TEXT: 1
  Shoals of Intrigue
  A SHORT ADVENTURE 
  FOR FOUR 8TH-LEVEL 
  PLAYER CHARACTERS
  CREDITS
  Design:
  Robert Wiese
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti
  Web Production:
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered
  trademarks owned by Wizards of the Coast, Inc. The d20 logo is a
  trademark owned by Wizards of the Coast, Inc. All Wizards characters,
  character names, and the distinctive likenesses thereof are trademarks
  owned by Wizards of the Coast, Inc. 
  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.
  ©2003 Wizards of the Coast, Inc. All rights reserved. 
  Made in the U.S.A. 
  This product is a work of fiction. Any similarity to actual people, organizations,
  places, or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game Content. 
  No portion of this work may be reproduced in any form without written permission.
  To learn more about the Open Gaming License and the d20 System License, 
  please visit www.wizards.com/d20.
  Shoals of Intrigue is a short D&D adventure for four 8th-level
  characters. This adventure can be incorporated into any style
  of campaign, but a significant portion of it takes place under-
  water. Thus, the PCs should have some means of underwater
  survival.
  PREPARATION
  You (the DM) need the core books, including the Player’s
  Handbook, the DUNGEON MASTER’s Guide, and the Monster
  Manual. Familiarize yourself with the malenti, a sahuagin that
  resembles an aquatic elf, from the Monster Manual, and with
  the rules for underwater combat from the DUNGEON MASTER’s
  Guide, before beginning play.
  You can place this adventure in any area of your campaign
  world where a volcanic island chain is located near a well-
  populated seacoast. Adapt the material given here as you see
  fit to make it work with your campaign world.
  To get started, print out this adventure (including the map).
  Shoals of Intrigue uses the “Volcano Depths” map from the
  Map-a-Week 
  web 
  column 
  (http://www.wizards.com/
  dnd/images/mapofweek/Volcano_depths_HI.jpg), which has
  been included with this adventure. You might also want a map
  of the Hawaiian islands for use in the later part of the
  adventure.
  ADVENTURE
  BACKGROUND
  Political tensions tend to run high among coastal cities
  competing for trade, resources, and military control of the sea.
  In this sort of situation, espionage becomes invaluable as a
  means of keeping tabs on rival cities. And when information
  becomes a valued commodity, spying becomes a lucrative and
  sometimes even a respected profession.
  Such has been the case in Flundspoor, Blakemire, and
  neighboring port cities for some years now. Each city’s over-
  lord maintains spies in every nearby city to keep abreast of the
  other rulers’ activities. Since the use of spies is so common-
  place, there is no stigma attached to the profession. Captured
  spies are generally treated well in captivity and ransomed
  back to the cities for which they work rather than being put to
  death or subjected to barbaric tortures, as they might be in
  other realms. After all, everyone has spies, and to treat
  another’s agents poorly would invite similar treatment for
  one’s own spies if they were caught.
  This veneer of civility does not stop the overlords from
  trying to root out foreign spies, nor does it slow their efforts
  to prevent foreign spies from discovering their secrets. If
  anything, the overlords work harder to keep secrets than
  rulers in other areas do simply because they know that there
  are plenty of skilled agents trying to bypass their security
  measures. Some rulers view maintaining security as a game in
  which each move is won or lost by luck or skill or paranoia.
  
  2
  Various third parties living on and around the sea also have
  an interest in the welfare of the port cities. Some, such as
  pirates, simply seek to accumulate as much wealth as possible
  before their capture or retirement. Others endeavor to manip-
  ulate the rulers and the merchants and exert control over
  coastal affairs from behind the scenes.
  The hobgoblin Junparrt is one of the latter sort. His plan is
  to stir unrest among the port cities and drive them to war with
  each other. Once their resources are depleted and their over-
  lords dead or driven out, the hobgoblin can maneuver his own
  agents onto the vacant seats of power and rule the entire coast
  from behind the scenes. To that end, Junparrt has instructed
  his followers to interfere with trade and the passing of infor-
  mation between the cities as much as possible. By denying the
  overlords their customary information, he hopes to make
  them nervous enough about one another’s intentions that the
  smallest spark will ignite a war. Junparrt has contacts with the
  pirates who prey on the coastal trade as well, and he plans to
  use those allies both to profit during the coming war and to
  support his chosen candidates as successors to the current
  rulers.
  The city of Flundspoor has been arming for a naval
  campaign over the last three months, primarily because the
  overlord of that city—a man named Kalinn—is concerned
  about pirates (though he would also dearly love to extend his
  control of the waters). He is interested in forming an alliance
  with Overlord Brashik Muloon of Blakemire to defeat the
  pirates once and for all. Figuring that Brashik would be more
  likely to believe the information if it came from one of his
  own spies, Overlord Kalinn let it be known that he was inter-
  ested in an alliance. Sure enough, one of Muloon’s spies
  named Phodri picked up the information and then took
  passage on the Faithful Lady, a merchant ship heading to
  Blakemire. 
  But the ship never arrived. Overlord Muloon knew that
  Phodri carried crucial information regarding Flundspoor and
  was traveling aboard the Faithful Lady. When both ship and
  spy mysteriously disappeared, Muloon became more
  concerned than ever about whether Kalinn’s expanding mili-
  tary forces might threaten the future of his city.
  ADVENTURE HOOKS
  The adventure can begin in the city of Blakemire or in any one
  of the other coastal cities, depending upon how you wish to
  get the PCs involved. Below are some suggestions for adven-
  ture hooks.
  BEGINNING IN BLAKEMIRE
  • Direct Employment: Overlord Muloon hires the PCs to
  find the lost spy and escort him safely back to Blakemire.
  He offers an appropriate fee, half in advance and half on
  their successful return. He also grants them the use of a
  ship from his fleet for the mission. Success could grant
  the PCs permanent status as the overlord’s special agents,
  if you wish to give the party a new base of operations.
  BEGINNING ELSEWHERE
  • Reward: Overlord Muloon has posted a reward in all the
  neighboring cities for the capture of the pirates who
  attacked the merchant ship Faithful Lady. At least one
  pirate must be taken alive to earn the reward. No other
  information is readily available; the PCs must follow what
  clues they can and seek out the villains on their own.
  • Shanghaied: While the PCs are out drinking and carous-
  ing one evening, pirates secretly drug their drinks or
  attack them as they head back to the inn. The characters
  awaken to find themselves in chains aboard a ship. The
  pirate captain gives them the choice of a tour of duty
  with his crew or Davy Jones’s locker. If the PCs choose to
  serve, the ship’s priest places a mark of justice spell upon
  them to ensure that they keep their word. The ship is
  currently headed for the wreck of the Faithful Lady,
  hoping to conduct a lucrative salvage operation.
  • Misdirected Message: The PCs receive a message from
  Phodri by mistake because one of them looks like the
  intended recipient (perhaps a sibling, a romantic inter-
  est, or a business associate). The message says, “Will meet
  you behind the statue in Orlon Park at midnight on the
  night of the quarter-moon (today in your campaign).” If
  the PCs take the bait, no one appears to meet them at the
  appointed time because Phodri never returned home.
  Alternatively, a rival who somehow found out about the
  meeting appears instead with a band of street toughs,
  and a fight ensues. A quick search of the opponents after
  the PCs prevail reveals that the attackers came from
  Flundspoor in search of a spy. 
  If the PCs track down the NPC who should have
  received the message, they can learn the spy’s identity
  and his travel plans. Phodri’s intended contact is quite
  concerned about his disappearance and asks the PCs to
  locate him if they have not already announced their
  intention to do so. If they have, the character may ask to
  accompany them if you want an NPC with the party.
  BEGINNING THE
  ADVENTURE
  Whichever method you use to get the PCs involved, they will
  need a ship to proceed, since Phodri was lost at sea.
  Depending on the hook used, they may already be on a ship
  (Shanghaied), have one provided (Direct Employment), or
  need to hire one.
  Assuming that they were not shanghaied, the PCs can ask
  around town a bit and perhaps find out some useful informa-
  
  3
  tion before embarking on the mission. A character can gain
  each piece of information below by asking in the indicated
  area and making a successful bardic knowledge, Charisma,
  Diplomacy, Gather Information, or Intimidate check at the
  given DC. (They do have to ask specific questions to get the
  corresponding information; don’t just give the players all the
  results that apply on a successful check.)
  AROUND TOWN
  • All coastal cities employ spies to watch the others. There
  are a number of spies from Flundspoor operating inside
  Blakemire. Spies are generally well treated if captured, so
  if this spy was captured by a rival city, he will probably be
  found alive (DC 10).
  • Pirates operate in the seas near the coastal cities. Pirates
  generally have no interest in passengers on ships, only in
  the goods they carry (DC 12).
  • Rumor has it that Flundspoor is expanding its navy
  because Overlord Kalinn plans to attack Blakemire and
  other cities between the two (DC 14).
  AT THE PORT
  • Ships from Flundspoor to Blakemire usually take a
  certain route that passes by a chain of islands about one-
  third of the way from Blakemire. (Information on the
  islands must be supplied from your campaign world.)
  The intended route of this particular ship would be
  available from the Port of Flundspoor, where the ship
  sailed from (Gather Information DC 16 or Diplomacy
  DC 19).
  • The Faithful Lady carried a cargo of rum and cloth,
  destined for a city farther down the coast than
  Blakemire. It also carried three passengers: Phodri, a
  merchant, and the daughter of a noble who lived in
  Flundspoor. It had a crew of twenty-seven, plus a captain
  (Gather Information DC 18).
  When the PCs reach the site of the shipwreck, proceed to
  Encounter A.
  ENCOUNTER A: 
  THE WRECK OF 
  THE FAITHFUL LADY
  The Faithful Lady currently lies beneath 35 feet of water at a
  spot about three days’ sail from Blakemire, within sight of a
  small chain of islands. One of these islands houses Junparrt’s
  secret lair. (See The Island Chain and Volcano, below, for more
  information on the islands.) 
  Some days ago, a small group of sahuagin and sharks
  waylaid the vessel, distracting the crew with combat while
  another ally of Junparrt warped the ship’s hull from below. The
  attack occurred in deeper waters, but the captain turned the
  ship toward the island chain as soon as it began to sink. When
  it reached a hidden reef, it finally went down.
  The Faithful Lady now lies submerged next to the coral
  reef on which it foundered. The central main mast just barely
  breaks the surface; the rest of the ship is underwater. The top
  of the coral reef has an average depth of 21 feet, but it rises to
  only 3 feet below the surface at its highest point. Because he
  knows of the reef, the captain of the PCs’ ship refuses to
  approach very closely; thus the PCs must either swim or fly
  about 40 feet from their ship to the wreck site.
  The minions of Junparrt have formed a work party to
  salvage what they can from the wreckage. Led by the malenti
  druid Medjil, they are currently at work near the hole in the
  bottom of the hull. These creatures cannot be seen from above
  or from the deck of the wrecked ship; the PCs can spot them
  only by approaching the base of the ship from either the
  inside or the outside.
  As soon as the PCs get close enough to see the wrecked
  ship, either from above or from underwater, read or para-
  phrase the following aloud.
  Ahead is vessel you seek, lying on the floor of the
  sea. Though it lists to one side, the name Faithful
  Lady is clearly visible on the bow. From this
  distance, there appears to be no damage to the ship
  itself.
  pqqqqrs
  THE FAITHFUL LADY
  The Faithful Lady is a caravel measuring approximately
  52 feet long and 21 feet wide at the beam, with a total
  height of 62 feet from crow’s nest to bottom of hull. It
  has a forecastle and a sterncastle, each with two cabins
  and a deck above. Its main hold is accessible through
  a large covered hole in the main deck and also via a
  small trapdoor and stairway in the sterncastle.
  Before meeting its doom at sea, the ship had a
  crew of twenty-seven, plus a captain and three
  passengers: Phodri, the merchant, and the
  noble’s daughter. The sterncastle housed the cap-
  tain, the mate, and the ship’s cleric. The forecas-
  tle housed the passengers. The crew slept in
  bunks tied into the side of the ship in the main
  hold, above a narrow ledge built around the edge
  for access. Stowed beneath each bunk was a trunk
  to hold the crew member’s clothing and personal
  possessions. There was just enough room to walk
  on the ledge past a sleeping crewperson, if one
  was careful.
  pqqqqrs
  
  4
  pqqqqrs
  UNDERWATER MOVEMENT AND COMBAT
  Land-based creatures can have considerable diffi-
  culty when fighting in water. Water affects a crea-
  ture’s Armor Class, attack rolls, damage, and move-
  ment. In some cases, a creature’s opponents may
  get a bonus to attack the creature. The effects are
  summarized below.
  Fire: Nonmagical fire (including alchemist’s fire)
  does not burn underwater. Spells or spell-like
  effects with the Fire descriptor are ineffective
  underwater unless the caster makes a successful
  Spellcraft check (DC 15 + spell level). If the check
  succeeds, the spell creates a bubble of steam
  instead of its usual fiery effect, but otherwise the
  spell works as described. Supernatural fire effects
  are ineffective underwater unless their descriptions
  state otherwise.
  The surface of a body of water blocks line of effect
  for any fire spell. If the caster has made a Spellcraft
  check to make the fire spell useful underwater, the
  surface still blocks the spell’s line of effect. For
  example, a fireball cast underwater cannot be
  targeted at creatures above the surface.
  Attacks from Land: Characters swimming, float-
  ing, or treading water on the surface, or wading in
  water at least chest deep have one-quarter cover
  against melee or ranged attacks from opponents on
  land. Land-bound opponents who have freedom of
  movement effects ignore this cover when making
  melee attacks against targets in the water. A
  completely submerged creature has one-half cover
  against opponents on land unless those opponents
  have freedom of movement effects. Magical effects
  are unaffected, except for those that require attack
  rolls (which are treated like any other effects) and
  fire effects.
  Ranged Attacks Underwater: Thrown weapons
  are ineffective underwater, even when launched
  from land. Other ranged weapons take a –2 penalty
  on attack rolls for every 5 feet of water they pass
  through, in addition to the normal penalties for
  range. Any sort of ranged weapon that is specifi-
  cally made for use underwater ignores these
  restrictions.
  Underwater Visibility: Submerged or swimming
  creatures may also gain concealment from the
  water, depending on how clear it is. Even perfectly
  clear water (such as that at the site of the wreck)
  obscures vision (including darkvision) beyond 200
  feet. A creature in perfectly clear water has one-quar-
  ter concealment at 50 feet (10% miss chance), one-
  half concealment at 100 feet (20% miss chance),
  three-quarters concealment at 150 feet (30% miss
  chance), and nine-tenths concealment at 200 feet
  (50% miss chance) and opponents cannot use sight
  to locate it.
  pqqqqrs
  Combat Adjustments for Water
  Slash or Bludgeon
  Claw or Tail
  Condition1
  Attack/Damage
  Attack/Damage
  Movement
  Off-Balance
  Freedom of movement
  Normal/Normal
  Normal/Normal
  Normal
  No
  Has a swim speed
  –2/Half
  Normal
  Normal
  No
  Successful Swim check
  –2/Half3
  –2/Half
  Quarter or half 2
  No
  Firm footing4
  –2/Half
  –2/Half
  Half
  No
  None of the above
  –2/Half
  –2/Half
  Normal
  Yes5
  1.
  Water modifiers apply when swimming, wading in water at least waist deep, or walking along the bottom.
  2.
  The speeds given are standard for the Swim skill (you can move one-quarter your speed as a move action or one-half your speed as a full-round
  action). To avoid the off-balance penalty (see note 5), you must attempt a Swim check (DC 5 + the DC for the water) as a move-equivalent action.
  If you succeed, the off-balance penalty is negated until your next turn.
  3.
  A creature without a freedom of movement effect or a swim speed makes grapple checks underwater at a –2 penalty, but it deals damage normally
  when grappling.
  4.
  Creatures have firm footing when walking along the bottom, braced against a wall, or the like. You can walk along the bottom only if you carry
  something to weigh you down. The amount of weight required depends on your size, as follows: Fine, 1 lb.; Diminutive, 2 lb.; Tiny, 4 lb.; Small, 
  8 lb.; Medium-size, 16 lb.; Large, 32 lb.; Huge, 64 lb.; Gargantuan, 128 lb.; Colossal, 256 lb. The items you carry to weigh yourself down cannot be
  bulky or buoyant.
  5.
  An off-balance creature loses its Dexterity bonus to Armor Class, and any opponent gains a +2 bonus on attack rolls against it.
  
  5
  The PCs must continue their investigation underwater. When
  they get close enough to see the main deck, read or paraphrase
  the following information aloud.
  When the PCs approach the deck, go to Encounter B: A Tasty
  Morsel. Should they try to give the deck a wide berth and
  approach the hull instead, go to Encounter C: Work Party.
  ENCOUNTER B: 
  A TASTY MORSEL (EL 6)
  While approaching the deck of the wrecked ship, each PC
  may make a Spot check (DC 18) to see the scrag lurking in the
  reef. If anyone is successful, read or paraphrase the following
  text aloud. Otherwise, the first knowledge the PCs have of the
  creature is when it attacks.
  Creatures: The creature is a marine troll known as a scrag.
  D Scrag: hp 67; see Monster Manual, page 180.
  Tactics: The scrag knows the PCs are here because of their
  motion through the water, and it moves to attack them as soon
  as they come within 20 feet of the deck. It exhibits no partic-
  ular strategy. The scrag retreats if it is in real danger of being
  killed, or if it can grapple one of the PCs and drag him or her
  off for a later meal.
  Development: The characters can continue exploring the
  ship once they dispatch the scrag. 
  The Deck: All the bodies on the deck are those of the ship’s
  crew. There are twenty-seven in all, including the one being
  devoured by the scrag.
  Forecastle Cabin 1: Phodri and the merchant shared this
  cabin during the voyage. A successful Search check (DC 10)
  reveals some correspondence that the spy was working on
  when the ship was attacked. Most of these soaked pages are
  unfinished letters of no importance to the adventure, and
  most are illegible because of water damage. One missive,
  however, is a letter addressed to Overlord Muloon. Because it
  has been tucked away in Phodri’s sea chest all this time, it has
  suffered the least damage of the lot. This letter refers to a
  larger document (which has been taken to Junparrt’s lair with
  the other treasure from the ship) that evidently details the
  recent buildup of naval power in Flundspoor and the
  surrounding areas.
  The merchant was a spice dealer of no great import to
  anyone. He was moderately wealthy, but all the valuables he
  had with him have already been taken away by the work party
  (see Encounter C). His remaining belongings consist prima-
  rily of contact lists and invoices relating to his business.
  The corpses of Phodri and the merchant are not on board
  the ship. They were taken to Junparrt’s lair along with the
  ship’s valuables and cargo.
  Forecastle Cabin 2: The noble’s daughter occupied this
  cabin. Medjil, the leader of the work party (see Encounter C,
  below) slew her by ripping out her heart with her claw and
  eating it. Read or paraphrase the following aloud when the
  PCs enter this area.
  Hidden under the bunk is about 300 gp worth of jewelry.
  Medjil was in too much of a hurry to search this area thor-
  oughly when she came through here.
  Hold: The main hold is mostly empty now, except for the
  looters. If the characters enter it, go to Encounter C: Work Party.
  ENCOUNTER C: 
  WORK PARTY (EL 8)
  What the PCs see of the work party depends on how they first
  approach the area where the creatures are working. If the
  characters scout around the base of the ship from the outside,
  read or paraphrase the following information aloud.
  If the PCs enter the ship’s hold from the deck, read or para-
  phrase the following information instead.
  The ship lists to one side, and now the reason that
  it sank is obvious—there is a great hole in the
  bottom of the hull. Out of the hole shuffles a
  humanoid figure carrying a large crate. It is
  followed by a second, and then a third. Swimming
  above them are two aquatic elves, who seem to be
  supervising whatever the humans are doing.
  The corpse of a female human floats in the water
  that fills this cabin. Her face is frozen in an expres-
  sion of horror, and there is a great, gaping hole in
  her chest. Blood trails through the water from her
  body in every direction.
  A bit of motion near the ship reveals that the area
  is not completely devoid of life after all. On the
  reef next to the Faithful Lady, hidden partially by
  some tall sea grasses, is a creature that closely
  resembles a troll, except for the bluish cast to its
  skin and its seaweedlike hair. It is tearing at the
  body of a sailor with its long, wicked claws.
  The deck of the submerged vessel is a grisly scene
  of horror. Bodies lie everywhere, some in unnatu-
  ral poses, and most have been partly eaten by some
  creature. Clearly the ship was attacked and the
  crew died protecting it, but there is no sign of the
  attackers and no apparent damage to the ship.
  
  6
  Creatures: The “aquatic elf” in the hold is actually Medjil, a
  malenti druid. The other humanoids are zombies that have
  been ordered to carry the boxes to Junparrt’s hideout in the
  volcano on one of the nearby islands. The shark is Medjil’s
  animal companion. Two real aquatic elves, currently monitor-
  ing the operation from the outside of the ship, complete the
  work party.
  D Medjil: Female malenti Drd 4; CR 6; Medium-size
  humanoid (aquatic); HD 2d8 plus 4d8; hp 27; Init +2; Spd 30 ft.,
  swim 40 ft.; AC 18, touch 12, flat-footed 16; Atk +5 melee
  (1d8+1/x3, shortspear) and +3 melee (1d4, 2 rakes) and +3
  melee (1d4, bite); SA blood frenzy; SQ amphibious, animal
  companion (Medium-size shark), freshwater sensitivity, light
  sensitivity, nature sense, resist nature’s lure, speak with sharks,
  trackless step, underwater sense, woodland stride; AL LE; SV
  Fort +7, Ref +3, Will +6; Str 12, Dex 14, Con 10, Int 14, Wis 15,
  Cha 8. Height 5 ft. 2 in.
  Skills and Feats: Animal Empathy +5, Diplomacy +2,
  Handle Animal +3, Hide +9 (or +13 underwater), Listen +10
  (or +14 underwater), Profession (hunter) +3 (or +11 when
  within 50 miles of home), Spot +10 (or +14 underwater), Swim
  +12, Wilderness Lore +9 (or +17 when within 50 miles of
  home); Alertness, Endurance, Multiattack.
  Blood Frenzy: Once per day when Medjil takes damage in
  combat, she can fly into a blood frenzy the following round.
  She gains +2 Strength and +2 Constitution and takes a –2
  penalty to AC. The blood frenzy lasts until either she or her
  opponent is dead.
  Amphibious (Ex): Medjil can survive out of the water for
  10 hours. After that, refer to the Drowning Rule on page 85 of
  the DUNGEON MASTER’s Guide.
  Animal Companion: Medjil has a Medium-size shark
  companion that she has befriended with the spell animal
  friendship.
  Freshwater Sensitivity (Ex): If Medjil is fully immersed in
  fresh water, she must succeed at a Fortitude save (DC 15) or
  leave the water immediately. If she fails and cannot escape,
  she takes a –1 penalty on all attack rolls, saves, and checks.
  Even on a success, she must repeat the save attempt every 10
  minutes she remains immersed.
  Light Sensitivity (Ex): Medjil is sensitive to light and takes
  a –1 circumstance penalty on attack rolls in bright sunlight or
  within the radius of a daylight spell.
  Nature Sense: Medjil can identify plants and animals
  (their species and special traits) with perfect accuracy. She can
  determine whether water is safe to drink or dangerous.
  Resist Nature’s Lure: Medjil gains a +4 bonus on saving
  throws against the spell-like abilities of fey (such as dryads,
  nymphs, and sprites).
  Speak with Sharks (Ex): Medjil can communicate telpath-
  ically with sharks up to 150 feet away. The communication is
  limited to fairly simple concepts such as “food,” “danger,” and
  “enemy.” She can use Animal Empathy to befriend and train
  sharks.
  Trackless Step: Medjil leaves no trail in natural surround-
  ings and cannot be tracked.
  Underwater Sense (Ex): Medjil can locate creatures under-
  water within a 30-foot radius. This ability negates the effects
  of invisibility and poor visibility. It is less effective against
  creatures without central nervous systems, such as undead,
  oozes, and constructs; Medjil can locate such creatures only
  within a 15-foot radius. She is not fooled by figments when
  underwater.
  Woodland Stride: Medjil may move through natural
  thorns, briars, overgrown areas, and similar terrain at her
  normal speed and without suffering damage or other impair-
  ment. However, thorns, briars, and overgrown areas that are
  enchanted or magically manipulated to impede motion still
  affect her.
  Druid Spells Prepared (5/4/3; save DC 12 + spell level): 0—
  cure minor wounds (2), detect magic, light, resistance; 1st—
  cure light wounds, entangle, obscuring mist, summon
  nature’s ally I; 2nd—barkskin, summon nature’s ally II, warp
  wood.
  Equipment: shortspear, wand of cure light wounds (caster
  level 3rd, 50 charges remaining), wand of summon nature’s
  ally I (caster level 3rd, 50 charges remaining), bracers of armor
  +1, 98-gp diamond.
  D Ecchola: Female aquatic elf Clr 3; CR 3; Medium-size
  humanoid (aquatic); HD 3d8+3; hp 16; Init +2; Spd 30 ft., swim
  40 ft.; AC 13, touch 12, flat-footed 11; Atk +2 melee (1d8/x3,
  shortspear), or +4 ranged (1d8/x3, shortspear); SA rebuke
  undead 4/day; SQ aquatic elf traits; AL NE; SV Fort +4, Ref +3,
  Will +5; Str 10, Dex 14, Con 12, Int 8, Wis 15, Cha 13. Height
  4 ft. 11 in. 
  Skills and Feats: Concentration +2, Hide +5, Knowledge
  (religion) +1, Listen +4, Search +1, Spot +4, Swim +8; Combat
  Casting, Dodge.
  Aquatic EElf Traits: Ecchola is immune to magic sleep spells
  and effects. She has a +2 racial bonus on saves against
  Enchantment spells or effects. As an elf, she has low-light
  vision (can see four times as far as a human in low-light condi-
  tions) and is entitled to a Search check when within 5 feet of
  a secret or concealed door as though actively looking for it.
  She also has Martial Weapon Proficiency (composite longbow,
  composite shortbow, longbow, longsword, and rapier) as
  bonus feats. In addition, Ecchola has gills (can survive out of
  water for 12 hours). She also has a +2 racial bonus on Listen,
  Spot, and Search checks (already figured into the statistics
  given above).
  Several shuffling humanoid figures carry crates
  toward a hole in the side of the ship. Above them,
  on the opposite side of the hold from you, an
  aquatic elf and a shark keep watch over the odd
  operation.
  
  7
  Cleric Spells Prepared (4/3+1/2+1; save DC 12 + spell
  level): 0—detect magic, light, read magic, resistance; 1st—
  bane, cause fear*, doom, shield of faith; 2nd—hold person,
  invisibility*, summon monster II. 
  *Domain spell. Deity: Nerull. Domains: Death (death
  touch 1/day), Trickery (Bluff, Disguise, and Hide are cleric
  class skills).
  Equipment: shortspear, bracers of armor +1, wand of
  animate dead (caster level 5th, 5 charges remaining), seaweed
  soaked in potion of cat’s grace, 73 gp.
  D Sarnor: Male aquatic elf Cjr 3; CR 3; Medium-size
  humanoid (aquatic); HD 3d4; hp 7; Init +3; Spd 30 ft., swim 40
  ft.; AC 13, touch 13, flat-footed 10 (currently AC 17, touch 17,
  flat-footed 10 because of mage armor); Atk +0 melee
  (1d4–1/19–20, dagger), or +4 ranged (1d8/19–20, light cross-
  bow); SQ aquatic elf traits; AL NE; SV Fort +1, Ref +4, Will +4;
  Str 8, Dex 16, Con 11, Int 15, Wis 12, Cha 10. Height 4 ft. 10 in. 
  Skills and Feats: Concentration +6, Knowledge (arcana)
  +8, Listen +3, Scry +8, Search +4, Spellcraft +8, Spot +3, Swim
  +7; Combat Casting, Scribe Scroll, Spell Focus (Conjuration).
  Aquatic Elf Traits: Sarnor is immune to magic sleep spells
  and effects. He has a +2 racial bonus on saves against
  Enchantment spells or effects. As an elf, he has low-light
  vision (can see four times as far as a human in low-light condi-
  tions) and is entitled to a Search check when within 5 feet of
  a secret or concealed door as though actively looking for it. He
  also has Martial Weapon Proficiency (composite longbow,
  composite shortbow, longbow, longsword, and rapier) as
  bonus feats. In addition, Sarnor has gills (can survive out of
  water for 11 hours). He also has a +2 racial bonus on Listen,
  Spot, and Search checks (already figured into the statistics
  given above).
  Wizard Spells Prepared (5/4/3; save DC 12 + spell level, or
  14 + spell level for Conjuration spells; prohibited school:
  Evocation): 0—detect magic, mage hand, open/close, read
  magic, resistance; 1st—mage armor (already cast; 90 minutes
  remaining), ray of enfeeblement, shield, summon monster I;
  2nd—invisibility, Melf’s acid arrow, summon monster II. 
  Spellbook: 0—arcane mark, daze, detect magic, detect
  poison, disrupt undead, ghost sound, mage hand, open/close,
  prestidigitation, ray of frost, read magic, resistance; 1st—
  grease, mage armor, obscuring mist, ray of enfeeblement,
  shield, sleep, summon monster I, unseen servant; 2nd—fog
  cloud, glitterdust, invisibility, Melf’s acid arrow, summon
  monster II, summon swarm, web. 
  Equipment: dagger, light underwater crossbow, 20 bolts,
  wand of Melf’s acid arrow (caster level 3rd, 12 charges), wand
  of haste (caster level 5th, 5 charges), wand of summon
  monster I (caster level 2nd, 2 charges), three potions of cure
  light wounds (caster level 1st), 11 gp.
  D Medium-Size Zombie (8): hp 16, see Monster Manual,
  page 191.
  D Medium-Size Shark: hp 18, see Monster Manual,
  page 201.
  Tactics: Since the PCs are probably moving at half speed,
  and Medjil and her companions can spot their foes from a
  distance of about 40 feet, the work party will probably have
  one full round of actions before the PCs arrive. Adapt the
  following tactics as needed to suit the actual situation.
  Round 1: Sarnor uses his wand of haste on himself and
  then on Ecchola. Meanwhile, she summons a monster to help.
  Inside the hold, Medjil summons the most powerful under-
  water monster she can and instructs her shark companion to
  protect her from any PC attackers.
  Round 2: The two elves use their extra partial actions from
  haste to become invisible. Then they use their summoning
  spells to best advantage. Their goal is to throw as many crea-
  tures at the PCs as they can before having to break their invis-
  ibility to attack.
  Subsequent Rounds: All three NPCs use their wands and
  their remaining spells as appropriate, or enter melee if forced
  to do so.
  The zombies do not participate in the fight unless
  attacked. They simply continue hauling crates out of the hold
  until forcibly stopped.
  Development: Once they have dispatched the work party,
  the PCs can explore the hold and the surrounding area. 
  The hold contains a number of crates filled with textiles
  and some casks of rum. Nothing here belonged to Phodri; he
  was merely a passenger on the ship.
  In the sea floor near the ship are some humanoid tracks
  (Wilderness Lore or Search DC 15). They belong to the
  zombies and point generally toward the nearby island
  chain.
  If the PCs capture any of the villains alive, they can find
  out the following information using spells such as charm
  person or skills such as Intimidate (DC 15 unless otherwise
  noted). Each successful skill check or question posed under
  the influence of a spell gains one piece of information that
  relates directly to the question.
  • The villains work for a hobgoblin named Junparrt, who
  has a base in the volcano on the central island of the
  chain.
  • Junparrt wanted Phodri killed to keep his information
  from reaching Blakemire. The villains do not know
  enough about Junparrt’s overall schemes to know why.
  • Junparrt lives in the lowest chamber of the dormant
  volcano.
  • There are two ways into the volcano hideout: through
  vents on the side of the mountain or through an under-
  sea cavern. 
  • The undersea cavern entrance can be reached from the
  southwest side of the island, at its base. It is hidden by a
  small growth of kelp (DC 23).
  • Phodri’s body and a thick document found in his cabin
  have already been taken to Junparrt.
  
  8
  
  9
  MOVING ON
  The tracks lead to the center island of the nearby chain, about
  8 miles from site of the wreck. About 300 feet from the
  Faithful Lady, the sea deepens to 60 feet. At a distance of one-
  half mile, it deepens to 100 feet. The sea floor begins to slope
  toward the islands at a distance of about 1 mile from them.
  THE ISLAND CHAIN 
  AND THE VOLCANO
  If you don’t already have a map of a suitable island chain in
  your campaign world, you can use a map of the Hawaiian
  Islands for the basic layout. There are no permanent settle-
  ments on the islands, though pirates occasionally use some of
  the bays. (If you want to include settlements, you can place
  them on any island except the one Junparrt uses as his base.)
  Junparrt’s base is inside the dormant volcano that domi-
  nates the central island of the chain. This island is heavily
  forested and populated primarily by birds, small mammals,
  and rodents. A few larger mammals also live here, including a
  variety of wild dog (use wolf statistics if needed) that hunts
  the smaller creatures. A colony of ankhegs rounds out the
  island’s nonhumanoid population.
  There are two ways into the volcano caverns: the vents on
  the mountainside and the undersea cavern. Each is described
  below (see Encounters D and I).
  Most of the caves inside the volcano are empty. Junparrt
  does not have a huge organization that occupies space here;
  most of his operatives are in the cities or under the sea. Some
  of the caves hold stolen cargo or the bones of long-dead pris-
  oners. (Such incidental items are yours to determine. You
  can even put some adventure hooks here to lead the players
  into other scenarios you have designed.) The two caverns of
  interest in this adventure are the upper and lower main
  caverns, the lower right one off the upper main cavern
  (Junparrt’s Lair; see Encounter G), and the wide tunnel that
  connects the upper and lower main caverns (The Hunters;
  see Encounter F).
  The map shows a cross-section of the volcano. The tunnels
  connecting the caverns are as wide as the map indicates. The
  chambers are roughly circular, so they are as long as they are
  wide. Strong nets have been secured to the walls to serve as
  ladders anyplace that climbing is required to access a particu-
  lar chamber.
  ENCOUNTER D: 
  THE VENTS (EL 8)
  The volcano is about 3,000 feet high at the top. The vents are
  located on the side of the volcano itself, about 2,300 feet off
  the ground. Of course, the main shaft of the volcano can also
  function as an entrance.
  Creatures: Four ankhegs have burrowed beneath the
  ground on the side of the volcano and are now awaiting prey.
  (If the PCs are not at full strength when they approach the
  vents, you may wish to skip this encounter.)
  D Ankhegs (4): hp 29, see Monster Manual page 18.
  Tactics: The ankhegs lie in wait until the PCs pass within
  10 feet of their position, then attack. They flee if seriously
  wounded.
  Development: Once the PCs defeat the ankhegs, they can
  search the sides of the volcano for vents. There are two such
  openings, one on the north side and one on the southeast side. 
  Each vent is a tunnel roughly 10 to 15 feet wide that slopes
  downward at a 45-degree angle. Both vents merge with the
  main shaft at a point about 1,000 feet above the top of the map. 
  Travel through the volcanic vents is slow and dangerous
  because the rocks that line these passages are sharp. A charac-
  ter moving at one-quarter speed can avoid damage entirely.
  Anyone who moves faster than that must make a successful
  Balance check (DC 15) each round or slip and fall, taking 1d6
  points of damage from the jagged volcanic rocks.
  Furthermore, each character must make three additional
  Climb checks (DC 15) on the way down the vent shaft, regard-
  less of speed—at the top, at one-third of the way down, and at
  two-thirds of the way down. Failing any of these checks
  means that the PC slips and tumbles downward to the junc-
  ture with the main shaft, taking 5d6 points of subdual damage
  and 2d6 points of falling damage if the failure occurs at the
  two-thirds point, or twice that if it occurs at the one-third
  point, or three times that if it occurs at the top. Using a rope
  lowers the Climb DC to 5, but armor check penalties and
  weight penalties apply as usual.
  Once the PCs reach the main shaft, they must descend
  another 1,120 feet to the floor of the large cavern at the
  bottom of the main shaft (Encounter E).
  ENCOUNTER E: THE
  UPPER MAIN CAVERN
  (EL VARIABLE)
  This cavern is empty unless the PCs made a lot of noise enter-
  ing through the vents (see Encounter D). In that case, the
  hunters from Encounter F have moved to this cavern and
  taken up ambush positions near the entrance. Junparrt has
  also heard the noise. He and his two companions (the malenti
  sorcerer and the tiger) have moved into the lower main cavern
  (Encounter H) and climbed nearly to the top of the access
  tunnel to this room.
  Creatures: See Encounters F and G, if appropriate.
  Tactics: The hunters ambush the characters when they
  enter the cavern, fighting to the death. Junparrt joins the fray
  with the malenti and his tiger companion when the noise
  from the chamber indicates that the PCs seem to have nearly
  dispatched the hunters.
  
  10
  Development: A tunnel on the right side of this chamber
  leads down to Junparrt’s Lair (Encounter G). The tunnel lead-
  ing out from the center bottom of the chamber leads to the
  hunters’ lair (Encounter F) and from there to the lower main
  cavern (Encounter H).
  ENCOUNTER F: 
  THE HUNTERS (EL 9)
  Four Huge ankhegs make their home in the chambers off the
  central tunnel between the upper and lower main chambers
  (Encounters E and H). These creatures are part of the general
  population of ankhegs on this island. Junparrt keeps them
  well fed, and he and his minions always use the other passage
  (on the right-hand side of the map) to traverse the distance
  between the upper and lower main caverns. When he wishes
  to dispose of unwelcome visitors, he sends them through the
  ankheg lair on some innocent-sounding errand.
  The ankhegs move to the upper or lower main cavern
  (Encounters E and H) if they hear noises in either area. This
  tendency occasionally causes problems for Junparrt’s allies
  who are passing through or dropping off stolen goods. The
  ankhegs won’t attack zombies.
  Creatures: Four advanced ankhegs inhabit this tunnel.
  D Advanced Ankheg (4): CR 5; Huge beast; HD 6d10+30;
  hp 63; Init –1; Spd 30 ft., burrow 20 ft.; AC 19, touch 7, flat-
  footed 19; Atk +11 melee (2d8+13, bite); Face/Reach 15 ft. by
  15 ft./10 ft.; SA acid, improved grab, spit acid; SQ darkvision
  60 ft., low-light vision, tremorsense; AL N; SV Fort +10, Ref
  +4, Will +3; Str 29, Dex 8, Con 21, Int 1, Wis 13, Cha 6.
  Skills and Feats: Hide –9, Listen +7, Spot +7.
  Acid (Ex): Acidic enzymes drip from an advanced ankheg’s
  mouth each round it maintains a hold. It automatically deals 1d4
  points of acid damage each round in addition to bite damage.
  Improved Grab (Ex): If an advanced ankheg hits a Large or
  smaller opponent with a bite attack, it deals normal damage
  and attempts to start a grapple as a free action without provok-
  ing an attack of opportunity (grapple bonus +21). If it gets a
  hold, it automatically deals acid damage on the same round.
  Thereafter, it has the option to conduct the grapple normally
  or simply use its jaws to hold the opponent (–20 penalty on
  grapple check, but the advanced ankheg is not considered
  grappled). In either case, each successful grapple check it
  makes during successive rounds automatically deals bite and
  acid damage. If the advanced ankheg is damaged after grab-
  bing its prey, it retreats backward down its tunnel at burrow-
  ing speed, dragging the victim with it.
  Spit Acid (Ex): An advanced ankheg can spit a stream of
  acid 5 feet high, 5 feet wide, and 30 feet long once every 6
  hours. Any creature in this area takes 4d4 points of acid
  damage (Reflex DC 14 half). One such attack depletes the
  advanced ankheg’s acid supply for 6 hours. It cannot spit acid
  or deal acid damage during this time.
  Tremorsense (Ex): An advanced ankheg can automatically
  sense the location of anything within 300 feet that is in
  contact with the ground.
  Tactics: The ankhegs ambush anyone coming down or up
  this tunnel. One of the creatures attacks from each side
  passage, and two attack from holes they have dug into the
  tunnel walls. Each ankheg attacks a different PC, and they
  don’t work together.
  Development: There is nothing of interest in this tunnel.
  The side chambers contain only scattered bones and debris
  from the ankhegs’ former victims.
  From this tunnel, the PCs can move up (to Encounter E) or
  down (to Encounter H).
  ENCOUNTER G:
  JUNPARRT’S LAIR (EL 10)
  If the PCs have been quiet in entering the volcano, Junparrt,
  his tiger companion, and a malenti sorcerer are in this cave.
  Otherwise the PCs have already met Junparrt elsewhere and
  there are no living creatures here.
  The netting in the entry tunnel has a series of small bells
  affixed to it that warn Junparrt of visitors. Thus, any character
  on the netting takes a –10 penalty on Move Silently checks
  when climbing down to the cavern.
  Read or paraphrase the following information aloud if
  Junparrt is present and has not heard the PCs. If he has heard
  them or already met them elsewhere, no creatures are visible
  inside the room.
  The tiger is Junparrt in hybrid form, and the elf is Sureema, a
  malenti sorcerer in his employ. Behind the bed (away from the
  PCs’ immediate view) is Junparrt’s tiger companion. It has had
  a great deal of practice in climbing netting and is now quite
  adept at it. 
  If Junparrt did not hear the PCs approach, he is reading
  Phodri’s report again, going over the details with the malenti.
  If Junparrt heard the PCs, he is now hiding next to the
  entrance, ready to sneak attack the first PC into the room.
  Sureema is hiding behind the desk to surprise the intruders
  with spells. 
  Creatures: Unless the PCs have already met the weretiger
  elsewhere, the occupants of this room are Junparrt (in hybrid
  form), Sureema, and Junparrt’s tiger companion.
  D Junparrt: Male hobgoblin weretiger (humanoid form)
  Rog 1/Drd 6; CR 9; Medium-size shapechanger (goblinoid);
  The tunnel ends in a chamber some 25 feet across.
  The floor is covered with a thick moss, almost like
  a carpet, upon which stand a bed and a desk. At the
  desk sits a humanoid tiger, apparently discussing
  something with a female aquatic elf.
  
  11
  HD 1d6+1 plus 6d8+6; hp 37; Init +3; Spd 30 ft.; AC 18, touch
  14, flat-footed 15; Atk +5 melee (1d6/18–20, scimitar), or +8
  ranged (1d4, sling); SA sneak attack +1d6; SQ alternate form,
  animal companion (tiger), darkvision 60 ft., DR 15/silver,
  lycanthropic empathy, nature sense, resist nature’s lure, track-
  less step, traps, wild shape (Small or Medium-size animal
  2/day), woodland stride; AL NE; SV Fort +8, Ref +7, Will +9;
  Str 11, Dex 16, Con 13, Int 10, Wis 14, Cha 10.
  Skills and Feats: Animal Empathy +9, Climb +4,
  Concentration +3, Handle Animal +9, Hide +7, Intuit
  Direction +8, Jump +4, Listen +10, Move Silently +11, Open
  Lock +7, Ride (horse) +5, Search +4, Spot +10, Tumble +7; Point
  Blank Shot, Weapon Focus (sling), Weapon Focus (scimitar).
  Alternate Form (Su): Junparrt can shift into tiger form as
  though using the polymorph self spell, though his gear does
  not change. He can also assume a bipedal hybrid form about 7
  feet tall with prehensile hands, a 3-foot-long tail, a tiger-
  striped hide, feline legs, and fingernails like claws. He has
  tigerlike ears, teeth, nose, and muzzle, but his eyes are like
  those of a hobgoblin. Changing to or from animal or hybrid
  form is a standard action. Upon assuming either form, he
  regains hit points as if he had rested for a day. If slain, he
  reverts to his humanoid form, although he remains dead.
  Separated body parts retain their animal form, however.
  Animal Companion: Junparrt has a tiger companion. This
  animal is one that he has befriended with the spell animal
  friendship. The total Hit Dice of all his animal companions at
  a time may not exceed 6.
  Lycanthropic Empathy (Ex): Junparrt can communicate
  and empathize with normal or dire tigers. This ability gives
  him a +4 racial bonus on checks made to influence the
  animal’s attitude and allows the communication of simple
  concepts and (if the animal is friendly) commands, such as
  “friend,” “foe,” “flee,” and “attack.”
  Nature SSense: Junparrt can identify plants and animals
  (their species and special traits) with perfect accuracy. He can
  determine whether water is safe to drink or dangerous.
  Resist Nature’s Lure: Junparrt gains a +4 bonus on saving
  throws against the spell-like abilities of fey (such as dryads,
  nymphs, and sprites).
  Trackless Step: Junparrt leaves no trail in natural
  surroundings and cannot be tracked.
  Wild Shape (Sp): Junparrt can change into a Small or
  Medium-size animal and back again twice per day as per the
  polymorph self spell. Unlike the standard use of the spell,
  however, he may adopt only one form per use of the ability.
  Junparrt regains hit points as if he had rested for a day. He
  does not risk the standard penalty for being disoriented while
  in his wild shape. He gains all the creature’s special abilities
  when he does so.
  Woodland Stride: Junparrt may move through natural
  thorns, briars, overgrown areas, and similar terrain at his
  normal speed and without suffering damage or other impair-
  ment. However, thorns, briars, and overgrown areas that are
  enchanted or magically manipulated to impede motion still
  affect him.
  Druid Spells Prepared (5/4/4/2; save DC 12 + spell level):
  0—cure minor wounds, detect magic, purify food and drink,
  read magic, resistance; 1st—animal friendship, cure light
  wounds, entangle, magic fang; 2nd—charm person or animal,
  fire trap, heat metal, resist elements; 3rd—cure moderate
  wounds, poison.
  Equipment: scimitar, sling, 20 stones, bracers of armor +2,
  ring of protection +1, potion of cat’s grace, wand of cure light
  wounds (caster level 1st, 50 charges).
  D Junparrt: Male hobgoblin weretiger (hybrid form) Rog
  1/Drd 6; CR 9; Large shapechanger (goblinoid); HD 1d6+4
  plus 6d8+24; hp 58; Init +5; Spd 40 ft.; AC 22, touch 15, flat-
  footed 17; Atk +9 melee (1d8+6, 2 claws) and +7 melee (2d6+3,
  bite), or +10 melee (1d6+6/18–20, scimitar) and +7 melee
  (2d6+3, bite), or +9 ranged (1d4, sling); Face/Reach 5 ft. by 10
  ft./5 ft.; SA curse of lycanthropy, improved grab, pounce, rake,
  sneak attack +1d6; SQ alternate form, animal companion
  (tiger), darkvision 60 ft., DR 15/silver, lycanthropic empathy,
  nature sense, resist nature’s lure, trackless step, traps, wild
  shape (Small or Medium-size animal 2/day), woodland stride;
  AL NE; SV Fort +11, Ref +9, Will +9; Str 23, Dex 20, Con 19,
  Int 10, Wis 14, Cha 10.  
  Skills and Feats: Animal Empathy +9, Balance +9, Climb +10,
  Concentration +6, Handle Animal +9, Hide +9 (or +13 in areas of
  tall grass), Intuit Direction +8, Jump +10, Listen +14, Move
  Silently +17, Open Lock +9, Ride (horse) +7, Search +8, Spot +14,
  Tumble +9; Blind-Fight, Multiattack, Point Blank Shot, Power
  Attack, Weapon Focus (sling), Weapon Focus (scimitar).
  Curse of Lycanthropy (Su): Any humanoid hit by
  Junparrt’s bite attack must succeed at a Fortitude save (DC 15)
  or contract lycanthropy. 
  Improved Grab (Ex): If Junparrt hits a Medium-size or
  smaller opponent with a bite attack, he deals normal damage
  and attempts to start a grapple as a free action without provok-
  ing an attack of opportunity (grapple bonus +14). If he gets a
  hold, he can attempt to rake in the same round. Thereafter,
  Junparrt has the option to conduct the grapple normally, or
  simply use his jaws to hold the opponent (–20 penalty on
  grapple checks, but Junparrt is now considered grappled). In
  either case, each successful grapple check he makes during
  successive rounds automatically deals bite damage and allows
  another rake attempt.
  Pounce (Ex): If Junparrt charges, he can make a full attack
  (including a rake attempt, see below) even though he has
  moved.
  Rake (Ex): On any round that Junparrt has a hold on an
  opponent (see Improved Grab, above), he can make two rake
  attacks (+9 melee) with his hind legs for 1d8+3 points of
  damage each. Junparrt can also attempt to rake when he
  pounces on an opponent.
  Alternate Form (Su): Junparrt can shift into humanoid or
  tiger form as though using the polymorph self spell, though
  
  12
  his gear does not change. Changing to or from animal or
  humanoid form is a standard action. Upon assuming either
  form, he regains hit points as if he had rested for a day. If slain,
  he reverts to his humanoid form, although he remains dead.
  Separated body parts retain their animal form, however.
  Animal Companion: Junparrt has a tiger companion. This
  animal is one that he has befriended with the spell animal
  friendship. The total Hit Dice of all his animal companions at
  a time may not exceed 6.
  Lycanthropic Empathy (Ex): Junparrt can communicate
  and empathize with normal or dire tigers. This ability gives
  him a +4 racial bonus on checks made to influence the
  animal’s attitude and allows the communication of simple
  concepts and (if the animal is friendly) commands, such as
  “friend,” “foe,” “flee,” and “attack.”
  Nature Sense: Junparrt can identify plants and animals
  (their species and special traits) with perfect accuracy. He can
  determine whether water is safe to drink or dangerous.
  Resist Nature’s Lure: Junparrt gains a +4 bonus on saving
  throws against the spell-like abilities of fey (such as dryads,
  nymphs, and sprites).
  Trackless Step: Junparrt leaves no trail in natural
  surroundings and cannot be tracked.
  Wild Shape (Sp): Junparrt can change into a Small or
  Medium-size animal and back again twice per day as per the poly-
  morph self spell. Unlike the standard use of the spell, however,
  he may adopt only one form per use of the ability. Junparrt
  regains hit points as if he had rested for a day. He does not risk the
  standard penalty for being disoriented while in his wild shape.
  He gains all the creature’s special abilities when he does so.
  Woodland Stride: Junparrt may move through natural
  thorns, briars, overgrown areas, and similar terrain at his normal
  speed and without suffering damage or other impairment.
  However, thorns, briars, and overgrown areas that are enchanted
  or magically manipulated to impede motion still affect him.
  Druid Spells Prepared (5/4/4/2; save DC 12 + spell level):
  0—cure minor wounds, detect magic, purify food and drink,
  read magic, resistance; 1st—animal friendship, cure light
  wounds, entangle, magic fang; 2nd—charm person or animal,
  fire trap, heat metal, resist elements; 3rd—cure moderate
  wounds, poison.
  Equipment: scimitar, sling, 20 stones, bracers of armor +2,
  ring of protection +1, potion of cat’s grace, wand of cure light
  wounds (caster level 1st, 50 charges).
  D Tiger: hp 45, see Monster Manual page 203.
  D Sureema: Female malenti Sor 4; CR 6; Medium-size
  humanoid (aquatic); HD 2d8+2 plus 4d4+4; hp 25; Init +1; Spd
  30 ft., swim 40 ft.; AC 17, touch 12, flat-footed 16; Atk +3 melee
  (1d8/x3, shortspear) and +1 melee (1d4, 2 rakes) and +1 melee
  (1d4, bite), or +6 ranged (1d8+1/19–20, masterwork light cross-
  bow with +1 crossbow bolts); SA blood frenzy; SQ amphibious,
  freshwater sensitivity, light sensitivity, speak with sharks,
  underwater sense; AL LE; SV Fort +5, Ref +4, Will +5; Str 10,
  Dex 13, Con 12, Int 14, Wis 12, Cha 16. Height 5 ft. 2 in. 
  Skills and Feats: Animal Empathy +6, Concentration +5,
  Hide +6, Listen +7, Profession (hunter) +2 (or +8 when within
  50 miles of home), Scry +9, Spellcraft +7, Spot +7, Swim +8,
  Wilderness Lore +1 (or +8 when within 50 miles of home);
  Dodge, Lightning Reflexes, Multiattack.
  Blood Frenzy: Once per day, when Sureema takes damage
  in combat, she can fly into a blood frenzy the following round.
  She gains +2 Strength and +2 Constitution and takes a –2
  penalty to AC. The blood frenzy lasts until either she or her
  opponent is dead.
  Amphibious (Ex): Sureema can survive out of the water for
  10 hours. After that, refer to the Drowning Rule on page 85 of
  the DUNGEON MASTER’s Guide.
  Freshwater Sensitivity (Ex): When fully immersed in
  fresh water, Sureema must succeed at a Fortitude save (DC 15)
  or leave the water immediately. If she fails and cannot escape,
  she takes a –1 penalty on all attack rolls, saves, and checks.
  Even on a success, she must repeat the save attempt every 10
  minutes she remains immersed.
  Light Sensitivity (Ex): Sureema is sensitive to light and
  takes a –1 circumstance penalty on attack rolls in bright
  sunlight or within the radius of a daylight spell.
  Speak with Sharks (Ex): Sureema can communicate
  telpathically with sharks up to 150 feet away. The communi-
  cation is limited to fairly simple concepts such as “food,”
  “danger,” and “enemy.” She can use animal empathy to
  befriend and train sharks.
  Underwater Sense (Ex): Sureema can locate creatures
  underwater within a 30-foot radius. This ability negates the
  effects of invisibility and poor visibility. It is less effective
  against creatures without central nervous systems, such as
  undead, oozes, and constructs; Sureema can locate such crea-
  tures only within a 15-foot radius. She is not fooled by
  figments when underwater.
  Sorcerer Spells Known (6/7/4; save DC 13 + spell level):
  0—detect magic, detect poison, mage hand, prestidigitation,
  ray of frost, resistance; 1st—mage armor, magic missile,
  shield; 2nd—Melf’s acid arrow. 
  Equipment: shortspear, masterwork light crossbow, 50 +1
  bolts, ring of protection +1, three potions of cat’s grace, 15 gp.
  Tactics: If warned of the PCs’ approach, Junparrt
  attempts to sneak attack the first PC to enter the room.
  Otherwise, he closes to melee as quickly as possible.
  Sureema hides behind the desk and provides backup with
  her spells. Junparrt’s tiger companion rises to attack the PCs
  as soon as one threatens its master. If the battle goes against
  them, Junparrt and Sureema seize any opportunity that
  presents itself to escape.
  Should the PCs wish to parley, Junparrt is agreeable. He
  answers their questions truthfully for the most part, though
  he does not reveal the full extent of his plans. When there is
  an opportunity to do so without arousing their suspicions, he
  sends them through the hunters’ lair (see Encounter F) on an
  errand, since he does not really trust them.
  
  13
  Development: Once the PCs have dispatched the occu-
  pants of the room, they can search the area. 
  On the desk is Phodri’s report. It includes the details of
  Flundspoor’s military buildup, as well as a long section explain-
  ing why an alliance between Flundspoor and Blakemire would
  benefit the latter city. There is nothing of value in the room.
  Junparrt carries his valuables on his person, and the malenti
  brought only the equipment noted in her statistics block.
  ENCOUNTER H: THE
  LOWER MAIN CAVERN
  (EL VARIABLE)
  This cavern is empty unless the PCs made a lot of noise enter-
  ing through the undersea cavern (see Encounter I). In that
  case, the hunters from Encounter F have moved to this cavern
  and taken up ambush positions near the entrance. Junparrt has
  also heard the noise. He and his two companions (the malenti
  sorcerer and the tiger) have moved into the lower cavern and
  hidden themselves behind crates stacked around the walls.
  Creatures: See Encounters F and G, if appropriate.
  Tactics: The hunters ambush the characters when they
  enter the cavern, fighting to the death. Junparrt joins the fray
  with the malenti and his tiger companion when the noise indi-
  cates that the PCs seem to have nearly dispatched the hunters.
  Development: A tunnel on the right side of this chamber
  leads up to Junparrt’s Lair (Encounter G). The tunnel begin-
  ning at the center top of the chamber leads to the hunters’ lair
  (Encounter F) and from there to the upper main cavern
  (Encounter E).
  Several corpses lie stacked near the east wall of the cham-
  ber. One is barely recognizable as that of Phodri. It and most
  of the others have been partially eaten by some huge beast
  (Junparrt’s tiger companion). 
  ENCOUNTER I: THE
  UNDERSEA CAVERN (EL 7)
  The mouth of the undersea cavern is accessible from the
  southwest side of the island. 
  Creatures: The sahuagin bodyguards of Sureema, the
  malenti sorcerer who is currently visiting Junparrt’s lair, are
  standing guard near the cave mouth. (If the PCs are not at full
  strength when they reach this point, you may wish to skip this
  encounter.) 
  D Sahuagin (4): hp 12; see Monster Manual, page 157.
  Tactics: The sahuagin attack any intruders on sight and
  fight to the death. 
  Development: Once the PCs have dispatched the sahua-
  gin, they can look for the entrance. The 5-foot-diameter open-
  ing is about 30 feet underwater and hidden (Search DC 20) by
  an 8-foot-tall growth of kelp that resembles a red-brown bush.
  The Search DC drops to 10 if the characters followed the
  tracks from the wreck to this area or got a fix on the location
  by questioning prisoners from the work party in Encounter C.
  The undersea cavern is approximately 30 feet in diameter.
  Opposite the entrance is a water-filled tunnel about 6 feet in
  diameter and three-quarters of a mile long. It leads upward
  into the cavern at the lower right corner of the map, entering
  on the right side. Most of the cavern’s floor is covered with 3
  to 5 inches of standing water, but there a dry area against the
  south wall where some crates and casks are stacked.
  Strong nets have been secured to the wall to allow climb-
  ing from this chamber to the tunnel in the ceiling, and up the
  wall across from the entry to allow access to the passages on
  that side. The passages themselves are also rigged with netting
  to aid climbing.
  If the PCs made a lot of noise entering, the hunters have
  moved down to the lower main cavern and taken up ambush
  positions. Junparrt has also heard the noise. He and his two
  companions (the malenti sorcerer and the tiger) have moved
  into this area. They are hiding behind some crates and will
  join the fray when the noise indicates that the PCs have nearly
  vanquished the hunters.
  CONTINUING THE
  ADVENTURE
  If Junparrt manages to escape, then the PCs have not heard
  the last of him or of his attempts to destabilize the region. If
  he dies, then at your discretion his body could be stolen and
  revived by others who have been using his destabilizing influ-
  ence to further their own plans. Behind those schemers could
  be even more schemers. All of these villains could cross the
  PCs’ path repeatedly if they stay in the coastal region.
  If Sureema escapes but Junparrt does not, then she could
  serve as a recurring villain for future adventures in this part of
  the world.
  ABOUT THE AUTHOR
  Robert Wiese discovered roleplaying games in the Boy
  Scouts. Over the years, he played some great home
  campaigns and convention games too. In 1995, he went to
  work for the RPGA™ Network editing tournament adven-
  tures and running the Living City campaign. In late 1997, he
  rose to become the Network’s head honcho. He managed the
  RPGA Network for six and a half years, then “retired” to
  Nevada to gamble away his small savings. Now married to a
  wife who loves roleplaying games too, he writes and serves
  on the triad for the Theocracy of the Pale, a region in the
  RPGA Network’s Living Greyhawk campaign. Robert wrote
  the Living Force Campaign Guide, the long-running D&D
  Fight Club column on the Wizards D&D website, and
  numerous other articles that have appeared on the site. He
  has also written more than sixty roleplaying adventures for
  the RPGA Network over the years.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 06-10/Shoals Of Intrigue.pdf