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  Howl in the Storm 
  A One-Round D&D Regional LIVING GREYHAWK Adventure 
  Version 1 
   
   
   
  by Rosario Pace and Marco Silvestri 
   
   
   
   
   
  During a storm a vessel bearing no insignia is stranded on a coral reef off the northern coast of Oakenisle. Who can be so 
  desperate to sail during a storm and why do they decided to go incognito? Is there a party of proud adventure who will 
  accept the challenge of investigating the ship before the storm sinks both the ship and its secrets? 
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the game. 
  The following guidelines are here to help you with both the 
  preparation and voting segment of the game. Read this page 
  carefully so that you know and can communicate to your 
  players the special aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core rule 
  books during certain times of play. For example, the players 
  are not free to consult the DUNGEON MASTER’S Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or 
  to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score 
  its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. It players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, and 
  Howl in the Storm 
  SBN3-01 
  Page 2 
  
  then have any players without a character create one. 
  Once all players have a LIVING GREYHAWK character, 
  play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the following 
  chart to determine the number of levels you add 
  to the sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure – 
  round up. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character 
  will receive only half of the experience points awarded 
  for the adventure. This simulates the face that either 
  your character was not as challenged as normal, or 
  relied on help by higher-level characters to reach the 
  objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Three or four, or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not 
  attack that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round regional adventure, set on 
  Oakenisle. All Sea Baron characters pay one Time Unit 
  to participate in the adventure. Adventurer’s Standard 
  Upkeep costs 12gp. Rich Upkeep costs 50gp. Luxury 
  Upkeep costs 100gp. 
   
  IS IT A FULL MOON? 
  Since the hazards of lycanthropy are a current part of 
  the LIVING GREYHAWK campaign, it may be 
  necessary to determine if this adventure takes place 
  during a full moon. For game purposes, the full moon 
  lasts three days of each month. For a given scenario that 
  does not state the phase of the moon, roll 1d10 before 
  play begins. On a result of 1, the first day of the 
  scenario is a night of the full moon (roll 1d3 to 
  determine where in the sequence of three nights it 
  falls). 
   
  About Water Dangers 
  From time to time the PC could find themselves 
  trapped underwater or have to act while half sunk. 
  Howl in the Storm 
  SBN3-01 
  Page 3 
  
  Before you go on we suggest to carefully read how to 
  manage such particular situation as movement difficulty 
  due to high waters, underwater breathing and holding 
  your breath, referencing the appropriate sections of the 
  DUNGEON MASTER’s Guide. 
   
  Adventure Summary and 
  Background 
  Great storms are not very common across the temperate 
  islands of the Sea Barons, but the few that hit these 
  islands are of uncommon strength, lasting for many days 
  and preventing any seagoing activity. (Or, at least, they 
  should…) A vessel, the Joker’s Ruby, sailed from the 
  Lordship of the Isle port of Sulward heading northward 
  towards the Thillonrian Peninsula. Whilst sailing the 
  easternmost waters of the Solnor Ocean the crew fended 
  off an ambush by a pack of sahuagin, killing many of 
  them. Shortly before a second group of sahuagin attached 
  a severe storm struck the vessel. Hoping to find shelter in 
  the calm waters of the Bay of Gates, the Joker’s Ruby 
  suffered a second, successful, attack by a larger band of sea 
  devils. Due to the storm and the battle raging onboard, 
  the ship drifted and beached itself upon the northern 
  coast of the Oakenisle. 
   
  Sahuagin have taken their time to personally torture 
  and kill any of the captured crewmembers, but, in the 
  meantime, the incident has not gone unnoticed. 
   
  Fearing raids from northern barbarians, Baron 
  Jamzeen arranged for a network of permanently manned 
  observation towers along his coast. Crendom (one of the 
  warriors garrisoning the post) was surprised when he first 
  saw the windswept hull bearing no insignia stranding on 
  the coral reef. Uncaring of the rain he hurried to his 
  commander to inform him of his sighting. Unable to 
  communicate their discovery by standard methods, the 
  commander of the fort ordered Crendom to ride to 
  Oakenheart and inform the captain of the watch. And so 
  he did, after a beer or two in one of the cities cheapest 
  inns… 
   
  The Voyage of the Joker’s Ruby: Master Frantzet 
  was one of the oldest and most experienced captains of 
  the Lordship fleet. Travelling to the Thillonrian Peninsula 
  is still a dangerous trip however, which requires a great 
  knowledge of the sea perils a ship could face. But even the 
  most experienced mariners, sometimes, commit a 
  mistake. Frantzet sailed to Krakenheim to take on goods 
  and northern barbarians for the Scarlet Brotherhood 
  Breeding Program. 
   
  Instead of avoiding the fight with the sea devils, 
  Frantzet considered them a minimal threat and killed 
  them all. Or so he believed. The few survivors reported 
  directly to their lord, who ordered a larger party to attack 
  the ship during the uprising storm. He ordered them 
  not to kill the crew, but to painfully torture them to the 
  death in revenge for the death of so many of his 
  warriors. The leader accepted his order gladly.  
   
  Adventure Synopsis 
  The day after the spreading of the news of the 
  mysterious wreck, Jaskan, a young fellow speaking in 
  name of Jerion Ketzgernad, one of the major merchants 
  from Oakenheart, contacts the adventurers. Jaskan 
  wishes to clear up the mystery before the ship breaks 
  up and hopes to add the vessel to his personal fleet. 
  Jaskan offers a rich reward to the PCs if they investigate 
  the ship.  
   
  But first they have to get there. During the trip the 
  PCs are attacked by a band of baboons, escaped from 
  their cage during the storm and now in search of food 
  and a secure place to rest.  
   
  Once they make their way to the cliff running 
  around the small bay where the Joker’s Ruby has 
  become stranded, the PCs have to face the perilous 
  climb down to the beach. 
   
  On the beach they will meet, and fight, a 
  centipedes that claim the area for their own. 
   
  Once on the bridge the party will notice the 
  absence of any kind of life, although the signs of a 
  raging battle marks the area. They will have the 
  possibility to explore the first deck of the ship where 
  they face a couple of sahuagin patrolling the higher 
  decks searching for surviving crewmembers. Exploring 
  further the PCs will discover the captain’s room where 
  they will find the ship’s logbook missing the final pages 
  (which Captain Frantzet tore out in order to write his 
  final will). 
   
  Believing to have discovered a Suel ship with a 
  dark mission as Jaskan believed, the PC should decide 
  to head home just to be stopped by the dying cry of the 
  last crewmember (Captain Frantzet himself). Should 
  they decide to investigate the cry the PC will have to 
  climb down to the ship’s lowest deck where they will 
  have to face the last remnant of the Sea Devils’ raiding 
  party. 
   
  Player’s Introduction 
  Once the players have settled themselves read the 
  following: 
   
  Words spreads like the chilling touch o  winter’s 
  winds, and everyone in the inns common room is 
  talking about the bad news reported by a watchman 
  resting in one of Oakenheart’s cheapest tavern 
  f
  Howl in the Storm 
  SBN3-01 
  Page 4 
  
  before he had to present himself to the watch 
  commander. 
   
  A ship, a galley bearing no insignia, has become 
  stranded on a coral reef in front of one of the many 
  small beaches off Oakenisle northern coast. It was 
  certain that no ships have sai ed from any of the 
  Barons’ ports, at least none bearing no insignia. Many
  talk about the possibility o  a raiding party from 
  northern barbarians. 
  l
   
  f
   
   
   
   
   
   
  Getting the PCs Involved: This adventure assumes that 
  they the PCs have already met in previous modules, and 
  have become companions. Should this proof false, we 
  suggest gathering the PCs at the same table in the Silver 
  Dolphin Inn common room and get them to introduce 
  themselves   
   
  If the PCs are already companions: Jaskan will 
  know of the party as they will have successfully 
  investigated previous affairs and he will ask the PC to 
  investigate the ship. 
  If the PCs have only just met: Jaskan will simply go 
  to the Silver Dolphin Inn, the place where he knows he 
  will find the best and most courageous adventurers on the 
  island. 
   
  Encounter One:  
  The Hiring Lord 
  Once the PCs have introduced each other read the 
  following: 
  You have spent the last three days drinking and 
  talking in the common room of the Seaside Inn, 
  Oakenheart’s most famous Inn among adventurers, 
  waiting for the savage storm raging outside to pass.  
   
  Here you have seen and met some of the most 
  interesting character you have ever seen. You are 
  sitting in what common people call the Adventurer’s 
  Corner, an old mahogany table where adventurer used 
  to gather while searching for an employment.  
   
  If the PC are working together for the first time give 
  them the chance to describe themselves before 
  introducing them to the adventure.  
   
  You would never believe that the rumours regarding a 
  flag-less ship stranded on one of the hundred coral 
  reefs warding the northern coastline of Oakenisle 
  would have sparked so much interest among common 
  people. Just like the fear you can clearly read deep in 
  their eyes.  
   
  Many argue that this is just the vanguard of an 
  invading force from the Lordship of the Isles; few 
  believe the ship to be a mercantile vessel wrecked 
  by the storm that begun three days ago. 
   
  You are enjoying your dinner of oysters and 
  grey mussels, when you see a rain covered figure 
  dressed in a dark leather mantle entering the Inn 
  common room. 
  When he puts off his mantle you clearly see he 
  is half-elven and of noble lineage. He nears the bar 
  and attracts the bartender’s attention. In a few 
  minutes he leave the bar heading straight towards 
  your table. 
   
  Give player a few moments to react before continuing: 
   
  The young man walks straight to you table and, 
  once he is near enough, he speaks: 
  Greetings ladies (if any are present in the party) 
  and lords, may I sit with such honourable looking 
  adventurers and offer you something to drink? First 
  let me introduce myself. My name is Jaskan and I 
  represent Jerion Ketzgernad, one of Oakenheart 
  most famous and wealth merchants. I am sure that 
  you have heard recent rumours regarding a ship 
  that has been stranded on a coral reef just off a 
  small northern beach. 
   
  Many believe the ship is just a cargo vessel 
  captured by the storm but a few fear it could hold 
  something different. My lord is among these and he 
  has ordered me to find a party of adventurers 
  interested 
  in 
  earning 
  some 
  gold 
  barons 
  investigating the ship before the storm ends. 
  Are you interested? 
   
  Jaskan will give the PCs a couple of minutes to make 
  their decision, even leaving the table if they ask. He has 
  been ordered to offer a maximum reward of 75 gold 
  barons for each PC, but only after a hard bargaining. 
  Jaskan will begin offering just 25 gold barons and will 
  increase accordingly to bargaining developments. 
   
  He will also refuse any percentage of the treasure 
  the PCs will eventually get during their investigation. 
   
  When they have made their decision read the 
  following. 
   
  If the PCs ask for further information both to 
  Jaskan or any other guest of the inn, these are the piece 
  of news they can obtain. Roll Information Gathering 
  checks for these rumours, but try to role-play these 
  interactions. 
   
  DC 10 This is a ghost ship and I would not got near it 
  if I were you - False 
   
  DC 15 
  Only smugglers sail during a storm - False 
   
  Howl in the Storm 
  SBN3-01 
  Page 5 
  
  DC 20  I pray for the ships crew which have been surely 
  killed by sea devils - True 
   
  I am really glad you have accepted the mission on 
  behalf of my lord, I am sure I would hardly find 
  adventurers more suitable and courageous.  
   
  In order to get at the Siren’s Beach you have to 
  follow the northern woodcutter’s path straight to the 
  Cliff of Myrmidons and there climb down to the 
  beach.  
   
  Anyway whenever you get on the cliff top you 
  will clearly see the sip hull stranded on the reef.  
   
  I suggest you to leave tomorrow, early in the 
  morning if you want to get there soon. I wish you a 
  good and safe travel and I hope to see you soon with 
  good news for both my lord and me. 
  � Jaskan, half-elf male Exp3: hp 12, see Appendix One 
  for further details. 
   
  Encounter Two:  
  The Travel Northward 
  Once the PCs indicate they are read to leave read the 
  following: 
   
  As dawn breaks you prepare to set out through the 
  rain for the Siren’s beach and the coral reef where the 
  banner less ship have stranded. 
   
  In normal condition the trip to Siren Beach 
  would take you two days but you know for certain that 
  it will last three or more ones. 
   
  You are just checking the last pieces of your 
  equipment you have decided to take with you, when a 
  gypsy nears and taking the hand of (use the name of 
  the PC with the highest Charisma) says: 
   
  “I foresee that you are leaving for a long trip. Pay 
  attention to your steps, it can be a very dangerous one, 
  but you are a lucky man and you will overcome any 
  danger you will have to face. Pay attention, not 
  everything is as you see and remember, benevolent 
  spirits walk with you.” 
   
  This encounter should have no effect except the one to 
  introduce the Rhennee folk inhabiting the islands. 
   
  Roll for random encounters for the first and second 
  day of travel, although none will occur, until the third 
  one. 
   
  If you want you can again roll for rumors. You can 
  use those indicated in the previous paragraph or you can 
  create your own. 
   
  The travel, and the rain, will last for two day, and 
  nothing will change. 
   
  Encounter Three:  
  Baboon in the Storm 
  On the third day of their journey read the following: 
   
  You are walking through the deep oak woods that 
  fill the heart of the island. Rain, mud, and wind 
  make every step you take an epic mission. The cold 
  rain has found its way down to you flesh, chilling 
  your soul. Lightning occasionally lights the 
  surrounding area giving it a dark nature.  
  Have the PCs make a Spot check in order to know who 
  (if any) have noted the presence of the baboons. 
   
  Suddenly you see several dark figures rising from 
  the woods. These figures walk using all four limbs, 
  and have a vaguely humanoid figure. As soon as 
  they get close to you, you identify them as baboons. 
   
  The baboons are scared by the storm, and are in a 
  frenzied rage and will attack anything they encounter, 
  even the armored PCs. 
   
  APL 2 (EL 2) 
  � Baboons (4): hp 6 each; see Monster Manual page 
  193 and Appendix One. 
   
  APL 4 (EL 4) 
  � Baboons (8): hp 6 each; see Monster Manual page 
  193 and Appendix One. 
   
  Treasure: The baboons carry no treasure. Once they are 
  slain or driven off continue to Encounter Four. 
   
  Encounter Four:  
  The Cliff  
  Read or paraphrase the following: 
   
  You have finally reached the top of the great cliff 
  facing the coral reefs where the ship has been 
  stranded. Far to the west you can see the lines of the 
  watchtower that first reported the hull of the ship.  
   
  Among the storm you can clearly hear the 
  noises o  the ship warping under the water pressure 
  – a h n  that the hull will not last for long. 
  f
  i t
   
  The only way you have to get access to the ship 
  is to climb down to the small beach beneath you but 
  getting down to the beach could have been a very 
  hazardous task in normal weather condition, but 
  under a storm it seem a very epic one.  
   
  Howl in the Storm 
  SBN3-01 
  Page 6 
  
  The Cliff is 60 feet high and the PCs are free to decide the 
  way they want to get down. Since they are low level spells 
  such as fly should be beyond them.  
   
  If they decide to climb down, normally the DC is 15 
  but it increases to 20 due to wind strength. Should the 
  PCs not make any safeguards like being roped together 
  and they fail a Climb check (DC 20) they will fall down to 
  the beach suffering damage accordingly. When they 
  reach the beach read the following: 
   
  Finally you have reached the beach. It has been hard 
  and dangerous climb but you have done it. A couple of 
  boats have been left on the sand by fisherman before 
  the storm struck and you fear that you have to use 
  these vessels if you really want to explore the ship. 
   
  Once they reach the beach centipedes will attack them. 
   
  APL 2 (EL 2) 
  � Monstrous Centipede, Large (2): hp 9 each; see 
  Monster Manual page 207 and Appendix One. 
   
   
   
  APL 4 (EL 4) 
  � Monstrous Centipede, Large (4): hp 9 each; see 
  Monster Manual page 207 and Appendix One. 
  Treasure: If the PCs search the beach for the nest of the 
  giant centipede they need to succeed at a Search check 
  (DC 15). If successful they will find a small hole in the 
  sand hiding the centipede’s treasure gathered from 
  previous victims.  
   
  APL 1: Loot 0gp; Coin 0gp; Magic potion of jump 
  (5gp). 
   
  APL 2: Loot 0gp; Coin 0gp; Magic potion of jump 
  (5gp), potion of cure light wounds (5gp). 
   
  Development: There is nothing else of interest on the 
  beach. Once the PCs take a fishing boat and proceed to 
  the ship continue to Encounter Five. 
   
  Encounter Five:  
  On the Ship Deck 
  This encounter occurs as soon as the PCs board the vessel. 
  Read or paraphrase the following: 
   
  All around you can clearly see the signs of a bloody 
  battle raged on the ship deck. It looks as someone 
  took over the deck and killed many of the 
  crewmembers. What is strange is the fact that you see 
  no corpses, just large blood marks leading to a small 
  wooden door that gives access to ship interior. It 
  seems as someone have dragged the corpse down to 
  ship’s lower decks 
   
  Give the players a couple or rounds (1d4) before the 
  arrival of the sahuagin that, once he hears the noises 
  made by the PCs, will come upstairs to investigate. 
   
  The sahuagin is not stupid and he will not reveal 
  himself. If he understands that the PCs are going to 
  investigate the lower decks he will try to ambush them, 
  awaiting for them at the end of the stairs. 
   
  A Note on the Ship Interior: The Sahuagins have 
  sacked quietly all the rooms usually occupied by the 
  crew and thrown overboard any furniture and useless 
  objects, so most of the first deck cabins are empty. 
  Along all the floors of the deck the PCs will clearly see 
  the trails of blood left by the feet of heavy injured 
  crewmembers while the sea devils took them down to 
  the hold. When the PCs head down the stairs read the 
  following 
   
  The stairs lead into a small corridor leading to a 
  couple of doors. Another set of stair open down to 
  the shipload. Of the two doors, the one in front of 
  you lies opened and you can clearly see a richly 
  furnished room. The second one lies, instead, closed 
  on the left wall. 
   
  The richly appointed chamber is the captain’s cabin. 
  For more information regarding this area refer to 
  Encounter Six. 
   
  The second door gives access to a small cabinet 
  where captain Frantzet used to have his lunch. It is also 
  the place chosen by the sahuagin to ambush the PCs. 
  He is holding the door so that it seems stuck and will 
  come out and attack the PCs as soon as they access the 
  captain’s room. 
   
  APL 2 (EL 2) 
  � Sahuagin (1): hp 10; see Monster Manual page p157 
  and Appendix One. 
   
  APL 4 (EL 4) 
  � Sahuagin (2): hp 10; see Monster Manual page p157 
  and Appendix One. 
   
  Treasure: The sahuagin has the following items 
  dependant on the APL of the table: 
   
  APL 1: Loot 1gp; Coin 25sp; Magic 0gp.  
   
  APL 2: Loot 52gp; Coin 20gp  
   
  Howl in the Storm 
  SBN3-01 
  Page 7 
  
  Encounter Six:  
  The Captain’s Room 
  This encounters takes place after the PCs open the door. 
  Note that the sahuagin from Encounter Five will choose 
  this moment to attack. 
   
  You open the door and walk into what you assume is 
  the captain’s room. A selection of richly decorated 
  furniture fills the room from which you can clearly 
  see the waters at the back of the ship. 
   
  A canopy bed is set near the left wall. Water 
  stained furniture lines the right wall while a large 
  table, surrounded by four large chairs, occupies the 
  center of the room. On this table you can clearly see a 
  lot of parchments spread chaotically. 
   
   
  If the PCs make a Spot check (DC 15) among the 
  parchments and nautical charts on the table they will find 
  the captain’s log, which is missing the last few pages. It is 
  obvious that these have been pulled out in haste. 
   
  They should eventually assume that the captain tore 
  the last compromising pages from his log. In truth captain 
  Frantzet simply removed them to write his last will before 
  being slaughtered by the sahuagins, but he was captured 
  before he could hide it. 
   
  A second Spot check (DC 20) will reveal the presence 
  of a moved board on the ceiling over the large table.  
   
  This is where Captain Fantzet hid his gold. He 
  removed it during the fighting but was captured while 
  trying to flee his ship. Unfortunately he, and his gold fell 
  into the hands of the sahuagin.  
  Development: When the PCs have searched the 
  captain’s chamber proceed to Encounter Seven. 
   
  Encounter Seven:  
  A chilling Cry 
  This encounter takes place while the PCs are in the 
  captain’s cabin. Read or paraphrase the following:  
   
  You are still wondering on the secret hidden on the 
  lost pages from the captain’s log when you hear a 
  chilling cry rising form the ship hold. 
   
  If the PCs decide to not investigate, Captain Frantzet will 
  die in terrible pain - sahuagin can be dreadful torturers 
  when they want to. Should the PC decide to investigate, 
  they can descend to the hold just in time to see Captain 
  Frantzet’s last breath. Read the following: 
   
  The ships hold is filled with the lifeless and leech 
  covered corpses of the crew. The stench of blood from 
  the corpses mixed with salt and water fills your 
  nostrils. In the center, tied to the mast, a large 
  wooden staff forms a crucifixion cross. Nailed to the 
  crucifixion cross, under the satisfied sneer of a sea 
  devil, lies the dying body of a Suloise middle-aged 
  man. 
   
  Should the Sahuagin from the upper level have escaped 
  the attack of the party, he will have set an ambush with 
  the sahuagin commander.  
   
  APL 2 (EL 3) 
  � Tzassh’on, sahuagin male Rgr1: hp 14; see Monster 
  Manual page 157 and Appendix One. 
   
  APL 4 (EL 5) 
  � Tzassh’on, sahuagin male Rgr1: hp 17; see 
  Appendix I and Appendix One. 
  � Sahuagin (1): hp 10; see Monster Manual page p157 
  and Appendix One. 
   
  Treasure: The sahuagin have some personal treasure. 
  In addition the PCs will discover Frantzet’s treasure in 
  a small sack; brought here by the sahuagin. 
   
  APL 1: Loot 26gp; Coin 375gp; Magic arcane scroll 
  of magic weapon (2gp) 
   
  APL 2: Loot 27gp; Coin 375gp; Magic arcane scroll 
  of magic weapon (2gp) 
    
  Development: Once the PCs have slain Tzassh’on and 
  his minions they have cleared the vessel of all sahuagin. 
  Their only course of action is to report to Jaskan. 
  Continue to the Conclusion. 
   
  Captain Frantzet’s injuries, both physical and 
  mental have proved too much for him and he will 
  perish – no matter what actions the PCs take. 
   
  Conclusion 
  The fear and idea that motivated Jaskan’s patron 
  seemed to be excessive, although the fact that a ship 
  from the Lordship of the Isle has so simply reached the 
  northern shores of Oakenisle proves that Baron 
  Jamzeen fears are not so foul. 
    
  Security is the priority of the Baron and his project 
  to raise watchtowers on the Island coast could really 
  avoid, or at least uncover, the landing of an invading 
  force from the enemy states. 
   
  Jaskan will thank the PCs for their efforts and 
  gladly pay them the money he owes. He will also 
  bestow on them each one influence point. 
   
  The End 
   
  Howl in the Storm 
  SBN3-01 
  Page 8 
  
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary role-playing experience award. The role-
  playing award should be given for consistent character 
  portrayal and contribution to the fun of the game. You 
  can award different role-playing amounts to different 
  characters. 
   
  Award the total value (objectives plus role-playing) to 
  each character. 
   
  Encounter Three  
  APL 2 
  Baboons 
  60 xp 
  APL 4 
  Baboons 
  120 xp 
   
  Encounter Four  
  APL 2 
  Giant Centipede 
  60 xp 
  APL 4 
  Giant Centipede  
  120 xp 
   
  Encounter Five  
  APL 2 
  Sahuagin  
  60 xp 
  APL 4 
  Sahuagin 
  120 xp 
   
  Encounter Seven 
  APL 2 
  Sahuagin Commander 
  90 xp 
  APL 4 
  Sahuagin Commander and minion 
  150 xp 
   
  Total experience for objectives APL 2 
  270 xp 
  Total experience for objectives APL 4 
  510 xp 
   
  Discretionary role-playing awards 
   
   
  Encounter One 
  All APLs 
  For any piece of Information gathered 
  30 xp 
  Encounter Two 
  All APLs 
  For any piece of Information gathered 
  30 xp  
   
  Encounter Six 
  All APLs 
  For Information gathered and  
  returned to Jaskan 
  30 xp 
   
  Total Possible roleplaying experience  
  90xp 
   
  Total possible experience APL 2 
  360 xp 
  Total possible experience APL 4 
  600 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Meta-regional scenario, characters from Meta-
  region 5 may spend additional Time Units to practice 
  professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
   
  Howl in the Storm 
  SBN3-01 
  Page 9 
  
  Treasure Key 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Maximum Treasure Totals 
  The maximum amount of treasure that a player character 
  is able to take from this module is linked to the APL at 
  which the module is played. These totals are: 
   
  APL 2: 400gp 
  APL 4: 600gp 
   
  Encounter Four 
   
  APL 1: Loot 0gp; Coin 0gp; Magic potion of jump 
  (5gp). 
   
  APL 2: Loot 0gp; Coin 0gp; Magic potion of jump 
  (5gp), potion of cure light wounds (5gp). 
   
  Encounter Five 
   
  APL 1: Loot 1gp; Coin 25sp; Magic 0gp.  
   
  APL 2: Loot 26gp; Coin 20gp  
   
  Encounter Seven  
   
  APL 1: Loot 26gp; Coin 375gp; Magic arcane scroll of 
  magic weapon (2gp) 
   
  APL 2: Loot 27gp; Coin 375gp; Magic arcane scroll of 
  magic weapon (2gp) 
   
  Conclusion 
   
  ALL APLs: Coin var. (max 75gp). 
   
  Adventure Certificate 
  Please include  
  • 
  masterwork sahuagin trident 
  • 
  Influence Point with Jerion Ketzgernad, merchant of 
  Oakenheart.
  • 
   
  Howl in the Storm 
  SBN3-01 
  Page 10 
  
  Appendix One 
  NPC Statistics 
  Introduction 
  All APLs 
  Crendom: Male Human War1; CR 1/2; Medium-size 
  Humanoid (5 ft. 9 in. tall); HD 1d8; hp 8; Init +1 (Dex); 
  Spd 30 ft.; AC 16 (+1 Dex, +3 studded leather, +1 small 
  steel shield); Atks +3 melee (1d8+2, heavy mace), +1 
  ranged (1-4, sling); AL LE; SV Fort +2, Ref +1, Will +0. 
  Str 14, Dex 12, Con 10, Int 10, Wis 10, Cha 12. 
  Skills and Feats: Climb +4, Intimidate +5; Iron 
  Will, Power Attack.  
  Equipment: studded leather, small steel 
  shield, heavy mace, sling, 15 sp 
   
  Description: Crendom is a little man, about 35 
  years old. He spent his life as woodcutter but he 
  suffered a hard lose. While he was away for job his 
  family was attacked and killed by a raiding party of sea 
  devils. When Crendom heard the rumours regarding 
  Baron Jamzeen recruiting plan he happily joined the 
  watch-force hoping to have, one day, the possibility to 
  take his revenge on the sahuagins. 
   
  Encounter One 
  All APLs 
  Jaskan: Half-elf male Rog2; CR 2; Medium-size 
  Humanoid (5 ft. tall); HD 2d6-2; hp 7; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 13 (+3 Dex); Atks 
  +1 melee (1d3 subdual, unarmed strike); SQ sneak 
  attack +1d6 damage, evasion, immune to magic sleep 
  spells and effects, +2 on saves vs. enchantment spells or 
  effects; AL CN; SV Fort +0, Ref +6, Will -1. Str 10, Dex 
  16, Con 8, Int 14, Wis 8, Cha 12.  
   
  Skills and Feats: Disable Device +7, Hide +7, Listen 
  +7, Move Silently +7, Open Lock +7, Pick Pocket +7 
  Search +6, Spot +7; Improved Initiative. 
  Description: Jaskan is a thin half-elf with deep-
  blue eyes and long blonde hair, while his skin is lightly 
  greenish, hinting at his aquatic heritage. He is 
  currently working as first assistant to Jerion 
  Ketzgernad one of Oakenheart most wealthy and 
  famous merchants, although he hopes, one day, to built 
  his own trade company. For the moment he feels happy 
  to serve the merchant, not without his own profits, that 
  he considers the beginning of his future as merchant. 
   
  Encounter Three 
  All APLs 
  Baboon: Medium size Animal; HD 1d8+1; hp 5; Init +2 
  (Dex); Spd 30 ft., climb 30 ft.; AC 13 (+2 Dex, +1 
  Natural); Atks Bite +2 melee (1d6+3, Bite); Face/Reach 
  5 ft. x 5 ft./5 ft.; SD Scent; AL neutral; SV Fort +3, Ref 
  +4, Will +1. Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4. 
   
  Skills: Climb +13, Listen +5, Spot +5,  
   
  Encounter Four 
  All APLs 
  Giant Centipede: Large Vermin; HD 2d8; hp 9; Init +2 
  (Dex); Spd 40 ft.; AC 14 (-1 Size, +2 Dex, +3 natural); 
  Atks Bite +2 melee (bite 1d8-1 and poison); Face/Reach 
  5 ft. x 5 ft./5 ft.; SA Poison; SD Vermin; AL N; SV Fort 
  +3, Ref +2, Will +0. Str 13, Dex 15, Con 10, Int -, Wis 10, 
  Cha 2. 
   
  Skills and Feats: Climb +10, Hide +3, Spot +8; 
  Weapon Finesse (bite)  
   
  Encounter Five 
  All APLs 
  Sahuagin: Medium-Size Humanoid (aquatic); CR 2; 
  HD 2d8+2; hp 11; Init +1 (Dex); Spd 30 ft., Swim 60 ft.; 
  AC 16 (+1 Dex, +5 natural); Atks +3 melee (1d8+2, 
  trident) or +3 melee (1d4+2, rake x2) and +1 melee 
  (1d4+1, bite); SA Blood frenzy; SD Speak with sharks, 
  underwater sense, light blindness, amphibious, fresh 
  water sensitivity; AL LE; SV Fort +4, Ref +1, Will +1. Str 
  14, Dex 13, Con 12, Int 14, Wis 13, Cha 9. 
   
  Skills and Feats: Animal Empathy +2, Hide +6*, 
  Listen +7*, Profession (hunt) +2, Spot +7*, Wilderness 
  Lore +1*; Multiattack. 
  Blood Frenzy: Once per day, when injured, 
  sahuagin can go into a frenzy on the following round, 
  biting and slashing wildly. It gains a +2 Constitution 
  and +2 Strength bonus but suffers a –2 AC penalty. The 
  sahuagin cannot end this frenzy voluntarily.  
  Skill Bonus: Sahuagin gain an additional +4 bonus 
  to * skills. 
  Equipment: sahuagin trident. 
   
  Encounter Seven 
  APL 1 
  Tzassh’on, sahuagin male Rgr 1; CR 3 Medium-Size 
  Humanoid (aquatic); HD 2d8+2 and 1d10+1; hp 17; Init 
  +1 (Dex); Spd 30 ft., Swim 60 ft.; AC 16 (+1 Dex, +5 
  natural); Atks +4 melee (1d8+2, trident) or +4 melee 
  (1d4+2, rake x2) and +2 melee (1d4+1, bite); SA Blood 
  frenzy; SD Speak with sharks, underwater sense, light 
  blindness, amphibious, fresh water sensitivity; AL LE; 
  SV Fort +6, Ref +1, Will +1. Str 14, Dex 13, Con 12, Int 
  14, Wis 13, Cha 9. 
  Howl in the Storm 
  SBN3-01 
  Page 11 
  
  Skills and Feats: Animal Empathy +4, Handle 
  Animal +4, Hide +6, Intuit Direction +4, Listen +7, 
  Move Silently +4, Profession (hunt) +4, Ride (sharks) 
  +4, Spot +7, Wilderness Lore +4; Favored Enemy 
  (human), Multiattack. 
  Skill Bonus: Sahuagin gain an additional +4 bonus 
  to * skills. 
  Equipment: masterwork sahuagin trident, arcane 
  scroll of magic weapon 
  Description: Young by sahuagin standards, 
  Tzassh’on proved himself worthy to command a raiding 
  party against land dwellers. Bloodthirsty and savage, he 
  enjoys torturing his victims, which usually die in 
  terrible pain. When the raiding party survivor returned 
  to the sahuagin city he was appointed to guide a new 
  band of Sahuagin against the attacker and destroy 
  them. 
   
  APL 2 
  Tzassh’on, sahuagin male Rgr 1; CR 3 Medium-Size 
  Humanoid (aquatic); HD 2d8+2 and 1d10+1; hp 17; Init 
  +1 (Dex); Spd 30 ft., Swim 60 ft.; AC 16 (+1 Dex, +5 
  natural); Atks +4 melee (1d8+2, trident) or +4 melee 
  (1d4+2, rake x2) and +2 melee (1d4+1, bite); SA Blood 
  frenzy; SD Speak with sharks, underwater sense, light 
  blindness, amphibious, fresh water sensitivity; AL LE; 
  SV Fort +6, Ref +1, Will +1. Str 14, Dex 13, Con 12, Int 
  14, Wis 13, Cha 9. 
  Skills and Feats: Animal Empathy +4, Handle 
  Animal +4, Hide +6, Intuit Direction +4, Listen +7, 
  Move Silently +4, Profession (hunt) +4, Ride (sharks) 
  +4, Spot +7, Wilderness Lore +4; Favored Enemy 
  (human), Multiattack. 
  Skill Bonus: Sahuagin gain an additional +4 bonus 
  to * skills. 
  Equipment: masterwork sahuagin trident, arcane 
  scroll of magic weapon 
  Description: Young by sahuagin standards, Tzassh’on 
  proved himself worthy to command a raiding party 
  against land dwellers. Bloodthirsty and savage, he 
  enjoys torturing his victims, which usually die in 
  terrible pain. When the raiding party survivor returned 
  to the sahuagin city he was appointed to guide a new 
  band of Sahuagin against the attacker and destroy 
  them. 
   
  Sahuagin: Medium-Size Humanoid (aquatic); CR 2; 
  HD 2d8+2; hp 11; Init +1 (Dex); Spd 30 ft., Swim 60 ft.; 
  AC 16 (+1 Dex, +5 natural); Atks +3 melee (1d8+2, 
  trident) or +3 melee (1d4+2, rake x2) and +1 melee 
  (1d4+1, bite); SA Blood frenzy; SD Speak with sharks, 
  underwater sense, light blindness, amphibious, fresh 
  water sensitivity; AL LE; SV Fort +4, Ref +1, Will +1. Str 
  14, Dex 13, Con 12, Int 14, Wis 13, Cha 9. 
   
  Skills and Feats: Animal Empathy +2, Hide +6*, 
  Listen +7*, Profession (hunt) +2, Spot +7*, Wilderness 
  Lore +1*; Multiattack. 
  Blood Frenzy: Once per day, when injured, 
  sahuagin can go into a frenzy on the following round, 
  biting and slashing wildly. It gains a +2 Constitution 
  and +2 Strength bonus but suffers a –2 AC penalty. The 
  sahuagin cannot end this frenzy voluntarily.  
  Skill Bonus: Sahuagin gain an additional +4 bonus 
  to * skills. 
  Equipment: sahuagin trident. 
  Howl in the Storm 
  SBN3-01 
  Page 12 
  
  Player Handout #1 
   
  Captain Frantzet’s Log  
   
  Fireseek 3
  rd 593 C.Y. 
   
  Today I have received from my superior the order to sail to north to the Fruztii town of Krakenheim. 
  The order seems clear. We have to onboard goods and some Fruztii form the brotherhood breeding 
  proram, but I fear there is something behind. 
  No one would eventually arrange for a commercial ship during the period of the year when more 
  common are the storms. Anyway I am not planning to meet the Inquisitors so if they ordered to sail 
  on next waterday I will sail on next waterday…….. 
   
  Fireseek 10
  th 593 C.Y. 
   
  I have decided to navigate out of the eastern coast of the sea barons but it seems as the gods 
  themselves dislikes my opinion. As the crew have already understood a large storm is approaching 
  from the east. Should it prove too strong, I fear that we will have to face to the Bay of Gates and hope 
  that no Barons’ vessel is on sail…… 
   
  Fireseek 11
  th 593 C.Y. 
   
  I known that I had to refuse this voyage. A new dark omen has singed us. We have been attaked by a 
  raiding party of Sahuagins but we have easly defeated them. Were they waiting for us ? I don’t know 
  but I hope to don’t have to face them again during this voyage. 
   
  Fireseek 12
  th 593 C.Y. 
   
  The storm is increasing and I have decided to detour to the Bay of Gates. I hope that Osprem blessed 
  our voyage and avoid us the meeting of Barons’ warship, should Ralishaz don’t place his bet….. 
   
  Howl in the Storm 
  SBN3-01 
  Page 13 
  
  Player Handout #2 
   
   
  Frantzet Last Will  
   
  These could be the last words that I write since the Sahuagin have got access to the ship decks. The 
  men are fighting with courage but I know that we have no chance to escape alive their attack. I have 
  ever know that this would have been an unlucky voyage. Too many dark omens signed it but orders 
  are orders and my fear of the inquisitors was too deep to decided to refuse. 
  Should someone find this parchment, I want to beg the pardon of the families of my crewmembers. 
  It is my fault and I will pay in the flames of  
  hell. 
   
  But it is something I never do voluntarily. Please forgive me…. 
   
   
   
  Escrew Frantzet captain of the Joker’s Ruby. 
   
   
   
  Howl in the Storm 
  SBN3-01 
  Page 14 
  
  DUNGEON MASTER’s Map of the Joker’s Ruby  
   
  The Joker’s Ruby Interior 
   
   
   
   
   
   
   
  Howl in the Storm 
  SBN3-01 
  Page 15 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Sea Barons/SBN2-01 - Howl in the Storm.pdf