The Isle of The Plangent Mage v1-2
The Isle of The Plangent Mage v1-2
N Monsters
Area numbers
The Caves 5
on the Coast
4
BEACH
Darksand Isle
Octopus 2
9
Villagers
Merrow
11
SAND BAR 10
12
Shadowed 8
Light
SAND BAR
Cove 13
Cassandryl
Siren’s 6
14
Plummet 7
15
VILLAGE
OF I MBRICH
16
1
Crawlers 3
The Undertower: Side View and Hydrolifts
16
Level 1 17
Level 2 24
Level 3 30
Level 4 37
Level 5 43
Level 6 49
Level 7 58
62
Level 8
Level 1 Level 3
23 37
35 36
18
Statues
S S
17 30
19 31
22
21
20
33 33
32
Zombies 22
Level 2
25 S Level 5 40
L
48
27
24
29 28 S
47
26
Shark
Spawn
51 Level 6
L 52 Oys
Sand
5
49
50 56
Shark Mutant Skeletons
53 L 54
55
1 square = 5'
Level 4 Locked doors
N Secret doors
Monsters
39
Area numbers
Isopod
34
Level 8
37
40 35
48 64
38
L
S
S
L
S 41
43 44 Shark 42
Crabs Spawn 62
46 45
Level 7 59
sters 58
Striker
57
61
Shark 60
Spawn
S
63
The Night
Trawler
This page is intentionally left blank.
The Isle of the
Plangent Mage
v1.2
Writing Illustrations
Donn Stroud David Hoskins
Creative Consulting Cartography
Gavin Norman Glynn Seal
Editing
Fiona Maeve Geist Playtesting
and Jarrett Crader (MRC) Reece Carter, David Serra,
Mark Donkers, Paul Linkowski,
Layout James A. Pozenel, Jr.
Anna Urbanek
Adventure Areas
Caves on the Coast The Undertower, Level 2 45. Glimmering Room 36
1. Transporting Pool 13 24. Lvl 2 Hydrolift Room 26 46. Wound Wires Supply 37
2. Coastal Octopus Lair 13 25. Lvl 2 Pipes and 47. Lvl 5 Pipes and
3. Carcass Crawler Nest 14 Control Room 26 Control Room 37
4. Ancient Booty 14 26. Hammerhead 48. Music on a Long,
5. Whale Totem 14 Spawn Cave 27 Thin Wire 37
27. Room of the Right Lung27
Darksand Isle The Undertower, Level 6
28. Room of the Left Lung 27
6. Island 49. Lvl 6 Hydrolift Room 38
29. Spinning Surround
Transporting Pool 15 Sound Room 28 50. Malfunctioning
7. Pirate’s Treasure 15 Sonic Fusion Room 38
8. Monument Risen The Undertower, Level 3 51. Armoury 40
From the Depths 16 30. Lvl 3 Hydrolift Room 29 52. Transporting Pool
9. Old Huts 16 31. Lvl 3 Pipes and to 3rd Level 41
10. Southwest Control Room 29 53. Drums 41
“Merrow” Beach 17 32. Seaweed-Covered 54. Lvl 6 Pipes and
11. Northeast Beach 17 Zombies 30 Control Room 41
12. The Coral Lighthouse 33. Cassandryl’s 55. The Drum Room 42
and Cabins 18 Harp Collection 30 56. The Flooded Tunnel 42
13. The Haunted 34. Summoning Ambiance 31 57. The Room of Pearls 43
Lighthouse 20 35. Rocky Vestibule 32
36. Service Quarters 32 The Undertower, Level 7
14. Boat Dock 21
58. Lvl 7 Hydrolift Room 44
15. Small Island 21
The Undertower, Level 4 59. Room of
16. Undertower Entrance 21
37. Lvl 4 Hydrolift Room 33 Enchanted Pearls 44
The Undertower, Level 1 38. Lvl 4 Pipes and 60. Lvl 7 Pipes and
Hydrolifts 22 Control Room 33 Control Room 45
17. Lvl 1 Hydrolift Room 23 39. Trashed 61. Communication Room 45
18. Staff Quarters 23 Observation Room 34
40. Clay Storage Room 34 The Undertower, Level 8
19. The Kitchen 23 62. Hydrolift Base 46
20. Lvl 1 Pipes and 41. Clay Sculpting Studio 34
42. The Lucifuge 35 Activating the Resounding
Control Room 23 Assembly 46
21. Cetus’ Study 24 The Undertower, Level 5 63. Cavernous Amplifier 47
22. Cetus’ Bedroom 25 43. Lvl 5 Hydrolift Room 36 64. Main Pipes and
23. Room of Music Boxes 25 44. Collector Crab Lair 36 Control Room 47
2 Contents
Introduction
Old-School Essentials
Running this adventure, the referee requires
a copy of Old-School Essentials. The Classic
Fantasy and Advanced Fantasy flavours work
equally well. Alternatively, use the classic Basic/
Expert game or another derived rule set.
Campaign Setting
This dungeon may be placed near any warm to temperate coastline in a campaign world.
Introduction 3
Adventure Overview
Cetus the Plangent
A wizard studying sound magic’s secrets and exploring sonic forces. Grief over losing his wife,
Cassandryl, 5 years ago pushed him to depths of despair fuelling his obsession to create,
beneath the coastal waters, the Undertower as a tribute to her and their love. Outside the
underwater structure, Cetus, swims through the depths transformed into a whale. Cetus the
Plangent has not been seen for a month.
Cassandryl
A brilliant composer, harpist, and Cetus’ wife. She tumbled from the old lighthouse one night
while Cetus was undersea. Her, friendly—unless attacked—ghost haunts the lighthouse.
The Undertower
Built within a rock column supporting a small island alongside Darksand Isle. In Cetus’ absence
various entrances permitted invaders to settle in the Undertower.
▶ The Hydrolift (p. 22): Primarily accessed via a crystalline disc resting in a tube upon the
water level. Pumps raise and lower the tube’s water via pumps (tower’s 8th level) controlled
by a box on the disc.
▶ Observation windows: Several rooms have large, curved viewing windows—a magical barri-
er against water and gasses. It supposedly keeps creatures out but has failed in some rooms.
▶ Musical locks: Most doors are unlocked via musical notes. The Soundkey (p. 24) was
primarily used by Cetus and the servants, but these notes can also be sung, whistled, or made
with any instrument. A clue is provided above each locked door in the circular tiles corre-
sponding with the Soundkey’s buttons. Some doors, near the bottom of the Undertower,
require a combination of two notes to open.
4 Adventure Overview
The Resounding Assembly
During his research, Cetus the Plangent discovered that a specifically layered combination of
sounds focused underwater can do amazing things. The Resounding Assembly, a construction
of giant instruments built into the Undertower, is his greatest experiment. Cetus disappeared
before starting the Resounding Assembly.
▶ Control: This musical construction is controlled by water running through the structure via
pipes and a series of control rooms (Areas 20, 25, 31, 38, 47, 54, 60, 64). Iron wheels con-
trol the water flow to each floor. Wheels made of other materials divert the water into the
instrument assemblies. Every wheel, both iron and other, must be engaged and the pressure
gauge needles in the green to active this device. The main control room in the bottom of the
Undertower harnesses and amplifies music from each level.
▶ Effects of activation: When properly activated the Resounding Assembly can raise a legend-
ary land mass sunk in antiquity. What treasures, of cultural significance and monetary value
might be discovered remains to be seen because the experiment has not yet been perfected.
The Beaching
A small pod of beached whales lies dying in the sun. One of the smallest appears different
from the rest with bright blue eyes, and a pale pinkish cast to its skin. (Actually Cetus polymor-
phed into a whale. He can’t be helped, but PCs might wish to push the smaller, living whales
back into the water.)
A group of villagers harvest what they can, spending a day or two cutting up the largest and
accept help butchering or guarding from more noxious scavengers like wolves, bears or carri-
on crawlers.
Adventure Overview 5
Imbrich,
Village Beside the Sea
A smallish village nested between the Black Cliffs and beach. The houses are squat and sturdy,
constructed of wood and stone, and adorned with weatherworn figureheads, ships’ wheels
and other nautical detritus. Shops and houses are named for embellishments and used giving
visitor’s directions.
6 Adventure Overview
The Broken Dragon The Whale’s Head
Forge owned and operated by Carling. Specialty herb store owned by Gytha.
▶ Trade: Mostly makes fish spears, pots, ▶ Trade: Herbal healing teas (50gp per single
and tools. Has a small supply of utilitarian use teabag, heals 1d4+1 or an antidote pro-
weapons (25% markup). Spears, tridents, viding +3 to poison saves). Gytha has 4 of
and other fishing gear is 50% cheaper. these in stock and she can only produce
▶ Carling: Forgemaster 2 every week. When supplied with items
▶ Appearance/Personality: Tall, stocky, heavi- from her list below she is able to make
ly muscled arms. Greying hair in a bun. 4 every week.
▶ Mutations: Large eyes, weird pupils, green- ▶ Gytha: Herbalist.
ish cast to skin. ▶ Appearance/Personality: Fleta’s black-clad
▶ Wants: Would like news of Cassandryl and twin. By night often picking herbs on the
some of Cetus’ enchanted long burning shore and Black Cliff.
wood for the lighthouse (1d4x100gp). ▶ Mutations: Large eyes, black pupils, red
iris. Increased vision. Clawed fingernails.
▶ Wants: Crab blood, shark teeth. Trades
The Weathered Mermaid potions for components.
Inn run by Dwennon and his wife, Fleta.
▶ Trade: Rooms: Common (2gp), or private
(5gp). Menu: Briney Ale (specialty drink,
The Twisted Anchor
1sp), fisherman’s pie (2sp) or bread and Kenelm’s home.
smoked fish (1sp). ▶ Trade: Fishing Foreman. Always out at sea
▶ Dwennon: Innkeeper and bartender. by day with younger villagers. Might, with
▶ Appearance/Personality: Short-cropped favourable reaction, willingly take passen-
haircut with black, puffy, mutton chops. gers to Darksand Isle (50gp).
Likes (and is usually drinking) his own ale. ▶ Kenelm: Fishing foreman.
Talkative and provides rumours from the ▶ Appearance/Personality: Only wears loose
Rumours table. Dotes on Fleta. brown breeches. Lean and muscled. Gruff
▶ Mutations: Mutton chops hide gills. and doesn’t like questions. Has knowledge
▶ Wants: A red seaweed found past the of Darksand Isle and some of its creatures.
Darksand Isle, used in brewing Briney Ale— ▶ Mutations: Gills, scales, webbed fingers
fisherman don’t always remember it with and toes.
their catch. ▶ Wants: Solitude.
▶ Fleta: Innkeeper and cook.
▶ Appearance/Personality: Plump and short,
usually in a clean apron and headscarf.
The Splintered Kraken
Yells from the kitchen at Dwennon to stop Village elders’ meeting place. These elders
drinking (without anger). provide a fishing boat to PCs willing to inves-
tigate the disappearance of Cetus.
▶ Mutations: Light blue scales exposed by
light at a particular angle. ▶ Some of the Elders: Corliss, Beacher,
▶ Wants: Always interested in atypical sea Hollis, Klipp.
foods fisherman don’t usually catch.
Roll on the Oceanic Mutations table (p. 12)
for the Elders if desired.
Imbrich 7
Rumours
The referee may provide players with one or more of the following rumours.
False rumours are appended with (F) while the partially true are marked (P).
d12 Rumour
1 The lighthouse’s light was once yellower. It’s presently a bright white. Not sure when
it changed...
2 Village teens volunteer at the lighthouse for 2 years before returning.
4 Sometimes lighthouse keepers return with strange physical alterations because Cetus
likes experimenting on people. (F)
5 There’s an occasional noise underwater so loud it causes all manner of sea life to beach
themselves. (P)
6 Cetus is a master shapechanger and could be anyone, anywhere. (F)
9 The wizard awakened strange things from the deep which should have been
left slumbering.
10 No one has seen or heard from Cetus in several weeks.
8 Rumours
Treasure
in the Adventure
The following treasure is located in the adventure. As much of it is hidden, only cunning and
thorough parties will find it all!
Area Treasure
2 Small emerald (500gp). 10pp. 33gp.
4 Treasure map to Area 7.
5 Two pearls (400gp each).
7 931sp. 577gp. Gold necklace with purple fluorspar (1,400gp). Silver necklace with ruby
blossom (1,000gp). White gold ring (800gp). Gold ring (700gp).
9 35sp. 19gp. +1 sea turtle shell shield.
21 Magical Sound Key. Scroll of water breathing.
22 Ring of protection +1. Spell book containing shield, read magic, floating disc, levitate,
wizard lock, haste, dispel magic, and charm monster.
23 10 cursed music boxes (500gp each).
33 3 elaborate harps (1,500gp each). Magical white harp (3,000gp). Magical harmonic
tuning fork. 8 emeralds (1,000gp each).
40 Wand of cold with 3 charges left.
42 Scroll of polymorph. Hidden closet: Potion of healing, potion of polymorph, potion
of growth.
43 Warhammer +1, +2 vs undead, 4 diamonds (2,000gp each), sack of 100pp.
45 2,560cp. 892sp. 1,241ep. 1,258gp, 328pp, white gold ring with a diamond (1,200gp).
51 Screaming Trident. Fishscale Armour. Helmet of the Deep.
53 Scroll of web. Ruby (800gp). Skalrib’s Femur.
59 Yellow, Pink, Purple, Blue pearls.
Treasure 9
Random Happenings
Wilderness: 2-in-6 Chance
The referee may roll 1-3 times per day. If this chance comes up, roll 1d6 on the table for the
area being explored. Encounters with monsters occur 4d6 × 10 yards apart.
2 1d6 Encrusted Skeletons 1d6 Carpet Shark Spawn 1d4 Frilled Shark Spawn (Area
(Area 56 for stats) digging (Area 41 for stats) surprise 61 for stats) slowly rising from
a hole. They’ll stop when they anyone coming upon them the water and sneaking onto
see anyone coming. There’s since they appeared to be the beach.
a rotted coffin 3' down con- floating seaweed.
taining a mummified corpse.
3 3d4 Pirates (see Old-School 2 Coastal Octopuses 2d4 Carpet Shark Spawn
Essentials) dragging a large (Area 2 for stats) are engaged (Area 41 for stats) surprise
chest to their rowboat in a mating dance. anyone coming upon them
stashed near Area 9. as they appeared to be
Chest contains 3,003cp mossy rocks.
and a mermaid skull.
5 1d6 Sahuagin (see Old-School 1d6 Hammerhead Shark 1d6 Hammerhead Shark
Essentials. If using Classic Spawn (Area 26 for stats) Spawn (Area 26 for stats)
Fantasy, replace with lizard fight with 2 Coastal fighting 1d8 Seaweed-
men) escorting a tied up Octopuses (Area 2 for stats). covered Zombies (Area 32 for
Mutated Villager to Area 11. stats). Both sides wish to slay
the other side and feast on
their fresh corpses.
6 1d4 Carcass Crawlers (Area 3 A rowboat filled with 2d4 1d4 Collector Crabs (Area 44
for stats) feasting on a large, Pirates (see Old-School for stats) ripping apart an old
rotting fish. Essentials) heading to backpack looking for baubles.
the island.
10 Random Happenings
Undertower: 1-in-6 Chance Per Turn
If this chance comes up, roll 1d20 on the following table. Encounters with monsters occur
2d6 × 10' apart.
Random Happenings 11
Oceanic Mutations
d20 Mutation Bonus
1 Webbed Digits Doubles swimming movement.
4 Crab/Lobster Claw 1d6 damage but can’t use claw for delicate operations
or holding a weapon.
5 Shark Skin +1 to AC and grappling deals 1 damage/round
to opponent.
6 Suckers on Fingers/Toes Can climb sheer surfaces as a thief.
12 Ocean Mutations
Area Descriptions:
Caves on the Coast
N
Natural cave (rough rocky walls 7' wide). ▶ Touching the pool: Save vs spells or gain
Sandy floor (old footprints). Luminescent Monsters
a random mutation (p. 12).
pool (calm surface, 5' wide, water emanates Area
▶ Entering the pool: numbers
Fully immersed charac-
soft blue light). ters are transported to Area 6.
Coastal Octopus
Shadowe
AC 8 [11], HD 5* (22hp), Att 8 x tentacle (1d2
SAND BAR
Cove
+ constriction), 1 x bite (1d4), THAC0 15 [+4],
MV 60' (20')/180' (60') swimming, SV D12
W13 P14 B15 S16 (3), ML 7, AL Neutral, XP 300
Siren’s
▶ Constriction: Tentacles grab and constrict
after a hit. Each constricting tentacle
Plummet
VILLAGE
inflicts: 1d2 automatic damage per round, OF I MBRICH
plus a –1 penalty to attacks.
▶ Severing tentacles: Requires a hit 1
with a cutting weapon inflicting 6 or
more damage.
▶ Ink cloud: When escaping, can emit a cloud
of black ink (60' diameter) and jet away at
3 times normal speed.
Crawlers 3
Areas 1—2 13
3 Carcass Crawler Nest
Natural cave (moist rock walls, 20' wide). Carcass Crawler
Decaying shark (covered in spherical, trans- AC 7 [12], HD 3+1* (hp 12, 14), Att 8 x tentacle
lucent carcass crawler eggs). (paralysis), THAC0 16 [+3], MV 120' (40'),
SV D12 W13 P14 B15 S16 (2), ML 9, AL Neutral,
1 square = 5'
2 Carcass Crawlers XP 75
1 hex = 250 yards
N
Long, segmented worm (9' long, 3' high). ▶ Paralysis: A hit by a tentacle causes paraly-
Monsters
Ring of tentacles (around mouth). Many legs sis for 2d4 turns (save vs paralysis).
(scuttling).
Area numbers Clinging to the ceiling (resting,
guarding eggs).
The Caves
n the Coast
5
4 Ancient Booty
Natural cave (entrance is only 2' wide,
4 expands into larger cave). Long-rotted
human skeleton (wearing sailor’s clothes).
Leather backpack (tattered and mildewed).
BEACH
Darksand Isle
Sheathed cutlass (well-oiled, minor rust).
Octopus 2 ▶ Opening the backpack: Spoiled rations,
9
waxed regional map with X marking a spot
Villagers
Merrow to the far west of Area 7’s coastline.
11
SAND BAR 10
12
Shadowed 8
Light
SAND BAR
Cove 13
Cassandryl
Crawlers 3
14 Area Descriptions
Area Descriptions:
Darksand Isle
7 Pirate’s Treasure
Natural cave (accessible only by small boat ▶ Large, locked treasure chest: 931sp,
or swim). Sandy floor (signs up being dug up 577gp, gold necklace with purple fluorspar
repeatedly). Vine-covered walls (rocky). (1400gp), silver necklace with ruby blos-
som (1,000gp), white gold ring (800gp),
▶ Examining the vines: uncovers
gold ring (700gp).
hidden door.
▶ Pile of rocks behind chest: are pressing
▶ Hidden door: 20' long tunnel ending in
down on a piece of slate. If removed, the
water. A short (15') swim reveals a sub-
tunnel drains of water.
merged treasure chest.
Areas 3—7 15
st
4
BEACH
Darksand Isle
9
Villagers
Merrow
11
SAND BAR 10
12
Shadowed 8
Light
SAND BAR
Cove 13
Cassandryl
14
6
7
VILLAGE 15
OF I MBRICH
16
1
8 Monument
Crawlers
3 Risen From the Depths
Depressed crater (150' diameter, loose soil
filled with shells & fish bones). Statues of
undersea creatures locked in battle (Mer-
men and Tritons fighting Deep Ones and
Sahuagin, limestone scarred by barnacles).
9 Old Huts
5 Ramshackle huts and cabins (weathered, ▶ 4th hut: Unstable structure with a shovel
collapsing, old settlement). laying on the sand floor. Save vs petri-
fication or take 1d4 damage as the hut
▶ 1st hut: Several strange skeletons with
collapses.
long digits, large eye sockets, bone crests,
gill slits. ▶ 5th hut: 35sp and 19gp. Digging up the
floor uncovers a +1 sea turtle shell shield.
▶ 2nd hut: Long dead human skeletons.
▶ 3rd hut: 2 corroded bronze tridents
(1d6 damage).
16 Area Descriptions
10 Southwest “Merrow” Beach
Merrow
Merrow AC 3 [16], HD 4+4 (22hp), Att 1 x spear (2d6)
Aquatic ogre (9' tall, gills, scaly skin). Wicked or [2 x claw (1d6), 1 x bite (2d4)], THAC0 15
claws (webbed fingers). Lank green hair [+4], MV 60' (20') / 120' (40') swimming,
(resembles seaweed). SV D10 W11 P12 B13 S14 (4), ML 10, AL Chaot-
ic, XP 125
▶ Behaviour: Will launch from the
water at anything walking near ▶ Surprise: On a 1–4, due to camouflage.
the waterline.
▶ Air breathing: Can breathe out of water
for up to 2 hours.
11 Northeast Beach
8 Mutated Villagers (teens). Diving in the ▶ Job: Lighthouse keepers and
deeper waters (submerge longer than nor- isle caretakers.
mal). Foraging along beach (crabs, shellfish). ▶ Mutations: The teenagers have several
▶ Reaction: The teens are standoffish since mutations (nearly all are scaled or webbed
they rarely get visitors (except scheduled with gills and a crab claw hand) from
ships) and occupy themselves running using the transporting pools (Areas 1 & 6)
around when not collecting the Shining fairly often.
Light’s food (Area 12). They’re just as likely
to fight as talk. 8 Mutated Villagers
▶ Information: With a favourable reac-
tion roll and questioning they may offer Mutated Villager
the following: AC 7 [12], HD 1 (5hp), Att 1 x claw (1d6) or
▶ They haven’t seen or talked to Cetus for 1 x weapon (1d6 or by weapon), THAC0 19
a couple weeks. [+0], MV 120' (40')/90' (30') swimming,
SV D12 W13 P14 B16 S15 (1), ML 7, AL Neutral,
▶ The old lighthouse is haunted.
XP 10
▶ Beware the southwest beach’s Merrow.
▶ The transport pool if the party’s stranded.
▶ Point out the Undertower’s direction
if asked.
▶ Hesitant to talk about the Shining Light but
talk about harvesting food for the Coral
Lighthouse.
Areas 8—11 17
12 The Coral Lighthouse and Cabins
Tower of coral, sand, and shells (50' high).
Spiral stairs (to the top, wind around The Shining Light
the outside). Creature of the depths (15' long). Trans-
lucent (rows of multicoloured lights down
▶ At night: A bright light emanates from the
body). Nearly human face (fin ringed).
top of the tower. (See The Shining Light.)
6 tentacles (protrude from the torso). Puffy,
frilled abdomen (like a jellyfish). Stinging
Lighthouse Keepers tendrils (long & thin, run down her back
from the top of her head).
50% chance for 1d4+2 Village Teens
(Area 11 for stats) to be present, doing ▶ Origin: A mysterious creature discovered
net maintenance. by Cetus. He devised a means to communi-
cate simple thoughts to the Shining Light,
▶ In the evening: The teens place heaps trading an easy meal for her illumination,
of seafood on the grate at the top of and altering a delicate oceanic balance
the tower. in the process contributing to the Night
Trawler’s infestation of the Undertower.
3 Ramshackle Cabins ▶ Behaviour: At night, she rises from the
ocean’s depths, swims up the tube, and
Made of driftwood (well-constructed, feasts on the teenaged helper’s gathered
appear lived in). Hammocks (hang from ceil- offerings. While eating, her body shines
ing). Wood stoves (still warm). Chests and brightly, acting as a lighthouse fire. When
crates (basic supplies, clothing). finished eating she stops shining and
descends into the depths.
Top of the Tower ▶ Reaction: If attacked she could fight or
Platform (20' diameter). Metal grate (rust- retreat down the tube back to the ocean.
ed, 2" grid). Freshly dead seafood (covering
grate: large snails, oysters, fish, small squid). The Shining Light
AC 7 [12] HD 6+2** (36 hp), Att 2 x claws
▶ At night: The Shining Light is below the (1d6 + poison) or Healing Caress or Blinding
grate, consuming the seafood. Flash, THAC0 13 [+6], MV 120 (40'), SV D9
▶ Looking through the grate: The tower’s W10 P12 B14 S12 (Cleric 6), ML 8, AL Neutral,
interior, filled with water. XP 650
▶ Opening the grate: Secured by
several locks. ▶ Poison: Causes burning pain and fever
(save versus poison). All attacks and saves
are made at a -4 until the poison is healed
Tower’s Interior or clears in 2d6 hours.
Water-filled (seawater, slight current, ▶ Healing caress: Tentacles have different
15' diameter). Glass interior walls (2' thick). healing powers and can be used as clerical
Anemones and tube worms (line walls, spells. 2 can “cast” cure light wounds, one
waving). raise dead, one neutralize poison, one cure
disease, and one bless.
▶ Descending the tube: Leads to the ocean. ▶ Blinding flash: Quick and bright illumina-
tion. Save vs wands or blinded.
18 Area Descriptions
Areas 8—10 19
13 The Haunted Lighthouse
Stone tower (40' high, 5 floors). Stout oak
door (nailed shut with driftwood planks). Cassandryl,
▶ Listening at the door: Haunting The Lady in the White Veil
harp music. Ghostly (slightly opaque). White dress (with
▶ Prying open the door: So cold inside veil). Playing the harp (haunting melody).
breath is visible. ▶ Origin: Was Cetus’ wife whose spirit
haunts their old home.
Inside the Lighthouse ▶ Behaviour: Friendly unless attacked. She’s
lonely, misses Cetus who never visits, and
▶ 1st floor (Storage): Stacks of enchanted,
thinks it makes him too sad. She doesn’t
long-burning wood. Harp music (faint and
remember her death but knows she’s
on a floor above).
dead. Suggest that your hearts might be
▶ 2nd floor (Kitchen): Kitchen and dining lifted by listening to her last composition
areas. Harp music (little louder, above). on the white harp in Area 33.
▶ 3rd floor (Bedroom): Dusty bed, old ▶ Desires: Wants any music box from
harp. A ghostly woman playing the harp: Area 23.
Cassandryl.
▶ 4th floor (Living Space): Windows allow Cassandryl
more light here. Long dead potted plants, AC 2 [17], HD 5+5* (25hp), Att 1 x ghostly
shelf of poetry books, dry lamps, dusty hand (1d8), THAC0 14 [+5], MV 120' (40'),
old chair. SV D10 W11 P12 B13 S14 (5), ML 10, AL Lawful,
▶ 5th floor (The Light Room): Fire basket, XP 400
large mirror, thick glass, wood piled
in corner. ▶ Undead: Makes no noise, until she attacks.
Immune to effects that affect living crea-
tures (e.g. poison). Immune to mind-affect-
ing or mind-reading.
▶ Radiates cold: Anyone within 15' of
the Lady in White during combat takes
1d4 damage.
▶ Mundane weapon immunity: Only harmed
by silver weapons or magic.
20 Area Descriptions
14 Boat Dock
Wooden dock (well made, good repair).
Piles of rope (three 50' pieces). Boat hooks
(usable as polearm 1d10).
15 Small Island
Bridge to Darksand Isle (20' long, retractable
to the small island). Tiny dock (tie off for
small boat).
16 Undertower Entrance
square = 5'
hex = 250Square
yards ▶ Pushing button: Calls hydrolift (p. 22) to
Monsters
windowless building (white bricks,
12' high). Decorative tower door (ajar, stout, this level. The Und
mother of pearl inlays, jumping dolphin ▶ Referee’s note: The hydrolift can
rea numbersdoor handle). descend to all levels of the Undertower
but access to certain levels requires
Interior differing solutions.
BEACH
Darksand Isle
2
9
Villagers
Merrow
11
SAND BAR 10
12
Shadowed 8
Light
SAND BAR
Cove 13
Cassandryl
14
6
7
VILLAGE 15
OF I MBRICH
16
1
Areas 13—16 21
Area Descriptions:
The Undertower, Level 1
Hydrolifts
A glass tube connects all levels of the Under- ▶ Using the lifts: A central metal pole in the
tower. Inside the tube is a 10' circular crys- platform with a blue button (raises lift
talline platform that ascends and descends, one level) and a black button (lowers lift
floating atop pumped water. one level).
▶ Connected areas: From top to bottom:
Areas 16, 17, 24, 30, 37, 43, 49, 58, 62.
The Undertower: Side View and Hydrolifts
16
Level 1 17
Level 2 24
ksand Isle
Level 3 30
Villagers
11
12
Light
13 Level 4 37
Cassandryl
14
6
15 Level 5 43
Level 6 49
Level 7 58
62
Level 8
22 Area Descriptions
Level 1 Level 3
23
35
18
S S
17 30
19 31
22
21
20
33
32
Zombies
Level 2
17 Level 1 Hydrolift Room 25 S Level 5
Black, smooth rock (walls, floor, 8' ceiling). ▶ Touching the door: Unseals it and can be
L
Panel with green, glowing button (on wall). pushed open. 48
Crystalline tube (platform inside). Glass door ▶ Pushing button: Calls hydrolift (p. 22) to
(obvious, sealed). Rippling light (from tube 27
this level.
and platform).
24
29 28
18 Staff Quarters 26
Wood (floor, walls, 6' ceiling). Four beds Shark
(neatly made). Dressers (simple clothing). Spawn
Shelves (driftwood). Shells (various snails
and limpets). Wall sconces (unlit).
51 L
19 The Kitchen L 52
Black stone (walls, ceiling). White tiles Cooking supplies (fresh, sorted, herbs,
(floor). Wall sconces (lit lanterns). Spilled smoked fish, flour, etc.). Iron pots and pans
flour (booted footprints, webbed foot- (well scoured, crusted with sea salt). Wood-
49
prints). Stove (well maintained, clean). en bowls and cutlery (very well carved).
50
Shark Mutant Ske
Areas 17—20 23
21 Cetus’ Study
Wood floor (rich, stained, polished). Wood ▶ Scroll: Scroll of water breathing. Ink only
panels (walls, ceiling). Gold-leafed wall appears if sprinkled with salt water.
sconces (shaped like ocean creatures, unlit). ▶ Underneath desk: Crumpled paper with
“remind servants ‘ruby shine’ calls skele-
Imposing Desk tons off.”
Level 1 Level 3
23
35
18
S S
17 30
19 31
22
21
20
33
32
Zombi
Level 2
25 S Level 5
24 Area Descriptions
L
22 Cetus’ Bedroom
Nice, rich wood (walls, floor and ceiling). ▶ Examining the small table: It’s trapped.
Enchanted illumination (rippling light Metal disc on top: a pressure plate. There
effects on ceiling, floating spheres move and is a button on the backside of the table
chime bouncing off each other). Bed (large, that deactivates the trap.
unmade, carved frame and headboard of ▶ Removing the book (before deactivating
mermaids and sirens singing). Dresser (rich the trap): When weight is lifted the trap
woods, starfish and anemone carvings). launches a metal armature tipped with
Small table (beside bed). Ornate book (on a Giant Rockfish’s poisonous spine from
small table). beneath the plate. Save vs poison or die
▶ Searching dresser: Filled with nice cloth- (+2 due to older poison).
ing. False bottom in drawer containing ▶ Reading the book: It’s Cetus’ spell book
a ring of protection. containing shield, read magic, floating disc,
▶ Examining the book (without removing levitate, wizard lock, haste, dispel magic,
it): Leather sleeved book with magical sig- and charm monster.
ils on the cover. It is sitting on a metal disk.
Areas 21—23 25
Area Descriptions:
The Undertower, Level 2
Level 2
25 S Level 5 40
L
48
27
24
29 28
26
Shark
Spawn
26 Area Descriptions
26 Hammerhead Spawn Cave
Black stone (rough, natural cavern). Soft, Hammerhead Shark Spawn
purple light (glowing sea cucumbers on walls AC 3 [16], HD 3 (hp 8, 9, 12, 13, 21), Att 1 x bite
and ceilings). Dark watery pool (surface (1d6), THAC0 17 [+2], MV 90' (30')/210' (70')
ripples, movement underneath). swimming, SV D12 W13 P14 B15 S16 (1), ML 9,
AL Neutral, XP 35
5 Hammerhead Shark Spawn
Hammerhead shark body (7' long).
Crab claws (snapping viciously). Crab legs
(skittering).
Areas 24—28 27
29 Spinning Surround Sound Room
Wooden door (metal straps, hint of rust).
Locked (lacks keyhole). Small tiles embossed Control Centre
with musical notation (frame the door, Raised, granite platform (middle of room,
square and rectangular, blues and greens). 6.5' diameter, 1' high). Black, wooden stand
Metallic plaque with 5 round tiles (above (upon platform). Three metal levers (6"
door, thin, rectangular, smaller circular tiles, long, on top of stand: red, blue, white). Black
first one black then four white). pedal (on floor beneath stand).
▶ Soundkey: Note C opens the door. ▶ Pushing black pedal: Activates device, if
levers are out of the 1st position. Has the
air capacity for 1d3+1 activations every
Inside the Room 3 days.
Black stone (smooth, cavernous, domed, ▶ Moving red lever: Rotates platform.
20' high, perfect acoustics). Observation Positions: #1 off, #2 slow, #3 fast. (Initially
window (force field, prevents gas and in position #1.)
liquid exchange, yields a little to touch). ▶ Moving blue lever: Sounds brass horns.
Large brass horns (variously sized 3' to 10', Positions: #1 off, #2 low sound, #3 loud
connected to tubes in the floor). Conch blast. (Initially in position #1.)
shells (8' wide aperture, connected to a tube
▶ Moving white lever: Sounds conch shells.
emerging from the floor).
Positions: #1 off, #2 low sound, #3 loud
blast. (Initially in position #1.)
▶ Lever combinations: Certain settings have
additional effects.
1 3 3 Deafens.
Everyone in the room is healed
2 2 3
1d8 hp.
Improves +1 to a random ability
3 2 3
score if they save vs spells.
Permanent deafness. Save vs death
3 3 3
or bodies explode!
28 Area Descriptions
Area Descriptions:
The Undertower, Level 3
Level 3 Level 4
23 37
35 36
Statues
S
30
31
22 34
1
33 33 40
32
48
Zombies 22
Level 2
25 S Level 5 40
Areas 29—31 29 41
L S
32 Seaweed-Covered Zombies
Natural cavern (reddish black). Seaweed-Covered Zombie
AC 8 [11], HD 2 (hp 4, 6, 9, 9, 11, 13, 16), Att
7 Seaweed-Covered Zombies 1 x weapon (1d8 or by weapon), THAC0 18
[+1], MV 60' (20'), SV D12 W13 P14 B15 S16 (1),
Humanoid corpses (decaying). Listless ML 12, AL Chaotic, XP 20
(unwillingly reanimated).
▶ Initiative: Always lose (no roll).
▶ Undead: Make no noise, until they attack.
Immune to effects that affect living crea-
tures (e.g. poison). Immune to mind-affect-
ing or mind-reading.
Level 3 Level 4
23 37
35 36
Statues
S
30
31
22 34
37
33 33 40
32
48
Zombies 22
el 2
30 25 S
Area Descriptions Level 5 40 L
34 Summoning Ambiance
Crystalline door (ajar). Small tiles embossed ▶ Light blue knob: Great white shark looms
with musical notation (frame the door, into view.
square and rectangular, blues and greens). Clear: Shark charges through observation
Metallic plaque with 5 round tiles (above window and will fight to the death but
door, thin, rectangular, smaller circular tiles: can’t move beyond this room.
first one white, second one black, then
3 white). Injured and Landed
Great White Shark
▶ Closing the door: Locks. Opens freely from
the inside. AC 8 [11], HD 4 (18 hp), Att 1 x bite (1d8),
THAC0 16 [+3], MV 15' (5'), SV D12 W13 P14
▶ Soundkey: Note G opens the door.
B15 S16 (2), ML 7, AL Neutral, XP 75
Areas 32—34 31
Level 3 Level 4
23 37
35 36
Statues
S Is
30
31
22 34
37
33 33 40
32
48
Zombies 22
2
25 S Level 5 40 L
35 Rocky
L
Vestibule
48
S
43 44
41
Shark
Black rock (rough, natural, 6' rocky ceiling). ▶ Taking stairs: Down to Area 37. Spawn
27 Puddles of seawater (tiny red crabs, black Crabs
brittle stars). Pale blue light (glowing snails
on walls).
24 Pile of broken coral on floor (very
28 lifelike head, arm and lower leg carved out S
47 46 45
of coral). A rotting human corpse (covered
26 seaweed, swollen with sea water, slashed
in
and cut up).
Shark
Spawn
Level 7
36 Service Quarters
51
Reddish black (porous, rough). Walls Level
and6
ceiling covered in sea life (crabs, shrimp, 4 Living Coral Statues
L 52 Oysters
starfish). Puddles of seawater (small ocean Humanoid statues (animated coral). One is 58
critters). Luminescent pool (calm surface, Sand Striker
damaged (missing its head, shoulder, and arm).
5' wide, water emanates soft blue light). 57
49 ▶ Behaviour: Standing around a pool of
▶ Touching the pool: Save vs spells or 56gain water. The three intact statues
61 turn to face
a random mutation (Oceanic Mutation anyone entering the room. Guarding this
Skeletons
table, p. 12). side of the transport poolShark
but may attack
Spawn
▶ Entering the pool: Fully immersed char- based on Reaction Roll.
53 acters are transported
L to Area
54 52 on the
6th level. Living Coral Statue
55 AC 5 [14], HD 3 (hp 10, 15, 20, 22), Att 2 x blow
(1d6), THAC0 17 [+2], MV 90' (30'), SV D12
W13 P14 B15 S16 (3), ML 11, AL Lawful, XP 35.
32 Area Descriptions
Area Descriptions:
The Undertower, Level 4
3 Level 4
37 Level 4 Hydrolift Room
37
N
35 36
Black, smooth rock (walls, floor, 8' ceiling). 39
Statues
Panel with green, glowing button (on wall). Isopod
Crystalline tube (platform inside). Scratched
30glass door (obvious, sealed, visible clawing
damage around the seal from the outside).
34
Rippling light (from tube and platform).
Muddy, webbed footprints (dried clay, 37
head south).33 40 35
38 Level 4 Pipes
S
47
and Control Room
46 45
Metallic door (bronze, hint of green corro- ▶ Turning iron wheel: Water audibly rushes
sion on it). Locked (no sign of keyhole). Small and iron gauge’s needle moves into green.
tiles embossed with musical notation (frame ▶ Turning red wheel: Water audibly rushes
the door, square and rectangular, blues and through pipes, vocal chorus can be heard
greens). Metallic plaque with 5 round tiles Level through
7 the wall, and red59gauge’s needle
(above door, thin, rectangular, row of 5 circu- jumps from 0 to green.
lar tiles: white, white, black, white, white). ▶ Secret door: One of the pipes is fake.
▶ Level 6 Note D opens the door.
Soundkey: Behind it lies a small chamber with 3 clay,
grooved cylinders, 8' high, with metal
52 Oysters 58 activated by water
styluses in grooves
Inside the Room Sand Striker pressure. They will be turning and playing
57 ceiling 10' high).
White bricks (floor, walls, recordings of choral mermaid song if the
Multiple vertical pipes (copper, iron, 6" to 1' red wheel was turned.
56 61
in diameter, disappear into floor and ceiling).
Skeletons
Iron wheel and gauge (wheel turnable, Shark 60
gauge’s needle on 0). Red wheel and gauge Spawn
S
(wheel turnable, gauge’s needle on 0).
L 54
55 Areas 35—38 33 Th
39 Trashed Observation Room
Black stone (smooth, floor, walls, ceiling).
Observation window (force field, prevents Giant Tongue-Eating Isopod
gas and liquid exchange, yields a little to Segmented woodlouse body (2', pale).
touch). Leaking (scars in window where In giant grouper’s mouth (in place of its
it was torn but tried to seal back up). Half tongue). Squirming (legs wriggling).
a dead giant grouper (severed by magical
▶ Behaviour: Starving. Attacks as soon as
shielding, trashed room in death throes,
anyone approaches.
large mouth hangs open).
Giant Tongue-Eating Isopod
AC 2 [17], HD 2 (9hp), Att 1 x bite (1d6), THAC0
18 [+1], MV 60' (20'), SV D12 W13 P14 B15 S16
(1), ML 10, AL Neutral, XP 20
34 Area Descriptions
1 square = 5'
Level 4 Locked doors
N Secret doors
36 Monsters
39
atues Area numbers
Isopod
34
Level 8
37
40 35
48 64
38
L
S
S
L
S 41
43 44 Shark 42
Crabs Spawn 62
47
42 The
46
Lucifuge
45
Hardened clay door (super hard, glazed). ▶ Using the device: Pushing a lever causes
Locked (no sign of keyhole). Small tiles a needle to etch sounds or words into one
embossed with musical notation (frame of the cylinders, until the sound stops.
the door, square andLevel 7
rectangular, blues and 59 The cylinder keeps spinning and plays
greens). Metallic plaque with 5 round tiles the sound back. Engaging other cylinders
(above door, thin, rectangular, smaller circu- layers the sound wave, creates echoes and
lar tiles: white, white, black, white, white). smooths out irregularities.
▶ Magical research: Cetus used this device
Oysters ▶ Soundkey: Note D opens the door. 58
to experimentally alter written spells into
Sand Striker new forms. An arcane spell caster could
57 Inside the Room use this room to continue Cetus’ research.
Black cloth (covering walls). Wood planks ▶ Finding the hidden door behind a cylinder
61 on north wall: Keyhole (key from Area 41).
(oak, glossy). Lectern with levers (24 levers).
Shark
Scrolls and quill (on lectern). Tall cylinders 60 Contains a small potion box with 3 empty
Spawn bottles and a potion of healing, potion of
(several grooved, clay, 6' tall, 24 total). Metal S
structures (descend from ceiling, end in polymorph self, and potion of growth.
crystal needles). ▶ Secret door in back of closet: 63Behind it
lies a small chamber withTh 3 eclay, grooved
Night
▶ Reading scrolls: Scroll of polymorph self cylinders, 8' high, with metal styluses in
Trawler
and a strange, non-functional version of grooves activated by water pressure. They
polymorph self with notes, rewordings, will be turning and playing recordings of
parts scratched out and rewritten. choral mermaid song if the red wheel in
Area 38 was turned.
Areas 39—42 35
Area Descriptions:
The Undertower, Level 5
30
48 Music on a Long, Thin Wire Isopod
Glass balcony (thick glass, view into Area 50 ▶ Reading papers: Illustration of a metal
34 low railings). Long
which is covered in a mist, tube next to the long, thin wire on one
L
wire (taught, slightly vibrating, 50' long). page. “Touching
37 wire with bare hand…”
Atmospheric ambiance (generated by wire). 35 small drops
40(the rest is smudged out with
33
Vaulted ceiling (enhances wire noise). Sev- of blood on the page). “Sonic reverber-
32 eral smudged papers (scattered on floor). 48 ations may transmit to a metal weapon, 64
mbies thus enhancing its 38
22 Ladder (ascends to Area 40). L natural frequency.”
S
▶ Using the Soundkey on the wire: Causes
the wire to whine andSvibrate faster.
el 5 40 ▶ TouchingL wire with bare hand: Causes
S 41 damage and mangles hand impeding
1d6
48 43 44 function (mundane and42casting) until
Shark
Crabs magically healed.
Spawn 62
▶ Touching wire with a metal weapon:
Strength check or weapon falls off the
balcony into Area 50. The molecules in the
S
47 46 45 steel have been aligned, making it harder/
sharper, etc. +2 to damage for 24 hours.
Areas 43—48 37
Level 7
Area Descriptions:
The Undertower, Level 6
38 Area Descriptions
Sonic Fusions
1d6 Appearance Mechanics
1 Large crablike plates of thick chitin grow. +4 AC, -2 DEX, armour doesn’t fit anymore.
2 Head, face, and skin turn into shark fea- +1 AC, bite attack 1d8, need special
tures. Dorsal fin grows on back. armour/clothing, -2 CHA.
3 1d6 tentacles grow from shoulders (roll +1 DEX, climb any surface, taste increased,
another d6: 1-2 they’re extra, 3-5 they - 2 CHA.
replace arms, 6 they replace arms
and legs).
4 Both hands fuse into large lobster claws Attack with each for 1d8 damage. -2 CHA
and arms lobster armour. and hard to do simple things that used to
be done with hands. Use one as a shield
for +1 AC.
5 Skeleton liquefies. Make a save vs death If the second save is failed the PC is now
to use a hydrostatic skeleton like a worm. a puddle. If passed the PC can function
semi normally but can now squeeze
through tight spaces. -2 CHA.
6 Face becomes a starfish type shape and +1 AC, -4 CHA, can regenerate 1 hp
PC eats by vomiting up their stomach. Skin every hour.
becomes hard and spiny.
Areas 49—50 39
Spawn
51 Level 6
L 52 Oysters
Sand Striker
57
49
50 56
Shark Mutant Skeletons
53 L 54
55
51 Armoury
Seahorse carved door (metal, locked with-
out keyhole). Stone doorframe embossed
with kelp (black). Metallic plaque with
5 round tiles (above door, thin, rectangu-
lar, smaller circular tiles of white, white,
white, white, black).
▶ Soundkey: Note E opens the door.
40 Area Descriptions
52 Transporting Pool to 3rd Level
Reddish black (porous, rough, walls, ceiling). ▶ Touching the pool: Save vs spells or gain
Dark blue brittle stars (covering every a random mutation. (Oceanic Mutation
surface, human-looking eye on each one). table, p. 12).
Calm pool of water (5' wide). Soft blue light ▶ Entering the pool: Fully immersed char-
(emanating from the water). acters are transported to Area 36 on the
3rd level.
53 Drums
Black tiles (wall, floor). Large drums (resting ▶ Detecting magic: The pellet drum radiates
on the floor). Storage shelves (filled with magic. 1x day the drum can be played and
many smaller drums). Storage tubes (filled 1d3 targeted creatures must save vs spells
with various sticks, whisks, and beaters). or be forced to dance for 1d4 rounds.
▶ Examining large drums: Many remarkable ▶ Searching tubes: Scroll of web hidden in
items: drum made of several small tubes the side of a tube. A ruby (800gp) hidden
of tube worms; whale skull drum; wooden in the bottom of a tube. Skalrib’s Femur
drum stained with dark red blood; copper radiates magic, black, 2' long, large bone
kettle drum with tight, white head; white knob, functions as mace +1.
tri-toms; black bass drum; bongos; sea
serpent skull with tightly stretched fish
skin head; carved wooden drum depicting
a school of flying fish; steel drum with
mother of pearl inlay; turtle shell drum;
pellet drum.
Areas 51—54 41
55 The Drum Room
White bricks (floor, walls, ceiling 10' high). strike different types of drums according to
Drums & drumming machine (complicated a system and plan beyond a quick study).
machinery engages various implements that
42 Area Descriptions
57 The Room of Pearls
Flooded with ocean water (completely ▶ Behaviour: Oysters snap shut unless pre-
submerged). Floor slippery (covered in ventative measures are taken.
algae and squirming ocean life). Observa- ▶ Opening closed oysters: Requires an open
tion window (force field, prevents gas and doors check.
liquid exchange, yields a little to touch). ▶ Pearls: 50% of them contain a pearl
Sea life-encrusted walls (barnacles, sea (150gp each).
anemones, and sponges). Faint illumination
(glowing, purple sea cucumbers on ceiling).
Giant Oyster
Algae-coated pipes (in floor near the east
wall, drain water from the room when lever AC -1 [20], HD 2 (8hp), Att 1 x trap and hold
(1d6), THAC0 18 [1], MV 0' (0'), SV D12 W13
in Area 56 is pulled).
P14 B15 S16 (1), ML 12, AL Neutral, XP 20
Areas 55-57 43
Area Descriptions:
The Undertower, Level 7
1 square = 5'
58 Level 7LevelHydrolift
4 Room Locked doors
64
59 Room of Enchanted LPearls
48 38
S
S
Metallic door (solid, keyhole). Pearl (sunk
in door). L
Inside the Room
Coral octopus fountain (jets seawater through
▶ Opening the door:41The door is trapped and
44 generates electricity, 42 spouts and tentacles). 4 large pearls in basin
Sharkcausing 1d6 damage
Spawn (with faint tints
62of colour, enchanted).
Crabsto anyone passing through. Works 4 times
before losing energy. ▶ Pink pearl: Hovers behind the owner and
▶ Touching the pearl: Lights up. can cast shield once a day (see Old-School
Essentials). It can hold 6 charges and can
46 45▶ Prying out the pearl: Takes 4 turns to
pry out of housing without damaging. be recharged by soaking in saltwater under
Each turn there’s a 25% chance of getting a full moon.
zapped for 1d6 damage. ▶ Blue pearl: If planted in soil grows into
a short, kelp-like bush that produces 1d8
Level 7 59
blueberries that heal 1d3 hp when eaten.
▶ Purple pearl: If put in mouth the holder
can communicate with any animal from
the oceans per speak with animals (see Old-
School Essentials).
58 ▶ Yellow pearl: Once per week the user can
summon a Giant Seahorse mount.
Giant Seahorse
61
AC 7 [12], HD 3 (13hp), Att 1 x butt (1d4+1),
Shark 60 THAC0 17 [+2], MV 210' (70'), SV D12 W13 P14
Spawn
S B15 S16 (2), ML 5 (8 with rider), AL Neutral,
XP 35
63
The Night
44 Area Descriptions Trawler
60 Level 7 Pipes and Control Room
Metallic door (black, sounds hollow). Locked ▶ Turning iron wheel: Water audibly rushes
(no keyhole). Small embossed tiles (black, and iron gauge’s needle moves into green.
white organ keys, frame door). Metallic ▶ Turning ivory wheel: Water audibly rushes,
plaque with 5 round tiles (above door, thin, ivory gauge’s needle moves into green,
rectangular, smaller circular tiles of white and the sound of many pianos is heard
black, black, white, white). through the south wall.
▶ Soundkey: Notes G and D open the door. ▶ Secret door: One of the pipes is fake
and reveals a small room with several
lengths of piano keyboards running on
Inside the Room perforated sheet music (if the ivory wheel
White bricks (floor, walls, ceiling 10' high). was turned).
Multiple vertical pipes (copper, iron, 6" to 1'
in diameter, disappear into floor and ceiling).
Iron wheel and gauge (wheel turnable,
gauge’s needle on 0). Ivory wheel and gauge
(wheel turnable, gauge’s needle on 0).
61 Communication Room
Shimmering steel (walls, floor, ceiling 15' the Deep might now be interested in the
high). Observation window (force field, pre- PCs and try to locate them).
vents gas and liquid exchange, yields a little ▶ Playing “The Dirge of the Deep”: A scene
to touch). Pipe organ (middle of room, facing of an underwater town with domed build-
observation window when playing). Sheet ings. Many amphibious creatures, black-
music (3 different pieces, see below). green scales and deep black eyes look like
▶ Playing the pipe organ: The observation they’re preparing for battle. Sharks circle
window goes hazy and shapes begin to on the outskirts of the town. (Sahuagin
form out of swirls. 20% chance of attracting raiding preparations. Maybe they’re
the Night Trawler (Area 63) every time getting ready to raid Imbrich, or maybe it’s
a piece is played. The sheet music is not a larger invasion).
difficult to play for anyone with a passing
knowledge of musical knowledge. 4 Frilled Shark Spawn
▶ Playing “The Wisdom Under the Waves”:
Shark body (6' long, inky black). Large eyes
A long oarfish face appears in the globe.
(greenish). Clusters of teeth (needle-like).
It’s slightly humanoid. The Oarffin are
Walk on tentacles (quadrupedal). Spine-cov-
a race of secretive fish people dwelling
ered back (thin spines like a sea urchin). Long
under the ocean.
tail (finned).
▶ Playing “The Haunting from the Depths”:
A large, scaled, spherical creature appears. Frilled Shark Spawn
It’s got a large central eye, 2 eyes on stalks,
AC 6 [13], HD 4 (16hp), Att 1 x bite (1d6),
and 2 lobster claws. It glares through the 1 x tentacle (1d4), THAC0 16 [+3], MV 90'
window and suddenly flashes a bright light (30')/(150' (50') swimming, SV D10 W11 P12
and the window goes black. (This Eye of B13 S14 (4), ML 8, AL Neutral, XP 75
Areas 58—61 45
Area Descriptions:
Level 4
1 square = 5'
Locked doors
37
36
The Undertower, Level 8N Secret doors
Monsters
39
Statues Area numbers
Isopod
S
Activating the
Resounding
47 46
Assembly
45
46 Area Descriptions
63 Cavernous Amplifier
Soggy piles of garbage (used nets, old crab The Night Trawler
traps, dead sea creatures). 6 large, metallic AC 2 [17], HD 10** (50 hp), Att [1 x claw (1d8),
funnels (extrude from the walls, playing 1 x harpoon toss (1d8)] or cone of bile, THAC0
sound if the wheels are activated on every 11 [+8], MV 60' (20') / 180' (60') swimming,
level and if they’ve been replaced in Area 64 SV D6 W7 P8 B8 S10 (10), ML 8, AL Chaotic,
and turned). XP 2300
▶ Searching the piles: The missing wheels ▶ Seep: The Night Trawler is malleable and
needed in Area 64 will be found in each able to discard and take up remains and
pile. 1 iron, 1 ivory, 1 red, 1 mother of pearl, refuse to move unrestricted through
1 wood, and 1 wound wire. locked doors, observation windows, and
the hydrolift (p. 22).
The Night Trawler ▶ Harpoon toss: Ranged attack as spear
(5'-20'/21'-40'/41'-60') at any target
Giant monstrosity (14' long, 8' tall). Com- even when engaged in melee with
posed of ocean detritus (fishing refuse, a different target.
dead sealife).
▶ Cone of bile: Mixture of corrosive bile and
▶ Origin: An angry deep ocean spirit awak- ocean rot. 6" at mouth, 12' at end, range of
ened by Cetus’ sound experiments. 25'. Causes 2d6 damage. Save vs breath to
▶ Reaction: The Night Trawler will attack take half. Organic material, i.e. clothing and
on sight due to its great anger with leather will dissolve over the next 3 rounds.
humankind. If it fails a morale check while ▶ Inky mist: Can emit a cloud of gaseous
fighting in the Cavernous Amplifier it will ink 2x each day. The mist blocks sight, has
attempt ink, if it has any left for the day, a radius of 15', can last up to 2d4 turns, and
and retreat from the combat. The Night is not cancelled by light. The monster will
Trawler will return in 1d3 turns if it passes slink away unless in lair on 8th floor.
a morale check. ▶ Loud noise: The Night Trawler hates loud
noises (e.g. the soundkey at full volume)
and will automatically lose initiative and
suffer a -2 penalty to attack rolls.
Areas 62—64 47
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The Isle of the Plangent Mage
An idyllic cove harbours deep secrets. Magic and sound
are entwined harmoniously, while dark things lurking in
the depths rise to explore new avenues through previously
locked portals. Adventurers will be changed as they explore
the depths of the Undertower, unlock strange musical
puzzles, and reveal the glorious treasures of the Isle of the
Plangent Mage.
ISBN: 978-3-96657-055-8