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


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


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.


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


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


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


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


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


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


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)


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


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


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


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


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


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


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.


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


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

Broken Atoll

Broken Atoll is a short Porphyra encounter for four 7th level PCs. This encounter is designed to break the monotony of seafaring, and to give the heroes a chance to stretch their legs instead of zooming from isle to isle. This encounter takes place on a small strip of coral coastline, with a wrecked ship. This area can be found anywhere in the waters of the Seven Principalities. About 40 miles offshore stands an abandoned lighthouse.

Encounter Background: The Big-eyed Jester Squid ran aground nearly 60 years ago during the brutal rule of Asterion. Captained by the fearless Whitlock ‘The Handsome’ Gabranth, goods were smuggled into the isles for the people, while other goods as well as people were smuggled out. Turning a tidy profit, the pirate sailed off one day from Mael, never to return. Dozens of bard tales make mention of his final voyage, some having him lost at sea, others say he was blown off course, and others still say he was a coward who had finally had enough of the pirate’s life. Little did those storytellers know that the truth was just a few hundred leagues away.

Encounter Synopsis/Encounter Hook: Your adventurers should want to explore things, it’s kind of their thing. You can also promise them gold, jewels, pirate booty, or the potential for food and water, or appeal to their hero complexes and suggest the potential of damsels in distress or bachelors in a bind. This will lead to the exploration of the coral reef, and the various levels of the ship.

Beginning the Encounter: The encounter begins as soon as the PCs disembark for the shipwreck, either by use of a dingy or magic. While it is possible for the PCs ship to gam with the shipwreck, it is highly inadvisable as the atoll is treacherous. It takes two DC25 Sailing checks to manage to meet The Bigeyed Jester Squid and not get stuck, and an additional two to move away.

Landfall: The atoll is thin spanning less than 100 feet in most places. The water within the atoll is clear and sparkling and happens to be teeming with life.

There are two Advanced Crab Swarms present on the atoll.

Crab Swarm ( Advanced ) [CR 5; XP 1600]

N Diminutive vermin (aquatic, swarm)

Init +4; Senses darkvision 60 ft.; Perception +2


AC 22, touch 18, flat-footed 18 (+4 Dex, +4 natural, +4 size)

hp 52 (7d8+21)

Fort +8, Ref +6, Will +4;

Immune mind-affecting effects, swarm traits, weapon damage;


Speed 30 ft., swim 20 ft.

Melee swarm (2d6)

Space 10 ft.Reach 0 ft.

Special Attacks distraction (W-DC 16)


Str 5, Dex 18, Con 17, Int -, Wis 14, Cha 6;

Base Atk 5; CMB 2; CMD 4

Skills Swim +12; Racial Modifiers uses Dex to modify Swim


The inside of the atoll contains Oyster’ Beds. Countless oysters cover the broad reef here,  starting at about 20 feet below the water, clearly the food source for all the crabs.

Characters knowledgeable about oysters [DC 15 Kwoledge (nature) or Profession (sailor)] know they can dive for pearls here.

Creatures: The oyster beds here attract a lot of crabs, every day there is a 50% chance of a new advanced crab swarm forming, up to a maximum of three.

Treasure: Every day a single PC (or NPC hireling) may devote 8 hours to diving to recover 1d4+1 pearls, with a 1% chance that one of them is a black pearl. (Normal pearls are worth 75gp, but a black pearl is worth 500gp).

Main Deck: To get into the ship the PCs are going to have to either climb to the main deck, or find their own way in. A DC15 acrobatics check will allow the PCs to climb the destroyed masts.

The deck of the ship, once meticulously cared for, no longer shone in the sunlight. It was covered in seaweed, barnacles, and other life the sea slowly clawing the ships carcass into the water. All three masts lay broken. A single ladder leads down into the holds of the ship.

As each PC descends the ladder to the Gun Deck roll a D20. On a roll of 1-5 the rungs break and the PC must make a DC 20 Reflex save or fall. Each PC beneath the falling playing must roll a DC 15 Reflex save or be knocked off as well. Three PCs may be on the ladder at any one time. On a roll of 6-10 the PC must make a DC 15 climb check or fall. On a roll of 11 or higher the PC descends without incident. Typical fall damage from one deck to another is 1d6.

Gun Deck: This long corridor has several rusted cannons, as well as various barrels mostly labeled as gunpowder, water, rations, or some other supply. Muffled sounds of movement can be heard coming from below in the cargo holds. Two ladders descend into the darkness below, a large ornate door stands Fore, and a small set of stairs lead into another chamber Aft.  

A Large Water Elemental (CR 5) is hiding in one of the barrels, alerted to the presence of the PCs (unless they’ve stealthed the entire way onto the ship). It is bound by the Cursed Kanseeran below and will fight to the death.

Crew Quarters: This chamber is found at the Stern of the ship. It is a large room filled with rotten rope dangling from the ceiling, decayed chests, and rotten food. Several decayed birds scatter the room, a DC 17 Knowledge Nature check reveals them to be the broken bodies of several cormorants.

If the time is taken to thoroughly search the area 100 gold pieces of assorted jewelry is found, as well as a magical crystal, and a short sword +1.

Cursed Item: Albatross Ioun Stone

Aura moderate abjuration; CL 12th

Slot none; Price: 10,000 gp; Weight — .


This stone looks like an amber spindle Ioun stone but in addition to granting you a +1 resistance bonus on saving throws, it has other effects.

After equipping this Ioun stone over the course of 1d3 days it changes the wearer’s type to undead, granting the typical responses to positive and negative energy. Additionally, after the transformation is complete an additional +1  resistance bonus is granted but the wearer is affected by a geas spell. Each day the Mariner must tell the tale of the cursed gem to someone who willingly listens and has never heard it before or the negative effects of the geas will take place. This effect does not end once the story is told.

Once the curse of the Albatross Ioun is removed all effects immediately end.


Craft Wondrous Item, resistance, curse, creator must be 12th level; Cost 5,000 gp

 The item can only be removed with a Remove Curse spell.

I hope you’ve enjoyed part one of the Broken Atoll. Next week we’ll look at the monsters who are already looting the holds and learn the fate of Ol’ Captain Gabranth. Until then,

Game On,

Alex Kugler