D&D3rd - Forgotten Realms - The Sea Witch - 10th Level

Download as pdf or txt
Download as pdf or txt
You are on page 1of 8

INTRODUCTION

The Sea Witch is a short adventure for four 10th-level


characters. The difficulty of the adventure can be
adjusted by changing the level of main antagonist (Black
Molly, the sea hag pirate) or by altering the number of
her ogre servants. To tailor the encounter to groups of
different levels, refer to table 4-1 in Chapter 4 of the
DUNGEON MASTER’S GUIDE. The adventure is set off a

the Sea witch lightly populated coastline known as Misty Bay, but
adapts easily to any coastal region in existing campaigns.
A map of a lighthouse suitable for this adventure is
available for download at: <http://www.wizards.com
/dnd/images/mapofweek/Jan_9x4L3c.jpg>. Also
A short adventure for four useful is the online map of Misty Bay, available for down-
10th-level player characters load at: <http://www.wizards.com/dnd/images
/mapofweek/2MistyBay.jpg>. These maps are
reprinted here for your convenience.
The sea hag known as Black Molly is a notorious
pirate who has plagued the coastal cities for the better
CREDITS part of a decade. A successful Knowledge (local) check
(DC 15) will reveal that Molly and her ogre crew have a
Design: Jason Carl
filthy reputation as merciless killers who delight not
Editing: Gwendolyn F.M. Kestrel only in plundering vessels for their riches, but also in
Cartography: Rob Lazzaretti destroying the ships themselves and sending all hands
Typesetting: Sue Weinlein Cook to the bottom of the sea.
Now the villain and her followers have seized con-
Web Production: Julia Martin trol of the Old Lighthouse of Misty Bay located off a
Web Development: Mark A. Jindra lightly populated coastline. For generations the light-
Graphic Design: Sean Glenn, Cynthia Fliege house beacon has protected the fishermen of this
region, warning them of the dangerous rocks that lurk
Based on the original DUNGEONS & DRAGONS® game by E. just below the level of the high tides. Recently, the hag
Gary Gygax and Dave Arneson and on the new edition of the has put out the beacon, darkening the lighthouse;
DUNGEONS & DRAGONS game designed by Jonathan Tweet, misery and destruction are sure to follow as ships start
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
to blunder into the rocks. Blackmail is apparently Black
Molly’s aim in this venture: She conveyed a message to
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered
the nearest shore community, the fishing village of Pois-
trademarks owned by Wizards of the Coast, Inc. The d20 logo is a son, demanding the princely sum of 50,000 gp. Until
trademark owned by Wizards of the Coast, Inc. All Wizards charac- she receives this ransom, she intends to hold the light-
ters, character names, and the distinctive likenesses thereof are house and its beacon hostage. The fate of the human
trademarks owned by Wizards of the Coast, Inc.
This material is protected under the copyright laws of the United States of America.
keepers who tend the lighthouse is unknown to the sea-
Any reproduction or unauthorized use of the material or artwork contained herein is side communities at this time, but they fear the worst.
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 is purely coincidental.
This Wizards of the Coast game product contains no Open Game Content. No
ADVENTURE SYNOPSIS
portion of this work may be reproduced in any form without written permission. The Sea Witch is ostensibly a rescue mission: The PCs
To learn more about the Open Gaming License and the d20 System License, are pitted against the evil of Black Molly and the brawn
please visit www.wizards.com/d20.
©2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
of her savage ogre crew. It is the heroes’ task to retake
the lighthouse and, if possible, free its captives from
the clutches of their jailer. What neither the PCs nor
the shore communities yet realize is that while she
1
would be pleased to have the gold, Black Molly is in • Because the lighthouse is vital to the health of
fact after bigger treasure. Molly has no intention of shipping (not to mention sailors) in the region, a
giving up the lighthouse — at least, not until she finds group of merchants with marine interests raises
what her master sent her here for. Lying on the sea the ransom. They hire the PCs to deliver it to Black
floor practically at the base of the rock on which the Molly, but offer them a hefty bonus if they can
lighthouse sits is the wreck of the war galley Flying manage to dispatch the sea hag and return home
Cloud , which according to popular legend was cap- with the ransom intact.
tained by a cleric who wore around his neck an amulet • The PCs hear a local legend that tells of a fabulous
of the planes. Black Molly wants this prize, but so far treasure lying at the bottom of the sea near the
she hasn’t been able to find it. She’s scoured the wreck lighthouse. According to this tale, a war galley
without finding any sign of the magic item. Now she’s named the Flying Cloud went to the bottom dur-
trying to determine where to search next, for the item ing a violent storm over a decade ago, taking all
might well be somewhere near the wreck. If she can’t hands with it. These stories speak of a great treas-
find it, she’ll start torturing her captives to find out if ure that sank along with its captain, who went
they have any useful knowledge about the amulet. down with his ship.

PREPARATION The Lighthouse Construction


The Old Lighthouse sits atop a sliver of rock, known
You, the Dungeon Master (DM), need a copy of the
as Old Captain’s Rock, that juts only a few yards above
Player’s Handbook, the DUNGEON MASTER’s Guide, and
the surface of the ocean, approximately a eastward
the Monster Manual to use this adventure. If you plan
from Poisson. Nearby, barely hidden by the restless
to set the adventure in Faerûn, you’ll need a copy of the
waves, more rocks wait to tear open the hulls of ves-
new Forgotten Realms Campaign Setting.
sels that stray too close — which is exactly what hap-
Monster and NPC statistics are provided with each
pens when the lighthouse does not function properly.
encounter in abbreviated form or, where appropriate,
The structure stands approximately 75 feet high. It’s a
the Monster Manual is referenced.
hollow cylinder, constructed of sandstone blocks on a
Should you wish to develop the adventure beyond
granite foundation, with its exterior encased in a thick
what is presented here, the best opportunity for doing
layer of mortar. There are four floors: ground, first,
so is to focus on the shipwreck of the Flying Cloud and
second, and lookout loft, all connected by a central
the elemental vortex in the caves below.
stone stair.
The outside walls of the lighthouse were once a bril-
CHARACTER HOOKS liant white, but are now a dull, weathered gray from
This is a good side trek adventure — it’s easy to insert it constant exposure to the elements. The exterior surface
into an existing campaign any time the player charac- of the lighthouse is pitted and scarred with innumer-
ters (PCs) are traveling in a coastal region where fishing able holes and cracks left by the rough handling of the
and shipping are major industries. Alternately, Black sea and its intermittent storms. From the lighthouse
Molly can be the central antagonist in a longer story base to the lower eaves of the lookout loft (room 1,
that you devise. Use the following hooks and rumors to above) is a relatively easy climb (DC 20). Scaling the
draw the PCs into the encounter. overhang of the loft and getting from there up to and
• The PCs are in the village Poisson when they over the balcony is somewhat more difficult, requiring
learn that the lighthouse at Old Captain’s Rock a Climb check (DC 25).
has suddenly ceased to shine its light. Fearful of There is but one door offering ingress and egress,
what this occurrence may portend, the village located on the ground floor and opening into room 13.
holds its breath. Then they receive Black Molly’s
ransom message, and pandemonium erupts
The Sea
Presume that for the purposes of this encounter, the sea
because even by combining their resources the
is relatively calm but that the skies are overcast. If you
fishing villages cannot hope to meet the hag’s
wish to add a greater sense of urgency to the encounter,
demand. The community’s elders appeal to the
you can determine that the skies are threatening and
PCs for assistance, offering a small but heartfelt
that a storm is on the way.
reward for their help.
2
Black Molly’s Precautions The Harridan
Black Molly, like most sea hags, is not prone to sub- Black Molly’s sailing ship, the Harridan, is anchored
tlety — she prefers direct methods whenever pos- approximately 100 yards off the lighthouse. The
sible. But she isn’t stupid, either: she’s posted guards vessel is a normal sailing ship that has been slightly
to alert her to the approach of any would-be interlop- modified to accommodate its oversized crew. Use the
ers or rescuers. Her sentries have orders to alert her statistics for the sailing ship that appear in Chapter 5
immediately if they spot any intruders, at which time of the Dungeon Master’s Guide.
the pirate will utilize her bowl of commanding water When the adventure begins, a skeleton crew of
elementals to summon a Huge water elemental and eight ogres is aboard the Harridan (the vessel
order it to destroy her enemies. If intruders gain the requires a crew of at least 15 to sail it properly).
islet and are detected, the pirate’s standing orders are Should they spot trouble or find themselves sum-
for the ogres to close up the structure’s only door and
moned by their captain, the ogres onboard can weigh
use their ranged weapons to fend off attackers from
anchor and sail the ship to the lighthouse in 20
the windows, while she tries to utilize her supernatu-
rounds.
ral appearance-based powers (h horrific appearance and
Molly and her attendant ogres reached the light-
evil eye ). If she thinks that the fight is lost — if, for
house in two of the Harridan’s three skiffs, both of
example, her forces take over fifty percent casualties
— Black Molly tries to escape by reaching the sea and which are now anchored on the north side of the
swimming away, hiding among the wrecks or caves lighthouse.
below, or getting to the Harridan and sailing off. She
will not hesitate to leave members of her crew to die
if she can save herself.

3
4
Skills and Feats: Climb +4, Hide –8, Listen +10,
LAYOUT OF THE Search +4, Spot +10; Alertness, Weapon Focus (cutlass).
LIGHTHOUSE Sneak Attack: If a rogue’s target would be denied his
Dexterity bonus to AC (whether he actually has a
Topmost Floor bonus or not), or when the rogue flanks her target, the
rogue’s attack deals (+2d6) points of extra damage. If the
1. Lookout Loft (EL 9) attack scores a critical hit, this extra damage is not mul-
The stone staircase that rises through the entire height tiplied. Ranged attacks can count as sneak attacks only
of the lighthouse ends here, in this perch from which if the target is within 30 feet. With a sap or an unarmed
the keepers can look out over the tossing waves. The strike, the rogue can make a sneak attack that deals sub-
loft is essentially an iron cage encased in thick glass dual damage instead of normal damage. She cannot use
panels, built to hold and direct the light of the beacon. a weapon that deals normal damage to deal subdual
The beacon’s light comes from a series of 12 very large damage with a sneak attack. A rogue can sneak attack
oil lamps arranged in an octagon atop a sandstone plat- only living creatures with discernable anatomies. Any
form in the center of the room. The light shines out creature that is immune to critical hits is not vulnerable
over the darkened ocean in a 360-degree angle, to sneak attacks. The rogue must be able to see the
directed and strengthened by 6 circular reflectors con- target well enough to pick out a vital spot and must be
structed of beaten and polished copper. The lamps are able to reach a vital spot. The rogue cannot sneak attack
fed by oil cisterns, located in room 5 (below). From an while striking a creature with concealment or striking
elevated position on land, its light can be seen at a dis- the limbs of a creature whose vitals are beyond reach.
tance of approximately 20 miles. In order to put out D a r k v i s i o n : The creature can see in the dark as
the light, Black Molly has simply prevented the though in normal daylight.
beacon from being lit. She has not — so far — Traps: Rogues can use the Search skill to locate traps
destroyed this costly apparatus, but she may be when the task has a DC higher than 20. Finding a non-
inclined to do so as a means of negotiating with power- magical trap has a DC of at least 20, higher if it is well
ful intruders. hidden. Finding a magic trap has a DC of 25 + the level
There is a brass bell hung from the wall of the loft, of the spell used to create it. Rogues can use the Disable
part of a warning system that the keepers use to alert Device skill to disarm magic traps. Disabling a magic
one another to danger. The pull-cord runs from the bell trop generally has a DC of 25 + the level of the spell
down into small, circular hole in the floor, and con- used to create it. A rogue who beats a trap’s DC by 10 or
nects to other bells in various rooms. Pulling on the more with a Disable Device check can generally study a
cord rings all the bells so connected, attracting the trap, figure out how it works, and bypass it (with her
attention of everyone in the structure. party) without disarming it.
A single door leads from the light-room out onto a Uncanny Dodge (Ex): The rogue can react to danger
narrow encircling balcony. Hanging from iron rings before her senses would normally allow her to do so.
from the balcony are a pair of large bells, meant to warn Dex bonus to AC.
ships in foggy weather; Black Molly’s ogres have also
silenced these, by lashing them tightly to the balcony
Second Floor
so that they cannot swing free. Four of the pirate’s ogre
crew members are on lookout duty here at all times, 2. Oil Provision Store
day and night. From this vantage point they can see all A month’s supply of oil for the beacon is stored in this
the way to the mainland in clear weather, and approxi- room. The oil is contained in large clay urns sealed with
mately 5 miles seaward as well. wax and protected from blows by thick rope wound
tightly around their midsections. Each urn holds 5 gal-
Ogre Rog3 (4); CR 5; Large giant; HD 4d8+8, 3d6+6; hp lons of oil, and there are approximately 65 urns sitting
42; Init –1; Spd 30 ft.; AC 16 (touch 8, flat-footed 16); on the floor.
Atk +10 melee (3d6+7Huge cutlass) or +3 ranged (2d6
large heavy crossbow); Face/Reach 5 ft. x 5 ft./10 ft. SA 3. Sand Provision Store
sneak attack (+2d6); SQ darkvision 60 ft., traps, The lighthouse keepers store a vast quantity of sand,
uncanny dodge; AL CE; SV Fort +7, Ref +3, Will +2; Str which they keep in a variety of sacks and bins of varying
21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. sizes, for use in case of a fire. There are also stacks of
5
empty burlap sacks lying strewn about the floor, and sev- Fast Movement: The barbarian has a speed of (+10 ft.
eral shovels leaning against the walls. The three uncon- for his race) when wearing no armor, light armor, or
scious lighthouse keepers are here, bound and gagged. medium armor (and not carrying a heavy load). (Also
enter double move speed and running speed.
Alcom, Gerreth, and Nobar, human lighthouse keepers Rage: The barbarian can fly into a screaming blood
(3): com2; NG. frenzy and gain phenomenal strength and durability,
though he also becomes reckless and less able to
4. Library defend himself. The following changes are in effect as
Keeping watch over a lighthouse is a lonely, and often- long as he rages: (enter data from rage effects below).
times boring, task. No keeper has yet been illiterate, His fit of rage lasts for (enter data from below). The bar-
because reading is one of the few reliable methods of barian may voluntarily end the rage prematurely. After
passing the time out here on the rock. Most of the read- raging, the barbarian is fatigued (–2 Strength, –2 Dex-
ing matter here consists of sea charts, maps, and simple terity, can’t charge or run) for the duration of that
historical and fiction texts. There is also a complete set encounter. He can fly into a rage only once per
of logs kept by all the chief lighthouse keepers, past encounter and only (enter data from left) times per day.
and present. If the PCs sneak into the lighthouse unde- Entering a rage takes no time by itself, but the barbar-
tected, there is a 25% chance they’ll find Black Molly ian can do it only during his action, not in response to
here, impatiently combing through all this printed someone else’s action.
matter (especially the logs) for some clue to the where- U n c a n n y D o d g e ( E x ) : The barbarian can react to
abouts of the amulet she seeks. danger before his senses would normally allow him to
do so. Dex bonus to AC.
5. Oil Cisterns
Half a dozen great copper cisterns hold the oil that 7. Kitchen
fuels the beacon at the top of the lighthouse. A nest of Apart from ransacking the food preparation area for
copper pipes connects the cisterns to the individual hidden loot, Black Molly and her ogres have not done
lamps in room 1 (above). Each cistern holds approxi- anything significant in or to the kitchen.
mately 10 gallons of oil.
8. Pantry
First Floor The ogres have eaten nearly every scrap of food that
this storage area once contained. All that remains are a
6. Eating Hall (EL 9)
few crumbs and well-picked bones.
As they have done elsewhere in the lighthouse, the
ogres have wreaked havoc here. Four of them have 9. Sand Store
shoved all the splintered benches and smashed tables The lighthouse keepers maintain a quantity of sand,
to one side and claimed the room as their resting quar- stored in dozens of sacks and barrels, for emergencies
ters while in the lighthouse. involving the oil stores or cisterns.

Ogre Bbn3 (4); CR 5; Large giant; HD 4d8+8, 3d12+6; 10. Sleeping Quarters
hp 51; Init –1; Spd 40 ft.; AC 16 (touch 8, flat-footed 16); The three lighthouse keepers sleep in this room (nor-
Atk +11/ +6 melee (2d6+7 huge greatclub); or +4 ranged mally, two sleep here while the third is on watch in the
(2d6/19–20/x2, large heavy crossbow); Face/Reach 5 ft. lookout loft). Before the ogres made kindling out of the
x 5 ft./10 ft.; SQ darkvision 60 ft., fast movement, rage comfortable wood-and-leather furniture and smashed
1/day, uncanny dodge; AL CE; SV Fort +9, Ref +1, Will all the furnishings, this room was as comfortable and
+2; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. homey as the inhabitants could make it.
Skills and Feats: Climb +4, Hide –8, Jump +4, Listen
+2, Spot +2, Swim +9; Martial Weapon Proficiency Ground Level
(greatclub), Power Attack, Simple Weapon Proficiency,
11. Equipment Store
Weapon Focus (greatclub).
All manner of maintenance and emergency equipment
D a r k v i s i o n : The creature can see in the dark as
waits here until it is needed: rope, fishing nets, lumber,
though in normal daylight.
sandstone blocks, mortar, hammers, axes, etc.

6
12. Entry Chamber Black Molly: Female sea hag Rog7; CR 10; Large mon-
The lighthouse door opens into this small room. strous humanoid; HD 3d8+3, 7d6+7; hp 47; Init +7; Spd
30 ft., swim 40 ft.; AC 20 (touch 12, flat-footed 20); Atk
13. Provision Store +11 melee (1d4+4, 2 claws); or +13/ +8 melee
Containers of foodstuffs that are too large to be carried (1d6+6/18–20/x2, +2 rapier); Face/Reach 5 ft. x 5 ft./10
easily up the stairs remain here. The stores normally ft.; SA Evil Eye, Horrific appearance, sneak attack
include casks of fresh water, sacks of flour, cases of (+4d6); SQ darkvision 60 ft., evasion, traps, uncanny
dried meats, and the like. dodge, water breathing; AL CE; SV Fort +6, Ref +13,
14. Privy Will +8; Str 19, Dex 17, Con 12, Int 10, Wis 13, Cha 10.
Skills and Feats: Balance +9, Bluff +6, Diplomacy +4,
15. Stranger’s Room Hide +8, Intimidate +7, Jump +7, Knowledge (local) +4,
Sometimes even the beacon and bells of the lighthouse Listen +9, Move Silently +8, Open Lock +8, Search +6,
cannot prevent vessels from going astray in foul Sense Motive +6, Spot +9, Use Magic Device +6, Use
weather. When that happens, the keepers do all that Rope +9; Alertness, Blind-Fight, Improved Initiative.
they can to help stranded crews, including offering this Evil Eye (Su): Three times per day a sea hag can cast
threadbare chamber to anyone who might require it. its dire gaze upon any single creature within 30 feet.
The room contains three bunk beds outfitted with The target must succeed at a Fortitude save (DC 11).
warm woolen blankets, two sea chests, two lanterns Creatures who fail have a 25% chance of dying instantly
filled with oil, and a small wooden table with three from fright; even if they survive, they fall into a whim-
chairs. pering catatonia for three days, although remove curse
or dispel evil can restore sanity sooner.
Horrific Appearance (Su): The sight of a sea hag is so
THE WRECK OF THE revolting that anyone who sets eyes upon one must
FLYING CLOUD succeed at a Fortitude save (DC 11) or instantly be
The submerged wreck of the war galley Flying Cloud weakened, taking 2d8 points of temporary Strength
lies some 200 feet below the surface, at the base of Old damage. This cannot reduce a victim to a negative
Captain’s Rock. There is little left of the vessel now but Strength score, but anyone reduced to Strength 0 is
a rotting hull and foredeck, encrusted with barnacles helpless. Creatures who successfully save cannot be
and coated with algae and other marine plant life. Of affected again by the same hag’s horrific appearance for
the amulet of the planes, there is no immediate sign. one day.
Sneak Attack: If a rogue’s target would be denied his
Dexterity bonus to AC (whether he actually has a
THE CAVES (EL 12) bonus or not), or when the rogue flanks her target, the
What Black Molly has not yet realized is that by rogue’s attack deals (+4d6) points of extra damage. If
chance the wreck of the Flying Cloud came to rest the attack scores a critical hit, this extra damage is not
over the entrance to a complex of undersea caverns. multiplied. Ranged attacks can count as sneak attacks
Furthermore, she doesn’t know that deep within only if the target is within 30 feet. With a sap or an
these caves there exists an elemental pocket: A unarmed strike, the rogue can make a sneak attack that
region of the Elemental Plane of Water has erupted deals subdual damage instead of normal damage. She
into the Prime Material Plane at this point, creating cannot use a weapon that deals normal damage to deal
at its center a vortex that links the two planes. The subdual damage with a sneak attack. A rogue can sneak
entrance to the caves is guarded by an elder water attack only living creatures with discernable
elemental, which has taken the amulet into his safe- anatomies. Any creature that is immune to critical hits
keeping. Those who wish to retrieve the amulet or is not vulnerable to sneak attacks. The rogue must be
enter the caves must first defeat this powerful crea- able to see the target well enough to pick out a vital
ture. spot and must be able to reach a vital spot. The rogue
cannot sneak attack while striking a creature with con-
Slloorawssthas, elder water elemental (1): See Monster cealment or striking the limbs of a creature whose
Manual. vitals are beyond reach.

7
D a r k v i s i o n : The creature can see in the dark as Possessions : +2 rapier , +2 studded leather armor ,
though in normal daylight. cloak of resistance (+2), bag of holding (type 1), bowl of
Evasion (Ex): If exposed to any effect that normally commanding water elementals, potion of cure serious
allows a character to attempt a Reflex saving throw for wounds, potion of darkvision.
half damage, she takes no damage with a successful
saving throw. The gp value of Black Molly’s possessions exceed that
Traps: Rogues can use the Search skill to locate traps recommended by Table 2-44 (NPC Gear Value) in Chap-
when the task has a DC higher than 20. Finding a non- ter 2 of the Dungeon Master’s Guide. This excess value
magical trap has a DC of at least 20, higher if it is well is accounted for by the fact that Black Molly is captain
hidden. Finding a magic trap has a DC of 25 + the level of a pirate ship, and thus has access to greater resources
of the spell used to create it. Rogues can use the Disable than the typical 7th-level rogue.
Device skill to disarm magic traps. Disabling a magic It’s up to the DM to decide if Black Molly’s informa-
trop generally has a DC of 25 + the level of the spell tion was accurate and the amulet of the planes lies in
used to create it. A rogue who beats a trap’s DC by 10 or the wreck or if there’s merely a further clue to its loca-
more with a Disable Device check can generally study a tion.
trap, figure out how it works, and bypass it (with her
party) without disarming it.
Uncanny Dodge (Ex): The rogue can react to danger
ABOUT THE AUTHOR
before her senses would normally allow her to do so. Jason Carl has been alternately a freelance and profes-
Dex bonus to AC, can’t be flanked. sional writer in the RPG industry for six years, and an
Water Breathing (Ex): Sea hags can breathe under- avid gamer for much longer than that. He’s written for
water indefinitely, and can freely use their abilities a number of games, most notably D UNGEONS &
while submerged. DRAGONS and White Wolf ’s Mind’s Eye Theatre.

You might also like