TEXT: 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.  
   
  VTF4-03 
   
   
   
   
   
   
  Whirlpool of Madness 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Dyvers Regional Adventure 
  by Matt Maddy 
  MetaRegional Edit: Tim Sech 
  Circle Edit: Dave Christ 
   
  The rainstorms that come in off the Nyr Dyv often water the city of Dyvers, but this storm has been lasting for days!  
  Amongst the dismal downpour, you receive a summons from a stranger.  Are you brave enough to face the tide of 
  darkness?  An adventure for APLs 8-16. 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 2 
  Introduction 
  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 and a half 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 PCs 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 PC’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 PCs 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 four PCs (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six PCs 
  participating in the game. 
  Once you are ready to play, it is handy to instruct each PC 
  to place a nametag in front of him or her. The tag should 
  have the PC’s name at the bottom, and the character’s 
  name, race, and gender at the top. This makes it easier for 
  the PCs (and the DM) to keep track of who is playing 
  which character. 
  The PCs 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 rulebooks 
  during certain times of play. For example, the PCs 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 PCs, while other text is for your 
  eyes only. Text for the PCs will be in gray boxes. It’s 
  strongly recommended that you paraphrase the PC 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 
  PC characters. 
  Reporting 
   
   
   
   
   
  After the PCs have completed the scenario or the time 
  allotted to run the scenario has run out, the PCs and DM 
  fill out a reporting form.  After the form is filled out it 
  should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that PCs bring their own 
  characters with them.  If PCs 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, ant then have any PCs 
  without a character create on.  Once all PCs 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 PCs 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 sidebar 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. 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  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 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  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. 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 in 
  the Tuflik, Fals and Velverdyva Trade Route MetaRegion. 
   Characters native to the  Tuflik, Fals and Velverdyva 
  Trade Route MetaRegion pay one Time Unit per round, 
  all others pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  Luxury Upkeep costs 
  100gp per Time Unit. 
  Adventure Background 
  This adventure takes place in the Free and Independent 
  City of Dyvers, located on the southwestern shores of the 
  Nyr Dyv.  Dyvers is a large mercantile city that thrives on 
  the trade brought in by its expansive port.  The city has 
  just recently completed rebuilding after a massive fire 
  destroyed the main pier and the port authority, and 
  devastated the poor district of town, creating an 
  overwhelming homeless problem.  The streets of Dyvers 
  are no longer clogged with the homeless that had 
  crowded them for over a year. 
  However, recently the western trade has become 
  increasingly sporadic.  The city still has a steady flow of 
  goods from across the Nyr Dyv, but no longer can rely on 
  the caravans arriving along the Velverdyva River and 
  trade route.  As such, some merchants have a scarce 
  inventory, and a few have already closed up shop.  Thus 
  far the news is still circulated as uncertain, and often 
  chalked up to pessimistic gossip. 
  For the last week, the city has been experiencing an 
  incessant rainstorm.  The streets are difficult to travel, 
  and the sewers have become a chaos of flooding passages, 
  as the city’s workers desperately try to keep the sewers 
  from overflowing into the streets.  Most of the local 
  constabulary is overwhelmed by the effects of this 
  deluge, so PCs will experience a lax rule of law during 
  this adventure.  Also, the rainstorm has affected the city’s 
  residents.  Many residents have taken a sour attitude, 
  while others have become belligerent.   
  
  VTF4-03 Whirlpool of Madness 
   
  Page 4 
  Adventure Summary  
  Introduction – PCs have arrived in Dyvers to find it 
  amongst an extended downpour.  They receive an 
  invitation from a boy on the docks to a meeting at the 
  Cathedral of Fharlanghn. 
  Encounter One: The Meeting – PCs go to the Cathedral 
  of Fharlanghn, where they are led to a meeting room.  
  There, the high priest asks the PCs to travel out onto the 
  Nyr Dyv to determine the cause of the rainstorm. 
  Encounter Two: The Ship – PCs arrive at the docks the 
  next morning to board the ship taking them onto the Nyr 
  Dyv.  Constables escort a prisoner aboard to be their 
  helmsman.  After that, the ship sets sail onto already 
  rough waters. 
  Encounter Three: The Whirlpool – As the ship travels 
  through stormy waters, it enters a thick unnatural fog.  
  Inside the fog, the ship rocks with sudden violence!  The 
  prisoner attempts to jump overboard, leaving the helm 
  unmanned.  PCs can attempt to save the ship, but the PCs 
  and the ship are drawn into a massive whirlpool leading 
  to the bottom of the Nyr Dyv.  
  Encounter Four: The Ship Graveyard – The PCs either 
  travel to, or awaken in the wide arid eye of the whirlpool. 
   They can see ship wreckage scattered about, and a purple 
  glow in the center coming from a watery hole. 
  Encounter Five: The Antechamber – The PCs follow 
  the purple light, and swim into a small arid antechamber 
  lit by a glowing spiral symbol of Tharizdun.  If a PC 
  touches the seal, they must make three saves, one to 
  avoid a random negative effect, one versus being affected 
  by a water breathing spell, and one to avoid being 
  affected by a freedom of movement spell.  Beyond lies 
  another underwater tunnel. 
  Encounter Six: The Shrine – The PCs travel into the 
  underwater tunnel and find themselves in an underwater 
  shrine to the Elder Elemental Eye.  The PCs battle a 
  charmed cleric of Xerbo and his pet shark.  Afterwards, 
  they find another underwater tunnel, and may find a 
  secret door as well. 
  Encounter Seven: Living Quarters – The PCs find the 
  living quarters of the followers of the shrine.  They may 
  search and find treasure, and some valuable information. 
  Encounter Eight: Underwater Hallway – If the PCs 
  find the secret door, they can travel along this well-
  crafted underwater hallway past a secret magically sealed 
  door.  The hallway ends in a natural tunnel curving 
  deeper. 
  Encounter Nine: In Time to Stop the Ritual – If the 
  PCs manage to open the secret door quickly after 
  entering the temple, they witness a man performing a 
  ritual.  The man is Lareth the Beautiful, and he is 
  summoning Olhydra, Princess of Evil Water Creatures.  
  The PCs must battle an aboleth, who stands guard over 
  Lareth while attempting to stop the ritual. 
  Encounter Ten: Too Late to Stop the Ritual – If the 
  PCs take too long to arrive at the ritual chamber, then 
  they are too late to stop the ritual.  They see Olhydra, 
  Princess of Evil Water Creatures, and battle the aboleth, 
  but Olhydra is teleported away by her summoner. 
  Encounter Eleven: Pet’s Quarters – If the PCs swim 
  through the underwater tunnel, they find the lair of the 
  aboleth’s pet. 
  Encounter Twelve: Destroying the Node – PCs must 
  destroy the underwater node in order to destroy the 
  whirlpool in the Nyr Dyv.   
  Conclusion – As the PCs destroy the Node, they are 
  swept out as the whirlpool reverses itself, and then 
  abates.  As the PCs cling to driftwood to stay afloat, a ship 
  sails in to rescue them.  They then sail back to Dyvers, 
  where they receive a well-earned reward. 
   
  Introduction 
  For PCs that are native to Dyvers they are probably 
  already in the city.  Have them either meet up with 
  friends at the docks (if the party is not all from Dyvers) or 
  just steer them to the docks to begin with and adjust the 
  following text. 
  The rocky, wet boat trip has finally ended as the rain 
  continues to pour upon the docks of the City of Sails. 
   The journey from the East was an arduous one as the 
  war of Tusmit/Ket brews and the uneasy tales of 
  Veluna being overrun by undead and devils. 
  The rain comes down in sheets as the dockhands file 
  past you on their way to dryer places.  The river seems 
  dangerously close to overflowing onto the docks but 
  for now it seems to be just below the break line. The 
  docks are nearly deserted as one of the sailors brings 
  your gear up from the bowels of the ship.   
  Hail begins to pound against the wooden planks as 
  you step off the ship.  A small boy, wearing drenched 
  clothes, smelling like they haven’t been taken off in 
  quite some time, comes forward. 
  “G’day gents! Not many have braved the Nyr Dyv so 
  I’m assuming yer the folks that he asked me to stay 
  and watch for.”  As the boy smiles wide you see a few 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 5 
  glints of silver in his badly worn teeth. “Oh ya, here is 
  the parchment that he wanted me to give ya.  Been 
  waiting here for oh a few weeks I think.  Didn’t want 
  to miss ya at all” The boy then hands over the 
  parchment but keeps his hand out there seemingly 
  waiting for something… 
  The boy is obviously waiting for a tip from the PCs. 
  Please record if the PCs tipped him on their AR but make 
  no mention of it to them.  Whether or not the PCs tip 
  him the boy will simply walk away. If asked who asked 
  him to wait here he will just say the man spoke with a 
  weird strange accent and was olive skinned.  Also if any 
  PCs wish to use Sense Motive on the boy he will seem 
  genuine on any roll. 
  The scroll has a complex seal with a wooden circle with 
  an arc passing across it (the holy symbol of Fharlanghn.)  
  It is assumed the PCs will take the parchment. If they 
  don’t then the boy will simply leave it on the ground and 
  walk away.  If the PCs for some weird chance cast detect 
  magic the boy will radiate moderate transmutation and 
  enchantment 
  Once one of the PCs opens the parchment, hand them 
  Player Handout #1.  
  If the PCs ask the dock master about the boy, the dock 
  master will explain that the boy has been standing on the 
  docks for weeks, seemingly waiting for someone.  The 
  boy has been standing out in this accursedly long rainy 
  spell for days!  The dock master gave him a coat a few 
  days ago, but the boy refused with a shake of the head 
  and a smile.  However, the boy did approach him once 
  and asked him to hold a scroll in case a certain ship came 
  into harbor while the boy was gone.  He was gone only a 
  few hours before returning and asking for the scroll back. 
   The boy seemed intelligent and polite, and the dock 
  master is glad that the ship finally came in and the boy 
  can go home. 
  The PCs can easily find directions to the Cathedral of 
  Fharlanghn.  If they wish to perform miscellaneous 
  errands before traveling to the cathedral, allow them to 
  do so, but remind them that the over-saturated streets are 
  difficult to travel, and the people they encounter are in a 
  foul mood.  Once they decide to go to the Cathedral of 
  Fharlanghn, go to Encounter One: The Meeting. 
  Try to roleplay the average citizen as being extremely 
  tired of being drenched by the rain. 
   
   
  Encounter One: The Meeting 
  The cathedral of Fharlanghn is a massive stone 
  building at the crossroads of two major streets on the 
  east side of the city.    The front of the building boasts 
  a wide stone walkway leading to a twenty-foot wide 
  doorway.  Inside, an old man in a traveler’s outfit 
  strides forward.  “Greetings travelers, I am Holdoran.  
  How may Fharlanghn ease your steps this rainy 
  morn?” 
  �Holdoran Iydilov: Male human Clr3; hp 20. 
  Allow the PCs to introduce themselves, or produce the 
  parchment.  As soon as the acolyte gets a look at the seal 
  on the note, he will ask the PCs to wait while he speaks to 
  the head priest. 
  Holdoran is gone for about ten minutes, and you are 
  just beginning to wonder if anything is wrong.  Then, 
  someone appears from the back of the cathedral.  An 
  elderly 
  elven 
  woman 
  followed 
  by 
  Holdoran 
  approaches the waiting room.  Smiling, she bows and 
  says, “Greetings, I am Hithradien Eowarang, May I 
  ask your names? 
  Allow the PCs to introduce themselves.  If a PC doesn’t 
  mention where they are from, Hithrdaien will ask them. 
  Hithradien is especially interested in where the PCs are 
  from, as she has traveled over nearly the whole Flaeness.  
  Once the PCs are finished introducing themselves, 
  Hithradien will address them again. 
  “It is good to meet all of you.  We have been awaiting 
  your arrival.  Please follow me to the meeting 
  chambers.”  With that, she turns and heads into the 
  back of the Cathedral and down a hallway to a room 
  with a large round darkwood table surrounded by 
  chairs.  The table has been carved with the symbol of 
  Fharlanghn in it. 
  �Hithradien Eowarang: Female elf Clr14; hp 95. (Stats 
  do not matter in this module) 
  Hithradien will stand at the edge of the table and wait 
  until the PCs are comfortable.  Allow them to take seats 
  or stand, then Hithradien will address them again. 
  “No doubt you have witnessed the current weather in 
  Dyvers.” With that, she gestures towards the roof, 
  where you can still hear the steady beat of the rain.  
  “This rain has been incessant for almost a week now.  
  There have been minor floods, and the streets are 
  difficult to travel.”  With this, she frowns sadly.  “We 
  have asked Fharlanghn for guidance, and we believe 
  that the source of the rain lies out on the Nyr Dyv.  
  We need strong travelers willing to travel by ship to 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 6 
  seek out the source of the rain, and find a way to stop 
  it.  Would you be willing to help us? 
  Allow the PCs to ask any questions they wish.  
  Hithradien will tell the PCs that their part in the task is 
  not clear, but they are to travel by ship onto the Nyr Dyv, 
  seeking the source of the rainstorm.  Divinations have 
  revealed this as the appropriate method to solve the 
  problem.  Beyond this, Hithradien does not know for 
  sure what may happen.  She does, however, have faith 
  that Fharlanghn has blessed the trip, and that everything 
  will fall into place once the PCs have set out on the path 
  onto the Nyr Dyv. 
  If the PCs ask for payment for the task, Hithradien will 
  promise that the city will be very thankful to anyone who 
  ends the rainstorm.  There is no payment up front for the 
  PCs, but Hithradien seems sure that rewards lie within 
  the path of this task.  After all, “Fharlanghn always 
  rewards those with the strength to take the path set 
  before them.” 
  The Cathedral of Fharlanghn is planning on borrowing a 
  ship from the Cathedral of Xerbo, unless the PCs have 
  one of adequate size.  The clerics plan to supply a skilled 
  helmsman to steer the ship, and sailors to sail it.  They 
  will also send along a Walker of Fharlanghn to navigate 
  them.  They are unsure if the source of the rain is an 
  island or if it is below water, but the navigator will be 
  combining divination with his skills as a navigator to 
  direct the ship. 
  Alternately, the PCs may want to take their own ship if 
  they have one large enough (a longship or a sailing ship.) 
   Hithradien will explain that a ship is already being 
  prepared, and the PCs need not go to such reaches.  She 
  will be very polite, but insistent that a ship is already 
  prepared.  If the PCs absolutely insist on using their own 
  ship, they will need to make a Diplomacy check [DC 
  15+APL] to convince Hithradien.  If Hithradien is 
  convinced, she will tell the PCs they may bring their own 
  crew, but must allow the helmsman and navigator to be 
  provided for them.   
  If the PCs mention Walker Salidious, Hithradien will say 
  that she is familiar with Salidious, but hasn’t seen or 
  heard form him in a while.  If mentioned that he possibly 
  may be dead she will say a prayer to Fharlanghn and hope 
  that his travel to the other side was painless.  She does 
  not know what befell him at all. 
  If the PCs have the map from VTF3-07 “Midnight in the 
  Garden of Law and Chaos”, she will show interest in it, 
  but doesn’t know that much about it.  She will say that 
  the current situation could be connected, however.  As 
  the PCs inspect the map, a drop of water coalesces from a 
  spot on the Nyr Dyv.  Hithradien will take this, as a sign 
  from Fharlanghn, confirming that the path set before the 
  PCs is the correct one.   
  If the PCs suggest that the problems could be related to 
  the Temple of Elemental Evil, Hithradien’s face will pale, 
  and she will express that she certainly hopes that isn’t the 
  case.  However, if the PCs have reason to believe it, she 
  will advise them to take extreme caution in their 
  investigation.  She hasn’t heard any wrongdoings by the 
  cult in Dyvers in the past 10 months or so (which is true 
  since VTF3-02 Undertow took place well over a year ago) 
  Once the PCs have agreed to go on the voyage, 
  Hithradien tells them a ship, the Sea Grass will be ready 
  to leave in the morning, and gives them directions to 
  where it is at on the main pier.  The PCs have the rest of 
  the day to prepare for the trip.  They can shop for any 
  items they have access to, but feel free to let them know 
  how miserable the streets, citizens, and shopkeepers are 
  from the constant downpour. 
  If any of the PCs wish to gather information or seek 
  additional divinations, they find that the majority of the 
  resources and personnel of the city are battling a myriad 
  of disasters resulting from the rainstorms.  The majority 
  of the city workers are dealing with the sewers, keeping 
  them from overflowing.  Others are helping to keep roofs 
  repaired, or tending to over saturated buildings.  The city 
  is starting to come apart at the seams from all the rain, 
  and the PCs will be hard-pressed to find anyone to who is 
  not busy. 
  Once the PCs have decided to go to sleep and go to the 
  docks proceed to Encounter Two: The Ship.  
   
  Encounter Two: The Ship 
  By morning the PCs should trek their way through the 
  rain to the main pier, where the Longship Sea Grass is 
  moored.   
  If the PCs are taking their own ship, modify the 
  encounter as appropriate.  
  Carefully crossing the wide gangway leading up to 
  the ship, a dozen sailors swiftly work the rigging of 
  the ship, preparing to sail.  Upon closer inspection, 
  you spy that each of the sailors bears the symbol of a 
  dragon turtle somewhere on them, whether on their 
  clothing, on a piece of jewelry, or in the form of a 
  tattoo. They seem to ignore you completely as they 
  hurry to and fro amongst the rain.   
  The ship has one mast, and the helm is on the raised 
  stern of the ship.  While the ship’s prow is adorned 
  with a dragon turtle, the man sitting on a bench on 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 7 
  the stern bears a holy symbol of Fharlanghn.  There is 
  a doorway that seems to lead below decks, so you can 
  at least hope to get out of the rain as it continues on. 
  If the PCs greet the cleric of Fharlanghn, he will briefly 
  introduce himself as the navigator, and request that he is 
  allowed to concentrate in preparation for the voyage.   
  If the PCs ask who the captain of the ship is, the sailors 
  will look confused, and state that it was their 
  understanding that one of the PCs must be the captain.  
  The navigator will explain that the sailors are extremely 
  well-trained, and that in truth Fharlanghn is the captain 
  of the ship.  The sailors will accept any of the PCs 
  assuming the title of captain, however.  Any PCs who 
  have Profession (sailor) or have any types of tattoos 
  bearing sailor marks then they can be considered the 
  captain if they wish since it’s the most logical. 
  As soon as the PCs are comfortable on the ship, or start to 
  head below decks, continue with the following. 
  You hear the sounds of boots marching on the nearby 
  pier.  Out of the dense rain, you see several men in 
  armor, wearing blue tabards and the crest of the City 
  of Dyvers.  They seem to be surrounding someone, 
  almost as if they’re escorting him. 
  As the men reach the gangplank, you hear a loud 
  voice ring out in common, “Ahoy Sea Grass!”  To this, 
  the sailors reply almost in unison “Ahoy!”  One of the 
  men on the pier, seemingly wearing finer armor and 
  marked with insignia, walks across the gangplank and 
  asks, “Who is in charge here?”  The sailors’ eyes turn 
  towards (Whoever the PCs chose as captain)…   
  The man will introduce himself, as Lieutenant Nick 
  Castle and he will ask to speak with the captain below 
  deck away from any nosey types. Lt Nick Castle is 
  delivering a prisoner under orders to relieve him into the 
  hands of the officers of the ship.  The prisoner’s name is 
  Sepp Daminov, a captured lieutenant of the major slaver 
  Markessa the Red.  He is also reputed to be a legendary 
  helmsman, and has been granted a leniency on his 
  sentence in return for helming the ship to wherever it is 
  going.  Sepp is currently manacled with an intricate set of 
  manacles, and has been searched carefully for any hidden 
  objects. 
  PCs may make a Knowledge (local – Tuflik, Fals, and 
  Velverdyva Trade Route) check to know the following: 
  • 
  DC 20 to know that there are very few 
  lieutenants in the Dyvers Constabulary, only a 
  dozen or so. It is the second-highest rank in the 
  organization. 
  • 
  DC 25 to know that Nick Castle hasn’t been 
  seen for the last six to eight months. Rumors 
  have it he has been undercover. 
  • 
  DC 30 to know that Nick Castle has had the 
  specific task of keeping Sepp Daminov prisoner 
  for the last eight months.  There is a rumor that 
  the constabulary regularly changes the safe 
  house they are keeping the prisoner in, to 
  prevent his associates from finding him. 
  • 
  DC 35 to know that Nick Castle’s entire family 
  was killed by slavers, thus leading to his being 
  chosen for this assignment.  His superiors felt 
  he was less likely to succumb to blackmail and 
  bribery attempts. 
  Once the PCs have introduced themselves, and 
  Lieutenant Nick Castle has explained who his prisoner is, 
  read the following. 
  Lieutenant Nick Castle walks over to the gangplank 
  and motion to the constables on the pier.  They 
  gather close, and shuffle across the gangplank, 
  squeezing between the railings.  As they reach the 
  ship, the two sergeants in front reach behind them 
  and grab a man by the shoulders.  As they drag him 
  forward, you see he is a scruff man in a sailor’s outfit 
  smiling broadly.  The two sergeants look dour, and 
  spying the prisoner’s smile, Lieutenant Nick Castle 
  strides forward and grabs the prisoner and drags him 
  across the deck to the helm.  The two sergeants follow 
  him closely.  The sergeants tightly hold the prisoner’s 
  arms at his sides. 
  Lieutenant Nick Castle then removes a chain from 
  around his neck.  Attached to the chain is the key.  
  He uses the key to unlock the manacles attached to 
  the prisoner’s arms.  He puts these manacles in his 
  tunic, and draws a different set of manacles with a 
  long chain from a pouch.  He proceeds to draw the 
  chain through a newly installed ring on the deck, and 
  then attaches the manacles to the prisoner’s legs.    
  With that, he steps back, and the two sergeants 
  release the prisoner.  As the sergeants walk back to 
  the gangplank, the Lieutenant turns back to you.  
  “He’s your responsibility now.  Do NOT let him 
  escape.”  
  �Sepp Daminov: Male Rog6/DrP10; hp 98; see 
  Appendix I. 
  Lieutenant Nick Castle will give the key to the Captain.  
  If none of them seem appropriate, he will grudgingly 
  hand it over to one of the PCs anyway, but will treat them 
  with disapproval and suspicion.   
  
  VTF4-03 Whirlpool of Madness 
   
  Page 8 
  As soon as Sepp has been manacled to the deck, and the 
  PCs are on board and ready, the sailors will recommend 
  they set sail.  As long as the PCs agree, the sailors will 
  draw in the gangplank and begin casting off lines. 
  As the ship begins to drift away from the pier, 
  Lieutenant Nick Castle jumps off the ship onto the 
  pier.  The last you see of the lieutenant, he is still 
  watching the Sea Grass as it sails into the rainy sea. 
  Once the ship has set sail onto the Nyr Dyv, continue to 
  Encounter Three: The Whirlpool. 
   
  Encounter Three: The Whirlpool 
  It’s only been a few hours since the ship has left the 
  pier, and already the rough seas have become a great 
  deal rougher.  As the ship begins to pitch and yaw, 
  you feel your stomach threatening to jump ship.  The 
  sailors look worried, and recommend that you either 
  tie yourself to something or go below decks. 
  Have the PCs make Fortitude saves [DC 15+APL] or 
  become nauseated until the ship can stop shaking.  If 
  they refuse to tie themselves to something or go below 
  decks, have them make Reflex saves [DC 15+APL] against 
  losing their footing, but if they fail the sailors will help 
  stop them from falling overboard.  If the PCs want to 
  travel across the deck as the ship rocks, it requires a 
  Balance check [DC 15+APL]. If the PCs attempt to cast 
  spells to calm the weather, they can have an affect but it 
  only lasts a minute or so before the rain commences 
  again.  Also make it clear that other then the helm, the 
  only places to tie yourself to are the rails along the sides 
  of the ship, about 15 feet from where Sepp is.  The 
  navigator’s bench is closer, but the navigator will insist 
  the PCs not tie themselves to the bench, as he is 
  desperately trying to concentrate. 
  When all the PCs have had time to react to these 
  conditions, continue with the following: 
  After suffering for what may have been hours, but 
  seemed like days, the ship rolls over a wave and is 
  suddenly deep within a fog.  You can barely see your 
  hand in front of your face, and the ship continues to 
  rock and shake.  You hear the sounds of the sailors as 
  they scramble about the ship, still trying to man the 
  rigging despite the poor visibility. 
  The fog is magical (acting like an obscuring mist), 
  preventing all sight beyond five feet.  Any spells the PCs 
  cast that effect wind can calm the wind itself, but it will 
  not dispel the fog.  At this point, Sepp uses the 
  opportunity to pick the lock on his manacles.  He will 
  wait until someone is not looking, and if someone is 
  looking, he will attempt to subtly but purposely helm the 
  ship to rock hard enough to knock his overseer down.  
  Once he has the lock picked, he will attempt to disguise 
  the fact that his manacles are loosed, and wait for the 
  right moment to jump overboard. 
  A 16th level caster created the fog. 
  Don’t allow the PCs too much time to think about what 
  to do with the fog, if possible.  Once there has been 
  enough time for Sepp to pick the locks (if he can get it 
  done), and once the PCs have had enough time to worry 
  about the fog, the ship rocks with sudden viciousness.  
  Have the PCs make Balance checks [DC 18+APL] to stay 
  on their feet.  At this point, two of the sailors lose their 
  grip and are cast overboard.  If any PCs jump overboard 
  to save them, they’ll need a Swim check [DC 15+APL] to 
  stay afloat, or else they will be pulled underwater. 
  *DM’s Note: For the rest of this encounter, no PCs 
  can drown in this part of the Nyr Dyv.  This is part of 
  the whirlpool’s magic, and its purpose is to allow 
  creatures to live for what may be hours while being 
  spun violently within it.  Most people never escape 
  the whirlpool, and if they are not knocked 
  unconscious from the spinning force, they often go 
  mad. 
  If the PCs attempt to stay on board, the ship gradually 
  rocks harder and harder.  As soon as Sepp sees a chance 
  where no one is looking, he jumps ship.  Sepp has a 
  magic tattoo that he invokes once he reaches the water, 
  polymorphing himself into a shark.  Unless the PCs have 
  in some way managed complete mastery of the situation, 
  Sepp will easily escape in only a few rounds.  It is heavily 
  unlikely that the PCs can catch him if he manages to get 
  off the ship.  If the PCs did not afford him a chance to 
  pick the locks on his manacles, he will try in desperation 
  to pick the locks now.  PCs will have to make the Reflex 
  save every round while they attempt to stop him.  If they 
  do manage to stop him, he will not attempt to helm the 
  ship, but will insist that it is a lost cause, and demand that 
  he be unlocked so that he doesn’t go down with the ship. 
  Once Sepp abandons the helm, the ship’s violent motion 
  becomes far worse unless a PC takes the helm and 
  attempts to right the ship with a Profession (sailor) check 
  [DC 20+APL].  It will require a Reflex save [DC 25+APL] 
  in order for a PC to stay on their feet.  In only a few 
  rounds, the ship floats almost vertically, as it begins to 
  swirl upon the whirlpool itself.  A short time later, the 
  fog will slowly dissipate, and the PCs will be able to see 
  that they are being sucked within a giant whirlpool (the 
  whirlpool has a 200-foot diameter).  If the PCs don’t 
  abandon the ship, then eventually the ship will rock on 
  its side, and the mast will catch in the waters and break 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 9 
  free.  After that, the ship will slowly begin to roll over, 
  and break up.  Eventually the PCs should either be cast 
  overboard or go down with the ship.  Any characters that 
  attempt to fly or that is already flying will find they are 
  swept into the water immediately.  This is due to the 
  hurricane like winds driving everything into the 
  whirlpool below. 
  The PCs should make Fortitude save [DC 20+APL] to stay 
  conscious while they spin throughout the whirlpool into 
  the depths of the Nyr Dyv.  Any that make the save will 
  eventually be swept deep into the whirlpool, far from the 
  light of day.  The conscious PCs will need to make a 
  Fortitude save [DC 20+APL] or become nauseated, and 
  must make a Constitution check [DC 20] against being 
  fatigued from forcing themselves to stay conscious.  
  Allow them to make another Fortitude save [DC 25+APL] 
  to stay conscious, but anyone that is fatigued takes a –10 
  on this check.  Feel free to remind them that they can 
  give up and allow themselves to fall unconscious. 
  At any rate, after about an hour, the PCs will be swept to 
  the bottom of the Nyr Dyv, and deposited on the sea 
  bottom in the eye of the vortex. 
  For any PCs that have managed somehow to avoid 
  getting swept into the depths (by going ghost form or 
  ethereal) that is fine. Just record how long it takes them 
  to go into the whirlpool as that is precious time they are 
  losing while the ritual is taking place. If any PCs teleport 
  back to Dyvers then the adventure is effectively over for 
  them. They can take a ship back (will take days to get 
  someone to sail them there) and when they go into the 
  whirlpool again they will find no one there and Olhydra 
  already would have been summoned. 
  The crew and everyone will be torn apart and killed in 
  various ways.  Sepp will escape (unless the PCs managed 
  to keep him manacled) as he will change into the dire 
  shark like previously noted. However if PCs have their 
  own means of turning into a shark or other aquatic 
  creature then they could reasonably catch him.  If they 
  do capture Sepp it is up to the PCs what they wish to do 
  with them.  They could tie him up and leave him on the 
  Nyr Dyv floor where it is dry or take him with them 
  throughout the labyrinth.  Because Sepp is a dire shark it 
  is assumed he can easily swim away even under the heavy 
  currents of the whirlpool, it will just take a while for him. 
    
  Continue to Encounter Four: The Ship Graveyard. 
   
   
  Encounter Four: The Ship 
  Graveyard 
  If any PCs managed to stay conscious, they are fatigued 
  when they reach the arid sea bottom.  They can easily 
  awake the unconscious PCs, but until the PCs have rested 
  for 8 hours, they are fatigued. 
  If all the PCs lost consciousness, then they will have been 
  unconscious for 8 hours and are not fatigued. 
  Read the following for any PCs that have darkvision, or 
  once any PC produces a light source: 
  As your eyes slowly open, you realize that you are no 
  longer in the water!  It appears you have been swept 
  to the bottom of the Nyr Dyv, and around you see bits 
  of wood strewn about.  Some of it may be your ship, 
  but other pieces look like they have been here for 
  some time.  A horizontally solid wall of flowing water 
  shimmers in the distance and a faint purple glow 
  radiates on the opposite side. 
  As the PCs travel around the eye of the vortex, they can 
  find various parts of ships.  There seem to be many 
  different shipwrecks here, but it seems as if anything of 
  worth has already been looted from them.  The PCs may 
  make Search checks [DC 14+APL] to find a piece of wood 
  that seems to have the letters “DANE” originating from 
  it’s shattered end.  PCs may make a Knowledge (local – 
  Tuflik, Fals, and Velverdyva Trade Route) skill check DC 
  30 to realize this is a piece of wood from the ship 
  “Elizabeth Dane” out of Maraven that went missing 
  recently, and had been assumed to be lost to slavers. 
  Other than the piece of wood, the wreckage seems to be 
  worthless and uninteresting. There aren’t any tracks on 
  the ground, and it looks like the area has been awash with 
  water recently.  There is a constant drizzle from the 
  whirlpool dampening the ground as well. 
  If the PCs investigate the wall of water, they find that it 
  stretches in an arc, and eventually creates a circle with a 
  200-foot diameter.  If the PCs try and see beyond the wall, 
  they need to make a Spot check [DC 20+APL] to see what 
  appear to be shipwrecks deeper in the ocean.   
  If the PCs attempt to break through the wall of water, it 
  will require a Strength check [DC 24+APL], and if they 
  succeed, they will immediately be swept into the 
  whirlpool again, where they need to make all the saves 
  again.   If they had a rope tied to them, the rope will 
  almost immediately grow taut as the PC is spun into the 
  whirlpool.    After the rope is pulled taut, the flow of the 
  water will throw the PC back out the wall, forcing them 
  to make a Reflex save [DC 15+APL] or take 2d6 damage as 
  they strike the ground. 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 10 
  The purple glow seems to emanate from the center of the 
  circle on the other side opposite the water wall. The light 
  emanates from a 5-foot diameter hole in the center of the 
  circle.  If the PCs inspect the hole, they will see that it is 
  filled with water, and it seems that there is some type of 
  metal ore glittering all over the sides of the hole as it 
  leads down about 15 feet and seems to lead to the side.  
  The purplish light seems to be coming from deeper 
  within the tunnel.  The tunnel is very narrow, and is 
  actually only about 5-feet in diameter, making it fairly 
  difficult to swim through. 
  • 
  Any PCs that attempt to swim into the hole will 
  need to make Swim checks [DC 12+APL], to 
  avoid brushing up against the sharp ore 
  embedded in the walls.   
  • 
  For every five points the PC missed the swim 
  check by, they take 1d6 damage from the ore. 
  Freedom of movement does not prevent this 
  damage, as the swim check is necessary to avoid 
  touching the walls. 
  • 
  As long as the PC succeeds on a swim check of 
  at least 10, they’ll still be able to swim through 
  the tunnel at half speed, regardless of how 
  much damage they take. 
  • 
  The tunnel descends 15 feet, and then turns 
  horizontal and leads 15 feet before slanting 
  upwards to what appears to be the source of the 
  purple glow. 
  If any of the PCs took damage from the ore while 
  swimming through the tunnel, make a note of which PCs 
  it was, and who traveled through that tunnel after them.  
  They will have the scent of blood on them, and some 
  creatures will be able to smell it on them.  
  Sepp will stay here if he is tied up as it is dry and does not 
  require any spells to keep him alive.  Note however that 
  this is only if the PCs caught him. 
  Once the PCs swim through the tunnel, continue to 
  Encounter Five: The Antechamber. 
   
  Encounter Five: The 
  Antechamber 
  As the tunnel slants up, it suddenly ends in an arid 
  cave!  As you poke your head out of the water, you see 
  that this small cave holds the source of the purple 
  glow.  It appears to be an intricate spiral symbol on 
  one wall that is seven feet in diameter and glows a 
  brilliant purple. 
  PCs can make a Knowledge (religion) check [DC 15] to 
  recognize it as the holy symbol of Tharizdun.  The cave is 
  a natural cave that is vaguely square, and 20 feet to a side.  
  On the opposite side of the cave from the water entrance 
  is another watery pool that leads to another horizontal 
  tunnel that leads into darkness.  This tunnel does not 
  have the ore imbedded in it, and it seems to be somewhat 
  wider than the other tunnel (about 6-foot in diameter.) 
  The cave is too small for more than four people to 
  comfortably stand out of the water, so if there are more 
  than four PCs in this area, either some of them are going 
  to have to sit in the watery pools, or the PCs will have to 
  crowd together.  It is large, dominating nearly an entire 
  wall, and as the PCs crowd together it becomes more 
  difficult to stay away from it. 
  If the PC’s cast detect magic and concentrate on the 
  symbol, they will find that it radiates a moderate magic, 
  and it has seven different auras: 
  • 
  Faint Aura – Spellcraft check of 16 to determine 
  it as enchantment. (lesser confusion) 
  • 
  Faint Aura – Spellcraft check of 16 to determine 
  it as necromantic. (ray of enfeeblement) 
  • 
  Faint Aura – Spellcraft check of 17 to determine 
  it as enchantment. (touch of idiocy) 
  • 
  Faint Aura – Spellcraft check of 18 to determine 
  it as evocation. (continual flame) 
  • 
  Faint Aura – Spellcraft check of 18 to determine 
  it as transmutation. (water breathing) 
  • 
  Faint Aura – Spellcraft check of 18 to determine 
  it as necromantic. (ray of exhaustion) 
  • 
  Moderate Aura – Spellcraft check of 19 to 
  determine it as abjuration. (freedom of 
  movement) 
  A successful Knowledge (religion) check DC 22, 
  Knowledge (arcana) check DC 30 or Bardic Lore check 
  DC 25 reveals that the symbol may be affected by 
  channeling negative energy into it (requiring a successful 
  Rebuke Undead check DC 10+APL). As this power is 
  usually evinced by evil clerics, most parties will not have 
  access to this ability.  If the PCs do have some way to 
  channel negative energy into the symbol, it deactivates 
  the randomized negative effect for one minute. 
  If any PC touches the Spiral Seal without channeling 
  negative energy into it, they must make three saves: 
  • 
  A Will save DC 15 or be affected with a water 
  breathing spell (as cast by a 5
  th-level cleric.) 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 11 
  • 
  A Will save DC 18 or be affected with a  
  freedom of movement spell (as cast by a 9
  th-level 
  cleric.) 
  • 
  The third save is determined by rolling 1d4: 
  1. 
  No Save - Touch of Idiocy (as cast by a 3
  rd-
  level sorcerer.) 
  2. 
  Will Save DC 14 – Lesser Confusion (as cast 
  by a 1
  st-level bard.) 
  3. 
  No Save - Ray of Enfeeblement (as cast by a 
  3
  rd-level sorcerer.) 
  4. 
  Fortitude save DC 16 - Ray of Exhaustion 
  (as cast by a 5
  th-level sorcerer.) 
  The symbol is actually placed here for worshippers of the 
  temple that aren’t natural water creatures.  The 
  worshippers consider the negative effects a bit of worship 
  to thank the dark god for the positive effects.   
  If none of the party is under the effects of freedom of 
  movement, and none of the PCs will touch the symbol, 
  try if possible to manufacture a circumstance for one of 
  them to accidentally touch it.  (i.e. they must make a 
  Reflex save because the floor is uneven and slippery, and 
  amongst their flailing, they brush up against the symbol.) 
   Without at least some PCs having freedom of movement, 
  the combats for the rest of the adventure will be 
  exceedingly difficult.  In addition, the rest of the 
  adventure takes place underwater, so any PCs without 
  water breathing will eventually find themselves unable to 
  continue. 
  Once the PCs decide to continue into the next tunnel, 
  they will find that the tunnel seems to continue about 60 
  feet before curving sharply to the left.   
  It is important to note when any of the PCs who have the 
  smell of blood on them enter the water.  The dire shark(s) 
  in Encounter Six can smell blood one mile away, so will 
  immediately begin to react, alerting the denizens of the 
  water node to the party’s approach.  The aboleth has 
  telepathic communication with all of its minions, and 
  alerts Lareth of intruders.  As a result, Lareth will start the 
  abbreviated ritual, which means that the PCs only have 
  one hour before Olhydra is summoned.   
  *DM NOTE: Please begin watching the clock and make 
  note of when an hour has passed if the sharks are alerted. 
  If an hour of game time has passed then the ritual has 
  happened.  Once they reach the secret door continue to 
  Encounter Ten: Too late to Stop the Ritual.  If they reach 
  the secret door in Encounter Eight in time then continue 
  to Encounter Nine: In Time to Stop the Ritual. Also, the 
  cleric guardian of the shark will begin casting defensive 
  spells on the shark and himself. (see Encounter Six).   
  **Also all NPCs (except the sharks, elementals, and the 
  pets) have eaten a heroes feast cast by Lareth.  
  Beyond the initial sharp left turn of the tunnel, the 
  tunnel descends, but always seems to curve to the left.  It 
  curves left sharper and sharper, leading in circles over the 
  course of about 500 feet or so before ending in a 20-foot 
  wide entrance into a broad cavern.  Once the PCs get 
  within 180 feet of the cavern, the shark(s) inside will 
  smell any of the PCs that don’t have blood on them.  The 
  shark won’t fit in the tunnel, but its restlessness alerts its 
  cleric guardian.  He begins casting defensive spells in 
  preparation of the party’s approach, if he hasn’t already. 
  Once the PCs enter the cavern, go to Encounter Six: The 
  Shrine. 
   
   
  Encounter Six: The Shrine 
  The tunnel suddenly widens and opens into a broad 
  cavern.  You suddenly realize that this cavern might 
  be natural, but it has definitely been inhabited.  There 
  are benches, chairs, and other various furniture 
  strewn about, and there is a coppery taste to the 
  water.  You also see what appears to be a huge shark 
  swimming straight towards you! 
  APL 8 (EL 10) 
  �Osmond: human Clr5/Rog2; hp 50; see Appendix 
  One. 
  �Dire Shark: hp 147; see Monster Manual. 
   
  APL 10 (EL 12) 
  �Osmond: human Clr9/Rog2; hp 84; see Appendix 
  One. 
  �Dire Shark: hp 147; see Monster Manual. 
   
  APL 12 (EL 14) 
  �Osmond: human Clr11/Rog2; hp 105; see Appendix 
  One. 
  �Dire Shark, Advanced 24 HD: hp 233; see Appendix 
  One. 
   
  APL 14 (EL 16) 
  �Osmond: human Clr 11/Rog2; hp 105; see Appendix 
  One. 
  �Dire Shark, Advanced 30 HD (2): hp 285; see 
  Appendix One. 
   
   
   
  
  VTF4-03 Whirlpool of Madness 
   
  Page 12 
  APL 16 (EL 18) 
  �Osmond: human Clr 13/Rog2; hp 121; see Appendix 
  One. 
  �Dire Shark, Advanced 30 HD (4): hp 285; see 
  Appendix One. 
   
  Tactics: The underwater combat rules from the Dungeon 
  Master’s Guide are in effect for this combat.  Don’t forget 
  that anyone who is under the effect of a freedom of 
  movement spell automatically succeeds at all grapple 
  checks made to avoid a grapple.  This will prevent the 
  shark from using improved grab and swallow whole on 
  some PCs.  Osmond will already have cast water 
  breathing and freedom of movement on himself prior to 
  combat.  Also if he has time he will cast a lot of buff 
  spells. He will use heal on one of his dire sharks.  
  Remember any fire spells must succeed at the Spellcraft 
  check of DC 15+ spell level. 
   
  The cavern is roughly a 50-foot square cavern, with a 10-
  foot stone altar along the far wall, and stone furniture 
  randomly lying about the floor.  The cleric is standing 
  behind the altar, and any of PCs may make a Spot check 
  [DC 12+APL] on their turn to notice that he is adorned 
  with a holy symbol of a dragon turtle.  A Knowledge 
  (religion) check [DC 15] will identify this as the holy 
  symbol of Xerbo. 
   
  Additionally, if any of the PCs have played DYV2-06 “A 
  Crime of Faith”, they can make a Spot check [DC 7+APL] 
  to recognize the man as one of the cultists that were 
  captured and slain.  Their bodies were said to have been 
  found floating in the harbor after they were caught 
  stealing from the temple of Zilchus.  This man was the 
  leader of the cult, and his body was not found.  
  Alternately, a Knowledge (local -Tuflik, Fals, and 
  Velverdyva Trade Route MetaRegion) check [DC 25] will 
  reveal this information. 
   
  If any of the PCs have arcane sight or similar divinations 
  up, they can detect an aura of enchantment upon the 
  cleric.  (The Aboleth has enslaved him.  For the purposes 
  of dispelling, treat it as a dominate person spell, caster 
  level 16.  If the domination is dispelled, Osmond will be 
  dazed for one round, and then help the PCs defeat any 
  remaining sharks.   
   
  They will not get Osmonds treasure if they have freed 
  him of the charm.  If the PCs do free and speak with him 
  this will obviously take up time but don’t let on to the 
  PCs that this is vital as they should already figure it out. 
   
  Treasure: 
   
  APL 8: L: 2 gp; C: 0 gp; M: quall’s feather token, swan 
  boat (37 gp per character), +1 studded leather armor (97 
  gp per character), +1 trident (192 gp per character). 
   
  APL 10: L: 2 gp; C: 0 gp; M: quall’s feather token, 
  swan boat (37 gp per character), +1 glamered studded 
  leather armor (322 gp per character), +1 trident (192 gp 
  per character), elemental gem (blue-green, water) (187 gp 
  per character). 
   
  APL 12: L: 2 gp; C: 0 gp; M:  quall’s feather token, 
  swan boat (37 gp per character), +1 glamered studded 
  leather armor (322 gp per character), trident of warning 
  (842 gp per character), elemental gem (blue-green, water) 
  (187 gp per character), ring of sustenance (208 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character). 
   
  APL 14: L: 2 gp; C: 0 gp; M: quall’s feather token, 
  swan boat (37 gp per character), +1 glamered studded 
  leather armor (322 gp per character), trident of warning 
  (842 gp per character), elemental gem (blue-green, water) 
  (187 gp per character), ring of sustenance (208 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), pearl of the sirines (1275 gp per character), 
  brooch of shielding (125 gp per character), periapt of 
  wisdom +2 (333 gp per character). 
   
  APL 16: L: 2 gp; C: 0 gp; M: quall’s feather token, 
  swan boat (37 gp per character), +1 glamered studded 
  leather armor (322 gp per character), trident of warning 
  (842 gp per character), elemental gem (blue-green, water) 
  (187 gp per character), ring of sustenance (208 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), pearl of the sirines (1275 gp per character), 
  brooch of shielding (125 gp per character), periapt of 
  wisdom +6 (3000 gp per character), cloak of the manta ray 
  (600 gp per character). 
   
  Development: After the combat, if Osmond was freed 
  from the Aboleth’s enslavement, he will plead with the 
  PCs that he was ensorcelled, and cast as many healing 
  spells on the party as he possibly can.  He can show the 
  PCs the secret door, and he can show them the living 
  quarters.  He has not been through the secret door, so 
  doesn’t know what is beyond it.  He does know that this 
  is a temple to the Elder Elemental Eye, and that at one 
  point there were many yuan-ti here.  There is also a 
  terrible creature that resides here (Doesn’t what it is 
  though).  The creature killed most of the yuan-ti about 
  two weeks ago (their bodies have all been eaten by the 
  sharks.)  Before then, the yuan-ti talked about several 
  kuo-toa that once were here as well.  The kuo-toa were 
  supposed to be bringing back some important artifact, 
  but never returned.  Some of the yuan-ti fled the cave, but 
  he doesn’t know where they went.   
  
  VTF4-03 Whirlpool of Madness 
   
  Page 13 
  Most recently, a man in robes came to the temple in the 
  last few days, and went through the secret door.  Osmond 
  is very distraught over his recent actions, and if pressed 
  will confess to having been used as a part of the creatures 
  attempts to sabotage the dock repairs in Dyvers.  He 
  helped to find and control several aquatic creatures, 
  primarily crocodiles, and command them to attack the 
  docks while they were still under repairs.  He does insist 
  that he didn’t kill anyone, however.  He also says that the 
  creature commanded him to travel to the lighthouse at 
  Merroc’s Rock, and to open a secret door in the 
  basement. 
  If any of the PCs mention his past, he will explain that 
  after being killed by a vengeful group of thieves, he 
  awoke alive at the bottom of the harbor.  He wandered 
  the shores, and tried to make a camp in an underwater 
  cave, but was enslaved by the creature not long after that. 
  He has been here for the last six months.  He truly 
  believes that Xerbo raised him for a reason, but he’s 
  confused about what it may be.  The only course of action 
  he can think of is to ask the Cathedral of Xerbo in Dyvers 
  for help. 
  After the PCs have defeated the sharks and the cleric, 
  they find that this room has only one obvious exit along a 
  sidewall, a 10-foot wide doorway leading up a 50-feet long 
  ramped tunnel to an arid chamber.  If the party travels 
  down this corridor, got to Encounter Seven: Living 
  Quarters. 
  If the party searches for secret doors along the walls [DC 
  25], or if Osmond tells them about it, they find a 20-foot 
  section of the wall to the left of the altar is a secret door.  
  Only give the PCs this check if they ask for a Search 
  check.  The door is not trapped or locked.  If the PCs 
  open the door, go to Encounter Eight: Underwater 
  Hallway. 
   
  Encounter Seven: Living 
  Quarters 
  As you travel up the ramped corridor, you suddenly 
  surface from the water into an arid natural cavern.  
  The cavern has many odd beds near the front of the 
  room, and a jumble of crates and chests in the back of 
  the room.  The beds are strangely long and narrow, 
  about ten feet long and only four feet wide. and they 
  run parallel to the walls. 
  This room is 50 feet wide by 150 feet long, with a natural 
  ceiling that is usually about 30 feet high.  Aside from one 
  bed near the front of the room, the room doesn’t appear 
  to have been used in several weeks.  There are no other 
  exits from this room.  If the PCs attempt to look for 
  tracks, they easily find the tracks of one human traveling 
  from the entrance to the bed and back.  A Survival check 
  [DC 35] identifies several remnants of old snakelike 
  tracks 
  throughout 
  the 
  room. 
   
  A 
  Knowledge 
  (dungeoneering) check [DC 15] identifies the tracks as 
  Yuan-ti tracks. 
  The room is very large, so if the PCs search the front part 
  of the room with the beds, it takes a minute and they 
  don’t find anything of use.  If they search the back of the 
  room with the crates and chests, it takes a minute and a 
  Search check reveals the following: (If the PCs take 20 to 
  search the room it will take a total of 10 minutes to do so) 
  • 
  DC (12+APL): They find a potion of rage and a 
  divine scroll of control water. 
  • 
  DC (17+APL): They find also find a wand of cure 
  light wounds. 
  • 
  DC (22+APL): They find a secret compartment 
  in one chest that has a note and a signet ring 
  inside.  The note is written in Rhopan.  If any of 
  the PCs speak Rhopan or can understand it, give 
  them Player Handout #2.  PCs can make a 
  Knowledge (local - Tuflik, Fals and Velverdyva 
  Trade Route) check DC 30 or a Knowledge 
  (nobility and royalty) check DC 20 to recognize 
  the signet ring as being that of Rashaman of 
  Safeton.   Rashaman is the husband of Dyvers 
  Magister Larissa Hunter. (The Magister is the 
  head of the Dyvers government.)  Rashaman has 
  been missing since CY 590, when he was lost at 
  sea during a pirate attack on a marine ship.  
  • 
  DC 30:  The PCs find a strange nightingale 
  buried underneath one of the beds in the mud.  
  It was tightly wrapped in cloth as if it were a gift 
  of some sort. Mark off the Marvelous 
  Nightingale on the AR if the PCs don’t find this. 
  • 
  (APLs 10-16 ONLY) DC [26+APL]: There is a 
  folding boat in the secret compartment of the 
  chest as well.  If the PCs say they are specifically 
  searching the chest, the DC is only [15+APL]. 
  If Osmond is helping the PCs, he will explain that the 
  Yuan-ti slept here.  If the PCs ask him about the ring and 
  note, he’ll say that he doesn’t know anything about it.  He 
  does know that the temple bought slaves from slavers, 
  but he hasn’t seen any slavers in his time here.   
   
   
   
  
  VTF4-03 Whirlpool of Madness 
   
  Page 14 
  Treasure: 
   
  APL 8: L: 0 gp; C: 40 gp; M: potion of rage (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), divine scroll of control water (58 gp per 
  character), marvelous nightingale (83 gp per character) 
   
  APL 10: L: 0 gp; C: 28 gp; M: potion of rage (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), divine scroll of control water (58 gp per 
  character), folding boat (600 gp per character), marvelous 
  nightingale (83 gp per character) 
   
  APL 12: L: 0 gp; C: 4 gp; M: potion of rage (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), divine scroll of control water (58 gp per 
  character), folding boat (600 gp per character), marvelous 
  nightingale (83 gp per character) 
   
  APL 14: L: 0 gp; C: 17 gp; M: potion of rage (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), divine scroll of control water (58 gp per 
  character), folding boat (600 gp per character), marvelous 
  nightingale (83 gp per character) 
   
  APL 16: L: 0 gp; C: 50 gp; M: potion of rage (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), divine scroll of control water (58 gp per 
  character), folding boat (600 gp per character), marvelous 
  nightingale (83 gp per character) 
   
  Encounter Eight: Underwater 
  Hallway 
  As you open the door you feel the rush of cold water 
  spilling out from beyond it.  The door swings in 
  slowly, straining against the higher water pressure 
  behind it.  Behind the door is a hallway made from 
  stone blocks, each block seeming to be exactly the 
  same size.  There is another door about twenty feet 
  beyond.  It turns sharply left beyond the doorway, 
  and seems to be twenty feet wide and twenty feet tall. 
  Once the PCs open the other door a huge amount of 
  water will rush in as beyond that is full of water again.  
  They must close the door behind them and let the 
  hallway fill with water before continuing on fully 
  underwater again. 
  If Osmond is helping the party, he will explain that he 
  has never passed through this doorway.  He knows that 
  the evil creature that enslaved him lives back here, and 
  he knows that some of the cultists passed back here.  The 
  last time he saw the most recent visitor, who was a 
  handsome man, the man went through the doorway.  He 
  also knows that all of the slaves were taken this way, and 
  none of them ever returned. 
  A 
  Stonecutting 
  check 
  [DC 
  20], 
  a 
  Knowledge 
  (architecture and engineering) check [DC 20], or a 
  Knowledge (arcana) check [DC 25] will reveal that this 
  hallway was magically crafted. 
  If the party travels down the hallway, they find that it 
  extends 40 feet beyond the immediate left turn, and then 
  turns left again.  After that it is 100 feet long, ending in a 
  turn to the right.  If they attempt to look for tracks, they 
  won’t find any (Lareth didn’t touch the walls or floor.) 
  There is a 10-foot wide secret door halfway down the 100-
  foot hallway.  The PCs get a Spot check [DC 15+APL] to 
  notice that halfway down the hallway the current of the 
  water changes direction. A Search check [DC 30] locates 
  the secret door (unless one of the PCs has a detect magic 
  or arcane sight spell in effect, in which case the arcane 
  lock spell is noticeable.)  
  If the PCs listen at the secret door, they hear nothing 
  (there is a silence spell blocking any noise.)  There is an 
  arcane lock on this door, preventing it from opening 
  normally.  The PCs will have to dispel it (12
  th level caster), 
  cast a knock spell, or break the door to get through. 
  �Stone Secret Door: 4 in. thick; hardness 16 (magically 
  hardened); hp 60; AC 5; Break DC 28. 
  If the PCs find this secret door and open it, then figure 
  out how much time they have spent since fighting the 
  cleric and shark in the sanctuary.  If they have spent less 
  than an hour in game, continue to Encounter Nine: In 
  Time to Stop the Ritual.  Otherwise, if the PCs have taken 
  more than an hour in-game since fighting in the 
  sanctuary, go to Encounter Ten: Too late to Stop the 
  Ritual.  
  If the PCs continue down the 100-foot long hallway to 
  the right turn, they find that the tunnel comes to an end 
  about 30 feet later, and the water seems to gain a current 
  as it flows into a twenty-foot diameter hole broken in the 
  floor.  If the PCs decide to travel into the hole, they find 
  that it is a natural tunnel, averaging about 30-feet in 
  diameter, leading horizontally about 200 feet before 
  opening into a cavern.  Proceed to Encounter Eleven: 
  Pet’s Quarters. 
   
  Encounter Nine: In time to Stop 
  the Ritual 
  As the door opens, a sudden burst of water pressure 
  threatens to sweep you away! 
  The PCs need to make a Reflex save [DC 20+APL], or they 
  are swept off their feet and away from the secret door.  
  They are swept down whichever side of the hallway they 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 15 
  were on to where it turns, leaving them 50 feet from the 
  secret door.  Once the door is open, the aboleth and its 
  minions immediately attack.   
  The ritual room opens up into a 200-foot circular room 
  with the altar and decanter in the very back. Remember it 
  is bowl shaped as well. 
  Read the following as soon as any of the PCs can see 
  through the doorway:   
  Beyond the doorway is a chilling spectacle.  There is 
  an immense room, with the entire floor sloping down 
  towards the center, where a large water font of 
  glowing water seems to pulsate.  An attractive man 
  stands a few feet from the font, staring into it. His 
  bubbling voice seems unnaturally loud as he makes 
  gestures and speaks in a strange tongue.  Behind the 
  man, you see a beautiful blue-green stone flask on a 
  pedestal.   In the corners of the room, there seem to 
  be immense water vortexes swirling wildly.  Of 
  course, all of this is secondary to the huge tentacled 
  creature that stands near the doorway; it’s four rows 
  of eyes staring at you with anger! 
  By spending less than an hour to reach the ritual room, 
  the PCs have a chance to interrupt the ritual.  Once the 
  PCs start to open the door, Lareth abbreviates the ritual, 
  finishing it so quickly that it is vulnerable to 
  interruption.  the PCs only have a few rounds (see below) 
  to interrupt the ritual.  The ritual can be interrupted one 
  of three ways: 
  • 
  The flask, a decanter of endless water, must be 
  destroyed or plugged.  It is currently on 
  “geyser”, and is attached to the pedestal with 
  sovereign glue.  It has a hardness of 16, and 30 
  hit points, and all of its saves are +6.  To plug it, a 
  PC must make a Disable Device check [DC 
  19+APL] It and Lareth are in back of a wall of 
  force 200 feet away from the doorway. 
  • 
  All four large water elementals (currently in 
  vortex form) must be destroyed.  The elementals 
  do not actively fight back, but the PCs are 
  affected by their vortex. 
  • 
  Lareth must be stopped from performing his 
  ritual. This is extremely unlikely, as Lareth is 
  VERY well protected.  Lareth is physically 
  present, but he is behind six walls of force, 
  surrounding him completely in a 5-foot cube.  
  Sound escapes by minute gaps in the walls.  He 
  has arranged for an unhallow effect on the side 
  of the wall of force that he is on, to trigger if a 
  non-evil character enters. The effect is a silence 
  spell that only affects non-evil characters. In 
  preparation for the ritual, Lareth drank a potion 
  of freedom of movement and a potion of aid. He 
  is standing in a magic circle against good and a 
  magic circle against law. Lareth has a ring of 
  spell storing (teleport) and readies to activate it 
  if he is threatened in any way, once initiative 
  begins. No matter the outcome, Lareth must 
  survive and escape. 
  APL 8 (EL 10) 
  At APL 8, the PCs have 5 rounds to stop the ritual. 
  �Aboleth: hp 76; see Monster Manual. 
  �Blue Slaad: hp 68; see Monster Manual. 
  �Large Water Elementals (4) (Noncombatants): hp 
  76, 74, 72, 70; see Monster Manual. 
   
  APL 10 (EL 12) 
  At APL 10, the PCs have 4 rounds to stop the ritual. 
  �Aboleth: hp 76; see Monster Manual. 
  �Blue Slaad (2): hp 68, 70; see Monster Manual. 
  �Large Water Elementals (4) (Noncombatants): hp 
  76, 74, 72, 70; see Monster Manual. 
   
  APL 12 (EL 14) 
  At APL 12, the PCs have 3 rounds to stop the ritual. 
  �Aboleth Wiz5: hp 131; see Appendix One. 
  �Blue Slaad (2): hp 68, 70; see Monster Manual. 
  �Gray Slaad: hp 95; see Monster Manual. 
  �Large Water Elementals (4) (Noncombatants): hp 
  76, 74, 72, 70; see Monster Manual. 
   
  APL 14 (EL 16) 
  At APL 14, the PCs have 3 rounds to stop the ritual. 
  �Aboleth (3): hp 76, 77, 78; see Monster Manual. 
  �Blue Slaad (3): hp 68, 69, 70; see Monster Manual. 
  �Gray Slaad (2): hp 95, 96; see Monster Manual. 
  �Huge Water Elementals (4) (Noncombatants): hp 
  152, 150, 148, 151 see Monster Manual. 
   
  APL 16 (EL 18) 
  At APL 16, the PCs have 3 round to stop the ritual. 
  �Aboleth Wiz7: hp 148; see Appendix One. 
  �Blue Slaad (3): hp 68, 69, 70; see Monster Manual. 
  �Gray Slaad (2): hp 95, 96; see Monster Manual. 
  �Death Slaad: hp 142; see Monster Manual. 
  �Huge Water Elementals (4) (Noncombatants): hp 
  152, 150, 148, 151; see Monster Manual. 
   
  The aboleth(s) will first attempt to enslave the strongest-
  looking party member.  Also, if the PCs haven’t defeated 
  the pet, the aboleth(s) mentally command the pet to 
  come out of its quarters and attack the PCs (see 
  encounter Eleven, the pet has to travel 300 feet to reach 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 16 
  the ritual chamber, so it will take a few rounds for it to 
  swim to the aboleth’s aid.)  If any of the PCs try to stop 
  the ritual, the aboleth(s) and the slaadi attack the PCs in 
  the following order: 
  1. 
  Anyone attacking the vase 
  2. 
  Anyone attacking Lareth 
  3. 
  Anyone attacking the water elementals 
  The slaadi have all been summoned in the last hour, and 
  are thus unable to use their summoning abilities.  The 
  slaadi have all had water breathing cast on them by 
  Lareth who is a 12
  th level caster. Also there is an unhallow 
  spell encircling the entire room which affects only those 
  who worship Olhydra.  This gives them freedom of 
  movement. 
  If the PCs fail to stop the ritual within the indicated 
  number of rounds (see above), read the following: 
  Suddenly, all the water vortexes in the corners of the 
  room seem to burst, and then flow into the water font 
  in the center of the room.  You can feel the water 
  momentarily reverse flow, creating a current towards 
  the font in the center of the room.  Suddenly, the 
  water font bursts forth a gargantuan geyser that 
  immediately takes the shape of an immense, dark, 
  vaguely female watery figure.  The man near the font 
  smiles in ecstasy, and seems in awe of this new 
  creature. 
  PCs can make a Knowledge (the planes) check [DC 46] 
  (If they have played all the other VTF series mod this DC 
  is 36) to recognize this creature as Olhydra, Princess of 
  Evil Water Creatures. The PCs should not attack the 
  gargantuan water creature, Olhydra, as she is an enemy 
  far beyond them. If any of the PCs attack Olhydra, 
  Princess of Evil Water Elementals, she swirls in a fury, 
  and the PC needs to make a Reflex save DC 45 to stop 
  from being sucked into her as she turns into a vortex.  On 
  her next initiative, she spits out the PC.  Anything in the 
  PC’s possession containing water (potions, holy waters, 
  alchemist fires, oils, and elixirs) must make a Fortitude 
  save DC (10+APL), or the water becomes fouled and 
  ruined. The PC has also gained the Ire of Olhydra (see 
  AR). 
  After a few rounds, or when the PCs defeat the aboleth 
  (Or if the PCs insist on trying to kill Lareth or Olhydra), 
  Lareth teleports out with Olhydra. If the PCs managed to 
  stop the summoning, then Lareth will curse, and teleport 
  out.  Once the PCs defeat their enemies, continue to 
  Encounter Twelve: Destroying the Node. 
   
  Treasure: (note if they destroy the decanter to end the 
  ritual they obviously lose it in the treasure) 
   
  APL 8: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character). 
   
  APL 10: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character). 
   
  APL 14: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character), trident of fish command (1554 gp 
  per character). 
   
  APL 16: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character), trident of fish command (1554 gp 
  per character). 
   
  Encounter Ten: Too Late to Stop 
  the Ritual 
  Beyond the doorway is an immense room, with the 
  floor sloping down towards the center, where a large 
  pool of water lays.  An attractive man stands a few feet 
  from an overflowing water font, smiling in adoration 
  of a gargantuan water creature floating above the 
  font. Behind the man, you see a beautiful blue-green 
  flask on a pedestal.  About twenty feet away floats a 
  huge tentacled creature, it’s four rows of eyes staring 
  at you.  The gargantuan water creature seems to 
  gurgle in laughter, and the tentacled creature moves 
  toward you! 
  �Olhydra, Princess of Evil Water Creatures: see 
  Appendix One. 
  �Lareth the Beautiful: human clr12: see Appendix One. 
  APL 8 (EL 10) 
  �Aboleth: hp 76; see Monster Manual. 
  �Blue Slaad: hp 68; see Monster Manual. 
   
  APL 10 (EL 12) 
  �Aboleth: hp 76; see Monster Manual. 
  �Blue Slaad (2): hp 68, 70; see Monster Manual. 
   
  APL 12 (EL 14) 
  �Aboleth Wiz5: hp 131; see Appendix One. 
  �Blue Slaad (2): hp 68, 70; see Monster Manual. 
  �Gray Slaad: hp 95; see Monster Manual. 
   
  APL 14 (EL 16) 
  �Aboleth (3): hp 76, 77, 78; see Monster Manual. 
  �Blue Slaad (3): hp 68, 69, 70; see Monster Manual. 
  �Gray Slaad (2): hp 95, 96; see Monster Manual. 
   
  
  VTF4-03 Whirlpool of Madness 
   
  Page 17 
  APL 16 (EL 18) 
  �Aboleth Wiz7: hp 148; see Appendix One. 
  �Blue Slaad (3): hp 68, 69, 70; see Monster Manual. 
  �Gray Slaad (2): hp 95, 96; see Monster Manual. 
  �Death Slaad: hp 142; see Monster Manual. 
   
  The aboleth’s first action is to attempt to enslave the 
  strongest-looking party member.  Also, if the PCs haven’t 
  defeated it’s pet, the aboleth mentally commands the pet 
  to come out of its quarters and attack the PCs (see 
  encounter nine, the pet has to travel 300 feet to reach the 
  ritual chamber, so it will take a few rounds for it to swim 
  to the aboleth’s aid.)  The Slaadi have all been summoned 
  in the last hour, and are thus unable to use their 
  summoning abilities.  The slaadi have all had water 
  breathing cast on them by Lareth who is a 12
  th level 
  caster. Also there is an unhallow spell encircling the 
  entire room which affects only those who worship 
  Olhydra.  This gives them freedom of movement.   
  The PCs should not attack the gargantuan water creature, 
  Olhydra, as she is an enemy far beyond them. If any of 
  the PCs attack Olhydra, Princess of Evil Water 
  Elementals, she swirls in a fury, and the PC needs to 
  make a Reflex save DC 45 to stop from being sucked into 
  her as she turns into a vortex.  On her next initiative, she 
  spits out the PC.  Anything in the PC’s possession 
  containing water (potions, holy waters, alchemist fires, 
  oils, and elixirs) must make a Fortitude save DC 
  (10+APL), or the water becomes fouled and ruined. The 
  PC has gained the Ire of Olhydra (see AR). 
  After 2 rounds, or when the PCs defeat the aboleth, 
  Lareth teleports out with Olhydra. 
  Once the PCs defeat their enemies, continue to 
  Encounter Twelve: Destroying the Node. 
  Treasure: 
   
  APL 8: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character). 
   
  APL 10: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character). 
   
  APL 14: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character), trident of fish command (1554 gp 
  per character). 
   
  APL 16: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character), trident of fish command (1554 gp 
  per character). 
   
   
  Encounter Eleven: Pet’s Quarters 
  If any of the party has swam through bloodied waters 
  (either in the sharp-studded tunnel, or after killing the 
  shark), the pet will smell them coming from 120 feet 
  away (the pet is very sensitive to the smell of blood.  If 
  the party managed to either not spill any blood, or if they 
  managed to clean themselves off since passing through it, 
  the pet will not smell them until they are 60 feet away.  It 
  is very hungry, and charges at the first sign of food. 
  APL 8 (EL 10) 
  �Chuul, Avanced 19 HD: hp 200; see Appendix One. 
   
  APL 10 (EL 12) 
  �Spirit Naga Sor3: hp 105; see Appendix One. 
   
  APL 12 (EL 14) 
  �Twelve-Headed Cryohydra: hp 119; see Monster 
  Manual. 
   
  APL 14 (EL 16) 
  �Kraken, Advanced 32HD: hp 504; see Appendix One. 
   
  APL 16 (EL 18) 
  �Yuan-Ti Anathema: hp 297; see Appendix OneI. 
   
  The pet’s cavern is a round dead-end cavern 
  approximately 100 feet in diameter.  There are 
  innumerable amounts of bones, shredded clothing, and 
  excrement strewn about.  It requires a Fortitude save [DC 
  15+APL] to search the refuse, and the searching reveals 
  nothing.  (The cultists already stripped the slaves of 
  valuables before feeding them to the pet.)  The majority 
  of the bodies are humanoid, but a Knowledge 
  (dungeoneering) [DC 17] will recognize some of the 
  bones as Yuan-Ti, and others as Kuo-toa. 
   
  Treasure:  
   
  APL 16: L: 0 gp; C: 0 gp; M: belt of giant strength +4 
  (1333 gp per character) 
  Also for those pets that cannot breathe underwater they 
  have had water breathing cast upon them by Osmond 
  (Use appropriate APLs to determine his caster level) 
  earlier in the day as commanded by the aboleth.  They are 
  not under the affect of the unhallow spell in this room 
  but if they are summoned by the aboleth once they reach 
  the ritual room they gain that effect. 
   
   
  
  VTF4-03 Whirlpool of Madness 
   
  Page 18 
  Encounter Twelve: Destroying 
  the Node 
  If Olhydra was summoned or not, the PCs find they are 
  still in the underwater node, and the whirlpool is still 
  spinning.  In order to dispel the whirlpool, the power of 
  the temple must be weakened.  The PCs need to destroy 
  three vital parts of the temple and if they are having 
  trouble give them some knowledge checks to find what 
  they are missing: 
  • 
  The Altar – Desecrating or destroying the altar 
  weakens the temple.  The altar has a hardness of 
  16, and 30 hit points. 
  • 
  Water Portal – Destroying the portal weakens 
  the temple.  The portal has a hardness of 30, and 
  has 60 hit points. 
  • 
  The Spiral Seal – Destroying the spiral seal also 
  weakens the temple.  The seal has a hardness of 
  20, and has 60 hit points.  If the PCs attack it 
  with melee weapons, they are affected by the 
  spells it casts.  However, if it is attacked with 
  ranged spells or weapons, the PCs are not 
  affected by the seal’s spells. 
   
  Conclusion 
  Adjust the text if the PCs did not stop the summoning.  If 
  they did not it will still be raining but not as hard.  The 
  whirlpool will have been stopped but due to Olhydra’s 
  presence the rain persists. 
  As your blow strikes true upon the evil of the temple, 
  the ceiling crumbles, and you are violently ejected 
  upward as all the water rises at a catastrophic speed 
  and darkness swallows the surroundings.  You are 
  propelled up through the sea bottom, and then 
  beyond, faster and faster.  Finally, you see a gleam of 
  light above, and it swiftly swells into the harsh glare 
  of sunlight as you are flung above the surface of the 
  water for several feet before splashing back down in 
  the water.  There is driftwood floating to the surface 
  everywhere, and you easily find a piece to cling to.  As 
  your eyes struggle to adjust to the brightness of the 
  sun, you see something floating on the horizon.  After 
  a few moments, you’re amazed to see that it’s a ship!  
  The sails carry the crest of Dyvers, and the ship 
  swiftly sails nearby, and the sailors help you climb 
  aboard.  As you sail back to Dyvers, you learn that the 
  sailors were dispatched by the clerics of Fharlanghn, 
  and have been navigating under the direction of 
  another walker. 
  Upon setting foot on the pier of Dyvers, you see that 
  a large group of people has assembled to welcome 
  you.  You recognize the high cleric of the Cathedral 
  of Fharlanghn and Lieutenant Nick Castle, but there 
  is a large column of Dyvers Army soldiers as well. 
  The PCs can approach any of these three, but all of them 
  will eventually greet them.   
  Lieutenant Nick Castle will either take immediate 
  custody of Sepp, or will be intensely scornful if Sepp 
  managed to escape.  He will barely disguise his fury long 
  enough to hear how Sepp escaped, and will then 
  immediately insist that he must inform his superiors of 
  what has happened, and hurriedly travel into the city. 
  Hithradien Eowarang will greet the PCs, and thank them 
  for their efforts in dispelling the whirlpool and ending 
  the rain (If they stopped the summoning).  She will tell 
  the PCs that the walkers of Fharlanghn would be glad to 
  help lighten all your future steps.  She explains that the 
  Cathedral will make available to the PCs the rare 
  Traveling Boots of Fharlanghn. 
  The columns of Army soldiers all stand at attention, and 
  guard a woman in uniform at their center.  Once the PCs 
  approach the soldiers, they will part, creating an aisle 
  leading up to her.  PCs with a home region of Dyvers 
  automatically recognize her, while other PCs may make a 
  Knowledge (local – Tuflik, Fals, and Velverdyva Trade 
  Route) check [DC 10] to recognize her as Larissa Hunter, 
  Magister of Dyvers (the Magister is the head of the 
  Dyvers Government.)  Larissa Hunter will express the 
  city’s gratitude, and explain that she has also personally 
  come to thank the PCs on behalf of the high council.  
  Their deed today will not be forgotten, and they will 
  always be welcome within the walls of Dyvers. 
  If any of the PCs show Rashaman’s signet ring to Larissa, 
  she will lose her composure, and snatch the ring from 
  them, almost coming to tears.  
  She will demand to hear how the PCs came across the 
  ring, and demand to be given the note.  Once she has 
  read the note, she will regain her composure, and thank 
  the PCs.  She will express her own personal favor for 
  returning her husband’s ring, and then hurriedly give 
  orders for the soldiers to march.  She disappears within 
  the column of soldiers as they march back towards the 
  royal district. 
  If the PCs managed to use teleportation or other 
  magic to come home, then they are eventually greeted 
  by all three of the above people, as appropriate.  However, 
  if they teleported away before dispelling the whirlpool, 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 19 
  the Magister does not meet with them.  The Cathedral of 
  Fharlanghn is still grateful to the PCs for undertaking 
  such a dangerous mission, and offers to sell them 
  Traveling Boots of Fharlanghn.  The PCs can eventually 
  get an audience with the Magister by presenting the 
  signet ring, and she will express her personal favor for 
  the ring and the note. 
  If the PCs have the map from VTF3-07 with the nodes 
  and look at it the map is still burning brightly in Tusmit 
  and (whether or not they stopped the summoning in this 
  module) it will have stopped being wet near Dyvers.  
  However there is no clue as to any of the other nodes 
  being active like in VTF4-02. 
  Read the following once everyone is done: 
  Two of the nodes have revealed themselves with two 
  more to go.  Fire has unleashed its fury in the west 
  while the rain (Continues/has stopped) in the east.  
  When will the rage of the earth and ferocity of the air 
  cults tip their hands?  Where is Walker Salidious? 
  Surely he could answer these questions and alleviate 
  some fears… 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Six: The Shrine 
  Defeating the cleric and his shark(s).  
  APL 8 
    
  300 xp 
  APL 10   
  360 xp 
  APL 12   
  420 xp 
  APL 14   
  480 xp 
  APL 16   
  540 xp 
  Encounter Nine OR Ten 
  Defeating the Aboleth. 
  APL 8  
   
  300 xp 
  APL 10   
  360 xp 
  APL 12   
  420 xp 
  APL 14   
  480 xp 
  APL16   
  540 xp 
  Encounter Eleven: Pet’s Quarters 
  Defeating the Aboleth’s pet. 
  APL 8  
   
  300 xp 
  APL 10   
  360 xp 
  APL 12   
  420 xp 
  APL 14   
  480 xp 
  APL 16   
  540 xp 
  Encounter Twelve: Destroying the Node 
  Destroying the Water Node. 
  APL 8  
   
  125 xp 
  APL 10   
  150 xp 
  APL 12   
  175 xp 
  APL 14   
  200 xp 
  APL16   
  225 xp 
  Discretionary roleplaying award 
  APL 8  
   
  100 xp 
  APL 10   
  120 xp 
  APL 12   
  140 xp 
  APL 14   
  160 xp 
  APL 16   
  180 xp 
   
  Total possible experience:  
   
  APL 8   
  1,125 xp 
  APL 10   
  1,350 xp 
  APL 12   
  1,575 xp; 
  APL 14   
  1,800 xp 
  APL 16   
  2,025 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 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 20 
  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 Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  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)  
  Encounter Six:  The Shrine 
   
  APL 8: L: 2 gp; C: 0 gp; M: quall’s feather token, swan 
  boat (37 gp per character), +1 studded leather armor (97 
  gp per character), +1 trident (192 gp per character). 
   
  APL 10: L: 2 gp; C: 0 gp; M: quall’s feather token, 
  swan boat (37 gp per character), +1 glamered studded 
  leather armor (322 gp per character), +1 trident (192 gp 
  per character), elemental gem (blue-green, water) (187 gp 
  per character). 
   
  APL 12: L: 2 gp; C: 0 gp; M:  quall’s feather token, 
  swan boat (37 gp per character), +1 glamered studded 
  leather armor (322 gp per character), trident of warning 
  (842 gp per character), elemental gem (blue-green, water) 
  (187 gp per character), ring of sustenance (208 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character). 
   
  APL 14: L: 2 gp; C: 0 gp; M: quall’s feather token, 
  swan boat (37 gp per character), +1 glamered studded 
  leather armor (322 gp per character), trident of warning 
  (842 gp per character), elemental gem (blue-green, water) 
  (187 gp per character), ring of sustenance (208 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), pearl of the sirines (1275 gp per character), 
  brooch of shielding (125 gp per character), periapt of 
  wisdom +2 (333 gp per character). 
   
  APL 16: L: 2 gp; C: 0 gp; M: quall’s feather token, 
  swan boat (37 gp per character), +1 glamered studded 
  leather armor (322 gp per character), trident of warning 
  (842 gp per character), elemental gem (blue-green, water) 
  (187 gp per character), ring of sustenance (208 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), pearl of the sirines (1275 gp per character), 
  brooch of shielding (125 gp per character), periapt of 
  wisdom +6 (3000 gp per character), cloak of the manta ray 
  (600 gp per character). 
  Encounter Seven:  Living Quarters 
   
  APL 8: L: 0 gp; C: 40 gp; M: potion of rage (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), divine scroll of control water (58 gp per 
  character), marvelous nightingale (83 gp per character) 
   
  APL 10: L: 0 gp; C: 28 gp; M: potion of rage (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), divine scroll of control water (58 gp per 
  character), folding boat (600 gp per character), marvelous 
  nightingale (83 gp per character) 
   
  APL 12: L: 0 gp; C: 4 gp; M: potion of rage (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), divine scroll of control water (58 gp per 
  character), folding boat (600 gp per character), marvelous 
  nightingale (83 gp per character) 
   
  APL 14: L: 0 gp; C: 17 gp; M: potion of rage (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), divine scroll of control water (58 gp per 
  character), folding boat (600 gp per character), marvelous 
  nightingale (83 gp per character) 
   
  APL 16: L: 0 gp; C: 50 gp; M: potion of rage (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), divine scroll of control water (58 gp per 
  character), folding boat (600 gp per character), marvelous 
  nightingale (83 gp per character) 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 21 
  Encounter Nine OR Ten 
   
  APL 8: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character). 
   
  APL 10: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character). 
   
  APL 14: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character), trident of fish command (1554 gp 
  per character). 
   
  APL 16: L: 0 gp; C: 0 gp; M: decanter of endless water 
  (750 gp per character), trident of fish command (1554 gp 
  per character). 
  Encounter Eleven:  Pet’s Quarters 
   
  APL 16: L: 0 gp; C: 0 gp; M: belt of giant strength +4 
  (1333 gp per character) 
   
  Total Possible Treasure 
   
  APL 8:  
  1,300 gp 
   
  APL 10: 
  2,300 gp 
   
  APL 12:  
  3,300 gp 
   
  APL 14: 
  6,600 gp 
   
  APL 16:  
  9,900 gp 
   
  Items for the Adventure Record 
  �Gratitude of the Dyvers Cathedral of Fharlanghn – 
  In honor of your efforts, the followers of Fharlanghn 
  have offered to sell you Travelling Boots of Fharlanghn.  
  These boots are meant to help protect the wearer from 
  the dangers of the elements.  The wearer may, three times 
  per day, activate the boots to cast resist energy (7
  th-level 
  caster) on himself. Frequency: Metaregional; Minor 
  abjuration; CL 7
  th; Craft Wondrous Item, resist elements; 
  Price 10,080 gp. 
  �Gratitude of the Dyvers Cathedral of Xerbo – For 
  returning their lost follower alive, the Cathedral of Xerbo 
  is grateful to you, and offers to sell you the following 
  magic items: Lesser Strand of Prayer Beads, Strand of 
  Prayer Beads, Pearl of Power (4
  th-level spells). Frequency: 
  Dyvers Regional and Metaregional. 
  �Tipping the small boy:  Did the above named PC tip 
  the small boy at the docks?  If so how much?  ___________ 
  �Disfavor with the Dyvers Constabulary – For 
  allowing Sepp Daminov to escape, you may not join the 
  Dyvers Constabulary or receive a promotion as long as 
  you have this disfavor.  You may expend a favor with the 
  Dyvers Constabulary to cancel out this disfavor. 
  �Ire of Olhydra – The PC has dared to strike Olhydra, 
  Princess of Evil Water Elementals, and has suffered her 
  wrath.  The PC seems to always be sweating, and must 
  drink twice the normal amount of water to sustain 
  themselves.  If the PC is in a desert climate, they instead 
  require four times the normal amount of water to sustain 
  themselves. They also seem to be very susceptible to heat 
  and thus take 1 extra point of damage per hit die on 
  anything dealing with fire.  This stacks with the Ire of 
  Imix.  (Can be removed casting a miracle or wish) 
  �Marvelous Nightingale:  This beautiful ornate onyx 
  bird poses in a most graceful way.  When someone pets 
  the bird it comes alive and sings such an eloquent and 
  graceful ballad ever heard.  Frequency: Metaregional; 
  Price 999 gp 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 22 
  Appendix One: NPCs 
  Encounter Two: The Ship 
  �Sepp Daminov: Male Rog6/DrP10*; CR 16; Medium 
  Humanoid; HD 16d6+32; hp 98; Init +7; Spd 30 ft.; AC 13, 
  Touch 13, Flat-footed 10; Base Atk +14; Grp +14; Atk +14 
  melee (1d3 nonlethal, unarmed); Full Atk +14/+9/+4 
  melee (1d3 nonlethal, unarmed); SA Concealed weapon 
  attack, fight with two weapons, +3d6 sneak attack; SQ 
  Come about, evasion, fearsome reputation +10, hoist the 
  black flag, leadership +6, rope swing, scourge of the seas, 
  shifting deck, trap sense +2, trapfinding, uncanny dodge, 
  wind at your back; AL NE; SV Fort +7, Ref +15, Will +4; 
  Str 10, Dex 16, Con 14, Int 16, Wis 8, Cha 14. 
   
  Skills and Feats: Appraise +9, Balance +26, Climb +3, 
  Diplomacy +3, Escape Artist +24, Intimidate +30, Jump 
  +26, Open Locks +22, Profession (Sailor) +25, Sense 
  Motive +5, Sleight of Hand +22, Swim + 22, Tumble +26, 
  Use Rope +22; Acrobatic, Agile, Athletic, Endurance, 
  Quick Draw, Skill Focus (Profession: Sailor), Weapon 
  Finesse. 
   
  Possessions: Traveler’s Outfit. 
  *See Appendix 2: New Rules 
   
  Encounter Six: The Shrine 
  APL 8 (EL 10) 
  �Osmond: male human Clr5/Rog2 (Xerbo): CR 7; 
  Medium Humanoid; HD 5d8+2d6+14; hp 50; Init +1; Spd 
  30 ft.; AC 15 [+1 Dex, +4 armor] Touch 11, flat-footed 14; 
  Base Atk +4; Grp +4; Atk/Full Atk +5 melee (1d8+1, +1 
  trident); SA Sneak attack +1d6, turn undead; SQ Evasion, 
  trapfinding; AL N; SV Fort +6, Ref +5, Will +7; Str 10, Dex 
  13, Con 15, Int 8, Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +4, Concentration +10, Heal 
  +8, Hide +4, Knowledge (religion) +0, Move Silently +4, 
  Spellcraft +1; Brew Potion, Combat Casting, Leadership, 
  Martial Weapon Proficiency (trident). 
   
  Spells Prepared (5/4+1/3+1/2+1 save DC 13 + spell 
  level); 0
  th– cure minor wounds, detect magic, guidance, 
  light, read magic; 1
  st– bless, obscuring mist*, protection 
  from good, sanctuary, shield of faith; 2
  nd- bull’s strength, 
  fog cloud*, remove paralysis, resist energy; 3
  rd- searing 
  light, magic circle against good, water breathing*. 
   
  *Domain spell. Domains: Water (turn or destroy fire 
  elementals, rebuke or command water elementals), 
  Animal (You can use speak with animals once per day as a 
  spell-like ability.  Add Knowledge (nature) to your list of 
  cleric class skills). 
     Possessions: Sailor’s outfit, holy symbol of Xerbo, quall’s 
  feather token, swan boat, +1 studded leather armor, +1 
  trident, potion of water breathing. 
  APL 10 (EL 12) 
  �Osmond: male human Clr9/Rog2 of Xerbo: CR 11; 
  Medium Humanoid; HD 9d8+2d6+33; hp 84; Init +1; Spd 
  30 ft.; AC 15 [+1 Dex, +4 armor] Touch 11, flat-footed 14; 
  Base Atk +7; Grp +7; Atk +8 melee (1d8+1, +1 trident); 
  Full Atk +8/+3 melee (1d8+1, +1 trident); SA Sneak attack 
  +1d6, turn undead; SQ Evasion, trapfinding; AL N; SV 
  Fort +9, Ref +9, Will +9; Str 10, Dex 13, Con 16, Int 8, Wis 
  16, Cha 14. 
   
  Skills and Feats: Bluff +4, Concentration +17, Heal 
  +8, Hide +4, Knowledge (religion) +0, Move Silently+4, 
  Spellcraft +3; Brew Potion, Combat Casting, Leadership, 
  Lightning 
  Reflexes, 
  Martial 
  Weapon 
  Proficiency 
  (trident). 
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1 save DC 13 
  + spell level); 0
  th– cure minor wounds (2), detect magic, 
  guidance, light, read magic; 1
  st– bless, entropic shield, 
  obscuring mist*, protection from good, sanctuary, shield 
  of faith; 2
  nd- bear’s endurance, bull’s strength, delay 
  poison, fog cloud*, remove paralysis, resist energy; 3
  rd- 
  searing light, magic circle against good, prayer, water 
  breathing* (2); 4
  th- freedom of movement, spell 
  immunity, summon nature’s ally IV*; 5
  th- slay living, ice 
  storm*. 
   
  *Domain spell. Domains: Water (turn or destroy fire 
  elementals, rebuke or command water elementals), 
  Animal (You can use speak with animals once per day as a 
  spell-like ability.  Add Knowledge (nature) to your list of 
  cleric class skills). 
     Possessions: Sailor’s outfit, holy symbol of Xerbo, quall’s 
  feather token, swan boat, +1 glamered studded leather 
  armor, +1 trident, elemental gem (blue-green). 
  APL 12 (EL 14) 
  �Osmond: male human Clr11/Rog2 of Xerbo: CR 13; 
  Medium Humanoid; HD 11d8+2d6+39; hp 105; Init +2; 
  Spd 30 ft.; AC 17 [+1 natural, +2 Dex, +4 armor] Touch 12, 
  flat-footed 15; Base Atk +9; Grp +9; Atk +11 melee (1d8+2, 
  trident of warning); Full Atk +11/+6 melee (1d8+2, 
  trident of warning); SA Sneak attack +1d6, turn undead; 
  SQ Evasion, trapfinding; AL N; SV Fort +10, Ref +10, 
  Will +10; Str 10, Dex 14, Con 16, Int 8, Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +4, Concentration +19, Heal 
  +8, Hide +4, Knowledge (religion) +0, Move Silently+4, 
  Spellcraft +5; Brew Potion, Combat Casting, Endurance, 
  Leadership, 
  Lightning 
  Reflexes, 
  Martial 
  Weapon 
  Proficiency (trident). 
   
  Spells Prepared (6/6+1/5+1/5+1/3+1/2+1/1+1 save 
  DC 13 + spell level); 0
  th–cure minor wounds (2), detect 
  magic, guidance, light, read magic; 1
  st– bless, entropic 
  shield, obscuring mist*, protection from good, protection 
  from law, sanctuary, shield of faith; 2
  nd- bear’s endurance, 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 23 
  bull’s strength, delay poison, fog cloud*, remove paralysis, 
  resist energy; 3
  rd- searing light, invisibility purge, magic 
  circle against good, magic circle against law, prayer, water 
  breathing (2)*; 4
  th- death ward, freedom of movement, 
  spell immunity, summon nature’s ally IV*; 5
  th- ice storm*, 
  righteous might, slay living; 6
  th- antilife shell*, harm. 
   
  *Domain spell. Domains: Water (turn or destroy fire 
  elementals, rebuke or command water elementals), 
  Animal (You can use speak with animals once per day as a 
  spell-like ability.  Add Knowledge (nature) to your list of 
  cleric class skills). 
     Possessions: Sailor’s outfit, holy symbol of Xerbo, quall’s 
  feather token, swan boat, +1 glamered studded leather 
  armor, trident of warning, elemental gem (blue-green), 
  ring of sustenance, amulet of natural armor +1. 
  �Dire Shark, Advanced 24 HD: CR 11; Huge Animal 
  (aquatic); HD 24d8+110; hp 233; Init +6; Spd swim 60 ft.; 
  AC 17, Touch 10, Flat-footed 15; Base Atk +18; Grp +33; 
  Atk/Full Atk +26 melee (2d8+10/19-20, bite); Face/Reach 
  15 ft./10 ft.; SA Improved grab, swallow whole; SQ Keen 
  scent; AL N; SV Fort +18, Ref +16, Will +15; Str 24, Dex 
  15, Con 18, Int 1, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +15, Spot +14, Swim +15; 
  Improved Critical (bite), Improved Initiative, Improved 
  Natural Attack (bite), Toughness (4), Weapon Focus 
  (bite). 
   
  Improved Grab (Ex): To use this ability, a dire shark 
  must hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check, it establishes a 
  hold and can try to swallow the foe in the following 
  round. 
   
  Swallow Whole (Ex): A dire shark can try to 
  swallow a grabbed opponent of up to one size smaller by 
  making a successful grapple check.  Once inside, the 
  opponent takes 2d6+6 points of bludgeoning damage 
  plus 1d8+4 points of acid damage per round from the 
  shark’s digestive juices.  A swallowed creature can cut its 
  way out using a light slashing or piercing weapon by 
  dealing 25 points of damage to the shark’s digestive tract 
  (AC 13).  Once the creature exits, muscular action closes 
  the hole; another swallowed opponent must cut its own 
  way out. 
   
  A Huge dire shark’s gullet can hold 2 Large, 8 
  Medium or small, 32 tiny, 128 Diminutive, or 512 Fine or 
  smaller opponents. 
   
  Keen Scent (Ex): A dire shark can notice creatures 
  by scent in a 180-foot radius and can detect blood in the 
  water at a range of up to 1 mile. 
   
  Skills: A dire shark has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a Swim check, 
  even if distracted or endangered.  It can use the run 
  action while swimming, provided it swims in a straight 
  line. 
   
  APL 14 EL (16) 
  �Osmond: male human Clr11/Rog2 of Xerbo: CR 13; 
  Medium Humanoid; HD 11d8+2d6+39; hp 105; Init +2; 
  Spd 30 ft.; AC 17 [+1 natural, +2 Dex, +4 armor] Touch 12, 
  flat-footed 15; Base Atk +9; Grp +9; Atk +11 melee (1d8+2, 
  trident of warning); Full Atk +11/+6 melee (1d8+2, 
  trident of warning); SA Sneak attack +1d6, turn undead; 
  SQ Evasion, trapfinding; AL N; SV Fort +10, Ref +10, 
  Will +11; Str 10, Dex 14, Con 16, Int 8, Wis 18, Cha 14. 
   
  Skills and Feats: Bluff +4, Concentration +19, Heal 
  +8, Hide +4, Knowledge (religion) +0, Move Silently+4, 
  Spellcraft +5; Brew Potion, Combat Casting, Endurance, 
  Leadership, 
  Lightning 
  Reflexes, 
  Martial 
  Weapon 
  Proficiency (trident). 
   
  Spells Prepared (6/6+1/5+1/5+1/4+1/2+1/1+1 save 
  DC 14 + spell level); 0
  th–cure minor wounds (2), detect 
  magic, guidance, light, read magic; 1
  st– bless, entropic 
  shield, obscuring mist*, protection from good, protection 
  from law, sanctuary, shield of faith; 2
  nd- bear’s endurance, 
  bull’s strength, delay poison, fog cloud*, remove paralysis, 
  resist energy; 3
  rd- searing light, invisibility purge, magic 
  circle against good, magic circle against law, prayer, water 
  breathing (2)*; 4
  th- death ward, divine power, freedom of 
  movement, spell immunity, summon nature’s ally IV*; 
  5
  th- ice storm*, righteous might, slay living; 6
  th- antilife 
  shell*, harm 
   
  *Domain spell. Domains: Water (turn or destroy fire 
  elementals, rebuke or command water elementals), 
  Animal (You can use speak with animals once per day as a 
  spell-like ability.  Add Knowledge (nature) to your list of 
  cleric class skills). 
     Possessions: Sailor’s outfit, holy symbol of Xerbo, quall’s 
  feather token, swan boat, +1 glamered studded leather 
  armor, trident of warning, elemental gem (blue-green), 
  ring of sustenance, amulet of natural armor +1(not worn), 
  pearl of the sirines, brooch of shielding(not worn), 
  periapt of wisdom+2. 
  �Dire Shark, Advanced 30 HD (2): CR 13; Huge 
  Animal (aquatic); HD 30d8+132; hp 285; Init +6; Spd 
  Swim 60 ft.; AC 18, Touch 10, Flat-footed 16; Base Atk 
  +23; Grp +39; Atk/Full Atk +32 melee (2d8+12/19-20, 
  bite); Face/Reach 15 ft./10 ft.; SA Improved grab, swallow 
  whole; SQ Keen scent; AL N; SV Fort +21, Ref +19, Will 
  +18; Str 26, Dex 15, Con 18, Int 1, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +18, Spot +17, Swim +16; 
  Combat Reflexes, Improved Critical (bite), Improved 
  Initiative, Improved Natural Attack (bite), Power Attack, 
  Toughness (4), Weapon Focus (bite). 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 24 
   
  Improved Grab (Ex): To use this ability, a dire shark 
  must hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check, it establishes a 
  hold and can try to swallow the foe in the following 
  round. 
   
  Swallow Whole (Ex): A dire shark can try to 
  swallow a grabbed opponent of up to one size smaller by 
  making a successful grapple check.  Once inside, the 
  opponent takes 2d6+6 points of bludgeoning damage 
  plus 1d8+4 points of acid damage per round from the 
  shark’s digestive juices.  A swallowed creature can cut its 
  way out using a light slashing or piercing weapon by 
  dealing 25 points of damage to the shark’s digestive tract 
  (AC 13).  Once the creature exits, muscular action closes 
  the hole; another swallowed opponent must cut its own 
  way out. 
   
  A Huge dire shark’s gullet can hold 2 Large, 8 
  Medium or small, 32 tiny, 128 Diminutive, or 512 Fine or 
  smaller opponents. 
   
  Keen Scent (Ex): A dire shark can notice creatures 
  by scent in a 180-foot radius and can detect blood in the 
  water at a range of up to 1 mile. 
   
  Skills: A dire shark has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a Swim check, 
  even if distracted or endangered.  It can use the run 
  action while swimming, provided it swims in a straight 
  line. 
   
  APL 16 (EL 18) 
  �Osmond: male human Clr13/Rog2 of Xerbo: CR 15; 
  Medium Humanoid; HD 13d8+2d6+45; hp 121; Init +2; 
  Spd 30 ft., Swim 60 ft.; AC 16 [+2 Dex, +4 armor] Touch 
  12, Flat-footed 14; Base Atk +10; Grp +10; Atk +12 melee 
  (1d8+2, trident of warning); Full Atk +12/+7 melee 
  (1d8+2, trident of warning); SA Sneak attack +1d6, turn 
  undead; SQ Evasion, trapfinding; AL N; SV Fort +11, Ref 
  +11, Will +14; Str 10, Dex 14, Con 16, Int 8, Wis 22, Cha 
  14. 
   
  Skills and Feats: Bluff +4, Concentration +21, Heal 
  +11, Hide +4, Knowledge (religion) +0, Move Silently+4, 
  Spellcraft +7; Brew Potion, Combat Casting, Diehard, 
  Endurance, Leadership, Lightning Reflexes, Martial 
  Weapon Proficiency (trident). 
   
  Spells Prepared (6/7+1/7+1/5+1/5+1/4+1/3+1/1+1 
  save DC 16 + spell level); 0
  th–cure minor wounds (2), 
  detect magic, guidance, light, read magic; 1
  st– bless, 
  divine favor, entropic shield, obscuring mist*, protection 
  from good, protection from law, sanctuary, shield of faith; 
  2
  nd- bear’s endurance (2), bull’s strength, death knell, 
  delay poison, fog cloud*, remove paralysis, resist energy; 
  3
  rd- searing light, invisibility purge, magic circle against 
  good, magic circle against law, prayer, water breathing* 
  (2); 4
  th- death ward (2), divine power, freedom of 
  movement, spell immunity, summon nature’s ally IV*; 
  5
  th- greater command, ice storm*, righteous might, slay 
  living, spell resistance; 6
  th- antilife shell*, blade barrier, 
  harm, heal; 7
  th- acid fog*, repulsion. 
   
  *Domain spell. Domains: Water (turn or destroy fire 
  elementals, rebuke or command water elementals), 
  Animal (You can use speak with animals once per day as a 
  spell-like ability.  Add Knowledge (nature) to your list of 
  cleric class skills). 
     Possessions: Sailor’s outfit, holy symbol of Xerbo, quall’s 
  feather token, swan boat, +1 glamered studded leather 
  armor, trident of warning, elemental gem (blue-green), 
  ring of sustenance, amulet of natural armor +1(not worn), 
  pearl of the sirines, brooch of shielding(not worn), 
  periapt of wisdom+6, cloak of the manta ray. 
  �Dire Shark, Advanced 30 HD (4): CR 13; Huge 
  Animal (aquatic); HD 30d8+132; hp 285; Init +6; Spd 
  Swim 60 ft.; AC 18, Touch 10, Flat-footed 16; Base Atk 
  +23; Grp +39; Atk/Full Atk +32 melee (2d8+12/19-20, 
  bite); Face/Reach 15 ft./10 ft.; SA Improved grab, swallow 
  whole; SQ Keen scent; AL N; SV Fort +21, Ref +19, Will 
  +18; Str 26, Dex 15, Con 18, Int 1, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +18, Spot +17, Swim +16; 
  Combat Reflexes, Improved Critical (bite), Improved 
  Initiative, Improved Natural Attack (bite), Power Attack, 
  Toughness (4), Weapon Focus (bite). 
   
  Improved Grab (Ex): To use this ability, a dire shark 
  must hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check, it establishes a 
  hold and can try to swallow the foe in the following 
  round. 
   
  Swallow Whole (Ex): A dire shark can try to 
  swallow a grabbed opponent of up to one size smaller by 
  making a successful grapple check.  Once inside, the 
  opponent takes 2d6+6 points of bludgeoning damage 
  plus 1d8+4 points of acid damage per round from the 
  shark’s digestive juices.  A swallowed creature can cut its 
  way out using a light slashing or piercing weapon by 
  dealing 25 points of damage to the shark’s digestive tract 
  (AC 13).  Once the creature exits, muscular action closes 
  the hole; another swallowed opponent must cut its own 
  way out. 
   
  A Huge dire shark’s gullet can hold 2 Large, 8 
  Medium or small, 32 tiny, 128 Diminutive, or 512 Fine or 
  smaller opponents. 
   
  Keen Scent (Ex): A dire shark can notice creatures 
  by scent in a 180-foot radius and can detect blood in the 
  water at a range of up to 1 mile. 
   
  Skills: A dire shark has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 25 
  hazard.  It can always choose to take 10 on a Swim check, 
  even if distracted or endangered.  It can use the run 
  action while swimming, provided it swims in a straight 
  line. 
  Encounter Ten & Eleven 
  All APLS 
  �Lareth the Beautiful: Male human Clr12; CR 12; 
  Medium Humanoid (human); HD 12d8+36; hp 99; Init 
  +8; Spd 30 ft; AC 21 [+4 armor, +4 Dex, +3 deflection] 
  touch 16, flat-footed 14; Base Atk +9/+4; Grp +13; Atk +15 
  (1D6+7, +1 quarterstaff) or +13 ranged (ray); Full Atk 
  +15/+9 (1D6+7, +1 quarterstaff) or +13 ranged (ray); SA 
  Rebuke undead 1/day; SQ Insanity; AL CE; SV Fort +11, 
  Ref +9, Will +15; Str 18, Dex 18, Con 16, Int 9, Wis 24, 
  Cha 6. 
   
  Skills and Feats: Concentration +16, Diplomacy +2, 
  Knowledge (religion) +3, Spellcraft +5; Improved 
  Initiative, Weapon Focus (quarterstaff), Combat Casting, 
  Power Attack, Spell Penetration 
   
  Spells Prepared (6/7+1/6+1/6+1/4+1/4+1/3+1; Base 
  DC = 17 + Spell Level; 0
  th – read magic, guidance, inflict 
  minor wounds, light, detect magic, resistance; 1
  st – bane, 
  cause fear, protection from good*, divine favor, sanctuary, 
  shield of faith, deathwatch, doom; 2
  nd - bull’s strength, 
  death knell, endurance, Tharizdun’s touch*, owl’s 
  wisdom, align weapon, sound burst; 3
  rd - dispel magic, 
  invisibility purge, rage*, searing light (2), protection from 
  energy, water breathing; 4
  th – confusion*, greater magic 
  weapon, poison, freedom of movement, spell immunity; 
  5
  th – true seeing, slay living, righteous might, bolts of 
  bedevilment*, plane shift;  6
  th – stoneskin*, harm, greater 
  dispel magic, heroes feast 
  * Domains: Evil – Cast evil spells at +1 caster level; 
  Madness – 1/day add Insanity score to Wis-based roll. 
   
  Possessions: holy symbol of Tharizdun, bracers of 
  armor +4, cloak of arachnida, +1 quarterstaff, periapt of 
  wisdom +4, ring of protection +3, ring of spell storing 
  (teleport), planar fork to elemental plane of water 
   
  �Olhydra, Princess of Evil Water Creatures: CR 17; 
  Gargantuan elemental (water); HD 36d8+252; hp 435; Init 
  +11; Spd 50 ft, swim 200 ft.; AC 27, Touch 14, Flat-footed 
  20; Base Atk +20/+15/+10/+5; Grp +42; Atk +31 melee 
  (4d8+10/19-20, slam); Full Atk +31/+26/+21/+15 melee 
  (4D8+10/19-20, slam); Face/Reach 20 ft. by 20 ft./20ft; SA 
  Liquid corruption, drench, spell-like abilities, vortex, 
  water mastery; SQ SR 30, DR 15/-, darkvision 60 ft, 
  elemental traits; AL CE; SV Fort +19, Ref +28, Will +20; 
  Str 31, Dex 25, Con 24, Int 22, Wis 18, Cha 18. 
   
  Skills and Feats: Concentration +10, Knowledge (the 
  planes) +11, Hide -2, Listen +29, Spot +29; Alertness, 
  Cleave, Combat Reflexes, Dodge, Great Cleave, Improved 
  Critical (slam), Improved Bull Rush, Improved Initiative, 
  Improved Sunder, Iron Will, Iron Will, Lightning 
  Reflexes, Power Attack, Spring Attack, Weapon Finesse 
  (slam), Weapon Focus (slam), Whirlwind Attack. 
   
  Spell-like Abilities (Sp):  At will – ice storm, DC 18, 
  fog cloud, transmute rock to mud DC 19, and control 
  water DC 20; 1/day – summon elemental (one elder 
  water elemental, 1D3 huge water elementals, 1D3 sea 
  hags, 1D6 water weirds, or 2D10 sahuagin), all as a 15
  th 
  level sorcerer.  
   
  Vortex (Su): Olhydra can transform into a whirlpool 
  at will, provided she is underwater, remaining so as long 
  as desired.  In vortex form, Olhydra can move through 
  the water or along the bottom at her swim speed.  The 
  vortex is up to 10 feet wide at the base, up to 50 feet wide 
  at the top, and up to 100 feet tall.  Olhydra’s movement 
  while in vortex form does not provoke attacks of 
  opportunity, even if she enters the space another creature 
  occupies.  Another creature might be caught in the 
  vortex if it touches or enters the vortex, or if Olhydra 
  moves into or through the creature’s space. 
  Creatures huge or smaller might take damage when 
  caught in the vortex and may be swept up in it.  An 
  affected creature must succeed on a Reflex save (DC 45) 
  when it comes into contact with the vortex or take 3d8 
  damage.  It must also succeed on a second Reflex save or 
  be picked up bodily and held suspended in the powerful 
  currents, automatically taking damage each round.  An 
  affected creature is allowed a Reflex save each round to 
  escape the vortex.  The creature still takes damage, but 
  can leave if the save is successful. 
  Creatures trapped in the vortex cannot move except to go 
  where Olhydra takes them or to escape the whirlpool.  
  Creatures caught in the whirlpool can otherwise act 
  normally, but must make a Concentration check (DC 
  20+spell level) to cast a spell.  Creatures caught in the 
  whirlpool take a –4 penalty to dexterity and a –2 penalty 
  on attack rolls.  Olhydra can have as many creatures 
  inside the vortex at one time as will fit inside the vortex’s 
  volume. 
  Olhydra can eject any carried creatures whenever she 
  wishes, depositing them wherever the vortex happens to 
  be. 
  If the vortex’s base touches the bottom, it creates a 
  swirling cloud of debris.  This cloud is centered on 
  Olhydra, and has a diameter equal to half the vortex’s 
  height.  The cloud obscures all vision, including 
  darkvision, beyond 5 feet.  Creatures 5 feet away have 
  concealment, while those farther away have total 
  concealment.  Those caught in the cloud must make a 
  Concentration check (DC 15 + spell level) to cast a spell. 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 26 
  While in vortex form, Olhydra cannot make slam attacks 
  and does not threaten the area around her. 
   
  Possessions: None. 
  APL 12 (EL 14) 
  �Aboleth: Wiz5; CR 12; Huge aberration (Aquatic); HD 
  8d8+56 plus 5D4+35; hp 131; Init +7; Spd 10 ft, swim 60 
  ft; AC 18 [-2 size, +3 Dex, +7 natural] touch 11, flat-footed 
  15; Base Atk +11; Grp +28; Atk +18 melee (1D6+9 plus 
  slime, tentacle); Full Atk +18 melee (1D6+9 plus slime, 4 
  tentacles); SA Enslave, psionics, slime, spells; SQ Aquatic 
  subtype, darkvision 60 ft, mucus cloud, summon familiar; 
  AL CE; SV Fort +15 Ref +10, Will +15; Str 28, Dex 16, Con 
  24, Int 20, Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +13, Concentration +19, 
  Decipher Script +13, Diplomacy +6, Disguise +2, 
  Intimidate +4, Knowledge (arcana) +13, Knowledge 
  (dungeoneering) 
  +13, 
  Knowledge 
  (history) 
  +13, 
  Knowledge (the planes) +13, Listen +15, Search +10, 
  Sense Motive +15, Spellcraft +13, Spot +17, Survival +3; 
  Improved Initiative, Combat Casting (figured in), 
  Eschew Materials, Great Fortitude, Lightning Reflexes, 
  Scribe Scroll, Spell Penetration. 
   
  Spells Prepared (4/5/3/2; Base DC = 15 + Spell Level; 
  0
  th – read magic, acid splash, detect magic, resistance; 1
  st – 
  magic missile, mage armor, shield, ray of enfeeblement; 
  2
  nd - bull’s strength, scorching ray, see invisibility; 3
  rd – 
  haste, lightning bolt. 
  APL 16 (EL 18) 
  �Aboleth: Wiz7; CR 14; Huge aberration (Aquatic); HD 
  8d8+56 plus 7D4+49; hp 148; Init +7; Spd 10 ft, swim 60 
  ft; AC 18 [-2 size, +3 Dex, +7 natural] touch 11, flat-footed 
  15; Base Atk +12; Grp +29; Atk +19 melee (1D6+9 plus 
  slime, tentacle); Full Atk +19 melee (1D6+9 plus slime, 4 
  tentacles); SA Enslave, psionics, slime, spells; SQ Aquatic 
  subtype, darkvision 60 ft, mucus cloud, summon familiar; 
  AL CE; SV Fort +16 Ref +11, Will +16; Str 28, Dex 16, Con 
  24, Int 20, Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +13, Concentration +21, 
  Decipher Script +15, Diplomacy +7, Disguise +2, 
  Intimidate +4, Knowledge (arcana) +15, Knowledge 
  (dungeoneering) 
  +15, 
  Knowledge 
  (history) 
  +15, 
  Knowledge (the planes) +13, Listen +15, Search +10, 
  Sense Motive +15, Spellcraft +15, Spot +17, Survival +3; 
  Improved Initiative, Combat Casting (figured in), 
  Eschew Materials, Great Fortitude, Lightning Reflexes, 
  Scribe 
  Scroll, 
  Spell 
  Penetration, 
  Greater 
  Spell 
  Penetration. 
   
  Spells Prepared (4/5/4/3/2; Base DC = 15 + Spell 
  Level; 0
  th – read magic, acid splash, detect magic, 
  resistance; 1
  st – magic missile, mage armor, shield, ray of 
  enfeeblement; 2
  nd - bull’s strength, scorching ray (2), see 
  invisibility; 3
  rd – haste, lightning bolt, displacement; 4
  th – 
  enervation, confusion 
  Encounter Eleven: Pet’s Quarters 
  APL 8 (EL 10) 
  �Chuul, Advanced 19 HD: CR 10; Huge Aberration 
  (Aquatic); HD 19d8+114; hp 200; Init +6; Spd 30 ft., swim 
  20 ft.; AC 23, Touch 10, flat-footed 21; Base Atk +15; Grp 
  +33; Atk +26 melee (3d6+10, claw); Full Atk +26 melee 
  (3d6+10, 2 claws); Face/Reach 15ft./10ft.; SA Constrict 
  4d6+10, 
  improved 
  grab, 
  paralytic 
  tentacles; 
  SQ 
  Amphibious, darkvision 60 ft., immunity to poison; AL 
  CE; SV Fort +12, Ref +10, Will +13; Str 30, Dex 14, Con 
  22, Int 10, Wis 14, Cha 5. 
   
  Skills and Feats: Hide +12, Listen +19, Spot +19, 
  Swim +18; Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (claw) 
   
  Constrict (Ex): On a successful grapple check, a 
  chuul deals 4d6+10 points of damage. 
   
  Improved Grab (Ex): To use this ability, a chuul 
  must hit with a claw attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check, it establishes a 
  hold and can constrict or on its next turn transfer a 
  grabbed opponent to its tentacles. 
   
  Paralytic Tentacles (Ex): A chuul can transfer 
  grabbed victims from a claw to its tentacles as a move 
  action.  The tentacles grapple with the same strength as 
  the claw but deal no damage.  However, they exude a 
  paralytic secretion.  Anyone held in the tentacles must 
  succeed on a DC 21 Fortitude save each round on the 
  chuul’s turn or be paralyzed for 6 rounds.  The save DC is 
  Constitution-based.  While held in the tentacles, 
  paralyzed or not, a victim automatically takes 2d6+2 
  points of damage each round from the creature’s 
  mandibles. 
   
  Amphibious (Ex): Although chuuls are aquatic, they 
  can survive indefinitely on land. 
   
  Skills: A chuul has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard.  
  It can always choose to take 10 on a Swim check, even if 
  distracted or endangered.  It can use the run action while 
  swimming, provided it swims in a straight line. 
  APL 10 (EL 12) 
  �Spirit Naga Sor3: hp 105; CR 12; Large Aberration; 
  HD 9d8+3d4+48; hp 105; Init +1; Spd 40 ft.; AC 16, Touch 
  10, Flat-footed 15; Base Atk +7; Grp +15; Atk/Full Atk +10 
  melee (3d6+6 plus poison, bite); Face/Reach 10 ft./5 ft.; 
  SA Charming gaze, poison, spells; SQ Darkvision 60 ft.; 
  AL CE; SV Fort +8, Ref +7, Will +12; Str 18, Dex 13, Con 
  18, Int 12, Wis 17, Cha 18. 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 27 
   
  Skills and Feats: Concentration +19, Listen +15, 
  Spellcraft +11, Spot +15; Ability Focus (charming gaze), 
  Alertness, Combat Casting, Eschew Materials
  B, Improved 
  Natural Attack (bite), Lightning Reflexes. 
   
  Sorcerer Spells Known (6/7/7/7/6/4; save DC 14 + 
  spell level): 0
  th–acid splash, cure minor wounds, detect 
  magic, guidance, inflict minor wounds, message, 
  prestidigitation, resistance, touch of fatigue; 1
  st– mage 
  armor, magic missile, protection from good, ray of 
  enfeeblement, shield; 2
  nd- cure moderate wounds, false 
  life, summon swarm, touch of idiocy; 3
  rd- displacement, 
  lightning bolt, water breathing; 4
  th– greater invisibility, 
  unholy blight; 5
  th– slay living. 
   
  Charming Gaze (Su): As charm person, 30 feet, Will 
  DC 20 negates.  The save DC is Charisma-based. 
   
  Poison (Ex): Injury, Fortitude DC 18, initial and 
  secondary damage 1d8 Con.  The save DC is 
  Constitution-based. 
   
  Spells: Spirit nagas can cast spells from the cleric 
  spell list and from the Chaos and Evil domains as arcane 
  spells.  The cleric spells and domain spells are considered 
  arcane spells for a spirit naga, meaning that the creature 
  does not need a divine focus to cast them. 
  APL 14 (EL 16) 
  �Kraken, Advanced 32HD: CR 16; Gargantuan Magical 
  Beast (Aquatic); HD 32d10+352; hp 504; Init +4; Spd 
  Swim 20 ft.; AC 20, Touch 6, Flat-footed 20; Base Atk +32; 
  Grp +56; Atk +41 melee (2d8+12/19-20, tentacle); Full Atk 
  +41 melee (2d8+12/19-20, 2 tentacles) and +35 melee 
  (1d8+6, 6 arms) and +35 melee (4d6+6, bite); Face/Reach 
  20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm); SA 
  Improved grab, constrict 2d8+12 or 1d8+6; SQ 
  Darkvision 60 ft., ink cloud, jet, low-light vision, spell-
  like abilities; AL NE; SV Fort +29, Ref +18, Will +17; Str 
  34, Dex 10, Con 32, Int 21, Wis 20, Cha 20. 
   
  Skills and Feats: Concentration +46, Diplomacy +7, 
  Hide +0, Intimidate +16, Knowledge (geography) +17, 
  Knowledge (nature) +16, Listen +42, Search +28, Sense 
  Motive +40, Spot +42, Survival +5 (+7 following tracks), 
  Swim +34, Use Magic Device +16; Alertness, Blind-Fight, 
  Expertise, Improved Critical (tentacle), Improved 
  Initiative, Improved Natural Attack (arm), Improved 
  Overrun, Improved Trip, Iron Will, Power Attack, 
  Weapon Focus (tentacle). 
   
  Improved Grab (Ex): To use this ability, the kraken 
  must hit with an arm or tentacle attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the grapple 
  check, it establishes a hold and can constrict. 
   
  Constrict (Ex): A kraken deals automatic arm or 
  tentacle damage with a successful grapple check. 
   
  Jet (Ex): A kraken can jet backward once per round 
  as a full-round action, at a speed of 280 feet.  It must move 
  in a straight line, but does not provoke attacks of 
  opportunity while jetting. 
   
  Ink Cloud (Ex): A kraken can emit a cloud of jet-
  black in an 80-foot spread once per minute as a free 
  action.  The cloud provides total concealment, which the 
  kraken normally uses to escape a fight that is going badly. 
   Creatures within the cloud are considered to be in 
  darkness. 
   
  Spell-like abilities: 1/day-control weather, control 
  winds, dominate animal (DC 18), resist energy.  Caster 
  level 9
  th.  The save DC is Charisma-based. 
   
  Skills: A kraken has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard.  
  It can always choose to take 10 on a Swim check, even if 
  distracted or endangered.  It can use the run action while 
  swimming, provided it swims in a straight line. 
  APL 16 (EL 18) 
  �Yuan-Ti, Anathema: CR 18; Huge Aberration; HD 
  22d8+198; hp 297; Init +5; Spd 40 ft; swim 20 ft.; AC 29 (-2 
  size, +1 Dex, +20 natural), touch 9, flat-footed 28; Base Atk 
  +16; Grp +32; Atk +26 melee (2d8+16 plus 2D6/15-20, +1 
  gargantuan blasphemous falchion) or +22 melee (1D8+8, 
  claw); Full Atk +26/+21/16 melee (2d8+16 plus 2D6/15-
  20, +1 gargantuan blasphemous falchion) or +22 melee 
  (1D8+8, 2 claws) and +20 melee (1D8+4, 6 bites); 
  Face/Reach 15 ft./15 ft); SA Improved grab, constrict 
  1d8+8, poison, spell-like abilities, psionics; SQ Darkvision 
  60 ft., acid and poison immunity, all-around vision, attach 
  grafts, DR 15/good and magic, electricity and fire 
  resistance 10, SR 26, regeneration 5; AL CE; SV Fort +16, 
  Ref +10, Will +20; Str 31, Dex 13, Con 29, Int 24, Wis 24, 
  Cha 22 
   
  Skills and Feats: Climb +35, Knowledge (arcane) +32, 
  Knowledge (dungeoneering) +32, Concentration +34, 
  Hide +18*, Listen +32, Move Silently +26, Search +36, 
  Spot +36, Swim +18, Survival +7*; Blind-Fight, Improved 
  Critical (falchion), Dodge, Combat Expertise, Improved 
  Initiative, Lightning Reflexes, Weapon Focus (falchion), 
  Power Attack 
   
  Spell-Like Abilities: 3/day-animal trance, cause fear, 
  deeper darkness, entangle, haste, neutralize poison, 
  suggestion, baleful polymorph, unholy blight; 1/day-
  blasphemy, unholy aura.  Caster level 20
  th; save DC 
  16+spell level 
   
  Possessions: belt of giant strength +4 
   
  
  VTF4-03 Whirlpool of Madness 
   
  Page 28 
  Appendix Two: New Rules 
  Dread Pirate, as presented in Song & Silence, modified 
  by the LG 3.5 Changes to the Class Guidebooks. 
  Dread Pirate as presented in Song & 
  Silence 
  Thugs and cutthroats in every port lay claim to the title 
  “pirate,” but actually making a fortune through piracy 
  is no easy task.  A dread pirate, however, has mastered 
  every aspect of larceny on the high seas.  His network 
  of contacts tells him when a particularly valuable cargo 
  is shipping out.  After a flawless ambush at sea, he 
  swings aboard the target ship on a rope, rapier in hand. 
   Once he and his shipmates have overpowered the 
  prize vessel’s crew, they liberate the cargo and make 
  their escape.  Later, the dread pirate meets 
  representatives from the black market in some isolated 
  cove and sells his newly acquired cargo for a handsome 
  profit. 
  Some dread pirates accomplish their goals through 
  fear, killing indiscriminately and ruling their ships at 
  rapier-point.  Others minimize bloodshed and exhibit a 
  curious sort of chivalry, perhaps realizing that the 
  captain and crew of a prize ship are more likely to 
  surrender if they believe they’ll live to see port again.  
  Now and then a dread pirate takes his chivalric streak a 
  step further and preys only on the ships of enemy 
  nations-or even solely on other pirates. 
   
  A dread pirate’s lifestyle fits most rogues to a tee, 
  for the job requires a number of skills that members of 
  other classes don’t’ have the time or inclination to  
  learn.  However, the class is also attractive for some 
  spellcasters, who can use magic to conceal their ships 
  or incapacitate a prize vessel’s crew. 
   
  Hit Die: d6 
  Requirements 
  To qualify for the dread pirate prestige class, a 
  character must fulfill all the following criteria. 
   
  Alignment: Any nonlawful. 
   
  Base Attack Bonus: +4 
   
  Skills: Appraise 8 ranks, Profession (sailor) 8 
  ranks, Swim 5 ranks, Use Rope 5 ranks. 
   
  Feats: Quick Draw, Weapon Finesse 
   
  Special: The character must own a ship worth at 
  least 10,000 gp.  The method of acquisition-purchase, 
  force of arms, or skullduggery-makes no difference, as 
  long as he can freely operate it on the high seas. 
  Class Skills 
  The dread pirate’s class skills (and the key ability for 
  each skill) are Appraise (Int), Balance (Dex), Bluff 
  (Cha), Climb (Str), Craft (Int), Gather Information 
  (Cha), Intimidate (Cha), Jump (Str), Knowledge 
  (geography) (Int), Listen (Wis), Profession (Wis), 
  Search (Int), Sense Motive (Wis), Sleight of Hand 
  (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble 
  (Dex), and Use Rope (Dex).  See Chapter 4 of the PC’s 
  Handbook for skill descriptions. 
   
  Skill Points at Each Level: 6 + Int modifier.
   
   
  Class 
  Level 
  Base 
  Attack 
  Bonus 
   
  Fort 
  Save 
   
  Ref 
  Save 
   
  Will 
  Save 
   
   
  Special 
  1
  st 
  +1 
  +0 
  +2 
  +0 
  Fight with two weapons 
  2
  nd 
  +2 
  +0 
  +3 
  +0 
  Fearsome reputation +2 
  3
  rd 
  +3 
  +1 
  +3 
  +1 
  Rope swing, wind at your back 
  4
  th 
  +4 
  +1 
  +4 
  +1 
  Fearsome reputation +4 
  5
  th 
  +5 
  +1 
  +4 
  +1 
  Leadership +2, shifting deck 
  6
  th 
  +6 
  +2 
  +5 
  +2 
  Come about, fearsome reputation +6 
  7
  th 
  +7 
  +2 
  +5 
  +2 
  Concealed weapon attack, leadership +4 
  8
  th 
  +8 
  +2 
  +6 
  +2 
  Fearsome reputation +8, hoist the black flag 
  9
  th 
  +9 
  +3 
  +6 
  +3 
  Leadership +6 
  10
  th 
  +10 
  +3 
  +7 
  +3 
  Fearsome reputation +10, scourge of the seas 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 29 
  Class Features 
  The following are class features of the dread pirate 
  prestige class.  The Difficulty Class (DC) for any 
  required skill check is included where appropriate. 
   
  Weapon and Armor Proficiency: A dread pirate 
  is proficient with simple and martial weapons and with 
  light and medium armor.  If he is wearing light, 
  medium, or no armor he can fight with two weapons as 
  if he had the feats Ambidexterity and Two-Weapon 
  Fighting.  A dread pirate most often fights with a rapier 
  and either a short sword or a dagger in his off hand.  If 
  he has no magical means of swimming in armor, he 
  usually goes unarmored, at least while aboard ship. 
   
  Fearsome Reputation: At 2
  nd level, the dread 
  pirate is developing a reputation on the high seas.  At 
  this point, he must decide whether to adopt the 
  honorable pirate’s code (avoid undue bloodshed and 
  focus on cargo, not mayhem) or take the more 
  bloodthirsty, dishonorable approach.  Unless he is 
  going incognito, the dread pirate gains a +2 
  circumstance 
  bonus 
  on 
  Diplomacy 
  checks 
  (if 
  honorable) or Intimidate checks (if dishonorable).  
  Every two dread pirate levels thereafter, this bonus 
  increases by +2.  Failure to live up to his reputation at 
  any point may (at the DM’s discretion) negate these 
  bonuses. 
   
  Rope Swing (Ex): If a number of overhead ropes 
  or booms are nearby (and on a ship, they almost always 
  are), a dread pirate of 3
  rd level or higher can grab one 
  and swing up to 20 feet in a straight line as a move-
  equivalent action or as the movement portion of a 
  charge action.  If the dread pirate makes a successful 
  Use Rope check (DC 15), this movement doesn’t 
  provoke attacks of opportunity for moving through 
  threatened square.  A successful Use Rope check (DC 
  25) allows the character to move up to 20 feet through 
  occupied squares without provoking attacks of 
  opportunity.  Failure in either case means the dread 
  pirate swings through the desired area but provokes 
  attacks of opportunity normally.  Rope swing can be 
  used on land as well-in a room with a tapestry or 
  chandelier, for example. 
   
  Wind at your Back: At 3
  rd level, the dread pirate 
  has become a master at eking every bit of propulsion 
  out of the prevailing winds.  Any ship he captains 
  moves 1 mile per hour faster than normal. 
   
  Leadership Bonus: At 5
  th level, the dread pirate 
  gains a +2 bonus to his character level for the purpose 
  of acquiring cohorts with the Leadership feat.  Every 
  two dread pirate levels thereafter, this bonus increases 
  by +2. 
   
  Shifting Deck: As a free action, a dread pirate of 
  5
  th level or higher can attempt a Balance check (DC 15). 
   Success negates any penalties for uneven ground, such 
  as a ship’s deck in rolling seas, and any higher-ground 
  bonuses that opponents might otherwise have.  The 
  DM may set a higher DC for checks involving 
  particularly uneven or dangerous ground. 
   
  Come About: The dread pirate’s ability to 
  maneuver a vessel is legendary.  At 6
  th level, he gains a 
  +4 insight bonus on Profession (sailor) checks. 
   
  Concealed Weapon Attack: A dread pirate often 
  hides small daggers up his sleeves or in his boots.  At 7
  th 
  level, a dread pirate who doesn’t already have the sneak 
  attack ability gets it now at a +2d6 damage bonus, be he 
  can use it only to make sneak attacks with concealed 
  weapons.  If the character does have the sneak attack 
  ability from a previous class, the damage bonuses stack 
  only for sneak attacks made with concealed weapons. 
   
  Host the Black Flag (Sp): The unique insignia of 
  a dread pirate of 8
  th level or higher is so well known 
  that when it is displayed on a flag or banner, every ally 
  within 50 feet of it gains a +2 morale bonus on attacks.  
  This bonus lasts for 10 rounds after the flag is revealed, 
  or until it is destroyed or lowered, whichever occurs 
  first.  Hoist the black flag may be used three times per 
  day, and the dread pirate must either hoist the flag 
  personally or hand it to an ally who then hoists it. 
   
  Scourge of the Seas: A 10
  th-level dread pirate’s 
  exploits have become so legendary that hundreds of 
  able sailors are wiling to sign on as his crew for no 
  compensation other than a share of the booty.  High-
  level dread pirates can use their influx of sailors to 
  crew pirate fleets of up to a dozen ships.  Any small 
  city’s dock district has enough sailors (1
  st-level warriors 
  and experts) to crew a single ship, and a larger city can 
  provide the crew for an entire fleet.  This ability is 
  separate from the Leadership feat; crewmembers 
  acquired with the scourge of the seas ability don’t 
  count as cohorts or followers. 
   
   
   
   
   
   
  
  VTF4-03 Whirlpool of Madness 
   
  Page 30 
  Yuan-Ti Anathema, as presented in Fiend Folio 
  (and modified by 3.5 revision update) 
   
         
  Yuan-Ti Anathema 
  Huge Aberration 
  Hit Dice: 
  22d8 + 198 (297 hp) 
  Initiative: 
  +5 
  Speed:  
  40 ft., climb 20 ft., swim 20 ft. 
  AC:  
   
  29 (-2 size, +1 Dex, +20 natural), 
  touch 9, flat-footed 28 
  Base Attack/Grapple: 
  +16/+32 
  Attack:  
  Gargantuan 
  +1 
  blasphemous 
  falchion +23, or claw +22 melee 
  Full Attack: 
  Gargantuan +1 blasphemous 
  falchion +23/+18/+13, or claws +22 
  melee and 6 bites +20 melee 
  Damage:  
  Gargantuan +1 blasphemous 
  falchion 2d8+13 (+2d6) against 
  good), claw 1d8+8, bite 1d8+4 plus 
  poison 
  Face/Reach: 
  15 ft./15 ft. 
  Special Attacks: Constrict 1d8+8, improved grab, 
  poison, psionics, spell-like abilities 
  Special Qualities: Acid immunity, all-around vision, 
  attach grafts, darkvision 60 ft., DR 
  15/good and magic, electricity 
  resistance 10, fire resistance 10, 
  poison immunity, regeneration 5, 
  scent, SR 26 
  Saves: 
   
  Fort +16, Ref +10, Will +20 
  Abilities: 
  Str 27, Dex 13, Con 29, Int 24, Wis 
  24, Cha 22 
  Skills: 
   
  Climb +33, Craft or Knowledge (any 
  two) +32, Concentration +34, Hide 
  +18*, Listen +32, Move Silently +26, 
  Search +36, Spot +36, Swim +16, 
  Survival +7* 
  Feats: 
   
  Blind-Fight, Cleave, Dodge, Combat 
  Expertise, Improved Initiative, 
  Lightning Reflexes, Multiattack, 
  Power Attack 
  Climate/Terrain: Warm forest and underground 
  Organization: 
  Solitary or cult (1 anathema plus 2-
  13 purebloods, 2-5 halfbloods,  and 2-4 abominations) 
  Challenge Rating: 
  18 
  Treasure: 
   
  Double standard 
  Alignment: 
   
  Always chaotic evil 
  Advancement: 
   
  By character class 
  Level Adjustment: 
  +6 
   
  Revered as divine incarnations of their unspeakable 
  deity, these creatures are the most loathsome form of 
  the vile yuan-ti race.  They represent such a perversion 
  of their original human nature that their very existence 
  is heresy against all the deities of humanity, no matter 
  how evil-thus, they proudly call themselves anathema. 
   
  An anathema’s basic shape is that of an enormous 
  serpent, some 25 feet long.  A pair of arms and the 
  vague shape of a humanoid torso are the last vestiges of 
  its original humanity.  The arms end in clawed hands 
  with only three fingers.  In place of a head, six long 
  serpents project from the top of the torso, allowing the 
  creature to see in all directions and attack as many as 
  eight different opponents at once.  The creature’s scales 
  range in shade form deep maroon to midnight blue or 
  violet black, usually lighter on the torso and 
  underbelly.  Its twelve eyes glitter yellow with malice 
  and intelligence.  It has a musky odor about it that 
  most mammals find unsettling. 
   
  Like other yuan-ti, anathemas speak their own 
  language, plus Common, Draconic, and Abyssal. 
  COMBAT 
  When found with other yuan-ti, an anathema prefers 
  to let its minions handle the mundane work of melee 
  combat while it uses its psionics and spell-like abilities 
  to weaken the enemy ranks.  Alone, or when forced 
  into melee, an anathema grapples opponents, using its 
  dissolving touch psionic power to melt foes in its 
  grasp, and blasting enemies who are hanging back 
  from combat (archers and spellcasters) with its spell-
  like abilities. 
   
  Constrict (Ex): With a successful grapple check, 
  an anathema can constrict a grabbed opponent, dealing 
  1d8+8 points of bludgeoning damage. 
   
  Improved Grab (Ex): If an anathema hits an 
  opponent that is at least one size category smaller than 
  itself with a bite attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus 
  +32).  If it gets a hold, it also constricts on the same 
  round.  Thereafter, the anathema has the option to 
  conduct the grapple normally, or simply use one of its 
  six serpent-heads to hold the opponent (-20 penalty on 
  grapple check, but the anathema is not considered 
  grappled).  It usually chooses the latter option. 
   
  Poison (Ex): An anathema delivers its poison 
  (Fort DC 30 negates) with each successful bite attack. 
  Initial and secondary damage are the same (1d4 Con). 
   
  Psionics (Sp): An anathema can produce the 
  following effects at will. 
   
  Alternate Form: An anathema can assume the 
  form of a Tiny to Huge viper (see the Monster 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 31 
  Manual).  This ability is similar to the shapechange 
  spell cast by a 19
  th-level sorcerer but allows only viper 
  forms.  In viper form, the anathema’s poison deals 1d6 
  points of Constitution damage instead of 1d4. 
   
  In addition, an anathema can assume the form of a 
  viper swarm (described in Fiend Folio) 
   
  Chameleon Power: An anathema can change the 
  coloration of itself and its equipment to match its 
  surroundings. *An anathema using chameleon power 
  receives a +10 circumstance bonus on Hide checks. 
   
  Detect Poison: As the spell cast by a 20
  th-level 
  sorcerer. 
   
  Dissolving Touch: An anathema can exude acid 
  from its body, dealing 7d6 points of acid damage to 
  anything it touches.  If it uses this power when 
  grappling or constricting an opponent, the acid deals 
  10d6 points of damage instead.  The acid is effective 
  only on the round when this power is used, and it 
  becomes inert when it leaves the anathema’s body. 
   
  Mass Aversion: An anathema creates a compulsion 
  effect targeting all enemies within 30 feet.  The targets 
  must succeed on a Will save (DC 27) or gain an 
  aversion to snakes for 10 minutes.  Affected subjects 
  must stay at least 20 feet from any snake, yuan-ti, or ti-
  khana creature (described in Fiend Folio), whether 
  alive or dead; if already within 20 feet, they move away. 
   A subject can overcome the compulsion by succeeding 
  on another Will save (DC 27), but still suffers from 
  deep anxiety.  This causes a –4 reduction to Dexterity 
  until the effect wears off or the subject is no longer 
  within 20 feet of a snake, yuan-ti, or ti-khana creature.  
  This ability is otherwise similar to antipathy as cast by a 
  16
  th-level sorcerer. 
   
  Spell-Like Abilities: 3/day-animal trance, cause 
  fear, deeper darkness, entangle, haste, neutralize 
  poison, suggestion, baleful polymorph, unholy blight; 
  1/day-blasphemy, unholy aura.  Caster level 20
  th; save 
  DC 16+spell level. 
   
  All-Around Vision (Ex): An anathema’s six heads 
  allow it to see in all directions at once.  Because of this 
  ability, it has a +4 racial bonus on Search and Spot 
  checks, and it cannot be flanked. 
   
  Attack Grafts (Su): An anathema has the ability to 
  transform humanoid and monstrous humanoid 
  creatures, making them more like yuan-ti.  Each day, 
  an anathema can attach eight yuan-ti grafts (described 
  in Fiend Folio) to one or more creatures.  This requires 
  1 hour of uninterrupted work per graft, during which 
  the anathema can do nothing else.  Between grafts, the 
  anathema can rest or engage in light activity such as 
  talking or walking but cannot fight, cast spells, use 
  magic items, conduct research, or perform any other 
  physically or mentally demanding task. 
   
  In addition, anathemas can create the mixture of 
  venom, roots, and herbs required to create either a 
  tainted one or a broodguard (described in Savage 
  Species and Monster Compendium: Monster of 
  Faerun). 
   
  Regeneration (Ex): An anathema takes normal 
  damage from force effects and adamantine weapons.  
  Attack forms that don’t deal hit point damage ignore 
  regeneration, and an anathema does not restore hit 
  points lost from starvation, thirst, or suffocation. 
   
  Scent (Ex): An anathema can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Skills: Anathemas have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.  Anathemas have 
  a +8 racial bonus on any Swim check to perform some 
  special action or avoid a hazard and can always choose 
  to take 10 on Swim checks, even if distracted or 
  endangered.  Anathemas have a +8 racial bonus on 
  Survival checks when tracking by scent. 
  ANATHEMA SOCIETY 
  Anathemas are extremely rare among the yuan-ti, and 
  yuan-ti society as a whole seems not quite sure what to 
  do with them.  They are never found in yuan-ti cities, 
  for the power they represent is such a destabilizing 
  force that order and structure collapse around them.  
  Many live as solitary outcasts in the wilds near larger 
  collections of yuan-ti. 
   
  Most anathemas, however, quickly gather cults of 
  other yuan-ti around them, sometimes involuntarily.  
  The most warped and unstable yuan-ti of that whole 
  warped and unstable species are irresistibly drawn to 
  the unspeakable evil that the anathemas exude, and a 
  violent cult is the natural result. 
   
  A cult centered around an anathema is always a 
  plague on the surrounding lands.  No race or kind of 
  creature can live in peace with such a cult nearby, for 
  the yuan-ti will not rest until they have obliterated any 
  other civilization within a week’s travel of their lair.  
  An anathema’s only creed is annihilation in service to 
  the great serpent who, the yuan-ti believe, will one day 
  devour the world. 
  
  VTF4-03 Whirlpool of Madness 
   
  Page 32 
  ANATHEMA ITEMS 
  Anathemas are known for a number of unique items, 
  both magical and mundane.  Finding these items in the 
  hands of a lesser yuan-ti is an almost certain sign that 
  they are members of an anathema cult. 
   
  Blasphemous Weapons: Weapons with this 
  property are a blight upon the world, and a paladin or 
  good cleric who learns of one’s existence is duty-bound 
  to work unceasingly toward its destruction.  A 
  blasphemous weapon is evilly aligned due to the 
  fiendish spirit bound within it.  Like an unholy 
  weapon, it deals 2d6 points of bonus unholy (evil) 
  damage against all of good alignment; on a critical hit 
  this damage is increased to 2d10 and the weapon 
  unleashes a limited blasphemy effect that targets only 
  the creature hit. 
   
  A blasphemous weapon bestows two negative 
  levels on any good creature attempting to wield it.  The 
  negative levels remain as long as the weapon is in hand 
  and disappear when the weapon is no longer wielded.  
  These negative levels never result in actual level loss, 
  but they cannot be overcome in any way (including 
  restoration spells) while the weapon is wielded.  
  Blasphemous bows, crossbows, and slings bestow the 
  property upon their ammunition. 
   
  Anathemas often equip their most powerful 
  cultists with blasphemous scimitars and falchions. 
   
  Caster Level: 13
  th; Prerequisites: Craft Magic Arms 
  and Armor, blasphemy, unholy blight, creator must be 
  evil; Market Price: +4 bonus. 
   
  Serpent Symbol: This silver disk represents the 
  world with a snake coiled around it, mouth gaping 
  wide as if to consume it.  This is a holy symbol used by 
  anathema cults, symbolizing their devotion to 
  destruction and giving them some concrete magical 
  abilities to back it up.  Once per day, a serpent symbol 
  can generate either a disintegrate spell or a destruction 
  spell, according to the command of the wearer.  The 
  save DC for both effects is 20.  The device functions 
  only in the hands of a yuan-ti.  (However, a character 
  with the Use Magic Device skill can emulate the yuan-
  ti race to make the serpent symbol function.) 
   
  Caster Level: 13
  th; Prerequisites: Craft Wondrous 
  Item, Heighten Spell, destruction, disintegrate, creator 
  must be a yuan-ti; Market Price: 50,000 gp. 
   
  Sickening Weapon: A Sickening weapon 
  functions as an unholy weapon that releases extra 
  unholy power upon striking a successful critical hit 
  against a good creature.  The struck creature hit must 
  make a successful Fortitude save (dc 16) or take a –2 
  penalty on attack rolls, weapon damage rolls, saves, 
  skill checks, and ability checks for 1d4 rounds. 
   
  Lower-level yuan-ti cultists often wield sickening 
  weapons. 
   
  Caster Level: 9
  th; Prerequisites: Craft Magic Arms 
  and Armor, unholy blight, creator must be evil; Market 
  Price:+3 bonus. 
   
  Venomous Fire: This alchemical creation is an 
  insidious method of delivering toxic venom.  In 
  essence, venomous fire is similar to alchemist’s fire-it is 
  a viscous substance that burns when exposed to air.  
  However, it is also mixed with yuan-ti venom, so that, 
  in the round after taking any damage from the fire 
  itself, a character must make a Fortitude saving throw 
  (DC 17) against the poison that entered the body 
  through the wounds from the fire.  Initial and 
  secondary damage from the poison are the same (1d6 
  Con).  If the fire is allowed to burn for another round 
  (thus causing the character to take damage on 
  successive rounds), the character is exposed to two 
  doses of poison.  
   
  A flask of venomous fire is a grenadelike weapon 
  with a range increment of 10 feet.  It deals 1d6 points 
  of fire damage on a direct hit, plus 1d6 points of fire 
  damage in the next round if it is not extinguished 
  (requiring a full-round action and a Reflex save against 
  DC 15).  A splash deals 1 point of fire damage, and a 
  target hit by the splash has a +4 circumstance bonus on 
  the Fortitude save against the poison. 
   
  Cost: 220 gp; Weight: 1 lb. 
  ANATHEMA CHARACTERS 
  An anathema’s favored class is cleric.  Like other yuan-
  ti clerics, anathemas worship Merrshaulk and can 
  choose any two of the following domains: Chaos, Evil, 
  Destruction, and Plant. 
   
  Because of its numerous special abilities, an 
  anathema PC’s effective character level (ECL) is equal 
  to its class level + 28.  Thus, a 1
  st-level anathema cleric 
  has an ECL of 29 and is the equivalent of a 29
  th-level 
  character.
  
  VTF4-03 Whirlpool of Madness 
   
  Page 33 
  Player Handout 1: Sealed Message 
  This wax-covered scroll has a fine seal of a wooden circle with an arc passing across it.  It appears to have been written 
  some time ago. 
   
  Greetings my friends.  I am proud of the tasks you have 
  performed on the road west, and am saddened to call on 
  you so soon.  
   
   There is a matter of great importance occurring in 
  Dyvers, and I ask that you meet with some of the local 
  walkers if you would be so kind as to help.  I wish I 
  could be there to see your faces once more but fate has 
  conspired against me.  
   
   You will be welcomed at the local Cathedral of 
  Fharlanghn. 
  Walker Salidious
  
  VTF4-03 Whirlpool of Madness 
   
  Page 34 
  Player Handout 2: Message hidden in a chest 
  This message, written in Rhopan, was found in a chest in the living quarters along with a signet ring.  
   
  Captain, 
   The creatures here are crazy!  They kill each 
  other for no reason!  I can’t stand it here much 
  longer, and I don’t think I can wait for the next 
  ship.  I have a plan, and hopefully I’ll be able to 
  escape.  I’ve left this message in the chest with our 
  payment, so you’ll understand why I left. I’ll meet 
  you at the appropriate spot.  I’ve left the ring as 
  proof I’ll keep our bargain. Take their money, but 
  keep your distance.  They’re not right! 
   
   
   
   
  -R 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/VTF4-03 - Whirlpool of Madness.pdf