TEXT: 1 
  Echo City Team Up #1 
   
  Echo city team up #2: 
  Under the sea 
   
  Compatible with the 
  sentinels of echo city 
  Superhero RPG  
  by Michael T. Desing 
   
  Published by Splintered Realms 
  Publishing 2015 
  splinteredrealm.com 
   
  Introduction   
  Echo City Team Up is an ongoing 
  series of resources for the 
  Sentinels of Echo City roleplaying 
  game. You will need a copy of 
  those core rules to use this 
  booklet. 
   
  Each issue of Echo City Team Up 
  provides a location, suggestions for 
  including that location in play, new 
  villains and heroes, and new traits or 
  talents for the game.  
   
  This is not a linear adventure per se, 
  and is presented in a flexible format that 
  allows you to plug it into your game where 
  and how it best fits. The characters in 
  Appendix A are options for you to use, but are not required to play this 
  scenario, nor are you required to have only two characters participate.  
   
  This issue is designed at Challenge Level 8. 
   
  Licensing 
   All original content in this book, including all art as well as the city of 
  Echo City and its denizens, is released under an Attribution Share-Alike 
  Creative Commons License. You are free to take, re-mix, and re-use all 
  original content herein, as long as you give credit back to me. Please 
  note “based on Sentinels of Echo City by Michael T. Desing” in any 
  derivative work you create. 
   The core game engine and its mechanics are released under the 
  Open Game License (see page 9). 
  
  2 
  Echo City Team Up #1 
   
  Patreon 
  You can support this game, and all of my creative endeavors, by signing 
  up as a patron at www.patreon.com/mtdaa. You will receive exclusive 
  content, high-quality image scans, and behind-the-scenes updates. 
  Thanks to my patrons for their support of my many projects! Thanks to 
  my current patrons: Eric N, Mark M, Lloyd R, Keith K, Ron E, Jim C, Erik T, 
  Volker J, Jason, Elaine, Chris & Brigid H. 
   
  Overview 
  In the waters of the Atlantic Ocean, the mutant overlord Wave Master 
  seeks ancient relics of the lost city of Atlantis, careless of the damage he 
  does to the environment in the process. 
   
  Hooks 
  You can use any of these hooks, or one of your own design, to get the 
  supers involved in this scenario: 
   An Atlantean detects the presence of intruders amid the wreckage 
  of the Ascetic Traveler, secretly asking Meridia to scout. 
   The heroes have been sent to recover the treasure from the Ascetic 
  Traveler as a mission for Project Javelin. 
   Silverfish’s sensors detect anomalies emitting from the area of the 
  Ascetic Traveler. 
   
  Con Checks and Depth Underwater 
  A character with scuba gear or other adaptations (such as amphibious) 
  is not required to make a CON check to survive at depths of up to 100’. 
   A standard CON check is required each turn at depths between 101’ 
  and 250’. Characters with CON 14+ do not make this check. 
   A standard CON check at -4 is required each turn at depths between 
  251’ and 1000’. Characters CON 14+ do not make this check. 
   A superhuman CON check at +4 is required each turn at depths over 
  1000’. Characters with standard CON (13-) cannot dive to these 
  depths without exceptional gear or a submarine. 
   
  Atlantean Kelp 
  This magical plant life was maintained by the people of Atlantis for non-
  amphibious visitors. Someone eating Atlantean Kelp gets the 
  amphibious trait for 1d6 hours, but must also roll a standard CON check 
  or be ill for 1d6 hours, taking -1 to STR.   
   
  
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  Echo City Team Up #1 
   
  wreck of the Ascetic Traveler 
  This ironically-named pirate ship was used to carry plunder quickly that 
  had been captured to larger ships, returning these to the legendary 
  pirate who called himself the Jack of Spades. The Ascetic Traveler hit a 
  major storm during a run, and was sunk here, its golden treasure lost… 
  until now. 
   
   
  The Deck. The deck is covered in barnacles. Several large (10’ wide) 
  holes lead into the hold. 
   
  The Hold. 12 huge piranha (page 7) scour this chamber, searching for 
  the hidden hold. They have just broken through, and are moving 
  through the treasures in the hold, when the supers arrive. 
   
  inner Hold. A superhuman STR check is required to break open the 
  door, or it will sustain up to 30 points of damage (against AC 10), but is 
  likely broken open with piranha moving in and out. The bounty, 
  consisting of several chests filled with gold coins, is hidden here. One of 
  the chests also has a scroll with a command word that releases the Horn 
  of Poseidon from its mounting in the ruined temple (page 5). One 
  piranha will continue to search through chests as the others engage the 
  supers.  
  
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  Echo City Team Up #1 
   
  It will take 1d6 rounds after the supers arrive for that piranha to find 
  the (waterproof) scroll. When it does, it will flee, leaving the others 
  behind to battle the supers. 
  Each of the piranha has a radio transmitter that communicates back 
  to Wave Master. These could lead back to Wave Master in a number of 
  ways: 
   A successful standard INT check allows the character to reverse 
  engineer the signal, tracing it back to its source (Wave Master and 
  the ruined temple, about 10 miles away). 
   One or more of the piranha could flee, leaving a trail that Meridia or 
  Silverfish could follow with a successful standard sense FEAT (at -4). 
   
  Claiming the Bounty 
   A single character who keeps the plunder from the ship increases 
  his Resources rating to 18; two characters each increase their 
  Resources to 17; three or more characters each increase their 
  Resources to 16. If existing Resources are better than these ratings, 
  take +1 to existing Resources instead. However, this is technically 
  stealing (the treasure rightfully belongs to the Americas Department 
  of Historical Preservation, who have legally claimed the wreck if it is 
  ever found), meaning that the Resources increase comes with a 
  penalty of level x7 XP for any heroic character taking part of the 
  treasure.  
   Turning the bounty over results in both an XP bonus of level x5 XP, 
  and an increase of +2 to Resources (for those with Resources of up 
  to 10) or +1 to Resources (for those with Resources 11 or better), as 
  the heroes are entitled to the posted reward. Turning over the 
  bounty gives an additional XP bonus of level x10; in addition, 
  declining the reward (giving it to charity instead, for instance), gives 
  another level x10 XP bonus. 
   
   
   
   
   
  
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  Echo City Team Up #1 
   
  the ruined temple 
  This ancient Atlantean temple was dedicated to Poseidon, one of the 
  gods to whom the Atlanteans paid homage. The temple is now in ruins 
  on an ocean ledge (at a depth of about 250’), overlooking a ledge that 
  falls off into an abyss that is several thousands of feet deep. The temple 
  is located about 10 miles away from the wreck of the Ascetic Traveler. 
   
  1. Entry. A gargantuan sea snake (page 7) makes its lair here. It has 
  been trained by Wave Master, and will attack anything moving through 
  this area. 
   
  2. Upper Hall. This was a 
  meeting area for Atlanteans 
  in the distant past. Now it is 
  in ruins. Stairs lead into the 
  lower hall. 
   
  3. Lower Hall. Wave 
  Master (page 7) is here with 
  6 huge piranha (page 7). If 
  the scroll has been 
  recovered and returned to 
  Wave Master, he has read it 
  (an action that takes one 
  round) and frees the Horn of 
  Poseidon as the supers 
  enter. He will uses this 
  against the supers (and to 
  inspire his allies) before 
  engaging in battle with the 
  supers. 
   
   
   
   
   
   
   
   
   
  
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  Echo City Team Up #1 
   
  Once the Horn of Poseidon has been freed, the statue will begin to 
  crumble at the beginning of the following round. All within the temple 
  suffer 4d6 damage per turn from falling debris (a FEAT is allowed to take 
  half damage). Once the temple has dealt 50 points of damage, the 
  precipice it rests on crumbles, and the entire temple falls into a trench 
  that is several thousand feet deep. 
   
  Wave Master will refuse to leave the temple, staying with it if it falls 
  into the abyss… 
   
  The Horn of Poseidon 
  The Horn of Poseidon grants the bearer the ability to breathe 
  underwater and communicate with sea life, granting +4 to CHA checks 
  when interacting with such creatures. When the horn blows, it serves as 
  both a shout of inspiration to your allies, and a shout of intimidation to 
  your enemies. This may be used three times per day, no more than once 
  per turn, and only works while underwater. 
   
  Fallout 
  The following events may take place after the supers encounter Wave 
  Master:  
   He will want revenge. His wealth and the size of the ocean mean that 
  he could find any number of ways to insinuate himself into the game in 
  the future. 
   Atlanteans consider the Horn a sacred item, and would expect it to 
  be handed over to them. If it isn’t, the supers can expect an aggressive 
  response from them. 
   Project Javelin considers the Horn a powerful artifact that should be 
  controlled and studied, and would expect the supers to surrender it to 
  them. 
   
   
   
  
  7 
  Echo City Team Up #1 
   
  Foes in this adventure 
   
  Wave Master (Villain 8)  
   
   
   
   
   
   
   
   
   
   
   
   
  Vincent VanWinters; Treasure Hunter; Cyborg Mutant; Resources 14   
  AC 19; HD 9d6 (hp 75); Move 40’; FEAT +12;  
   
  Bolt of Water (+5/1d6+4 or 1d10+4/30’); Strike (+8/1d8+4) 
   
  STR 15 (+4); INT 11 (+2); PWR 14 (+4) 
   
  DEX 9 (+1); CON 15 (+4); CHA 9 (+1) 
  Traits:  
   
  Amphibious; Body Armor; Bolt of Water (1d8; see below);  
   
   
   
   
  Control Water; Pummel (1d8); Quickness; Regenerate 
  Drawback: Suffers damage out of water (see below) 
   
  Born to a wealthy offshore drilling family, Vincent VanWinters has 
  assumed control of his family’s empire, using the family enterprise as a 
  front to search the seas for ancient artifacts and relics. He is fixated on 
  the magic of ancient sea peoples, specifically the relics of ancient 
  Atlantis. 
   
  Wave master wears a suit of armor that makes him appear as a 
  mechanical man-shark.  While he can use his bolt of water when on 
  land, he takes -1 to the die (dealing a base 1d6). While underwater, he is 
  able to enhance his attack with existing water, taking +1 to the die 
  (dealing a base 1d10). 
   
  His regeneration only works when he is in contact with seawater (he 
  cannot generate such water to heal himself). His armor is filled with 3 
  gallons of such water, which a filtration system continues to cycle and 
  keep fresh, allowing his regeneration to continue. When out of water, 
  he suffers 1 hp of damage per turn, and his regeneration ceases to 
  function. 
   
  Huge Piranha (CL 3) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  AC 13; HD 3d6 (hp 10); FEAT +7; Swim 60’; 1 bite (+3/1d6) 
   
  Bio-engineered by Wave Master, these aggressive 3’ fish are 
  especially resistant to control by others (taking +4 to resist). 
   
  Gargantuan Sea Snake CL 8  
   
   
   
   
   
   
   
   
   
   
  AC 15; HD 7d10 (hp 60); FEAT +9; Swim 40’; 1 bite (+7/1d10); squeeze 
   
  This 30’ sea snake constricts on a successful hit, dealing 2d6 damage 
  each round; targets must roll a standard STR check at -2 to break free. 
  This creature is a serpent (not a fish) and is immune to control powers 
  specifically targeting fish. 
   
   
  
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  Echo City Team Up #1 
   
  Appendix A: undersea heroes 
   
  Meridia is an independent hero who travels along the Eastern Seaboard, 
  often helping animals in distress. Silverfish is a construct, the brain of a 
  deceased oceanographer that was re-animated and attached to an 
  artificial exoskeleton that allows him to explore the ocean and record 
  data to help in his research. Both seek to defend the undersea realm 
  from any threat to its safety and security. 
   
  Meridia (hero 6)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Meridia of Atlantis; Former Soldier; Outsider; Resources 8 
  AC 18; HD 6d6 (hp 54); FEAT +9; Move 40’; Trident (+7; 1d8+4) 
   
  STR 14 (+4); INT 8 (+1); PWR 14 (+4) 
   
  DEX 16 (+5); CON 14 (+4); CHA 12 (+3)  
  Traits:  
  Amphibious; Communicate with Undersea Creatures;  
  Summon Fish; Weapon (trident 1d8) 
   
  A warrior guard of Atlantis, Meridia was a serious and faithful soldier 
  before she was exiled by her twin brother. She swims into battle with a 
  fearsome trident, summoning a huge fish to help her when needed. 
   
  Fish, Huge Sturgeon (CL 6)  
   
   
   
   
   
   
   
   
   
   
  AC 15; HD 6d6 (hp 24); FEAT +8; Swim 60’; bite (+6/1d8)  
   
  Silverfish (hero 6)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Maxfield Marx, Oceanographer; Cyborg Construct; Resources 10  
  AC 19; HD 6d6 (hp 47); FEAT +9; Move 40’;  
  Bolt of Lightning (+7; 1d10+4; no range; see below) 
   
  STR 14 (+4); INT 12 (+3); PWR 14 (+4) 
   
  DEX 10 (+2); CON 12 (+3); CHA 8 (+1) 
  Traits:  
  Amphibious; Body Armor; Bolt of Lightning (1d10; touch);  
  Sonar (120’) 
    
  Silverfish’s suit is equipped with mechanical gills that filter air from 
  water indefinitely to support his brain activity. His suit is equipped with 
  underwater jets that allow him to travel 100’ per round underwater. His 
  strike is from energized gauntlets that give him a ‘power punch’. His 
  sonar not only operates to 120’, but is tied to a mainframe computer 
  that records and analyzes data about all waters he explores.  
   
   
   
  
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  Echo City Team Up #1 
   
  Appendix B: OPEN GAME LICENSE  
  Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) "Derivative Material" means copyrighted 
  material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game 
  Content" means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) "Product Identity" means product and product line names, 
  logos and identifying marks including trade dress; artifacts, creatures, characters, 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) "Trademark" 
  means the logos, names, mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) "You" or "Your" means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License. 
  
  10 
  Echo City Team Up #1 
   
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
  You are copying, modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as expressly licensed in 
  another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this 
  License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE:  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  Sentinels of Echo City by Michael T. Desing released under a Creative Commons Share-
  Alike License. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson. 
  
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