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620_17867_Chp1.indd 1 5/23/05 10:33:04 AM CREDITS

DESIGNERS SENIOR ART DIRECTOR, D&D RICHARD BAKER, JOSEPH D. CARRIKER JR., JENNIFER CLARKE WILKES ART DIRECTOR DEVELOPERS KARIN JAQUES STEPHEN SCHUBERT, ANDY COLLINS, COVER ARTIST DAVID NOONAN EDITORS INTERIOR ARTISTS JOHN D. RATELIFF, JOHN THOMPSON CHRIS APPEL, DREW BAKER, , DAVID GRIFFITH, FRED HOOPER, , EDITING MANAGER JIM NELSON, , ERIC POLAK, JOEL THOMAS, , SAM WOOD DESIGN MANAGER GRAPHIC DESIGNER CHRISTOPHER PERKINS DEE BARNETT DEVELOPMENT MANAGER CARTOGRAPHER KYLE HUNTER DIRECTOR OF RPG R&D GRAPHIC PRODUCTION SPECIALIST ERIN DORRIES PRODUCTION MANAGERS IMAGE TECHNICIAN JOSH FISCHER, RANDALL CREWS JASON WILEY

Resources: by Eric Cagle, Jesse Decker, Jeff Quick, and James Wyatt; Expanded by Bruce R. Cordell; by , , Sean K Reynolds, and ; Liv- ing Gazetteer by Gary Holian, , Sean K Reynolds, and Frederik Weining; by , Bruce R. Cordell, and David Noonan; Pirates of the Fallen Stars by Curtis Scott; Races of Faerûn by Eric L. Boyd, , James Jacobs, and Sean K Reynolds; The Sea Devils by Skip Williams; “The Far Corners of the World” by James Jacobs.

Based on the original DUNGEONS & DRAGONS® rules created by E. and , and the new DUNGEONS & DRAGONS game designed by , , Skip Williams, Richard Baker, and . This product uses updated material from the v.3.5 revision.

This ™ game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the License, please visit www. wizards.com/d20.

U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS & LATIN AMERICA Hasbro UK Ltd Wizards of the Coast, Inc. Caswell Way P.O. Box 707 Newport, Gwent NP9 0YH Renton WA 98057-0707 GREAT BRITAIN +1-800-324-6496 620-17867000-001-EN Please keep this address for your records 9 8 7 6 5 4 3 2 1 ISBN-10: 0-7869-3689-4 First Printing: August 2005 ISBN-13: 978-0-7869-3689-2

DUNGEONS & DRAGONS, D&D, , d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, , , all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc., and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events Sampleis purely coincidental. Printed in the USA. ©2005 Wizards of the Coast, Inc. file Visit our website at www.wizards.com/dnd

620_17867_Chp1.indd 2 5/23/05 10:33:07 AM Dwarves ...... 44 Armor ...... 128 Seacliff Dwarves ...... 44 Weapons ...... 129 Contents ...... 44 Rings ...... 130 Introduction ...... 4 Gnomes ...... 44 Rods and Staffs ...... 131 Wavecrest Gnomes ...... 44 Wondrous Items ...... 131 Chapter 1: Into the Maelstrom ...... 5 Half-Elves ...... 44 Aquatic Adventures ...... 5 Chapter 7: Monsters ...... 135 Aquatic Half-Elves ...... 45 Seas and Oceans ...... 6 Amphibious Creature ...... 135 Half- ...... 45 Rivers ...... 6 Anguillian ...... 136 Halfl ings ...... 45 Lakes ...... 7 Aventi ...... 138 Shoal Halfl ings ...... 45 Coasts and Islands ...... 7 Aventi Sergeant ...... 138 Age, Height, and Weight ...... 46 Caverns and Dungeons ...... 7 Blackskate ...... 139

Pools, Wells, and Canals ...... 7 Chapter 3: Classes and Prestige Classes . . . .47 Caller from the Deeps ...... 140 CONTENTS TABLE OF TABLE Underground Rivers ...... 8 Class Options ...... 47 Crab, Monstrous ...... 141 Underground Lakes and Seas ...... 8 Barbarian ...... 47 Darfellan ...... 143 Sea Caves ...... 8 Bard ...... 48 Darfellan Barbarian ...... 143 Marine Caverns ...... 9 Cleric ...... 48 Dinosaur ...... 144 Planar Seas ...... 9 ...... 50 Archelon ...... 144 Elemental Plane of Water ...... 9 Fighter ...... 50 Ichthyosaur ...... 145 Abysm ...... 9 Monk ...... 50 Mosasaur ...... 146 Porphatys ...... 9 Paladin ...... 51 Plesiosaur ...... 146 Stygia ...... 9 Ranger ...... 51 Dire Animal ...... 147 Lunia ...... 10 Rogue ...... 51 Dire Barracuda ...... 147 Thalasia ...... 10 Scout ...... 51 Dire Eel ...... 148 Aquallor ...... 10 Sorcerer ...... 51 , Aquatic ...... 148 Water Hazards ...... 10 Spirit Shaman ...... 52 Aquatic Elf Dolphin Rider ...... 148 Currents and Streams ...... 10 Swashbuckler ...... 52 Golem, Coral ...... 150 Depth ...... 11 Warmage ...... 52 Hadozee ...... 151 Drowning ...... 11 Wizard ...... 52 Hadozee First Mate ...... 151 Hypothermia ...... 11 Prestige Classes ...... 52 Hammerclaw ...... 152 Light ...... 11 Knight of the Pearl ...... 52 Hippocampus ...... 153 Sinking and Shipwreck ...... 12 Legendary Captain ...... 56 Leech, Giant ...... 154 Special Perils of the Seas ...... 12 Leviathan Hunter ...... 61 Nereid ...... 155 Disease ...... 12 Scarlet Corsair ...... 65 Ramfi sh ...... 156 Poison ...... 12 Sea Witch ...... 68 Scyllan ...... 157 Supernatural Dangers ...... 13 Stormcaster ...... 72 Seawolf ...... 158 Marine Wilderness Terrain ...... 14 Wavekeeper ...... 76 Sisiutl ...... 160 Beach Terrain ...... 14 Swarm ...... 161 Chapter 4: Skills and Feats ...... 81 Tidal Marsh ...... 15 Jellyfi sh Swarm ...... 161 Marine Skills ...... 81 Coral Reef ...... 16 Leech Swarm ...... 162 Seafaring Roles ...... 81 Ice Floes ...... 17 Piranha Swarm ...... 162 Feats ...... 90 Open Water ...... 18 Uchuulon (Slime Chuul) ...... 163 Sargasso ...... 19 Chapter 5: Ships and Equipment ...... 95 Yugoloth, Echinoloth ...... 164 Kelp Bed ...... 19 Vessels ...... 95 Animals ...... 165 Ship’s Deck ...... 19 Weaponry and Accessories ...... 103 Albatross ...... 165 Marine Dungeon Terrain ...... 21 Personal Equipment ...... 105 Barracuda ...... 166 Walls ...... 21 Armor ...... 105 Eel ...... 166 Floors ...... 21 Weapons ...... 107 Otter ...... 167 Voyages ...... 22 Gear ...... 108 Sea Lion ...... 167 Wind and Weather ...... 22 Seal ...... 167 Chapter 6: Spells and Magic Items ...... 109 Navigation ...... 24 Snapping Turtle ...... 168 New Domains ...... 109 Encounters ...... 24 Stingray ...... 168 Blackwater Domain ...... 109 The Day’s Progress ...... 24 Vermin and Animals, Water-Adapted ...... 169 Ocean Domain ...... 110 Narrative Naval Combat ...... 25 Diving Spider, Monstrous ...... 169 Seafolk Domain ...... 110 Initiative and Advantage ...... 25 Sea Snake ...... 170 Storm Domain ...... 110 Maneuvering ...... 26 New Creatures and Summon Spells ...... 170 Bard Spells ...... 110 Attacking ...... 28 Cleric Spells ...... 111 Chapter 8: Adventure Locales ...... 171 Damage, Sinking, and Repair ...... 31 Druid Spells ...... 111 The Sable Drake ...... 171 Chapter 2: Races of the Seas ...... 33 Paladin Spells ...... 111 Shatterhull Isle: Seafaring Races ...... 33 Ranger Spells ...... 111 The Island of Witches ...... 180 Aventi ...... 33 Sorcerer/Wizard Spells ...... 112 The Lost Temple of Sekolah ...... 189 Darfellan ...... 36 Spells ...... 112 The Tamorean Vast: Elf,Sample Aquatic ...... 39 Epic Spells ...... 125 Graveyard of Shipsfile ...... 199 Hadozee ...... 41 New Psionic Powers ...... 126 Appendix: Encounter Tables ...... 212 Seafaring Cultures ...... 43 New Magic Items ...... 128 Humans ...... 43 Special Materials ...... 128 3

620_17867_Chp1.indd 3 5/23/05 10:33:13 AM The topics covered in this book include: Introduction Chapter 1: Into the Maelstrom. This chapter contains Soveliss knelt in the gray mud of the cavern fl oor and frowned. an extended discussion of aquatic terrain and the perils of The tracks were unmistakable: four pairs of broad, segmented water environments, as well as information on weather, feet, each step deeper at the toes than at the heel, followed by the navigation, and naval combat. broad wallow of the tail. Chapter 2: Races of the Seas. Two new aquatic PC races, “Chuul,” he said softly. His eye fell on a small splatter of blood, the aventi and the darfellan, make their debut in this chapter, a place where the monster’s steps hesitated for a moment before which also provides details about aquatic elves as a player continuing. Likely the creature had paused at this spot to shift . It also describes the hadozee, a seagoing the villager from one claw to the other. race that excels at the art of sailing. In addition, it discusses Ahead of him a great black lake stretched off into the darkness, water-oriented cultures of standard races, such as seacliff

cold and still as death itself. Water dripped somewhere in the dwarves, wavecrest gnomes, and shoal halfl ings. unseen reaches of the cave, a single drop every ten heartbeats. Chapter 3: Classes and Prestige Classes. This chapter The chuul’s tracks continued into the icy water. describes how the various standard classes operate in an

INTRODUCTION “The lake?” rumbled Tordek. The stood with his feet aquatic environment, both above and below the waves. In planted wide, eying the water with distaste. addition, it introduces seven new prestige classes associ- “Yes,” said Soveliss. The elf straightened and brushed the mud ated with aquatic environments, including the knight of from his hands. “It went in, but it did not come out. I think it the pearl, the scarlet corsair, and the sea witch. knows that we followed it here.” Chapter 4: Skills and Feats. This chapter offers aquatic “Damn,” said Tordek. He looked at the lake again and shook applications for many skills and gives twenty-four new his head. “I hate the water.” feats that improve characters’ performance in and around the water. It also describes the roles played by various Terrible sea demons guard great treasures in the vaults of members of a ship’s crew and its offi cers. drowned cities. Sahuagin warbands terrorize the towns and Chapter 5: Ships and Equipment. More than twenty villages of the coast. Malevolent wizards lurk on distant different types of ships, from the caravel and the longship islands, leaving the wretched spawn of their experiments to the elf wingship and the magic-powered theurgeme, to prey on any who pass near. Bold explorers roam the seas are detailed here. The chapter also describes shipboard in search of new lands and marvels never before seen by weapons such as the great bombard, and personal gear human eyes, while cruel pirates plunder their way across the such as the harpoon, cutlass, and sextant. watery divides. Deadly aberrations lurk in the ebon seas of the Chapter 6: Spells and Magic Items. This chapter underground realm, and swift, lightless rivers cascade down details more than forty new spells that enable characters through dungeon chasms into unimaginable depths below. to do everything from swim more quickly to summon a Stormwrack examines the perils and wonders of mael- fi endish kraken, in addition to a few new water-related epic strom adventures—that is, adventuring on or in the water, spells and psionic powers. It also includes new magic items from ocean-spanning voyages to quests across the seas suitable to aquatic campaigns, such as living fi gureheads and of the Outer Planes. A DUNGEONS & DRAGONS® game can the dreaded bag of teeth. embrace anything from exploring the dark depths of an Chapter 7: Monsters. This chapter presents more than underground lake or rafting down a jungle river to magical three dozen new monsters that can be encountered in journeys into the lightless deeps of the ocean. Stormwrack aquatic environments, from piranha swarms and aquatic is not just a book about sailing ships and seafaring cam- dinosaurs to the legendary scyllan. paigns but also about the hazards and challenges of all Chapter 8: Adventure Locales. This chapter outlines sorts of watery environments. four aquatic adventure locales. “The Sable Drake” (EL 5) pits PCs against a band of goblin pirates with a wily leader. “Shatterhull Isle” (EL 6) describes an adventure site that HOW TO USE THIS BOOK has lured many a ship to its doom. “The Lost Temple of Stormwrack is intended for use in any DUNGEONS & DRAGONS® Sekolah” (EL 9) tells of pious sahuagin intent on reclaiming game. You will need the Player’s Handbook, Dungeon Master’s an unhallowed shrine. Finally, “The Tamorean Vast” (EL 12) Guide, and Monster Manual to make use of the material in sets PCs the task of solving the mystery of why ships keep this book. A number of creatures from Monster Manual II disappearing in a particular stretch of open sea. Sampleand are included on the encounter tables in the Appendix: Encounter Tables.file This appendix provides a appendix. In addition, you might fi nd it useful to have the set of EL-based encounter tables for all your aquatic encoun- and the Expanded Psionics Handbook, since ter requirements: marine (seas and oceans), freshwater this book contains a small amount of material designed for (lakes and rivers), and dungeon (upperdark, middledark, 4 use with the systems introduced in those rulebooks. and lowerdark).

620_17867_Chp1.indd 4 5/23/05 10:33:15 AM Illus. by D. Griffi D. by Illus. by D. Griffi th

ven while I gazed, this current acquired a monstrous a road to mystery, wonders, and monsters for the seafarer, velocity. Each moment added to its speed—to its a realm of chaos and disorder in which impossible things headlong impetuosity. In fi ve minutes the whole sea, as happen and the gods repay the hubris of humankind with far as Vurrgh, was lashed into ungovernable fury; but terrible dooms and curses. Finally, water hides a parallel it was between Moskoe and the coast that the main uproar held dimension only a few feet below its surface, where untold its sway. Here the vast bed of the waters, seamed and scarred into treasures and marvels (and sometimes horrors) await those a thousand confl icting channels, burst suddenly into phrensied who overcome the barrier between these two worlds. convulsion—heaving, boiling, hissing—gyrating in gigantic and The maelstrom serves as something of an allegory innumerable vortices, and all whirling and plunging on to the for the power and peril of water. At times it is calm eastward with a rapidity which water never elsewhere assumes and safe, a familiar road easily crossed—but at other except in precipitous descents.” times it is a dark and lethal vortex, a force so powerful —Edgar Allan Poe, “A Descent into the Maelstrom” that no courage, skill, or magic can hope to quell its blind hunger or escape its insidious grasp. Even the In centuries gone by, people regarded the waters of the bravest of heroes hesitates before risking its wrath. world with fear, awe, wonder, and terror. The deeps were places no human being had plumbed, inhabited by strange and frightening creatures. The far shores of the world were AQUATIC ADVENTURES terra incognito, unexplored lands where all kinds of unlikely Aquatic adventures take many forms: A dark, still creatures and mysterious perils might lurk. lake, in which lurks a terrible monster; a great Water has always posed a powerful lure to adventurers of underground cataract, thundering and racing all kinds.Sample It is a frightening and forbidding barrier to the down through measureless caverns; file a sunken city dungeon explorer, offering the promise of a horribly cold dreaming beneath the glassy waves of a tropical sea; and lightless death. In the water, even the most skillful and a cold and forbidding island in the fogbound waters of daring of heroes is peculiarly vulnerable: slow, weak, and the north, where a cabal of necromancers practice blind when compared to her normal capabilities. Water is their grisly craft. 5

620_17867_Chp1.indd 5 5/23/05 10:33:17 AM Adventuring in or around the water revolves around that landbound adventurers can scarcely imagine. The one of four basic themes: the water obstacle, the seafaring heroes might be hunting a deadly sea monster terrorizing adventure, the mythic-island adventure, and the under- the towns of the coast, exploring the magnifi cent ruins of water adventure. a sunken city, or descending into the black and lightless The water obstacle is the most common maelstrom depths of a dark, still lake in search of a lost artifact. Unlike environment most adventurers encounter. In the course of a water obstacle in a dungeon, an underwater adventure exploring a dungeon of some kind, the party encounters a requires a long-lasting and durable adaptation to water, room fi lled with water. It might be an underground river since the characters might spend days or even weeks barring their progress, a subterranean lake of unknown submerged. Powerful magic of some kind (a water breathing extent, or simply a fiendishly effective trap or barrier spell, a polymorph any object spell to change a human into designed to limit the heroes’ progress. In order to overcome a merfolk, or a magic item such as a cloak of the manta ray) the obstacle, the characters must subject themselves to will certainly be required for success unless the characters a diffi cult and dangerous environment in which their are already members of aquatic races.

INTO THE strengths are largely negated, or they must make resource- MAELSTROM CHAPTER 1 ful use of magic and skills in order to bypass the watery SEAS AND OCEANS stretch. Monsters better adapted to water than most player The fi rst thing that leaps to mind in regards to aquatic characters naturally make great use of water obstacles; adventuring is, naturally, adventures in and around seas heroes fi ghting aboleths or kuo-toas should not expect to and oceans. The sea is often regarded as the realm of chaos, defeat their foes without getting wet sooner or later. the darkness and disorder that existed before anything else Seafaring adventures are typically what most people was created. It is powerful, majestic, and utterly capricious. envision as an adventure set on or around the sea. The Heroes who venture into this realm of chaos and terror heroes are traveling to a distant, exotic land, or hunting represent the boldest (or most foolhardy) of adventurers, down a vicious gang of pirates, or are pirates themselves— daring storm, shipwreck, starvation, sea monsters, and the perhaps good-hearted rogues and scoundrels who battle wrath of the gods themselves. Storytellers and poets of against the tyranny of an evil empire, perhaps murderous dozens of cultures use the sea to frame stories of adventure, plunderers and killers who rob and pillage their way across exploration, and sheer fancy, since who can say for certain the seas. Some campaigns are built around seafaring what might lie over, under, or beyond the sea? adventures, but usually a seafaring adventure is a single Seas and oceans aren’t just places to go have adventures. chapter in the heroes’ career: a single memorable adventure They are also the great roads of the world, a vast commons for characters who soon return to more conventional dun- on which the trade, communications, and warfare of a geon adventuring. Seafaring adventures can use a voyage hundred coastal lands depend. Even in the fantastic world solely as a story mechanism, a way to move the heroes of the DUNGEONS & DRAGONS game, a sturdy sailing ship to some exotic foreign locale, or the voyage itself might offers the fastest and safest way for most people to travel or be the adventure. send any large volume of goods from one place to another. The mythic-island adventure is a variation on the sea- Most merchant ships stick to short, safe, well-charted routes, faring adventure. For thousands of years, islands have hugging familiar coastlines as they ply the waters between been regarded as places of mystery, idiosyncratic worlds their ports of call. Only the boldest and most intrepid of where all kinds of strange things might be true—an island merchants dare crossings that keep them out of sight of occupied solely by hill giants, where everything else is land for more than a day or two, or routes that carry them giant sized; an island of the undead, where vampire nobles along dangerous and unfamiliar coasts. rule over courts of ghouls, ghasts, and mohrgs; an island of deadly beauty, in which seemingly innocuous creatures are RIVERS merciless foes. A mythic island is a microcosm in which While the power and majesty of the sea is an obvious any or all normal expectations might be reversed. It might source of inspiration, waters of all kinds are imbued with be as simple as a jungle island where the heroes confront mythic power. Rivers bring life, trade, and prosperity to an array of monsters they don’t normally encounter, or it many lands or offer mysterious routes deep into unex- could be as complex as an island city-state where magic plored lands for those who dare to follow them. use is horribly dangerous and wizards therefore arrested Rivers are natural obstacles to people traveling by land. on sight. Heroes exploring the campaign’s mythic islands Shallow or slow-moving rivers can be forded, swum, or Samplecould be in for almost anything and must adapt their rafted over, but any river crossingfile entails hard work or risk. expectations and tactics to suit the particular conditions A party of travelers can lose a horse or two while swimming of each island they encounter. or fording a swift-running river. Valuable goods might be Finally, underwater adventures are truly unusual. The soaked or lost. Finally, wading or swimming a river exposes 6 sea itself is an exotic locale, a realm of marvels and terrors a party to the danger of unseen monsters in the water who

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