TEXT: 1
  The Kopru Ruins
  A Short Adventure for Four
  12th-Level Player Characters
  Featuring Material from
  Stormwrack
  CREDITS
  Design:
  Darrin Drader
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Mike Schley
  Design Manager:
  Christopher Perkins
  Web Production
  Bart Carroll
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  & Jen Page
  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
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  thereof are trademarks owned by Wizards of the Coast, Inc. 
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  without the express written permission of 
  Wizards of the Coast, Inc.
  ©2006 Wizards of the Coast, Inc. 
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  St o rm w rack, t he latest book in the enviro n m e nt series,
  p rovides rules for adve nturing on and under the high
  s e a s. It offers new feats, spells, prestige classes, and
  monsters for seagoing and underwater adve nturing, as
  well as tips for campaigning in such enviro n m e nt s.
  The Kopru Ruins is a short D&D adventure for four
  12th-level player characters (PCs). The ruined kopru
  city where this scenario takes place lies underwater at
  the base of an uninhabited island. Thus, any chain of
  small tropical islands is an ideal location for the adven-
  ture. In the FO R G O T T E N RE A L M S Campaign Setting, y o u
  may want to place the ruins within the Selune’s Tears
  area of the Sea of Fallen Stars. In the EBERRON Campaign
  Setting, any of the islands that lie between Khorvaire
  and Xen’drik would make an appropriate setting.
  As always, feel free to adapt the material presented
  here as you see fit to make it work with your campaign.
  PREPARATION
  You (the DM) need the D&D core ru l e b o o k s—t he
  Pl a ye r’s Ha n d b o o k , t he Dungeon Ma s t e r’s Guide, and the
  Monster Ma n u a l—as well as St o rm w ra c k —to run this
  a d ve nt u re T he information pre s e nted he re utilizes the
  D&D v.3.5 rules.
  To get started, print out the adve nt u re, including
  t he maps. Read through the scenario at least once to
  f a m i l i a r i ze yourself with the situation, thre a t s, and
  major NPCs (particularly their motivations). Text that
  appears in shaded boxes is player information that yo u
  can read aloud or paraphrase for the players at the
  p roper times. For monster and NPC statistics, refer to
  e i t her the Appendix or the appropriate pages in the
  publications noted.
  ADVENTURE
  BACKGROUND
  Thousands of years ago, a cruel, aquatic race called the
  k o p ru emb a rked on a mission of conquest and estab-
  lished a mighty undersea empire. The legendary might
  of these cre a t u res was rivaled only by their cruelty to
  both enemies and subjects. T he vicious kopru con-
  quered and enslaved all the other sentient aquatic races
  with which they came into contact, including aqu a t i c
  elves and sahuagin.
  The aquatic elves who had not yet been enslaved by
  t he kopru built their settlements far away from the
  e m p i re’s bord e r s, but still they lived in fear of its
  expanding army. Constantly fortifying their defenses,
  t he elves watched and waited for the day when the i r
  enemies might attempt to annex their territory and
  enslave them.
  
  2
  T he sahuagin had not yet re a c hed the pinnacle of
  t heir power as a race, but their numbers we re incre a s-
  ing, and those not already absorbed into the empire
  harried its borders on a regular basis, seeking to fre e
  t heir enslaved kin. An individual kopru could easily
  defeat a single sahuagin, but the sahuagin often ove r-
  powered kopru defenders by sheer numbers. However,
  even the clerics of the shark god Sekolah could not pro-
  vide the sahuagin with the leadership they needed to
  overthrow their kopru oppressors.
  At last, as the elves had feared, the kopru began
  expanding once again, pushing the borders of the i r
  holdings outward. The aquatic elves saw this expansion
  as a real and imminent threat to their continued sur-
  vival, so they sought allies for a final stand. The elf lead-
  ers met in secret with the leaders of the various sahua-
  gin factions and eve ntually formed what would be an
  effective but short-lived alliance. 
  Bolstered by elven magic and complex strategic
  planning, the sahuagin army moved against the kopru
  expansion forces. In a single week, the unlikely allies
  attacked and sundered one kopru outpost after another.
  The cost in sahuagin life was enormous, but still they
  persevered. 
  After the kopru incursion into elven and sahuagin
  territory had been repelled, the sahuagin wanted to
  continue the fight, and the elves were more than will-
  ing to lead them into battle. The campaigns went on for
  years, gradually forcing the kopru farther and farther
  back within their borders. In time, their empire was
  simply overrun. Their cities were reduced to rubble,
  their slaves were freed and added to the invading army,
  and their citizens were slaughtered wholesale by the
  bloodthirsty sahuagin. The few surviving kopru fled
  their ruined cities and went into hiding. 
  Once they had soundly defeated the kopru, the
  aquatic elves and sahuagin fell to bickering over whose
  contribution to the war had been more valuable. Their
  alliance fell apart, and in less than a year, the two races
  were once again sworn enemies. Though a number of
  sahuagin fought to retain unity within their own race
  so that it might take the kopru’s place as the dominant
  force of the deep, old rivalries quickly resurfaced and
  splintered the tribes, diluting their power.
  For thousands of years, the kopru have remained in
  hiding, maintaining small communities and avoiding
  the races their ancestors had once enslaved. Most of
  their settlements are built in undersea caves, often near
  their ancestral homelands. But the powerful magical
  wards set up by the elves, still in place after all these
  years, have thus far kept them from entering the ruins
  of their ancient civilization.
  Several generations ago, the kopru matrons realized
  that the race’s numbers had recovered to the point where
  they could once again begin to expand their holdings.
  Because of their appearance and their history, few crea-
  tures they encountered were willing to teach them magic,
  but innate magical ability does occasionally manifest in
  the race, just as it does in any other. To gain a needed mag-
  ical edge for their next expansion, the matrons initiated
  breeding programs to create a line of sorcerers.
  One product of such a program, the sorcerer matron
  Ecalla, led her clan into a ruined kopru city in the
  hopes of retaking the domed complex and using it as a
  base. Although the magical wards designed to keep the
  kopru out of the city were still in place, Ecalla figured
  out a way to overcome them. She then took up resi-
  dence in the command dome and ordered her minions
  to begin rebuilding the rest of the ruins.
  The reoccupation of the ruined city was more of a
  symbolic victory than a practical one, but it has rallied
  the rest of the kopru, many of whom have since
  pledged their support to Ecalla. With every passing
  day, her power and influence grow, while the races she
  seeks to subjugate remain blissfully unaware of the
  growing threat presented by the kopru.
  ADVENTURE SYNOPSIS
  T he PCs must penetrate the ruined kopru city and
  make their way to the command dome. Once the re ,
  they must find and eliminate Ecalla, then clear the rest
  of the kopru out of the city and help the aquatic elve s
  reset the wards to ensure that the threat of the kopru
  expansion is contained.
  ADVENTURE HOOKS
  As DM, you know best how to invo l ve your characters
  in an adve nt u re. Howe ve r, if yo u’re stuck for an idea,
  you can use any of the following suggestions to prompt
  a raid on the ruined kopru city.
  • Lost Treasure: Tales have been circulating among
  sailors and pirates about a fantastic treasure in an
  ancient ruin near an uninhabited island. Reportedly,
  some adventurers discovered the cache while explor-
  ing the ruins but were driven away by some unusual
  creatures before they could recover it. Several ship
  captains have searched for the ruins that house this
  fabled treasure, but to date, no one has found any place
  that fits the description. Recently, however, Captain
  Marek of the Blue Barnacle acquired a map that he
  hopes will lead him to the right spot, and he has put
  out a call for adventurers who are willing to help him
  get there and acquire the loot.
  
  3
  • Hirelings: A group of aquatic elves dwelling near
  the ruined kopru city has discovered that the kopru
  have managed to circumvent the wards and move
  back into their ruined stronghold. Several of the
  elders from this elven settlement remember the
  kopru and their penchant for empire-building, and
  they have voiced concerns that the rebuilding of the
  ruins may mean that their ancient enemies are
  attempting a return to power. They believe that they
  have the might to crush this kopru insurgency, but
  they would have to move through sahuagin waters to
  do so. The elves worry that because the sahuagin have
  little recollection of the ancient conflict and no inter-
  est in historical events, they might try to ally with the
  kopru and mount an offensive against the elves if the
  resettlement is discovered.
  • In Search of History: Few records of the kopru
  empire remain, but some historians are interested in
  researching it. Vormod the sage, who lives in a city on
  the mainland, is intrigued by the tales he has heard of
  the kopru and has found evidence suggesting that a
  ruined city may lie just beneath the waves next to a
  nearby island. Though he is too old to search out the
  ruins himself, he is more than happy to offer the PCs
  6,000 gp, plus the monetary value of all the treasure
  they find, to mount an expedition for him. He is will-
  ing to let the characters keep any items they find that
  do not have historical significance in his opinion, but
  he does want to examine all their finds upon their
  return. Vormod offers the PCs an adventure map and
  provides them with any gear or spells they need to
  function underwater.
  BEGINNING THE
  ADVENTURE
  The Ko p ru Ruins is a site-based adve nt u re in which the
  p r i m a ry action occurs in a domed undersea city. T he
  a n c i e nt city lies on an underwater plateau along the
  coast of an uninhabited tropical island. T he waters in
  this area are calm most of the time. Depending on the
  strength of the winds, it usually takes three to five days
  to sail here.
  T he primary threats in the region surrounding the
  island are pirates and sahuagin. Although the are a
  draws little traffic, many pirates occasionally use the
  n u m e rous coves and inlets he re as bases of operations.
  Hidden pirate treasure isn’t just a myth in these parts; it
  is a reality.
  In addition, numerous sea creatures periodically rise
  f rom the depths to threaten ships passing thro u g h
  t hese waters. T he savage sahuagin are the most feare d
  a d ve r s a r i e s, but schools of ramfish, scyllans, and eve n
  occasional dragon turtles have been known to attack
  s h i p s. T he kopru, howe ve r, attack surface ships only if
  they believe them to be easy prey.
  
  If you are using lost tre a s u re to lure the PCs to this
  area, give the players the treasure map (Page 3).
  KEY TO THE RUINS
  The ruins are located 200 feet below the water’s surface.
  T he water is considered warm. (See St o rm w rack, p a g e
  11, for rules of depth and hypothermia).
  The following sections describe the general features
  of the ruins, plus the contents of the various chambers.
  The locations are keyed to the map of the ruins.
  INTERIOR FEATURES
  The domed ruins are divided into a central structure, a
  n o rth wing, a west wing, and the command dome in
  which Ecalla has taken up residence. The kopru society
  has always been divided by caste, and each wing was
  devoted to a different caste.
  Statuary
  Each room in the central structure and west wing con-
  tains several statues, which are set into the walls in
  small alcove s. Each statue is carved from obsidian or
  some other dark rock and stands 5 to 7 feet tall. Most of
  t he statues are of kopru warriors, though a few depict
  t he kopru god Shothotugg (see L o rds of Ma d n e s s , p a g e
  28), which re s e mbles a seething mass of fluid and ten-
  t a c l e s. Although these statues are not re p re s e nted on
  the map, every room contains two to ten of them, set far
  enough into the walls that they should not int e rf e re
  with combat. 
  Although their god is pro m i n e ntly displaye d
  throughout the ruins, the kopru of today are not partic-
  ularly re l i g i o u s, and almost none of them still worship
  Shothotugg. But with the re d i s c ove ry of some of the
  old records in this complex, the worship of this deity is
  beginning to re-emerge among the re s i d e nt s. Ma t ro n
  Ecalla is not a religious leader, but she encourages the
  worship of the kopru’s ancestral deity because she
  hopes to convince the rest of her race that her rise to
  power was ordained by the gods.
  Magical Wards
  T he wards that protect the ruins pre ve nt all forms of
  s c rying (as well as passwall, teleport a t i o n , and d i m e n s i o n
  d o o r) within the domes. Fu rt he r m o re, access to each
  wing is blocked by magical barriers that can be
  bypassed only by someone holding or wearing a spe-
  cific amulet (currently in the possession of the matron),
  or by activating the manual triggering mechanisms
  located in various rooms throughout the ru i n s. T he
  n o rth wing remains in ruins because the kopru have
  left the repair of this section for last.
  Entrances and Exits
  T he only way into or out of the complex is area 1, the
  g u a rd station. Various structural faults with the walls
  once allowed swimming creatures to pass in and out at
  other locations, but those have since been patched. The
  complex’s magical protections against teleportation and
  s c rying automatically extended to cover those are a s
  when these breaches were sealed.
  1. GUARD STATION (EL 12)
  This 30-foot-wide gap between the north and we s t
  wings of the ruins serves as the main guardpost for the
  complex. Because the cliff behind the complex rises
  a b ove it and covers the top, this guardpost is the only
  way into the ru i n s. Read or paraphrase the follow i n g
  when the PCs enter this area.
  T he double doors behind the guards provide access to
  the interior of the complex.
  Cre a t u re s : Four kopru guard s, one of which car-
  ries a key to the door at area 2, patrol this area.
  Kopru Guards (4): hp 72 each; see Appendix for
  statistics.
  2. ENTRYWAY
  This set of locked double doors bars entrance to the
  ru i n s. Read or paraphrase the following when the PCs
  approach.
  T he statues, made of obsidian, depict kopru guard s
  armed with tridents.
  If the PCs defeated the guards stationed in area 1,
  they may already have retrieved the key to these doors
  by the time they reach them. Otherwise, they must use
  Open Lo c k, or break down the doors, or use magic
  specifically designed for opening (such as knock ) to get
  t h rough. Pa s s w a l l and other spells that allow passage
  through solid objects automatically fail.
  T he double doors are about two stories tall and set
  i nto the stone wall ahead. T hey are engraved with
  some kind of runes set in a silvery metal. Flanking
  t he doors are two identical, 90-f o o t -tall statues
  c a rved from black stone. Each depicts one of the
  horrid cre a t u res that previously guarded this are a .
  A rectangular opening in the domed complex gives
  access to a sort of courtyard. Four nightmarish crea-
  t u re s, each re s e mbling a human-s i zed, thre e-t a i l e d
  eel with two arms and a tentacled mouth, swim
  t h rough this area. Each is armed with a wicked-
  looking trident. Behind them is a pair of double
  doors.
  4
  
  5
  
  6
  Stone Doors (2): Hardness 8, 60 hp, break DC 28,
  Open Lock DC 20.
  3. HOLDING CELLS (EL 11)
  The door to this area is locked, but the key to the doors
  in area 2 also opens this one. This chamber contains a
  cage used to house dangerous sea cre a t u re s. Read or
  paraphrase the following when the PCs open the door.
  If the PCs used the key to open the door, the cage
  remains secure. Otherwise, the cage door opens as soon
  as the door to the room does, releasing the cre a t u re s
  inside.
  Stone Door: Ha rdness 8, 60 hp, break DC 28,
  Open Lock DC 20.
  Cre a t u res: T he cage houses four uchuulons. In
  addition, two kopru guards are stationed in the room to
  serve as the uchuulons’ keepers.
  Kopru Guards (2): hp 72 each; see Appendix for
  statistics.
  Uchuulons (4): hp 71 each; see St o rm w ra c k , p a g e
  163, for statistics.
  Tactics: T he uchuulons attack as soon as the door
  to their cage opens. T hey re c o g n i ze the kopru as the i r
  masters and do not attack them.
  T he kopru take a standard action to release the
  uchuulons if the door to their cage has not opened
  automatically, then turn to attack the PCs.
  4. LEVER 1—WEST WING (EL 12)
  T he door to this room is locked, but the key to the
  doors in area 2 opens this one as well. Entering the
  room by any other means activates the poisoned
  needle trap. 
  Poisoned NeedleTrap: CR 11; mechanical; loca-
  tion trigger; manual reset; Atk +20 melee (1 plus
  poison, needle); poison (black lotus extract, DC 20 For-
  titude resists [poison only], 3d6 Con); Se a rch DC 25;
  Disable Device DC 20, Market Price 48,500 gp.
  Stone Door: Ha rdness 8, 60 hp, break DC 28,
  Open Lock DC 20.
  Read or paraphrase the following when the PCs
  open the door.
  The lever opens the door to the west wing.
  Cre a t u re s : This room is guarded by two mosasaurs
  that the kopru have taken in and domesticated.
  Mosasaurs (2): hp 166 each; see Stormwrack, page
  146, for statistics.
  Tactics: T he mosasaurs have been trained to act
  friendly tow a rd any kopru or any cre a t u re accompa-
  nied by a kopru, but they attack other cre a t u res that
  e nt e r. If the PCs have a living kopru with them whe n
  t hey ent e r —be it a hostage, a charmed opponent, or a
  k o p ru that is compliant for any other re a s o n—t he
  mosasaurs do not attack. If the PCs enter without a
  kopru, the creatures attack immediately.
  W hen combat begins, the mosasaurs back all the
  way against the east wall and occupy adjacent squ a re s,
  making it difficult for the PCs to flank them. Each
  mosasaur uses its improved grab ability to establish a
  hold on an opponent, then attempts to swallow it
  whole. If its first attempt to swallow fails, it re s o rts to
  its bite and tail slap attacks.
  5. LIVING QUARTERS (EL VARIABLE)
  Many of the kopru who have taken up residence in the
  ruins use this area for their living quarters.
  Unless the PCs have already drawn attention to the m-
  s e l ves in some way, the kopru in this chamber are not
  expecting trouble. T h u s, each character gains a +5 cir-
  cumstance bonus on opposed Listen or Spot che c k s
  made to determine surprise.
  Cre a t u res: Up to thirt y -six kopru are he re at any
  given time, eating, sleeping, or relaxing. 
  Ko p ru Gu a rds (36): hp 72 each; see Ap p e n d i x
  for statistics.
  Tactics: Once combat begins, the kopru attempt to
  flank the PCs. T hey use their superior numbers to
  advantage and employ only their natural weapons.
  Treasure: The mesh bags contain rations and gear.
  Each also contains a small pearl, worth 50 gp.
  This squ a re chamber is filled with smooth ro c k s
  arranged in a we i rd but somehow aesthe t i c a l l y
  pleasing way. Some rocks are tall, with scoop-
  shaped depressions; others are smaller and more
  b oxlike. Mesh bags hang on rocky outcro p p i n g s
  a round the perimeter, and tridents stand against
  the walls here and there. Bones are piled in the cor-
  n e r s, along with various small items that defy
  description. 
  Do zens of the eel-like cre a t u res occupy this cham-
  b e r. Some recline on the rocks carving bones with
  small knives; others are curled in the smooth depre s-
  s i o n s, evidently asleep. A few chew on fish and othe r
  sea cre a t u re s, flinging the bones onto the piles.
  Two crocodilian reptiles with flippers instead of
  feet swim lazily through this chamb e r. Each has a
  finned tail and jaws studded with razor-sharp teeth.
  In the center of the east wall is a lever.
  In the far left corner of the room stands a cage built
  of some dull metal that contains four tentacled, lob-
  sterlike cre a t u re s. Guarding them are two more of
  the eel-like beings armed with tridents.
  
  7
  6. LEVER 2—NORTH WING (EL 5)
  The north wing of the complex still lies in ruins, prima-
  rily because the kopru have not been int e rested in
  restoring it thus far. Because of its re l a t i ve unimpor-
  tance to them, they have not placed any guards around
  t he lever that grants access to this wing. Read or para-
  phrase the following when the PCs enter.
  T he lever is protected by a falling block trap. Un l e s s
  this trap is discove red and disabled, a stone block falls
  from the ceiling on top of any creatures occupying the
  s qu a re that contains the leve r, as well as the squ a re
  immediately to the north of it.
  If you wish to place a combat encounter in this
  c h a mb e r, feel free to construct one, using area 11 as a
  guide.
  Falling Block Trap: CR 5; mechanical; location
  trigger; manual reset; Atk +15 melee (6d6); multiple tar-
  gets (can strike all characters in two adjacent specified
  s qu a res); Se a rch DC 20; Disable Device DC 25. Ma rk e t
  Price: 10,000 gp.
  7. PUZZLE ROOM (EL 10)
  This chamber contains one of the kopru’s ancestral
  t re a s u re s, kept safe throughout the centuries in its
  trapped receptacle. Read or paraphrase the follow i n g
  when the PCs enter.
  On the podium are three rectangular tiles, each a differ-
  e nt color. T hey are arranged in the order black, blue,
  and green. En g r a ved into the top of the podium is a
  s t a r, under which are three squ a re depressions about
  the size of the tiles, arranged in a vertical line.
  The tiles represent the colors of the water at various
  depths, and the star represents the sky above the ocean.
  T he correct placement of the tiles is blue at the top,
  green in the middle, and black at the bottom.
  If the PCs correctly place the tiles, the stone con-
  tainer with the trident etched onto it opens, revealing a
  +3 trident within. Breaking open the container or plac-
  ing the tiles incorrectly triggers an e n e r gy dra i n t r a p.
  Stone Container: Ha rdness 8, hp 90; break DC 35.
  Energy Drain Tr a p : CR 10; magic device; visual
  trigger (t rue seeing); automatic reset; Atk +8 ranged
  touch; spell effect (e n e r gy dra i n , 1 7 t h - l e vel wizard, 2d4
  n e g a t i ve levels for 24 hours, DC 23 Fo rtitude save
  negates); Se a rch DC 34; Disable Device DC 34. Cost:
  124,000 gp, 7,280 XP.
  8. SEDIMENT MOUNDS
  Because the floor in this area is a bit lower than it is in
  o t her parts of the complex, sediment from the disint e-
  grating walls has collected here. Read or paraphrase the
  following when the PCs enter.
  No cre a t u res inhabit the muck, but any character who
  searches it and makes a successful DC 20 Search check
  finds a 3-foot-long rod carved from some dark stone.
  This item is nonmagical and appears normal in eve ry
  way.The rod fits into the mechanism in area 9, complet-
  ing the lever that opens the door to area 10.
  9. LEVER 3—COMMAND DOME 
  (EL 12)
  Because this room contains the mechanism that opens
  t he door to the command dome, it is heavily guard e d .
  As an added precaution, the kopru have hidden the rod
  that completes the lever mechanism in one of the sedi-
  ment piles in area 8.
  The lever cannot be made to operate without a handle.
  However, inserting the rod made for it (from area 8) or
  any other item into the mechanism triggers a trap (see
  below).
  Cre a t u re s : Six guards attend this position and
  attack any nonkopru that enter.
  Kopru Guards (6): hp 72 each; see Appendix for
  statistics.
  Ta c t i c s : T he kopru guarding this chamber are
  always on the alert and attack int ruders the moment
  t hey become aware of their presence. T he kopru
  attempt to flank the PCs and use their natural attacks. If
  it becomes appare nt to them that their attacks are not
  dealing as much damage as they should, the kopru
  switch to their +2 tridents.
  Tr a p : An e n e r gy dra i n trap has protected the leve r
  mechanism in this room since the ancient kopru
  This rectangular chamber has suffered the rava g e s
  of time as fully as its neighboring are a s. In the
  center of the floor is a semicircular protrusion that
  looks like a lever mount, but no handle is present to
  operate it. Six eel-like guard s, each armed with a
  wicked-looking trident, swim about the area.
  Within this room are three large mounds of
  sediment. Broken rocks and bits of detritus too far
  gone to be identified poke out here and there from
  this material.
  In the middle of this chamber stands a podium
  made of stone. On the south wall is a closed, rectan-
  g u l a r, stone container with a picture of a trident
  etched into its top.
  This chamber is triangular and apparently uninhab-
  ited. In the center of the floor is a lever.
  
  8
  inhabited these ruins.They placed it here to ensure that
  t heir leaders could not be disturbed by any unautho-
  r i zed visitors. T he trap is activated when a cre a t u re
  places the rod from area 8 (or any similarly shaped
  object) into the mechanism. Since Ecalla did not have
  t he amulet that she now uses to get around the com-
  plex at the time of her arrival he re, she had one of he r
  male underlings open the doors to the various sections
  of the ruins. This particular trap cost him his life.
  Energy Drain Trap: CR 10; magic device; touch
  trigger; automatic reset; Atk +8 ranged touch; spell
  effect (e n e r gy dra i n , 1 7 t h - l e vel wizard, 2d4 negative
  l e vels for 24 hours, DC 23 Fo rtitude save negates);
  Search DC 34; Disable Device DC 34. Cost: 124,000 gp,
  7,920 XP.
  10. THE COMMAND DOME (EL 14)
  This chamber is whe re the kopru leaders dwell. Fro m
  here, they can see both the complex and the surround-
  ing undersea floor.
  T he throne is made in the image of the kopru god
  Shothotugg.
  Cre a t u re s : From this chamb e r, Ma t ron Ec a l l a
  rules the ru i n s. She is accompanied by four of he r
  attendees, all female, who ensure that she is both com-
  fortable and protected.
  Ta c t i c s : W hen the PCs enter the ro o m, Ec a l l a’s
  four attendees immediately spring to attack the m .
  Ec a l l a’s initial strategy is to stay behind her defenders
  and use the magic at her disposal against the PCs. How-
  ever, she quickly moves into melee if it appears that her
  defenders are not powe rful enough to stop the part y.
  Her primary targets are any characters she believes are
  a rcane spellcasters, followed by the strongest fighters
  in the group.
  Ma t ron Ec a l l a : hp 104; see Appendix for statistics.
  Kopru Guards (4): hp 72 each; see Appendix for
  statistics.
  Treasure: Behind the throne is a stone chest con-
  taining the combined tre a s u re of Ecalla and her staff.
  T heir hoard consists of ten obsidian statuettes (60 gp),
  an aquamarine (300 gp), an onyx (40 gp), a golden pearl
  (100 gp), an emerald (800 gp), an aquamarine (500 gp), a
  deep blue spinel (600 gp), a carnelian (50 gp), a chryso-
  prase (60 gp), a jacinth (6,000 gp), a lapis lazuli (13 gp), a
  jasper (50 gp), thre e potions of dark v i s i o n (300 gp), thre e
  potions of cure moderate wounds (300 gp), and 2,000 gp.
  About Ec a l l a’s neck is her medallion of passage (150 gp)
  that opens any door in the complex for her.
  11. RANDOM ENCOUNTERS 
  (EL VARIABLE)
  T hese rooms contain little of int e rest, but encount e r s
  with various sea cre a t u res can occur he re. No occu-
  pants of these chambers attack the kopru.
  Cre a t u re s : T he kopru and some of the cre a t u re s
  t hey have allowed to reside he re occasionally occupy
  t hese ro o m s. Roll 1d8 and consult the following table
  to determine the encount e r —o r, if you pre f e r, fore g o
  t he die roll and simply choose an encounter from the
  table.
  d8 Roll
  Encounter
  1–4
  No encounter
  5
  3 kopru guards
  6
  4 giant octopi
  7
  6 standard kopru
  8
  1 or 2 sisiutl* (if space allows, or reroll)
  *see Stormwrack, page 159, for statistics
  Ta c t i c s : All cre a t u res fight any nonkopru the y
  encounter to the death.
  12. RANDOM ENCOUNTERS 
  (EL VARIABLE)
  T hese chambers are identical to area 11, except for the
  i n h a b i t a nt s. As above, roll 1d8 and consult the follow-
  ing table to determine the encount e r, or choose one
  from the table.
  d8 Roll
  Encounter
  1–5
  No encounter
  6
  2 kopru guards
  7
  3 giant octopi
  8
  4 standard kopru
  Ta c t i c s : All cre a t u res fight any nonkopru the y
  encounter to the death.
  APPENDIX: 
  NPC STATISTICS
  This section gives statistics for a standard kopru ,
  updated for D&D v.3.5, plus statistics for the kopru
  guards and for Ecalla.
  KOPRU
  Many generations ago, the kopru built a far-flung civi-
  lization beneath the sea. For unknown re a s o n s, the i r
  society declined, becoming ever more decrepit and
  A massive obsidian throne that resembles a mass of
  writhing tentacles stands on the easternmost wall
  section of this spherical chamb e r, opposite the
  d o o rw a y. T he walls sport various levers and view-
  p o rt s, and several smooth rocks form chairs and
  beds for the five eel-like cre a t u res at work he re .
  
  9
  
  1 0
  degenerate. Now, almost none of its former glory
  remains.
  A kopru re s e mbles no known cre a t u re, but it com-
  bines several familiar features into one monstro u s
  whole. Its vaguely eel-like body ends in three long,
  flexible, barbed tails. Its torso is nearly human, and the
  hands on its two arms end in vicious webbed claws. Its
  head grows directly from its trunk, like a fish’s, and has
  large, unblinking eye s. T he fact that its mouth is sur-
  rounded by four tentacles has led some scholars to pro-
  pose that it may somehow be related to mind flaye r s.
  Kopru speak Aquan and Common.
  KOPRU
  CR 6
  CE Medium monstrous humanoid (aquatic)
  Init +2; Senses Listen +1, Spot +1; darkvision 60 ft.
  Languages Aquan, Common
  AC 15, touch 12, flat-footed 13
  hp 36 (8 HD)
  Fort +2, Ref +8, Will +9
  Speed 5 ft. (1 square), swim 40 ft.
  Melee tail slap +10 (1d6+2) or
  Melee tail slap +10 (1d6+2) and
  Melee 2 claws +8 (1d4+1) and
  Melee bite +8 (1d4+1)
  Base Atk +8; Grp +8
  Special Actions constrict 3d6+3, dominate person,
  improved grab
  Abilities Str 15, Dex 14, Con 11, Int 11, Wis 12, Cha
  10
  Feats Iron Will, Multiattack, Skill Focus (Escape
  Artist)
  Skills Concentration +8, Escape Artist +11, Jump
  –10, Move Silently +6, Search +4, Swim +10
  Constrict (Ex): On a successful grapple check, a
  kopru deals 3d6+3 points of damage.
  Dominate Person (Su): Once per day, a kopru can
  produce an effect like that of the dominate
  person spell (caster level 10th; Will DC 14),
  except that the range is 180 feet and the dura-
  tion is 8 days.
  Improved Grab (Ex): To use this ability, a kopru
  must hit with its tail 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 in the same round.
  The long, eel-like body of this bizarre and disturbing creature
  ends in three barbed tails. It has a humanlike torso and arms
  that end in hands tipped with vicious-looking webbed claws.
  It has two enormous, unblinking eyes placed wide on its head,
  and its mouth is surrounded by tentacles.
  Strategies and Tactics
  On land, a kopru cannot attack with its claws because it
  needs its arms to drag itself across the ground or pro p
  its body up. In the water, howe ve r, it is a fero c i o u s
  o p p o n e nt that is particularly deadly in melee comb a t .
  Along with its claws and teeth, it lashes out with its
  tails, all three of which strike as one.
  Because of their slow land speed, the kopru rarely
  attack targets above the surface of the water. However,
  they have begun to prey upon sea-dwelling races that
  they consider weaker than themselves, such as the
  aquatic elves, the aventi, and the darfellan.
  Kopru sometimes prowl the depths alone, but more
  often, they travel in pairs or patrols of three to five indi-
  viduals. Since the downfall of their civilization, their
  settlements tend to be small colonies of six to twenty-
  four adults and double that number of noncombatant
  juveniles.
  Ecology
  Modern kopru live by hunting. T heir diet consists mostly
  of fish, though they are more than happy to dine on othe r
  s e nt i e nt aquatic races, such as aquatic elve s, ave nti, darf e l-
  l a n, and sahuagin, when they can catch them. No prison-
  ers they take in combat are ever released; they are eithe r
  e n s l a ved or eaten. Sahuagin hunt kopru re l e nt l e s s l y
  because of their ancient hatred for the race, though few
  n ow re m e mber the reason for that hatre d .
  Each adult female kopru takes a mate eve ry ye a r
  and lays a clutch of eggs. T he eggs are communally
  tended until they hatch. T he young are fed for the
  first few months of their live s, then turned loose to
  h u nt on their own. Cannibalism among yo u n g
  k o p ru is common. Ko p ru that are too old to hunt are
  turned out of the colony to become food for under-
  sea pre d a t o r s.
  Environment: Kopru lair in warm coastal waters,
  typically in tropical or subtropical are a s. Many of the i r
  large cities we re built in the waters of island chains,
  p a rticularly islands formed from underwater vo l c a n i c
  a c t i v i t y. Some few also dwell in warm marshe s. T he i r
  s e t t l e m e nts are crude underwater caves carved out of
  coral or stone. Most are located near their ancient ,
  ruined cities.
  Typical Treasure: A kopru carries standard coins
  (gold and platinum only), standard goods (gems only),
  and no items except its gear.
  Kopru Society
  Ko p ru society is matriarchal and savage. T he males
  g u a rd the females and serve at their beck and call. T he
  
  1 1
  largest females become matrons and rule small
  colonies of their own.
  A l i g n m e nt : Ko p ru are always chaotic evil. As far
  as they are concerned, other beings exist only to serve
  the kopru.
  Kopru with Class Levels
  Because of their undersea habitat and their chaotic evil
  a l i g n m e nt, kopru are not really suitable as PCs. NPC
  k o p ru, howe ve r, can make int e resting opponent s. A
  kopru’s favored class is fighter, though several matrons
  have been bred to be sorcerers.
  Level Adjustment: +4.
  Advanced Kopru
  Kopru can advance by Hit Dice as well as class levels. A
  k o p ru with 9–10 Hit Dice is Me d i u m, and one with
  11–12 Hit Dice is Large. Larger specimens are usually
  m a t rons who grew because of a constant food supply
  provided by their underlings, though a few Large males
  exist as well. Most of these serve as bodyguards and
  c o n s o rts for matro n s, though one occasionally tries to
  seize power in his own right.
  Level Adjustment: +4.
  Kopru in Eberron
  T he kopru we re created by the daelkyr during the age of
  m o n s t e r s. Although they quickly spread throughout the
  w o r l d’s oceans, they forged a powe rful underwater king-
  dom in the waters north of Xe n’drik. This empire lasted
  f rom about –7,000 YK to –3,000 Y K. No one knows why
  t heir society fell, and no historical re c o rds have been
  u n e a rt hed to explain its sudden decline. Some scholars sug-
  gest that the races the kopru enslaved rose up against the m,
  while others speculate that the demise of their culture may
  h a ve been related in some way to the emergence of the
  d r a g o n m a rk s. Howe ve r, such speculation is simply conjec-
  t u re; no evidence of any sort has been uncove red to date.
  Kopru in Faerûn
  T he kopru originated in the waters surrounding the
  fetid swamps of Chult and the nearby coastline.
  A round –2,750 DR, the couatl-led humans drove the m
  f rom the island. This forced exodus from their native
  waters resulted in the spread of the kopru thro u g h o u t
  t he world. Eve nt u a l l y, a large group of them settled in
  the Sea of Fallen Stars, where they established a mighty
  kingdom that rivaled that of the sahuagin. After ye a r s
  of struggle, the sahuagin conqu e red the kopru, ru i n e d
  t heir underwater cities, and slew as many of them as
  possible. Ko p ru settlements now exist in the oceans
  throughout Faerûn, but the creatures primarily inhabit
  the pirate isles in the Sea of Fallen Stars and the region
  near the Nelanther Isles in the Sea of Swords.
  KOPRU GUARD
  Both male and female kopru take part in guarding the
  complex.
  KOPRU GUARD
  CR 8 
  Male or female kopru fighter 2
  CE Medium monstrous humanoid (aquatic)
  Init +3; Senses Listen +0, Spot +0; darkvision 60 ft.
  Languages Aquan, Common
  AC 21, touch 13, flat-footed 18
  hp 72 (10 HD)
  Fort +7, Ref +9, Will +8
  Speed 5 ft. (1 square), swim 40 ft.
  Melee +2 trident +17 (1d8+9) or
  Melee tail slap +15 (1d6+5) or
  Melee +2 trident +17/+12 (1d8+9) or
  Melee tail slap +15 (1d6+5) and
  Melee 2 claws +13 (1d4+2) and
  Melee bite +13 (1d4+2)
  Base Atk +10; Grp +15
  Atk Options Power Attack, Cleave, Great Cleave
  Special Actions constrict 3d6+7, dominate person,
  improved grab
  A b i l i t i e s Str 20, Dex 17, Con 14, Int 10, Wis 11,
  Cha 9
  Feats CleaveB, Great Cleave, Iron Will, Multiattack,
  Power Attack
  S k i l l s Concentration +10, Escape Artist +8,
  Intimidate +3, Jump –7, Move Silently +6,
  Search +4, Swim +11
  Possessions +1 pearlsteel chain shirt, +2 trident,
  50 gp
  Constrict (Ex): On a successful grapple check, a
  kopru deals 3d6+7 points of damage.
  Dominate Person (Su): Once per day, a kopru can
  produce an effect like that of the dominate
  person spell (caster level 10th; Will DC 13),
  except that the range is 180 feet and the dura-
  tion is 8 days.
  Improved Grab (Ex): To use this ability, a kopru
  must hit with its tail 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 in the same round.
  ECALLA, KOPRU MATRON
  Ma t ron Ecalla is the leader of a successful kopru clan
  that has already conqu e red several othe r s. In c o r p o r a t-
  ing these captives has swelled the clan’s numbers and
  
  1 2
  made it one of the most powe rful and prestigious in
  this part of the ocean. During her long life, Ecalla has
  tapped into the magic bred into her line and become a
  fairly accomplished sorcerer.
  Ma t ron Ecalla rules her subjects with “tender
  m e rc y ” —that is, she treats them well as long as the y
  obey her commands. Obedience is rewarded, disobedi-
  ence is painfully punished, and failure earns death. The
  majority of Ecalla’s subjects respect her for her ability to
  enforce order upon a normally chaotic people.
  Ma t ron Ecalla seeks to re s t o re the kopru to what she
  feels is their rightful place in the sea. She seeks to crush the
  d i s o r g a n i zed sahuagin, enslave the aquatic elves and othe r
  s e nt i e nt races of the ocean, and re s t o re the Ko p ru Em p i re
  to its former glory. So far, she has succeeded admirably,
  absorbing many weaker clans into her own and making
  alliances with those too strong to conqu e r. Re c e nt l y, she
  and her forces retook one of the ancient kopru ru i n e d
  cities as a symbolic display of her rising powe r.
  MATRON ECALLA
  CR 12
  Female kopru sorcerer 4
  CE Large monstrous humanoid (aquatic)
  Init +2; Senses Listen +3, Spot +3; darkvision 60 ft.
  Languages Aquan, Common
  AC 20, touch 15, flat-footed 18
  hp 104 (16 HD)
  Fort +7, Ref +11, Will +17
  Speed 5 ft. (1 square), swim 40 ft.
  Melee tail slap +16 (1d6+3) or
  Melee tail slap +16 (1d6+3) and
  Melee 2 claws +14 (1d4+1) and
  Melee bite +14 (1d4+1)
  Space 10 ft.; Reach 10 ft.
  Base Atk +10; Grp +21
  Atk Options Cleave, Power Attack
  Special Actions constrict 3d6+4, dominate person,
  improved grab
  Combat Gear potion of blur, 3 potions of cure moder-
  ate wounds, wand of magic missile (CL 5th, 30
  charges)
  Sorcerer Spells Known (CL 4th):
  2nd (4/day)—pressure sphere (DC 15) (S t o r m w r a c k,
  page 120)
  1st (7/day)—mage armor, magic missile, shield
  0 (6/day)—daze (DC 13), detect magic, flare (DC
  13), prestidigitation, ray of frost, read magic
  A b i l i t i e s Str 16, Dex 14, Con 14, Int 10, Wis 17, Cha 17
  Fe a t s Cleave, Craft Wondrous Item, Iron Will,
  Multiattack, Power Attack, Steam Magic
  (Stormwrack, page 93)
  Skills Concentration +16, Escape Artist +8, Hide
  –2, Jump +0, Move Silently +9, Search +7,
  Spellcraft +4, Swim +11
  Possessions bag of teeth (Stormwrack, page 131),
  horn of tritons, ring of protection +4, amulet of
  natural armor +2
  Constrict (Ex): On a successful grapple check,
  Ecalla deals 3d6+4 points of damage.
  Dominate Person (Su): Once per day, Ecalla can
  produce an effect like that of the dominate
  person spell (caster level 12th; Will DC 19),
  except that the range is 180 feet and the dura-
  tion is 8 days.
  Improved Grab (Ex): To use this ability, Ecalla must
  hit with her tail attack. She can then attempt to
  start a grapple as a free action without provok-
  ing an attack of opportunity. If she wins the
  grapple check, she establishes a hold and can
  constrict in the same round.
  CONCLUDING THE 
  ADVENTURE
  Once Ma t ron Ecalla has been slain, her minions qu i t
  the complex. No other matron is interested in this par-
  ticular site, so it once again falls into disuse. If alert e d
  to the situation, the aquatic elves re-establish the wards
  within the week.
  FURTHER ADVENTURES
  Ec a l l a’s followers are too disorganized to seek ve n-
  geance against the PCs for the attack on this complex.
  Howe ve r, other matrons have taken note of Ec a l l a’s
  e f f o rt s, and they continue trying to penetrate othe r
  kopru ruins in the area. The kopru’s efforts to re-estab-
  lish their superiority are redoubled unless the PCs take
  steps to reduce their numb e r s, either through raids of
  their own, or by negotiating military alliances with the
  kopru’s ancient enemies.
  ABOUT THE AUTHOR
  Darrin Drader was born in Pu l l m a n, Washington in
  1973 and stayed there long enough to attend WSU. He
  t hen moved to western Washington and eve nt u a l l y
  landed a job at Wizards of the Coast, Inc. After an eight-
  year stay in the Seattle area, he decided to move back to
  eastern Washington so that he could be closer to his
  f a m i l y. He has been an RPG freelancer since 2000 and
  has done design work for DRAGON magazine, Star Wars
  Gamer magazine, Bastion Press, Mongoose Publishing,
  and Wizards of the Coast, Inc.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/3.5/The Kopra Ruins.pdf