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. 
   
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
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  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
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  Visit the LIVING GREYHAWK website at www.rpga.com 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com 
   
   
  CORS5-01 
   
   
   
   
  THE JUNGLE OF LOST 
  SHIPS 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Core Special Adventure 
  Low Level 
   
  by Creighton Broadhurst and Pieter Sleijpen 
  Keoish Information: Sean Smith 
  Circle Reviewer: Stephen Radney MacFarland 
  Playtesters: Chris Dyer, Jared Evans, Peter Moore, Jon Slack, David Thomassen 
   
   
  Hundreds of leagues to the east, hidden within the trackless wastes of the Solnor Ocean lies the mythical Jungle of Lost 
  Ships. Thought to be nothing but a legend, proof of this fabled place recently surfaced within the Flanaess. Most 
  startling of all, several of the hulks languishing within this graveyard have been identified as belonging to the legendary 
  Lost Treasure Fleet of the Sea Princes. Will you join one of the expeditions attempting to reach the site? Will you be the 
  first to set foot on vessels thought lost for centuries? A module for APLs 2-8. 
   
   
   
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PCS READ NO FARTHER 
   
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
   
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because PCs bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
   
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as animal 
  companions, familiars paladin’s mounts) or the warhorse 
  of a character with the Mounted Combat feat, use the 
  sidebar chart to determine the number of levels you add 
  to the sum of step one. 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.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  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 
   
   
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 
  and higher. Four or 
  five 
  1st-level 
  characters may find 
  the challenge of an 
  APL 2 adventure 
  difficult. 
  Suggest 
  the following to 
  these 
  groups 
  to 
  help increase their 
  chances of success:  
  1. 
  Enlist 
  a 
  sixth player. 
  Advise 
  characters 
  to buy riding dogs 
  to 
  help 
  protect 
  them, and fight for 
  them. 
  5. 
   
   
  TIME UNITS AND UPKEEP 
  This is a Core Special one-round adventure, set in the 
  Solnor Ocean. All characters pay two Time Units to 
  participate.  
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  Figure List 
  The following figures are required to run this module: 
   
  Harpy (2); [Dragoneye]. 
  Yuan-Ti Pureblood (7); [Archfiends]. 
  Yuan-Ti Halfblood (1); [Aberrations]. 
  Displacer Serpent (5); [Giants of Legend]. 
  Sahuagin (1): [Aberrations]. 
  Barbarian Mercenary (1): [Dragoneye]. 
  Medusa (3): [Harbinger] [Pregnant women] 
   
  In addition several pieces of correctly size modeling flock 
  are required to simulate the assassin vine. 
   
  NPC Spell Casting and Item Purchase 
  This adventure takes place far away from the major cities 
  and civilizations of the Flanaess. Thus, once the PCs 
  arrive at the weed-sea they will not enjoy the same access 
  to both purchase items and engage NPC spell casting 
  services. 
   
  Prior to embarking on this adventure PCs may freely 
  purchase items and engage NPC spell casters as detailed 
  in the LIVING GREYHAWK Campaign Sourcebook. 
   
  Once they have embarked however these services 
  will be severely limited.  
   
  PCs will be unable to purchase any items, even if 
  these are listed on previous ARs. 
   
  They will be able however to call upon the services 
  of Korenth, an Oeridian follower of Xerbo. Korenth will 
  cast any spell he is able to for the prices listed in the 
  LIVING GREYHAWK Campaign Sourcebook. He will 
  not however join any expedition to the weed-sea. 
   
  �Korenth: male human (Oeridian) Clr9- Xerbo; 
  (Healing +8, Knowledge [religion] +10, Spellcraft +10). 
   
  Xerbo; N; Lesser god of Sea, Sailing, Money and 
  Business; Domains: Animal, Knowledge, Water. 
   
  ADVENTURE BACKGROUND 
  The Legendary Treasure Fleet of the Sea 
  Princes 
  Over 150 years ago the Turmoil Between Crowns 
  wracked the Greet Kingdom. This decade long schism 
  and civil war plunged the Great Kingdom into chaos. The 
  assassination of the last of the Rax Overkings in 446 CY 
  by Prince Ivid of the house of Naelax, plunged the 
  kingdom into immediate and brutal civil war. Of the 
  conflict, few clear records survive. The shifting politics of 
  the Celestial Houses of Aerdy were swift, diverse and 
  opportunistic. Brutal warfare swept the kingdom; 
  hundreds of thousands were slain, cities were sacked and 
  whole provinces were pillaged. 
   
  The definitive moment of the conflict came in 450 
  CY when the scheming house Darmen threw their 
  support behind Ivid. The subsequent sack of Rel Deven 
  and the securing of the central lands of the kingdom 
  heralded the end of the conflict and the crowning of Ivid 
  as the first Naelax Overking. The few Rax and their 
  servants to survive this final bloodletting attempted to 
  flee the Great Kingdom with as much of their wealth as 
  possible. Sailing from Rel Astra on a moonless night they 
  fled south, hoping to slip through the Tilva Straits and 
  make their way to safety. 
   
  The conflict raging throughout the Great Kingdom 
  however did not go unnoticed. Far to the west 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 4 
  buccaneers prowling the Azure Sea saw an opportunity to 
  sack the wealthy port-cities of the Aerdy. Mustering a 
  sizable fleet this loose coalition of pirates, buccaneers and 
  outlaws naming themselves the Sea Princes plundered 
  Pontylver. They also fought several inconclusive 
  skirmishes with patrolling Sea Baron vessels before 
  coming across the last remnants of the Rax fleeing their 
  defeat at the hands of the Naelax.  
   
  The Rax fought desperately to escape but were no 
  match for the skilled pirates who boarded and looted 
  every vessel, slaying all but a handful of survivors they 
  took as slaves. The pirates found wealth almost beyond 
  imagining – the accumulated riches of a family who ruled 
  one of the greatest human empires ever existent on the 
  Oerth. Now, their holds crammed with treasure the Sea 
  Princes turned for home. Almost immediately they sailed 
  into a huge storm seemingly coming out of the east. 
  Laden as they were with riches their vessels were unable 
  to maneuver as adroitly as their captains wished. Greedy 
  of heart and consumed by avarice many of the captains 
  refused to cast their loot over the sides, preferring to ride 
  out the storm as best they could. Unsurprisingly many 
  vessels were sunk and only a few finally returned to their 
  homeports in the Azure. Thus did the legend of the Lost 
  Treasure Fleet of the Sea Princes come to pass. 
   
  The loss of so many of their vessels dealt a severe 
  check to the burgeoning power of the Sea Princes, 
  weakening them to such an extent that when they 
  clashed with the Keoish in 464 CY they were unable to 
  successfully repulse the Keoish navy and their allies.  
   
  Half a dozen vessels however were neither sunk by 
  the storm nor managed to return home. Assumed lost 
  with all hands by the fleet’s survivors these unfortunate 
  vessels were swept far to the east by the storm that 
  seemed to blow with preternatural strength. Perhaps, this 
  storm was but a coincidence or perhaps it was the last 
  vengeance of the Rax, who called out to Procan the Storm 
  Lord for aid in their final moments. Whatever its origins 
  it blew furiously for several days and only the skill of the 
  pirate captains kept their vessels afloat. Eventually the 
  storm blew itself out, depositing the exhausted crews and 
  their battered vessels in the near vicinity of the weed-sea. 
  Most of their rigging gone and with severely exhausted 
  and depleted crews the captains could do nothing as the 
  prevalent currents carried these helpless vessels into the 
  morass of weeds, from which they would never escape. 
   
  The Sea Princes were neither the first nor the last to 
  be caught in the weed-sea, although it has grown quite 
  considerably since their incarceration. Vessels from 
  many nations both known and unknown to the denizens 
  of the Flanaess can be found here. 
   
  Discovery 
  In 576 CY a merchantman on its normal trading run from 
  Hepmonaland to Sulward, capital of the Lordship of the 
  Isles, was caught and boarded by a particularly brutal, but 
  successful, band of pirates. All aboard were put to the 
  sword and the vessel looted. The captain of the 
  merchantman, knowing he was likely doomed, tried to 
  buy his life by relating a tale that awoke the greed and 
  avarice lurking within the heart of all pirates.  
   
  As he lay prostrate beneath the barred blades of his 
  captors he told how several months ago his vessel was 
  caught in an unusually powerful storm that blew him 
  hundreds of leagues off course to the east. When the 
  winds died his damaged and battered vessel was 
  becalmed until it was caught in a strange ocean current. 
  The current carried him to a slowly churning whirlpool 
  centred on a huge mass of thick and knotted seaweed 
  seemingly piled into huge mounds by the remorseless 
  action of the sea.  
   
  As his vessel drew closer to the morass the captain 
  realised that these were no ordinary mounds of seaweed. 
  In reality these mounds were actually the trapped hulks 
  of vessels. By chance, the merchantman had not been 
  badly damaged by the storms and with some luck the 
  captain was able to keep his vessel from being ensnared 
  in the weed-sea. 
   
  While awaiting a westerly wind to carry him back to 
  known waters, the captain made a study of the trapped 
  vessels although he never actually summoned the 
  courage to explore any of the forlorn wrecks. A veteran 
  sailor he recognised several different kinds of vessels 
  amongst the weeds from many nations. Many bore the 
  mark of decade’s long entanglement. Chief amongst 
  these were several vessels of the legendary Lost Treasure 
  Fleet of the Sea Princes.  
   
  Luck was with the captain and before his vessel was 
  trapped a favourable wind blew up and he returned to 
  known waters after making a detailed chart of his 
  position. 
   
  Of course this tale brought the captain naught but a 
  swift 
  death. 
  The 
  pirates, 
  realising 
  that 
  almost 
  unimaginable wealth was in their grasp, sought partners 
  of a similar blackheart to exploit this boon bestowed on 
  them by the Lady of Fate.  
   
   
  Partnership and Betrayal 
  The pirates found a willing partner in the Sulward 
  Guildmaster of Assassins. Just paid an exorbitant amount 
  of money for the assassination of the Lordship’s Grand 
  Admiral the guild was being energetically prosecuted by 
  the Prince of Duxchan who sought to eradicate them.  
   
  Believing that Sulward was now too dangerous for 
  them the assassins signed on with the pirates. Duping 
  some well-meaning but ultimately doomed adventurers 
  into accompanying for protection them they set sail. 
   
  After long weeks at sea the expedition finally 
  discovered the weed-sea and after some initial 
  explorations discovered a vessel they believed to belong 
  to the lost treasure fleet of the Sea Princes. 
   
  The successful looting of this vessel yielded much 
  wealth, which the victorious adventurers carried back to 
  their employers. A celebratory feast was held in their 
  honour. At the feast’s height when many of the 
  adventurers were incapacitated due to the huge amount 
  of wine they consumed the pirates and assassins fell upon 
  the unfortunate (and trusting) adventurers. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 5 
   
  Having disposed of their hirelings the pirates and 
  assassins fell to arguing amongst themselves. Little more 
  than one week’s sail from Sulward these simmering 
  tensions exploded into violence. In an orgy of violence 
  that saw the decks run red with the blood of the 
  erstwhile partners most of the combatants were slain.  
   
  Although a close run thing, in the end the assassins 
  prevailed, slaying all the pirates before they realised that 
  none of them really knew how to sail. Swiftly 
  floundering in the heavy ocean swell the survivors could 
  only curse their fate as their vessel was swept by the 
  unforgiving currents towards the coast of Hepmonaland.  
   
  Inevitably their ship came to grief upon the rocks of 
  a desolate beach and when finally it slipped below the 
  waves barely a dozen survivors staggered out of the wild 
  surf carrying what treasures they could. 
   
  Discovery 
  One by one these few survivors fell prey to the predators 
  of the jungles, were slain by the savage inhabitants of this 
  place or succumbed to the virulent disease lurking in the 
  fetid hell in which they found themselves caught.  
   
  Eventually only the guildmaster was left. Alone, 
  consumed by avarice and half mad with fever, he 
  transported all the remaining wealth to a remote series of 
  caves overlooking the waters of the bay under which his 
  ship lay.  
   
  Here he died and lay undiscovered until in 587 
  followers of the Scarlet Sign, following half-forgotten 
  stories of pale-skinned foreigners able to kill with a single 
  blow sought, and found, the final resting place of the 
  treasures of the Sea Princes. They discovered the ship’s 
  log clutched in the desiccated hand of the guildmaster 
  and sent it to their secretive homeland for study back.  
   
  A New Beginning 
  Scholars of the Scarlet Sign spent long months poring 
  through the documents found in the dead guildmaster’s 
  hand. Eventually they confirmed that they could indeed 
  relocate the great weed-sea and the vessels trapped 
  within. Additional research (both magical and mundane) 
  indicated that at least three additional vessels belonging 
  to the Sea Princes treasure fleet yet lay within the morass.  
   
  Determining that it was possible that these vessels 
  could hold some of the ancient items of power described 
  in the Sea Princes ledgers and journals of the day the 
  Brotherhood determined to mount an expedition to 
  recover them. 
   
   
  The Father of Obedience feared that a vessel under 
  the Brotherhood banner would attract too much 
  unwelcome attention. He decided that a vessel flying the 
  flag of the Lordship of the Isles should carry out the 
  quest (under the correct supervision of course).  
   
  Preparations were thus begun in great secrecy. A 
  Lordship warship was acquired and sailed to Kro Terlep. 
  Agents of the Iron League however embedded within the 
  crew of the vessel however uncovered the Brotherhood’s 
  plan.  
   
  Through a circuitous route via the Jade Mask and 
  several sympathetic lords of Oeridian descent they sent 
  word to their masters on the mainland. 
   
  Somehow, word spread from there to many 
  interested parties several of whom readied expeditions of 
  their own. All were aware however of both how the long 
  journey to the weed-sea and the actual exploration of any 
  mired vessels would be. To counter these dangerous the 
  call went forth for brave and patriotic (or in some cases 
  mercenary) adventurers to join the crews of these vessels. 
  It is in this way that the PCs become embroiled  
   
  A WORD ON MOTIVATION 
  Before this adventure begins the PCs must determine 
  amongst themselves by whom their group has been 
  employed. 
   
  Several of the major ocean-going powers of the 
  Flanaess have prepared expeditions to the weed-sea. They 
  have, readied expeditions with the direct goal of 
  stymieing the Brotherhood’s scheme (and of course 
  recovering the treasure). The PCs have the option of 
  working for one of the following powers: 
  � United Kingdom of Ahlissa 
  � Kingdom of Keoland 
  If the PCs work for the Kingdom of Keoland they 
  embark from Gradsul. If they are in the employ of Ahlissa 
  they will begin their journey in Prymp. 
   
  In addition it is possible that some PCs may own 
  their own ship and may wish to use it to reach the weed-
  sea. Notably PCs may have gained such a vessel in two 
  recent modules: 
   
  COR4-09 Crimson Thorns 
  �Sailing Ship from Seoman’s Shipyard: You have 
  purchased a sailing ship, called __________________, from Lord 
  Seoman Wraxil of Dekspoint. This vessel requires a crew 
  of 10, which can be drawn from either your followers or 
  the local populace.  In the case of the latter you must pay 
  them 1 gp each per TU.  The captain of the vessel must 
  have at least 5 ranks in Profession (Sailor).  This 
  requirement can either be fulfilled by you, or a cohort. 
   
  Market Price: 10,000 gp; Prerequisites: 10 ranks in 
  Craft (boatbuilding). 
   
  NMR3-01 Xerbo’s Fury 
  �The Sea Dragon: The Sea Dragon, a lapstrake 
  constructed caravel, was used to prey on shipping on the 
  Nyr Dyv.  During these exploits she was not well cared 
  for and so needs some repairs before being in top 
  condition. (See below for more information) 
   
  The Sea Dragon is 45 feet long lap-strake constructed 
  carrack.  She has a single mast and is lateen rigged; her 
  beam (width) is 10ft, and she draws 5 feet (her depth 
  below water). Her gunnels are 8ft above the waterline.   
   
  Using the Sea Dragon: She requires a crew of 6 and a 
  captain (with at least 5 ranks in Profession (sailor)) to sail. 
   The crew and the captain may be followers and/or 
  cohort acquired through the Leadership feat, or they may 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 6 
  be hired. Each crewmember that must be hired cost 2 gp 
  per TU.  Hiring a captain costs 5 gp per TU.   
   
  Repairing the Sea Dragon: Each adventure you may 
  invest some money in repairing the Sea Dragon.  These 
  investments can only be made in even 100 gp sums (to 
  simplify accounting), although at most 500 gp can be 
  invested at once.  Every time this is done it should be 
  initialed both here, and on the appropriate Adventure 
  Record.  Each 100 gp invested raises the current market 
  value by 100 gp.  The maximum market value is 10,000 gp 
  (meaning this may be done at most 50 times). 
   
  Prerequisites: Craft (boat building) 10 ranks; Market 
  Price: 5,000 gp. 
   
  APL and Exploration 
  The APL of the table determines which vessel they will 
  explore. There are two events: the lower level adventure 
  is designed for APLs 2-8 while the higher level adventure 
  is designed for APLs 10 -16. Each version of this module 
  uses a different map; be sure that the correct version is 
  used for each table run. 
   
   
  ADVENTURE SUMMARY  
  Introduction: In this encounter the PCs meet each other 
  and decide whom they are to work for. Once a decision is 
  reached they board ship and set sail for the Jungle of Lost 
  Ships. The voyage is uneventful, but long. Inclined PCs 
  may spend some time interacting with the crew, possibly 
  learning information regarding their destination. 
   
  Encounter 1 [The Great Weed-Sea]: In this 
  encounter the PCs must traverse the weed-sea to reach 
  their intended destination. The currents here however at 
  this time of year are particularly fierce and their vessel 
  can only maintain station for three hours. The PCs have 
  this long to reach their target ship; plunder any 
  remaining treasures and return. If they fail to return on 
  time they will be forced to spend an additional time unit 
  awaiting the return of their vessel. 
   
  While crossing the weed-sea the PCs are spotted by 
  either one, or a pair of harpies, that scavenge across the 
  weed-sea, preying on other less mobile denizens of the 
  area.  
   
  Encounter 2 [The Lost Treasure of the Sea Princes]: 
  In this encounter the PCs reach the vessel identified to 
  them as possibly belonging to the Lost Treasure Fleet of 
  the Sea Princes. It is infested with yuan-ti who will have 
  to be bested before the PCs can make away with their 
  treasures. 
   
  Conclusion: In this final encounter the PCs return 
  to their vessel and after claiming their share of the 
  treasure part company from their employers. 
   
  THE WEED-SEA 
  The weed-sea has slowly built up over centuries at the 
  confluence of several vast and slow moving currents and 
  now covers an area of several square miles. These 
  currents interact in such a way as to create a whirlpool 
  effect. Because of this the whole weed-sea is slowly 
  rotating, although its actual location does not change.  
   
  Over the centuries many helpless vessels belonging 
  to a plethora of nations have been caught here; only a few 
  vessels have managed to escape, either by dint of luck, 
  the crew’s skill or magical assistance. Thus many 
  mariners have come to grief here, trapped by nature and 
  circumstances. These few survivors have banded together 
  to form a loose barbaric society, claiming almost a dozen 
  vessels as their territory.  
   
  Other intelligent denizens inhabit this floating reef, 
  although with the exception of the less numerous 
  sahuagin none are as well established as the humans. In 
  addition lizardmen, kelpies and kopoacinth all dwell 
  here. One vessel is infested with undead while others are 
  little more than battlegrounds, picked clean by 
  scavengers. 
   
  The reef is also teaming with unintelligent life. 
  Squids, octopus, seawater crocodiles, sharks, barracudas, 
  sea snakes and other vicious predators all cruise the 
  waters below and around the weed-sea. Life also abounds 
  on the reef itself. Birds, crustaceans, eels and weird and 
  exotic plant life all abound here. In places even the reef 
  itself can be dangerous. An aquatic variety of assassin-
  vine, almost indistinguishable from seaweed, grows in 
  relative profusion here and preys on unwary explorers 
  and inhabitants alike. 
   
  Movement 
  Once the PCs reach the weed-sea they may think that 
  subsequent explorations will be relatively easy. Getting to 
  their ultimate goal however may prove tricky for many 
  PCs.  
   
  The weed-sea is an incredible dense patch of 
  seaweed and detritus brought here by the currents. It is 
  navigable at its fringes although a vessel’s crew will have 
  to stay alert to keep their vessel free; closer in only ship’s 
  boats have a good chance of remaining unentangled. The 
  reed-sea is however very dense and no vessel is able to 
  penetrate the interior. Some PCs will be able to explore 
  the centre of the reed-sea by magic. All others will have 
  to discover a way of walking across this floating reef. 
   
  Walking across the reef is possible, although 
  progress will be slow (and wet). The human survivors of 
  many of the ships trapped here have developed a cunning 
  way of moving around. Akin to snowshoes, this type of 
  footgear is crafted from discarded spars. If the PCs 
  improvise similar footwear use the following statistics.  
   
  �Reef Footgear: These allow the wearer to move at 2/3 
  normal speed across the weed-sea. They take one minute 
  to don but can be removed with a full-round action. 
  These are bulky items, weighting 8 lbs. In addition 
  because of their size and shape when worn these items 
  bestow a -5 circumstance penalty to any skill that would 
  normally have an armor check penalty applied. These 
  statistics are modified from the snowshoes presented in, 
  Arms and Equipment, p 25. 
   
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
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  Moving without Reef Footgear: PCs may move across the 
  weed-sea without wearing the reef footgear detailed 
  above. Such movement is slow and laborious. PCs will 
  regular sink up to their thighs in seaweed. They will get 
  soaked quickly and will quickly become bedecked in 
  seaweed. Consult the following paragraphs to determine 
  how each PCs moves dependant on their weight and 
  load. 
   
  Halflings, gnomes and elves are able to move across 
  the weed-sea at half their normal movement providing 
  they are not wearing or carrying heavy armor. However, 
  moving in this way does not allow the PC to run or 
  charge. 
   
  Half-elves are able to move across the weed-sea at 
  half their normal movement rate providing they are 
  wearing or carrying light, or no, armor. However, moving 
  in this way does not allow the PC to run or charge. 
   
  Dwarves, half-orcs, and humans may move across 
  the weed-sea at a quarter of their normal movement 
  providing they are only wearing or carrying light, or no, 
  armor. 
   
  Exceptions: While exploring the weed-sea druids 
  enjoy the free movement granted to them, by the 
  woodland stride ability. Freedom of movement, likewise 
  bestows the PCs with the ability to move without penalty 
  here. 
   
  THE YUAN-TI 
  Role-Playing Yuan-Ti 
  When portraying the yuan-ti infesting the Malachite 
  Serpent refer to the notes below. 
   
  Appearance: As natives of Hepmonaland these yuan-
  ti have Olman characteristics when in human form. 
  Generally they have dark brown hair, high cheekbones 
  and high-bridged noses. Their eyes are similarly dark 
  brown and their hair is jet black.  
   
  In their snake forms they are predominantly of 
  green coloration with red or black patterns. 
   
  Halfbloods: This creature appears as above but has a 
  snake’s head and its skin is covered with gleaming scales. 
   
  Personality: Without exception yuan-ti are ruthless, 
  evil and cunning. They are devious schemers who think 
  nothing of slaying or causing much suffering to others. 
   
  Origins of the Yuan-Ti 
  The yuan-ti marooned here belonged to an outpost of the 
  jungle city of Alocolta (ah-low-COAT-lah). They still 
  cling to the beliefs of their homeland and yet worship 
  their dark lord.  
   
  A key part of yuan-ti worship is the sacrifice of 
  children every month. They believe such sacrifices 
  guarantee them plentiful rainfall. 
   
  Numbering few young amongst their own, the yuan-
  ti have turned to other wrecks to provide the needed 
  sacrifices. As a consequence they are engaged in a 
  sporadic guerilla war with the much more numerous 
  human survivors who dwell on the reef.  
   
  Their natural abilities grant them a great advantage 
  over the humans and thus far their secret lair has 
  remained undiscovered. 
   
  During their exploration of the Malachite Serpent 
  the PCs have several opportunities to uncover hints 
  regarding this conflict. They may choose to rescue the 
  various captives they find aboard, or they may decide that 
  several of them are too corrupted to be saved. Excepting 
  the destruction of the yuan-ti a wider resolution of this 
  conflict is beyond the scope of this module.  
   
   
  Yuan-Ti Tactics 
  Before running this portion of the adventure the DM 
  should take time to read the yuan-ti entries in the 
  Monster Manual. 
   
  Yuan-ti are cunning and devious. They eschew 
  frontal assaults and melee combat except when all other 
  options are closed to them. In the eventuality of melee 
  combat becoming unavoidable the least powerful and 
  valuable members of the group will attack first. In this 
  case the purebloods will attack first, normally from 
  ambush wherever possible. After that will come any 
  classed purebloods present and finally the halfblood, 
  Tlazarantilis will attack. Note, Tlazarantlis should be 
  faced alone as with his minions about him he will be too 
  powerful for many groups. 
   
  Special Abilities: All yuan-ti have a variety of special 
  abilities, which are well suited to their style of combat. 
   
  Spell-Like Abilities: Purebloods will use their cause 
  fear, darkness and charm person abilities before engaging 
  in combat. They will only use entangle in areas 
  containing sufficient seaweed to effectively impede the 
  characters. Entangled characters will then be subjected to 
  range attacks if this is possible. Purebloods will use their 
  abilities intelligently. Only one will use darkness at a 
  time for example unless the situation warrants it. 
   
  Halfbloods will only use their spell-like abilities if 
  the invaders penetrate below decks. They will prefer to 
  hang back out of sight and support the purebloods. A 
  halfblood will only allow itself to be forced into combat if 
  all or most of its brethren are already slain or 
  incapacitated. 
   
  All yuan-ti can change form into a Tiny to Large-
  sized viper. This ability is similar to polymorph. 
  Additional notes regarding this ability are presented 
  below to speed up play. 
   
  Alternate Form (Sp): This ability allows the yuan-ti 
  at will to polymorph into the form of a viper. Use of this 
  ability is a standard action. Its use cannot be disrupted, 
  does not require concentration and does not provoke an 
  attack of opportunity. The yuan-ti does not regain lost hit 
  points when using this ability and can only assume the 
  form of a viper. 
   
  When assuming a new form the yuan-ti gains the 
  following characteristics: 
  � The Strength, Dexterity and Constitution. 
  � The poison attack. 
  � Mundane movement rates 
  � Natural armor bonus 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
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  � Natural weapons 
  � Racial skill bonuses and bonus feats 
   
  The yuan-ti retains the following characteristics: 
  � Its own Intelligence, Wisdom and Charisma 
  scores. 
  � Its own class and level, hit points, alignment, 
  base attack bonus and base save bonuses. 
  � All supernatural and spell-like attacks (which 
  can use while in viper form) and qualities 
  excepting those requiring a body part of the 
  original form. 
  � All extraordinary special attacks and qualities 
  derived from class levels. 
   
  The yuan-ti does not gain any of the following abilities of 
  the new form: 
  � Supernatural special attacks. 
  � Special qualities or spell-like abilities. 
  � None of the extraordinary special attacks, 
  special qualities or spell-like abilities. 
   
  INTRODUCTION 
  Before play commences have the PCs introduce 
  themselves to each other.  
   
  The PCs must also determine which nation they will 
  be working for. With one particular exception (detailed 
  below) the PCs must agree as a group who they are 
  working for. The PCs may work for either the United 
  Kingdom of Ahlissa or the Kingdom of Keoland during 
  this module. If they have access to their own vessel, 
  mount their own expedition. If a unanimous decision 
  cannot be reached a majority decision will do. Once this 
  has been agreed, read or paraphrase the following: 
   
  Rumors have been circulating for months that the 
  resting place of the legendary Lost Treasure of the Sea 
  Princes has finally been found. Preparations were made 
  in complete secret as many interested parties are 
  thought to be readying expeditions to claim to it. A 
  trusted individual contacted you as the expedition to 
  recover this wealth requires doughty, trustworthy and 
  brave guards. No doubt as part of your duties you will be 
  called upon to fight off any monsters encountered or to 
  discourage any rival expeditions met on route. Your 
  employer is generous however – and he can afford to be 
  if the tales describing the extent of this treasure are even 
  half true. As payment for your services you will be 
  allowed to keep any treasure that you find during your 
  own explorations. 
   
  The treasure itself is apparently located far to the 
  east, out deep in the trackless wastes of the Solnor 
  Ocean where a great floating reef has been discovered. 
  Many vessels are reported to be trapped within this 
  morass – their crew’s fate remains a mystery – and it is 
  within these wrecks that the treasure is reported to lie. 
   
   
  If the PCs are working for the United Kingdom of 
  Ahlissa or the Kingdom of Keoland add the following:  
   
  You are part of a larger expedition and have been hired 
  on as guards. Many other treasure hunters and servants 
  of the crown have also embarked upon your vessel. Their 
  mission is to retrieve as much of the treasure as possible 
  for their lord. 
   
  If the PCs have any initial questions or want to make any 
  preparations allow them to do so now. If they want to 
  research additional information regarding the weed-sea 
  or the Lost Treasure of the Sea Princes refer to the 
  information gathering section below. 
   
  Learning More 
  It is highly likely that the PCs will wish to learn more 
  about the Lost Treasure of the Sea Princes. PCs may use 
  the following skills and abilities to discover more about 
  the Lost Treasure of the Sea Princes: Bardic Knowledge, 
  Gather Information, Knowledge (history), Knowledge 
  (local – Splintered Sun), Knowledge (local – Sheldomar 
  Valley) or Knowledge (local – Core). Making checks 
  against these skills represents the PC’s careful research or 
  discussion with learned individuals before leaving port. 
   
   
   
  DC 
  Information Gained 
  5 
  The Sea Princes really ceased to exist as a 
  nation-state during the Greyhawk Wars. 
  Thus, there should be no legitimate 
  claimants to any treasure found.  
  10 
  The Sea Princes were a nation of slave 
  owners and buccaneers. It is doubtful if 
  anyone cares what happened to the ships 
  carrying all their treasure. It is unknown 
  however where the Sea Princes got so 
  much wealth. 
  15 
  The Sea Princes fleet was lost almost 150 
  years ago. At the time the Conflict 
  Between Crowns, was wracking the Great 
  Kingdom. In reality little more than a civil 
  war this conflict saw the death of the 
  Celestial House of Rax and the rise of the 
  Naelax as supreme rulers of Aerdy. The Sea 
  Princes sought to capitalize on this by 
  sacking some of the Aerdy’s coastal cities. 
  20 
  During their raids on the Aerdy coast the 
  Sea Princes plundered Pontylver and 
  fought several skirmishes with the vessels 
  of the Sea Barons before disappearing from 
  history. 
  25 
  Fragmented records from the 570s speak of 
  an expedition to the weed-sea by a group of 
  adventurers who had been duped by 
  pirates and assassins. All the adventurers 
  were slain but a few of the assassins are 
  thought have survived. Their tale spoke of 
  boundless treasure but also of sahuagin, 
  carnivorous plant life and a strange society 
  of half-mad humans who inhabited many 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
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  of the wrecks. 
  30 
  During their deprivation of the Aerdy 
  coast the Sea Princes encountered and 
  captured a fleet of Rax ships fleeing the 
  Great Kingdom. They slew all on board and 
  took their treasure before being borne 
  away by a huge storm. 
  35 
  The Rax vessels carried many items of 
  power as well as many valuables. Chief 
  amongst the items thought lost were 
  several powerful Aerdi weapons. 
   
  A successful skill check indicates that the PC has gained 
  the indicated knowledge and any knowledge that would 
  have been discovered with a less successful check. 
   
  Animal Companions and Familiars: Most animal 
  companions and familiars will be able to accompany their 
  masters on this adventure. Large creatures however will 
  not be welcomed onboard unless the PC has some way of 
  reducing them to a smaller size for the entire journey. In 
  addition, if an animal companion or familiar is of 
  demonstrably extraplanar in nature this animal will not 
  be allowed to board the vessel. Of course, if the PCs can 
  come up with a plan to conceal the familiar for the entire 
  round trip then it may take part in the adventure. 
   
  Once all initial preparations have been made, refer to the 
  relevant read-aloud text below. 
   
  Keoland 
  For parties in the employ of Keoland read or paraphrase 
  the following: 
   
  You sail from Gradsul, mightiest port-city of Keoland. 
  The Dock Quarter of this great metropolis is dominated 
  by a multitude of warehouses and anchored ships 
  carrying trade goods from all over the Flanaess. Jutting 
  from the skyline is the recently finished fourth storey of 
  the Church of Osprem, which is the last building you 
  see as the city disappears over the horizon. 
   
  The trackless wastes of the Azure pass beneath the 
  bow of the Peregrine as Captain Bryd and his crew 
  skillfully guide you ever eastwards. 
   
  Standing far out to sea and giving the mysterious 
  peninsula-homeland of the Scarlet Brotherhood a wide 
  berth HMS Peregrine continued eastwards. Once again 
  while passing through the Tilva Straits your vessel is 
  forced to dodge several patrolling enemy warships. 
  However, once the open waters of the Solnor are 
  reached no more enemy vessels, indeed no more vessels 
  at all, are encountered. 
   
  For weeks all you can make out is the immovable 
  and featureless horizon stretching ever before you. 
  Eventually the lookout spots something on the horizon 
  and Captain Bryd orders a course change. Over the 
  balance of the day the speck on the horizon grows 
  larger.  
   
  Eventually you can see that the speck is in reality a 
  stretch of land of sorts thickly covered in a mass of 
  seaweed and other detritus. After a moment’s study 
  however you realize that you cannot see any land at all! 
  The mass appears to be solely composed of seaweed and 
  other debris of the sea and it seems to be slowly rotating 
  as if caught in some great but invisible whirlpool.    
   
  You realize that this must be the weed-sea spoken of 
  and that you have finally reached your destination. 
   
  �Captain Byrd, Oeridian Sea Captain and Privateer of 
  the HMS Peregrine.  
   
  Appearance: His hawk like nose and thick black 
  beard gives him a predatory appearance. He stands 6 ft. 
  and 260 lbs., stout and a bit overweight. Prone to wearing 
  red breasted doublets and jackets. He uses a crutch and 
  walks with a peg leg on his left leg and is missing his left 
  eye, covered in a patch. This enemy of the Scarlet 
  Brotherhood and Sea Princes was once cursed and 
  transformed into a parrot for several years by their 
  twisted magics. 
   
  Personality: The Captain when excited will still 
  squawk like a parrot, and has a foul mouth that has 
  endeared him to half-orc and dwarf alike. His invention 
  of curses was legendary before he was captured and 
  cursed. 
   
  Background: His ship uses a special hull design for 
  extra bracing and protection, as well as quickness at sea. 
  He also uses Sea Mages from Gradsul on occasion, and 
  currently ships out with the half sea elf wizard Sussoro 
  who knows the Azure well. On occasion he does special 
  missions for the Duke of Gradsul into enemy waters. He 
  is proficient with the cutlass and the harpoon, and is an 
  excellent navigator. He sails the Azure Seas engaging the 
  Sea Princes under the flag of Gradsul. 
   
  Note: PCs bearing the Favor of Cap’n Dyrtybyrd is 
  particularly well received by the crew. This favor 
  appeared in Secrets of the Sea Princes, a Keoland 
  interactive. 
   
  United Kingdom of Ahlissa 
  For parties in the employ of the United Kingdom of 
  Ahlissa read or paraphrase the following: 
   
  The mighty walled city of Prymp now lies hidden over 
  the horizon. Home to the Ahlissan navy it was not a 
  pleasant city and you are glad to have left it. Many parts 
  of it are little more than a slum and the repressive hand 
  of the military is in evidence everywhere. 
   
  You set out several weeks ago your voyage taking 
  you ever eastwards toward the endless waves of the 
  Solnor Ocean and wealth almost beyond imagining! 
  Sailing from Prymp your voyage was not without 
  incident. Passing through the Gearnat Straits your 
  vessel, the Sea Star, dodged several patrolling 
  Brotherhood and Pomarji vessels. In different times the 
  captain, 
  Remannen 
  Glibersann, 
  would 
  have 
  unhesitatingly sunk such vessels commanding as he 
  does one of the Overking’s finest warcraft. However, 
  this mission requires stealth and secrecy and so you 
  quietly slipped past vowing on your return to cause the 
  blockading forces much woe! 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
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  Standing far out to sea and giving the mysterious 
  peninsula-homeland of the Scarlet Brotherhood a wide 
  berth the Sea Star continued eastwards. Once again 
  while passing through the Tilva Straits your vessel is 
  forced to dodge several patrolling enemy warships. 
  However, once the open waters of the Solnor are 
  reached no more enemy vessels, indeed no more vessels 
  at all, are encountered. 
   
  For weeks all you can make out is the immovable 
  and featureless horizon stretching ever before you. 
  Eventually the lookout spots something on the horizon 
  and Captain Remannen orders a course change. Over 
  the balance of the day the speck on the horizon grows 
  larger.  
   
  Eventually you can see that the speck is in reality a 
  stretch of land of sorts thickly covered in a mass of 
  seaweed and other detritus. After a moment’s study 
  however you realize that you cannot see any land at all! 
  The mass appears to be solely composed of seaweed and 
  other debris of the sea and it seems to be slowly rotating 
  as if caught in some great but invisible whirlpool.    
   
  You realize that this must be the weed-sea spoken of 
  and that you now near your ultimate goal. 
   
  �Remannen (LE male human Ftr4/Exp3; Knowledge 
  [local: Splintered Sun] +5, Profession [sailor] +10). 
   
  Appearance: Typically Oeridian, Remannen is 
  deeply tanned – a legacy of years spent on the open 
  waters. He is a muscular man. His long plaited hair is 
  auburn in color while his eyes are a light gray in hue. He 
  has an oval face and a strong jaw line, although this is 
  hidden behind a closely cropped beard. 
   
  Personality: A cunning seaman and experienced 
  captain, Remannen has a black heart but is basically 
  honorable. He has been ordered to transport the PCs to 
  the weed-sea and he will do so, although if the party 
  seems physically weak he will treat them with distain. 
   
  Interacting with the Crew 
  While the PCs voyage to the weed-sea they have little to 
  do but rest, train and interact with the crew. While the 
  vessel passes through Brotherhood-controlled waters the 
  PCs will be required to be alert for any attacks none will 
  materialize.  
   
  Thus, some PCs may wish to see if members of the 
  crew have any additional information regarding their 
  destination. 
   
  A successful Gather Information check reveals the 
  following information. 
   
  DC 
  Information Gained 
  5 
  Sea serpents, mighty krakens and worse 
  haunt the uncharted waters of the Solnor! 
  10 
  Survivors of previous shipwrecks live in 
  the ruined hulks of their vessels. 
  15 
  It is said that the human inhabitants of the 
  weed-sea have found some way to move 
  about on the dense seaweed. 
  20 
  Ships of many nations have been mired in 
  the weed-sea. Some of strange, unknown 
  designs.  
  25 
  Some of the plant life on the reef is 
  rumored to be carnivorous! 
   
  A successful check also reveals all the information that 
  would be gained from a less successful check. If the PCs 
  fail this check they simply have to endure several hours 
  of seaman’s tales, mariner’s tales and downright lies.  
   
  Arriving At the Weed-Sea 
  Once the PCs have carried out any additional 
  preparations and are ready to disembark read or 
  paraphrase the following: 
   
  The [vessel name] is a hive of activity. Sailors busy 
  themselves making ready the ship’s boats to investigate 
  the weed-sea. Through the organized chaos strides 
  Captain [name].  
   
  “Now that we have arrived,” he bellows “you may 
  make ready to disembark. I am sure you are keen to 
  explore some wrecks! Take those three mounds over 
  there,” he gestures to several mounds at least five 
  hundred feet away mired deep in the weeds. 
   
  “We can only stay on station for about three hours,” 
  says Captain (name) “after that the accursed currents will 
  carry us away from this place. If you are not back in that 
  time I cannot guarantee you we will be here.” 
   
  With that he orders a ship’s boat lowered. Four 
  sailors clamber aboard and make it ready to get under 
  way. Once you are all safely ensconced they pull for 
  “shore.” How you are to traverse this morass of weeds 
  however is unknown! Once the ship’s boat reached the 
  perimeter of the weed-sea you discovered that the weed-
  sea is just that. There is no land here at all. Only the 
  lightest most nimble member of the party could possibly 
  hope to cross this expanse. 
   
  Development: Once the PCs have exhausted all play 
  opportunities here proceed to Encounter 1: The Great 
  Weed-Sea. If the PCs seem to have no idea how to 
  proceed across the weed-sea refer to the Movement 
  section of The Weed-Sea explanatory text above. 
   
  ENCOUNTER 1: 
  THE GREAT WEED-SEA 
  Once play in the Introduction has concluded and the PCs 
  have gained as much or as little information as they 
  require proceed to this encounter. They must first 
  however decide on some way to travel across the weed-
  sea. Refer to the Movement section within the Weed-Sea 
  explanatory text for more information as to how they 
  may cross the weed-sea.  
   
  If the PCs fail to come up with any viable way of 
  traveling across the morass one of the mariners on deck 
  nearby remembers stories he heard about a group of 
  degenerate barbarians who dwell in some the vessels 
  trapped here. Apparently they use a strange type of 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 11 
  footwear that he can describe to them. In this instance 
  refer to the Reef Footgear section above.  
   
  If the PCs lack the appropriate skills to fashion their 
  own the ship’s carpenter can create some for them. 
   
  Assuming that the PCs finally manage to begin their 
  travels across the weed-sea read or paraphrase the 
  following: 
   
  Finally you near your goal; the long weeks of ocean 
  travel are at an end. Ahead of you stretches the great 
  weed-sea spoken of in tale and legend. From what you 
  can tell it consists mainly of seaweed. Here and there lie 
  the remains of countless wrecks captured by the 
  remorseless action of the ocean waves and deposited 
  here.  
   
  If the PCs are not flying etc. and are using reef shoes to 
  get about continue: 
   
   
  Without more careful examination you cannot tell how 
  thick the mass of weeds is, but it does seem to be 
  holding your weight.  
   
  Movement though is slow and unstable. The weeds 
  are prone to compacting when you step upon them and 
  there is no way of telling when you may inadvertently 
  step on a weak spot and fall through! You are brave 
  adventurers however and such concerns fall away in the 
  face of the vast amounts of treasure said to lie for the 
  taking amidst the wrecks of the Lost Treasure Fleet of 
  the Sea Princes! 
   
  When the PCs start to move across the weed-sea require 
  that they decide on a marching order. For all practical 
  purposes this order can be as wide or as narrow as they 
  wish. Additionally at this point the PCs have no need of a 
  light source as Pelor is high in the sky above them and 
  only a few clouds scud across the sky to offer the PCs any 
  respite from the heat.  
   
  Read or paraphrase the following if the PCs are not 
  using magic to traverse the weed-sea: 
   
  Going is slow and travel is tiring. The seaweed provides a 
  strange surface over which to walk. Springy but resilient 
  nevertheless it feels odd to be walking on little more 
  than vegetation. The knowledge that this vegetation is 
  all the separates you from a watery grave thousands of 
  feet down at the bottom of the ocean is something you 
  prefer not to dwell on! With every step you take water 
  wells up through the knotted mass below your feet.  
   
   
  If the PCs are using magic to move through the weed-sea 
  read or paraphrase the following text. Additional, read 
  this text for those using mundane methods of travel. 
   
  The deeper you travel into the weed-sea the thicker the 
  vegetation becomes. Where at the edge of this vast 
  floating reef a well-manned ship’s boat could forces its 
  way through, here any such undertaking would be 
  impossible. Deeper into the weed-sea you can make out 
  what appears at this distance to be three jumbled 
  mounds of weeds. Perhaps these mounds are in actual 
  fact the shrouded remains of vessels trapped here since 
  who knows when? 
   
  From the PC’s vantage point they make out three such 
  mounds. Nearest to them are two smaller mounds – these 
  are vessels that were all but destroyed by the storms that 
  brought them here. Nothing of interest remains within 
  these hulks as other survivors have picked them clean. 
  The mound furthest away from the PCs however 
  contains the main challenges that the PCs will face in 
  their pursuit of the Lost Treasure of the Sea Princes 
   
  If the PCs ask for more information regarding these 
  mounds or indicate that they which to investigate them 
  further, read aloud or paraphrase the following: 
   
  There are three mounds ahead of you. The two nearest to 
  you are easily several hundred feet distant from your 
  current position. The larger mound is probably at least 
  another hundred feet beyond that. All appear to consist 
  of nothing but a huge mound of seaweed and other 
  vegetation. 
   
  While the PCs traverse the weed-sea they = encounter 
  one or two harpies patrolling the expanse. This/These 
  harpies are flying high above the weed-sea in an attempt 
  to spot prey. Thus it is highly possible that either the 
  harpies will spot the PCs or the PCs will spot the harpies. 
  In either eventuality combat is likely. If neither group 
  spots the other then no combat occurs here. However the 
  harpies will still be patrolling the weeds when the PCs 
  leave. In this instance run this encounter again; checking 
  to see which groups spots the other first. 
   
  The harpies are flying slowly, roughly 100 ft. above 
  the weed-sea. Thus the PCs have a -10 to their Spot check 
  to notice them (and visa versa).  
   
  Treat this encounter as occurring in Plain-type 
  terrain. Thus the harpies will first be able to attempt to 
  spot the PCs at a range of 6d6x40 ft. (and visa versa). Both 
  cover and concealment are nearby. Concealment takes 
  the form of heaped mounds of seaweed (suitable 
  concealment exists within 1d6 squares of any PC’s 
  current position) while the remains of trapped vessels 
  provide cover (suitable cover exists within 1d12 squares 
  of any PC’s current position). 
   
  This encounter includes a +1 EL due to the 
  environment on which the PCs are fighting; however it 
  also includes a -1 EL due to the lack of equipment, animal 
  companions and familiars. 
   
  APL 2 (EL 4) 
  �Harpy: hp 31; see Appendix 1. 
   
  APL 4 ( EL 6) 
  �Harpy (2): hp 31; see Appendix 2. 
   
  APL 6 (EL 8) 
  �Advanced Harpy Sor8: hp 46; see Appendix 3. 
   
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 12 
  APL 8 (EL 10) 
  �Advanced Harpy Sor8 (1): hp 46; see Appendix 4. 
  �Advanced Harpy Drd8 (1): hp 46; see Appendix 4. 
   
  Tactics: At APLs 2 and 6 the PCs are lucky enough to 
  meet only one of a pair of harpies haunting the weed-sea. 
  At all other APLs however the PCs encounter both 
  harpies. The harpies have worked together for many 
  years, preying off the less mobile inhabitants of the 
  vessels mired here.  
   
  If the spot the PCs before the PCs spot them they 
  will hang back and prepare themselves by casting as 
  many defensive spells as possible before initiating 
  combat. 
   
  Once combat has begun the harpies will attempt to 
  defeat their foe while remaining at a distance. They will 
  use their spells and natural abilities for greatest effect. 
  They will focus their attacks on any flying opponents or 
  those who are able to injure them from a distance. They 
  are scavengers and primarily want the PCs for their 
  material possessions. If the combat is going against them 
  they will attempt to flee. 
   
  Being Noticed: During this combat it is possible that the 
  PCs might be noticed by the yuan-ti aboard the Malachite 
  Serpent.  
   
  Normally due to the distances involved this would 
  be highly unlikely, but sounds travel well over water. If 
  the PCs (or the harpies) employ any loud destructive 
  spells such as fireball during this combat however the 
  yuan-ti may hear this and be alerted.  
   
  Every time such a spell is employed the yuan-ti in 
  Area 2: Forecastle may make a Listen check. A successful 
  DC 12 Listen check indicates that the yuan-ti have heard 
  the battle. Although obviously it is not certain that 
  whoever is involved in the combat will assault the 
  Malachite Serpent the yuan-ti will nevertheless be at a 
  higher state of alertness and will be looking in the 
  direction of the battle. 
   
  Treasure: There is nothing of interest or value to the 
  PCs here; the harpies possess practically nothing and 
  what they do own is worthless. 
   
  Development: Once the PCs have defeated or 
  avoided the harpies they may continue towards their 
  goal. Read or paraphrase the following: 
   
  Having dealt with the harpies the path towards the 
  legendary lost treasure of the Sea Princes is once again 
  open.  
   
  The two smaller mounds closest to the PCs are the 
  shattered, rotting remains of two small vessels. The 
  wrecks hold nothing of interest, except a small colony of 
  nesting sea birds. Read or paraphrase the following: 
   
  Investigating the smaller mounds reveals that they are 
  little more than the shattered poop decks of two long-
  lost vessels. Nothing else of the vessel remains. Indeed 
  these portions of the wrecks would have long ago sunk 
  beneath the waters of the Solnor if it were not for the 
  cloying properties of the weeds that shroud them. The 
  wrecks have been picked clean. Several portholes and 
  the remains of large rear-facing windows are all that 
  survive. 
   
  Once the PCs indicate they wish to explore the larger 
  mound proceed to Encounter 2: The Lost Treasure of the 
  Sea Princes. 
   
  ENCOUNTER 2: 
  THE LOST TREASURE OF THE 
  SEA PRINCES 
  Fifty years ago the Sea Barons sent several small 
  expeditions to explore and comprehensively chart the 
  coastline of Hepmonaland. Several vessels were sent and 
  most of these returned. A few did not however and 
  although cursory searches were made at least one vessel 
  was completely unaccounted for; its fate yet remaining a 
  mystery to the naval lords of the Sea Barons. Some of 
  these vessels fell victim to either the elements or the 
  primitive inhabitants of the jungles 
   
   This one vessel, the Malachite Serpent, fell foul of 
  the yuan-ti and their minions. Anchored in a deep-water 
  bay to re-supply and to carry out several minor repairs the 
  ship’s company was surprised by a concerted nighttime 
  attack. Most were slain but a few were made captive by 
  their attackers. Seeing the name of the vessel and the 
  particularly ornate figurehead the yuan-ti believed that 
  this vessel was a sign from their fell god Tlaloc, the 
  Olman god of rain. They believed that this act of divine 
  providence was a sign that they should travel to the 
  Dominion of the Sea Barons to capture children to use in 
  the sacrifices their dark lord demands.  
   
  Although incredibly intelligent the yuan-ti were not 
  skilled mariners and had spared too few of the crew to 
  effectively man the vessel. Several days into the crossing 
  much of the rigging and sails were lost after a particularly 
  brave seaman learned of the yuan-ti’s plan. He sabotaged 
  his own vessel in an attempt to stop the yuan-ti reaching 
  his homeland. Escaping from the vessel with two of his 
  fellows in an open longboat their fate remains unknown.  
   
  The yuan-ti and their few remaining captives drifted 
  helplessly ever eastwards for weeks until the Malachite 
  Serpent encountered one of the ocean currents 
  converging on the weed-sea. Trapped, the yuan-ti have 
  not only survived but in some ways have begun to thrive 
  among the weeds and rotting hulks that make up their 
  new 
  home. 
  The 
  yuan-ti’s 
  natural 
  abilities 
  and 
  shapechanging powers grant them a considerable 
  advantage over the other inhabitants of the floating reef.  
   
  Features of the Malachite Serpent 
  This vessel is almost 90 ft. in length and 25 ft. wide at its 
  widest point. She has a draft of 8 ft. and stands 9 ft. above 
  the waterline to the top of the main deck rails. Thus half 
  of the Hold Level and the Bilges are below the waterline. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 13 
  Her forecastle and poop deck stands 17 ft. above the 
  waterline to her poop deck and forecastle rails.  
   
  The vessel has these generic features. Use these 
  unless the text of an encounter specifically states 
  otherwise. 
   
  Hull: The hull of the vessel is made of strong, reinforced 
  wood. 
   
  �Hull: 6 in. thick; hardness 5; hp 60; AC 2; DC 27 
  Break; DC 21 Climb. 
   
  Deck: The deck of the Malachite Serpent is still in good 
  condition – a testimony to the skill of her builders. In 
  cabins and below decks the vessel is cramped; the ceiling 
  being barely 6 ft. in height. 
   
  �Deck: 6 in. thick; hardness 5; hp 60; AC 2; DC 27 
  Break. 
   
  Internal Walls: Internal walls are constructed of strong 
  wood. Unless specifically stated in the text these doors 
  are not fitted with locks. 
   
  �Internal Walls: 2 in. thick; hardness 5; hp 20; AC 3; 
  DC 25 Break; DC 20 Climb. 
   
  Secret Doors: Some parts of the deck and internal walls 
  have been altered by the addition of numerous small 
  holes. These holes have been created to allow the yuan-ti 
  (when in Tiny viper form) to travel about the ship.  
   
  Treat these holes as secret doors. At APLs 2-4 a 
  successful DC 20 Search check is required to notice 
  them. At APLs 6-8 they have been additionally 
  camouflaged and require a successful DC 25 Search 
  check to notice. These holes riddle the vessel and are 
  present in every room. An additional DC 15 Intelligence 
  check indicates that the character has noticed that these 
  holes tend to cluster near to walls (to facilitate the yuan-
  ti’s climbing) and were created with some kind of tool, 
  i.e. they are not natural. 
   
  Doors: Internal doors are simple wooden doors that have 
  swelled due to the constant moisture in the air. 
   
  �Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 
  5; DC 15 Break. 
   
  Portholes: All portholes are 2-foot square and possess 
  stout wooden shutters. These shutters can only be bared 
  from the inside. Individuals of Small size or smaller can 
  automatically squeeze through these portholes unless 
  they are wearing heavy armor. This movement will cost 
  the PC two squares worth of movement. Medium-sized 
  creatures or Small-sized individuals wearing heavy armor, 
  must make a DC 25 Escape Artist check to fit through 
  this space. Medium-sized creatures wearing heavy armor 
  must make a DC 30 Escape Artist check to fit through 
  this space. Individuals wearing light or no armor gain a 
  +2 circumstance bonus to this check. Individuals who are 
  wet also gain a +2 circumstance bonus to this check. 
  These bonuses are cumulative. PCs can take 20 on this 
  check. 
   
  �Shutters: 1 in. thick; hardness 5; hp 10; AC 5; DC 
  15 Break. 
   
  Metal Grates: In several places metal grates have been set 
  in the deck. 
   
  �Grates: 2 in. thick; hardness 10; hp 60 DC 30 
  Break; DC 25 Lift. 
   
  Stairways: The stairways aboard the Malachite Serpent 
  are without exception, steep and cramped. Additionally, 
  the stairs themselves are made from wood.  
   
  All the stairways have been sabotaged by the yuan-ti 
  so that they are dangerous to individuals using them. 
  While this sabotage is not designed to damage the 
  individual befalling the trap they are designed to alert the 
  yuan-ti to the presence of interlopers. Every other stair 
  has been damaged so that it will collapse if any weight 
  over 60 lbs. is placed upon it. The PC will not fall any 
  distance in this instance but the sound may be heard by 
  the yuan-ti.  
   
  Light: During the day the interior of the vessel is pretty 
  dark. Most of the portholes are either shuttered or have 
  seaweed growing over them. Similarly although the hull 
  of the vessel has begun to fail in places and many small 
  holes now pierce it these are often clogged and choked 
  with seaweed allowing little light to penetrate into the 
  interior. 
   
  Individuals with darkvision will be able to operate in 
  this environment without problems. PCs with low-light 
  vision will be able to see roughly 10 ft. with shadowy 
  illumination extending to 20 ft.  
   
  Humans will require some sort of light source to do 
  more than blunder about in the gloom. While aboard, 
  humans will be able to see in a 5 ft. radius. Treat this area 
  as shadowy illumination. 
   
  Damaging the Malachite Serpent: The Malachite Serpent 
  is a much more fragile dungeon than those the PCs are 
  undoubtedly accustomed to. Weapon damage and area of 
  affect spells all have the potential to seriously damage the 
  interior structure of the vessel.  
   
  When determining the damage caused by acid and 
  sonic attacks calculate the damage normally. When 
  determining the damage caused by fire and cold attack 
  however use the following modifiers. The damage is 
  multiplied by the requisite fraction listed below before 
  the item’s hardness is applied: 
   
  Fire: Although not demonstrably wet, most of the 
  vessel’s structure is beginning to rot due to the constant 
  exposure to water and lack of maintenance. Thus, walls, 
  decking etc. do not burn as readily as they would 
  normally do. Thus, fire only deals a quarter of the 
  indicated damage. 
   
  Cold: Although not demonstrably wet, much of the 
  vessel’s walls and decks are waterlogged and beginning to 
  rot. Cold-based spells cause this trapped water to freeze 
  and expand rapidly. Thus, such spells deal half the stated 
  damage and not one quarter as is customary. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 14 
   
  Sinking the Vessel: If they should try the PCs will 
  find it very hard to sink this vessel. Although they will 
  undoubtedly damage it during their exploration the 
  cloying affect of the seaweed that holds the vessel here 
  will keep it above the water. If the boat sustains massive 
  damage below the waterline and much of the 
  surrounding seaweed has been cut away it is possible that 
  the vessel will start to sink. This process will take 1d8 
  minutes per deck.  
   
  During this period any surviving intelligent foe will 
  flee, taking any treasure with them that they could 
  realistically take with them. Unless the PCs attempt to 
  continue the combat their foe will simply seek to flee; 
  preferring to relocate to another wreck from which they 
  can rebuild their forces. 
   
  Exploration 
  Unlike the typical dungeon adventure there are many 
  access points from which the PCs may begin their 
  exploration. 
   
  Climbing onto Deck: Perhaps the easiest way of 
  gaining access to the vessel is to climb up the ship’s side 
  to Area 1: Main Deck. This will require a number of DC 
  21 Climb check dependant on the climber’s base 
  movement. 
   
  Porthole: Additionally, PCs may gain access to the 
  interior of this vessel via one of the many portholes 
  piercing its hull. 
   
  Note: Due to the mobile nature of the yuan-tis’ 
  defense of their lair they are not described in any specific 
  room. Rather the DM should refer to the Yuan-Ti 
  explanatory text above for more information regarding 
  their appearance.. 
   
  Approaching the Malachite Serpent 
  When the PCs indicate that they are ready to begin their 
  explorations read or paraphrase the following: 
   
  A great mound of seaweed rises forlornly out of the 
  weed-sea ahead of you. At first glance it appears to be 
  little more than a great mass of weed and wreckage. A 
  closer inspection however reveals the tell-tale signs of a 
  vessel trapped and almost overwhelmed by the insidious 
  vegetation that makes up so much of this place. 
   
  The vessel’s mast is long gone, naught but a 
  shattered stump forces itself above the weeds that cling 
  to the beleaguered vessel’s hull. 
   
  The wreck radiates an aura of despair and decay. 
  Nothing stirs aboard apart from fronds of seaweed 
  stirring in the faint sea breeze blowing in across the reef. 
   
  PCs with ranks in Profession (sailor), Craft (shipbuilding) 
  or Knowledge (local: Splintered Sun) may make a check 
  to determine something about the vessel’s origins. 
  Individuals succeeding on a DC 20 check realize that the 
  vessel seems to possess the sleek lines and high poop 
  deck of a warship built in the shipyards of Asperdi, 
  capital of the Sea Barons. What such a vessel is doing so 
  far out in the trackless wastes of the Solnor Ocean 
  however remains a mystery.  
   
  No additional knowledge can be gained from this 
  distance. To learn more the PCs must explore the vessel 
  itself. 
   
  Although the wreck looks deserted it is actually 
  guarded by several clumps of the ocean-going variety of 
  assassin vine. 
   
  APL 2 (EL 4) 
  �Assassin Vine: hp 30; Monster Manual page 20. 
   
  APL 4 (EL 6) 
  �Assassin Vine (2): hp 30 each; Monster Manual page 
  20. 
   
  APL 6 (EL 8) 
  �Advanced 12 HD Assassin Vine (2): hp 140; see 
  Appendix 3. 
   
  APL 8 (EL 10) 
  �Advanced 12 HD Assassin Vine (4): hp 140; see 
  Appendix 4. 
   
  This encounter includes a +1 EL due to the environment 
  on which the PCs are fighting. 
   
  The assassin vines grow along the port side of the 
  ship. At APL 8 an additional two have grown around the 
  stern of the vessel. The yuan-ti prize these assassin vines 
  as guards. However, they have taken to steps to ensure 
  that the vines cannot reach all parts of the deck. 
  Normally a Huge-size assassin vine would have a 25 ft. 
  reach with its vine attack. However, to facilitate 
  movement around the vessel the yuan-ti have 
  strenuously cut back the vines. Thus, they can only attack 
  creatures in the outside squares of the top deck of the 
  Malachite Serpent. This change is represented in the 
  assassin vine stat blocks appearing in the Appendices. 
   
  It is possible therefore that the PCs may not 
  encounter the vines before they board the Malachite 
  Serpent. In this case however the PCs may leave the 
  vessel a different way and encounter the vines as they 
  leave. Alternatively, the assassin vines may strike using 
  their extended reach whilst the PCs explore Area 1: Main 
  Deck, Area 2: Forecastle or Area 3: Poop Deck. 
   
  Tactics: The assassin vines attempt to entangle and 
  slay any living creatures that come in range. Although 
  they have grown here, they are not controlled by the 
  yuan-ti, whom they also attempt to slay. The yuan-ti’s 
  alternate form ability however renders them all but 
  immune to these attempts.  
   
  Treasure: There is no treasure here for the PCs to 
  find. 
   
  Area 1: Main Deck 
  This is the main deck of the trapped vessel. It is 
  accessible from the forecastle, the poop deck or by PCs 
  climbing up the sides of the vessel.  
   
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 15 
  This area is deserted. Seaweed lies tumbled about the 
  deck where it has overwhelmed the vessel’s hull. In 
  places it lies in large clumps.  
   
  The weeds are wet and slippery. Footings are 
  difficult here. 
   
  To the front of the vessel stand three swollen doors 
  below the forecastle. To the rear stand four doors. Set 
  almost in the centre of the deck is a heavy metal grill all 
  but obscured by weeds and other debris  
   
  Next to the grill stands the shattered stump of the 
  unfortunate vessel’s mast. 
   
  The deck area here is cluttered with debris and is also 
  slick with seaweed and rainwater. Thus movement is 
  difficult here. PCs must succeed at a DC 14 Balance 
  check to be able to charge or move faster than normal 
  here. In addition individuals without 5 ranks or more in 
  Balance are considered flat-footed should combat 
  breakout. For more information regarding this refer to 
  the Player’s Handbook, page 67. 
   
  The doors here are swollen by the constant contact 
  with water; thus they are harder to open than the norm. 
   
  �Water-Swollen Wooden Doors: 1 in. thick; 
  hardness 5; hp 10; AC 5; DC 18 Break. 
   
  There is nothing of interest to the PCs here.  
   
  Development: After investigating this area the PCs 
  may continue their exploration of the vessel. 
   
  Area 2: Forecastle 
  It is likely that the PCs reached the Forecastle via Area 1: 
  Main Deck. However PCs could also have elected to 
  climb up the side of the vessel to reach this area. 
   
  The forecastle is in little better condition than the main 
  poop decks. Great heaps of seaweed lies scattered about 
  here. Set in the middle of the deck stands the rusting 
  bulk of the capstan. Still coiled about it is the anchor 
  chain made redundant by the weeds that hold the vessel 
  firmly in place.  
   
  PCs wishing to investigate the anchor chain more closely 
  may do so. Clearing away some of the seaweed that 
  clusters about the hull will reveal that the anchor is still 
  in place; although the weeds make it immovable without 
  some major cutting back. Additionally sharp-eyed PCs 
  (those succeeding at a DC 18 Spot or Search check) 
  notice faded lettering spelling out the ship’s name: The 
  Malachite Serpent.  
   
  PCs making a DC 30 Knowledge (history), 
  Knowledge (local: Splintered Sun) or Profession (sailor) 
  check remember a vague story of a Sea Baron’s vessel 
  named the Malachite Serpent that disappeared off the 
  coast of Hepmonaland several decades ago. The vessel’s 
  fate is unknown. 
   
  PCs clearing away seaweed from the front of the 
  vessel will discover a once ornate bronzewood figurehead 
  of a serpent. It has been hacked and chopped by some 
  kind of weapon until it is all but unrecognizable. 
   
  The deck area here is cluttered with debris and is 
  also slick with seaweed and rainwater. Thus movement is 
  difficult here. PCs must succeed at a DC 14 Balance 
  check to be able to charge or move faster than normal 
  here. In addition individuals without 5 ranks or more in 
  Balance are considered flat-footed should combat 
  breakout. For more information regarding this refer to 
  the Player’s Handbook, p 67. 
   
  When the PCs reach the vessel a yuan-ti pureblood 
  will be sunning himself on the forecastle in the form of a 
  medium-sized viper.  
   
   
  APL 2 (EL 2) 
   
  �Yuan-Ti Pureblood: hp 18; see Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Yuan-Ti Pureblood Rgr2: hp 30; see Appendix 2. 
   
  APL 6 (EL 6) 
   
  �Yuan-Ti Pureblood Rgr2/Rog2: hp 38; see 
  Appendix 3. 
   
  APL 8 (EL 8) 
   
  �Yuan-Ti Pureblood Rgr2/Rog4: hp 46; see 
  Appendix 4. 
   
  Tactics: Once the pureblood becomes aware of the PC’s 
  presence it spends as much time as possible observing 
  the PCs from cover. Once the PCs are all on board or are 
  fighting the assassin weeds the pureblood uses its 
  alternate form ability to polymorph into a tiny viper. It 
  will then slip down through one of the holes in the deck 
  to alert its comrades. 
   
  If the PCs spot the pureblood however before it 
  spots them and attack it, he will attempt to slither away as 
  quickly as possible using the seaweed that covers the boat 
  as cover.  
   
  In this encounter the yuan-ti does not want to fight. 
   
  Beyond the yuan-ti there is nothing of interest to the 
  PCs here.  
   
  Treasure: In this encounter the only treasure 
  available is that carried by the pureblood itself. 
   
  All APLs: 35 gp. 
   
   
   
  Development: After investigating this area the PCs 
  may continue their exploration of the vessel. 
   
  Area 3: Poop Deck 
  It is likely that the PCs reached the Poop Deck via Area 1: 
  Main Deck. However PCs could also have elected to 
  climb up the side of the vessel to reach this area. 
   
  When the PCs reach the vessel this area is deserted. 
  Read aloud or paraphrase the following: 
   
  The voracious weeds that cloak this vessel are 
  particularly prevalent here. This area appears deserted. 
   
  Set into the deck, although now cracked and 
  obviously badly damaged, stands that ship’s wheel. 
  There is much clutter and detritus strewn around this 
  area.  
   
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 16 
  The deck area here is cluttered with debris and is also 
  slick with seaweed and rainwater. Thus movement is 
  difficult here. PCs must succeed at a DC 14 Balance 
  check to be able to charge or move faster than normal 
  here. In addition individuals without 5 ranks or more in 
  Balance are considered flat-footed should combat 
  breakout. For more information regarding this refer to 
  the Player’s Handbook, page 67. 
   
  There is nothing of interest to the PCs here.  
   
  Development: After investigating this area the PCs 
  may continue their exploration of the vessel. 
   
  Area 4: Galley Stores 
  This area is accessible from either Area 5: Ship’s Stores or 
  Area 6: Ship’s Galley. Once the galley stores this area is 
  now used as a prison in which unfortunates falling into 
  the yuan-ti’s hands are incarcerated. Currently there are 
  two individuals here. 
   
  When the PCs indicate they wish to explore this area 
  read or paraphrase the following: 
   
  The door ahead of you is locked. A huge (but rusty) 
  padlock and chain have been crudely affixed to the door. 
   
  If the PCs wish to gain access to the chamber beyond 
  they must either break or pick the padlock. Alternatively 
  they could batter down the door. Tlazarantlis has the key 
  to this door. 
   
  Use the standard statistics presented in Features of 
  the Malachite Serpent for the door.  
   
  The chain is old and rusted: 
   
  �Chain: hardness 10; 5 hp; Break DC 26. 
   
  The padlock is relatively crude: 
   
  �Padlock: hardness 10; 20 hp; Break DC 27; Open 
  Lock DC 20. 
   
  Once the door has been opened read of paraphrase the 
  following: 
   
  The scene before you is one of squalor and degradation. 
  The small cabin before you stinks. The floor is slick with 
  human waste and other unidentifiable substances. 
  Chained to the walls are two individuals. Both are 
  emaciated and appear to be in some pain. It is evident 
  from the marks on their bodies that both have suffered 
  much torture at the hands of their captors. 
   
  The nearest individual to you is a once powerful 
  human male. His body is crisscrossed with burns, scars 
  and horrific bruising. His neck has been particularly 
  savaged and a number of bite marks pepper this area. 
   
  The other figure is that of a sahuagin. Appearing to 
  be in almost as bad shape as the human his scales are 
  bent and torn in places.  
   
  As if awoken by the light, both figures stir and look 
  towards you. 
   
  Both individuals are manacled to the wall and do not 
  have the strength to break free from their bonds. Both 
  have been extensively tortured by their captors who 
  delight in repeatedly biting their prisoners. Repeatable 
  pumped full of poison these unfortunates have only been 
  “saved” by the timely application of neutralize poison by 
  Tlazarantlis. This has gone on for months in the case of 
  Bretrenn but only for two weeks for Ssinhek.  
   
  �Manacles: hardness 10; 10 hp; Break DC 26. 
   
  Once they become aware of the PCs both occupants 
  will be more than a little confused and wary. They will 
  assume that the PCs are yuan-ti in human form come to 
  torture them more and will react accordingly 
   
  �Bretrenn: male human Bbn1; hp 3 (12). 
   
  Appearance: Once obviously of powerful build, 
  Bretrenn has undergone horrific series of torture 
  sessions. His body is a mass of bruises, burns and bite 
  marks. His hair is long and unkempt and he is covered in 
  his own excrement. His neck is particularly savaged and 
  many bite marks are evident. A DC 15 Heal check 
  indicates that these could have been made by either a 
  snake or vampire. 
   
  Personality: Bretrenn is mad. More than a little 
  deranged before his capture his experiences have pushed 
  him over the edge into paranoia. The PCs will get little 
  from him and without powerful magics he will live out 
  the remainder of his days as a madman. 
   
  Background: Bretrenn is one of the human surviving 
  on the floating reef.  The humans have banded together 
  and formed a loose society based on the belief that all 
  land has sunk below the waves. Bretrenn believes this 
  truth absolutely and will attack anyone deny it as such.  
   
  What He Knows: Bretrenn is anything but lucid. 
  From the moment the PCs encounter him he will do 
  little but mutter, cry, cackle and beg for mercy. It is 
  possible though that the PCs might get some basic 
  information about the layout of the Hold Level. Bretrenn 
  has visited the Cargo Hold (now a makeshift temple) 
  many times and has participated in the bloody rites 
  enacted there. He knows how to reach this area and can 
  hint in his ramblings of the trapped stairs. In addition, he 
  may mutter about “the coils in the deep.” This is a 
  reference to the constrictor snakes lurking in the bilges. 
   
  �Ssinhek: male sahuagin: hp 5 (11); see the Monster 
  Manual p 217. 
   
  Appearance: Roughly 6 ft. tall and well muscled this 
  sahuagin’s scaly skin is dented and battered through 
  extensive torture. Sharp fangs fill its badly bruised 
  mouth. Its long tail is slashed and torn and in many 
  places the fins on its arms, back and head are missing or 
  damaged. 
   
  Personality: Ssinhek is an evil and vicious creature 
  who delights in the suffering and death of others. This 
  experience has not changed his opinion on such matters. 
  His overriding desire is to escape this ship so that he 
  might gather his companions and return to wreak his 
  revenge. To this end he will stick to the letter of any 
  agreement he makes with the PCs. He will certainly not 
  reveal anything his knows without ironclad assurances 
  regarding his personal safety. 
   
  Background: Ssinhek is one of the sahuagin that 
  prowl the waters under the reef preying on those he and 
  his compatriots come across. A ruthless killer he 
  evidences distain for any non-water breathing creature. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 17 
   
  What He Knows: Ssinhek knows little of the 
  underdeck layout of the Malachite Serpent. He knows of 
  the central shrine area in the cargo hold and has seen the 
  pregnant women there. In addition he can give a pretty 
  accurate description of Tlazarantlis. He knows that he is 
  not like the other yuan-ti and that he is infinitely more 
  dangerous. He also knows that one of the yuan-ti 
  possesses priestly powers. 
   
  Development: Once the PCs have gained all the 
  information from the prisoners that they can there is 
  little else of interest here. Assuming that they free him, 
  Bretrenn will attempt to leave the ship via the fastest 
  route possible. Unfortunately it is highly possible that 
  this will take him dangerously close to assassin vines that 
  cluster along the port side of the ship. This may 
  necessitate the PCs rescuing him from almost certain 
  death. 
   
  Area 5: Ship’s Stores 
  This area is accessible from either Area 4: Galley Store’s or 
  Area 7: Crew Cabin. Originally this was the ship’s store. 
  The yuan-ti do not use this area although it has been 
  thoroughly ransacked. 
   
  This room has been thoroughly and comprehensively 
  ransacked. Boxes, chests and shredded, moldering 
  hammocks lie haphazardly about this area. The remains 
  of two skeletons lie practically buried here under the 
  damaged furniture.  
   
  If the PCs take the time to search the chamber they will 
  find nothing of value. The only two items of potential 
  interest are the skeletons. A successful DC 15 Heal check 
  indicates that the PCs realized that they have been dead 
  for at least two years (and probably much longer). In 
  reality these unfortunately were members of the original 
  crew slain by the yuan-ti after their vessel became 
  trapped here. Although it is likely that these individuals 
  died a violent death there is no outward sign of how they 
  perished.  
   
  A subsequent DC 20 Search or Spot check however 
  reveals the remains of a shirt below one of the bodies. It 
  has been shredded as if by powerful claws. Additionally 
  there are several puncture wounds in the shirt. These are 
  surrounded by a distinct discoloration. A successful DC 
  20 Heal or Knowledge (nature) check reveals this 
  discoloration to be old, dried poison. 
   
  Development: Beyond the skeletons described above 
  there is nothing of interest here. 
   
  Area 6: Ship’s Galley 
  This area is accessible either from Area 4: Galley Stores or 
  Area 1: Main Deck. In addition this area has a porthole 
  through which the PCs may enter.  
   
  Judging by the remains of a large oven and the dented 
  and slashed work surface still standing along one wall 
  this area was once the ship’s galley. It is plainly evident 
  however that nothing has been cooked here for some 
  time. This area has been thoroughly ransacked. A crude 
  path does seem to have been cleared through the debris. 
  It leads to a padlocked door at the rear of the cabin. 
   
  There is nothing of interest to the PCs here. If they 
  search through the remains of the galley they will find 
  nothing but rusty cooking implements and moldering 
  remnants of foodstuffs and their packaging. 
   
  Development: From here it is likely that the PCs will 
  elect to investigate the locked door. In this instance 
  proceed to Area 4: Galley Stores. 
   
  Once combat has begun between the PCs and the 
  yuan-ti this area will be used by the yuan-ti. They will use 
  this cabin as a vantage point from which to snipe at PCs 
  fighting the assassin vines or moving about above decks. 
   
  Area 7: Crew Quarters 
  This area is accessible from either Area 5: Ship’s Stores or 
  from Area 1: Main Deck. In addition this area has a 
  porthole through which the PCs may enter. Originally 
  crew quarters this area is unused by the yuan-ti, although 
  they have thoroughly ransacked it. 
   
  The shattered remains of a few articles of furniture and 
  the profusion of rotting hammocks proclaim this as once 
  been used as crew quarters. A closed door is set in the 
  opposite wall. 
   
  There is nothing of interest here for the PCs. 
   
  It is likely that if they have not already done to that 
  the PCs will wish to explore the locked door leading to 
  Area 4: Galley Stores. Refer to that encounter for more 
  information regarding this door. 
   
  Development: Once combat has begun between the 
  PCs and the yuan-ti this area will be used by the yuan-ti. 
  They will use this cabin as a vantage point from which to 
  snipe at PCs fighting the assassin vines or moving about 
  above decks. 
   
  Area 8: Private Cabin 
  This area is accessible from either Area 1: Main Deck, or 
  via a secret door from Area 9: Captain’s Cabin. In addition 
  this area has two portholes thorough, which the PCs may 
  enter. This was once the cabin used to house wealthy 
  dignitaries or paying passengers. 
   
  This chamber while once richly appointed is piled high 
  with a mound of shattered furniture, rotting fabrics and 
  other broken or damaged equipment. Slime and mold 
  grow thickly here. 
   
  There is nothing of interest here to the PCs, although 
  they might spend some time searching. Yuan-ti in snake 
  form hiding from the PCs may use this pile as a handy 
  place from which to launch an ambush.  
   
  Area 9: Captain’s Cabin 
  This area is accessible from either Area 1: Main Deck, or 
  via a secret door from Area 8: Private Cabin. In addition 
  this area has two portholes thorough, which the PCs may 
  enter.  
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 18 
   
  Once obviously an ostentatious chamber now this place 
  is dominated by a pile of rotting corpses, animal waste 
  and other unidentifiable wastes. 
   
  PCs may assume that these corpses may animate and 
  attack them. However, this will not take place. This place 
  is simply used by the yuan-ti to dispose of their victims. 
  Their spiritual leader, Zotlatlas, intends to start to 
  animate these bodies as an additional line of defense once 
  he understands the relevant spells (which currently he 
  does not). 
   
  There is nothing of interest here to the PCs, 
  although they might spend some time searching. Yuan-ti 
  in snake form hiding from the PCs may use this pile as a 
  handy place from which to launch an ambush.  
   
  Area 10: Crew Quarters 
  This area is located on the Main Deck Level. This area is 
  accessible via Area 11: Cargo Hold. In addition there are 
  two shut portholes through which the PCs may elect to 
  enter. 
   
  This area is now used by the normal rank and file 
  yuan-ti as a communal sleeping area. Time, conflict and 
  disease have taken their toll on the yuan-ti and now only 
  a few rank and file individuals remain. If the PCs have 
  managed to penetrate the vessel secretly without alerting 
  the yuan-ti they will discover several sleeping yuan-ti 
  here.  
   
  This chamber is obviously used as a communal sleeping 
  area. [Number] of distinct sleeping pallets are set out 
  here. Each is little more than a pile of heaped cloths. 
  There appears to be little in the way of personal effects 
  stored here; there are no chests, lockers or other storage 
  containers in evidence. This chamber is relatively tidy 
  and appears well maintained. Given the size of this 
  chamber it is obvious that it is easily capable of housing 
  more individuals that it currently does. 
   
  APL 2 (EL 3) 
   
  �Yuan-Ti Pureblood: hp 18; see Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Yuan-Ti Pureblood (2): hp 18; see Appendix 2. 
   
  APL 6 (EL 6) 
   
  �Yuan-Ti Pureblood (3): hp 23; see Appendix 3. 
   
  APL 8 (EL 8) 
   
  �Yuan-Ti Pureblood (6): hp 28; see Appendix 4. 
   
  Treasure: The only treasure here consists of the 
  yuan-ti’s gear. 
   
  APL 2: Loot: 70 gp. 
   
  APL 4: Loot: 70 gp. 
   
  APL 6: Loot: 105 gp. 
   
  APL 8: Loot: 210 gp. 
   
  Area 11: Cargo Hold 
  This area is located on the Main Deck Level. This area is 
  accessible from Area 1: Main Deck, Area 10: Crew 
  Quarters, Area 13: Mate’s Cabin or Area 12: Bosun’s 
  Cabin. 
   
  This area is now used as a shrine, communal eating 
  area and torture chamber.  
   
  This is easily the largest area you have yet encountered 
  during your explorations.  
   
  A small amount of light filters into this chamber 
  through a metal grate set into the deck above. This 
  shadowy light illuminates most of the chamber allowing 
  you to make out some of its details.  
   
  At least forty foot in length and as wide as the vessel 
  this seems to be a room of some importance. The 
  chamber is relatively tidy with little or no detritus 
  littering the floor and seems to have some special 
  significance to the ship’s inhabitants. 
   
  Something seems to be “wrong” with the walls and 
  floor of the chamber. All have been carved with a 
  number of strange and alien-looking symbols the likes 
  of which you have never seen before. 
   
  Two closed doors open off this chamber to the rear 
  of the vessel while a single door pierces the opposite 
  wall. The remains of the mast still runs through the 
  centre of this chamber. Chained to this are three filthy 
  human females. All are slumped to the floor and have 
  not yet noticed you. 
   
  Towards the front of the vessel in front of a metal 
  grate set in the floor stands a crude wooden carving. The 
  wood has been scorched black and has been carved to 
  represent a black humanoid head with bulging eyes, 
  huge tusks and antlers. In front of the alter lies a small 
  pile of items, some of which glitter in the light! 
   
  Apart from the chained and seemingly unconscious 
  women there appear to be no occupants of this chamber. 
   
  Unless the PCs bring their own light source consider this 
  whole area to be lit by shadowy illumination for purposes 
  of vision, concealment and Hide and Spot checks. 
   
  Human Females: These individuals are currently 
  unconscious. Even when awoken, they exist in a 
  catatonic state little removed from a waking coma. All 
  have been physically abused, but unlike the captives in 
  Area 4: Galley Stores they have not been poisoned. All 
  the women are heavily pregnant. Unless remove disease 
  is cast on these captives the PCs will be unable to get any 
  information from them. Indeed, they are barely capable 
  of conscious thought or movement and if the PCs wish to 
  rescue them they will have to be carried. 
   
  When combat breaks out here the yuan-ti will not 
  target these women and will (unless in dire straits) 
  eschew attacks that will damage them. The women carry 
  new sacrifices for the god Tlaloc and they will not want 
  to anger him. 
   
  �Levanna, Heldranna, and Yendrenn: Heavily 
  Pregnant Human Females (3): Com1; hp 2 (4). 
   
  One of the women is different to the others. She has 
  been forced to participate with in the dark rituals of 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 19 
  Tlaloc. As a consequence although she is still human her 
  unborn child is a pureblood yuan-ti. If the PCs examine 
  these individuals a DC 20 Spot or Search check, or a DC 
  15 Heal check reveals that all is not right with the third 
  woman. Her belly is more distended than the others. 
  What lies within twists and writhes unnaturally. 
   
  These women are members of the human barbaric 
  tribe that dwell on several of the ships at the centre of the 
  weed-sea. If they are released they will all eventually find 
  their way back to their brethren. Slaying these women 
  (even  Yendrenn who has been infested by the yuan-ti) is 
  an evil act as they are essentially helpless. Paladins and 
  lawful good clerics instantly loose their powers if they are 
  involved in such acts. 
   
  Symbols: The yuan-ti have carved every available 
  surface of this chamber with a number of their strange 
  and alien symbols. Player’s Handout 1 illustrates the two 
  most common sigils.  
   
  A DC 20 Knowledge (religion) check indicates that 
  the blacked-headed head sigil is that of Tlaloc, the Olman 
  god of rain. A subsequent DC 25 Knowledge (religion) 
  check reveals that Tlaloc demands monthly sacrifices of 
  children to grant rain. 
   
  A DC 25 Knowledge (local – Core) reveals that the 
  sigil depicting a snake eating its own tail is the heraldic 
  device of Alocotla. Additionally the PC knows that 
  Alocolta is a city in Hepmonaland ruled by yuan-ti. It is 
  one of three such cities, but all are far inland. The yuan-ti 
  are not known to possess any vessels so how they came 
  here is a mystery. 
   
  Treasure: There is some treasure, all of which is 
  found in front of the altar.  
   
  APL 2: Loot: 50 gp; Coin: 50 gp. 
   
  APL 4: Loot: 100 gp; Coin: 100 gp. 
   
  APL 6: Loot: 150 gp; Coin: 150 gp. 
   
  APL 8: Loot: 200 gp; Coin: 200 gp. 
   
  Development: This area is of religious significance to 
  the yuan-ti of the Malachite Serpent and they will not 
  allow the PCs to occupy or desecrate it. Thus it is highly 
  likely that they will engage the PCs in combat here.  
   
  Remember however that yuan-ti prefer to strike 
  from ambush and will use a variety of ranged combat 
  options until melee is forced upon them. Initially the PCs 
  will only face the rank and file purebloods here as the 
  leaders assess the level of threat posed by the PCs. They 
  will be the last to attack the PCs and will likely bide their 
  time until the PCs are weakened or have relaxed their 
  guard. 
   
  Important Note: If all the available yuan-ti attack the 
  party here en mass then it is likely that the PCs will die. 
  The DM should resist the urge to hurl all the yuan-ti into 
  combat in one go. The yuan-ti will attack over and over 
  again from ambush and will retreat once the PCs seem to 
  be mounting an effective defense.  
   
  Severely wounded yuan-ti will prefer to retreat 
  rather than die fighting. In extreme circumstances badly 
  wounded yuan-ti will change their form to that of a small 
  viper and the slither through the metal floor grate into 
  Area 14: The Bilges.  
   
  Area 12: Bosun’s Cabin 
  This area is located on the Main Deck Level. This area is 
  accessible from Area 11: Cargo Hold. In addition this area 
  has a porthole through which the PCs may elect to enter.  
   
  This area is now used by the yuan-ti leader, 
  Tlazarantlis, as his personal quarters. If the PCs have 
  breached the yuan-tis’ defenses without alerting the 
  defenders they will encounter Tlazarantlis here. 
   
  When the PCs reach this area read or paraphrase the 
  following: 
   
  This chamber has a martial feel to it. Weapons, many of 
  them damaged or rusted are hung on all the walls. A 
  small pile of cushions and cloths have been heaped in 
  one corner. A large barrel but in half length-ways, 
  draped in silks and half full of relatively clean water 
  stands in one corner of the room. 
   
  The deck here however has been corroded by some 
  kind of substance. It is colored black and pitted in many 
  places. 
   
  The half-barrel is used as a bath by Tlazarantlis. The heap 
  of cushions is his bed. 
   
  If the PCs have penetrated this far without alerting 
  the yuan-ti they will encounter Tlazarantlis performing a 
  series of martial exercises. He will immediately attack 
  them, hoping that this show of strength will drive them 
  off. In this instance he will try and engage them in the 
  doorway so that fewer opponents can attack him at once. 
  If he looses more than half his hit points he will flee. In 
  addition if he is obviously outmatched he will flee to 
  gather his forces. 
   
  A DC 20 Search check indicates that the floor was 
  probably damaged by acid. 
   
  APL 2 (EL 5) 
   
  �Tlazarantlis, Yuan-Ti Halfblood: hp 38; see 
  Appendix 1. 
   
  APL 4 (EL 7) 
   
  �Tlazarantlis, Yuan-Ti Halfblood Ftr2: hp 52; see 
  Appendix 2. 
   
  APL 6 (EL 9) 
   
  �Tlazarantlis, 
  Half-Fiend 
  Yuan-Ti 
  Halfblood 
  Bbn1/Ftr2: hp 70; see Appendix 3. 
   
  APL 8 (EL 11) 
   
  �Tlazarantlis, 
  Half-Fiend 
  Yuan-Ti 
  Halfblood 
  Bbn2/Ftr2: hp 90; see Appendix 4. 
   
  Tactics: Tlazarantilis is a cunning, vicious and 
  bloodthirsty yuan-ti accustomed to defeating all who 
  stand before him. An oddity for a yuan-ti he actually 
  enjoys melee combat, trusting on his great strength and 
  his skill at arms to carry him through. He is not stupid 
  however and will use his spell-like abilities prior to melee 
  combat in an attempt to soften up his opponents. He 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 20 
  prefers to best warrior types and will seek this kind of foe 
  out above all others.  
   
  Tlazarantilis is the leader of this group of yuan-ti and 
  will not hesitate to sacrifice any of the others to 
  guarantee his own survival. He will only enter melee 
  combat after all of his minions are defeated or driven off.  
   
  Treasure: Tlazarantlis carries some items of note 
  upon his person which the PCs may loot. 
   
   
  APL 2: Loot: 35 gp; Magic: necklace of missiles type 1 
  [1x 5d6, 2x 3d6] (138 gp). 
   
  APL 4: Loot: 35 gp; Magic: necklace of missiles type 1 
  [1x 5d6, 2x 3d6] (138 gp), cloak of resistance +1 (83 gp). 
   
  APL 6: Loot: 35 gp; Magic: necklace of missiles type 1 
  [1x 5d6, 2x 3d6] (138 gp), cloak of resistance +1 (83 gp), 
  potion of barkskin +3 (50 gp) 
   
  APL 8: Loot: 35 gp; Magic: necklace of missiles type 1 
  [1x 5d6, 2x 3d6] (138 gp), cloak of resistance +1 (83 gp), 
  potion of barkskin +3 (50 gp), gauntlets of ogre power 
  (333 gp). 
   
  Detect Magic Results: necklace of missiles type 1 
  (moderate evocation), cloak of resistance +1 (faint 
  abjuration), potion of barkskin +3 (faint transmutation), 
  gauntlets of ogre power (faint transmutation). 
   
  In addition, if the PCs slay Tlazarantlis they receive the 
  following AR entry: 
   
  �Emnity of Tlaloc: The PC has slain a favored one of 
  Tlaloc. Although Tlaloc is a relatively peaceful lawful evil 
  deity he bares this individual enmity. Tlaloc's methods 
  are subtle. Encountered snakes will always be hostile to 
  this individual and will attack before any other. In 
  addition individuals with access to summon nature's ally 
  and similar spells may no longer summon snakes.  
   
  Tlaloc has enemies however who are pleased that 
  you have slain one of his abominations. Because of your 
  actions they have granted you a boon. In the future 
  encountered avian creatures will not attack you, unless 
  you attack them first. In addition, if you have lost the 
  ability to summon snakes as described above you may 
  cast wind wall once per week. Treat this is a spell-like 
  ability at a caster level equal to that of your main spell-
  casting level. Individuals summoning snakes via the skill 
  Use Magic Device do not gain this spell-like ability.  
   
  Area 13: Mate’s Cabin 
  This area is located on the Main Deck level. This area is 
  accessible from Area 11: Cargo Hold. In addition this area 
  has a porthole through which the PCs may elect to enter. 
   
  This area is now used by the yuan-ti’s spiritual leader, 
  Zotlatlas, as his personal quarters. If the PCs have 
  breached the yuan-tis’ defenses without alerting the 
  defenders they will encounter Zotlatlas here. 
   
  When the PCs reach this area read or paraphrase the 
  following: 
   
  This chamber is one of the finest that you have 
  encountered on this vessel. Expensive cloths, richly 
  appointed furniture and various jewel encrusted 
  accoutrements lie scattered about this room. In one 
  corner stands a large barrel that has been ornately 
  carved. Coiled serpents adorn its surface. Many of these 
  serpents are depicted biting and killing children. Above 
  all the snakes gather representations of heavy clouds the 
  pour rain down upon the assembled serpents. 
   
  The large barrel in the corner of the room is Zotlatlas 
  bath. It is almost filled to the brim with clean water. The 
  other items of furniture are of the usual types but are of 
  very high quality. 
   
  If the PCs have reached this part of the vessel 
  without alerting the yuan-ti to their presence they will 
  encounter Zotlatlas here sprawled out on the cushions in 
  human form. He will attempt to flee immediately if 
  outnumbered.  
   
  If the PCs have fought their way here it is possible 
  they might meet Zotlatlas here if he has nowhere else to 
  retreat to.  
   
  APL 2 (EL 4) 
   
  �Zotlatlas, Yuan-Ti Pureblood Clr1-Tlaloc: hp 33; 
  see Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Zotlatlas, Yuan-Ti Pureblood Clr1-Tlaloc: hp 33; 
  see Appendix 2. 
   
  APL 6 (EL 5) 
   
  �Zotlatlas, Yuan-Ti Pureblood Clr2-Tlaloc: hp 40; 
  see Appendix 3. 
   
  APL 8 (EL 6) 
   
  �Zotlatlas, Yuan-Ti Pureblood Clr3-Tlaloc: hp 47; 
  see Appendix 4. 
   
  Tactics: Zotlatlas is cunning and devious. He will not 
  enter melee combat until all the other purebloods have 
  been slain or driven off. He prefers to remain hidden 
  from invaders and use his spells and spell-like abilities to 
  the detriment of any foes.  
   
  He will tend to stay in the Hold Level and will 
  vigorously defend Area 11: Cargo Hold.  
  Any 
  individual desecrating the altar in Area 11: Cargo Hold 
  will be the target of his ire. 
   
  Treasure: Zotlatlas carries some items of note upon 
  his person which the PCs may loot. 
   
  APL 2: Loot: 35 gp; Magic: ring of the ram [6 chgs.] 
  (84 gp), wand of inflict light wounds [20 chgs] (25 gp). 
   
  APL 4: Loot: 35 gp; Magic: ring of the ram [6 chgs.] 
  (84 gp), wand of inflict light wounds [20 chgs] (25 gp), 
  dust of appearance (150 gp), dust of dryness (71 gp). 
   
  APL 6: Loot: 35 gp; Magic: ring of the ram [12 chgs.] 
  (168 gp), Quaal’s feather token [whip] (42 gp), dust of 
  appearance (150 gp), dust of dryness (71 gp). 
   
  APL 8: Loot: 35 gp; Magic: ring of the ram [18 chgs.] 
  (252 gp), Quaal’s feather token [whip] (42 gp), dust of 
  appearance (150 gp), dust of dryness (71 gp), lesser Silent 
  metamagic rod (250 gp). 
   
  Detect Magic Results: Wand of inflict light wounds 
  (faint necromancy), ring of the ram (moderate 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 21 
  transmutation), Quaal’s feather token [whip] (moderate 
  conjuration),  dust of appearance (faint conjuration), dust 
  of dryness (moderate transmutation), lesser Silent 
  metamagic rod (strong, no school). 
   
  Area 14: Secret Storage 
  This area is located on the Main Deck Level. This area is 
  only accessible from Area 12: Bosun’s Cabin. This area is 
  now used by Tlazarantlis to store items of great value or 
  personal significance. 
   
  Unlike many other parts of the ship that you have 
  explored this area is crammed full of precious items. 
  Gems, various pieces of jewelry, gem-encrusted goblets, 
  and other once-fine items lie scattered about the floor. 
  Many pieces of treasure that lie before you though are 
  tarnished and worn – no doubt a legacy of the corrosive 
  sea air and lack of care.  
   
  Intermixed with all this is a brilliant white tabard, 
  seemingly unaffected by the conditions. Set into its 
  chest is some kind of symbol but you cannot make out 
  its design from your vantage point. 
   
  This area is not trapped in any way. Assuming that all the 
  nearby yuan-ti have been dealt with the PCs can simply 
  gather up the treasure here and continue their 
  explorations.  
   
  Treasure: Much of the treasure here is damaged due to 
  the environment in which it has been left. Thus, 
  although of interest to collectors and the like it is not 
  worth as much as it could be. 
   
  APL 2: Loot: 150 gp; Magic: Tabard of the sun (13 
  gp). 
   
  APL 4: Loot: 250 gp; Magic: Tabard of the sun (13 
  gp). 
   
  APL 6: Loot: 150 gp; Magic: Tabard of the blinding 
  sun (450 gp). 
   
  APL 8: Loot: 250 gp; Magic: Tabard of the blinding 
  sun (450 gp). 
   
  Detect Magic Results: Tabard of the blinding sun 
  (faint evocation), Tabard of the sun (faint evocation). 
   
  Sensing the innate goodness of this tabard the yuan-ti do 
  not use it. 
   
  �Tabard of the Sun:  A shimmering, thickly woven 
  tabard made of the finest white cloth and edged in 
  brilliant gold and silver trim, this item is beautiful to 
  behold. Set into the centre of the tabard is a great silvery 
  sun ringed by silver moons. The tabard is mentioned in 
  several ancient Oeridian myths and has great significance 
  to the few remaining followers of the One True Way in 
  the lands of the former Great Kingdom. 
   
  On command the tabard emits light equivalent to a 
  continual flame spell. Although no flame is evident the 
  light seems to spring from the moons and stars on the 
  tabard's front. This ability is a command word effect. To 
  call forth the light the wearer must cry out "come forth 
  the blinding light." The light can be dismissed as a free 
  action. Wearing this item takes up the vest body slot. It 
  is a lesser version of the tabard of the blinding light. 
   
  Faint evocation; CL 5th; Craft Wonderous Item, 
  continual flame; Price 150 gp. 
   
  �Tabard of the Blinding Sun: A shimmering, thickly 
  woven tabard made of the finest white cloth and edged in 
  brilliant gold and silver trim, this item is beautiful to 
  behold. Set into the centre of the tabard is a great silvery 
  sun ringed by silver moons. The tabard is mentioned in 
  several ancient Oeridian myths and has great significance 
  to the few remaining followers of the One True Way in 
  the lands of the former Great Kingdom. 
   
  On command the tabard emits light equivalent to a 
  continual flame spell. Although no flame is evident the 
  light seems to spring from the moons and stars on the 
  tabard's front. In addition once per day the wearer can 
  cast a searing ray, which emanates from the central sun. 
  Both of these abilities are command word effects. To call 
  forth the light the wearer must cry out "come forth the 
  blinding light." To cast the searing light the wearer must 
  utter "Strike the unbelievers in His name." 
   
  Wearing this item takes up the vest body slot. 
   
  Faint evocation; CL 5th; Craft Wonderous Item, 
  continual flame, searing flame; Price 5,400 gp. 
   
  Area 15: Secret Storage 
  This area is located on the Main Deck Level. This area is 
  only accessible from Area 13: Mate’s Cabin. This area is 
  now used by Zotlatlas to store items of great value or 
  personal significance 
   
  This small chamber is crammed full of rotting and 
  tarnished items of once great value. It appears that the 
  perpetually wet environment combined with the 
  remorseless effects of time have combined to cheat you 
  of much of the treasure before you. Partially buried 
  within the pile lies a battleaxe; its handle is chased in 
  silver and it is not tarnished. 
   
  Treasure: Much of the treasure here is damaged due to 
  the environment in which it has been left. Thus, 
  although of interest to collectors and the like it is not 
  worth as much as it could be. 
   
   
  APL 2: Loot: 50 gp; Coin: 20 gp; Magic: Valherann 
  (283 gp). 
   
  APL 4: Loot: 100 gp; Coin: 40 gp; Magic: Valherann 
  (283 gp). 
   
  APL 6: Loot: 150 gp; Coin: 60 gp; Magic: Valherann 
  (283 gp). 
   
  APL 8: Loot: 200 gp; Coin: 80 gp; Magic: Valherann 
  (283 gp). 
   
  Detect 
  Magic 
  Results: 
  Valherann 
  (minor 
  enchantment). 
   
  Sensing the innate goodness of Valherann the yuan-ti do 
  not use it. 
   
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 22 
  �Valherann: Thought lost in the Turmoil Between 
  Crowns, this lavishly decorated weapon was once 
  wielded by Overking Portillan of the Rax-Nyrond family. 
  It bears the Rax-Nyrond emblem on the haft.  
   
  The weapon functions as a +1 silvered battleaxe and 
  grants its bearer the ability to cast bless 3/day.  
   
  Minor enchantment; CL 3rd; Craft Magic Weapons 
  and Armor, bless; Price 3,400 gp. 
   
  Area 16: The Bilge 
  This area is only accessible from Area 11: Cargo Hold. 
   
  It is here that the pets of the yuan-ti reside. 
  Dependant on the APL one or several constrictor snakes 
  make their home in the bilges. The yuan-ti have also 
  scattered a small amount of treasure here to entice the 
  foolhardy into the waters below.  
   
  When the PCs reach this area read or paraphrase the 
  following: 
   
  The grill appears to grant access to the bilges of the ship. 
  It is impossible to tell how deep the water is within.  
   
  Anyone entering the water in this area will be attacked 
  by the snakes lurking within. 
   
  APL 2 (EL 2) 
   
  �Constrictor Snake (1): hp 19; see Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Constrictor Snake (2): hp 19 each; see Appendix 2. 
   
  APL 6 (EL 6) 
   
  �Giant Constrictor Snake (1): hp 63; see Appendix 
  3. 
   
  �Constrictor Snake (1): hp 19; see Appendix 3. 
   
  APL 8 (EL 8) 
   
  �Giant Constrictor Snake (3): hp 63; see Appendix 
  4. 
   
  Tactics: The snake(s) will attempt to grapple, constrict 
  and kill any who enter their lair. Although the water here 
  is not too deep being only 3 ft. in depth, several holes 
  exist in the hull through which these snakes can swim. 
  In addition these holes are big enough for the snake to 
  drag a victim through or for an unwary PC to fall 
  through.  
   
  For combat here refer to Appendix 5: Fighting in 
  Water. 
    
  Treasure: The only treasure to be found here is that 
  deliberately scattered by the yuan-ti to entice foolish 
  individuals into the water. The coins are a mix of old 
  Aerdi and Keoish coins 
   
  APL 2: Coin: 20 gp. 
   
  APL 4: Coin: 30 gp. 
   
  APL 6: Coin: 40 gp. 
   
  APL 8: Coin: 50 gp. 
   
  CONCLUSION 
  Once the PCs have slain all the yuan-ti, or have retreated 
  from the Malachite Serpent proceed to this section. 
   
  In this encounter the PCs return to their vessel after 
  exploring one or more of the hulks trapped in the weed-
  sea. If the PCs have not yet encountered the harpies in 
  Encounter 1 run that encounter again. If they have 
  already slain the harpies read or paraphrase the following: 
   
  Returning across the weed-sea your progress is slow. 
  Luckily you encounter no further denizens of this 
  strange floating reef and you return to your vessel 
  without incident. 
   
  The crew of (insert vessel name) lower a boat and 
  soon you are safely onboard. Whilst you have failed to 
  discover the legendary Lost Treasure of the Sea Princes 
  you have managed to recover some loot from the wrecks 
  you searched. 
   
  As you sort through your loot many of the other 
  exploratory groups straggle in across the weed-sea. Many 
  of these groups have been depleted somewhat by their 
  explorations and it emerges that none of have been very 
  successful. They speak of abandoned ships, undead, 
  other terrible denizens of the reef and a colony of half-
  mad humans who populate many of the wrecks. Perhaps 
  these forsaken people are the final holders of the Sea 
  Princes much-sought treasure? 
    
  Still, time is against you and Captain (name) begins 
  to make preparations for your long trip home. While 
  unsuccessful this time perhaps you will be able to return 
  again to complete your explorations of this strange 
  place. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 23 
  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 
  role-playing) to each character. 
   
  Encounter 1: The Great Weed-Sea 
  Slay the harpies 
  APL2  
  120 XP  
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  300 XP 
   
  Encounter 2: The Lost Treasure of the Sea Princes 
  Approaching the Malachite Serpent 
  Slay the assassin vines 
  APL2  
  120 XP  
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  300 XP 
   
  Area 2: Fore Castle 
  Defeat the yuan-ti 
  APL2  
  60 XP  
  APL4  
  120 XP  
  APL6  
  180 XP  
  APL8  
  240 XP 
   
  Area 10: Crew Quarters 
  Defeat the yuan-ti 
  APL2  
  60 XP  
  APL4  
  120 XP  
  APL6  
  180 XP  
  APL8  
  240 XP 
   
  Area 12: Bosun’s Cabin 
  Slay or drive off Tlazarantilis 
  APL2  
  150 XP  
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
   
  Area 13: Mate’s Cabin 
  Slay or drive off Zotlatlas 
  APL2  
  90 XP  
  APL4  
  120 XP  
  APL6  
  150 XP  
  APL8  
  180 XP 
   
  Area 16: The Bilge 
  Kill the yuan-ti pets 
  APL2  
  60 XP  
  APL4  
  120 XP  
  APL6  
  180 XP  
  APL8  
  240 XP 
   
  Discretionary Role-Playing Award 
  APL2  
  180 XP  
  APL4  
  270 XP  
  APL6  
  360 XP  
  APL8  
  450 XP 
   
  [Note to authors: the role-playing award and story awards 
  must be 20% or less of the total award for the scenario and 
  may only be awarded when less than the maximum 
  number of EL’s for the APL is used. Remove this 
  paragraph.] 
   
  Total Possible Experience:  
   
  APL2  
  900 XP  
  APL4  
  1,350 XP  
  APL6  
  1,800 XP  
  APL8  
  2,250 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 24 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 2: The Lost Treasure of the Sea Princes 
  Area 2: Forecastle 
  Loot from the slain yuan-ti 
   
  All APLs: Loot: 35 gp. 
   
  Area 10: Crew Quarters 
  Loot from the slain yuan-ti 
   
  APL 2: Loot: 70 gp. 
   
  APL 4: Loot: 70 gp. 
   
  APL 6: Loot: 105 gp. 
   
  APL 8: Loot: 210 gp. 
   
  Area 12: Cargo Hold 
  APL 2: Loot: 50 gp; Coin: 50 gp. 
   
  APL 4: Loot: 100 gp; Coin: 100 gp. 
   
  APL 6: Loot: 150 gp; Coin: 150 gp. 
   
  APL 8: Loot: 200 gp; Coin: 200 gp. 
   
  Area 12: Bosun’s Cabin 
  APL 2: Loot: 35 gp; Magic: necklace of missiles type 1 [1x 
  5d6, 2x 3d6] (138 gp). 
   
  APL 4: Loot: 35 gp; Magic: necklace of missiles type 1 
  [1x 5d6, 2x 3d6] (138 gp), cloak of resistance +1 (83 gp). 
   
  APL 6: Loot: 35 gp; Magic: necklace of missiles type 1 
  [1x 5d6, 2x 3d6] (138 gp), cloak of resistance +1 (83 gp), 
  potion of barkskin +3 (50 gp) 
   
  APL 8: Loot: 35 gp; Magic: necklace of missiles type 1 
  [1x 5d6, 2x 3d6] (138 gp), cloak of resistance +1 (83 gp), 
  potion of barkskin +3 (50 gp), gauntlets of ogre power 
  (333 gp). 
   
  Detect Magic Results: necklace of missiles type 1 
  (moderate evocation), cloak of resistance +1 (faint 
  abjuration), potion of barkskin +3 (faint transmutation), 
  gauntlets of ogre power (faint transmutation). 
   
  Area 13: Mate’s Cabin 
  APL 2: Loot: 35 gp; Magic: ring of the ram [6 chgs.] (84 
  gp), wand of inflict light wounds [20 chgs] (25 gp). 
   
  APL 4: Loot: 35 gp; Magic: ring of the ram [6 chgs.] 
  (84 gp), wand of inflict light wounds [20 chgs] (25 gp), 
  dust of appearance (150 gp), dust of dryness (71 gp). 
   
  APL 6: Loot: 35 gp; Magic: ring of the ram [12 chgs.] 
  (168 gp), Quaal’s feather token [whip] (42 gp), dust of 
  appearance (150 gp), dust of dryness (71 gp). 
   
  APL 8: Loot: 35 gp; Magic: ring of the ram [18 chgs.] 
  (252 gp), Quaal’s feather token [whip] (42 gp), dust of 
  appearance (150 gp), dust of dryness (71 gp), lesser Silent 
  metamagic rod (250 gp). 
   
  Detect Magic Results: Wand of inflict light wounds 
  (faint necromancy), ring of the ram (moderate 
  transmutation), Quaal’s feather token [whip] (moderate 
  conjuration), dust of appearance (faint conjuration), dust 
  of dryness (moderate transmutation), lesser Silent 
  metamagic rod (strong, no school). 
   
  Area 14: Secret Storage 
  APL 2: Loot: 150 gp; Magic: Tabard of the sun (13 gp). 
   
  APL 4: Loot: 250 gp; Magic: Tabard of the sun (13 
  gp). 
   
  APL 6: Loot: 150 gp; Magic: Tabard of the blinding 
  sun (450 gp). 
   
  APL 8: Loot: 250 gp; Magic: Tabard of the blinding 
  sun (450 gp). 
   
  Detect Magic Results: Tabard of the blinding sun 
  (faint evocation), Tabard of the sun (faint evocation). 
   
  Area 15: Secret Storage 
  APL 2: Loot: 50 gp; Coin: 20 gp; Magic: Valherann (283 
  gp). 
   
  APL 4: Loot: 100 gp; Coin: 40 gp; Magic: Valherann 
  (283 gp). 
   
  APL 6: Loot: 150 gp; Coin: 60 gp; Magic: Valherann 
  (283 gp). 
   
  APL 8: Loot: 200 gp; Coin: 80 gp; Magic: Valherann 
  (283 gp). 
   
  Detect 
  Magic 
  Results: 
  Valherann 
  (minor 
  enchantment). 
   
  Area 16: The Bilge 
  APL 2: Coin: 20 gp. 
   
  APL 4: Coin: 30 gp. 
   
  APL 6: Coin: 40 gp. 
   
  APL 8: Coin: 50 gp. 
   
  Total Possible Treasure 
  APL 2: Loot: 425 gp; Coin: 70 gp; Magic: 543 gp - Total: 
  1,048 gp. 
   
  APL 4: Loot: 625 gp; Coin: 130 gp; Magic: 737 gp - 
  Total: 1,492 gp. 
   
  APL 6: Loot: 660 gp; Coin: 190 gp; Magic: 1,340 gp - 
  Total: 2,190 gp. 
   
  APL 8: Loot: 960 gp; Coin: 250 gp; Magic: 2,102 gp - 
  Total: 3,312 gp. 
   
  Treasure Maximums by APL 
  APL 2: 900 gp 
   
  APL 4: 1,300 gp 
   
  APL 6: 1,800 gp 
   
  APL 8: 2,600 gp 
   
  Items for the Adventure Record 
  Special 
   
  �Valherann: Thought lost in the Turmoil Between 
  Crowns, this lavishly decorated weapon was once 
  wielded by Overking Portillan of the Rax-Nyrond family. 
  It bears the Rax-Nyrond emblem on the haft.  
   
  The weapon functions as a +1 silvered battleaxe and 
  grants its bearer the ability to cast bless 3/day.  
   
  Minor enchantment; CL 3rd; Craft Magic Weapons 
  and Armor, bless; Price 3,400 gp. 
   
  �Tabard of the Sun:  A shimmering, thickly woven 
  tabard made of the finest white cloth and edged in 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 25 
  brilliant gold and silver trim, this item is beautiful to 
  behold. Set into the centre of the tabard is a great silvery 
  sun ringed by silver moons. The tabard is mentioned in 
  several ancient Oeridian myths and has great significance 
  to the few remaining followers of the One True Way in 
  the lands of the former Great Kingdom. 
   
  On command the tabard emits light equivalent to a 
  continual flame spell. Although no flame is evident the 
  light seems to spring from the moons and stars on the 
  tabard's front. This ability is a command word effect. To 
  call forth the light the wearer must cry out "come forth 
  the blinding light." The light can be dismissed as a free 
  action. Wearing this item takes up the vest body slot. It 
  is a lesser version of the tabard of the blinding light. 
   
  Faint evocation; CL 5th; Craft Wonderous Item, 
  continual flame; Price 150 gp. 
   
  �Tabard of the Blinding Sun: A shimmering, thickly 
  woven tabard made of the finest white cloth and edged in 
  brilliant gold and silver trim, this item is beautiful to 
  behold. Set into the centre of the tabard is a great silvery 
  sun ringed by silver moons. The tabard is mentioned in 
  several ancient Oeridian myths and has great significance 
  to the few remaining followers of the One True Way in 
  the lands of the former Great Kingdom. 
   
  On command the tabard emits light equivalent to a 
  continual flame spell. Although no flame is evident the 
  light seems to spring from the moons and stars on the 
  tabard's front. In addition once per day the wearer can 
  cast a searing ray, which emanates from the central sun. 
  Both of these abilities are command word effects. To call 
  forth the light the wearer must cry out "come forth the 
  blinding light." To cast the searing light the wearer must 
  utter "Strike the unbelievers in His name." 
   
  Wearing this item takes up the vest body slot. 
   
  Faint evocation; CL 5th; Craft Wonderous Item, 
  continual flame, searing flame; Price 5,400 gp. 
   
  �Emnity of Tlaloc: Although Tlaloc is a relatively 
  peaceful lawful evil deity he bares this individual enmity. 
  Tlaloc's methods are subtle. Encountered snakes will 
  always be hostile to this individual. In addition 
  individuals with access to summon nature's ally and 
  similar spells may no longer summon snakes using these 
  spells.  
   
  Tlaloc has enemies however who are pleased by your 
  actions. They have granted you a boon. In the future 
  encountered avian creatures will not attack you, unless 
  you attack them first. In addition, if you have lost the 
  ability to summon snakes as described above you may 
  cast wind wall once per week. Treat this is a spell-like 
  ability at a caster level equal to that of your main spell-
  casting level. Individuals summoning snakes via the skill 
  Use Magic Device do not gain this spell-like ability.  
   
  Item Access 
  APL 2 
  Tabard of the sun (Adventure, CL 5th, see above) 
  Valherann  (Adventure, CL 3rd, see above) 
  Wand of inflict wounds [20 chgs] (Any, CL 1st, DMG) 
  Necklace of missiles type 1 (Any, CL 10th; DMG) 
   
  APL 4 (All of APL 2 plus the following) 
  Dust of appearance (Any; 5th; 1,800 gp; DMG) 
  Dust of dryness (Adventure; CL 11th; 850 go, DMG) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  Tabard of the blinding sun (Adventure, CL 5th, see 
  above) 
  Quaal’s feather token [whip] (Any, CL12th; DMG) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  Lesser Silent metamagic rod (Any; CL 17th; 3,000 gp; 
  DMG) 
   
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 26 
  APPENDIX 1: 
  APL 2 
  Encounter 1: The Great Weed-Sea 
  �Harpy (1): CR 4; Medium Monstrous Humanoid; 
  HD 7d8; hp 31; Init +2; Spd 20 ft., fly 80 ft. (average); 
  AC 13, touch 12, flat-footed 11; Base Atk +7/+2; Grp +7; 
  Atk +7 melee (1d6, club); Full Atk +7/+2 melee (1d6, 
  club) and +2 melee (1d3, claw); SA Captivating song; 
  SQ Darkvision 60 ft.; AL CE; SV Fort +2, Ref +7, Will 
  +6; Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17. 
   
  Skills and Feats: Bluff +11, Intimidate +7, Listen 
  +7, Perform (oratory) +5, Spot +3; Dodge, Flyby Attack, 
  Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed at a DC 16 Will save or become 
  captivated. This is a sonic, mind-affecting charm effect. 
  If the save is successful, that creature cannot be 
  affected again by that harpy’s song for 24 hours. The 
  save DC is Charisma based.   
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area, that creature gets a second saving 
  throw. Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of 
  the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round hereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Skills: Harpies have a +4 racial bonus on Bluff and 
  Listen checks. 
   
  Possessions: Club. 
   
  Encounter 2: The Lost Treasure of the Sea 
  Princes 
  Approaching the Vessel 
  �Assassin Vine (1): CR 3; Large Plant; HD 4d8+12; hp 
  30; Init +0; Spd 5 ft.; AC 15, touch 9, flat-footed 15; Base 
  Atk +3, Grp +12; Base Atk +7 melee (1d6+7, slam); Full 
  Atk +7 melee (1d6+7, slam); Space/Reach 10 ft./ 10 ft. 
  (15 ft. with vine); SA Constrict 1d6+7, entangle, 
  improved grab; SQ Blindsight 30 ft., camouflage, 
  immunity to electricity, low-light vision, plant traits, 
  resistance to cold 10 and fire 10; AL N; SV Fort +7, Ref 
  +1, Will +2; Str 20, Dex 10, Con 16, Int -; Wis 13, Cha 9. 
   
  Constrict (Ex): An assassin vine deals 1d6+7 points 
  of damage with a successful grapple check. 
   
  Entangle (Su): An assassin vine can animate plants 
  within 30 ft. of itself as a free action (Ref DC 13, 
  partial). The effect lasts until the vine dies or decides to 
  end it (also a free action). The save DC is Wisdom-
  based. The ability is otherwise similar to entangle 
  (caster level 4th). 
   
  Improved Grab (Ex): To use this ability, an 
  assassin vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If is wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet using 
  sound, scent and vibration.  
   
  Camouflage (Ex): Since an assassin vine looks like 
  a normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks. Anyone with ranks 
  in Survival or Knowledge (nature) can use one of those 
  skills instead of Spot to notice the plant. Dwarves can 
  use stonecunning to notice the subterranean version.  
   
  Plant Traits: The assassin vine is immune to all 
  mind-affecting 
  effects 
  (charms, 
  compulsions, 
  phantasms, patterns and morale effects), poison, sleep 
  effects, paralysis, polymorph and stunning. Not subject 
  to critical hits. 
   
  Area 2: Fore Castle 
  �Yuan-Ti Pureblood (1): CR 3; Medium Monstrous 
  Humanoid; HD 4d8; hp 18; Init +5; Spd 30 ft.; AC 17, 
  touch 11, flat-footed 16; Base Atk +4; Grp +4; Atk +5 
  melee (1d6/18-20, masterwork scimitar) or +5 ranged 
  (1d8/x3, longbow); Full Atk +5 melee (1d6/18-20, 
  masterwork scimitar) or +5 ranged (1d8/x3, longbow); 
  SA Spell-like abilities; SQ Alternate form, darkvision 
  60 ft., detect poison, spell resistance 14; AL CE; SV Fort 
  +1, Ref +5, Will +4; Str 11, Dex 13, Con 11, Int 12, Wis 
  10, Cha 12. 
   
  Skills and Feats: Concentration +7, Disguise +4*, 
  Hide +3, Knowledge (nature) +5, Listen +4, Spot +4; 
  AlertnessB, Blind-FightB, Dodge, Improved Initiative. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Spell-Like Abilities: 1/day – animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). The save DC is Charisma-
  based. 
   
  Skills: *A pureblood gains a +5 racial bonus on 
  Disguise checks when impersonating a human. 
   
  Possessions: Studded leather armor, heavy shield, 
  longbow, 10 arrows, masterwork scimitar. 
   
  Area 10: Crew Quarters 
  �Yuan-Ti Pureblood (1): CR 3; Medium Monstrous 
  Humanoid; HD 4d8; hp 18; Init +5; Spd 30 ft.; AC 17, 
  touch 11, flat-footed 16; Base Atk +4; Grp +4; Atk +5 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 27 
  melee (1d6/18-20, masterwork scimitar) or +5 ranged 
  (1d8/x3, longbow); Full Atk +5 melee (1d6/18-20, 
  masterwork scimitar) or +5 ranged (1d8/x3, longbow); 
  SA Spell-like abilities; SQ Alternate form, darkvision 
  60 ft., detect poison, spell resistance 14; AL CE; SV Fort 
  +1, Ref +5, Will +4; Str 11, Dex 13, Con 11, Int 12, Wis 
  10, Cha 12. 
   
  Skills and Feats: Concentration +7*, Disguise +4*, 
  Hide +3, Knowledge (nature) +5, Listen +4, Spot +4; 
  AlertnessB, Blind-FightB, Dodge, Improved Initiative. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Spell-Like Abilities: 1/day – animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). The save DC is Charisma-
  based. 
   
  Skills: *A pureblood gains a +5 racial bonus on 
  Disguise checks when impersonating a human. 
   
  Possessions: Studded leather armor, heavy shield, 
  longbow, 10 arrows, masterwork scimitar. 
   
  Area 12: Bosun’s Cabin 
  �Tlazarantlis, Yuan-Ti Halfblood: CR 5; Medium 
  Monstrous Humanoid; HD 7d8+7; hp 38; Init +5; Spd 
  30 ft.; AC 20, touch 11, flat-footed 19; Base Atk +7; Grp 
  +9; Atk +10 melee (1d6+2/18-20, masterwork scimitar) 
  or +8 ranged (1d8+2/x3, composite longbow [+2 Str 
  bonus]); Full Atk +10/+5 melee (1d6+2/18-20, 
  masterwork scimitar) and +4 melee (1d6+1 plus poison, 
  bite) or +8/+3 ranged (1d8+2/x3, composite longbow 
  [+2 Str bonus]); SA Poison, produce acid, spell-like 
  abilities; SQ Alternate form, chameleon power, 
  darkvision 60 ft., detect poison, scent, spell resistance 
  16; AL CE; SV Fort +3, Ref +6, Will +9; Str 15, Dex 13, 
  Con 13, Int 18, Wis 18, Cha 16. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (nature) +14, craft/know +14, Hide +10*, Listen +16, 
  Spot +16; AlertnessB, Blind-FightB, Combat Expertise, 
  Dodge, Improved Initiative. 
   
  Poison (Ex): Injury, Fortitude DC 14, initial and 
  secondary damage 1d6 Con.  The save DC is 
  Constitution-based. 
   
  Produce Acid (Ex): A yuan-ti halfblood has the 
  psionic power to exude acid from its body, dealing 3d6 
  points of acid damage to the next creature it touches, 
  including a creature hit by its bite attack. It the yuan-ti 
  is grappling or pinning a foe when it uses this power its 
  grasp deals 5d6 points of acid damage. The acid 
  becomes inert when it leaves the yuan-ti’s body, and 
  the yuan-ti is immune to its effects. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Chameleon Power (Sp): A yuan-ti halfblood can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
   
  Spell-Like Abilities: 3/day – animal trance (DC 
  15), cause fear (DC 14), entangle (DC 14); 1/day – 
  deeper darkness, neutralise poison (DC 17), suggestion 
  (DC 16). Caster level 8th. The save DCs are Charisma-
  based. 
   
  Skills: *Yuan-ti halfbloods using chameleon power 
  gain a +10 circumstance bonus on Hide checks. 
   
  Possessions: studded leather armor, heavy shield, 
  composite longbow (+2 Str bonus), 10 arrows, 
  masterwork scimitar, necklace of missiles type 1 [1x 
  5d6, 2x 3d6]. 
   
  Area 13: Mate’s Cabin 
  �Zotlatlas, Yuan-Ti Pureblood Clr1 – Tlaloc (1): CR 4; 
  Medium Monstrous Humanoid; HD 4d8+8 plus 1d8+2; 
  hp 33; Init +6; Spd 30 ft.; AC 18, touch 12, flat-footed 
  16; Base Atk +4; Grp +4; Atk +5 melee (1d6/18-20, 
  masterwork scimitar) or +7 ranged (1d6, javelin); Full 
  Atk +5 melee (1d6/18-20, masterwork scimitar) or +6 
  ranged (1d6, javelin); SA Spell-like abilities; SQ 
  Alternate form, darkvision 60 ft., detect poison, spell 
  resistance 15; AL CE; SV Fort +5, Ref +6, Will +6; Str 
  11, Dex 15, Con 14, Int 12, Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +9*, Disguise +4*, 
  Hide +4, Knowledge (nature) +5, Knowledge (religion) 
  +4, Listen +6, Spot +6; AlertnessB, Blind-FightB, Dodge, 
  Improved Initiative. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Spell-Like Abilities: 1/day – animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). The save DC is Charisma-
  based. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 28 
   
  Skills: *A pureblood gains a +5 racial bonus on 
  Disguise checks when impersonating a human. 
   
  Spells Prepared: (3/2+1; base DC = 12 + spell level): 
  0- cure minor wounds, detect magic, purify food and 
  water; 1st- bless, cure light wounds, protection from 
  good*. 
   
  *Domain Spell: Evil (cast evil spells at +1 caster 
  level); Water (turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke, command or bolster 
  water creatures as an evil cleric rebukes undead). 
   
  Possessions: Studded leather armor, heavy shield, 
  javelin (3), masterwork scimitar, ring of the ram (6 
  chgs), wand of inflict light wounds (20 chgs). 
   
  Area 16: The Bilge 
  �Constrictor Snake (1): CR 2; Medium Animal; HD 
  3d8+6 ; hp  19; Init +3; Spd 20 ft., climb 20 ft., swim 20 
  ft.; AC 15, touch 13, flat-footed 12; Base Atk +2; Grp +5; 
  Atk +5 melee (1d3+4, bite); Full Atk +5 melee  (1d3+4, 
  bite); Space/Reach 5 ft./5 ft.; SA Constrict 1d3+4, 
  improved grab; SQ Scent;  AL N; SV Fort +4, Ref +6, 
  Will +2; Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +14, Hide +10, 
  Listen +7, Spot +7, Swim +11; Alertness, Toughness. 
   
  Constrict (Ex): on a successful grapple check a 
  constrictor snake deals 1d3+4 points of damage. 
   
  Improved Grab (Ex): To use this ability, a 
  constrictor snake 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 constrict. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 29 
  APPENDIX 2: 
  APL 4 
  Encounter 1: The Great Weed-Sea 
  �Harpy (2): CR 4; Medium Monstrous Humanoid; 
  HD 7d8; hp 31; Init +2; Spd 20 ft., fly 80 ft. (average); 
  AC 13, touch 12, flat-footed 11; Base Atk +7/+2; Grp +7; 
  Atk +7 melee (1d6, club); Full Atk +7/+2 melee (1d6, 
  club) and +2 melee (1d3, claw); SA Captivating song; 
  SQ Darkvision 60 ft.; AL CE; SV Fort +2, Ref +7, Will 
  +6; Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17. 
   
  Skills and Feats: Bluff +11, Intimidate +7, Listen 
  +7, Perform (oratory) +5, Spot +3; Dodge, Flyby Attack, 
  Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed at a DC 16 Will save or become 
  captivated. This is a sonic, mind-affecting charm effect. 
  If the save is successful, that creature cannot be 
  affected again by that harpy’s song for 24 hours. The 
  save DC is Charisma based.   
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area, that creature gets a second saving 
  throw. Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of 
  the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round hereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Skills: Harpies have a +4 racial bonus on Bluff and 
  Listen checks. 
   
  Possessions: Club. 
   
  Encounter 2: The Lost Treasure of the Sea 
  Princes 
  Approaching the Vessel 
  �Assassin Vine (2): CR 3; Large Plant; HD 4d8+12; hp 
  30; Init +0; Spd 5 ft.; AC 15, touch 9, flat-footed 15; Base 
  Atk +3, Grp +12; Base Atk +7 melee (1d6+7, slam); Full 
  Atk +7 melee (1d6+7, slam); Space/Reach 10 ft./ 10 ft. 
  (15 ft. with vine); SA Constrict 1d6+7, entangle, 
  improved grab; SQ Blindsight 30 ft., camouflage, 
  immunity to electricity, low-light vision, plant traits, 
  resistance to cold 10 and fire 10; AL N; SV Fort +7, Ref 
  +1, Will +2; Str 20, Dex 10, Con 16, Int -; Wis 13, Cha 9. 
   
  Constrict (Ex): An assassin vine deals 1d6+7 points 
  of damage with a successful grapple check. 
   
  Entangle (Su): An assassin vine can animate plants 
  within 30 ft. of itself as a free action (Ref DC 13, 
  partial). The effect lasts until the vine dies or decides to 
  end it (also a free action). The save DC is Wisdom-
  based. The ability is otherwise similar to entangle 
  (caster level 4th). 
   
  Improved Grab (Ex): To use this ability, an 
  assassin vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If is wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet using 
  sound, scent and vibration.  
   
  Camouflage (Ex): Since an assassin vine looks like 
  a normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks. Anyone with ranks 
  in Survival or Knowledge (nature) can use one of those 
  skills instead of Spot to notice the plant. Dwarves can 
  use stonecunning to notice the subterranean version.  
   
  Plant Traits: The assassin vine is immune to all 
  mind-affecting 
  effects 
  (charms, 
  compulsions, 
  phantasms, patterns and morale effects), poison, sleep 
  effects, paralysis, polymorph and stunning. Not subject 
  to critical hits. 
   
  Area 2: Fore Castle 
  �Yuan-Ti Pureblood Rgr2 (1): CR 5; Medium 
  Monstrous Humanoid; HD 4d8 plus 2d10; hp 30; Init 
  +7; Spd 30 ft.; AC 19, touch 13, flat-footed 16; Base Atk 
  +6; Grp +6; Atk +6 melee (1d6/18-20, masterwork 
  scimitar) or +8 ranged (1d8/x3, longbow); Full Atk +7 
  melee (1d6/18-20, masterwork scimitar) or +8 ranged 
  (1d8/x3, longbow); SA Spell-like abilities, archery 
  combat style; SQ Alternate form, darkvision 60 ft., 
  detect poison, spell resistance 16, favored enemy 
  (humans), wild empathy; AL CE; SV Fort +4, Ref +10, 
  Will +4; Str 11, Dex 17, Con 11, Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +7, Disguise +4*, 
  Heal +2, Hide +7, Knowledge (nature) +5, Listen +4, 
  Move +8, Spot +4, Survival +5; AlertnessB, Blind-FightB, 
  Dodge, Improved Initiative, Precise Shot, Track. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Archery Combat Style (Ex): The ranger has Rapid 
  Shot as a bonus feat but may not use this when wearing 
  medium or heavy armor. 
   
  Favored Enemy (humans) (Ex): The ranger gains a 
  +2 bonus on Bluff, Listen, Sense Motive, Spot and 
  Survival checks against this creature type. He also does 
  +2 points of damage against such creatures. 
   
  Spell-Like Abilities: 1/day – animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). The save DC is Charisma-
  based. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 30 
   
  Skills: *A pureblood gains a +5 racial bonus on 
  Disguise checks when impersonating a human. 
   
  Possessions: Studded leather armor, heavy shield, 
  longbow, 20 arrows, masterwork scimitar. 
   
  Area 10: Crew Quarters 
  �Yuan-Ti Pureblood (2): CR 3; Medium Monstrous 
  Humanoid; HD 4d8; hp 18; Init +5; Spd 30 ft.; AC 17, 
  touch 11, flat-footed 16; Base Atk +4; Grp +4; Atk +5 
  melee (1d6/18-20, masterwork scimitar) or +5 ranged 
  (1d8/x3, longbow); Full Atk +5 melee (1d6/18-20, 
  masterwork scimitar) or +5 ranged (1d8/x3, longbow); 
  SA Spell-like abilities; SQ Alternate form, darkvision 
  60 ft., detect poison, spell resistance 14; AL CE; SV Fort 
  +1, Ref +5, Will +4; Str 11, Dex 13, Con 11, Int 12, Wis 
  10, Cha 12. 
   
  Skills and Feats: Concentration +7*, Disguise +4*, 
  Hide +3, Knowledge (nature) +5, Listen +4, Spot +4; 
  AlertnessB, Blind-FightB, Dodge, Improved Initiative. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Spell-Like Abilities: 1/day – animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). The save DC is Charisma-
  based. 
   
  Skills: *A pureblood gains a +5 racial bonus on 
  Disguise checks when impersonating a human. 
   
  Possessions: Studded leather armor, heavy shield, 
  longbow, 10 arrows, masterwork scimitar. 
   
  Area 12: Bosun’s Cabin 
  �Tlazarantlis, Yuan-Ti Halfblood Ftr2: CR 7; Medium 
  Monstrous Humanoid; HD 7d8+7 plus 2d10+2; hp 52; 
  Init +5; Spd 30 ft.; AC 20, touch 11, flat-footed 19; Base 
  Atk +9; Grp +11; Atk +12 melee (1d6+2/15-20, 
  masterwork scimitar) or +10 ranged (1d8+2/x3, 
  composite longbow [+2 Str bonus]); Full Atk +12/+7 
  melee (1d6+2/15-20, masterwork scimitar) and +6 
  melee (1d6+1 plus poison, bite) or +10/+5 ranged 
  (1d8+2/x3, composite longbow [+2 Str bonus]); SA 
  Poison, produce acid, spell-like abilities; SQ Alternate 
  form, chameleon power, darkvision 60 ft., detect 
  poison, scent, spell resistance 16; AL CE; SV Fort +6, 
  Ref +6, Will +9; Str 15, Dex 13, Con 13, Int 18, Wis 18, 
  Cha 16. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (nature) +14, craft/know +14, Handle Animal +6, Hide 
  +10*, Intimidate +8, Jump +6, Listen +16, Spot +16; 
  AlertnessB, Blind-FightB, Combat Expertise, Dodge, 
  Improved Critical (scimitar), Improved Initiative, 
  Mobility. 
   
  Poison (Ex): Injury, Fortitude DC 14, initial and 
  secondary damage 1d6 Con.  The save DC is 
  Constitution-based. 
   
  Produce Acid (Ex): A yuan-ti halfblood has the 
  psionic power to exude acid from its body, dealing 3d6 
  points of acid damage to the next creature it touches, 
  including a creature hit by its bite attack. It the yuan-ti 
  is grappling or pinning a foe when it uses this power 
  its grasp deals 5d6 points of acid damage. The acid 
  becomes inert when it leaves the yuan-ti’s body, and 
  the yuan-ti is immune to its effects. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Chameleon Power (Sp): A yuan-ti halfblood can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
   
  Spell-Like Abilities: 3/day – animal trance (DC 
  15), cause fear (DC 14), entangle (DC 14); 1/day – 
  deeper darkness, neutralise poison (DC 17), suggestion 
  (DC 16). Caster level 8th. The save DCs are Charisma-
  based. 
   
  Skills: *Yuan-ti halfbloods using chameleon power 
  gain a +10 circumstance bonus on Hide checks. 
   
  Possessions: studded leather armor, heavy shield, 
  composite longbow (+2 Str bonus), 10 arrows, 
  masterwork scimitar, necklace of missiles type 1 [1x 
  5d6, 2x 3d6]. 
   
  Area 13: Mate’s Cabin 
  �Zotlatlas, Yuan-Ti Pureblood Clr1 – Tlaloc (1): CR 4; 
  Medium Monstrous Humanoid; HD 4d8+8 plus 1d8+2; 
  hp 33; Init +6; Spd 30 ft.; AC 18, touch 12, flat-footed 
  16; Base Atk +4; Grp +4; Atk +5 melee (1d6/18-20, 
  masterwork scimitar) or +7 ranged (1d6, javelin); Full 
  Atk +5 melee (1d6/18-20, masterwork scimitar) or +6 
  ranged (1d6, javelin); SA Spell-like abilities; SQ 
  Alternate form, darkvision 60 ft., detect poison, spell 
  resistance 15; AL CE; SV Fort +5, Ref +6, Will +6; Str 
  11, Dex 15, Con 14, Int 12, Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +9*, Disguise +4*, 
  Hide +4, Knowledge (nature) +5, Knowledge (religion) 
  +4, Listen +6, Spot +6; AlertnessB, Blind-FightB, Dodge, 
  Improved Initiative. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 31 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Spell-Like Abilities: 1/day – animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). The save DC is Charisma-
  based. 
   
  Skills: *A pureblood gains a +5 racial bonus on 
  Disguise checks when impersonating a human. 
   
  Spells Prepared: (3/2+1; base DC = 12 + spell level): 
  0- cure minor wounds, detect magic, purify food and 
  water; 1st- bless, cure light wounds, protection from 
  good*. 
   
  *Domain Spell: Evil (cast evil spells at +1 caster 
  level); Water (turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke, command or bolster 
  water creatures as an evil cleric rebukes undead). 
   
  Possessions: Studded leather armor, heavy shield, 
  javelin (3), masterwork scimitar, ring of the ram (6 
  chgs), wand of inflict light wounds (20 chgs), dust of 
  appearance, dust of dryness. 
   
  Area 16: The Bilge 
  �Constrictor Snake (2): CR 2; Medium Animal; HD 
  3d8+6 ; hp  19; Init +3; Spd 20 ft., climb 20 ft., swim 20 
  ft.; AC 15, touch 13, flat-footed 12; Base Atk +2; Grp +5; 
  Atk +5 melee (1d3+4, bite); Full Atk +5 melee  (1d3+4, 
  bite); Space/Reach 5 ft./5 ft.; SA Constrict 1d3+4, 
  improved grab; SQ Scent;  AL N; SV Fort +4, Ref +6, 
  Will +2; Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +14, Hide 
  +10, Listen +7, Spot +7, Swim +11; Alertness, 
  Toughness. 
   
  Constrict (Ex): on a successful grapple check a 
  constrictor snake deals 1d3+4 points of damage. 
   
  Improved Grab (Ex): To use this ability, a 
  constrictor snake 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 constrict. 
   
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 32 
  APPENDIX 3: 
  APL 6 
  Encounter 1: The Great Weed-Sea 
  �Harpy Sor8 (1): CR 8; Medium Monstrous 
  Humanoid; HD 7d8 plus 8d4; hp 58; Init +2; Spd 20 ft., 
  fly 80 ft. (average); AC 13, touch 12, flat-footed 11; Base 
  Atk +11/+6 Grp +11; Atk +11 melee (1d6, club); Full 
  Atk +11/+6 melee (1d6, club) and +6 melee (1d3, claw); 
  SA Captivating song, spells; SQ Darkvision 60 ft., 
  summon familiar; AL CE; SV Fort +4, Ref +9, Will +11; 
  Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 18. 
   
  Skills and Feats: Bluff +12, Concentration +9, 
  Intimidate +8, Listen +7, Perform (oratory) +6, Spot +3; 
  Dodge, Flyby Attack, Mobility, Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed at a DC 16 Will save or become 
  captivated. This is a sonic, mind-affecting charm effect. 
  If the save is successful, that creature cannot be 
  affected again by that harpy’s song for 24 hours. The 
  save DC is Charisma based.   
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area, that creature gets a second saving 
  throw. Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of 
  the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round hereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Skills: Harpies have a +4 racial bonus on Bluff and 
  Listen checks. 
   
  Spells Known: (6/7/7/6/4; base DC = 14 + spell 
  level): 0- dancing lights, daze, detect magic, mage hand, 
  ray of frost, read magic, resistance, touch of fatigue; 1st- 
  color spray, mage armor, magic missile, ray of 
  enfeeblement, shield; 2nd- melf’s acid arrow, protection 
  from arrows, resist energy 3rd- blink, fireball; 4th-
  Evard’s black tentacles. 
   
  Possessions: Club. 
   
  Encounter 2: The Lost Treasure of the Sea 
  Princes 
  Approaching the Vessel 
  �Advanced 12 HD Assassin Vine (2): CR 5; Huge 
  Plant; HD 12d8+72; hp 140; Init -1; Spd 5 ft.; AC 16, 
  touch 7, flat-footed 16; Base Atk +6/+1, Grp +14; Base 
  Atk +15 melee (1d8+13, slam); Full Atk +15/+10 melee 
  (1d8+13, slam); Space/Reach 15 ft./ 15 ft. (15 ft. with 
  vine); SA Constrict 1d8+13, entangle, improved grab; 
  SQ Blindsight 30 ft., camouflage, immunity to 
  electricity, low-light vision, plant traits, resistance to 
  cold 10 and fire 10; AL N; SV Fort +12, Ref +2, Will +4; 
  Str 28, Dex 8, Con 22, Int -; Wis 13, Cha 9. 
   
  Constrict (Ex): An assassin vine deals 1d8+13 
  points of damage with a successful grapple check. 
   
  Entangle (Su): An assassin vine can animate plants 
  within 30 ft. of itself as a free action (Ref DC 13, 
  partial). The effect lasts until the vine dies or decides to 
  end it (also a free action). The save DC is Wisdom-
  based. The ability is otherwise similar to entangle 
  (caster level 4th). 
   
  Improved Grab (Ex): To use this ability, an 
  assassin vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If is wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet using 
  sound, scent and vibration.  
   
  Camouflage (Ex): Since an assassin vine looks like 
  a normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks. Anyone with ranks 
  in Survival or Knowledge (nature) can use one of those 
  skills instead of Spot to notice the plant. Dwarves can 
  use stonecunning to notice the subterranean version.  
   
  Plant Traits: The assassin vine is immune to all 
  mind-affecting 
  effects 
  (charms, 
  compulsions, 
  phantasms, patterns and morale effects), poison, sleep 
  effects, paralysis, polymorph and stunning. Not subject 
  to critical hits. 
   
  Area 2: Fore Castle 
  �Yuan-Ti Pureblood Rgr2/Rog2 (1): CR 7; Medium 
  Monstrous Humanoid; HD 4d8 plus 2d10 plus 2d6; hp 
  38; Init +7; Spd 30 ft.; AC 19, touch 13, flat-footed 16; 
  Base Atk +7; Grp +7; Atk +7 melee (1d6/18-20, 
  masterwork scimitar) or +10 ranged (1d8/x3, longbow); 
  Full Atk +8/+3 melee (1d6/18-20, masterwork scimitar) 
  or +10/+5 ranged (1d8/x3, longbow); SA Spell-like 
  abilities, archery combat style, sneak attack +1d6; SQ 
  Alternate form, darkvision 60 ft., detect poison, spell 
  resistance 18, favored enemy (humans), wild empathy, 
  trapfinding, evasion; AL CE; SV Fort +4, Ref +13, Will 
  +4; Str 11, Dex 17, Con 11, Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +7, Disable Device 
  +8, Disguise +6*, Heal +2, Hide +9, Knowledge (nature) 
  +5, Listen +4, Move +10, Open Locks +5, Spot +4, 
  Survival +5, Tumble +8; AlertnessB, Blind-FightB, 
  Dodge, Improved Initiative, Precise Shot, Track. 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +1d6 
  damage on attacks. Ranged attacks can only be sneak 
  attacks if rogue is within 30 ft. of the target 
   
  Evasion (Ex): Takes no damage on a successful 
  Reflex save against attacks that normally deal half 
  damage on a successful Reflex save. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 33 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Archery Combat Style (Ex): The ranger has Rapid 
  Shot as a bonus feat but may not use this when wearing 
  medium or heavy armor. 
   
  Favored Enemy (humans) (Ex): The ranger gains a 
  +2 bonus on Bluff, Listen, Sense Motive, Spot and 
  Survival checks against this creature type. He also does 
  +2 points of damage against such creatures. 
   
  Spell-Like Abilities: 1/day – animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). The save DC is Charisma-
  based. 
   
  Skills: *A pureblood gains a +5 racial bonus on 
  Disguise checks when impersonating a human. 
   
  Possessions: Studded leather armor, heavy shield, 
  longbow, 20 arrows, masterwork scimitar. 
   
  Area 10: Crew Quarters 
  �Yuan-Ti Pureblood (3): CR 3; Medium Monstrous 
  Humanoid; HD 4d8; hp 23; Init +5; Spd 30 ft.; AC 17, 
  touch 11, flat-footed 16; Base Atk +4; Grp +4; Atk +5 
  melee (1d6/18-20, masterwork scimitar) or +5 ranged 
  (1d8/x3, longbow); Full Atk +5 melee (1d6/18-20, 
  masterwork scimitar) or +5 ranged (1d8/x3, longbow); 
  SA Spell-like abilities; SQ Alternate form, darkvision 
  60 ft., detect poison, spell resistance 14; AL CE; SV Fort 
  +1, Ref +5, Will +4; Str 11, Dex 13, Con 11, Int 12, Wis 
  10, Cha 12. 
   
  Skills and Feats: Concentration +7*, Disguise +4*, 
  Hide +3, Knowledge (nature) +5, Listen +4, Spot +4; 
  AlertnessB, Blind-FightB, Dodge, Improved Initiative. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Spell-Like Abilities: 1/day – animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). The save DC is Charisma-
  based. 
   
  Skills: *A pureblood gains a +5 racial bonus on 
  Disguise checks when impersonating a human. 
   
  Possessions: Studded leather armor, heavy shield, 
  longbow, 10 arrows, masterwork scimitar. 
   
  Area 12: Bosun’s Cabin 
  �Tlazarantlis, 
  Half-Fiend 
  Yuan-Ti 
  Halfblood 
  Bbn1/Ftr2: CR 10; Medium Outsider; HD 7d8+14 plus 
  1d12+2 plus 2d10+4; hp 70; Init +7; Spd 40 ft., fly 40 ft. 
  (average); AC 23, touch 13, flat-footed 20; Base Atk +10; 
  Grp +15; Atk +16 melee (1d6+5/15-20, masterwork 
  scimitar) or +13 ranged (1d8+5/x3, composite longbow 
  [+5 Str bonus]) or +16 melee (1d4+5, claw); Full Atk 
  +16/+11 melee (1d6+5/15-20, masterwork scimitar) and 
  +11 melee (1d6+2 plus poison, bite) or +13/+8 ranged 
  (1d8+5/x3, composite longbow [+5 Str bonus]) or +16 
  melee (1d4+5, 2 claws) and +11 melee (1d6+2 plus 
  poison, bite); SA Poison, produce acid, spell-like 
  abilities, smite good, rage; SQ Alternate form, 
  chameleon power, darkvision 60 ft., detect poison, 
  scent, spell resistance 20, immunity to poison, 
  resistance to acid 10, cold 10, electricity 10 and fire 10, 
  DC 5/magic, fast movement; AL CE; SV Fort +10, Ref 
  +9, Will +10; Str 20, Dex 17, Con 15, Int 22, Wis 18, 
  Cha 18. 
   
  Skills and Feats: Balance +8, Concentration +13, 
  Handle Animal +7, Hide +24*, Intimidate +10, Jump 
  +13, Listen +18, Move Silently +8, Sense Motive +9, 
  Spot +17, Survival +8, Tumble +10; AlertnessB, Blind-
  FightB, Cleave, Combat Expertise, Dodge, Improved 
  Critical (scimitar), Improved Initiative, Power Attack. 
   
  Poison (Ex): Injury, Fortitude DC 14, initial and 
  secondary damage 1d6 Con.  The save DC is 
  Constitution-based. 
   
  Smite Good (Su): Once per day a half-fiend can 
  make a normal melee attack and deal extra damage 
  equal to its HD against a good foe. 
   
  Produce Acid (Ex): A yuan-ti halfblood has the 
  psionic power to exude acid from its body, dealing 3d6 
  points of acid damage to the next creature it touches, 
  including a creature hit by its bite attack. It the yuan-ti 
  is grappling or pinning a foe when it uses this power 
  its grasp deals 5d6 points of acid damage. The acid 
  becomes inert when it leaves the yuan-ti’s body, and 
  the yuan-ti is immune to its effects. 
   
  Rage (Ex): Gains temporary +4 Str, +4 Con, +2 
  morale bonus to Will saves. Takes a -2 penalty to AC. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Chameleon Power (Sp): A yuan-ti halfblood can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 34 
   
  Yuan-Ti Spell-Like Abilities: 3/day – animal 
  trance (DC 16), cause fear (DC 15), entangle (DC 15); 
  1/day – deeper darkness, neutralise poison (DC 18), 
  suggestion (DC 17). Caster level 8th. The save DCs are 
  Charisma-based. 
   
  Half-Fiend Spell-Like Abilities: 3/day – darkness, 
  poison (DC 17); 1/day, desecrate (DC 16), unholy 
  blight (DC 18), contagion (DC 18). 
   
  Skills: *Yuan-ti halfbloods using chameleon power 
  gain a +10 circumstance bonus on Hide checks. 
   
  Possessions: studded leather armor, heavy shield, 
  composite longbow (+5 Str bonus), 10 arrows, 
  masterwork scimitar, necklace of missiles type 1 [1x 
  5d6, 2x 3d6], cloak of resistance +1, potion of barkskin 
  +3. 
   
  Area 13: Mate’s Cabin 
  �Zotlatlas, Yuan-Ti Pureblood Clr2 – Tlaloc (1): CR 5; 
  Medium Monstrous Humanoid; HD 4d8+8 plus 2d8+4; 
  hp 40; Init +6; Spd 30 ft.; AC 18, touch 12, flat-footed 
  16; Base Atk +5; Grp +5; Atk +6 melee (1d6/18-20, 
  masterwork scimitar) or +8 ranged (1d6, javelin); Full 
  Atk +6 melee (1d6/18-20, masterwork scimitar) or +7 
  ranged (1d6, javelin); SA Spell-like abilities; SQ 
  Alternate form, darkvision 60 ft., detect poison, spell 
  resistance 16; AL CE; SV Fort +6, Ref +8, Will +7; Str 
  11, Dex 15, Con 14, Int 12, Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +10, Disguise +4*, 
  Hide +4, Knowledge (nature) +5, Knowledge (religion) 
  +5, Listen +6, Spellcraft +2, Spot +6; AlertnessB, Blind-
  FightB, 
  Dodge, 
  Improved 
  Initiative, 
  Lightning 
  Reflexes. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Spell-Like Abilities: 1/day – animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). The save DC is Charisma-
  based. 
   
  Skills: *A pureblood gains a +5 racial bonus on 
  Disguise checks when impersonating a human. 
   
  Spells Prepared: (4/3+1; base DC = 12 + spell level): 
  0- cure minor wounds (2), detect magic, purify food 
  and water; 1st- bless, cure light wounds, obscuring mist, 
  protection from good*. 
   
  *Domain Spell: Evil (cast evil spells at +1 caster 
  level); Water (turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke, command or bolster 
  water creatures as an evil cleric rebukes undead). 
   
  Possessions: Studded leather armor, heavy shield, 
  javelin (3), masterwork scimitar, ring of the ram (12 
  chgs), Quaal’s feather token [whip], dust of appearance, 
  dust of dryness. 
   
   
  Area 16: The Bilge 
  �Giant Constrictor Snake (1): CR 5; Huge Animal; 
  HD 11d8+14; hp 63; Init +3; Spd 20 ft., climb 20 ft., 
  swim 20 ft.; AC 15, touch 11, flat-footed 12; Base Atk 
  +8; Grp +23; Atk +13 melee (1d8+10, bite); Full Atk +13 
  melee  (1d8+10, bite); Space/Reach 15 ft./10 ft.; SA 
  Constrict 1d8+10, improved grab; SQ Scent;  AL N; SV 
  Fort +8, Ref +10, Will +4; Str 25, Dex 17, Con 13, Int 1, 
  Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +17, Hide 
  +10, Listen +9, Spot +9, Swim +16; Alertness, 
  Endurance, Skill Focus (hide), Toughness. 
   
  Constrict (Ex): on a successful grapple check a 
  constrictor snake deals 1d8+10 points of damage. 
   
  Improved Grab (Ex): To use this ability, a 
  constrictor snake 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 constrict. 
   
  �Constrictor Snake (1): CR 2; Medium Animal; HD 
  3d8+6 ; hp  19; Init +3; Spd 20 ft., climb 20 ft., swim 20 
  ft.; AC 15, touch 13, flat-footed 12; Base Atk +2; Grp +5; 
  Atk +5 melee (1d3+4, bite); Full Atk +5 melee  (1d3+4, 
  bite); Space/Reach 5 ft./5 ft.; SA Constrict 1d3+4, 
  improved grab; SQ Scent;  AL N; SV Fort +4, Ref +6, 
  Will +2; Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +14, Hide 
  +10, Listen +7, Spot +7, Swim +11; Alertness, 
  Toughness. 
   
  Constrict (Ex): on a successful grapple check a 
  constrictor snake deals 1d3+4 points of damage. 
   
  Improved Grab (Ex): To use this ability, a 
  constrictor snake 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 constrict. 
   
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 35 
  APPENDIX 4: 
  APL 8 
  Encounter 1: The Great Weed-Sea 
  �Harpy Sor8 (1): CR 8; Medium Monstrous 
  Humanoid; HD 7d8 plus 8d4; hp 58; Init +2; Spd 20 ft., 
  fly 80 ft. (average); AC 13, touch 12, flat-footed 11; Base 
  Atk +11/+6 Grp +11; Atk +11 melee (1d6, club); Full 
  Atk +11/+6 melee (1d6, club) and +6 melee (1d3, claw); 
  SA Captivating song, spells; SQ Darkvision 60 ft., 
  summon familiar; AL CE; SV Fort +4, Ref +9, Will +11; 
  Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 18. 
   
  Skills and Feats: Bluff +12, Concentration +9, 
  Intimidate +8, Listen +7, Perform (oratory) +6, Spot +3; 
  Dodge, Flyby Attack, Mobility, Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed at a DC 16 Will save or become 
  captivated. This is a sonic, mind-affecting charm effect. 
  If the save is successful, that creature cannot be 
  affected again by that harpy’s song for 24 hours. The 
  save DC is Charisma based.   
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area, that creature gets a second saving 
  throw. Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of 
  the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round hereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Skills: Harpies have a +4 racial bonus on Bluff and 
  Listen checks. 
   
  Spells Known: (6/7/7/6/4; base DC = 14 + spell 
  level): 0- dancing lights, daze, detect magic, mage hand, 
  ray of frost, read magic, resistance, touch of fatigue; 1st- 
  color spray, mage armor, magic missile, ray of 
  enfeeblement, shield; 2nd- melf’s acid arrow, protection 
  from arrows, resist energy 3rd- blink, fireball; 4th- 
  Evard’s black tentacles. 
   
  Possessions: Club. 
   
  �Harpy Drd8 (1): CR 8; Medium Monstrous 
  Humanoid; HD 7d8 plus 8d8; hp 71; Init +2; Spd 20 ft., 
  fly 80 ft. (average); AC 13, touch 12, flat-footed 11; Base 
  Atk +13/+8; Grp +13; Atk +13 melee (1d6, club); Full 
  Atk +13/+8 melee (1d6, club) and +8 melee (1d3, claw); 
  SA Captivating song; SQ Darkvision 60 ft. animal 
  companion, nature sense, wild empathy, woodland 
  stride, trackless step, resist nature’s lure, wild shape 
  (Large); AL NE; SV Fort +8, Ref +9, Will +15; Str 10, 
  Dex 15, Con 10, Int 7, Wis 16, Cha 17. 
   
  Skills and Feats: Bluff +11, Concentration +11, 
  Handle Animal +5, Intimidate +7, Knowledge (nature) 
  +8, Listen +7, Perform (oratory) +5, Spot +3, Survival 
  +9; Dodge, Flyby Attack, Mobility, Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed at a DC 16 Will save or become 
  captivated. This is a sonic, mind-affecting charm effect. 
  If the save is successful, that creature cannot be 
  affected again by that harpy’s song for 24 hours. The 
  save DC is Charisma based.   
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area, that creature gets a second saving 
  throw. Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of 
  the harpy stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round hereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Resist Nature’s Lure (Ex): The druid gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Wild Shape (Su): The druid may transform 
  himself into an Small, Medium or Large-sized creature 
  from the Monster Manual a set number of times per 
  day. This ability functions as the spell polymorph 
  except as noted here. The effect lasts for 1 hour per 
  druid level or until he changes back into his own form. 
  Changing form is a standard action that doesn’t 
  provoke an attack of opportunity. The form chosen 
  must be that of one known to the druid. A druid looses 
  his power of speech while in animal form.  
   
  Skills: Harpies have a +4 racial bonus on Bluff and 
  Listen checks. 
   
  Spells Prepared: (6/5/4/4/2; base DC = 13 + spell 
  level: 0- cure minor wounds, detect magic, flare, 
  guidance, purify food and drink, resistance; 1st- cure 
  light wounds (2), entangle, faerie fire, shillelagh; 2nd- 
  barkskin, bear’s endurance, heat metal, resist energy; 
  3rd- call lightning, cure moderate wounds, dominate 
  animal, poison; 4th- control water, flame strike. 
   
  Possessions: Club. 
   
  Encounter 2: The Lost Treasure of the Sea 
  Princes 
  Approaching the Vessel 
  �Advanced 12 HD Assassin Vine (4): CR 5; Huge 
  Plant; HD 12d8+72; hp 140; Init -1; Spd 5 ft.; AC 16, 
  touch 7, flat-footed 16; Base Atk +6/+1, Grp +14; Base 
  Atk +15 melee (1d8+13, slam); Full Atk +15/+10 melee 
  (1d8+13, slam); Space/Reach 15 ft./ 15 ft. (15 ft. with 
  vine); SA Constrict 1d8+13, entangle, improved grab; 
  SQ Blindsight 30 ft., camouflage, immunity to 
  electricity, low-light vision, plant traits, resistance to 
  cold 10 and fire 10; AL N; SV Fort +12, Ref +2, Will +4; 
  Str 28, Dex 8, Con 22, Int -; Wis 13, Cha 9. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 36 
   
  Constrict (Ex): An assassin vine deals 1d8+13 
  points of damage with a successful grapple check. 
   
  Entangle (Su): An assassin vine can animate plants 
  within 30 ft. of itself as a free action (Ref DC 13, 
  partial). The effect lasts until the vine dies or decides to 
  end it (also a free action). The save DC is Wisdom-
  based. The ability is otherwise similar to entangle 
  (caster level 4th). 
   
  Improved Grab (Ex): To use this ability, an 
  assassin vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If is wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet using 
  sound, scent and vibration.  
   
  Camouflage (Ex): Since an assassin vine looks like 
  a normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks. Anyone with ranks 
  in Survival or Knowledge (nature) can use one of those 
  skills instead of Spot to notice the plant. Dwarves can 
  use stonecunning to notice the subterranean version.  
   
  Plant Traits: The assassin vine is immune to all 
  mind-affecting 
  effects 
  (charms, 
  compulsions, 
  phantasms, patterns and morale effects), poison, sleep 
  effects, paralysis, polymorph and stunning. Not subject 
  to critical hits. 
   
  Area 2: Fore Castle 
  �Yuan-Ti Pureblood Rgr2/Rog4 (1): CR 9; Medium 
  Monstrous Humanoid; HD 4d8 plus 2d10 plus 4d6; hp 
  46; Init +8; Spd 30 ft.; AC 20, touch 14, flat-footed 20; 
  Base Atk +9/+4; Grp +9; Atk +11 melee (1d6/18-20, 
  masterwork scimitar) or +13 ranged (1d8/x3, longbow); 
  Full Atk +11/+6 melee (1d6/18-20, masterwork 
  scimitar) or +13/+8 ranged (1d8/x3, longbow); SA 
  Spell-like abilities, archery combat style, sneak attack 
  +2d6; SQ Alternate form, darkvision 60 ft., detect 
  poison, spell resistance 20, favored enemy (humans), 
  wild empathy, trapfinding +1, evasion, uncanny dodge; 
  AL CE; SV Fort +5, Ref +15, Will +5; Str 11, Dex 18, 
  Con 11, Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +7, Disable Device 
  +11, Disguise +8*, Heal +4, Hide +12, Knowledge 
  (nature) +5, Listen +4, Move +13, Open Locks +8, Spot 
  +8, Survival +5, Tumble +9; AlertnessB, Blind-FightB, 
  Dodge, Improved Initiative, Mobility, Precise Shot, 
  Track. 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +2d6 
  damage on attacks. Ranged attacks can only be sneak 
  attacks if rogue is within 30 ft. of the target 
   
  Evasion (Ex): Takes no damage on a successful 
  Reflex save against attacks that normally deal half 
  damage on a successful Reflex save. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Archery Combat Style (Ex): The ranger has Rapid 
  Shot as a bonus feat but may not use this when wearing 
  medium or heavy armor. 
   
  Favored Enemy (humans) (Ex): The ranger gains a 
  +2 bonus on Bluff, Listen, Sense Motive, Spot and 
  Survival checks against this creature type. He also does 
  +2 points of damage against such creatures. 
   
  Spell-Like Abilities: 1/day – animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). The save DC is Charisma-
  based. 
   
  Skills: *A pureblood gains a +5 racial bonus on 
  Disguise checks when impersonating a human. 
   
  Possessions: Studded leather armor, heavy shield, 
  longbow, 20 arrows, masterwork scimitar. 
   
  Area 10: Crew Quarters 
  �Yuan-Ti Pureblood (6): CR 3; Medium Monstrous 
  Humanoid; HD 4d8; hp 28; Init +5; Spd 30 ft.; AC 17, 
  touch 11, flat-footed 16; Base Atk +4; Grp +4; Atk +5 
  melee (1d6/18-20, masterwork scimitar) or +6 ranged 
  (1d8/x3, longbow); Full Atk +5 melee (1d6/18-20, 
  masterwork scimitar) or +6 ranged (1d8/x3, longbow); 
  SA Spell-like abilities; SQ Alternate form, darkvision 
  60 ft., detect poison, spell resistance 14; AL CE; SV Fort 
  +1, Ref +5, Will +4; Str 11, Dex 13, Con 11, Int 12, Wis 
  10, Cha 12. 
   
  Skills and Feats: Concentration +7*, Disguise +4*, 
  Hide +3, Knowledge (nature) +5, Listen +4, Spot +4; 
  AlertnessB, Blind-FightB, Dodge, Improved Initiative. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Spell-Like Abilities: 1/day – animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). The save DC is Charisma-
  based. 
   
  Skills: *A pureblood gains a +5 racial bonus on 
  Disguise checks when impersonating a human. 
   
  Possessions: Studded leather armor, heavy shield, 
  longbow, 10 arrows, masterwork scimitar. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 37 
   
  Area 12: Bosun’s Cabin 
  �Tlazarantlis, 
  Half-Fiend 
  Yuan-Ti 
  Halfblood 
  Bbn2/Ftr2: CR 12; Medium Outsider; HD 7d8+21 plus 
  2d12+6 plus 2d10+6; hp 90; Init +7; Spd 40 ft., fly 40 ft. 
  (average); AC 23, touch 13, flat-footed 23; Base Atk +11; 
  Grp +17; Atk +18 melee (1d6+6/15-20, masterwork 
  scimitar) or +14 ranged (1d8+5/x3, composite longbow 
  [+5 Str bonus]) or +18 melee (1d4+6, claw); Full Atk 
  +18/+13 melee (1d6+6/15-20, masterwork scimitar) and 
  +13 melee (1d6+3 plus poison, bite) or +14/+9 ranged 
  (1d8+5/x3, composite longbow [+5 Str bonus]) or +18 
  melee (1d4+6, 2 claws) and +13 melee (1d6+3 plus 
  poison, bite); SA Poison, produce acid, spell-like 
  abilities, smite good, rage; SQ Alternate form, 
  chameleon power, darkvision 60 ft., detect poison, 
  scent, spell resistance 21, immunity to poison, 
  resistance to acid 10, cold 10, electricity 10 and fire 10, 
  DC 5/magic, fast movement, uncanny dodge; AL CE; 
  SV Fort +12, Ref +9, Will +10; Str 22, Dex 17, Con 16, 
  Int 22, Wis 18, Cha 18. 
   
  Skills and Feats: Balance +8, Concentration +14, 
  Handle Animal +8, Hide +24*, Intimidate +10, Jump 
  +15, Listen +18, Move Silently +10, Sense Motive +9, 
  Spot +18, Survival +9, Tumble +13; AlertnessB, Blind-
  FightB, Cleave, Combat Expertise, Dodge, Improved 
  Critical (scimitar), Improved Initiative, Improved Bull 
  Rush, Power Attack. 
   
  Poison (Ex): Injury, Fortitude DC 14, initial and 
  secondary damage 1d6 Con.  The save DC is 
  Constitution-based. 
   
  Smite Good (Su): Once per day a half-fiend can 
  make a normal melee attack and deal extra damage 
  equal to its HD against a good foe. 
   
  Produce Acid (Ex): A yuan-ti halfblood has the 
  psionic power to exude acid from its body, dealing 3d6 
  points of acid damage to the next creature it touches, 
  including a creature hit by its bite attack. It the yuan-ti 
  is grappling or pinning a foe when it uses this power 
  its grasp deals 5d6 points of acid damage. The acid 
  becomes inert when it leaves the yuan-ti’s body, and 
  the yuan-ti is immune to its effects. 
   
  Rage (Ex): Gains temporary +4 Str, +4 Con, +2 
  morale bonus to Will saves. Takes a -2 penalty to AC. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Chameleon Power (Sp): A yuan-ti halfblood can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
   
  Yuan-Ti Spell-Like Abilities: 3/day – animal 
  trance (DC 16), cause fear (DC 15), entangle (DC 15); 
  1/day – deeper darkness, neutralise poison (DC 18), 
  suggestion (DC 17). Caster level 8th. The save DCs are 
  Charisma-based. 
   
  Half-Fiend Spell-Like Abilities: 3/day – darkness, 
  poison (DC 17); 1/day, desecrate (DC 16), unholy 
  blight (DC 18), contagion (DC 18), blasphemy (DC 21). 
   
  Skills: *Yuan-ti halfbloods using chameleon power 
  gain a +10 circumstance bonus on Hide checks. 
   
  Possessions: studded leather armor, heavy shield, 
  composite longbow (+5 Str bonus), 10 arrows, 
  masterwork scimitar, necklace of missiles type 1 [1x 
  5d6, 2x 3d6], cloak of resistance +1, potion of barkskin 
  +3, gauntlets of ogre power. 
   
  Area 13: Mate’s Cabin 
  �Zotlatlas, Yuan-Ti Pureblood Clr3 – Tlaloc (1): CR 5; 
  Medium Monstrous Humanoid; HD 4d8+8 plus 3d8+6; 
  hp 47; Init +6; Spd 30 ft.; AC 18, touch 12, flat-footed 
  16; Base Atk +6; Grp +6; Atk +7 melee (1d6/18-20, 
  masterwork scimitar) or +8 ranged (1d6, javelin); Full 
  Atk +7 melee (1d6/18-20, masterwork scimitar) or +8 
  ranged (1d6, javelin); SA Spell-like abilities; SQ 
  Alternate form, darkvision 60 ft., detect poison, spell 
  resistance 17; AL CE; SV Fort +6, Ref +9, Will +7; Str 
  11, Dex 15, Con 14, Int 12, Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +10, Disguise +4*, 
  Hide +4, Knowledge (nature) +5, Knowledge (religion) 
  +5, Listen +6, Spellcraft +5, Spot +6; AlertnessB, Blind-
  FightB, 
  Dodge, 
  Improved 
  Initiative, 
  Lightning 
  Reflexes. 
   
  Detect Poison (Sp): All yuan-ti have the psionic 
  ability to detect poison as the spell (caster level 6th). 
   
  Alternate Form (Sp): All yuan-ti can assume the 
  form of a Tiny to Large viper (see the snake entry on 
  page 280 of the Monster Manual) as a psionic ability. 
  This ability is similar to a polymorph spell (caster level 
  19th), but a yuan-ti does not regain any hi points for 
  changing form, and it can only assume viper forms. 
  The yuan-ti loses its natural weapons (if any) and gains 
  the natural weapon of the viper form it assumes. If the 
  yuan-ti has a poisonous bite of its own, it uses its own 
  or the viper’s poison, whichever is more potent. 
   
  Spell-Like Abilities: 1/day – animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). The save DC is Charisma-
  based. 
   
  Skills: *A pureblood gains a +5 racial bonus on 
  Disguise checks when impersonating a human. 
   
  Spells Prepared: (4/3+1/1+1; base DC = 12 + spell 
  level): 0- cure minor wounds (2), detect magic, purify 
  food and water; 1st- bless, cure light wounds, obscuring 
  mist, protection from good*; 2nd- cure moderate 
  wounds, fog cloud*. 
   
  *Domain Spell: Evil (cast evil spells at +1 caster 
  level); Water (turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke, command or bolster 
  water creatures as an evil cleric rebukes undead). 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 38 
   
  Possessions: Studded leather armor, heavy shield, 
  javelin (3), masterwork scimitar, ring of the ram (18 
  chgs), Quaal’s feather token [whip], dust of appearance, 
  dust of dryness, lesser Silent metamagic rod.   
   
   
  Area 16: The Bilge 
  �Giant Constrictor Snake (3): CR 5; Huge Animal; 
  HD 11d8+14; hp 63; Init +3; Spd 20 ft., climb 20 ft., 
  swim 20 ft.; AC 15, touch 11, flat-footed 12; Base Atk 
  +8; Grp +23; Atk +13 melee (1d8+10, bite); Full Atk +13 
  melee  (1d8+10, bite); Space/Reach 15 ft./10 ft.; SA 
  Constrict 1d8+10, improved grab; SQ Scent;  AL N; SV 
  Fort +8, Ref +10, Will +4; Str 25, Dex 17, Con 13, Int 1, 
  Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +17, Hide 
  +10, Listen +9, Spot +9, Swim +16; Alertness, 
  Endurance, Skill Focus (hide), Toughness. 
   
  Constrict (Ex): on a successful grapple check a 
  constrictor snake deals 1d8+10 points of damage. 
   
  Improved Grab (Ex): To use this ability, a 
  constrictor snake 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 constrict. 
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 39 
  Underwater Combat Adjustments 
  Attack/Damage 
  Condition 
  Slashing or 
  Bludgeoning 
  Tail 
  Movement 
  Off Balance?4 
  Freedom of movement 
  normal/normal 
  normal/normal 
  normal 
  No 
  Has a swim speed 
  -2/half 
  normal 
  normal 
  No 
  Successful Swim check 
  -2/half1 
  -2/half 
  quarter of half2 
  No 
  Firm footing3 
  -2/half 
  -2/half 
  half 
  No 
  None of the above 
  -2/half 
  -2/half 
  normal 
  Yes 
   
  1. 
  A creature without a freedom of movement effect or a swim speed makes grapple checks underwater at a 
  –2 penalty, but deals damage normally when grappling. 
  2. 
  A Successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed 
  as a full-round action. 
  3. 
  Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A 
  creature can only walk along the bottom if it wears or carries enough gear to weigh itself down – at least 
  16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for 
  each size category smaller than Medium. 
  4. 
  Creatures flailing about in the water (usually because they failed Swim checks) have a hard time fighting 
  effectively. An off-balance creature loses its Dexterity bonus to Armour Class, and opponents gain a +2 
  bonus on attacks against it. 
   
  APPENDIX 5: 
  FIGHTING IN WATER 
  Land based creatures have considerable disadvantages 
  when fighting in water.  
   
  Ranged Attacks Underwater: Thrown weapons are 
  ineffective, even when launched from land. Attacks 
  with other ranged weapons takes a –2 penalty on attack 
  rolls for every five feet of water they pass through. In 
  addition normal range increment penalties apply. 
   
  Attacks from Land: Characters swimming, floating 
  or treading water on the surface or wading in chest 
  deep water have improved cover (+8 bonus to AC, +4 
  bonus to Reflex saves) from opponents on land. Land 
  bound attackers who are under a freedom of 
  movement spell ignores these modifiers. Magical 
  effects are unaffected except for those that require 
  attack rolls and fire effects. 
   
  Fire: Nonmagical fire (including alchemist’s fire) 
  does not burn under water. Spells or spell-like effects 
  with the fire descriptor are ineffective underwater 
  unless the caster makes a DC 20 + spell level Spellcraft 
  check. If the check succeeds the spell creates a bubble 
  of steam instead of its usual fiery effect, but otherwise 
  the spell works as normal. A supernatural fire effect is 
  ineffective underwater unless it description states 
  otherwise.  
   
  The surface of the water blocks line of effect for 
  any fire spell, even of the caster makes a successful 
  Spellcraft check to make the fire spell work 
  underwater. 
   
  Drowning: Swimmers can hold their breath for a 
  number of rounds equal to double their Constitution 
  score but only if you do nothing other than take move 
  actions or free actions. If you take a standard action or a 
  full-round action the remainder of the duration for 
  which you can hold your breath is reduced by 1 round 
  (Effectively a character in combat can hold his or her 
  breath only half as long as normal). After this time a 
  successful DC 10 Constitution check must be made 
  every round. The DC for each subsequent check 
  increases by 1. 
   
  When a Constitution check is finally failed the 
  swimmer begins to drown. In the first round he falls 
  unconscious (0 hp). In the following round he drops to 
  –1 hit points and in the third round he drowns. 
   
   
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 40 
  PLAYER’S HANDOUT 1: 
  STRANGE SIGILS 
  
  SEA GHOST MAP
  1
  4
  5
  6
  7
  8
  s
  s
  s
  9
  10
  11
  16
  12
  13
  14
  15
  2
  3
  
  CORS5-01 The Jungle of Lost Ships - Low Level 
   
  Page 42 
  Campaign  
  Consequences 
  This adventure has Campaign Consequences. That is the results of the event will directly affect the long-term future of 
  the campaign. To this end please answer the following questions and turn this sheet into HQ. 
   
  1. For which nation did the PCs elect to work? Keoland  
  Ahlissa 
   
  2. At what APL was the event run? 
   
  3. Did the PCs save the various captives found aboard the Malachite Serpent. If 
  they did not, what did they do with the captives? 
   
   
   
   
  4. Was Zotlatlas slain?  
  Y  
   
  N 
   
  5. Was Tlazarantilis slain? 
   
  Y 
   
  N 
   
   
   
  The End 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/595/CORS5-01 The Jungle of Lost Ships/CORS5-01 The Jungle of Lost Ships  Low Level  1.0.pdf