Broken Atoll, Part II

 

Marines_ Shield color(Continued)

Cargo Hold 1: You descend into the lower levels of the ship, and you hear the sounds of movement and hushed speech, though you can’t make out any words. This room is filled with barrels of goods which have been ruined, but the sounds of metallic clinking can be heard coming from the room up ahead.

The cargo hold is three rooms. The first is filled only with ruined goods. The second holds two of the five Cursed Kanseeran looters. The remaining three are in the next room, and will enter a round or two (depending on if you’d like the to buff themselves) after they hear combat.


Cargo Hold 2: Several chests have been heaved into a pile in the corner of this room, and two large bearded humanoid crabs are present. They are distraught at your sudden appearance and become immediately hostile.

These are the workers, not as smart or psionically gifted as their bosses, they will attack immediately.

Cursed Kanseeran Brute  (CR 5; XP 1600)

Fighter 6

LE Medium humanoid (Kanseeran)

Init –1; Senses darkvision 120 ft; Perception +3

DEFENSE

AC 20, touch 9, flat-footed 20 (+9 armor, –1 Dex, +2 Natural)

hp 61 (6d10+24)

Fort +8, Ref +1, Will +3; +2 vs. enchantments, +2 vs. fear Defensive Abilities bravery +2; Immune sleep

OFFENSE

Speed 20 ft.

Claws +12/+7 (1d4+7/×3)

Special Attacks weapon training (Claws +1)

(Su) 1/day—expansion. These abilities affect only the caster and his gear. The manifester level for these effects is equal to the caster’s level (minimum 3rd). The DC for cloud mind is equal to 10 + the power’s level + the caster’s Charisma modifier.

TACTICS

During Combat The fighter stands and deals mighty blows until her foes drop or she dies on her feet.

STATISTICS

Str 16, Dex 8, Con 16, Int 11, Wis 12, Cha 10

Base Atk +6; CMB +9; CMD 18

Feats Diehard, Endurance, Master Craftsman, Skill Focus (Craft [weapons]), Throw Anything, Vital Strike, Weapon Focus (claws), Weapon Specialization (claws)

Skills Appraise +7, Craft (armor) +10, Craft (weapons) +17, Perception +3

Languages Common

SQ armor training 1

Combat Gear potion of cure moderate wounds, potions of endure elements (1); Other Gear masterwork full plate, 43 gp

Treasure: Each chest is of good quality with a good quality lock. Three chests have goods which are still valuable. One contains an assortment of silks (500gp), one has semi-precious stones (750 gp), and the third contains 25 pounds of a strange wood (Darkwood; 10 gp a pound).


Cargo Hold 3: Much the same as the other cargo holds, this one has the battered remains of corpses, it looks as though the Kanseeran had to fight their way into the treasure hold here.

Two additional brutes await within with a more powerful Kanseeran.

Cursed Kanseeran Sea Sorcerer     (CR 7; XP 3200)

Sorcerer Bloodline Elemental 9 (Water)

CE Medium humanoid (Kanseeran)

Init –1; Senses darkvision 120 ft; Perception +3

DEFENSE

AC 19, touch 13, flat-footed 17 (+4 armor, +1 deflection, +1 Dex, +1 dodge, +2 nat)

hp 48 (8d6+20)

Fort +6, Ref +4, Will +6

Resist cold 10

OFFENSE

Speed 20 ft.

Claws +12/+7 (1d4+7/×3)

Bloodline Spell-Like Abilities (CL 8th; concentration +12)

7/day—elemental ray (1d6+4 water)

(Su) 1/day—expansion. These abilities affect only the caster and his gear. The manifester level for these effects is equal to the caster’s level (minimum 3rd). The DC for cloud mind is equal to 10 + the power’s level + the caster’s Charisma modifier.

Sorcerer Spells Known (CL 8th; concentration +12)

4th (4/day)—ball lightning* (DC 19)

3rd (6/day)—fly, lightning bolt* (DC 18), protection from energy

2nd (7/day)—invisibility, mirror image, scorching ray*

1st (7/day)—burning hands* (DC 16), identify, mage armor, magic missile, shield, unseen servant

0th (at will)—acid splash (DC 14), arcane mark, detect magic, light, mage hand, prestidigitation, ray of frost (DC 15), read magic

Bloodline elemental (air)

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element. – Water

STATISTICS

Str 10, Dex 12, Con 14, Int 12, Wis 10, Cha 18

Base Atk +4; CMB +3; CMD 17

Feats Combat Casting, Dodge, Eschew Materials, Great Fortitude, Improved Initiative, Spell Focus (evocation)

Skills Appraise +6, Fly +9, Heal +1, Knowledge (arcane) +12, Knowledge (history) +3, Linguistics +2, Perception +4, Ride +6, Spellcraft +12, Use Magic Device +12

Languages Common, Aquan

SQ bloodline arcana

Combat Gear: elixir of fire breath, potion of bear’s endurance, potions of cure moderate wounds (2), potion of cure serious wounds, potion of eagle’s splendor;

Other Gear masterwork handy haversack, ring of protection +1, bedroll, tent, 38 gp

The Cursed Kanseeran will fight to the death knowing that they would never be able to outrun the PCs.

Treasure: Everything remaining on the Cursed Kanseeran, Key to the Captains Quarters, 2500 gold pieces and another 2500 gold pieces worth of assorted mundane goods.


Captain’s Quarters: The door here is locked and made of thick wood, clearly meant to be used as a defensive position in the event of a siege and to keep subordinates out. A faint smell of seawater and decay fill the air as you grow closer. The inside of the room was once lavishly furnished, but much of it has been lost to time, three undead creatures turn to attack you. One wielding a cutlass, one dressed in tattered robes, and one whose mouth begins salivating uncontrollably at the sight of you.

The door to the captain’s quarters is of good quality with a good lock. The undead within are the former captain and his first mate.

After combat: Carved into the captain’s desk is the unmistakable image of a kraken, its eye a masterfully crafted jewel.

Whitlock ‘The Handsome’ Gabranth (CR 6; XP 4,800)

Wight Fighter 2 Rogue 2

Medium undead

Init +5; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 24 touch 17, flat-footed 18

(+5 armor, +1 deflection, +5 Dex, +1 dodge, +2 shield)

hp 63 (4d8+2d8+2d10)

Fort +6, Ref +9, Will +7 (8 Fear)

Defensive Abilities undead traits

Weaknesses resurrection vulnerability

OFFENSE

Speed 30 ft.

Melee Scimitar +1 (Icy Burst) +12/+6 (1d8+5 + 1d6/18-20 x 2)

Sneak attack +1d6

Melee slam +4 (1d4+1 plus energy drain)

Special Attacks create spawn, energy drain (1 level, DC 14)

STATISTICS

Str 21, Dex 20, Con -, Int 16, Wis 12, Cha 10

Base Atk +6; CMB +11; CMD 26

Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Power Attack, Weapon Focus (Scimitar), evasion

Skills Acrobatics +12, Appraise +3, Bluff +7, Climb +12, Escape Artist +9, Perception +11, Sleight of Hand +14, Stealth +20, Survival +6, Swim +15, Use Magic Device +8

Languages Common

SQ Bravery +1

Combat Gear: Ring of Protection +1;Scimitar +1 (Icy Burst);Shield, Light Steel +1; Mithral Shirt +1;Potion of Haste; Potion of Rage;

 

———————————————-

First Mate Skee (CR 5; XP 1,600)

Human skeletal mage necromancer 3

NE Medium undead

Init +6; Senses darkvision 60 ft.; Perception +8

DEFENSE

AC 18, touch 12, flat-footed 16

(+4 armor, +2 Dex, +2 natural)

hp 38 (5 HD; 2d8+3d6+18)

Fort +2, Ref +4, Will +8

Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits

OFFENSE

Speed 30 ft.

Melee mwk dagger +5 (1d4+1/19–20), claw –1 (1d4) or 2 claws +4 (1d4+1) or spectral hand +6 touch (by touch spell)

Ranged ray +4 ranged touch (by spell)

Special Attacks channel negative energy (DC 13, 6/day, command undead only)

Arcane School Spell-Like Abilities (CL 3rd; concentration +6)

6/day—grave touch (1 round)

Spells Prepared (CL 3rd; concentration +6)

2nd—ghoul touch (DC 17), scorching ray, spectral hand

1st—chill touch (DC 16), mage armor, magic missile, ray of enfeeblement (DC 16)

0th (At Will)—detect magic, mage hand, ray of frost, read magic, touch of fatigue (DC 15)

Opposition Schools Enchantment, Illusion

STATISTICS

Str 12, Dex 15, Con –, Int 16, Wis 12, Cha 15

Base Atk +2; CMB +3; CMD 15

Feats Combat Casting, Command Undead, Improved InitiativeB, Scribe Scroll, Silent SpellB, Spell Focus (necromancy), Toughness, Weapon Finesse

Skills Intimidate +8, Knowledge (arcana) +11, Knowledge (religion) +11, Perception +8, Sense Motive +9, Spellcraft +11, Stealth +10

Languages Abyssal, Common, Draconic, Undercommon

SQ arcane bond (skull)

——————————-

Spoons the Cook (CR 6; XP 2,400)

Ghoul Rogue 6

Male ghoul rogue 6

CE Medium undead

Init +8; Senses darkvision 60 ft.; Perception +14

DEFENSE

AC 19, touch 17, flat-footed 14

(+2 deflection, +4 Dex, +1 dodge, +2 natural)(uncanny dodge)

hp 60 (2d8+6d8+24)

Fort +5, Ref +9, Will +8; evasion

Immune undead traits

OFFENSE

Speed 30 ft.

Melee bite +10 (1d6+3 plus disease and paralysis) and 2 claws +10 (1d4+3 plus paralysis)

Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect), sneak attack +3d6

TACTICS

During Combat It relies on his surprise attack ability to disable an opponent on the first round of combat. He prefers hit-and-run tactics to merely slugging it out with the PCs, and either flees to the northeast (with the intent of sneaking up on them later) or hides in the water of area A11.

Morale It would rather live and seek revenge than die at the hands of surface-dwellers. If brought below 20 hit points, he flees to the northeast… though he may return later and skulk about the city, possibly running into the PCs at an inopportune time.

STATISTICS

Str 16, Dex 19, Con —, Int 10, Wis 17, Cha 16

Base Atk +5; CMB +8; CMD 25

Feats Dodge, Improved Initiative, Weapon Finesse, Weapon Focus (bite), Weapon Focus (claw)

Skills Acrobatics +15, Bluff +14, Climb +14, Intimidate +14, Perception +14, Stealth +15, Swim +14

Languages Aklo, Common

SQ fast stealth, surprise attack, trapfinding +3

Other Gear ring of protection +2

SPECIAL ABILITIES

Disease (Su): Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.

A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Treasure: Feather Token (Swan Boat); Gold and Jewels worth 2000 gp. Carved into the captain’s desk is the unmistakable image of a Kraken, its eye a masterfully crafted jewel.

The jewel radiates evocation magic, and it is identified as an Orb of Darkness. This orb when activiated, shrouds the ship it has been magically merged with in a cloud of Darkness for 30 minutes or Deeper Darkness for 10. For 5000 gp and with a DC 20 Spellcraft and DC 15 Shipwright or Engineering check the orb can be merged onto another ship. Sale value: 20000 gp.

A search of the cabin also reveals the captain’s journal with two entries of note (feel free to add your own for future adventures or foreshadowing):

Entry 23: It took months of saving, looting and borrowing, but I finally got the namesake of the The Big-eyed Jester Squid, no one will be able to see us coming or going in the moonlight now.

Entry 246: Remember last week when we found that man floating in some flotsam and carried him aboard? He’s unsettled the crew. First Mate Skee suggested we just toss him overboard but he has done nothing wrong… Spoons mentioned something about an island with a lighthouse nearby. It may be best we try and drop him there before sailing on. An uneasy crew is a dangerous thing.

 Wind. Reel. And. Print.


Nice job folks. I hope you enjoyed this quick and dirty Encounter to keep your unwitting sailors on their toes.

Until next time,

Game on: Alex

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