|
Post by kent on Jun 18, 2012 22:06:27 GMT -6
Im interested in hearing where these races have been described in early modules and elsewhere to get a better appreciation of them.
So the obvious first reference for the Kuo Toa is D2 Shrine of the Kuo-Toa and this is an excellent module.
One reference for the Sahuagin is the U1-U2-U3 trilogy. I don't have these modules, are they the best reference?
Any more interesting uses of these creatures?
|
|
|
Post by scalydemon on Jun 18, 2012 22:23:18 GMT -6
I don't have the answers, but also have interest in the answers/history.
Also, nice job spelling Kuo-toa correct
|
|
|
Post by aldarron on Jun 19, 2012 7:52:30 GMT -6
Kent, for Sahuagin, your best source of information is Steve Marsh. Marsh created Sahuagin along with a couple dozen other underwater monsters and magic items, which TSR then tacked on to Supplement II Blackmoor (1975). That is where they first appear in print. The name Sahuagin is actually a persons last name that Marsh saw on a mormon pamphlet and liked the sound of.
Since they were added to the Blackmoor supplement, they were later featured in the d20 Blackmoor series as the original creators of the lowest levels of the d20 Blackmoor dungeon. You may also find that to be an intereting source regarding their nature.
|
|
|
Post by geoffrey on Jun 19, 2012 14:24:36 GMT -6
In the section on sahuagin, Supplement II: BLACKMOOR states: "In the eons past there was a great flooding of the land (although history does not agree when this occurred and it may have happened twice) when the ice caps were melted during a great struggle of the gods to control the planet." (p. 21) I asked Steve Marsh, "Steve, do you remember what inspired you to posit not one but two Great Floods?" He responded: "That was completely freebasing (in the old sense of just talking without any reason or support -- something that sounded good but had no reason). There was a lot of stuff like that." (link: www.dragonsfoot.org/forums/viewtopic.php?f=11&t=10718&p=1117653 ) I had thought that Steve might have read some obscure mythological treatise that told of two floods, but alas, no.
|
|
|
Post by kent on Jun 19, 2012 16:39:16 GMT -6
Kent, for Sahuagin, your best source of information is Steve Marsh. Marsh created Sahuagin along with a couple dozen other underwater monsters and magic items, which TSR then tacked on to Supplement II Blackmoor (1975). That is where they first appear in print. The name Sahuagin is actually a persons last name that Marsh saw on a mormon pamphlet and liked the sound of. Since they were added to the Blackmoor supplement, they were later featured in the d20 Blackmoor series as the original creators of the lowest levels of the d20 Blackmoor dungeon. You may also find that to be an intereting source regarding their nature. Good stuff. I have the original OD&D material so I'll take a look and it is all the better for their employment that he created related underwater monsters and items. Im not familiar with the d20 Blackmoor material. Is there an obvious book to look at first?
|
|
|
Post by kent on Jun 19, 2012 16:40:38 GMT -6
In the section on sahuagin, Supplement II: BLACKMOOR states: "In the eons past there was a great flooding of the land (although history does not agree when this occurred and it may have happened twice) when the ice caps were melted during a great struggle of the gods to control the planet." (p. 21) I asked Steve Marsh, "Steve, do you remember what inspired you to posit not one but two Great Floods?" He responded: "That was completely freebasing (in the old sense of just talking without any reason or support -- something that sounded good but had no reason). There was a lot of stuff like that." (link: www.dragonsfoot.org/forums/viewtopic.php?f=11&t=10718&p=1117653 ) I had thought that Steve might have read some obscure mythological treatise that told of two floods, but alas, no. As ever I see you were on the ball with the pertinent and deep questions.
|
|
|
Post by aldarron on Jun 19, 2012 19:42:03 GMT -6
Im not familiar with the d20 Blackmoor material. Is there an obvious book to look at first? If you are looking for a good, overall summary of the whole of it, you can't beat the 4e sourcebook, "Dave Arneson's Blackmoor, The First Campaign". Despite being retooled for 4e, it summarizes and updates the key elements of the d20 setting. No Sahaugin in it though. Sahaugin ghosts and a fictional history are found in "Dungeons of Castle Blackmoor" a somewhat flawed but nevertheless richly varied megadungeon.
|
|
arokh
Level 2 Seer
Posts: 42
|
Post by arokh on Jun 30, 2012 13:24:33 GMT -6
If you're interested in seeing the Sahuagin in play, I definitely suggest picking up a copy of U3: The Final Enemy. I like the entire U series of modules, but that one represents a real challenge: the PCs (maybe around 3rd level) must enter and scout out an inhabited Sahuagin lair without alerting the whole place to their presence. I've played it or run it several times and never seen it successfully pulled off. Really good stuff, and it does a nice job of shedding a little light on Sahuagin society and how one of their communities might function.
|
|
|
Post by geoffrey on Jun 30, 2012 18:16:57 GMT -6
Now the text:
The lair is built in and under a small island in an underground sea which comprises the larger part of the 7th level of my megadungeon. The Dark Sea region is essentially a sandbox inside of the megadungeon, with many sub-level dungeon areas (some with hundreds of numbered encounter locations), a town, an island monastery, this lair, ruins, and many other features. This was actually the first detailed part I wrote for the level 2 years ago (and I just finished the last portion yesterday, ironically enough).
The island lair itself is essentially a volcanic cone (it is loosely based on Molokini Crater in Hawaii, which I've snorkeled and dove on a few times). Areas in white are above water, and the island is tall with steep slopes. Areas in grey are tunnels.
Everything is presented in "raw" form in the sense that I edited nothing and left in all my quirks and ways of doing things. Blame Kellri if anything in the stat blocks are wrong!
My players went by the entry channel to the center of the island and considered checking it out. However, when a Sahuagin head popped out of the water, they fled and have never come back.
Vladikavkaz: Sahuagin Lair (Dungeon Level 7 – Island C)
NOTE: TREASURE IN THE CAMPAIGN IS ON A SILVER STANDARD
Background
Since the time of Kavkaz, there have been Sahuagin dwelling in the Dark Sea. How they came to dwell here, and how they became adapted to freshwater, is not known, but it is assumed by most that they were somehow brought here by Kavkaz to act as guards for his underground sea. In any case, they were loyal followers of the evil demigod. The Sahuagin managed to survive their master’s downfall, and have remained unchallenged under the waters of the Dark Sea ever since.
The Sahuagin Tribe
The Sahuagin are organized into single tribe under the sovereignty of a Baron. As lawful creatures, they are organized into a strict hierarchy, and disobedience to their powerful lord is rare in the extreme. Still, they are brutal and cruel to those weaker than themselves, including other Sahuagin.
The tribe worships their own foul gods, with Sekolah the most venerated. Kavkaz, while not strictly worshipped, is certainly venerated by them, and among them the saying “When Kavkaz rises again” is common, denoting some great good that will certainly occur, though maybe not for a long time.
In addition to the Baron and his cadre of guards and lieutenants, there are also a number of female priestesses dedicated to Sekolah. The chief Priestess wields nearly as much power as the Baron, and her cruelty is such that all but him fear her. She delights in the deaths of others, the more horrible, the better. This foul pleasure extends to her own kind. A quartet of lesser priestesses serves her, as much in fear as in piety. Religion plays a major part in Sahuagin society, as detailed below.
Island C
The island of the Sahuagin appears to have once been a crater, possibly volcanic in nature. Even if true, it is long dormant. The ring of the island rises to about 80’ above the surface of the Dark Sea, and is rather steep. It is rough and rocky, with only a few bits of fungus and other growths here and there on its surface. At some time in the distant past, the crater was fully intact, and the center bowl area was dry. Some cataclysm, possibly a terrible earthquake, breached the crater wall, causing the center to flood. It is unclear if this occurred before, during or after the reign of Kavkaz. In any case, a number of tunnel areas as well as a central temple complex were flooded, and are now home to the Sahuagin.
The tunnel complexes range in depth from 60-100’ and ring the crater wall. The central temple complex sits at the center of the crater at about 120’ deep, the lowest portion of the Sahuagin realm. The breach in the crater wall serves as a chokepoint for those seeking to enter the Sahuagin realm. Despite the lack of threats, they maintain a careful watch on that entrance. Their pet creatures dwell within the crater area, swimming about freely and going out to hunt at will. Anyone entering the inner lagoon without being detected by sentries has a 50% chance per turn of being spotted by 1-2 Giant Gar (see below) which will alert the Sahuagin of intruders.
Relations With Others
The Sahuagin have no use for any but their own kind, aside from a few allies. Other races are viewed as little more than potential sacrifices in their evil rites. However, because of ancient taboo, the Sahuagin will not molest anyone within the confines of the Hidden City or on the causeways and Ancient Road that connect to it. All other areas are fair game. One significant exception, however, are the Xirod Monks. The Sahuagin have been taught to fear the monks, and will avoid attacking them or anybody traveling with one. The Sahuagin hate the monks, but also fear their power – the monks have overwhelmingly retaliated in response to the rare attacks against them.
The Sahuagin have also made an agreement with the Factors that own the slave camp on the southern shore area. In exchange for the monthly sacrifice of a single slave, they have agreed not to raid the village. The Sahuagin prefer human slaves, but as these are far more expensive for the Factors than Goblins or some other races, there is tension on this issue. There have been a few occasions when the Sahuagin have stolen additional slaves when they felt they were not getting the quality they deserved. Still, neither side wants open conflict, so these breaches of the peace have been played down.
The Sahuagin have no notable enemies within the Dark Sea itself. They rule beneath the surface with virtual impunity, though they sometimes skirmish with aquatic ghouls, ogres, nixies and others. These other groups are all less organized (and less vicious) than the Sea Devils, and tend to simply avoid them. Periodic, short-term alliances are also possible.
DM Notes
It is not expected that the party would seek to assault the Sahuagin lair. However, if they were to be attacked, the Sahuagin are highly organized to defend their lair. If attacked from underwater or by boat, sentries near the mouth of the inlet would quickly raise the alarm, drawing out the tribe into the center area where the leadership would direct a defense. Attacks along the outer shoreline of the island are less likely to be spotted early, though Giant Gar and Sahuagin patrols regularly patrol around the island, both within and outside the central crater. The highly disciplined creatures will respond to any threats rapidly and in an organized fashion. What they lack in individual prowess they make up for with their viciousness and discipline.
Summary of Sahuagin Tribe
No. Rank/Title HD 1 Baron 6+6 3 Chieftains 4+4 16 Guards/Lieutenants 3+3 72 Warriors 2+2 78 Females 2 15 Hatchlings 1 HP 40 Eggs - 1 Priestess 3+3 (8th Lv) 4 Lesser Priestesses 2+2 (4th Lv) 12 Giant Gar 8
KEY TO SAHUAGIN LAIR
1. INLET CANYON: The inlet canyon is a narrow, steep-walled passage that provides a water access from the inner lagoon to the Dark Sea. The water is about 100’ deep in the canyon, while the island rises an additional 80’ or so above the Dark Sea. There are always at least 2 Sahuagin sentries from #2 either in this area or watching it (MOVE12swim24 AC5 HD2+2 HP16 #AT3 THACO16 DAM1-6+2 XP80 armed with tridents, daggers, and hooked nets; each will have a shell horn to sound the alarm); each has d6 GP in a small pouch. There is also a 50% chance that 1-3 Gar Fish will be in it or nearby, as well (MOVEswim30 AC3 HD8 HP45 #AT1 THACO12 DAM5-20 XP1000 swallow whole on a 20, see MM for results). An additional 9 Gar (total of 12) dwell within the inner lagoon, though they regularly patrol outside the lagoon, as well.
Notes:
2. GUARD POST: There are 10 Sahuagin warriors billeted here (MOVE12swim24 AC5 HD2+2 HP16 #AT1 THACO16 DAM1-6+2 XP80 armed with tridents, daggers, and hooked nets; two have a shell horn to sound the alarm); each carries d6 GP with one Lieutenant in command (MOVE12swim24 AC4 HD3+3 HP24 #AT1 THACO15 DAM1-6+3 XP180 armed with trident); 2d6 GP. There is a small armory here with 10 heavy crossbows (30’ underwater range), 120 bolts, and melee weapons such as tridents, spears and nets. The primary purpose of this post is to provide early warning in the event of a direct attack on the inner lagoon from underwater or by boat. Also stored here are 12 thin glass containers of Sekolah’s Fire, a substance akin to Greek Fire that will burn in air or underwater. The globes are thrown like grenades (10’ range underwater, 50’ on surface). On a hit they begin to burn the victim with a fire than can only be extinguished by magical means (cold spells or those that affect fire). Damage is 3d6 the first round, 2d6 the second, and 1d6 the third round.
Notes:
3. TEMPLE PATH: The remnants of an ancient, white stone-paved road run from near the mouth of the inlet canyon to the northwest and the Drowned Temple. Much of the stone has been covered with silt and detritus, but it is visible in numerous spots. More obvious along it, however, are a large number of stone columns. Most are about 15’ high and also made of white stone. While most are upright, several have fallen in various locations. Some, including those upright, are damaged in various ways – cracked, tops broken off, pitted, etc. while many have underwater plants and muck growing on them, grotesquely staining the white stone. The columns date from when this was dry land. Some of the columns seem to have been carved, but the carvings have faded with time.
Notes:
4. HELL OF THE DROWNED DEAD: Situated along the Temple Path is a terrible scene. Attached to verdigris-crusted iron manacles and chains are a number of corpses, the remnants of the Sahuagin’s sacrifices. There are usually only a few here at a time, as they are picked at and eaten by various underwater scavengers (and the Sahuagin at times). Those that are present will float for a time, held in place by their chains as they sway gently in the currents. The entire area is littered with bones of all manner of creatures, mostly surface dwellers sacrificed over the centuries. The boneyard is quite vast and deep, with the remnants of thousands of humanoids (and a few other creatures) left here. In all it is a quite hideous sight.
Notes:
5. DROWNED TEMPLE OF SEKOLAH: The centerpiece of the inner lagoon (literally and figuratively) is the Drowned Temple of Sekolah. Once a temple to an ancient goddess on dry land, the temple survived the flooding of the island and has been defiled for use by the Sahuagin priestesses in their dark rites. The temple lies is a shallow depression in the center of the otherwise flat interior of the inner lagoon. The temple is an “open air” complex comprised of white flagstones ringed by a number of 20’ tall white stone columns (similar, but larger, than the ones describe in #3, though none of these has fallen). At the northern end is 20’ high statue of the goddess originally worshipped here – its head has been broken from the body and replaced with a cunningly carved head of a great white shark, representing Sekolah. Lying about 20’ to the northeast is the old head from the statue, now much damaged and crusted with growths. The head might be recognized as representing the goddess Velune, a fact that would be of great interest to the Xirod monks. Before the statue are a number of bronze manacles attached to the flagstones where prisoners to be sacrificed are restrained. Sacrifices are monthly, as a minimum, though the Sahuagin area always looking for more victims to increase that number. Other rites are performed here, as well, including the ritual cannibalism practiced on the weak and crippled of the tribe. Sometimes such victims are instead fed to the Gar, as they have been adopted to make up for the lack of sharks in the Dark Sea. A dozen glass globes lie around the perimeter of the temple. They are magic and the priestesses can make them glow with an evil green light. They are used for ceremonies.
Notes:
6. LAIR: This lair is home to 10 warriors (MOVE12swim24 AC5 HD2+2 HP16 #AT1 THACO16 DAM1-6+2 XP80 armed with tridents, daggers, and hooked nets; two have a shell horn to sound the alarm); each carries d6 GP and 8 females (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45). This force acts as a ready reserve for the sentries in #1 and #2. They also have 6 globes of Sekolah’s Fire here.
Notes:
7. LAIR: This lair is home to 4 warriors (MOVE12swim24 AC5 HD2+2 HP16 #AT1 THACO16 DAM1-6+2 XP80 armed with tridents, daggers, and hooked nets; one has a shell horn to sound the alarm); each carries d6 GP and 3 females (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45). They also have 2 globes of Sekolah’s Fire here.
Notes:
8. CHIEFTAIN LAIR: This chamber houses a Chieftain (MOVE12swim24 AC4 HD4+4 HP32 #AT1 THACO14 DAM1-6+4 XP290 armed with tridents, daggers, and hooked nets); he carries 3d6 GP and a gem worth 50 SP. A pair of females is also present (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45). Each female has a gold necklace worth 50 SP, as well. There are 2 globes of Sekolah’s Fire here, as well.
Notes:
9. GREAT HALL OF THE SAHUAGIN: This large chamber is the center of Sahuagin secular life. It is a very large chamber, with a 40’roof and the remnants of balconies, no longer used. The Baron uses this chamber to hold court, which he does periodically to speak to his tribe. In the center of this room along the roof is a small pocket of air which contains manacles and shackles for a dozen prisoners. Here the Sahuagin keep their prisoners prior to sacrifice or consumption, in full view of the tribe and its leaders. Arrayed along one wall are 4 small statuettes depicting different female human goddesses. They are made of gold and weigh about 10 pounds each. Each is worth 4000 SP.
Notes:
10. BARON’S GUARD: The Baron’s personal guard of 6 dwells here (MOVE12swim24 AC4 HD3+3 HP24 #AT1 THACO15 DAM1-6+3 XP180 armed with tridents, daggers, heavy crossbows); each has 2d6 GP. They also have 12 globes of Sekolah’s Fire.
Notes:
11. BARON’S LAIR: The Sahuagin Baron dwells here (MOVE12swim24 AC1 HD6+6 HP50 #AT1 THACO13 DAM1-6+5 XP750); Trident +2, Amulet of Protection +2, Dagger +2. There are also 3 females present (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45) each wears a necklace worth 2d6x100 SP. A flooded bronze chest contains 2000 SP and 400 GP, 40 PP, a Bowl of Commanding Water Elementals, a Potion of Extra Healing, and a Potion of Fire Giant Strength. There is a narrow passageway that leads outside of the Sahuagin complex here. The exterior portion is very cleverly concealed, while on the inner portion is a bronze gate that is kept locked. The Baron wears the key to this gate on a chain about his neck. This secret passage is very seldom used, as the Baron does not wish anyone outside to accidentally see it being used. In an emergency, of course, it would be used.
Notes:
12. GUARD ROOM: Four guards are posted here (MOVE12swim24 AC4 HD3+3 HP24 #AT1 THACO15 DAM1-6+3 XP180 armed with tridents, daggers, and heavy crossbows); 2d6 GP each. They also have 6 globes of Sekolah’s Fire.
Notes:
13. HIGH PRIESTESS’ LAIR: The High Priestess of the tribe dwells here (MOVE12swim24 AC4 HD3+3 HP27 #AT2 THACO15 DAM1-4+3 XP500); gold necklace holy symbol of Sekolah (a shark - 2000 SPV), 4 gems (500 SPV each), Dagger +2, Potion of Poison; Spells (5/4/3/2): Curse, Command x2, Detect Good, Cure Light Wounds, Chant, Hold Person x2, Silence 5’ Radius, Blindness, Dispel Magic, Prayer, Protection from Good 10’ Radius, Shark Form. There is also a silver statue of a shark in the room (1000 SPV). She is utterly cruel, and nearly as powerful as the Baron within the Sahuagin tribe. Shark Form – caster polymorphs into a 8HD shark (per MM; duration 2d4+4 rounds).
Notes:
14. LESSER PRIESTESS LAIR: Two Lesser priestesses of Sekolah dwell here (MOVE12swim24 AC4 HD2+2 HP18 #AT2 THACO16 DAM1-4+1 XP300); each has a silver necklace holy symbol of Sekolah (a shark - 400 SPV), 2 gems (250 SPV each); Spells (4/2): Command, Cure Light Wounds, Darkness, Detect Magic, Hold Person x2.
Notes:
15. LESSER PRIESTESS LAIR: Two Lesser priestesses of Sekolah dwell here (MOVE12swim24 AC4 HD2+2 HP18 #AT2 THACO16 DAM1-4+1 XP300); each has a silver necklace holy symbol of Sekolah (a shark - 400 SPV), 2 gems (250 SPV each); Spells (4/2): Command, Cure Light Wounds, Darkness, Detect Magic, Hold Person x2.
Notes:
16. GUARD LAIR: Two guards are posted here (MOVE12swim24 AC4 HD3+3 HP24 #AT1 THACO15 DAM1-6+3 XP180 armed with tridents, daggers, and heavy crossbows); 2d6 GP each.
Notes:
17. GUARD CHAMBER: Two warriors stand duty here at all times (MOVE12swim24 AC5 HD2+2 HP16 #AT3 THACO16 DAM1-6+2 XP80 armed with trident, dagger, and hooked net; one has a shell horn to sound the alarm); d6 GP in a small pouch. They also have 6 globes of Sekolah’s Fire.
Notes:
18. GUARD CHAMBER: Two warriors stand duty here at all times (MOVE12swim24 AC5 HD2+2 HP16 #AT3 THACO16 DAM1-6+2 XP80 armed with trident, dagger, and hooked net; one has a shell horn to sound the alarm); d6 GP in a small pouch.
Notes:
19. CHIEFTAIN LAIR: A Chieftain lives here (MOVE12swim24 AC4 HD4+4 HP32 #AT1 THACO14 DAM1-6+4 XP290 armed with trident, dagger, hooked net); he carries 3d6 GP and a gem worth 500 SP and a pair of females (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45). One female wears a necklace worth 200 SP. They also have 2 globes of Sekolah’s Fire.
Notes:
20. CHIEFTAIN LAIR: A Chieftain lives here (MOVE12swim24 AC4 HD4+4 HP32 #AT1 THACO14 DAM1-6+4 XP290 armed with trident, dagger, hooked net); he carries 3d6 GP and a gem worth 200 SP and a pair of females (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45). They also have 2 globes of Sekolah’s Fire.
Notes:
21. HATCHERY: All of the tribes hatchlings and eggs are kept here until they are deemed fit to swim outside (or are deemed unfit and sent to be sacrificed to Sekolah). There are currently 40 eggs and 15 hatchlings present. Also, there are always 6 females present tending to them (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45).
Notes:
22. FEMALE LAIR: Twelve females live here, their purpose tending the tribe’s young (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45).
Notes:
23. LAIR: This lair is home to 4 warriors (MOVE12swim24 AC5 HD2+2 HP16 #AT1 THACO16 DAM1-6+2 XP80 armed with tridents, daggers, and hooked nets; one has a shell horn to sound the alarm); each carries d6 GP and 3 females (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45).
Notes:
24. EMPTY: This chamber is empty.
Notes:
25. LAIR: This lair is home to 4 warriors (MOVE12swim24 AC5 HD2+2 HP16 #AT1 THACO16 DAM1-6+2 XP80 armed with tridents, daggers, and hooked nets; one has a shell horn to sound the alarm); each carries d6 GP and 4 females (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45).
Notes:
26. LAIR: This lair is home to 4 warriors (MOVE12swim24 AC5 HD2+2 HP16 #AT1 THACO16 DAM1-6+2 XP80 armed with tridents, daggers, and hooked nets; one has a shell horn to sound the alarm); each carries d6 GP and 4 females (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45).
Notes:
27. EMPTY: This room is empty.
Notes:
28. LAIR: This lair is home to 4 warriors (MOVE12swim24 AC5 HD2+2 HP16 #AT1 THACO16 DAM1-6+2 XP80 armed with tridents, daggers, and hooked nets; one has a shell horn to sound the alarm); each carries d6 GP and 4 females (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45).
Notes:
29. LAIR: This lair is home to 10 warriors (MOVE12swim24 AC5 HD2+2 HP16 #AT1 THACO16 DAM1-6+2 XP80 armed with tridents, daggers, and hooked nets; one has a shell horn to sound the alarm); each carries d6 GP and 8 females (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45).
Notes:
30. LAIR: A single Lieutenants dwell here (MOVE12swim24 AC4 HD3+3 HP24 #AT1 THACO15 DAM1-6+3 XP180 armed with trident); 2d6 GP. There is also a female (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45).
Notes:
31. EMPTY: This chamber is empty.
Notes:
32. LAIR: A pair of Lieutenants dwell here (MOVE12swim24 AC4 HD3+3 HP24 #AT1 THACO15 DAM1-6+3 XP180 armed with trident); 2d6 GP. There are also 2 females (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45). They also have 2 globes of Sekolah’s Fire.
Notes:
33. LAIR: This lair is home to 10 warriors (MOVE12swim24 AC5 HD2+2 HP16 #AT1 THACO16 DAM1-6+2 XP80 armed with tridents, daggers, and hooked nets; one has a shell horn to sound the alarm); each carries d6 GP and 8 females (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45).
Notes:
34. LAIR: This lair is home to 8 warriors (MOVE12swim24 AC5 HD2+2 HP16 #AT1 THACO16 DAM1-6+2 XP80 armed with tridents, daggers, and hooked nets; one has a shell horn to sound the alarm); each carries d6 GP and 6 females (MOVE12swim24 AC5 HD2 HP13 #AT2 THACO17 DAM1-4 XP45).
Notes:
Map and text by Welleran.
|
|
|
Post by kent on Jun 30, 2012 18:51:50 GMT -6
Thanks Geoffrey - looks interesting, I think I remember Welleran as someone with good taste in Fantasy novels. I'll take a closer look tomorrow.
===
Have taken a look. Interesting, very detailed with strong hints that it is a tiny part of the overall megadungeon. Good stuff.
|
|
|
Post by owlorbs on Jul 3, 2012 16:35:47 GMT -6
I don't think anyone mentioned them, perhaps the 2e products "The Sea Devils" by Skip Williams and the three companion adventures would be worth looking at.
|
|
|
Post by welleran on Jul 5, 2012 8:25:24 GMT -6
Thanks Geoffrey - looks interesting, I think I remember Welleran as someone with good taste in Fantasy novels. I'll take a closer look tomorrow. === Have taken a look. Interesting, very detailed with strong hints that it is a tiny part of the overall megadungeon. Good stuff. Thanks! It is a pretty minor part of my megadungeon, to be honest. I sketched out in case the Sahuagin pissed off my players and they decided to take them out. In play, they've just run away from them. Probably smart...
|
|