy (elves +4, 
  humans +2), rake +11 (1d4+2), Power Attack, 
  Rapid Shot, vicious strike, weapon bond(+1 trident) 
  Special Actions animal empathy +5 
  Combat Gear +1 trident, masterwork aquatic 
  longbow*, net 
  Ranger Spells Prepared (CL 2nd): 
   1st— magic fang 
  Abilities Str 18, Dex 18, Con 18, Int 14, Wis 14, Cha 
  6 
  Feats Die Hard, EnduranceB, Great Fortitude, 
  MultiattackB, Power Attack, Rapid ShotB, TrackB, 
  Weapon Focus (trident) 
  Skills Handle Animal +6 (+10 with sharks), Hide +9 
  (+13 underwater), Knowledge(arcana) +7, Listen 
  +10 (+14 underwater), Profession (hunter) +2, Ride 
  +6, Sense Motiv +10, Spot +10 (+14 underwater), 
  Spellcraft +7, Survival +9, Swim +10Possessions 
  combat gear plus cloak of resistance +1, periapt of 
  health +2, +1 sharkskin armor* 
  Magical Defense (Ex) An occult slayer's constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell-like abilities. This bonus is +1 at 1st level, and 
  it increases to +2 at 3rd level and to +3 at 5th level. 
  Mind Over Magic (Su) Starting at 2nd level, an occult 
  slayer can cause a spell or spell-like ability targeted 
  against her to rebound onto the originator as a free 
  action. This ability otherwise functions as the spell 
  turning spell (caster level equals the character's 
  occult slayer level + 5). An occult slayer can use 
  this ability once per day at 2nd level and twice per 
  day at 4th level. 
  Vicious Strike (Su) At 2nd level and higher, an occult 
  slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits. 
  Weapon Bond (Su) An occult slayer must choose a 
  particular weapon of at least masterwork quality as 
  the focus of her power. Upon making her selection, 
  she immediately forms a bond with the chosen 
  weapon that imbues it with the force of her hatred 
  for spellcasters. Thereafter, any successful attack 
  she makes with that weapon against a spellcaster 
  or a creature with spell-like abilities deals an extra 
  1d6 points of damage. If this particular weapon is 
  lost or destroyed, the occult slayer loses the ability 
  to deal the extra damage until she acquires and 
  bonds with another weapon of the same kind of at 
  least masterwork quality. The occult slayer must 
  spend one day per character level practicing with 
  the replacement weapon (and doing very little 
  else—no adventuring) to create a new weapon 
  bond. 
  *) See Appendix 3 
   
  SAHUAGIN GUARDS 
  (When under commander’s aura) 
  Melee talon +14/+14 (1d4+4) and 
  Melee bite +12 (1d4+2) or 
  Melee +1 trident +16/+11 (1d8+7) and 
  Melee bite +12 (1d4+2) or 
  Atk Options Blood frenzy, favored enemy (elves +2), 
  rake +12 (1d4+2) 
   
  SAHUAGIN GUARDS 
  (When under commander’s aura and flanking) 
  Melee talon +14/+14 (1d4+7) and 
  Melee bite +12 (1d4+5) or 
  Melee +1 trident +16/+11 (1d8+10) and 
  Melee bite +12 (1d4+5) or 
  Ranged masterwork aquatic longbow +14/+9 
  (1d8+3/x3) or 
  Ranged masterwork aquatic longbow +12/+12/+7 
  (1d8+3/x3) 
  Atk Options Blood frenzy, favored enemy (elves +2), 
  rake +12 (1d4+5) 
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 21 
  
  5: THE QUEST FOR WAR 
  SAHUAGIN COMMANDER 
  CR 7 
  Male sahuagin marshal 2/hexblade 9* 
  * Complete Warrior p. 6 
  LE Medium Humanoid (aquatic) 
  Init +3; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +9 (+13 underwater), Spot +9 (+13 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 22, touch 10, flat-footed 22 
   (+0 Dex, +7 natural, +5 armor) 
  hp 113 (13 HD)  
  Fort +12 (+14 vs spells), Ref +10 (+12 vs spells), Will 
  +15 (+17 vs spells); arcane resistance, mettle 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +18/+18 (1d4+6) and 
  Melee bite +16 (1d4+3) or 
  Melee +1 silvered trident +20/+15/+10 (1d8+9) and 
  Melee bite +16 (1d4+3) 
  Base Atk +12/+7/+2; Grp +17  
  Atk Options Combat Brute, blood frenzy, Combat 
  Expertise, Power Attack, rake +16 (1d4+3), minor 
  aura (master of tactics), major aura (motivate 
  attack)  
  Special Actions greater hexblade’s curse 3/day (DC 
  17) 
  Combat Gear +1 silvered trident 
  Hexblade Spells Known (CL 4th): 
   2nd (1/day)— glitterdust (DC 16), touch of idiocy 
   1st (2/day)— charm person (DC 15), entropic 
  shield, phantom threat (DC 15), Tasha’s hideous 
  laughter (DC 15) 
  Abilities Str 19, Dex 10, Con 16, Int 14, Wis 14, Cha 
  16 
  Feats Combat Expertise, Great Fortitude, Improved 
  Trip, MultiattackB, Power Attack, Skill Focus 
  (Diplomacy)B, SpellFocus (Enchantment) B, 
  Weapon Focus (trident) 
  Skills Concentration +17, Diplomacy +6, Handle 
  Animal +10 (+14 with sharks), Intimidate +16, Hide 
  -1 (+3 underwater), Listen +9 (+13 underwater), 
  Profession (hunter) +2, Ride +6, Sense Motive +6, 
  Spellcraft +7, Spot +9 (+13 underwater), Survival 
  +2, Swim +14 
  Possessions combat gear plus +2 sharkskin armor*, 
  amulet of natural armor +2, belt of giant strength 
  +4, +2, cloak of charisma +2, vest of resistance +1 
  Arcane Resistance (Su) A hexblade gains a bonus 
  equal to his Cha bonus (minimum +1) on saving 
  throws against spells and spell-like effects. 
  Mettle (Ex) A hexblade can resist magical and 
  unusual attacks with great willpower or fortitude. If 
  he makes a successful Will or Fortitude save 
  against an attack that normally would have a lesser 
  effect on a successful save (such as any spell with 
  a saving throw entry of Will half or Fortitude 
  partial), he instead completely negates the effect. 
  An unconscious or sleeping hexblade does not 
  gain the benefit of mettle. 
  Greater Hexblade’s Curse (Su) As a free action a 
  hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 60 
  feet. The target of a hexblade’s curse takes a -4 
  penalty on attacks, saves, ability checks, skill 
  checks and weapon damage rolls for 1 hour 
  thereafter. A successful Will save(DC 10 + ½ 
  hexblade’s class level + hexblade’s Cha modifier) 
  negates the effect. Multiple hexblade’s curses don’t 
  stack, and any foe that successfully resists the 
  effect cannot be affected again by the same 
  hexblade’s curse for 24 hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Auras (Ex): The marshal may project one minor aura 
  and (starting at 2nd level) one major aura at a time. 
  Projecting an aura is a swift action. The aura 
  remains in effect until the marshal uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an 
  aura active continually; thus, an aura can be in 
  effect at the start of a combat encounter even 
  before the marshal takes his first turn. 
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or 
  calming allies. 
  Unless otherwise noted, a marshal's aura affects 
  all allies within 60 feet (including himself) who can 
  hear the marshal. An ally must have an Intelligence 
  score of 3 or higher and be able to understand the 
  marshal's language to gain the bonus. A marshal's 
  aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be 
  heard or understood by his allies. 
  All bonuses granted by a marshal's auras are 
  circumstance bonuses that do not stack with each 
  other. 
  Minor Aura: A minor aura lets allies add the 
  marshal's Charisma bonus (if any) to certain rolls. 
   * Master of Tactics: +3 bonus on damage rolls when 
  flanking. 
  Major Aura: A major aura lets allies add +1 to certain 
  rolls.  
   * Motivate Attack: +1 bonus on melee attack rolls. 
  *) See Appendix 3 
   
  SAHUAGIN COMMANDER 
  (When under commander’s aura) 
  Melee talon +19/+19 (1d4+6) and 
  Melee bite +17 (1d4+3) or 
  Melee +1 silvered trident +21/+16/+11 (1d8+9) and 
  Melee bite +17 (1d4+3) or 
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+17 (1d4+3), minor aura (master of 
  tactics), major aura (motivate attack) 
   
  SAHUAGIN COMMANDER 
  (When under commander’s aura and flanking) 
  Melee talon +19/+19 (1d4+9) and 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 22 
  
  Melee bite +17 (1d4+6) or 
  Melee +1 silvered trident +21/+16/+11 (1d8+12) and 
  Melee bite +17 (1d4+6) or 
  Atk Options blood frenzy, Combat Expertise, Power 
  Attack, rake+17 (1d4+6), minor aura (master of 
  tactics), major aura (motivate attack) 
   
  SAHUAGIN SCOUTS 
  CR 9 
  Male sahuagin ranger 5/occult slayer 2 
  LE Medium Humanoid (aquatic) 
  Init +4; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +10 (+14 underwater), Spot +10 (+14 
  underwater) 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 23, touch 14, flat-footed 18 
   (+4 Dex, +5 natural, +4 armor) 
  hp 80 (9 HD) ; Die Hard 
  Fort +11 (+12 vs spells), Ref +12 (+13 vs spells), Will 
  +7 (+8 vs spells); magical defense 
  Resist mind over magic 1/day 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +13/+13 (1d4+4) and 
  Melee bite +11 (1d4+2) or 
  Melee +1 trident +15/+10 (1d8+7) and 
  Melee bite +11 (1d4+2) or 
  Ranged masterwork aquatic longbow +14/+9 (1d8/x3) 
  or 
  Ranged masterwork aquatic longbow +12/+12/+7 
  (1d8/x3) or 
  Ranged Touch net +13 (entangle) OR 
  Ranged Touch net of snaring** +16 (entangle) 
  Base Atk +9/+4; Grp +13  
  Atk Options blood frenzy, favored enemy (elves +4, 
  humans +2), rake +11 (1d4+2), Power Attack, 
  Rapid Shot, vicious strike, weapon bond(+1 trident) 
  Special Actions animal empathy +5 
  Combat Gear +1 trident, masterwork aquatic 
  longbow*, net OR net of snaring** 
  Ranger Spells Prepared (CL 2nd): 
   1st— magic fang 
  Abilities Str 18, Dex 18, Con 18, Int 14, Wis 14, Cha 
  6 
  Feats Die Hard, EnduranceB, Great Fortitude, 
  MultiattackB, Power Attack, Rapid ShotB, TrackB, 
  Weapon Focus (trident) 
  Skills Handle Animal +6 (+10 with sharks), Hide +9 
  (+13 underwater), Knowledge(arcana) +7, Listen 
  +10 (+14 underwater), Profession (hunter) +2, Ride 
  +6, Sense Motiv +10, Spot +10 (+14 underwater), 
  Spellcraft +7, Survival +9, Swim +10Possessions 
  combat gear plus cloak of resistance +1, periapt of 
  health +2, +1 sharkskin armor* 
  Magical Defense (Ex) An occult slayer's constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell-like abilities. This bonus is +1 at 1st level, and 
  it increases to +2 at 3rd level and to +3 at 5th level. 
  Mind Over Magic (Su) Starting at 2nd level, an occult 
  slayer can cause a spell or spell-like ability targeted 
  against her to rebound onto the originator as a free 
  action. This ability otherwise functions as the spell 
  turning spell (caster level equals the character's 
  occult slayer level + 5). An occult slayer can use 
  this ability once per day at 2nd level and twice per 
  day at 4th level. 
  Vicious Strike (Su) At 2nd level and higher, an occult 
  slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits. 
  Weapon Bond (Su) An occult slayer must choose a 
  particular weapon of at least masterwork quality as 
  the focus of her power. Upon making her selection, 
  she immediately forms a bond with the chosen 
  weapon that imbues it with the force of her hatred 
  for spellcasters. Thereafter, any successful attack 
  she makes with that weapon against a spellcaster 
  or a creature with spell-like abilities deals an extra 
  1d6 points of damage. If this particular weapon is 
  lost or destroyed, the occult slayer loses the ability 
  to deal the extra damage until she acquires and 
  bonds with another weapon of the same kind of at 
  least masterwork quality. The occult slayer must 
  spend one day per character level practicing with 
  the replacement weapon (and doing very little 
  else—no adventuring) to create a new weapon 
  bond. 
  *) See Appendix 3 
  **) Only one scout has a net of snaring 
   
  SAHUAGIN SCOUTS 
  (When under commander’s aura) 
  Melee talon +14/+14 (1d4+4) and 
  Melee bite +12 (1d4+2) or 
  Melee +1 trident +16/+11 (1d8+7) and 
  Melee bite +12 (1d4+2) or 
  Atk Options Blood frenzy, favored enemy (elves +2), 
  rake +12 (1d4+2) 
   
  SAHUAGIN SCOUTS 
  (When under commander’s aura and flanking) 
  Melee talon +14/+14 (1d4+7) and 
  Melee bite +12 (1d4+5) or 
  Melee +1 trident +16/+11 (1d8+10) and 
  Melee bite +12 (1d4+5) or 
  Ranged masterwork aquatic longbow +14/+9 
  (1d8+3/x3) or 
  Ranged masterwork aquatic longbow +12/+12/+7 
  (1d8+3/x3) 
  Atk Options Blood frenzy, favored enemy (elves +2), 
  rake +12 (1d4+5) 
   
  8: THE DESCENT 
  RAVENOUS FISH TRAP 
  CR 12 
  Description see text. 
  Search DC 27; Type magic 
  Trigger detection(alarm); Init +6 
  Effect one random target per round per rune, Atk 
  +14, damage 6d8 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 23 
  
  Duration 15 rounds 
  Destruction AC 22; hp 25/rune; hardness 5 (each 
  rune) 
  Disarm Disable Device DC 37 (each rune) 
  Dispel DC 23 (each rune) 
   
  9: THE RITE OF SEHOLAH 
  SULANTEHK 
  CR 11 
  Female sahuagin heucuva* cleric 10 
  * Fiend Folio p. 94 
  LE Medium Undead (aquatic) 
  Init +2; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +13 (+17 underwater), Spot +13 (+17 
  underwater) 
  Languages Aquatic, Sahuagin; speak with sharks 
  AC 27, touch 14, flat-footed 25 
   (+2 Dex, +4 armor, +9 natural, +2 deflection) 
  hp 102 (12 HD) ; DR 15/silver 
  Resist Turn resistance +2 
  Immune Undead immunities 
  Fort +7, Ref +8, Will +18 
  Weakness Light blindness 
  Speed 30 ft. (6 squares), swim 60 ft. (12 squares); 
  Melee talon +16/+16 (1d4+7+heucuva blight) and 
  Melee bite +14 (1d4+4+heucuva blight) 
  Base Atk +9/+4; Grp +16  
  Atk Options Blood frenzy, heucuva blight, rake +14 
  (1d4+4+heucuva blight) 
  Special Actions Spontaneous casting, rebuke 
  undead 3/day (+1, 2d6+11, 10th) 
  Cleric Spells Prepared (CL 12th): 
   5th— plane shift (DC 23)** , slay livingD (CL 13th, 
  DC 23), wall of dispel magic*, summon undead 
  V* 
   4th— divine power, freedom of movement , poison 
  (touch +15, DC 22) , summon undead IV*, unholy 
  blight D (DC 22) , wall of evil* (CL 13th, DC 22)  
   3rd— bestow curse (DC 21), contagion (DC 21), 
  dispel magic , prayer, magic circle against good 
  D(CL 13th), summon undead III* 
   2nd— calm emotions (DC20),�desecrateD(CL 
  13th), hold person (DC 20), inky cloud*, spiritual 
  weapon (trident, attack +17, 1d8+4), silence (DC 
  20), summon undead II* 
   1st— bless , blood wind* x 2, doom (DC 19), 
  entropic shield, sanctuary (DC 19), summon 
  undead I* 
   0— detect magic, detect poison, guidance, light , 
  read magic, resistance 
  D: Domain spell. Deity: Shekolah. Domains: Death 
  (use a death touch once per day – 10d6 damage), 
  Evil (cast evil spells at +1 caster level) 
  �Already cast 
  Abilities Str 20, Dex 15, Con -, Int 10, Wis 26, Cha 12 
  Feats Combat Casting, Iron Will, MultiattackB, 
  Practiced Spellcaster*, Skill Focus (Concentration), 
  Spell Focus (Necromancy), ToughnessB  
  Skills Concentration +19 (+23 when casting on the 
  defense or grappled), Listen +13 (+17 underwater), 
  Knowledge(religion) +5, Profession(hunter) +8, 
  Ride +6, Spot +13 (+17 underwater), Survival +8, 
  Swim +11Possessions periapt of wisdom +4, +1 
  sharkskin armor*, pearl of power level 2, ring of 
  protection +2, rope scroll of desecrate, planar fork 
  (material plane), planar fork (Baator) 
  Huecuva Blight (Su): Victims hit by a huecuva's slam 
  attach must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. 
  The incubation period is 1 day; at the end of that 
  time, the disease deals 1d2 points of Strength and 
  Constitution damage. An infected victim must make 
  a saving throw each day thereafter or take another 
  1d2 points of Strength and Constitution damage. 
  The effects of huecuva blight are cumulative each 
  day until the victim reaches 0 Constitution (and 
  dies), makes two consecutive saves, or receives 
  magical treatment (such as a remove disease 
  spell). 
  *) See Appendix 3 
  **) Plane shift takes the victim to the realm of 
  Sekolah, named Sheyruushk, located on the layer 
  of Stygia in Baator. This underwater realm is 
  accessible from a crack between two icebergs not 
  too far from Tantlin (the City of Ice). The place 
  teams with sea devils and sharks of every type and 
  every size. A PC that cannot return on its own is 
  lost, and requires the expenditure of 6 TU and 
  1,000 gp, or a Special Mission, to return home. 
  *) See Appendix 3 
   
  SULANTEHK 
  CR 7 
  (without desecrate active) 
  hp 78 (12 HD) ; DR 15/silver 
  Melee talon +14/+14 (1d4+5+heucuva blight) and 
  Melee bite +12 (1d4+2+heucuva blight) 
  Base Atk +9/+4; Grp +14  
  Atk Options Blood frenzy, heucuva blight, rake +12 
  (1d4+2+heucuva blight) 
   
  SEKOLAH’S TEETH  
   
  CR 9 
  Male sahuagin mutant fighter 4 / blackguard 3 
  LE Medium Humanoid (aquatic) 
  Init +1; Senses Blindsense 30 ft., darkvision 60 ft.; 
  Listen +6 (+10 underwater), Spot +6 (+10 
  underwater) 
  Aura Aura of despair, aura of evil 
  Languages Common, Aquatic, Sahuagin; speak with 
  sharks 
  AC 29, touch 12, flat-footed 26 
   (+2 Dex, +6 natural, +10 armor, +1 deflection) 
  hp 78 (9 HD)  
  Fort +14, Ref +8, Will +7; dark blessing 
  Weakness Fresh water sensitivity, light blindness, 
  water dependent 
  Speed 20 ft. (2 squares), swim 40 ft. (8 squares); 
  Melee talon +15/+15/+15/+15 (1d6+6 and poison) and 
  Melee bite +13 (1d4+3) 
  Melee masterwork greatspear +12/+7 (2d6+9) or 
  Ranged Touch net +11 (entangle) or 
  Ranged heavy crossbow +11 (1d10/19-20) 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 24 
  
  Base Atk +9/+3; Grp +14  
  Atk Options Blood frenzy, rake +13, 1d6+3, smite 
  good 1/day (+1 to attack, +3 to damage) 
  Special Actions detect good, command undead 
  rebuke undead 3/day (+1, 2d6+2, 1st) 
  Combat Gear masterwork greatspear*, heavy 
  crossbow, net 
  Blackguard Spells Prepared (CL 1st): 
   1st— doom (DC 12), inflict light wounds (DC 12) 
  �Already cast 
  Abilities Str 20, Dex 14, Con 16, Int 12, Wis 12, Cha 
  12 
  SQ Poison use 
  Feats Great Fortitude, Cleave, Combat Brute*, 
  Combat Reflexes, Improved Natural Attack (talon), 
  Improved Sunder, MultiattackB, Power Attack 
  Skills Handle Animal +3 (+7 with sharks), Hide +3 (+7 
  underwater), Intimidate +5, Knowledge[religion] +3, 
  Listen +6 (+10 underwater), Profession (hunter) +1, 
  Ride +4, Spot +6 (+10 underwater), Survival +1, 
  Swim +3 
  Possessions combat gear plus +2 full plate armor, 
  amulet of natural armor +1, gauntlets of ogre 
  power, ring of protection +1, potion of magic fang 
  Poison A teeth’s four talons are coated with a vicious 
  poison. The first time each talon hits, it delivers the 
  poison. 
  Purple worm poison: Injury, DC 24 ,1d6 Str/2d6 Str 
  *) See Appendix 3 
   
  10. THE EYE OF SEKOLAH  
   
  KRAKEN 
  CR 16 
  NE Gargantuan magical beast (aquatic) 
  Init +4; Senses Darkvision 60 ft, low light vision, 
  Listen +42, Spot +42 
  Languages Common, Aquan 
  AC 20, touch 6, flat-footed 20 
   (-4 size, +0 Dex, +14 natural) 
  hp 528 (32 HD)  
  Fort +28, Ref +18, Will +17 
  Speed swim 20 ft. (4 squares); Jet 
  Melee 2 tentacles +40 (3d8+12/19-20) and 
  Melee 6 arms +35 (1d6+6) and 
  Melee bite +35 (4d6+6) 
  Space 20 ft.; Reach 15 ft. (60 ft. with tentacle, 30 ft. 
  with arm) 
  Base Atk +32; Grp +56  
  Atk Options Blind-Fight, Combat Expertise, Constrict, 
  Improved Grab, Improved Trip, Power Attack 
  Special Actions Ink Cloud 
  Combat Gear elemental gem (water) 
  Spell-Like Abilities (CL 9th): 
   1/day— control weather, control winds, dominate 
  animal (DC 18), resist energy 
  �Already cast 
  Abilities Str 34, Dex 10, Con 32, Int 21, Wis 20, Cha 
  20 
  Feats Alertness, Awesome Blow, Blind-Fight, Combat 
  Expertise, Improved Bull Rush Improved Critical 
  (tentacle), Improved Initiative, Improved Natural 
  Attack (tentacle), Improved Trip, Iron Will, Power 
  Attack 
  Skills  Concentration +28, Diplomacy +7, Hide +18, 
  Intimidate +28, Knowledge (geography) +17, 
  Knowledge (nature) +16, Listen +42, Search +34, 
  Sense Motive +20, Spot +42, Survival +5 (+7 
  following tracks), Swim +20, Use Magic Device +31 
  Jet (Ex) A kraken can jet backward once per round as 
  a full-round action, at a speed of 280 feet. It must 
  move in a straight line, but does not provoke 
  attacks of opportunity while jetting. 
  Improved Grab (Ex) To use this ability, the kraken 
  must hit with an arm or tentacle attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Constrict (Ex) A kraken deals automatic arm or 
  tentacle damage with a successful grapple check. 
  Ink Cloud (Ex) A kraken can emit a cloud of jet-black 
  ink in an 80-foot spread once per minute as a free 
  action. The cloud provides total concealment, 
  which the kraken normally uses to escape a fight 
  that is going badly. Creatures within the cloud are 
  considered to be in darkness. 
  Skills A kraken has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 25 
  
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 26 
  APPENDIX 3: NEW RULES OPTIONS 
  FEATS 
  Elflore [General] 
  You've memorized the epic poems, histories, and songs 
  of the elven people, gaining insight into Oerth's 
  history and magic. 
   
  Regions/Races: Celene, Gray Elf, Half-Elf, High 
  Elf, Highfolk, Lendore Isles, Sunndi, Tallfellow 
  Halfling, Ulek States, Valley Elf, Verbobonc 
   
  Benefit: You get a +1 bonus on all Knowledge and 
  Spellcraft checks. 
   
  Source: Dragon 315 
   
  Practiced Spellcaster [General] 
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by +4. This can’t increase 
  your caster level beyond your HD. However, even if 
  you can’t benefit from the full bonus immediately, if 
  you later gain noncaster-level HD you may be able to 
  apply the rest of the bonus. 
   
  For example, a human 5th-level cleric/3rd-level 
  fighter who selects this feat would increase his cleric 
  caster level from 5th to 8th (since has 8 HD). If he later 
  gained a fighter level, he would gain the remainder of 
  the bonus and his cleric caster level would become 9th 
  (since he now has 9 HD). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) much 
  choose which class gains the feat’s effect. 
   
  This does not affect your spells per day or spells 
  known. It only increases your caster level, which 
  would help you penetrate SR and increase the duration 
  and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who has selected this feat twice 
  would cast cleric spells as an 8th-level caster and 
  wizard spells as a 9th-level caster. 
   
  Source: Complete Divine 82 
   
   
  NEW EQUIPMENT 
  Ballista 
  Exotic Ranged Weapon; Cost 500gp; Damage 3D8/19-
  20; Range Increment 120 ft*; Crew 1. 
   
  The ballista is a huge heavy crossbow, fixed in 
  place. It is a direct fire weapon; due to its size a 
  medium creature takes a –4 penalty on attack rolls 
  when firing it and a small creature takes a –6 penalty 
  when firing. A ballista takes up a space 5 feet across and 
  weighs 400 pounds. A ballista deals half damage when 
  fired at an enemy vessel. 
   
  To load or reload a ballista takes a full round action 
  and a DC 10 strength check to bring it to half cock; a 
  full round action and a DC 10 strength check to wind it 
  from half to full cock; a full round action to load the 
  bolt. Normal rate of fire is thus 1 shot per 4 rounds. 
   
  *) note that the ballista’s in this adventure fire 
  underwater, and thus take a -2 penalty on attack rolls 
  for every 5 feet of water they pass through, in addition 
  to the normal penalties for range. 
   
  Source: Stormwrack 103 
   
  Crossbow, Aquatic 
  Exotic Ranged Weapon; Cost 250gp; Damage(S) 1D6; 
  Damage(M) 1D8/19-20; Range Increment 40 ft (40 ft); 
  Weight 4lb; Type Piercing. 
   
  This special version of a light crossbow is strung 
  especially tautly with thicker wire and reinforced not 
  to snap under the increased tension. The aquatic 
  crossbow is not subject to the normal -2 penalty on 
  ranged attack rolls for every five feet of distance (see 
  Ranged Attacks Underwater. page 93 of the Dungeon 
  Masters guide), and uses its normal range increment of 
  40 feet both in and out of water. Aquatic Crossbows are 
  favoured by aventi, merfolk and tritons. 
   
  Source: Stormwrack 107 
   
  Cutlass 
  Light weapon; cost: 15 gp; Dmg (S) 1d4; Dmg (M) 1d6; 
  Critical: 19-20/x2; no range increment; weight: 3 lb; 
  type: slashing 
   
  A light slashing weapon especially favored by 
  pirates and other nautical raiders, the cutlass is a heavy 
  blade about 2 feet long with a curved edge. It is easy to 
  wield in close quarters and can deal vicious gashes to 
  an opponent. It’s heavy basket hilt gives the wielder a 
  +2 circumstance bonus on any checks to resist being 
  disarmed. 
   
  Source: Stormwrack 107 
   
  Greatspear 
  Exotic two-handed weapon; cost: 25 gp; Dmg (S) 1d10; 
  Dmg (M) 2d6; Critical: x3; no range increment; weight: 
  9 lb; type: piercing 
   
  This broad-bladed spear has a long, flat blade, and 
  is too heavy to wield properly without proficiency. 
   
  A greatspear is a reach weapon. 
   
  Source: Complete Warrior 156. 
   
  Longbow, Aquatic 
  Martial Ranged Weapon; Cost 400gp; Damage(S) 1D6; 
  Damage(M) 1D8/x3; Range Increment 60 ft (10 ft); 
  Weight 3lb; Type Piercing. 
   
  Made by the aquatic elves, the aquatic longbow 
  functions as a normal ranged weapon out of the water, 
  with a 60-foot range increment. Underwater, it has a 
  range increment of 10 feet, but it does not take the 
  normal penalty for a ranged attack through water. If 
  
  you have the Aquatic Shot feat, the aquatic longbow’s 
  range increment improves to 30 feet underwater. 
  Aquatic longbows are favored by aquatic elves.  
   
  Source: Stormwrack 107 
   
  Sharkskin Armor 
  Light Armor; Cost 85gp; Armor Bonus +3; Maximum 
  Dex Bonus +6; Armor Check Penalty -2; Arcane Spell 
  Failure Chance 20%; Speed (30 ft.) (30 ft.) Speed (20 ft.) 
  (20 ft.); Weight 15lb. 
   
  Similar to leather armor in appearance, sharkskin 
  is treated so that the sharp toothlike scales covering the 
  skin remain attached to the outside of the armor. 
  Additionally, shark teeth are embedded along the 
  forearms, shoulders, and legs, which count as armor 
  spikes. 
   
  Sharkskin armor provides a +6 circumstance 
  bonus on Escape Artist checks made when the wearer 
  is bound with rope or similar easily cut bindings. 
   
  Source: Stormwrack 106 
   
  NEW TRANSPORT 
  Pinnace 
  The pinnace is a small, two-masted sailing vessel. It’s 
  sturdy enough to undertake long open water voyages 
  and handy enough to use close to shore. A pinnace is 
  fully decked but its sterncastle is hardly worth the 
  name; its little more than a cramped cabin. 
   
  Pinnace: Gargantuan vehicle; seaworthiness +2; 
  Ship-handling +2; speed wind x 30 ft or oars 5 ft. 
  (good); Overall AC 1; Hull sections 4 (sink 1 section); 
  Section hp 50 (hardness 5); Section AC 3; Rigging 
  Sections 2; Rigging hp 60 (hardness 0), AC 1; Ram 3d6; 
  Mounts 2 light; Space 30 ft. by 10 ft.; Height 10 ft. 
  (draft 5 ft.); Complement 15; Watch 3 plus 8 rowers; 
  Cargo 30 tons (speed wind x20 if 15 tons or more); Cost 
  4,500 gp. 
   
  Source: Stormwrack 101. 
   
  SPELLS 
  Blood Wind 
  Evocation 
  Level: Cleric 2, Sorcerer/Wizard 2 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: A single creature with intelligence 4 or higher 
  Duration: 1 round 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  After you complete the spell, the subject’s limbs ripple with 
  power and grow slightly in length. 
   
  The subject can take a full attack action to use all of its 
  natural weapons or unarmed strikes as if they were 
  thrown weapons with a 20-foot range increment. The 
  subject gestures as if making a melee attack, but the 
  result of the attack affects a target within range. This 
  spell does not actually grant reach, and so does not 
  help providing a flanking bonus or allow the subject to 
  make attacks of opportunity at any range greater than 
  normal. The subject uses its normal melee attack 
  bonuses and deals damage normally if it hits, though 
  the target of the attack can benefit from cover or 
  concealment. 
   
  Material Component A small vial containing the ink 
  of a squid or octopus. 
   
  Source: Spell Compendium 34 
   
  Inky Cloud 
  Conjuration (Creation) 
  Level: Cleric 2, Sorcerer/Wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 30 ft.  
  Area: 30 ft. radius spread centered on you 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  Black bubbles of ink boil up from the vial in your hand and 
  quickly spread to fill all the water around you with darkness, 
  blocking your vision. 
   
  You create an inky cloud that billows out from your 
  location. The cloud obscures all sight, including 
  darkvision, beyond 5 feet. A creature within 5 feet has 
  concealment. Creatures farther away have total 
  concealment. 
   
  A moderate current disperses the cloud in 4 
  rounds; a strong current disperses the cloud in 1 
  round. 
   
  This spell functions only underwater. 
   
  Source: Spell Compendium 123 
   
  Summon Undead I 
  Conjuration (Summoning) [Evil] 
  Level: Cleric 1, Sorcerer/Wizard 1 
  Components: V, S, F / DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned creature 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  The undead you summon appear ina burst of smoke and fog. 
  The vapor swiftly dissipates, but you can’t shake the 
  impression of screaming faces in the cloud’s tendrils. 
   
  This spell functions like summon monster I (PH 285), 
  except that you summon an undead creature. 
   
  Summon undead I conjures one of the creatures 
  form the 1st level list in the accompanying sidebar. You 
  choose which creature to summon, and you can change 
  that choice each time you cast the spell. Summoned 
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 27 
  
  undead do not count toward the total Hit Dice of 
  undead that you can control with animate dead pr the 
  other command undead abilities. No undead creature 
  you summon can have more Hit Dice than your caster 
  level + 1. 
   
  Focus: a tiny bag, a small (not lit) candle, and a 
  carved bone from any humanoid. 
   
  Source: Spell Compendium 215 
   
  Summon Undead Lists 
  1st level: Human warrior skeleton (MM 226), kobold 
  zombie (MM 266) 
  2nd level: Owlbear skeleton (MM 226), bugbear 
  zombie (MM 267) 
  3rd level: Ghoul (MM 118), troll skeleton (MM 227), 
  ogre zombie (MM 267) 
  4th level: Allip (MM 10), ghast (MM 119), wyvern 
  zombie (MM 267) 
  5th level: Mummy (MM 190), vampire spawn (MM 
  253), wight (MM 255) 
   
  Summon Undead II 
  Conjuration (Summoning) [Evil] 
  Level: Cleric 2, Sorcerer/Wizard 2 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart 
   
  This spell functions like summon undead I, except that 
  you can summon one undead from the 2nd-level list or 
  two undead of the same kind from the 1st-level list. 
   
  Source: Spell Compendium 215 
   
  Summon Undead III 
  Conjuration (Summoning) [Evil] 
  Level: Cleric 3, Sorcerer/Wizard 3 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart 
   
  This spell functions like summon undead I, except that 
  you can summon one undead from the 3rd-level list or 
  two undead of the same kind from the 2nd-level list, or 
  four undead of the same kind from the 1st-level list. 
   
  Source: Spell Compendium 215 
   
  Summon Undead IV 
  Conjuration (Summoning) [Evil] 
  Level: Cleric 4, Sorcerer/Wizard 4 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart 
   
  This spell functions like summon undead I, except that 
  you can summon one undead from the 4th-level list or 
  two undead of the same kind from the 3rd-level list, or 
  four undead of the same kind from a lower level list. 
   
  Source: Spell Compendium 215 
   
  Summon Undead V 
  Conjuration (Summoning) [Evil] 
  Level: Cleric 5, Sorcerer/Wizard 5 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart 
   
  This spell functions like summon undead I, except that 
  you can summon one undead from the 5th-level list or 
  two undead of the same kind from the 4th-level list, or 
  four undead of the same kind from a lower level list. 
   
  Source: Spell Compendium 215 
   
  Swim 
  Transmutation [Water] 
  Level: Druid 2, Sorcerer/Wizard 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Meidum (100 ft. + 10 ft./ level) 
  Target: One creature 
  Duration: 10 minutes/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  Making the sound of crushing waves with your throat 
  completes the spell. With a wave of your hand, the subject 
  seems more streamlined, with a hint of webbed appendages. 
   
  This spell gives the recipient a swim sped of 30 feet 
  (although not the ability to breathe underwater or hold 
  one’s breath beyond normal limits). As long as the 
  creature isn’t carrying more than a light load, it can 
  swim without making Swim checks. It also gains a +8 
  bonus on any Swim checks to perform special actions 
  or avoid hazards, though it still takes the normal 
  penalty for weight carried (-1 per 5 pounds). The 
  recipient can choose to take 10 on Swim checks, even 
  if rushed or threatened, and can use the run action 
  while swimming if it swims in a straight line. 
   
  If the creature is carrying more than a light load, it 
  must make Swim checks to move (taking the normal 
  penalty for weight carried) but all bother benefits of 
  the spell still apply. 
   
  Material Component: a goldfish scale. 
   
  Source: Spell Compendium 217 
   
  Wall of Dispel Magic 
  Abjuration 
  Level: Cleric 5, Sorcerer/Wizard 5 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: A straight wall whose area is up to one 10-ft. 
  square/level 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  You cast the spell and a translucent wall spings up, a 
  shimmering field of faded colors that swirls and merges with 
  itself like the surface of a soap bubble. 
   
  DUL7-01/SND7-03 The Sea Devils 
   
  Page 28 
  
  This spell creates a transparent, permeatable barrier. 
  Anyone passing through it becomes the target of a 
  dispel magic effect (PH 223) at your acster level. A 
  summoned creature targeted in this way can be 
  dispelled by the effect. 
   
  A wall of dispel magic cannot be seen or felt by 
  ordinary means, or even with a see invisibility spell. 
  Detect magic indicates the presence of the effect, and 
  true seeing revelas its presence. 
   
  Source: Spell Compendium 232 
   
  Wall of Evil 
  Abjuration [Evil] 
  Level: Cleric 4, Sorcerer/Wizard 4 
  Components: V, S, M / DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: A straight wall whose area is up to one 10-ft. 
  square/level or a sphere or hemisphere with a radius of 
  up to 5 ft./2 levels 
  Duration: 10 minutes/level 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  You invoke the abjuration, and a wall of red and black energy 
  springs up, only to fade away to invisibility. 
   
   
  You create an immobile barrier that inhibits good 
  creatures. A good summoned creature cannot pass 
  through the wall in either direction, and any other 
  good creature must succeed on a Will Save each time it 
  attempts to move through the wall. If the saving throw 
  is failed, the creature's movement is stopped, and it can 
  take no other action that round. 
   
  A wall of evil must be continuous and unbroken 
  when formed. If it is cast so that an object or creature 
  breaks its surface, the spell fails. 
   
  Arcane Material Component: Powdered silver worth 
  25 gp. 
   
  Source: Spell Compendium 233 
   
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   MAPS 
   
  THE EYE OF THE STORM 
   
   
   
  DUL7-01/SND7-03 The Sea Devils 
   
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  DUL7-01/SND7-03 The Sea Devils 
   
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  DUL7-01/SND7-03 The Sea Devils 
   
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  DUL7-01/SND7-03 The Sea Devils 
   
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  THE EYE OF SEKOLAH 
  THE EYE OF SEKOLAH 
   
  DUL7-01/SND7-03 The Sea Devils 
   
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  DUL7-01/SND7-03 The Sea Devils 
   
  Page 34 
  PLAYER HANDOUT I: PAX MERCURI 
  The Pax Mercuri are Perrenland's famous mercenaries, posted to trouble spots throughout the Flanaess. The 
  Pax are divided into 5 specialities, with elements of each normally present at each posting. The specialities are: 
  • 
  Fussvolk - infantry 
  • 
  Kavallerie - cavalry 
  • 
  Ingenieur - engineers 
  • 
  Medizinier - healers 
  • 
  Speziallerie – commandos 
   
  The Pax Mercuri was founded in 500 CY in Schwartzenbruin, PerrenLand. It grew out of a number of 
  mercenary companies combining their recruiting, hiring and benefits activities, as well as the number of 
  foreigners trying to attain Perrenese citizenship. It now has a loose organisational structure and serves as a 
  general collective of mercenary units, both foreigners and Perrenland citizens. Not all mercenaries are 
  members of the Pax Mercuri, but most reputable ones are. This includes all "official" Perrenland mercenaries 
  operating abroad.  
   
  The Pax Mercuri is named after the ancient oath that gave mercenaries the right to citizenship of 
  Perrenland in exchange for a pledge to fight for Perrenland if ever called on by the Voormann. The efforts of 
  the early Pax Mercuri units has contributed to the reputation of Perrenland as a source of highly skilled 
  mercenary troops.  
   
  All members of the Pax Mercuri must pledge to fight for Perrenland if ever called on by the Voormann. 
  Although the oath is not magically binding, compliance with the oath is one of the conditions of being granted 
  permanent citizenship (the other is three years of service in the Pax Mercuri). Anyone who does not respond 
  to the call can be charged with treason.  
   
  While totally independent of the Auszug (the elite, standing army of Perrenland), there is sometimes a 
  close working relationship between the Auszug and the Pax Mercuri. Veterans of the Auszug sometimes 
  operate as Pax mercenaries, and occasionally Pax "troops" use Auszug equipment (even ships). Perrenders can 
  elect to spend their compulsory three years of military service abroad in the Pax, though most choose to serve 
  at home.  
   
  The Pax Mercuri uniform is similar to the Auszug uniform in design, but the colours are black and tan 
  instead of red and white. The right leg and the left side and sleeve of the shirt are black, while the left leg and 
  the right side and sleeve are tan.  
   
  The Pax Mercuri has offices in all the major cities of Perrenland, as well as the following foreign cities.  
  • 
  Greyhawk City 
  • 
  Chendl (Furyondy) 
  • 
  Ekbir City (Ekbir) 
  • 
  Enstad (Celene) 
  • 
  Eru Tovar (Wolf Nomads) 
  • 
  Gyrax (Duchy of Ulek) 
  • 
  Highfolk (Highfolk) 
  • 
  Mitrik (Veluna) 
  • 
  Pellak (Bissel) 
  • 
  Radigast City (County of Urnst) 
  • 
  Sefmur (Tusmit) 
  • 
  Verbobonc (Verbobonc) 
   
  The Pax Mercuri used to have an office in Lopolla (Ket), but it was burned to the ground and the officers killed 
  in 593 CY, allegedly by a mob protesting at the re-opening of the Khund tunnel from Perrenland to Tusmit.  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/597/Normal Scenarios/SND7-03 - The Sea Devils (APL 6-12)/SND7-03 - The Sea Devils.pdf