Secret of the Black Crag
- Based on the original work by Chance Dudinack and Silverarm.
- Conversion by Louis Mesnier.
General Notes
- If not mentioned, run as written.
- For naval travel, you can use Cairn 2E Wilderness Exploration procedures. It should work without changing much: just flavor the results to the maritime context. For pirate crews, use detachments. Ship combat is not really a focus of this adventure, but your players might expect it and ask for it. If so, hack your own rules, or use an existing Cairn / Into the Odd hack.
Port Fortune
The Sultry Siren
- Sleeping drug : STR save to remain conscious.
- Bejeweled dagger : d8.
Stitcher’s Shack
- Medical treatment: Costs 10gp per STR or DEX point healed.
Chapel of St. Syd
- Potions: Restore d4 STR.
- Remove Curse: A single curse is removed from the target.
Fort Albatros
- Trapped chest: Telegraphing the trap: As the chest opens, the sound of a mechanism can be heard and the point of a needle appears in the chest’s opening. If ignored, STR save or die.
Red Roger Rathbone
8 HP, 1 Armor, 13 STR, 11 DEX, 15 WIL, bejeweled cutlass (d10)
Pirates!
Amra the Tigress
11 HP, 1 Armor, 8 STR, 15 DEX, 13 WIL, sword (d8) or dagger (d6)
Gentleman James
3 HP, 7 STR, 9 DEX, 8 WIL, gilded sword (d10)
Mr. Stubbs
7 HP, 1 Armor, 14 STR, 9 DEX, 12 WIL, sword (d8) or crossbow (d6)
Mancomb Spotswood
8 HP, 1 Armor, 10 STR, 12 DEX, 14 WIL, sword (d8)
Harkness the Hangman
6 HP, 1 Armor, 11 STR, 11 DEX, 8 WIL (appears as much higher WIL), sword (d8)
Old Tom
3 HP, 1 Armor, 5 STR, 7 DEX, 8 WIL, weapon (d6)
Battleaxe Barnaby
6 HP, 1 armor (from necklace), 14 STR, 10 DEX, 13 WIL, handaxes (d6+d6)
- Head of her late husband as a necklace : +1 Armor, but only for her.
Crews
You can treat the crews as detachments: 6 HP, 10 STR, 10 DEX, 10 WIL, swords (d8). The crew of the Bottom Feeder should be weaker: 3 HP, 7 STR, 7 DEX, 7 WIL, daggers (d6).
NPC Generator
- Iron gut: Immune to poison.
- One milky, blind eye: Ranged attacks are impaired.
- Expert darts player: Ranged attacks against immobile targets are enhanced.
- Arm wrestling champion: Unarmed attacks deal d6 damage.
- A family heirloom: d10 weapon.
- Abnormally high pain tolerance: +d6 STR.
- Former wizard’s apprentice: Has a random spellbook (roll on the spellbook table in the Warden’s Guide, p.134.)
- Sudden fainting spells: WIL save when scared or excited or pass out.
- Anger issues: WIL save when angered or get violent.
The Salamander Islands
Weather & Random sea encounters
Weather
- Movement rate reduced to 1/2 or 2/3: add a watch to travel time.
- Movement rate reduced to 1/3: add two watches to travel time.
- Movement rate doubled: reduce travel time by a watch.
- Movement rate tripled: reduce travel time by two watches.
Merchant Cog
20 sailors
3 HP, 10 STR, 10 DEX, 10 WIL, detachment
First mate
5 HP, 10 STR, 10 DEX, 12 WIL
Captain
7 HP, 10 STR, 10 DEX, 14 WIL
Treasure Ship
40 sailors
two detachments with each 3 HP, 10 STR, 10 DEX, 10 WIL
First mate
7 HP, 10 STR, 10 DEX, 14 WIL
Captain
10 HP, 10 STR, 10 DEX, 16 WIL
Fire!
- The ship takes fire, sinking in the hour if not extinguished.
Freak Lightning Storm
- A lightning bolt hits the boat: A mast is broken by the lightning bolt. The ship takes fire, sinking in the hour if not extinguished.
Sirens’ Claw
Siren
8 HP, 7 STR, 12 DEX, 13 WIL, claws (d4+d4)
- Song: Those who hear the song must succeed at a WIL save or move towards the sirens, even jumping into the sea or crashing the ship to reach them. Those under the spell see the sirens as beautiful beckoning figures, their bites and scratches as kisses and caresses.
Temple of the Monkeys
Giant Leech
6 HP, 1 Armor, 15 STR, 7 DEX, 5 WIL, bite (d6)
- Critical Damage: Recovers all its STR as it drains the target’s blood.
Cap’n
8 HP, 1 Armor, 16 STR, 12 DEX, 14 WIL, sword (d8)
- If he survives critical damage, he drops his sword, fights with fists and bite (d6+d6) and gains Critical Damage: rends the target with his fists, dealing an additional d6 STR damage.
Overgrown Hall
- Poisoned darts: Telegraph as written (monkey skeletons riddled with darts, removing the vines reveals the holes in the walls and pressure plates on the floor.) Walking on the pressure plates always triggers the trap (no roll). If struck, STR save or die.
Warrior Statue
6 HP, 2 Armor, 12 STR, 8 DEX, 10 WIL, blows (d6+d6)
- Not affected by Morale Saves.
Sealed Reliquary
- Diamond hit by sunlight: Creatures of beast-level intelligence must succeed at a WIL save or be mesmerized.
Fire Island
Masked Soldier
5 HP, 10 STR, 10 DEX, 12 WIL, obsidian club (d6)
Commander Nago
10 HP, 8 STR, 7 DEX, 15 WIL, lightning trident (d8)
- Treasure: Power crystal (see appendix).
- Lightning trident: If loaded with a power crystal, its attacks are enhanced and it gains d10 charges. When a charge is expanded, the attack has blast (10ft around the wielder). Underwater, the wielder is also targeted by the blast.
High Engineer Eka
8 HP, 10 STR, 12 DEX, 12 WIL, hammer (d6)
- Cure Wounds: Restore d4 STR to a creature you can touch.
- Hold Person: A human or human-like creature is paralysed for a turn.
- Purify Food and Water: Poisoned, rotten, spoiled, or contaminated food and water are purified.
- Speak with Animals: You can communicate with animals for a short while.
Lava Gargoyle
7 HP, 2 Armor, 14 STR, 4 DEX, 12 WIL, claws and bite (d6+d6)
- Regeneration: Covers itself in molten rock to regain d6 PC.
Tar Pits
- Moving through the tar pits: Without strict caution or the aid of a guide, those moving through the pits must succeed at a DEX save or step into a seep, one foot caught in sticky black tar.
Skeleton Cave
Nereus’s Cave
- Searching Nereus’s bed: Any searching his bed stinks of rotten fish for d4 weeks. While stinking, the Warden might ask for a WIL save to avoid negative reactions in social situations.
Nereus the Cyclops
16 HP, 2 Armor, 16 STR, 10 DEX, 6 WIL, club (d10+d10) or rock (d8+d8)
- Due to limited depth perception, his attacks are impaired against distant or moving targets.
Traitor’s Arch
- Black Tom: If released, tries to possess one of the PCs: WIL save or be possessed.
Dagger Crag
Omo-Toto’s Nest
- Pieces of a stone tablet covered in glowing script. Act as a scroll of Teleport when repaired. Teleport: An object or person you can see is transported from one place to another in a 50ft radius. Can be destroyed to create a portal to another dimension.
Omo-Tato
15 HP, 17 STR, 13 DEX, 14 WIL, claw (d8) or bite (d10), detachment
- Not affected by Morale Saves when defending their nest.
Brimstone Island
Volcanic ruin
- Sword of red-gold metal (d10).
Ancient Colossus
14 HP, 2 Armor, 16 STR, 12 DEX, 10 WIL, fist (d6+d6) or eye ray (d6, blast), detachment
- Unharmed by gas. Immune to mind-affecting magic and magic that immobilize a target. Not affected by Morale Saves.
Driftwood Cay
The Cursed Tree
- Giant statue’s bolt of energy: Telegraph as written. Find protection (ex: DEX save to take cover) or take d12 STR damage.
- Heart-shaped golden fruits: Restore d10 STR and cure all diseases.
Drowned Watchtower
Strangle Weed
8 HP, 10 STR, 12 DEX, 2 WIL, fronds (d4, blast)
- Critical Damage: Victims are entangled. They take d4 STR damage on each subsequent round. Sever the fronds or succeed at a STR save to escape.
Lair of Morgawra
Razor Coral
- Traversing the razor coral: Telegraph the sharpness of the coral (as knives.) Those traversing take d4 STR damage.
Reef Holes
- Anemone. Take d4 STR damage.
Air Pockets
- Shirt of blue metal scales: 2 armor, does not impair swimming (see appendix C.)
Wraith
8 HP, 12 STR, 14 DEX, 12 WIL, touch (d6)
- Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting magic. Not affected by Morale Saves.
- Critical Damage: Drains the target’s energy for an additional d6 WIL damage.
Tentacle Curtain
- Giant orange anemones tentacles: Telegraph that the tentacles look covered in poisonous slime. Touching the tentacles unprotected: STR save or die.
Sea Dragon Nest
Stone tablets: 6 stone tablets (used as spell scrolls), each of a different spell:
- Hold Person: A human or human-like creature is paralysed.
- Comprehend: You become fluent in all languages for a short while.
- Growth of Plants: A dense, thorny thicket of vines and brambles overwhelms an area of normal woodland or scrub, making it difficult to traverse.
- Illuminate: A floating light moves as you command.
- Control Weather: You may alter the type of weather at will, but you do not otherwise control it.
- Telekinesis: You may mentally 1 move item under 60lbs.
Morgawra, Sea Dragon
12 HP, 3 Armor, 16 STR, 14 DEX, 18 WIL, bite (d12), detachment
- Breath of pressurized water: Anyone in a 100ft line must succeed a DEX save or take STR damage equal to Morgawra’s current STR and be shoved backwards 60ft.
- Lunge: Jumps 40ft out of water to use a bite attack.
- Squeeze: Coil around and crush any vessel.
Castaway Island
The Emperor of the Sea
Each of Bartholemeo’s spells is contained in a separate spellbook. The following spellbooks are hidden in his throne. The rest are on his person.
- Comprehend: You become fluent in all languages for a short while.
- Knock: A nearby mundane or magical lock unlocks loudly.
- Fish Lung: A target can breathe underwater until they surface again.
Coconut Man
1 HP, 1 Armor, 5 STR, 8 DEX, 3 WIL, claw (d4)
- Take enhanced damage from fire.
- Not affected by Morale Saves as long as the Emperor of the Sea lives.
Emperor of the Sea
8 HP, 8 STR, 12 DEX, 13 WIL, stick (d6) Has the following spellbooks:
- Detect magic: You can see or hear nearby magical auras.
- Infravision: You can see shapes in the dark up to 60ft.
- Mirror Image: An illusory duplicate of yourself appears and is under your control.
- Web: Your wrists shoot thick webbing.
Fish-Eye Atoll
Merman guard
5 HP, 1 Armor, 10 STR, 12 DEX, 10 WIL, trident (d8)
Chieftainess Sish
7 HP, 1 Armor, 10 STR, 12 DEX, 14 WIL, trident of fish command (d10, nearby fish obey you)
Giant Electric Eel
5 HP, 8 STR, 12 DEX, 5 WIL, bite (d6)
- Critical Damage: Unleashes an electric shock. The target, as well as any other character within 10ft, takes d8 DEX damage.
- Immunity to electricity.
Wreck of the Stormcrow
Old Red Eyes
8 HP, 2 Armor, 17 STR, 12 DEX, 7 WIL, bite (d12), detachment
The Black Crag
Level 1: The Vault of Janzoon
1.2 Octopus Trap
- Octopus Trap: Instead of a random chance to notice the trap, telegraph that the treasure is laying on a part of the stream that looks smoother than the rest of the seafloor. A closer look reveals that this part of the floor is moving rhythmically, as if breathing.
Giant Octopus
14 HP, 13 STR, 15 DEX, 5 WIL, tentacles (d6, blast)
- Critical Damage: Tentacles grab and constrict their target, dealing d4 to their STR each round and impairing their attacks. If the tentacle is severed, the target is freed.
- Ink cloud: When escaping, it emits a large cloud of black ink.
1.3 Urchin Crawl
- Spiny urchins: Telegraph the spikes. Those crawling through take d4 STR damage.
1.5 Sword in the Stone
- Geyser eruption: Telegraph as written. If the sword is removed, everyone inside the room takes d8 STR damage.
1.6 Bloodgrass Cave
- Blood-red seagrass: heals 1 STR per portion.
1.10 Wolf Bat Cave
- Adult wolf bats : see appendix.
- Young wolf bats: swarm around a target’s head, causing confusion. The target’s attacks are impaired and they can’t cast spells.
1.11 The Walk of Death
- Crossing the water-slickened mast: Telegraph as written. DEX save or fall into the pool below (d4 STR damage).
1.15 Spike Trap
- Spike trap: Telegraph the fissure. If examined, reveal the pirate impaled on the spears. A closer look reveals the tripwire. If ignored, take d8 STR damage.
1.17 Treasure Vault
- Opening the doors: requires a wedge, STR save to open the doors quickly.
1.18 Captain’s Room
- Trapped lockbox: Telegraphing the trap: As the lockbox opens, the sound of a mechanism can be heard and the point of a needle appears in the chest’s opening. If ignored, STR save or die.
LeSinge, Mutineer Captain
12 HP, 1 Armor, 13 STR, 9 DEX, 15 WIL, sword (d10)
Level 2: The Sunken Grottoes
2.9 Hot Vent Hallway
- Heat of the vents: Telegraph the scalding heat. Deals d4 STR damage every turn.
2.10 Hydrothermal Pool
- Bathing in the pool: recover d6 STR.
- Touching a slug: Telegraph the bright color of the slugs. If touching a slug, be intoxicated and have hallucinations for d8 turns.
2.11 Empty Battlefield
- Barbed spears: d8.
- Turtle-shell shields: +1 Armor.
2.15 Kelp Farm
- Popping bubbles: Telegraph the glowing liquid. If popping a bubble, those looking are blinded for d4 turns.
2.17 Jellyfish Cave
- Jellyfish swarm sting: Telegraph as written. Those stung take d6 DEX damage, then must succeed a DEX save or be paralyzed for d10 rounds.
2.19 Creeping Coral
- Touching the coral: Telegraph that the polyps look inflated, filled with some sort of substance. If touched, DEX save or inhale the cloud. If inhaled, the character can breathe water. Over the course of d4 weeks, scaly patches of coral grow on their skin (+1 armor) until the coral consumes their entire body, killing the host.
2.22 Brine Pool
- Hyper-saline pool: Telegraph the sulfur crust. Take d4 STR damage when touched. STR save or die when drank or breathed.
2.23 Sorceress’s Study
- Glowing liquid: Telegraph as written. d4 STR damage.
- Clam shells: takes time or a successful STR save to open.
Mother Quagla
10 HP, 1 Armor, 13 STR, 10 DEX, 14 WIL, trident (d8, see lightning trident in the appendix) Can cast the following spells at will:
- Detect magic: You can see or hear nearby magical auras.
- Magic Dampener: All nearby magical effects have their effectiveness halved.
- Mirror Image: An illusory duplicate of yourself appears and is under your control.
- Sleep: A creature you can see falls into a light sleep.
- Visual Illusion: A silent, immobile, room-sized illusion of your choice appears.
2.24 Fish God Idol
- Blood paint ritual: the first attack the warriors make is enhanced.
Gyara, Young Sea Dragon
9 HP, 1 Armor, 13 STR, 14 DEX, 11 WIL, bite (d8)
- Squeeze: Coil around and crush a small vessel.
2.27 Sea Tunnel
- When the slageela fight inside the seaweed, attacks against them are impaired.
Avatar of the Deep
17 HP, 18 STR, 10 DEX, 15 WIL, bite (d10) or tentacles (d6, blast)
- Critical Damage: Tentacles grab and immobilise their target. If the tentacle is severed, the target is freed.
- The Sea Incarnate: Controls all seawater within 1000ft.
- Aura of Darkness: An inky cloud surrounds the avatar, only its glowing eyes and luminescent spots visible. Those who cannot perceive in darkness have their attacks impaired.
- Fire and electricity against it is impaired.
Level 3: The Ancient City
3.2 Port
- Vessels: see appendix.
3.5 Sunken Jungle
- Golden berries: heals d6 STR.
Warp Beast
9 HP, 13 STR, 16 DEX, 12 WIL, tentacles (d6+d6)
- Displacement: appears 3ft from actual location, attacks against them are impaired.
- Resistant to magic: caster must make a WIL save for the intended effect to succeed.
Thresh
8 HP, 9 STR, 12 DEX, 13 WIL, claw (d4) or wand of lightning bolts (d10, blast)
3.9 Tower of Secrets
- Obsidian Dagger: d8.
- Reading the symbols: WIL save or be driven mad for d6 turns. Those who succeed increase their WIL score by 1.
White Ape
7 HP, 15 STR, 13 DEX, 4 WIL, claws (d6+d6) or thrown rock (d6)
3.10 Lava Ring
- Falling into lava: Telegraph that the lava rock is only a thin crust above deadly lava. Those walking across must succeed a DEX save to avoid falling. Anyone falling in the lava dies.
Level 4: The Palace
4.2 Walk of Kings
- Ceiling collapses: d12 STR damage.
Kreshklak, Nephroid King
6 HP, 3 Armor, 15 STR, 12 DEX, 15 WIL, claws (d8+d8) or Rod of Nara-Thul (d12).
4.5 Crystal Charger
- Bolts of electricity: Telegraph as written. DEX save or take d8 DEX damage (those wearing metal armor automatically fail.)
4.11 Nephroid Sauna
- Female nephroids: See appendix for nephroid. Smaller claws (d6).
- Swarm of black crabs: Run as a trap. Telegraph the egg sacs. When an egg sac bursts, nearby non-nephroid targets take d4 STR damage as the swarm of black crabs attacks.
- Warp beast skin rug: Displacement: wearer appears 3ft from its actual position, attacks against them are impaired. Resistant to magic: Enemy caster must make a WIL save for the intended effect to succeed.
Nara-Thul
Possessing a character: WIL save or be possessed. When in a mortal body, can cast the following spells at will:
- Illuminate: A floating light moves as you command.
- Mirror Image: An illusory duplicate of yourself appears and is under your control.
- Shield: A creature you touch is protected from mundane attacks for one minute.
- Wall of Fire: A straight wall of green fire 50ft long and 10ft high rises from the ground.
- Visual Illusion: A silent, immobile, room-sized illusion of your choice appears.
- Knock: A nearby mundane or magical lock unlocks loudly.
4.15 Molting Room
- Nephroid fully shedding its shell: Armor is reduced to 0 and claw attacks to d4.
4.17 Treasury
- Staff of Snakes: When touching a creature with the staff, the owner can transform the staff into a snake. The targeted creature must succeed at a STR save or be completely immobilised in the coils of the snake (6 HP, 13 STR). When the victim is released, the snake returns to the owner and transforms back into a staff.
- Orichalcum Death Mask: A channel of communication is opened to a higher plane of existence, allowing to ask powerful, otherworldly beings for advice and knowledge on any subject. Communion with otherworldly beings of great power can shatter one’s sanity: each use of this power deals d10 WIL damage.
Brain Squid
14 HP, 15 STR, 13 DEX, 12 WIL, tentacles (d10+d10) or beak (d6)
- Surprise: If a brain squid surprises enemies, its brain lights up in a mesmerizing display. Those observing must succeed at a WIL save or be hypnotized for d4 rounds, unable to move or act.
- Tentacles attacks: All 10 tentacles attack a single target. Each severed tentacle reduces the damage dealt by the attack by 1.
- Unarmed by lighting.
4.23 Shrine of the Sacred Stone
- Touching the boulder: WIL save or fail catatonic for d4 turns.
4.24 Orichalcum Forge
- Sword (d10), tingles in the presence of magic.
- Hammer (d12, bulky), floats in salt water.
- Wand of lightning bolts (d10, blast), must first be charged with electricity to use.
4.27 Meditation Chamber
Reading the runes on the wall teaches a random spell from the following list. The spell is carved into the reader’s mind and doesn’t take an inventory slot.
- Illuminate: A floating light moves as you command.
- Mirror Image: An illusory duplicate of yourself appears and is under your control.
- Visual Illusion: A silent, immobile, room-sized illusion of your choice appears.
- Shield: A creature you touch is protected from mundane attacks for one minute.
- Wall of Fire: A straight wall of green fire 50ft long and 10ft high rises from the ground.
- Knock: A nearby mundane or magical lock unlocks loudly.
4.28 Mutation Machine
In the center of the platform: d4 DEX damage and a random mutation.
- Mind blast: Forehead veins pulse with light. Focus mental energy into a psychic attack (d10, blast). Caster must succeed a WIL save or pass out from the strain.
- Chitinous Carapace: Back becomes a barbed shell. 3 Armor, but only when attacked from behind. Ram into enemies for d6 damage. Cannot wear armor unless specially made.
4.29 Generator
- Removing a crystal: Telegraph that the crystals are crackling with energy and electricity. If removed without protection, be shocked for d8 DEX damage.
4.30 Laser Barrier
- The archway can be destroyed with a magical weapon. Damaging the archway causes green sparks to shoot out, dealing d6 DEX damage to the attacker.
4.31 Crypt of the Scholars
Console:
- Electricity zaps out: d4 DEX damage.
- Green light scans: heals everyone in the room for d6 STR and d6 DEX.
- Gravity turns off: when the effect ends, anyone not hanging onto something must succeed at a DEX save or take d6 STR damage as they fall.
Scholar
14 HP, 8 STR, 14 DEX, 18 WIL, claws (d4+d4)
- Mental defense: immune to mind-affecting magic. All mundane damage they take is impaired. Can cast the following spells at will:
- Mind blast: Targets in a 60ft cone (20ft at the end) must succeed at a WIL save or be paralyzed for 1 turn.
- Flood of Knowledge: The Scholar forcibly expands the mind of a target within 60ft by flooding it with psychic energy. Targets must succeed at a WIL save or take d12 WIL damage. The first time a character successfully saves against this ability, their max WIL permanently increases by 1.
- Telekinesis: May mentally 1 move item under 60lbs.
- ESP: Read thoughts of anyone within 90ft. Obstructed by a thin layer of lead or 2ft of rock.
Appendix A: Monsters
Ancient Automaton
6 HP, 3 Armor, 13 STR, 5 DEX, 10 WIL, blows (d8+d8)
- Unharmed by gas. Immune to mind-affecting magic. Not affected by Morale Saves.
- Power Source: If removed or destroyed, the automaton becomes inanimate.
Boar
6 HP, 13 STR, 10 DEX, 4 WIL, tusk (d8)
Cassowary
7 HP, 13 STR, 13 DEX, 6 WIL, kicks (d6+d6)
- Cassowaries can jump 7ft into the air.
Coral Skeleton
5 HP, 1 Armor, 9 STR, 9 DEX, 10 WIL, weapon (d6 or by weapon)
Crab, Giant
3 HP, 3 Armor, 14 STR, 8 DEX, 4 WIL, pincers (d10+d10)
Crocodile
6 HP, 13 STR, 13 DEX, 5 WIL, bite (d8)
Elephant Seal
6 HP, 2 Armor, 14 STR, 8 DEX, 7 WIL, bite (d6)
Frog, Poisonous
- Run as a trap: Telegraph the frogs as brightly colored. If bitten by a frog, suffer severe stomach pain and vomiting for a watch; no physical activity possible.
Grindylow
7 HP, 5 STR, 15 DEX, 10 WIL, bite (1 damage)
- Sneaky: Exceptionally good at hiding and sneaking. Contort their small bodies to fit in tight places. Near undetectable when hiding.
Insect Swarm
- Run as a trap: STR save or take d4 STR damage.
Jaguar
8 HP, 12 STR, 14 DEX, 6 WIL, claws (d4+d4) or bite (d8)
Killer Vine
6 HP, 10 STR, 12 DEX, 2 WIL, grab (d6)
- Critical Damage: Victims are entangled. They take d6 STR damage on each subsequent round. Sever the vine or succeed at a STR save to escape.
Lava Lizard, Giant
6 HP, 10 STR, 15 DEX, 5 WIL, bite (d6)
Mantis Shrimp, Giant
10 HP, 2 Armor, 17 STR, 13 DEX, 6 WIL, punches (d10+d10)
Marine Iguana, Giant
9 HP, 2 Armor, 14 STR, 10 DEX, 5 WIL, claws (d4+d4) or bite (d10)
Merfolk
3 HP, 10 STR, 12 DEX, 10 WIL, spear (d6) or net
Merrow
8 HP, 1 Armor, 14 STR, 12 DEX, 10 WIL, spear (d10) or claws and bite (d8+d8)
Monkey
4 HP, 8 STR, 14 DEX, 9 WIL, sword (d8) or bite (d4) or fling (d6)
Nephroid
6 HP, 2 Armor, 13 STR, 12 DEX, 10 WIL, claw (d8)
Pirate
3 HP, 1 Armor, 10 STR, 10 DEX, 10 WIL, sword (d8) or crossbow (d6)
Pitcher Plant
3 HP, 1 Armor, 8 STR, 10 DEX, 2 WIL, bites (d6+d6)
- Pheromones: Secretes a sweet-smelling fragrance: those within 10ft must succeed at a WIL save or walk into one of the plant’s mouths.
- Critical Damage: Swallows the victim. Inside the pitcher: take d6 STR damage per turn; attacks are impaired; body digested an hour after death.
Pit Viper
3 HP, 5 STR, 12 DEX, 3 WIL, bite (d4)
- Infravision: Sees in the dark up to 60ft.
- Initiative: Always gains initiative (no roll).
- Critical Damage: Poison, die in a round.
Reef Shark
5 HP, 2 Armor, 10 STR, 13 DEX, 8 WIL, bite (d8)
- Ram: Ram into a target, they must succeed at a STR save or be stunned for a round.
- Feeding frenzy: Detects blood in water up to 300ft away. Triggered by the scent of blood: always attack; not affected by Morale Saves.
Slageela
5 HP, 10 STR, 10 DEX, 12 WIL, weapon (d6 or by weapon)
- Light Sensitivity: When in bright light, the Slageela’s attacks are impaired and attacks against them are enhanced.
Slageela Sorceress
7 HP, 9 STR, 10 DEX, 14 WIL, weapon (d6)
- Light Sensitivity: When in bright light, the Slageela’s attacks are impaired and attacks against them are enhanced. Knows two spells among the following list. Can cast them at will.
- Detect magic: You can see or hear nearby magical auras.
- Magic Dampener: All nearby magical effects have their effectiveness halved.
- Mirror Image: An illusory duplicate of yourself appears and is under your control.
- Sleep: A creature you can see falls into a light sleep.
- Visual Illusion: A silent, immobile, room-sized illusion of your choice appears.
- Phobia: A nearby creature becomes terrified of an object of your choice.
Slageela Tadpole
3 HP, 7 STR, 10 DEX, 12 WIL, bite (d6)
- Light Sensitivity: When in bright light, the Slageela’s attacks are impaired and attacks against them are enhanced.
Spider, Giant Crab
5 HP, 6 STR, 12 DEX, 4 WIL, bite (d8)
- Critical Damage: Poison, die in a round.
- Cling: Walks on walls and ceilings. Attacks by dropping on unsuspecting victims from above.
Water Termite
7 HP, 9 STR, 14 DEX, 3 WIL, bite (d6)
- Irritant spray: Above water, sprays one target: DEX save or be stunned for 1 turn.
- Ink cloud: Underwater, when escaping, emits a cloud of black ink to confuse attackers.
- Eat ships: Cling to bottom of vessel, slowly eating the hull.
Turtle, Giant Sea
12 HP, 3 Armor, 16 STR, 5 DEX, 6 WIL, bite (d12), detachment
Turtle, Snapping
3 HP, 2 Armor, 10 STR, 9 DEX, 4 WIL, bite (d6)
Wolf Bat
8 HP, 9 STR, 16 DEX, 5 WIL, bite (d6)
Zombie
2 HP, 12 STR, 6 DEX, 3 WIL, weapon (d8 or by weapon)
Appendix B: Magic Items
Ancient Vessel
- Beam of electricity (d10+d10)
Cowl of the Shard
- Bite (d8)
Lightning Trident
- Trident (d8). If loaded with a power crystal, its attacks are enhanced and it gains d10 charges. When a charge is expanded, the attack has blast (10ft around the wielder). Underwater, the wielder is also targeted by the blast.
Power Crystal
- When shattered: Take d6 STR damage and be blinded.
Tidebringer, Scimitar
- Scimitar (d10)
- When the blade is wet, the wielder can fling a blade of razor-sharp water as a ranged attack (d10). The sword must soak for 1 round in water before being used this way again.
- No penalty when used under water.
Appendix C: Quick and Dirty Underwater Adventuring
Holding Breath
Characters can hold their breath for a number of rounds equal to their STR score. If their breath runs out, they begin to drown. A drowning character must be brought onto land and resuscitated within the hour or die.
Armor and Encumbrance
Each turn, a character has a chance to sink based on their armor.
- Brigandine: 20%.
- Chainmail: 80%.
- Plate: 100%. Anyone carrying a full inventory (i.e. filling all 10 slots) is considered as wearing chainmail for the purpose of sinking.
Weapons
- Bludgeoning and missile weapons are useless.
- Cutting weapon attacks are impaired.
- Spears and other thrusting weapons attack normally.