A18: Saatman’s Empire – Storm’s Wake

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A Pathfinder and 3.5E adventure by Michael McCarthy for a party of four to six level 12 adventurers. In Pathfinder, this adventure assumes you are using the Medium experience track.

Adventure Background

For centuries, the dragon Storm has 'peacefully' lived off the eastern coast of the Klavek Kingdom, sinking or collecting any ship that ventured into her territory and eating sailors and sea-creatures alike. All the while she has listened to tales from her grandmother, who has now been crippled for nearly a century, who tells of a better time and place for dragons, back before humans ruled the land. A time when dragons of all colors could hunt anywhere they pleased, side by side.

Her hunger and hatred has somewhat been abated by her mate, a much smaller and more cunning dragon from the deepest trenches of the sea. Not only does his wiliness impress her, but he has dominated a tribe of indigenous cecaelia - half men, half giant octopuses from beneath the waves -  to provide her a constant stream of tribute in the form of fish and glittering treasure from lost ships from the bottom of the sea.

This somewhat idyllic life came to an end when a dragon claiming to be the heir to the Saatman throne came to her, seeking her aid. He told her he was going to wrest control of the land back under the control of the dragons, and she literally jumped at the chance. Swiftly, Storm and Fanane, Storm's mate, gathered their horde and moved her lair out from Devil's Point to another island much closer to the coast, where ships and treasure alike were much more abundant.

As one might expect, this move had a serious impact on the trade in the area, especially as Storm has moved well beyond the simple defense of her territory and is now actively and deliberately seeking out trading ships to pluck from the sea to bring back to her lair.

Now, in the city of Cherr’s Landing, the sailors are afraid to even leave dock for fear that they might soon become a meal for the dragon who prowls the sea.

 

 

Adventure Summary

The PCs arrival in Cherr’s Landing reveals a halfway abandoned city. So dependent it was on trade that with so many ships being attacked the city is literally falling apart – every merchant with the means to leave the city has, and the few sailors that remain are growing increasingly restless.

Doing what they can to calm the populace, the party quickly sets out to sea - seeking the dragon's lair. There are few places it could be and even with only trial and error it doesn't take long before they arrive at one island littered with the hulls of missing ships - Storm's lair.

Scouring the shipwrecks and cleansing them of the beasts that have taken up residence within, the party eventually comes to Storm's nest - though it is absent but for her much smaller mate, Fanane, who is guarding their eggs while Storm is out at sea sating her hunger.

Once the PCs have eliminated the dragon and begun the return trip, they are set upon by the largest dragon they have ever seen; this is Storm herself. Seeking revenge for the death of her mate and (possibly) the theft of her eggs, she seizes the PCs ship itself from the sea, and fights them with tooth and nail, carrying their boat high into the sky – preparing to dash it on the waves.

Only once Storm has been defeated and the PCs survive the ship's return to the sea, will they be able to return to Cherr's landing and report the news - their dragon problems are dealt with.

 

 

Adventure Hooks

This adventure assumes that the PCs have completed the events of Midwinter’s Chill, and have earned at least some recognition within the Klavek Kingdom as dragonslayers. Any one of these events could lead the PCs to Cherr’s Landing with the goal of removing the draconic menace.

While looking into dragons or the Saatman empire, the party hears rumors of rising dragon activity along the east coast. It can’t just be a coincidence, can it?

The PCs receive a letter (or message, or other means of communication). Being the heroes that they are, their aid is requested by the people of coastal city of Cherr’s Landing who is suffering at the claws of a mighty dragon!

While attempting to charter a boat, the captain of the ship tells the PCs he isn't willing to sail their way – there’s been a dragon attacking Cherr’s landing on the route, and he’s not risking his ship.

The merchant’s council of Cherr’s Landing is offering a reward for hunting down a dragon that has been stealing its ships!

 

 

Chapter 1 - The Search

Finding themselves in Cherr’s Landing, the party will quickly realize just how dire the straits are that this city finds itself in. If they don’t do something soon, the entire town will be struck from the map.

Read the following aloud to get started:

You can smell the sea salt in the air as you walk through the abandoned gates of the town, propped open to prevent them swinging closed on their own. The once-teeming market just inside is similarly barren, with only a handful of stalls open, and fewer customers.

It’s not like they had vanished, however, as you had been passing a steady exodus of them on your way into town. Cherr’s Landing was drying up because not a single ship had safely come in or out of harbor in weeks. And without the ships, there was neither enough trade, nor food to sustain a town of its size.

You already knew, too, what was attacking the ships. Everyone in town knew. There was a dragon, as large as had ever been seen, bold enough to even snatch ships out of the now-empty harbor itself.

And you’re here to do something about that.

 

 

A. Cherr’s Landing

While Cherr’s Landing is a complex city, the following stat block uses Pathfinder settlement rules to quickly summarize a number of its important aspects.  If you do not have access to these rules, or choose not to use them, simply ignore the content between LG Large Town and ‘demographics’.

Cherr’s Landing                      
LG Large Town
Corruption 1; Crime 1; Economy 1; Law -1; Lore -2; Society 5
Qualities
prosperous
Danger 5
Disadvantages impoverished

Demographics

Government Council (merchants)
Population 3,500 (58% human, 18% halfling, 12% half-orc, 8% gnome, 3% half-elf, 1% dwarf, 1% other)
Notable NPCs
Council Member Anerall Vyru (Female elf expert 7, aristocrat 1)
Council Member G'hyllei (Male gnome expert 6)

Council Member Theodore Green (Male human expert 4, aristocrat 2)

Marketplace

Base Limit 1,300gp; Purchase Limit 7,500gp; Spellcasting 5th;
Minor Items 3d4; Medium Items 2d4; Major Items 1d4
Cherr’s Landing was formerly a successful fishing and trade village before it fell victim to Storm’s proximity. With the attacks, the city has rapidly begun to empty and the remaining merchant council members have put out a call for help. They are offering a bounty of 5,000gp on the head of the dragon to attempt to bring in someone capable of slaying it.

Of course, the town suffers more than just directly from the dragon’s attacks – the townsfolk are starving, irritable and many have suffered the losses of loved ones. If the PCs put on any show of arrogance or rudeness, the townsfolk are likely to lash out violently, whether the PCs are there to help or not.

Once in town, the players are expected to make at least one Gather Information/Diplomacy check to try and gather any leads about the dragon and where the party might go to deal with it.

On a result of 10 or better;

One fisherman, with a stall just off the docks, tells you, "It was bad enough when we had to navigate around Devil's Point. Now, this dragon just swoops in out of nowhere and plucks whole ships out of the ocean. I've seen it with my own two eyes! They say that monster lives at Devil’s Point!"

On a result of 20 or better;

A bedraggled merchant pauses for a moment while packing up what's left of his shop, to say, "Damn dragon. A big black one, it comes in from the ocean every few days, just long enough between attacks to make people think it's safe to be on the water again. I just can't make a living here anymore."

On a result of 25 or better;

A lone sailor, heavy into his drink to cope with the pain of what is clearly a recently lost leg informs you, "A mighty big dragon attacked my boat. Just off the coast south of here. Biggest thing I've ever seen alive, picked up the whole boat like it was a toy. I only survived 'cause I was pitched overboard onto the rocks. Keep your eyes on the sky. That great beast drops out of the sun"

After some exploration of Cherr’s Landing, and perhaps several close encounters with the desperate townsfolk, it should be clear that the party needs to head out to sea to seek out the dragon plaguing the town. However, none of the sailors left are foolish enough to brave the waters willingly. Attempting to hire any sailors requires 10 gp and a DC 30 Diplomacy or Intimidate check, per sailor, plus an additional 3gp each per day.

One captain in particular, Captain Stev Fagaran is cutting his losses and willing to sell his  sailing ship, named "Sabrina," to the PCs for only 4,000gp – he has no crew left to man it. If the PCs purchase the ship, it requires at least 20 crewmen to successfully sail.

In addition, Captain Fagaran will suggest that the PCs pick up a local sea chart (1gp) to locate nearby islands the dragon may reside on.

 

Out to Sea

While the PCs may not be taking a boat out to sea, they will nonetheless be looking for an island that the massive dragon could make its home on. Fortunately, there are only a few islands nearby that fit the criteria.

This adventure also assumes that the PCs will have relatively favorable weather during the sailing portions of the adventure. However, should your players be interested in adventure on the high seas, there's a great opportunity here to unleash a natural disaster like a whirlwind or a major storm bearing down on their boat!

Similarly, other common sea threats, like sea serpents, have found that approaching the surface too eagerly results in unwanted conflicts with the massive Storm. They all stay far beneath the waves and away from the PCs - unless the party goes and looks for trouble, of course.

Storm herself is hunting far out at sea during the first part of this adventure, and is not due to return until after the PCs have visited and left Shipwreck Cove.

Identifying local islands that could house a dragon is fairly easy with enough information, but navigating to them can be quite the challenge. With a map, identifying the four likely islands (B, C, D and E) requires only a DC 15 Survival check. Without a map, the DC of locating the four islands increases to 35, with each three points of failure resulting in a day spent fruitlessly (or lost) at sea, and another DC 30 Diplomacy check to keep any hired sailors calm. None of the sailors the PCs may have hired are skillful enough to aid with this check.

Failure to keep the sailors calm results in a mutiny, and while the PCs likely will have no trouble fighting off their crew if it comes to that, once the crew is reduced below the number required to sail the ship, the PCs must make a Survival check with a DC of 10+2 per missing crewman to navigate the ship at all, otherwise becoming stranded at sea.

 

 

B. Abandoned Warrens

Some indigenous creatures had lived or nested on this small island once, but the hillside has been thoroughly dug up, rooting out any survivors.

A cursory search of the island takes only 2 hours. There is nothing of value to be found, but inquisitive PCs can identify that the former inhabitants were tribal humanoids of some sort. Nothing edible or visibly valuable remains, not even bones.

A DC 15 Survival or Knowledge (nature) check can identify that the creature that did the digging must have been at least Gargantuan in size. Passing the DC by 10 or more reveals the creature to be Colossal.

 

 

C. Destroyed Stayover

Built as a layover for large ships, the structures on this island have been destroyed some weeks ago by gouts of acid and massive claws.

A DC 20 Search/Perception check will realize that after the building was destroyed, medium creatures of some sort went through and scoured the place for any valuables.

A DC 15 Knowledge (arcana) check can identify that if this devastation was most likely the work of a black dragon, likely the same one that the PCs are hunting. Exceeding the roll by 5 or more can confirm that the damage was absolutely done by a black dragon of some sort.

 

 

D. Devil’s Point (CR 14)

A spire of rock thrusts into the sky out of the ocean, with dozens of offshoots along the coast on either side. Beneath their jagged, ragged shadows lurks a dark and sinister pool.

If the PCs decide to look into the original Devil’s Point as the lair of the dragon attacking the city, they will be disappointed. Instead of Storm, Ixelinta, Storm’s grandmother, remains here. It is immediately obvious that she isn't the dragon attacking the city – not only is she too small, but she is missing one arm and one wing.

Of course, just because she can’t fly doesn’t make her meek, and after Storm stole some of the more choice pieces from her hoard, Ixelinta is more irritable than normal and will attack any creatures unfortunate enough to find themselves on her island.

Pathfinder: 94 gp, 98 pp, a suit of +1 light fortification lamellar armor, a volatile vaporizer (2nd level, Ultimate Equipment) in a sealed green glass jar, a potion of rage, a potion of aid, a once-sealed scroll platinum case worth 300gp, a glass wand of blur (39 charges) with a hairline fracture, large tourmaline worth 100gp, and a gold flute worth 1,000gp

3.5e: 3,094 gp, 98 pp, a suit of +1 light fortification splint mail, a potion of rage, a potion of aid, a once-sealed scroll platinum case worth 300gp, a glass wand of blur (39 charges) with a hairline fracture, large tourmaline worth 100gp, and a gold flute worth 1,000gp

Ixelinta (3.5e)

Ixelinta (3.5e)        

Female crippled very old black dragon
Size/Type: Huge dragon (water)
Hit Dice: 28d12+112 (294 hp)
Initiative: +4
Speed: 30 ft. (12 squares), swim 30 ft.
Armor Class: Armor Class 32 (-1 Dex, -2 size, +25 natural), touch 7, flat-footed 32
Base Attack/Grapple: +28/+46
Attack bite +37 (2d8+20)
Full Attack: bite +37 (2d8+20), claw +34 (2d6+10), wing +34 (1d8+20), tail +34 (2d6+10)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: breath weapon (100 ft. line of acid; 18d4; DC 30), crush 2d8+18, frightful presence (DC27), spell-like abilities, spells
Special Qualities: blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., immunities (acid, paralysis, sleep), keen senses, low-light vision, missing leg, spell resistance 23, water breathing
Saves: Fort +22, Ref +15, Will +19
Abilities: Str 31, Dex 8, Con 19, Int 16, Wis 17, Cha 16
Skills: Hide +34, Intimidate +34, Knowledge (arcana) +34, Knowledge (history) +34, Knowledge (geography) +34, Move Silently +34, Spot +34, Spellcraft +34, Swim +41
Feats: Alertness, Blind-Fight, Cleave, Combat Expertise, Flyby Attack, Improved Initiative, Multiattack, Power Attack, Skill Focus (Stealth), Weapon Focus (bite)
Alignment: CE
Special Abilities
Spell-Like-Abilities
: 3/day darkness, 3/day corrupt water, 3/day plant growth
Spells: Ixelinta casts spells as a 9th-level sorcerer.
Sorcerer Spells Known (6/7/7/7/4; save DC 18 +spell level):
0—acid splash, dancing lights, detect magic, flare, light, mage hand, message, prestidigitation, read magic;
1st—alarm, charm person, mage armor, magic missile, silent image;
2nd—cat’s grace, detect thoughts, invisibility, scorching ray, web;
3rd—dispel magic, lightning bolt, stinking cloud, tongues;
4th—dimension door, greater invisibility

Special Abilities

Missing Leg (Ex) Ixelinta's missing leg sometimes makes it difficult to cast spells. She has a flat 15% arcane failure chance.

Ixelinta (Pathfinder)

Ixelinta (Pathfinder)               CR 14

XP 76,800
Female crippled wyrm black dragon
CE Huge dragon (water)
Init +4; Senses dragon senses; Perception +34
Aura frightful presence (300 ft., DC 20)

DEFENSE
AC 36, touch 7, flat-footed 36 (-1 Dex, +29 natural, -2 size)
hp 276 (24d12 +130)
Fort +19, Ref +13, Will +19
DR 20/magic; Immune acid, paralysis, sleep, SR 27

OFFENSE
Spd 30 ft., swim 30 ft.
Melee bite +35 (2d8+17 plus 4d6 acid), claw +34 (2d6+12), wing +32 (1d8+6), tail +32 (2d6+17)
Space 15 ft.; Reach 10 ft. (15 ft with bite)
Special Attacks acid pool (50-ft radius, acidic bite, breath weapon (100-ft. line; DC 28; 22d6 acid), corrupt water, crush
Spell-Like Abilities (CL 22nd)
at will – darkness (100-ft. radius), insect plague, plant growth
Spells Known (CL 11th)
5th (4/day) – cone of cold (DC 19), wall of force
4th (7/day) – arcane eye, black tentacles, dimension door
3rd (7/day) – dispel magic, heroism, hold person (DC 17), slow (DC 17)
2nd (7/day) – glitterdust (DC 16), invisibility, summon swarm, whispering wind
1st (7/day) – alarm, mage armor, magic missile, obscuring mist, true strike
0 (at will) – dancing lights, detect magic, light, mage hand, mending, message, prestidigitation, read magic, resistance

STATISTICS             
Str 35, Dex 8, Con 21, Int 18, Wis 21, Cha 18
Base Atk +24; CMB +37; CMD 47 (51 vs. trip)
Feats Alertness, Combat Expertise, Flyby Attack, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Fly +16, Handle Animal +28, Intimidate +31, Knowledge (arcana) +31, Knowledge (history) +31, Knowledge (geography) +31, Perception +36, Spellcraft +31, Stealth +15, Swim +46
Languages Common, Draconic, Giant, Goblin, Orc
SQ missing leg, speak with reptiles, swamp stride, water breathing

Special Qualities
Missing Leg (Ex) Ixelinta's missing leg sometimes makes it difficult to cast spells. She has a flat 15% arcane failure chance.

TACTICS  

During Combat Ixelinta will use her breath weapon as often as possible, or cone of cold if it seems ideal, relying otherwise on her still considerable bulk to fight.
Morale Ixelinta knows she cannot escape, so she fights to the death. If reduced to 100 hp, she will use wall of force to separate her attackers to attempt to regain an advantage.

 

 

 

Chapter 2 – The Oncoming Storm

Eventually, the party should find themselves off the shore of Shipwreck Cove, Storm’s current home.

Shipwreck Cove (click to enlarge)

 

E. Shipwreck Cove

Shipwreck Cove is the site of Storm and Fanane’s new nest, which they settled into several months back before they began to raid the local waters.

Since then, with the aid of Fanane’s cecaelia, they have transferred many of the favorite ships Storm had collected, half-sailing, half-swimming them across the ocean, and reassembled them into a makeshift village of sorts spanning much of the small island.

Adventure Location: Shipwreck Cove   

Location: Only a few months ago, this island was a fairly pleasant grassy hillock, no different than many small offshore islands. Storm, however, was quick to dig the hillside down into the sea, creating a swampy coast covered with the wooden skeletons of at least a dozen large ships, many of which sport her huge claw marks from when she captured them.

Though the damage is recent, the few trees here are already dead, and the thick, acrid mud tells that the island will never really recover.

Dangers: acid, dragons, monstrous humanoids
Lighting: normal
Walls: tarred wooden (hardness 5, 20hp, vulnerability to fire)
Doors: none
Mood: A silent marsh between the skeletal hulls of wrecked ships dragged ashore. The air burns the nose and throat of any who breathe it in.

 

 

E1. Beaches

The beaches are dug up, and littered with soil, sand and stone reaching far out into the waters. The hulls of wrecked ships peek up from beneath the water amid the debris, foretelling the dangers of approaching the shore.

The waters surrounding Shipwreck Cove have been filled with vast quantities of earth and huge chunks of stone from Storm’s excavation of the once hilly island. Now, the rocks lurk just beneath the surface of the water, ready to scuttle any boat that may approach.

The cecaelia often move through the beaches of the island, from shore to sea and back. Any character who spends longer than an hour observing the island from any side will see a group of a half-dozen of the octopodal creatures striding into or out of the waves, carting strings of fish and other resources.

The rocks hidden in the murky water make it exceptionally dangerous to attempt to dock any sort of ship at Shipwreck Cove. A huge or larger ship (such as Sabrina) requires a DC 30 Survival check to reach the shore without striking the huge rocks. A large or smaller boat, such as a rowboat requires only a DC 20 Survival check. Failure results in the ship striking the rocks, causing the rocks to pierce the hull, doing 20d6 damage to the ship. The ship will not sink entirely but will likely be unable to sail, forcing the PCs to take another route off the island, such as one or more of the rowboats from area E2.

Full statistics for a sailing ship like Sabrina can be found in Pathfinder RPG Ultimate Combat. For those without access to this book, Sabrina is considered to be a colossal structure with AC 2, hardness of 5 and 449 hp.

Once on the beach, a DC 30 Search/Perception check can locate not just one, but two distinct sets of claw-marks, suggesting that there are two different types of dragons living here. However, the markings are not quite distinct enough to do more than identify the sizes of the creatures; one Large and the other Colossal.

 

 

E2. Makeshift Village (CR 12)

Dozens of rowboats stand on end here, forming at least a dozen makeshift huts along the coastline.

Not only are rowboats fairly common along the coast and easy to waylay, but many of the ships Storm captures kept at least one aboard, carried along when the ships were overwhelmed. The cecaelia have gathered these smaller vessels to build themselves a shelter from the sun, away from the forces of nature they are unused to in the sea.

Cecaelia are creatures not unlike centaurs, but with the upper body of a man and the lower body of an octopus, instead of a horse. They adapt quickly to resemble other species in their environment, this tribe’s human portion resembling the humans of Cherr’s Landing, while their tentacles feature Fanane’s yellow and blue coloration.

This village is extremely crude, as the cecaelia spend little time here. Most of the structures are comprised of two rowboats leaning towards one another, like tall wooden tents. At the center of the village, however, is a single ship’s stern planted in the muck, acting as a meeting place and village center.

This makeshift structure contains strings of fish, collections of shells and several cases of simple tools – almost anything of real value has been taken by Storm and Fanane. The exception is pearls, which the dragons accept are too soft and soluble for their nest. The cecaelia have strings of hundreds of tiny pearls worth a collective 600gp, as well as the shell of a giant oyster holding four huge pearls worth 100gp each.

This village serves as the home for a tribe of forty cecaelia. At any time during the day approximately a dozen are training with the tribe's leader, Kardoon and another dozen are scavenging for food or lost treasure under the sea. At night, the entire tribe sleeps here except for Kardoon, who remains at the Wandering Storm.

Cecaelia (3.5e)

Cecaelia (12) (3.5e)               

Medium monstrous humanoid (aquatic)
Size/Type: Medium monstrous humanoid (aquatic)
Hit Dice: 6d8+12 (39 hp)
Initiative: +4
Speed: 30 ft. (6 squares) swim 40 ft, jet 200 ft.
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +6/+9
Attack: mwk spear +11 (1d8+3/x3) or ranged mwk spear +13 (1d8+3/x3)
Full Attack: mwk spear +11/+6 (1d8+3/x3), 2 tentacles +4 (1d4+1 plus grab) or ranged mwk spear +13 (1d8+3/x3)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacles)
Special Attacks: grab, ink cloud
Special Qualities: amphibious, darkvision 60 ft., tentacle sense 10 ft.
Saves: Fort +4, Ref +9, Will +6
Abilities: Str 16, Dex 19, Con 14, Int 9, Wis 12, Cha 11
Skills: Hide +13, Survival +10, Swim +12
Feats: Combat Reflexes, Weapon Focus (spear)
Challenge Rating: 5
Treasure: masterwork spear (2)
Alignment: CN
SPECIAL ABILTIES
Ink Cloud (Ex)
Once per hour as a standard action, a cecaelia can emit a 10-foot-radius sphere of ink while underwater. This ink cloud provides total concealment and persists for 1 minute.

Tentacle Sense (Ex) As a swift action while swimming and while it is not grappled or grappling, the cecaelia can spread its tentacles wide to form a sensory net around it. This grants blindsight to a range of 10 feet and lasts as long as the cecaelia concentrates. While this effect lasts, the creature cannot attack with its tentacles or move.

Cecaelia (Pathfinder)

Cecaelia (12) (Pathfinder)      CR 5

XP 1,600 each
Cecaelia (Bestiary 3)
CN Medium monstrous humanoid (aquatic)
Init +4; Senses Darkvision 60 ft., tentacle sense 10 ft.; Perception +1
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 45 (6d10+12)
Fort +4, Ref +9, Will +6
OFFENSE
Spd 30 ft., 40 ft., jet 200 ft.
Melee mwk spear +11/+6 (1d8+4/x3), 2 tentacles +5 (1d4+1 plus grab)
Ranged
mwk spear +13 (1d8+3/x3)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
STATISTICS             
Str 16, Dex 19, Con 14, Int 9, Wis 12, Cha 11
Base Atk +6; CMB +9 (+13 grapple); CMD 23 (can’t be tripped)
Feats Combat Reflexes, Weapon Focus (spear), Weapon Focus (tentacles)
Skills Stealth +13, Survival +10, Swim +12
Languages Aquan, Common
SQ amphibious
Gear masterwork spear (2), necklace of precious stones worth  30gp

Ink Cloud (Ex) Once per hour as a standard action, a cecaelia can emit a 10-foot-radius sphere of ink while underwater. This ink cloud provides total concealment and persists for 1 minute.

Tentacle Sense (Ex) As a swift action while swimming and while it is not grappled or grappling, the cecaelia can spread its tentacles wide to form a sensory net around it. This grants blindsight to a range of 10 feet and lasts as long as the cecaelia concentrates. While this effect lasts, the creature cannot attack with its tentacles or move.

TACTICS  

During Combat The cecaelia will swarm the party, attempting to surround all members and gain flanking bonuses. They will focus especially on disrupting spellcasters wherever possible.
Morale The cecaelia will fight until they are collectively reduced to one third their HP or less, and then they will all flee into the waters surrounding the island. Those unable to flee will fight to the death.

 

 

E3. Unexceptional Ship

This ship is centuries old, and reduced to little more than a battered skeleton.

While there are a few intact ships on the island, more of them have been land-bound for decades or even centuries and have been ravaged by weather and Storm’s own claws; these are shadows of ships, many of the little more than the frames of hulls sticking from the muddy ground. None of these ships contain anything of value.

 

 

E4. The Sprightly Winds (CR 12)

This ship was long and narrow, and its hull still bears the scorch-marks of hundreds of tiny runes. They lay dormant now, covered in mud like the rest of the hull.

Written in gold along the figurehead is the ship’s name, the "Sprightly Winds".

Once the fastest ship on all the seas, the Sprightly Winds was unprepared for an attack from the skies, and its crew quickly fell to Storm’s acidic breath, which burned through both decks of the ship and the hull, scouring the interior and sinking the ship nearly instantly.

The cecaelia have knocked out the remainder of the interior walls, and are now using this water-filled space to house their giant turtles.

PCs who examine the runes with a DC 15 Spellcraft check can identify basic runes of preservation and slickness – though the magic imbued within has long since been lost.

Storm was rather lax in collecting the bodies from this ship, assuming most of what was within would have been lost due to the hole burned through the ship’s hull. The cecaelia have left the bodies here, now skeletal, and searching the few remaining bodies uncovers the clothed skeleton of first mate, whose chest-pocket still contains his fleetmaster’s compass (attuned, of course, to him).

Cecaelia (4) (3.5e) 

hp 39

Giant Snapping Turtle (3.5e)

Giant Snapping Turtle (2) (3.5e)           

Size/Type: Gargantuan animal
Hit Dice: 11d8+66 (115 hp)
Initiative: -2
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 23 (-2 Dex, +19 natural, -4 size), touch 4, flat-footed 23
Base Attack/Grapple: +8/+27
Attack: bite +16 (4d6+16 plus grab)
Full Attack: bite +16 (4d6+16 plus grab)
Space/Reach: 20 ft./15 ft.
Special Attacks: swallow whole (2d8+16 bludgeoning; AC 23; 22 hp)
Special Qualities: armored stomach, hold breath
Saves: Fort +12, Ref +5, Will +6
Abilities: Str 32, Dex 6, Con 21, Int 1, Wis 13, Cha 6
Skills: Listen +21, Swim +19
Feats: Iron Will, Skill Focus (Listen), Toughness, Weapon Focus (bite)
Challenge Rating: 9
Alignment: N
SPECIAL ABILTIES
Armored Stomach (Ex)
A giant snapping turtles body is difficult to cut through—its stomach gains a +4 bonus to its AC and has double the normal hit points when determining the success of a creature attempting to cut its way free.

Cecaelia (4) (Pathfinder)        CR 5

XP 1,600 each
Cecaelia (Bestiary 3)
hp 45

Giant Snapping Turtle (Pathfinder)

Giant Snapping Turtle (2) (Pathfinder)  CR 9

XP 6,400 each
Giant Snapping Turtle (Bestiary 3)
N Gargantuan animal
Init +2; Senses low-light vision, scent; Perception +21
DEFENSE
AC 23, touch 4, flat-footed 23 ( -2 Dex, +19 natural, -4 size)
hp 115 (11d8+66)
Fort +12, Ref +5, Will +6
OFFENSE
Spd 20 ft., swim 20 ft.
Melee bite +16 (4d6+16 plus grab)
Space 20 ft.; Reach 15 ft.
Special Attacks swallow whole (2d8+16 bludgeoning, AC 23, 22 hp)
STATISTICS             
Str 32, Dex 6, Con 21, Int 1, Wis 13, Cha 6
Base Atk +8; CMB +23 (+27 grapple); CMD 31 (35 vs. trip)
Feats Improved Initiative, Iron Will, Lunge, Skill Focus (Perception), Toughness, Weapon Focus (bite)
Skills Perception +21, Swim +19
SQ armored stomach, hold breath

Armored Stomach (Ex) A giant snapping turtles body is difficult to cut through—its stomach gains a +4 bonus to its AC and has double the normal hit points when determining the success of a creature attempting to cut its way free.

TACTICS

During Combat while the cecaelia will immediately join combat, attempting to flank where they can, the turtles will not attack until after at least one of their handlers has fallen. The giant snapping turtles will always attempt to swallow any enemy within range.
Morale The turtles and the cecaelia will fight to the death.

 

 

E5. The Spectral Pearl (CR 12)

This fine sailing ship has been kept relatively whole, unlike so many of the others. Though its main mast has been snapped off, its foresail has yet to even tatter, and the hull appears to still be in one piece, named with glittering letters, "Spectral Pearl".

This ship is one of Storm’s recent acquisitions, which she keeps as a place for Saatman’s representatives to stay. She remains oblivious that they are not here as a gift to her, but actually to ensure that she keeps her raids up, disrupting trade in the Klavek Kingdom.

The Heralds spend most of their time on-deck, fascinated by the sea, which they had never seen before their assignment here.

Searching inside the Spectral Pearl will reveal some simple furniture and sailing supplies (rope, sail, water, provisions), but nothing of value.

Saatman Herald (3.5e)

Saatman Herald (2) (3.5e)    

Kobold Ranger 12
Size/Type: Small humanoid (reptilian)
Hit Dice: 12d10+48 (118 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 22 (+4 armor, +5 Dex, +1 dodge, +1 natural, +1 size), touch 17, flat-footed 16
Base Attack/Grapple: +12/+11
Attack: mwk kukri +18 (1d3/18-20 x2) or +1 longbow +20 (1d6+2/x3)
Full Attack: mwk kukri +18/+13/+8 (1d3/18-20 x2) or +1 longbow +18/+18/+13/+8 (1d6+2/x3)
Special Attacks: combat style (archery), favored enemy (humanoids [human] +4, humanoids [dwarf] +2)
Special Qualities: animal companion (none), evasion, swift tracker, wild empathy, woodland stride
Saves: Fort +10, Ref +14, Will +4
Abilities: Str 10, Dex 20, Con 13, Int 12, Wis 8, Cha 10
Skills: Hide +24, Intimidate +15, Listen +14, Move Silently +20, Spot +14, Survival +14, Swim +15
Feats: Endurance, Dodge, Improved Precise Shot, Manyshot, Mobility, Point-Blank Shot, Rapid Shot, Shot on the Run, Track, Weapon Finesse
Challenge Rating: 10
Treasure: potion of cure serious wounds, masterwork shortsword, +1 longbow, belt of dexterity +2, +1 light fortification studded leather, cloak of resistance +1, 200 gp
Alignment: LE

Saatman herald (Pathfinder)

Saatman Herald (2) (Pathfinder)           CR 10

XP 9,600 each
Kobold Ranger 12
LE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +14

DEFENSE
AC 22, touch 17, flat-footed 16 (+4 armor, +5 Dex, +1 dodge, +1 natural, +1 size)
hp 118 (12d10+48)
Fort +10, Ref +14, Will +4
Defensive Abilities evasion
Weakness light sensitivity

OFFENSE
Spd 30 ft.
Melee mwk kukri +18/+13/+8 (1d3/18-20 x2)
Ranged
+1 longbow +18/+18/+13/+8 (1d6+2/x3)
Special Attacks favored enemy (humanoids [humans] +6, humanoids [dwarves] +2, humanoids [elves] +2), quarry

STATISTICS             
Str 10, Dex 20, Con 13, Int 12, Wis 8, Cha 10
Base Atk +12; CMB +11; CMD 16
Feats Dodge, Endurance, Improved Precise Shot, Manyshot, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Finesse
Skills Handle Animal +15, Heal +14, Intimidate +15, Perception +14, Stealth +24, Survival +14, Swim +15
Languages Draconic, Undercommon
SQ camouflage, favored terrain (mountains +4, swamp +2), hunter’s bond (companions), swift tracker, track +6, wild empathy, woodland stride
Combat Gear potion of cure serious wounds; Other Gear masterwork shortsword, +1 longbow, belt of dexterity +2, +1 light fortification studded leather, cloak of resistance +1, 200 gp

TACTICS

During Combat Saatman’s Heralds will use Shot on the Run whenever possible to keep away from melee threats, full attacking whenever they believe they have the time.
Morale Saatman’s Heralds will attempt to surrender only if reduced to 40 hp or lower and it is suggested (or demanded) of them.
Base Statistics if shooting at targets more than 30 ft away, a Saatman Herald’s stats change as follows; Ranged +1 longbow +17/+17/+12/+7 (1d6+1/x3)

Development If the PCs do capture either of Saatman’s heralds alive – or use magical compulsion like charm monster or speak with dead – they will reveal only that the Saatman Empire is gathering an army, for the true heir to the Saatman Throne has risen. They have only met Saatman (a Huge blue dragon) once, when he descended upon their tribe to take its champions as his own, to which they graciously agreed. These two were immediately sent here from the central Klavek Kingdom to keep an eye on Storm and ensure she continues her offensive.

 

 

E6. The Wandering Storm (CR 13)

This huge armored warship has been cracked open like a nut, rusted metal plates and splintered wooden beams scattered everywhere. At the stern, an intact ballista points skyward, while the bow reveals the ship was once named "The Wandering Storm".

This well-armed mercenary ship attempted to make a name for itself a decade ago by trying to clear out the Devil’s Point. They were prepared for one dragon, perhaps two, but the combined force of Storm, Ixelinta and Fanane was too much for them.

Equipped as it is with ballistae, training spaces and other preparations for war, the cecaelia use this space to train themselves for when their draconic masters need to them to assault a ship on their own, and for clearing out any survivors from inside a ship Storm brings back intact.

Kardoon lives here in the Wandering Storm, perpetually training to impress Fanane. The dragons recognize his potential, and grants him use of a simple magic spear. Though the spear is worth relatively little compared to the rest of the dragon’s hoard, it is proof of Fanane’s approval in Kardoon, a fact he lords over the other cecaelia.

When the PCs arrive, Kardoon will order one of the cecaelia to man the ballista (heavy ballista +8 [4d8/19-20 x2]), to support him and the others from a distance.

Kardoon (3.5e)

Kardoon (3.5e)        CR 5

Size/Type: Medium monstrous humanoid (aquatic)
Hit Dice: 6d8+24 (51 hp)
Initiative: +6
Speed: 30 ft. (6 squares) swim 40 ft, jet 200 ft.
Armor Class: 22 (+6 Dex, +6 natural), touch 16, flat-footed 16
Base Attack/Grapple: +6/+11
Attack: +1 spear +13 (1d8+6/x3) or ranged +1 spear +15 (1d8+6/x3)
Full Attack: +1 spear +13/+8 (1d8+6/x3), 2 tentacles +6 (1d4+2 plus grab) or ranged +1 spear +15 (1d8+6/x3)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacles)
Special Attacks: grab, ink cloud
Special Qualities: amphibious, darkvision 60 ft., tentacle sense 10 ft.
Saves: Fort +6, Ref +11, Will +8
Abilities: Str 20, Dex 23, Con 18, Int 13, Wis 16, Cha 15
Skills: Hide +15, Survival +12, Swim +14
Feats: Combat Reflexes, Weapon Focus (spear)
Challenge Rating: 5
Treasure: +1 spear, coral necklace worth 850 gp
Alignment: CN
SPECIAL ABILTIES
Ink Cloud (Ex)
Once per hour as a standard action, a cecaelia can emit a 10-foot-radius sphere of ink while underwater. This ink cloud provides total concealment and persists for 1 minute.

Tentacle Sense (Ex) As a swift action while swimming and while it is not grappled or grappling, the cecaelia can spread its tentacles wide to form a sensory net around it. This grants blindsight to a range of 10 feet and lasts as long as the cecaelia concentrates. While this effect lasts, the creature cannot attack with its tentacles or move.

Cecaelia (13) (3.5e)                CR 5

hp 39

Kardoon (Pathfinder)

Kardoon (Pathfinder)              CR 6

XP 2,400
Advanced Cecaelia (Bestiary 3)
CN Medium monstrous humanoid (aquatic)
Init +6; Senses Darkvision 60 ft., tentacle sense 10 ft.; Perception +3

DEFENSE
AC 22, touch 16, flat-footed 16 (+6 Dex, +6 natural)
hp 57 (6d10+24)
Fort +6, Ref +11, Will +8

OFFENSE
Spd 30 ft., 40 ft., jet 200 ft.
Melee +1 spear +13/+8 (1d8+6/x3), 2 tentacles +7 (1d4+2 plus grab)
Ranged
+1 spear +14 (1d8+6/x3)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)

STATISTICS             
Str 20, Dex 23, Con 18, Int 13, Wis 16, Cha 15
Base Atk +6; CMB +11 (+15 grapple); CMD 27 (can’t be tripped)
Feats Combat Reflexes, Weapon Focus (spear), Weapon Focus (tentacles)
Skills Stealth +15, Survival +12, Swim +14
Languages Aquan, Common
SQ amphibious
Gear +1 spear, coral necklace worth 850gp

Ink Cloud (Ex) Once per hour as a standard action, a cecaelia can emit a 10-foot-radius sphere of ink while underwater. This ink cloud provides total concealment and persists for 1 minute.

Tentacle Sense (Ex) As a swift action while swimming and while it is not grappled or grappling, the cecaelia can spread its tentacles wide to form a sensory net around it. This grants blindsight to a range of 10 feet and lasts as long as the cecaelia concentrates. While this effect lasts, the creature cannot attack with its tentacles or move.

Cecaelia (13) (Pathfinder)      CR 5

XP 1,600 each
Cecaelia (Bestiary 3)
hp 45

TACTICS  
During Combat Half of the Cecelia will surround the most powerful magic users, while the other half will similarly engage the most powerful melee combatant.
Morale the Cecaelia will fight until they are collectively reduced to one third their HP or less, and then they will all flee into the waters surrounding the island. Kardoon will always fight to the death.

 

 

E7. The Grey Nightmare (CR 8)

Beached for at least a decade, the grey paint that would have made this ship disappear amongst the waves has mostly peeled off, leaving only sagging wooden timbers.

There is no name on this ship, but a DC 20 Knowledge (local or history) check can identify it as a rather infamous pirate ship which disappeared a decade or so ago, the Grey Nightmare.

Almost filling the ship is a titanic beast that had made its home on the shores of the island before Storm arrived here, a globster. This living collection of half-digested meals from whales and similar sea beasts had lived on carcasses washing up on the beach for decades before the dragon arrived, and she took a rather shining to it. Now, Storm leaves it the scraps of her own uneaten meals, causing it to swell in size as it gradually accumulates mass.

Storm has also learned of the creature’s tendency to split when fed in small doses, forcing her to daily destroy its spawn. So now she accumulates her leavings and feeds it to the creature all at once, resulting in fewer cleanups for her. The cecaelia know they are faster than the globster, and have no trouble avoiding it, and it mostly ignores them so long as they don’t bother it.

Titanic Globster (3.5e)           CR 8

hp 93 (see below)

Titanic Globster (Pathfinder) CR 8

XP 4,800
hp
87 (see below)

 

 

E8. The Masthead Crown

A ring of ships sits in the swamp, bows pointing skyward like a massive crown erupting from the center of the swamp. They have been fit together seamlessly, and sealed with tar, perhaps to keep something inside.

What were formerly eight ships have been torn in half, and planted stern-down into the mud. Fit together closely, and sealed with tar and mud, they create a watertight seal that allows Storm's Nest (area E7) to retain its water level high above the rest of the swamp.

The mud here is slightly acidic, from the acidic water inside the nest seeping through the ground. It isn't enough to do damage, but it is unpleasant if it gets in open sores, eyes, or is swallowed.

The ship exteriors are 30 ft above the surface of the swamp, and can be climbed with a DC 20 Climb check. Breaching the hulls instead (hardness 5, 20 hp) will cause the pressurized, acidic water from inside to spray out, doing 1d6 acid damage to any character in a 10 ft line from the hole, and knocking them prone unless they pass a DC 10 Fortitude save. This method also immediately alerts Fanane of the intrusion.

 

 

E8a. Masthead Landing

Most of a smaller ship has been laid flat on the ground here, affixed to the base of the crown of ships. The deck comes just above the level of the mud, and huge talon marks are cut deep into the mud from every side.

This ship serves as an altar where the cecaelia leave the meals and other offerings they have caught for the dragons. Currently several tuna lay in on the deck – more than Fanane can eat himself, but not enough for Storm, who has gone out hunting on her own.

 

 

E9. Storm's Nest (CR 12)

Like a fishbowl, the crown of ships holds a vast quantity of brackish water. In the center, you can see several large, round objects, perhaps dragon eggs.

While most dragons breed within their own species, they are not limited to such a pairing. Dragons, like many magical species, can breed in any manner they choose, sometimes breeding true, other times creating entirely new breeds.

In Storm and Fanane's case their offspring are a rare breed of half-blood creature, a swampscale dragon. Generally, Storm stays here to watch over the eggs, but whenever she leaves to hunt - either for food or to collect a new ship - Fanane remains in the nest to ensure their eggs are safe. He spends most of this time half asleep, curled around the eggs, appearing to be simply some sort of coral structure (DC 29 Spot/Perception check to identify him as even alive).

The water in the nest is dark and murky, and very acidic. Any creature partially submerged in the water takes 1 point of acid damage per round, and any creature completely submerged takes 2d6 points of damage per round.

The hulls of the masthead crown have been treated against the acid, and are immune to the damage.

In addition to the hoard of two dragons here, there is also a pair of Swampscale Dragon Eggs, laid only a month ago.

 

Pathfinder: 11,000 cp, 2,500sp, 500gp, 12pp, swift obsidian greataxe (Ultimate Equipment), minor rod of metamagic (dazing), a potion of protection from energy (acid), a soot-stained wand of call lightning (42 charges), a mithral scepter worth 600 gp, a gold and platinum statue of Perenna worth 750 gp, a gilded chalice worth 500gp, a mithral chess set worth 1000 gp, and a small platinum cauldron covered with odd symbols and worth 1,500 gp

3.5e: 11,000 cp, 2,500sp, 500gp, 12pp, +1 keen greataxe carved from a single piece of obsidian, minor rod of metamagic (maximize), a potion of protection from energy (acid), a soot-stained wand of call lightning (42 charges), a mithral scepter worth 600 gp, a gold and platinum statue of Perenna worth 750 gp, a gilded chalice worth 500gp, a mithral chess set worth 1000 gp, and a small platinum cauldron covered with odd symbols and worth 1,500 gp

 

Fanane (3.5e)

Fanane (3.5e)        

Mature adult brine dragon
Size/Type: Large dragon (extraplanar, water)
Hit Dice: 16d12+64 (168 hp)
Initiative: +0
Speed: 60 ft. (12 squares), swim 60 ft., fly 200 ft. (poor)
Armor Class: 30 (+21 natural, -1 size), touch 9, flat-footed 30
Base Attack/Grapple: 16/28
Attack: bite +27 (2d6+16)
Full Attack: bite +27 (2d6+16), 2 claws +27 (1d8+11), 2 wings +25 (1d6+5), tail slap +25 (1d8+16)
Space/Reach: 10 ft./10 ft. (15 ft. with bite)
Special Attacks: breath weapon (100 ft. line; DC 22; 14d6 acid) , frightful presence, spell-like abilities, spells
Special Qualities: Blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immunities (acid, paralysis, sleep), keen senses, low-light vision, spell resistance 23, water breathing
Saves: Fort +14, Ref +10, Will +13
Abilities: Str 32, Dex 11, Con 19, Int 19, Wis 16, Cha 17
Skills: Bluff +22, Concentration +24, Diplomacy +22, Fly +13, Hide +18, Move Silently +18, Sense Motive +22, Spellcraft +22, Swim +43, Use Magic Device +22
Feats: Hover, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (swim)
Challenge Rating: 12
Alignment: CN

SPECIAL ABILTIES
Spell-like Abilities
(CL 16th)
at will — control water, obscuring mist, speak with animals (fish only), water breathing
Spells Known (CL 8th)
4th (3/day) — ice storm (DC 17), greater invisibility
3rd (6/day) — major image, sleet storm (DC 16)
2nd (7/day) —alter self, invisibility, pyrotechnics
1st (7/day) — color spray (DC 14), comprehend languages, feather fall, magic weapon, ray of enfeeblement (DC 14)
0 (6/day) — detect magic, detect poison, mage hand, open/close, prestidigitation, read magic, resistance

Fanane (Pathfinder)

Fanane (Pathfinder)               CR 12

XP 19,200
Mature adult brine dragon (Bestiary 3)
CN Large dragon (extraplanar, water)
Init +0; Senses 120 ft. darkvision, blindsense 60 ft., dragon senses; Perception +3
Aura frightful presence (210 ft.; DC 21)

DEFENSE
AC 30, touch 9, flat-footed 30 (+21 natural, -1 size)
hp 168 (16d12+64)
Fort +14, Ref +10, Will +13
DR 10/magic; Immune acid, sleep, paralysis; SR 23

OFFENSE
Spd 60 ft., swim 60 ft., fly 200 ft. (poor)
Melee bite +27 (2d6+16), 2 claws +27 (1d8+11), 2 wings +25 (1d6+5), tail slap +25 (1d8+16)
Space 10 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100 ft. line; DC 22; 14d6 acid)
Spell-like Abilities (CL 16th; Concentration +19)
at will — control water, obscuring mist, speak with animals (fish only), water breathing
Spells Known (CL 8th; Concentration +11)
4th (3/day) — ball lightning (DC 17), greater invisibility
3rd (6/day) — aqueous orb (DC 16), sleet storm (DC 16)
2nd (7/day) —alter self, invisibility, slipstream
1st (7/day) — color spray (DC 14), feather fall, flare burst (DC 14), ray of enfeeblement (DC 14), touch of the sea
0 (at will) — detect magic, detect poison, mage hand, open/close, prestidigitation, read magic, resistance

STATISTICS             
Str 32, Dex 11, Con 19, Int 19, Wis 16, Cha 17
Base Atk +16; CMB +28; CMD 38
Feats Hover, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (swim), Vital Strike
Skills Appraise +22, Bluff +22, Climb +35, Diplomacy +22, Fly +13, Sense Motive +22, Spellcraft +22, Stealth +18, Swim +43, Use Magic Device +22
Languages Aquan, Common, Draconic, Elven
SQ water breathing

TACTICS  
Before Combat Fanane will cast greater invisibility on himself, and fly up above the crown to attack from the air, if alerted.
During Combat
Fanane willcast sleet storm to disable as many  PCs as possible, and use his breath weapon from as much a distance as possible.
Morale Fanane fights to the death

Development If the PCs wait in Storm's nest for her to return, they won't have to do so for long - she will return to her nest by dawn the next day. Storm's statistics are listed in detail in Chapter 3.

If the PCs leave, they will discover that Storm has noticed their ship from a distance and is now circling the island. She will attack their ship approximately an hour after they have departed the island.

 

 

Chapter 3 – In the Winds

While some characters will assume that the death of one dragon is more than enough, others will recognize that there was no way Fanane could be the dragon the villagers claim is stealing ships. Not only was he far too small, but he was the wrong color, a mottled blue and yellow instead of black.

Those characters would be right, as by the time the PCs are ready to leave, Storm has spotted their ship and circled the island at least once, waiting for them to leave.

If the PCs had left any sailors, followers or other characters on their ship, there is a 20% chance each day the PCs are in Shipwreck Cove that they will spot Storm, as she stays high in the sky, or dives into the ocean and circles beneath the boat. Even if spotted, she will stay far away until the ship begins moving, before approaching from the direction of the sun and eventually diving to attack the ship.

 

 

F. Storm Breaking (CR 15)

Spotting Storm as she attacks requires a DC 35 Spot or Perception check, though for forewarned PCs the DC reduces to 25, as they are aware of the dragon’s eventual attack. PCs who know Storm attacks from the sun also gain a +5 circumstance bonus on this check, as they know where to watch.

When the PCs notice Storm’s approach, they will have only two rounds to prepare before she swoops down on their boat, landing on the deck.

Storm (3.5e)

Storm (3.5e)

Titanic Adult Black Dragon
Size/Type: Colossal Dragon (water)
Hit Dice: 19d12+171 (294 hp)
Initiative: +4
Speed: 40 ft. (12 squares) fly 180 ft. (poor), swim 90 ft.
Armor Class: 29 (-3 Dex, -8 size, +30 natural), touch -1, flat-footed 29
Base Attack/Grapple: +19/+43
Attack: bite +28 (4d8+24)
Full Attack: bite +28 (4d8+24), 2 claws +23 (4d6+8), 2 wings +22 (2d8+8), tail slap +22 (4d6+16)
Space/Reach: 30 ft./5 ft. (10 ft. with bite)
Special Attacks: breath weapon (140 ft. line; 12d4; DC 23), frightful presence (DC 20), grab (bite only), magnitude, spell-like abilities, spells, swallow whole (4d6+16 bludgeoning 4d6 acid, AC 25, 23 hp), trample
Special Qualities: blindsense 60 ft., damage reduction  5/–, darkvision 120 ft., immunities (acid, paralysis, sleep), mighty, keen senses, low-light vision, spell resistance 18, water breathing
Saves: Fort +18, Ref +8, Will +12
Abilities: Str 43, Dex 4, Con 29, Int 12, Wis 13, Cha 12
Skills: Hide +11, Intimidate +23, Move Silently +11, Spellcraft +23, Spot +23, Swim +46
Feats: Flyby Attack, Improved Initiative, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw)
Challenge Rating: 14
Alignment: CE

SPECIAL ABILTIES
Spell-Like-Abilities
: 3/day darkness, 3/day corrupt water
Spells: Storm casts spells as a 3rd-level sorcerer.
Sorcerer Spells Known (6/5+; save DC 11 +spell level):
0—acid splash, dancing lights, detect magic, mage hand, prestidigitation;
1st—charm person, mage armor, silent image;

Magnitude (Su) Storm causes the ground to quake beneath her feet with every step. Any creature in or adjacent to a square Storm moves into or through must make a DC 24 Reflex save or be knocked prone. In addition, as a standard action Storm can stomp the ground and extend this effect to all creatures in a 60-ft.-radius.

Trample (Ex) As a full-round action, Storm can attempt to overrun any creature that is at least one size category smaller than herself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take 2d8+25 bludgeoning damage. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a DC 34 Reflex save to take half damage. A trampling creature can only deal trampling damage to each target once per round; no matter how many times its movement takes it over a target creature.

Storm (Pathfinder)

Storm (Pathfinder) CR 14

XP 38,400
Titanic Adult Black Dragon
CE Colossal dragon (water)
Init +5; Senses dragon senses; Perception +24
Aura frightful presence (180 ft., DC 19)

DEFENSE
AC 30, touch 0, flat-footed 30 (-2 Dex, +30 natural, -8 size)
hp 231 (14d12+140)
Fort +19, Ref +7, Will +12
DR 5/–; Immune acid, paralysis, sleep; SR 22

OFFENSE
Spd 40 ft., fly 230 ft. (poor), swim 90 ft.
Melee bite +24 (4d6+25), 2 claws +23 (2d8+9), 2 wings +18 (2d8+9), tail +18 (4d6+25)
Space 30 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (80-ft. line, DC 22, 12d6 acid), corrupt water, grab (bite only), magnitude, swallow whole (4d6+16 bludgeoning 4d6 acid, AC 25, 23 hp), trample (DC 34)
Spell-Like Abilities (CL 14th; Concentration +19)
at will – darkness (60-ft. radius)
Spells Known (CL 3rd; Concentration +8)
1st (6/day) – alarm, mage armor, obscuring mist
0 (at will) – dancing lights, detect magic, mending, message, read magic

STATISTICS             
Str 45, Dex 6, Con 31, Int 10, Wis 17, Cha 14
Base Atk +14; CMB +39; CMD 47 (53 vs. trip)
Feats Flyby Attack, Improved Initiative, Improved Vital Strike, Power Attack, Snatch, Vital Strike, Weapon Focus (bite)
Skills Fly +10, Intimidate +19, Perception +24, Spellcraft +17, Stealth +7, Swim +42
Languages Common, Draconic, Giant
SQ mighty, speak with reptiles, swamp stride, water breathing

Magnitude (Su) Storm causes the ground to quake beneath her feet with every step. Any creature in or adjacent to a square Storm moves into or through must make a DC 24 Reflex save or be knocked prone. In addition, as a standard action Storm can stomp the ground and extend this effect to all creatures in a 60-ft.-radius.

Trample (Ex) As a full-round action, Storm can attempt to overrun any creature that is at least one size category smaller than herself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take 2d8+25 bludgeoning damage. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a DC 34 Reflex save to take half damage. A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

TACTICS
During Combat
Storm will grab onto the ship with all four legs, and begin hoisting the ship into the sky, at a rate of 115 ft. per round – stopping above 200 ft., at which point she will drop the ship back into the waves, causing it to land along its side, and spilling the PCs, the crew and anything else on the ship into the waves – not to mention likely destroying the boat itself – it only has 400hp and a hardness of 2.

If her eggs are visible on-deck however, she will instead grab and carry them back to the island before returning to attack the PCs a second time once they are safe.
Morale Storm will fight to the death.

While something like a ship might seem incredibly heavy, don’t underestimate how strong Storm actually is! Her incredible strength means she is actually more than capable of flying with nearly 135,000 lbs in her claws!

A sailing ship like Sabrina ‘only’ weights approximately 120,000 lbs – and even with the PCs, the crew and their gear, they are unlikely to account for the additional seven tons needed to keep Storm from taking the ship into the air.

 

 

Concluding the adventure

When the PCs return to town, Cherr’s Landing will be initially skeptical that Storm really is gone, unless the PCs have returned with some sort of trophy. It will take several further days without sightings for them to truly believe the dragon is gone.

Once they have finally been convinced, the city will rejoice, and council will finally offer the PCs the promised reward of 5,000 gp, which they pay out in stamped gold ingots.

If the PCs lost their boat in the final encounter and their treasure seems at the bottom of the sea, they shouldn't fret. With Storm’s threat gone, many sailors – and divers, will leap at the chance to aid the PCs in recovering their lost treasure from the sea floor – for a nominal fee, of course.

After this adventure, PCs will likely be curious of Storm’s true motivations. One dragon acting out in a year is uncommon, but two? Of course, there is a driving force behind these attacks, but the PCs will only likely have learned bits and pieces about Saatman, not enough to track him down.

Before long, the party will find that more dragons still are becoming troublesome far on the western side of the Klavek Kingdom. From the belly of a mountain red dragons will begin to pour like the magma they resemble, the beginnings of Saatman’s army.

 

 

Experience Rewards

If the PCs interrogate Saatman’s minions, grant them experience for a CR10 encounter.

 

 

 

 

New Monsters

 

Titanic Globster

Towering over buildings, this huge creature lumbers slowly and unstoppably forward.

 

Titanic Globster (3.5e)     

Size/Type: Colossal ooze (aquatic)
Hit Dice: 6d10+60 (93 hp)
Initiative: -5
Speed: 20 ft. (4 squares), swim 80 ft.
Armor Class: 21 (-5 Dex, +24 natural, -8 size), touch -3, flat-footed 21
Base Attack/Grapple: +4/+25
Attack: slam +9 (4d8+19 plus grab and nausea)
Full Attack: slam +9 (4d8+19 plus grab and nausea)
Space/Reach: 30 ft./10 ft.
Special Attacks: create spawn, constrict (4d8+19), magnitude (DC 16), trample
Special Qualities: mindless, mighty, blind, blindsight 60 ft., ooze traits
Saves: Fort +12, Ref -3, Will –3
Abilities: Str 36, Dex 1, Con 30, Int –, Wis 1, Cha 1
Skills: Swim +14
Challenge Rating: 8
Alignment: N

Special Abilities

Create Spawn (Ex) When a globster eats a living creature, it only digests a small portion of the remains. As the undigested remains accumulate inside of it, the globster grows more and more bloated. As a full-round action that does not provoke attacks of opportunity, a globster can regurgitate these foul remains along with portions of its own mass. Doing so causes the globster 1d6 points of damage, but creates a new, fully grown globster that immediately attacks the nearest non-globster target. A globster can create spawn up to once per day, though only after it has fed upon at least sixteen Medium-sized creatures (or the equivalent number of creatures of other sizes).

Decompose (Ex) A slain globster decays into a mass of goo in the span of 24 hours. However, the corpse retains the creature's stench aura for 1d10 days after its death.

Magnitude (Su) A titanic creature causes the ground to quake beneath their very feet with every step. Any creature in or adjacent to a square a titanic creature moves into or through must make a Reflex save equal to 10 + the titanic creature’s HD or be knocked prone. In addition, as a standard action a titanic creature can stomp the ground and extend this effect to all creatures in a 60-ft.-radius.

Mighty (Ex) a titanic creature is a truly massive creature of its type, and can carry double what a normal creature of its statistics otherwise could.

Trample (Ex) As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 creature's HD + creature's Str modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Nausea (Ex) Any creature struck by a globster must make a DC 23 Fortitude save to avoid being nauseated for 1 round. Once a creature makes this saving throw, it is immune to further nausea effects from that particular globster for 24 hours. This is a poison effect.

 

 

Titanic Globster (Pathfinder) CR 8

XP 4,800
N Colossal ooze (aquatic)
Init -5; Senses Perception -5
Aura stench (DC 23, 10 rounds)

DEFENSE
AC 21, touch -3, flat-footed 21 (-5 Dex, +24 natural, -8 size)
hp 87 (6d8+60)
Fort +12, Ref -3, Will -3
Immune acid, bludgeoning and piercing damage, ooze traits; Resist cold 10, electricity 10; DR 5/–

OFFENSE
Spd 20 ft., swim 80 ft.
Melee slam +9 (4d8+19 plus grab and nausea)
Space
30 ft.; Reach 10 ft.
Special Attacks create spawn, constrict (4d8+19), magnitude (DC 16), trample

STATISTICS             
Str 36, Dex 1, Con 30, Int –, Wis 1, Cha 1
Base Atk +4; CMB +25 (+29 grapple);  CMD 30 (can’t be tripped)
Skills Swim +14
SQ decompose, mighty, water dependency

Create Spawn (Ex) When a globster eats a living creature, it only digests a small portion of the remains. As the undigested remains accumulate inside of it, the globster grows more and more bloated. As a full-round action that does not provoke attacks of opportunity, a globster can regurgitate these foul remains along with portions of its own mass. Doing so causes the globster 1d6 points of damage, but creates a new, fully grown globster that immediately attacks the nearest non-globster target. A globster can create spawn up to once per day, though only after it has fed upon at least sixteen Medium-sized creatures (or the equivalent number of creatures of other sizes).

Decompose (Ex) A slain globster decays into a mass of goo in the span of 24 hours. However, the corpse retains the creature's stench aura for 1d10 days after its death.

Magnitude (Su) A titanic creature causes the ground to quake beneath their very feet with every step. Any creature in or adjacent to a square a titanic creature into or through must make a Reflex save equal to 10 + the titanic creature’s HD or be knocked prone. In addition, as a standard action a titanic creature can stomp the ground and extend this effect to all creatures in a 60-ft.-radius.

Mighty (Ex) a titanic creature is a truly massive creature of its type, and can carry double what a normal creature of its statistics otherwise could.

Trample (Ex) As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 creature's HD + creature's Str modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Nausea (Ex) Any creature struck by a globster must make a DC 23 Fortitude save to avoid being nauseated for 1 round. Once a creature makes this saving throw, it is immune to further nausea effects from that particular globster for 24 hours. This is a poison effect.

While nearly all creatures of all races vary in size from one to the next, sometimes one creature is just born larger, though mutation or magic, becoming true lords among beasts. But this size and strength comes at a price – they are ponderous at best, and most are far less clever than their normally sized counterparts.

Creating a Titanic Creature

"Titanic" is an inherited or acquired template that can be added to any Small or larger creature.
CR Increases based on original creature size; Small + 6, Medium+4, Large +3, Huge +2, Gargantuan+1
Size change to Colossal
Armor Class Size penalty to AC becomes -8, natural armor increases based on original creature size; Small increases by +18, Medium increases by +14, Large increases by +12, Huge increases by +10, Gargantuan increases by +8.
DR increases by 5/–
Speed base is reduced to 40 ft, other speeds increase based on original creature size; Small +50 ft.; Medium +40 ft.; Large +30 ft.; Huge +20 ft; Gargantuan +10 ft.
Attacks size penalty on attack rolls becomes -8
Space becomes 30 ft.; Reach increases by 5 ft.
Special Attacks Titanic creatures gain the magnitude and trample abilities. Creatures with a bite attack also gain the grab (bite only) and swallow whole abilities.
Special Qualities Titanic creatures gain the mighty special ability.
Abilities Statistics change based on original creature size; from Small, Str +36, Dex -10 (min 1), Con +16, Int -4 (min 1); from Medium Str +28, Dex -8 (min 1), Con +12, Int -4 (min 1); from Large Str +20, Dex -6 (min 1), Con +10, Int -4 (min 1); from Huge Str +16, Dex -4 (min 1), Con +8, Int -4 (min 1); From Gargantuan Str +8, Dex -4 (min 1), Con +6, Int -4 (min 1). These changes include the adjustments for increasing size.
CMB size bonus to CMB becomes +8; CMD size bonus to CMD becomes +8

[end page]

 

Swampscale Dragon

The black scales of this creature are each tipped with sharp yellow and blue tips.

 

Swampscale Dragon (3.5e)   

Dragon (Water, extraplanar)
Environment: any aquatic
Organization: solitary
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 5–6 HD; very young 8–9 HD; young 11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD; mature adult 23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD; great wyrm 38+ HD
Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others —

Swampscale dragons use statistics for black dragons, except as noted in the special abilities below.

 

Swampscale Dragon (Pathfinder)         

XP 1,600
CE Dragon (aquatic, extraplanar)
Base Statistics       
CR 3; Size tiny; Hit Dice 4d12
Speed 60 ft., swim 60 ft.
Natural Armor +3; Breath Weapon line, 2d6 acid
Str 14, Dex 16, Con 12, Int 11, Wis 11, Cha 9
Ecology
Environment
any aquatic
Organization solitary
Treasure triple
Special Abilities     

Aquatic Empathy (Su) a young or older swampscale dragon gains the ability to communicate wordlessly with any creature with the aquatic template. This communication is crude, limited to basic concepts and emotions, but nonetheless effective. A swampscale dragon gains a +4 bonus on Handle Animal or Diplomacy checks against creatures with the aquatic subtype.

Swamp Stride (Ex) A very young or older swampscale dragon can move through bogs and quicksand without penalty at its normal speed.

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Spell-like Abilities (Sp) a swampscale dragon gains the following spell-like abilities, usable at will (unless indicated otherwise) at the listed age. Young – hypnotism; Juvenile – command undead; Adult – animate dead; Ancient – waves of exhaustion (3/day); Great wyrm – soul bind (3/day).

Corroding bite (Su) an old or older swampscale dragon’s bite destroys everything it touches. Whenever it bites a creature wearing metal armor, that creature’s armor must make a Fort save (DC equal to frightful presence) or take 2d6 damage. An ancient dragon’s damage increases to 4d6. This additional damage is also done on any sunder attempt.

Desiccating aura (Sp) an ancient or older swampscale dragon radiates an aura of entropy that slowly destroys everything around it. Any creature or object within 60 ft. of the dragon must make a Fort save equal to the creature’s frightful presence, or gain vulnerability to acid.

Age CategorySpecial AbilitiesCaster Level
WyrmlingImmunity to acid, water breathing
Very youngswamp stride
YoungAquatic empathy, hypnotism
JuvenileCommand undead1st
Young adultDR 5/magic, spell resistance3rd
AdultFrightful presence, animate dead5th
Mature adultDR 10/magic7th
OldCorroding bite9th
Very oldDR 15/magic11th
AncientDesiccatingaura, waves of exhaustion (3/day)13th
WyrmDR 20/magic15th
Great wyrmsoul bind (3/day)17th

A swampscale dragon is a mixed breed of dragon, which does not breed pure within itself. A mix between a chromatic black dragon and a primal brine dragon, they have mottled dark green scales, and frequently feature large yellow and white spines along their neck, back and joints.

Because swampscale dragons are infertile, they become innately aware of their own mortality, often taking extreme lengths to ensure their continued existence, not hesitating to branch into the necromantic magics they are naturally talented with to prolong the inevitable if necessary.

Swampscale dragon eggs are treated as black dragon eggs for purposes of raising and hatching them.

[end page]

 

New Magic Items

Fleetmaster's Compass

Aura moderate divination; CL 7th
Slot none; Price 15,000 gp; Weight
DESCRIPTION
This gold and red compass features a dozen needles, each moving of their own accord. The largest needle, as would be expected from a compass, points north, but the other needles point towards creatures or items the owner of the compass indicates.

As a full-round action, a creature can attune itself to the compass, becoming its owner. Doing so results in the second needle pointing towards them, no matter where they are on the same plane. Once attuned, the other needles spring to life as well, and each of the ten remaining needles can be attuned to a single creature or object as a standard action that does not provoke an attack of opportunity. The owner of the compass must be touching both the compass and the creature or object to attune it.

These needles always point directly towards their attuned objects, no matter the distance, so long as they are on the same plane. If not attuned, or if the creature they are attuned to is on a different plane, the needle slowly spins at random.

Only the first two needles function while in the hands of a creature not attuned to the compass, and attuning oneself as the owner removes the attunement of the other ten needles.
CONSTRUCTION
Requirements
Craft Wondrous Item, locate creature, locate object; Cost 7,500 gp

Spade of Excavation

Aura faint transmutation [earth]; CL 3rd
Slot none; Price 2,500 gp; Weight 6 lbs.
DESCRIPTION
This handheld silver spade appears more ornamental than practical. However, the enchantments embedded in the runes along the edges of this implement are far more effective than a mundane tool of its type.

Using the spade of excavation as a standard action to dig through dirt or lose debris can, up to eight times per day, shift up to a 5x5 ft section of loosely packed material up to 30 ft. This material must move through the intervening space, flung effortlessly and harmlessly into a pile at the destination. Both the originally targeted square and the location where the debris lands become difficult terrain.
CONSTRUCTION
Requirements
Craft Wondrous Item, soften earth and stone; Cost 1,250 gp

 

New Deity

 

Perenna

Perenna, the west wind and god of spring

Titles The Floral Cloak, The West Wind, The Eternal Dance
Home elemental plane of earth
Alignment neutral good
Portfolio dance, fashion, flowers, rain, spring
Worshippers fashionistas, gardeners, upper class
Domains Charm, Earth, Plants
Subdomains Day, Growth, Seasons
Favored Weapon
quarterstaff

While Perenna is a minor god, and paid little service outside the beginning of farming season or the trailing end of a long winter, he is often paid service in large cities where fashion is constantly evolving and growing as much a living thing as those that wear it.

History

Perenna was born with the first spring, not long after the world began turning. The vainest of his four siblings, he chose first when dividing the seasons and took the most forgiving and the most beautiful time of year.

Appearance

Perenna usually appears as a male elf with warm green skin and brown hair, wearing a cloak made of ten thousand living flowers. He also often appears as a cloud of flower petals flowing on the breeze, dancing in the wind.

Church of Perenna

Worship of Perenna is rarely organized in large groups, instead usually operating as parts of larger congregations to more powerful deities. Like the other seasons, he is worshipped in passing by many for part of each year.

Worshippers and Clergy
Perenna’s clergy are usually as vain and flighty as the god himself, though always still kind. They never dress the same, but are recognized instead by the floral arrangements they always make a point to wear on their cloaks or lapels.

Holy Text

Florals and Botanicals
Though an archaic text discussing how to grow and care for all sorts of flowering plants, it also includes rituals for Perenna’s worship on the last several pages.

 

 

 

Player's Map

(click to enlarge)

 

 

VTT Map

(click to enlarge)