TEXT: Dark Waters
  A solitaire adventure for Four Against Darkness
  Recommended for characters of level 1 or 2
  
  Dark Waters
  A solitaire adventure for Four Against Darkness
  Recommended for characters of level 1 or 2
  Written by Jeffery Baker
  Illustrated by Andrea Sfiligoi and Jeffery Baker
  Additional illustrations by Heather Shinn and J.M.Woiak of the
  STINKYGOBLIN, and Jack Badashski.
  Playtesters: Samuele Mariotti, Andrea Sfiligoi
  www.ganeshagames.net
  www.songofblades.com
  
  Dark Waters
  2
  Contents
  How to Play This Adventure 
  3
  Map of the Hideout - Chapter One 
  4
  New Character Class: the Swashbuckler 
  5
  Chapter One 
  6
  A Call for Adventurers 
  6
  Tezany’s Cove 
  6
  Atlis Coast Guard 
  7
  Murazzo 
  7
  Corsair Hideout 
  8
  Ending the Chapter 
  15
  Chapter Two 
  16
  Avatar of the Shark God 
  16
  Playing This Chapter 
  16
  Ending the Chapter 
  17
  Chapter 1 – Cargo Storage Table (d6) 
  20
  Chapter 1 – Dark Pool Table (d6) 
  20
  Chapter 1 – Captain’s Desk Table (d6) 
  20
  Chapter 1 – Hideout Vermin Table (d6) 
  21
  Chapter 1 and 2 - Hideout Minions Table (d6) 
  22
  Chapter  2 - Aquatic Vermin Table (d6) 
  23
  Chapter 2 – Aquatic Minions Table (d6) 
  24
  Chapter 2 – Aquatic Boss Table (d6) 
  25
  Chapter 2 – Aquatic Weird Monster Table (d6) 
  26
  Chapter 2 – Final Boss  
  26
  Aquatic Special Feature Table (d6) 
  27
  Aquatic Special Events Table (d6) 
  28
  Aquatic Traps Table (d6) 
  29
  Aquatic Magic Treasure Table (d6) 
  30
  
  Dark Waters
  3
  How to Play This Adventure
  This adventure for Four Against
  Darkness can be played in a couple
  of hours, and split over two
  separate sessions.  It has been
  designed for beginning characters:
  most of your characters should be
  level 1 or 2.  However, if two or
  more characters are level 3,
  increase the chance of wandering
  monsters to 2 in 6 and increase the
  number of all minions encountered
  by 1.  The Four Against Darkness
  book is needed to play this
  adventure.
  This adventure is in two parts.  The
  first is a programmed dungeon.
  The second is a random dungeon
  using 
  the 
  standard 
  dungeon
  building tables found in Four
  Against Darkness, but replacing the
  room content tables with those
  from this book.
  In part one, use the Map of the
  Corsair Hideout.  You’ll find the
  numbered locations in Chapter
  One.  Do not start reading until
  your party is created and ready to
  go.  Follow the layout of that map,
  decide which location you are going
  to visit, and read the entry
  corresponding to that number.
  You may search rooms only if
  instructed to do so by the
  numbered entry.
  Do not read the entries in
  advance!  Read them only as you
  reach the room or area.  Reading
  the entries in advance will spoil all
  the fun.
  Wandering Monsters
  When you trace your way back
  through 
  the 
  map, 
  make 
  a
  wandering monster roll once for
  each numbered location you move
  through.  The chance to meet a
  wandering monster is 1 in 6.
  To determine what wandering
  monsters are met in Chapter One,
  roll d6.  On a 1-3, use the Hideout
  Vermin table.  On a 4-6, roll the
  Hideout Minion table.
  
  Dark Waters
  4
  Map of the Hideout - Chapter One
  
  Dark Waters
  5
  New Character Class: the
  Swashbuckler
  Traits:  A swashbuckler adds half
  of his level (rounded down) to each
  of his Attack rolls and to his
  Defense rolls.  A swashbuckler may
  not use two-handed weapons or
  bows.  He may not wear armor or
  use a shield.
  A swashbuckler may perform two
  attack rolls, one with his main hand
  and one with his off-hand; only if
  he is using a hand weapon for the
  first and a light hand weapon for
  the second.
  A swashbuckler gains panache
  points, up to a maximum equal to
  his level, for each monster he kills.
  He may spend a single panache
  point to increase his next Attack or
  Defense roll by +1.  If the
  swashbuckler 
  already 
  has 
  a
  number of panache points equal to
  his level, and kills a monster, no
  panache points are accumulated.
  A maximum of one panache point
  per Attack or Defense can be spent
  on each roll.
  Starting 
  equipment: 
   
  hand
  weapon, 
  light 
  hand 
  weapon,
  plumed cavalier hat or tricorn cap,
  and half-cape.
  Starting wealth:  2d6 gold pieces.
  Life:  4 + level.  A first level
  swashbuckler has 5 life points.
  
  Dark Waters
  6
  Chapter One
  A Call for Adventurers
  Lord Erid Orfeld is a wealthy
  merchant of Dorantia.  From An-
  Mor to Kardalok, the Orfeld
  Company 
  has 
  established 
  a
  prosperous business with contracts
  in a variety of trades.  Lord Erid has
  recently 
  been 
  investing 
  in
  antiquities from before the Century
  of Rain and Fire.  One such
  shipment had been waylaid in
  transit across the Sea of Storms
  near the coast of western Kardalok.
  Corsairs have captured the Orfeld
  Company’s 
  cargo 
  ship 
  and
  absconded with the valuables in its
  hold.  One particular relic, a golden
  statue of the Shark God, Tezany, is
  prized above all else.  Lord Erid
  Orfeld has hired a party of four
  adventurers (your party) to track
  down the stolen relic and return it
  to the Orfeld estate in Dorantia.
  Your reward shall be 100 gold.
  The merchant suggests your party
  speak with the Atlis Coast Guard for
  clues on the investigation of this
  piracy, or you might talk with a
  certain associate of his named
  Murazzo 
  who 
  has 
  many
  underground connections.  Your
  party is then booked passage
  across the Sea of Storms to
  western Kardalok to the port city of
  Tezany’s Cove.
  Tezany’s Cove
  Tezany’s Cove is a large seaport, the
  capital of all trade in western
  Kardalok, and sibling to Dorantia in
  An-Mor.  Enormous statues along
  the coast act like welcoming
  beacons to the harbor city.  This
  multicultural hub is also home to
  the blue-skinned Atlis, survivors of
  the lost race of Atlanteans and
  defenders of the coast from their
  mutated 
  cousins, 
  the 
  green-
  skinned Atlis known as Deep
  Demons.
  Your party has arrived in Tezany’s
  Cove.  You were given two
  suggestions on how to proceed
  with finding Lord Erid Orfeld’s
  stolen cargo.  You may speak with
  the Atlis Coast Guard, defenders of
  the shorelines of Kardalok; or you
  may 
  speak 
  with 
  Lord 
  Erid’s
  associate, Murazzo, who has many
  connections among underground
  networks.  You may only choose
  one option.
  
  Dark Waters
  7
  Atlis Coast Guard
  In an outpost decorated in sea
  shells, pearls, and iconography
  from a bygone era, your party
  meets with a commander of the
  Atlis Coast Guard.  She listens to the
  purpose of your visit and reveals
  her own investigations into the high
  seas crime.
  The corsairs that have taken Lord
  Orfeld’s treasure are a recent
  growing menace.  They are now
  occupying a series of grottos a few
  miles south of Tezany’s Cove,
  hidden behind steep cliffs and
  jagged shoreline rocks.  It is a
  known hideout for smugglers and
  bandits.  The Atlis Coast Guard dare
  not risk a full attack at such a
  hazardous access, but perhaps a
  small band of adventurers could
  slip in easier.
  The Atlis commander offers you a
  reward of 100 gold for the
  successful capture of the corsair
  captain, alive, and an honorary
  position among the Atlis Coast
  Guard.  Your party is given rope for
  your Quest and may proceed to the
  Map of the Corsair Hideout.  You
  enter the map at section 1.
  Murazzo
  After inquiring around for Lord Erid
  Orfeld’s 
  associate 
  in 
  several
  taverns, your party locates the
  fellow.  He is a well-groomed
  individual with expensive clothes,
  and 
  many 
  rough 
  looking
  bodyguards.  Murazzo listens to
  your tale with growing interest.
  He makes a counter offer to the
  one Lord Orfeld had made.  For 200
  gold, Murazzo wants you to bring
  the gold statue of Tezany the Shark
  God, to him.  As well, the corsair
  captain must not live, as he had
  failed to turn over the treasures to
  the organization that had funded
  his ship and crew.  If your party
  succeeds, you will be inducted into
  the guild of thieves, the society
  which Murazzo is the king.
  Murazzo has the adventurers
  escorted south of Tezany’s Cove to
  a secret entrance into the hideout
  of the corsairs.  Your party is now
  on a Quest and may proceed to the
  Map of the Corsair Hideout, but
  may start at the secret entrance at
  section 2.
  
  Dark Waters
  8
  Corsair Hideout
  1
  Your party guides a small row boat
  onto the slim, rocky shoreline.
  Waves 
  crash 
  against 
  the
  adventurers, threatening to throw
  them amongst the jagged rocks
  that dot the narrow beach.  Each
  character must save versus the
  waves (which is level 3).  Dwarves
  and Halflings roll at -1, barbarians
  roll at +1.  Those who fail are
  smashed against the rocks, losing
  1 life point.
  2
  The secret entrance is a vertical
  shaft with a rickety ladder leading
  down.  Characters may only climb
  down single-file.  Choose the
  position for each character on their
  descent.  Starting at the top-most
  character, roll a d6 for each
  character.  A character with light
  armor is at -1. One with heavy
  armor rolls at -2. Halflings roll at +1.
  If the total roll is a 1 or less, that
  character falls as a ladder rung
  broke free or their grip failed.  The
  next character down will have a -1
  to their die roll due to the falling
  character above them. The penalty
  accumulates as more characters
  fall.  Each fallen character loses 1
  life point as they hit the bottom of
  the secret entrance shaft.  The
  sound of their falling may also have
  alerted wandering monsters, roll 1
  in 6.
  3
  The doors at either end of the
  tunnel slam shut then lock from the
  opposite side.  A metallic grinding
  noise begins loudly.  The walls are
  closing in!  You notice a small hole
  next to the door ahead, large
  enough to fit your arm.  Inside this
  hole appears to be the controls for
  this trap or how to unlock the
  doors.  Choose a character and
  which hand to put into the hole.
  Roll d6.  A rogue adds his level to
  the die roll.  On a natural 1, the
  character loses 1 life point and their
  hand, and will no longer be able to
  use anything with that arm.  On a 5
  or 6, the walls stop and the doors
  open.  A result of 2-4, the closing
  walls stop but the doors are still
  locked.  You may attempt to bash
  the door as a level 5 (see p. 60 in
  Four Against Darkness).
  
  Dark Waters
  9
  4
  This room has been used for
  garbage disposal.  A gelatinous
  green slime is feasting in the rear
  of the room, slowly dissolving
  skeletal remains and a few shiny
  objects and senses your warm
  presence.
  Green slime, level 5 boss, 8
  life, 2 attacks.  The slime is hit
  at +1 by the Fireball spell.
  Crushing weapons attack it
  at 
  -2. 
   
  Any 
  character
  wounded by the green slime
  must save versus level 3 acid
  or lose 1 additional life.
  Reactions:  always fight.
  Treasure:  the green slime
  has 2d6 x 10 gold pieces and
  one random magic item,
  determined by rolling on the
  Magic Treasure Table (page
  34 in the Four Against
  Darkness book).
  Upon defeating the green
  slime, the party gains one xp
  roll.
  5
   An iron wall drops from the ceiling,
  blocking the tunnel.  Each party
  member must roll d6 versus level
  3 trap.  Halflings and elves roll at
  +1.  Rogues add their level.  A
  character failing the roll is trapped
  behind the falling wall.  Follow the
  rules on splitting the party (see Four
  Against Darkness, p.44).
  6
  This is the home of the corsairs’ sea
  witch.
  Sea Witch, level 4 boss, 4 life,
  2 attacks.  All characters at
  the beginning of the battle
  must save versus a level 4
  hex spell or be cursed, -2 to
  their Attack and Defense
  rolls.
  Reactions:  1-2 bribe (3d6
  gp), 3-5 fight, 6 fight to the
  death.
  Treasure:  The sea witch has
  a potion of healing, 3
  bandages, and a random
  treasure, 
  determined 
  by
  rolling on the Treasure Table
  (p. 34, Four Against Darkness).
  Upon defeating the sea
  witch, the party gains one xp
  roll.
  7
  This is the lair of the goblin pirates.
  
  Dark Waters
  10
  8 goblin pirates, level 4
  minions.  They have a 1 in 6
  chance of gaining surprise,
  thus acting before the party.
  If they do act before the
  party, roll d6 on their
  reactions table.
  Reactions:  1-2 bribe (5 gp
  per goblin), 3-6 fight.
  Treasure:  Roll twice on the
  Treasure Table.
  8
  This room is an armory, guarded by
  corsairs.
   6 corsairs, level 4 minions.
  Two have bows, which let
  them strike first if the party
  chooses to attack before
  rolling reactions.  The bow
  users 
  will 
  forfeit 
  their
  following attack, using their
  action to pull out hand
  weapons.
  Reactions:  1-3 bribe (10 gp
  per corsair), 4-5 fight, 6 fight
  to the death.
  Treasure:  The corsairs have
  2d6 gold pieces.  The room
  is filled with weapons.  All
  characters can change their
  weapons if they want, within
  the limits of the weapons
  allowed to their class type.
  There is a 1 in 6 chance of
  finding a magic weapon,
  treat it as if 4 was rolled on
  the Magic Treasure Table (p.
  34 in Four Against Darkness).
  9
  The corsair captain is standing at
  the edge of a dark lake.  He has just
  handed the gold idol of the Shark
  God to a green-skinned Deep
  Demon, who then dives deep into
  the subterranean pool.
  If a rogue is leading the party (he
  must be in the front rank of the
  marching order when the party
  enters the room), you catch the
  corsair captain unawares while he
  is dealing with the Deep Demon,
  giving you a +1 attack bonus on
  your first turn. The Deep Demon
  still flees.
  Corsair captain, level 5 boss,
  4 life points, 2 attacks.  On
  the captain’s first turn, he will
  attempt to summon aid.  Roll
  a d6.  On a 5 or 6, corsairs
  arrive (6 corsairs, level 4
  minions).
  
  Dark Waters
  11
  Reactions:  always fight to
  the death.
  Treasure: 
   
  The 
  corsair
  captain has 3d6 x 10 gold
  pieces and one random
  magic item, determined by
  rolling on the Magic Treasure
  Table (Four Against Darkness
  p. 34).  The party also gains
  one Clue.
  Upon defeating the corsair
  captain, the party gains one
  xp roll.
  10
  This room is filled with crates and
  barrels.  You may ignore this room
  or decide which character will
  search it, rolling on the Cargo
  Storage Table.  Decide before
  looking at the table!
  11
  There is a dark pool of saltwater in
  this room.  You may decide to
  ignore the pool or decide which
  and how many of your characters
  investigate it, rolling on the Dark
  Pool Table.  Decide before looking
  at the table!
  12
  This room is used as a barracks for
  the corsairs.  There are 2d6 corsairs
  in the chamber.  There is a 1 in 6
  chance that the corsairs are
  sleeping.  If a rogue is leading the
  party into this room while the
  corsairs are sleeping (he must be in
  the front rank of the marching
  order), you may take what treasure
  they have and leave without
  fighting.
  2d6 Corsairs, level 4 minions.
  Reactions:  1-3 bribe (10 gp
  per corsair), 4-5 fight, 6 fight
  to the death.
  Treasure:  There is 2d6 x 10
  gold pieces on a table in the
  barracks.
  13
  This door is locked.  A rogue may
  lockpick it (it’s a level 4 lock).  If
  there is no rogue, or if he fails, the
  door can be bashed (see Four
  Against Darkness, p. 60), in which
  case the door is treated as level 4.
  Remember this might attract
  wandering monsters.
  
  Dark Waters
  12
  
  Dark Waters
  13
  14
  This room belongs to the corsair
  captain.  At the foot of his bed is a
  locked chest (level 4 lock, bashed at
  level 5, see p. 60 in Four Against
  Darkness).  If the chest is opened,
  roll three times on the Treasure
  Table (p. 34 in Four Against
  Darkness).  On a desk in the corner
  are some scrolls and ledgers.  You
  may leave it alone or decide which
  character will search it, rolling on
  the Captain’s Desk Table (p. 20).
  Decide before looking at the table!
  15
   Four bandit sentries are standing
  in this chamber.
  Bandits, level 3 minions.
  They have 2 guard dogs, level
  4 vermin.  The guard dogs’
  barking has a 1 in 6 chance
  of 
  attracting 
  wandering
  monsters at the end of the
  combat.
  Reactions 
  (Bandits 
  and
  dogs):  1 flee, 2-3 bribe (10 gp
  per bandit), 4-5 fight, 6 fight
  to the death.
  Treasure:  A total of 2d6 x 5
  gold pieces are carried by the
  bandits.
  16
  This is a makeshift kitchen, with
  stockpiles of food provisions.  An
  impressively fat ogre, apparently
  the corsairs’ cook, is stirring a large
  cauldron over a fireplace. He keeps
  a large cleaver and a rolling-pin
  handy.
  Ogre cook, level 5 boss, 6 life
  points.  Each hit from the
  ogre chef inflicts 2 life points
  of damage.  If a fight occurs,
  at the start of the battle, the
  ogre cook will attempt to
  throw the contents of the
  cauldron.  All characters
  must save versus level 3
  scalding hot soup or lose 1
  life point. Barbarians save at
  +1.
  Reactions:  1 bribe (50 gp),
  2-3 fight, 4-6 fight to the
  death.
  Treasure:  The ogre cook
  carries 3d6 gold pieces.  In
  the food storage area you
  find one potion of healing.
  Upon defeating the ogre
  cook, the party gains one xp
  roll.
  
  Dark Waters
  14
  
  Dark Waters
  15
  17
  There is a roughly hewn tunnel
  leading southwest. To the southeast
  there is a door made of driftwood.
  On the eastern edge of this
  chamber, there is a door of rotting
  planks.  Northeast leads to a dark
  room.
  18
   To the north is a wooden door with
  a large pull ring.  The northeast is a
  natural looking tunnel.  Directly to
  the east is a door made of driftwood.
  19
  As the party steps into the room, a
  trap is triggered. Whirling blades
  strike out from the walls only a
  couple feet from the ground.  All
  characters must make a Defense
  roll versus a level 4 trap, or lose 1
  life.  Rogues add their level to the
  roll, Halflings add +1.  If a character
  rolls a natural 1, they lose 1 life and
  their leg at the knee.  Without a leg,
  the character must use a crutch
  (from a piece of driftwood nearby)
  and will not be able to use their
  hand on the side of the body the leg
  was lost.
  Ending the Chapter
  If you manage to exit the dungeon
  and bring the corsair captain back
  alive to the Atlis Coast Guard, select
  a character to make one xp roll.  The
  commander will reward your party
  with 100 gp and each will receive a
  commendation from the Atlis Coast
  Guard.
  If you exit the dungeon and bring
  the head of the corsair captain to
  Murazzo, select a character to make
  one xp roll.  Murazzo will accept
  your party into the guild of thieves,
  but the reward was for the gold idol
  of Tezany.
  Your characters are resting and all
  their wounds are healed.  If a
  character lost a hand, they may
  replace it with a permanent light
  hand weapon, such as; a hook,
  blade, etc.  If a character lost a leg,
  they may replace it with a peg leg,
  which has no game benefit but gives
  your character something to brag
  about.
  A character may also spend 300
  gold pieces to have a lost hand or
  leg be regrown magically. If a
  character who lost a hand or leg is
  killed and then resurrected, his lost
  hand or leg will be regrown as part
  of the resurrection ritual.
  
  Dark Waters
  16
  Chapter Two
  Avatar of the Shark God
  Your characters are in Tezany’s
  Cove, recuperating from their
  adventure into the corsair hideout.
  All wounds are healed and spells
  prepared.
  If you managed to bring the corsair
  captain back to the Atlis Coast
  Guard in Chapter One, you will learn
  that the gold statue of Tezany,
  which you have been sent to
  recover by Lord Erid Orfeld, is in
  actuality a magical artifact used to
  summon an avatar of the Shark
  God.  The summoning ceremony is
  to take place in a sunken temple at
  the bottom of the sea.  The Atlis
  Coast Guard employs several
  powerful wizards; they cast an
  enchantment on your party for
  them to be able to breathe and fight
  underwater as if they were on land.
  All their attacks and spells and even
  their lantern will work as normal, for
  at least this one trip.  Your party is
  loaded onto a boat and taken out
  to sea where they dive down to
  meet their destiny.
  If you were working for Murazzo, he
  still wants that gold statue of
  Tezany.  The offer is still available,
  200 gold for your party to bring him
  the relic.  His spies from the thieves’
  guild know the location of where
  the deep demons have taken the
  gold idol, deep below the waves of
  the Sea of Storms.  Murazzo leads
  you to his own cabal of sorcerers;
  they will enchant your entire party
  for this adventure, enabling them
  to breathe and perform as normal
  underwater.  The cost for this
  enchantment is 100 gold.  If your
  party is unable or unwilling to pay,
  Murazzo will take the cost out of the
  reward he has offered for the gold
  statue of Tezany.  Then he loads
  your party on a ship and takes them
  off the coastline to plunge into the
  sea depths.
  Playing This Chapter
  Play this chapter as a random
  dungeon, 
  using 
  the 
  standard
  dungeon generation found in Four
  Against Darkness, but with the
  following changes:
  • Instead of the Vermin, Minions,
  Boss, and Weird Monster tables
  found in Four Against Darkness,
  use 
  the 
  Aquatic 
  versions
  provided in this adventure.
  • The final boss is listed under the
  Chapter 2 – Final Boss table,
  separate from the Aquatic Boss
  Table.
  
  Dark Waters
  17
  • Instead of the Special Features,
  Special Events, Traps, and
  Magic Treasure tables found in
  Four Against Darkness, use the
  Aquatic versions provided.
  • The party can give up the
  dungeon if they are too beaten
  up to continue.  In this case,
  read the “Ending the Chapter”
  section to see what happens
  next.
  Ending the Chapter
  This chapter ends when your party
  or the Avatar of the Shark God are
  killed.  If the Avatar is killed, all your
  surviving characters may take his
  treasure (and the gold statue of
  Tezany).  As soon as you escape
  through the dungeon, you make
  your way back to the surface and
  the boat that will take you to
  Tezany’s Cove.
  Returning to the Atlis Coast
  Guard
  If you return to the Atlis Coast
  Guard, select a character to make
  one xp roll.  Each character is
  promoted to an officer within the
  Atlis Coast Guard and will always
  have free passage by ship from
  Tezany’s 
  Cove 
  to 
  whatever
  destination they choose and may
  call on the Atlis as allies in future
  adventures.  The Atlis ensure the
  gold statue of Tezany is drained of
  all potential magic energy before
  handing it over to your party.  They
  will guide you to a ship back to
  Dorantia, where you may turn over
  the Shark God relic to Lord Erid
  Orfeld.  The wealthy merchant then
  gives you the 100 gold as promised.
  Returning to Murazzo
  If you bring the gold statue of
  Tezany to Murazzo, select a
  character to make one xp roll.
  Murazzo gives your party the
  promised 200 gold reward (100
  gold if your party did not pay for
  the water-breathing enchantment
  before the adventure).  Each
  character is officially promoted to
  captains within the guild of thieves.
  You will know contacts in all the
  major cities of the civilized world
  and may go to them for assistance
  in future ventures.
  If your party quits the dungeon
  before killing the Avatar, they may
  regroup back at Tezany’s Cove and
  heal up.  You may return to the
  undersea adventure, but you will
  roll for a new random dungeon.
  The 
  Avatar 
  will 
  already 
  be
  summoned and at full strength.
  You will not have to fight the cultists
  
  Dark Waters
  18
  
  Dark Waters
  19
  in the final fight.  The gold statue of
  Tezany will always stay with the
  Avatar.
  If you wish to steal back the gold
  statue of Tezany from Murazzo and
  the guild of thieves, you may
  attempt to do so if you have a
  rogue in your party.
  Roll a d6.  On a 1 the rogue is
  caught and murdered, the rest of
  your party is stripped of all money
  and magic items and dumped into
  the harbor.  On a 2 the rogue
  escapes with the statue, sells it, and
  flees with the money, leaving your
  party forever.  On a 3-4 the rogue
  barely avoids the guards used by
  the guild of thieves, no luck stealing
  the statue.  On a 5-6, the rogue
  manages to take the statue and
  your party is able to sell it at the
  market for 200 gold.
  
  Dark Waters
  20
  Chapter 1 – Cargo Storage Table (d6)
  1-2
  The character performing the search is bitten by a large rat and
  must save versus level 3 poison or lose 1 life.  Nothing of value is
  found.
  3-4 The cargo storage does not contain anything of value.
  5-6 The character finds a crate containing random treasure.  Roll twice
  on the Treasure Table from Four Against Darkness.
  Chapter 1 – Dark Pool Table (d6)
  1
  Each character investigating the pool is attacked by flailing
  tentacles. The character must save versus level 4 or lose 1 life.
  2-4  Nothing found.
  5-6
  A mermaid appears and bestows a kiss upon each character that
  investigated the pool.  This heals 1 wound.  This will occur only once
  in the adventure.
  Chapter 1 – Captain’s Desk Table (d6)
  1
  The character investigating the captain’s desk is shocked by a
  magical trap. The character must save versus level 4 magic or lose
  1 life.  A wizard adds his level to this roll. A rogue rolls at +1.
  2-4  The desk does not contain anything of value.
  5-6  The character investigating the desk gains two Clues.
  
  Dark Waters
  21
  Chapter 1 – Hideout Vermin Table (d6)
  1
  3d6 bilge rats.  Level 1, no treasure.  Any character wounded has
  a 1 in 6 chance of losing 1 additional life due to an infected wound.
  Reactions:  1-3 flee, 4-6 fight
  2
  2d6 goblin pirate swarmlings.  Level 3, treasure -1, morale -1
  Reactions:  1-2 flee if outnumbered, 3-4 bribe (5 gp each), 5-6 fight
  3
  3d6 cave bats.  Level 1, no treasure.
  Reactions:  1-3 flee, 4-6 fight
  4
  D6 guard dogs.  Level 4, no treasure.  The barking of the dogs has
  a 1 in 6 chance of attracting wandering monsters at the end of the
  combat.
  Reactions:  1 bribe (1 gp worth of food per dog, assume each party
  member is carrying 2 gp worth of food), 2-5 fight, 6 fight to the
  death
  5
  D6 giant crabs.  Level 4, no treasure.  If a crab hits a character, it
  will clamp on with its claw.  The character will have -1 to their
  Defense rolls against the clamped on crab.
  Reactions:  1 flee if outnumbered, 2-3 fight, 4-6 fight to the death
  6
  2d6+2 sea snakes.  Level 3, no treasure.  If a character is bit, save
  versus level 3 poison or lose 1 additional life.
  Reactions:  1-2 flee, 3-6 fight
  
  Dark Waters
  22
  Chapter 1 and 2 - Hideout Minions Table (d6)
  1
  D6+3 goblin pirates.  Level 3, normal treasure.  Goblin pirates
  have a 1 in 6 chance of gaining surprise, thus acting before the
  party.  If they do act before the party, roll d6 on their reactions
  table below.
  Reactions:  1 flee if outnumbered, 2-3 bribe (5 gp per goblin), 4-6
  fight.
  2
  2d6 bandits.  Level 3, treasure -1.
  Reactions:  1 flee, 2-4 bribe (5 gp per bandit), 5-6 fight.
  3
  D6+1 orc reavers.  Level 5, normal treasure.  Orcs are afraid of
  magic and must test morale each time one or more is killed by a
  spell.  If a spell caused their number to drop below 50%, they will
  test morale at -1.  They never have magic items in their treasure:
  treat any rolled magic as d6 x d6 gold pieces instead.
  Reactions:  1-2 bribe (10 gp per orc), 3-4 fight, 5-6 fight to the
  death
  4
  D6 corsairs.  Level 4, treasure +1.
  Reactions:  1-3 bribe (10 gp per corsair), 4-5 fight, 6 fight to the
  death
  5
  D6 + 3 corsairs.  Level 4, treasure +1.  Three of the corsairs have
  bows, which let them strike first if the party chooses to attack
  before rolling reactions.  Reactions:  1-3 bribe (10 gp per corsair),
  4-5 fight, 6 fight to the death
  6
  D3 sharkmen.  Level 5, normal treasure.  When a sharkman
  inflicts 1 life point of damage, they may make an immediate
  second attack.
  Reactions:  always fight to the death
  
  Dark Waters
  23
  Chapter  2 - Aquatic Vermin Table (d6)
  1
  D6+3 electric eels.  Level 3, no treasure.  Save versus level 3
  electricity or lose 1 life.
  Reactions:  1-2 flee, 3-6 fight
  2
  D6+2 jellyfish.  Level 3, no treasure.  Save versus level 4 poison
  or lose 1 life.  Halflings add +1 to their roll.
  Reactions:  always fight to the death
  3
  D6 giant crabs.  Level 4, no treasure.  If a giant crab inflicts 1 life
  point of damage, its claws will grab on and the crab will remain
  with the character.  Defense rolls by that character will be at -1
  from the attached crab.
  Reactions:  1 flee, 2-4 fight, 5-6 fight to the death
  4
  D3 giant octopi.  Level 4, no treasure.  At the start of the battle,
  all characters must save versus level 4 tentacles or be entangled.
  Entangled characters have -1 to their Defense and Attack rolls.
  Reactions:  1 flee, 2-4 fight, 5-6 fight to the death
  5
  3d6 carnivorous fish.  Level 1, no treasure.  Carnivorous fish
  swarm around characters.  If you meet them in a corridor, play
  as if the combat takes place in a room.
  Reactions:  1 flee, 2-6 fight
  6
  D6+1 sea sprites.  Level 3, treasure -1.  They are tiny and
  annoying; all Attack rolls against them are at -1.
  Reactions:  1 flee, 2-3 flee if outnumbered, 4 bribe (5 gp x sea
  sprite), 5-6 fight
  
  Dark Waters
  24
  Chapter 2 – Aquatic Minions Table (d6)
  1
  D6+3 deep demons.  Level 4, normal treasure.  Deep demons
  carry fishing tridents and nets.  If a character rolls a natural 1 for
  a Defense roll, they are ensnared by a net and not able to act.
  The ensnared character must save versus level 3 net each turn
  to break free.  All Defense rolls are failed by ensnared characters.
  Reactions:  1 flee if outnumbered, 2-3 bribe (10 gp per deep
  demon), 4-5 fight, 6 fight to the death.
  2
  2d6 fishmen.  Level 3, treasure -1.
  Reactions:  1 flee, 2-4 bribe (5 gp per fishman), 5-6 fight.
  3
  D3 siryns.  Level 3, treasure +1.  At the start of battle, each
  character must save versus level 3 magic charm.  Wizards may
  add their level to this roll.  A charmed character cannot act.
  Defense rolls are failed by charmed characters.  A Blessing or
  Healing power will cure the charm effect.
  Reactions:  1 flee, 2-3 bribe (20 gp per siryn), 4-6 fight
  4
  D3 reef sharks.  Level 4, no treasure.  Reef sharks frenzy if they
  smell blood.  If a character loses 1 life point, roll a second Defense
  roll to see if they lose another life point.
  Reactions:  1 flee, 2-4 fight, 5-6 fight to the death
  5
  2d6 barracudas.  Level 3, no treasure.  Barracudas will act before
  the party on the  roll of 5 or 6.
  Reactions:  always fight to the death
  6
  2d6 drowned zombies.  Level 4 undead, no treasure.  Arrows
  hit them at -1. They never test morale.
  Reactions:  always fight to the death
  
  Dark Waters
  25
  Chapter 2 – Aquatic Boss Table (d6)
  1
  Sea hag.  Level 4, 4 life, 2 attacks, treasure +1.  Before combat, all
  characters must save versus level 5 magic or be paralyzed for two
  turns, unable to act.  Wizards add their level to this roll.
  Reactions:  1 bribe (100 gp), 2 quest, 3-5 fight, 6 fight to the death.
  2
  Sea serpent.  Level 5, 5 life, normal treasure.  A hit from the sea
  serpent inflicts 2 life points damage.  Crushing weapons attack it at -1.
  Reactions:  always fight
  3
  Deep demon lord.  Level 6, 4 life, 3 attacks, treasure +1.  Each deep
  demon lord turn, one random character must save versus level 5
  magic or be paralyzed for two turns.  Wizards add their level to this
  roll.  When a deep demon lord is killed, a character of your choice
  finds a Clue.
  Reactions:  1 bribe (60 gp), 2-4 fight, 5-6 fight to the death
  4
  Deep demon sorcerer.  Level 4, 4 life, 2 treasure rolls.   Each deep
  demon sorcerer turn, roll d6 to determine which spell is cast before
  attacked.  1-3 frost ray (characters must save versus level 4 magic
  or be at -1 on all Defense and Attack rolls until sorcerer is slain), 4-5
  frost bolt (one random character must save versus level 5 magic or
  lose 1 life), 6 frostfire (one random character must save versus level
  6 magic or lose 2 life).  Wizards add their level against these spells.
  When a deep demon sorcerer is killed, a character of your choice
  finds a Clue.
  Reactions:  1 flee, 2 bribe (60 gp), 3-5 fight, 6 quest
  5
  Great shark.  Level 5, 6 life, 3 attacks, no treasure.  Great sharks
  frenzy if they smell blood.  If a character loses 1 life point, roll a
  second Defense roll to see if they lose another life point.
  Reactions:  always fight to the death
  6
  Kraken.  Level 6, 5 life, 2 attacks, 2 treasure rolls at +1.  On each turn
  of the kraken, roll d6, on a 1 the kraken’s tentacles lash out inflicting
  1 life damage to all characters who fail to save versus level 6 kraken
  tentacles (Rogues add their level to this roll).  If the kraken does not
  use tentacles, he claws 2 random characters.  Krakens are never met
  as wandering monsters.
  Reactions:  always fight
  
  Dark Waters
  26
  Chapter 2 – Aquatic Weird Monster Table (d6)
  1
  Coral golem.  Level 5, 5 life, 2 attacks, treasure +1.  Its body is
  covered in sharp jagged coral.  Every time a character rolls a 1
  on his Attack roll, the character loses 1 life.
  Reactions:  always fight
  2
  Deep ooze.  Level 5, 8 life, 2 attacks, two treasure rolls.  Crushing
  weapons attack it at -2.
  Reactions:  always fight
  3
  Sea lion.  Level 4, 4 life, 3 attacks, normal treasure.
  Reactions:  1 flee, 2-4 fight, 5-6 fight to the death
  4
  Cecaelia.  Level 4, 4 life, treasure +1.  On each turn of the cecaelia,
  roll d6 +2 to determine how many tentacle attacks she has.
  Reactions:  1 bribe (60 gp), 2 quest, 3-5 fight, 6 fight to the death
  5
  Dragon turtle.  Level 6, 5 life, normal treasure.  Each bite from
  the dragon turtle inflicts 2 life points of damage.
  Reactions:  1 flee, 2-6 fight
  6
  Sea hydra.  Level 5, 5 life, 2 attacks, 2 treasure rolls.  Each time
  a sea hydra loses 1 life point, it gains 1 additional attack.
  Reactions:  always fight
  Chapter 2 – Final Boss
  Summoning circle – Eight deep
  demon cultists (level 4 minions),
  are performing a ritual around the
  gold statue of Tezany.  They are
  completely 
  focused 
  on 
  this
  summoning spell.  If your party is
  led by a rogue (front rank of
  marching order), you have a +1 to
  your Attack rolls on your first turn.
  You must slay the eight cultists on
  your first turn or the avatar is
  summoned at full strength.  If you
  slay the cultists first, the avatar is
  summoned, but weakened (-1
  Level, -1 life, -1 attack).
  Avatar of Tezany, the Shark God.
  Level 6, 10 life, 4 attacks, 3
  treasure rolls at +2 (and the gold
  statue of Tezany).  Every character
  must save versus level 4 terror or
  have -1 to his Defense rolls until
  the end of the fight.  The avatar
  grants two xp rolls if it is killed.
  Reactions:  always fight to the
  death
  
  Dark Waters
  27
  Aquatic Special Feature Table (d6)
  1
  Enchanted coral reef:  A character of your choice gains a +1
  Defense for their next battle.  As soon as the battle is over, the
  bonus is gone.
  2
  Oyster bed:  You may leave the oysters alone or search them.
  If you search them, roll d6.  On a 1-3, the oysters emit a poisonous
  spray and each character must save versus level 3 poison or lose
  1 life (Halflings add +1 to their roll).  On a 4-6, you find pearls in
  the oysters worth a total of 3d6 x 10 gold pieces.
  3
  Armory:  All characters can change their weapons if they want,
  within the limits of the weapons allowed to their character type.
  Characters may also get new weapons or replace lost?Destroyed
  weapons.
  4
  Healing Wave:  All wounded characters recover 1 Life.  Further
  encounters with a healing wave have no effect.
  5
  Dark Waters:  A random character is cursed and has now -1 on
  his Attack rolls.  To break the curse, the character must either be
  cured by a healing wave (result 4 on this table) or have a Blessing
  or Healing spell cast on him.
  6
  Puzzle Box:  The room contains a puzzle box.  Its level is d6.  You
  may leave it alone or try to solve it.  For every failed attempt, the
  character trying to solve it loses 1 life.  Wizards and rogues add
  their level to their puzzle-solving roll.  If the puzzle is solved, the
  box opens:  make an Aquatic Magic Treasure roll to determine
  its contents.
  
  Dark Waters
  28
  Aquatic Special Events Table (d6)
  1
  Enchanted coral reef:  A character of your choice gains a +1
  Defense for their next battle.  As soon as the battle is over, the
  bonus is gone. A ghost shark passes through the party.  All
  characters must save versus level 4 fear or lose 1 life.  A cleric
  adds his level to his roll.
  2
  Wandering monsters attack the party.  Roll d6: 1-3 roll on the
  Aquatic Vermin table, 4 roll on the Aquatic Minions table, 5 roll
  on the Aquatic Weird Monsters table, 6 roll on the Aquatic Boss
  table.  A boss monster met as a wandering monster has no
  chance of being the final boss.
  3
  You meet a wandering sea elf.  He will provide a random
  character a Clue.  You can meet a wandering sea elf only once
  per game.  If you meet him again, treat this result as a trap and
  roll on the Aquatic Traps table.
  4
  Trap!  Roll on the Aquatic Traps table.
  5
  You meet a mermaid.  She will heal your party at the cost of 10
  gold pieces per life healed.  You may heal as many life points as
  you can afford.  You can meet the mermaid only once per game.
  If you meet her again, reroll this result.
  6
  You meet a giant seahorse.  The giant seahorse will accompany
  your party until you engage in a battle.  When that happens, roll
  a d6.  On a 1-2, the giant seahorse will flee.  On a 3-6, the giant
  seahorse may be used to automatically bribe the engaged
  monster.  You can meet the giant seahorse only once per game.
  If you meet him again, reroll this result.
  
  Dark Waters
  29
  Aquatic Traps Table (d6)
  1
  An electric shock (level 3) attacks the character leading the
  marching order.  Make a Defense roll versus electricity or lose 1
  life.  Roll at -2 if you have heavy armor, and -1 if you have a shield.
  Rogues add their level.
  2
  Toxic sludge (level 3) attacks all the characters.  Make a Defense
  roll, ignoring the bonus from shields or armor, or lose 1 life.
  3
  A whirlpool (level 4) pulls in the two characters leading the
  marching order.  The characters must save versus the trap level.
  Roll at -1 if you have light armor, and -2 if you have heavy armor,
  and at +1 if you are a Halfling or an elf.  Rogues add their level.
  A character failing the roll is smashed against the surroundings,
  losing 1 life.
  4
  A strong current (level 5) will push your party back the way they
  came.  Each character that failed to save versus the current will
  be moved back one room/corridor. If a door is in the way, the
  last character in marching order will bash through the door and
  lose 1 life.
  5
  Strangling seaweed (level d6) attacks two random characters.
  Make a d6 roll versus the level or lose 1 life.  Halflings and elves
  roll at +1, rogues add their level.
  6
  A fishing net catches one random character and pulls him into a
  giant crab cage.  Save versus level 5, or the character will be
  trapped in a cage with a giant crab (level 4 minion).  Roll at +1 if
  you are a halfling or an elf.  Rogues add their level.  Once in the
  cage, the character must fight the giant crab alone.  The other
  characters may attempt to break open the cage (level 5), with a
  1 in 6 chance of alerting wandering monsters with each attempt,
  or to pick the lock with a rogue (level 3). If wandering monsters
  arrive, further attempts to bash down the cage will not attract
  additional wandering monsters.
  
  Dark Waters
  30
  Aquatic Magic Treasure Table (d6)
  1
  Narwhal Horn:  Allows user to stun one monster.  Add the user’s
  level to attack the target.  Only wizards and elves may use it.  If
  the attack hits, the monster cannot act for one complete turn.
  After three uses, the horn loses its powers but it may still be sold
  as a curio for 2d6 gp. The stun effect does not work against
  undead monsters.
  2
  Shock Spear:  Allows user to cast Lightning Bolt twice, then its
  powers are depleted.  Only wizards may use it.  Add the user’s
  level to determine the spell roll, as you would do for a Lightning
  Bolt spell cast by that character. When its charges are depleted,
  it still may be used as a slashing hand weapon.
  3
  Wand of Squid:  Allows user to entangle one boss or d6 + L
  minions.  Add the user’s level to attack the target.  When attacking
  entangled monsters,  your characters will have +1 to their Attack
  rolls. After three uses, the wand becomes a useless piece of
  driftwood. Its powers do not work on cecaelias, squids, and
  krakens. The wand works even outside of water.
  4
  Curative Kelp:  Can be eaten at any moment, healing all lost life
  to a single character.  This does not require an action.  This is a
  one-use magic item, usable by all classes. If unused, it may be
  sold for 40 gp.
  5
  Magic Weapon:  Gives +1 to its user’s Attack rolls.  This is a
  permanent magic item.  Roll d6 to determine its type: 1 crushing
  light hand weapon, 2 slashing light hand weapon, 3 crushing
  hand weapon, 4-5 slashing hand weapon, 6 bow.
  6
  Magic Conch Shell:  Allows user to summon an ally three times.
  Once the shell is used, a magical dolphin (level 3 character, 3 life)
  will appear and join your party.  If he is slain, he may not be
  summoned again until three new rooms or corridors have been
  visited. This magic item will work only in underwater adventures.
  
SOURCE: textdata/thevault/Four Against Darkness/Four Against Darkness Adventures/Four Against Darkness Dark Waters.pdf