Three: Under the Sea
is a short adventure for four 5th-level characters. The adventure
takes place initially in the coastal town of Mochdrev, then moves into
a system of underwater caverns adopted as a temporary base by a group
of sahuagin. Dungeon Masters can adjust this adventure for more powerful
PCs by giving levels of cleric and ranger to the sahuagin who oppose the
PCs, or by increasing the number of sahuagin. The DM could also increase
the size and number of the sharks that accompany the sahuagin and assist
them in their attempt to eliminate the PCs. To be particularly vicious,
the DM could use dire sharks or weresharks (Monster Compendium: Monsters
of Faerûn, page 92) instead of the relatively innocuous natural forms
The PCs came to
the village of Mochdrev to find the village leader dead in his temple
and the temple's statue stolen. A local by the name of Cyric has offered
to take the group to the system of caves where he thinks the stolen
statue is. The PCs have already faced two sharks on the water as they
neared the caves, and now they must swim to enter the cave system.
43 (EL 4)
The characters should
have some means of lighting their way, such as a light or continual
flame spell, as no natural light reaches into the caves.
As the characters
enter the caves, read the following:
water is full of silt, making visibility poor. Nothing is visible
beyond 15 feet or so. Strange currents and eddies fill the area,
as though things were moving in the water.
There is, in fact,
something moving in this large chamber: the great hammerhead sharks
that the sahuagin placed here as guards. These sharks are not the same
as the ones that dragged Lurotha away, and so they begin the encounter
at full strength.
Large (2): hp 38 each; see Monster Manual page 201.
The sharks do not have any sophisticated tactics. They pick on the PC
who seems weakest, either the smallest one or the one who seems hurt
the worst. If any of the PCs are wounded from the previous encounter
and still bleeding, the sharks attack him or her in preference to other
targets. These sharks are trained to kill. Once blood spills into the
water, and they do not stop attacking until they or the PCs are dead.
When the characters
enter this area, read the following:
silt here is not as thick, and the walls of this chamber are clearly
visible. Strange markings -- fluid blue and red flowing strokes
that might be writing -- decorate the walls along with other shapes
that resemble the prints of large webbed hands.
A successful Decipher
Script check (DC 25) reveals this writing to be a prayer to Sekolah
for a successful hunt.
41 (EL 1)
Trap: CR 1; +10 ranged (1d6/x3 crit) Search (DC 25*); Disable
Device (DC 20). Note: 200-ft. max range, target determined
randomly from those in its path. *Characters receive a -5 circumstance
penalty (already applied) to attempts to search for this trap because
of the silty conditions.
The sahuagin set
up this trap to further soften the PCs before they spring the final
ambush on them. The arrows in the trap are specially made sahuagin crossbow
bolts, and they receive none of the penalties missile weapons typically
do when used under water.
The sahuagin, and
the possible salvation of Mochdrev, lie just ahead of the PCs. Will
they have the strength to see their taks through? Or will they bleed
their last in these caves beneat the ocean.