TEXT: 1
  the Sea witch
  A short adventure for four
  10th-level player characters
  CREDITS
  Design: 
  Jason Carl
  Editing: 
  Gwendolyn F.M. Kestrel 
  Cartography:
  Rob Lazzaretti
  Typesetting:
  Sue Weinlein Cook
  Web Production: 
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design: 
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered
  trademarks owned by Wizards of the Coast, Inc. The d20 logo is a
  trademark owned by Wizards of the Coast, Inc. All Wizards charac-
  ters, character names, and the distinctive likenesses thereof are
  trademarks owned by Wizards of the Coast, Inc.
  This material is 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. Any similarity to actual people, organizations,
  places, or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game Content. No
  portion of this work may be reproduced in any form without written permission.
  To learn more about the Open Gaming License and the d20 System License,
  please visit www.wizards.com/d20. 
  ©2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
  INTRODUCTION
  The Sea Witch is a short adventure for four 10th-level
  characters. The difficulty of the adventure can be
  adjusted by changing the level of main antagonist (Black
  Molly, the sea hag pirate) or by altering the number of
  her ogre servants. To tailor the encounter to groups of
  different levels, refer to table 4-1 in Chapter 4 of the
  DUNGEON MASTER’S GUIDE. The adventure is set off a
  lightly populated coastline known as Misty Bay, but
  adapts easily to any coastal region in existing campaigns. 
  A map of a lighthouse suitable for this adventure is
  available for download at: <http://www.wizards.com
  /dnd/images/mapofweek/Jan_9x4L3c.jpg>. Also
  useful is the online map of Misty Bay, available for down-
  load at: <http://www.wizards.com/dnd/images
  /mapofweek/2MistyBay.jpg>.
  These maps are
  reprinted here for your convenience.
  The sea hag known as Black Molly is a notorious
  pirate who has plagued the coastal cities for the better
  part of a decade. A successful Knowledge (local) check
  (DC 15) will reveal that Molly and her ogre crew have a
  filthy reputation as merciless killers who delight not
  only in plundering vessels for their riches, but also in
  destroying the ships themselves and sending all hands
  to the bottom of the sea.
  Now the villain and her followers have seized con-
  trol of the Old Lighthouse of Misty Bay located off a
  lightly populated coastline. For generations the light-
  house beacon has protected the fishermen of this
  region, warning them of the dangerous rocks that lurk
  just below the level of the high tides. Recently, the hag
  has put out the beacon, darkening the lighthouse;
  misery and destruction are sure to follow as ships start
  to blunder into the rocks. Blackmail is apparently Black
  Molly’s aim in this venture: She conveyed a message to
  the nearest shore community, the fishing village of Pois-
  son, demanding the princely sum of 50,000 gp. Until
  she receives this ransom, she intends to hold the light-
  house and its beacon hostage. The fate of the human
  keepers who tend the lighthouse is unknown to the sea-
  side communities at this time, but they fear the worst.
  ADVENTURE SYNOPSIS
  The Sea Witch is ostensibly a rescue mission: The PCs
  are pitted against the evil of Black Molly and the brawn
  of her savage ogre crew. It is the heroes’ task to retake
  the lighthouse and, if possible, free its captives from
  the clutches of their jailer. What neither the PCs nor
  the shore communities yet realize is that while she
  
  2
  would be pleased to have the gold, Black Molly is in
  fact after bigger treasure. Molly has no intention of
  giving up the lighthouse — at least, not until she finds
  what her master sent her here for. Lying on the sea
  floor practically at the base of the rock on which the
  lighthouse sits is the wreck of the war galley Flying
  Cloud, which according to popular legend was cap-
  tained by a cleric who wore around his neck an amulet
  of the planes. Black Molly wants this prize, but so far
  she hasn’t been able to find it. She’s scoured the wreck
  without finding any sign of the magic item. Now she’s
  trying to determine where to search next, for the item
  might well be somewhere near the wreck. If she can’t
  find it, she’ll start torturing her captives to find out if
  they have any useful knowledge about the amulet.
  PREPARATION
  You, the Dungeon Master (DM), need a copy of the
  Player’s Handbook, the DUNGEON MASTER’s Guide, and
  the Monster Manual to use this adventure. If you plan
  to set the adventure in Faerûn, you’ll need a copy of the
  new Forgotten Realms Campaign Setting.
  Monster and NPC statistics are provided with each
  encounter in abbreviated form or, where appropriate,
  the Monster Manual is referenced.
  Should you wish to develop the adventure beyond
  what is presented here, the best opportunity for doing
  so is to focus on the shipwreck of the Flying Cloud and
  the elemental vortex in the caves below.
  CHARACTER HOOKS
  This is a good side trek adventure — it’s easy to insert it
  into an existing campaign any time the player charac-
  ters (PCs) are traveling in a coastal region where fishing
  and shipping are major industries. Alternately, Black
  Molly can be the central antagonist in a longer story
  that you devise. Use the following hooks and rumors to
  draw the PCs into the encounter.
  • The PCs are in the village Poisson when they
  learn that the lighthouse at Old Captain’s Rock
  has suddenly ceased to shine its light. Fearful of
  what this occurrence may portend, the village
  holds its breath. Then they receive Black Molly’s
  ransom message, and pandemonium erupts
  because even by combining their resources the
  fishing villages cannot hope to meet the hag’s
  demand. The community’s elders appeal to the
  PCs for assistance, offering a small but heartfelt
  reward for their help. 
  • Because the lighthouse is vital to the health of
  shipping (not to mention sailors) in the region, a
  group of merchants with marine interests raises
  the ransom. They hire the PCs to deliver it to Black
  Molly, but offer them a hefty bonus if they can
  manage to dispatch the sea hag and return home
  with the ransom intact.
  • The PCs hear a local legend that tells of a fabulous
  treasure lying at the bottom of the sea near the
  lighthouse. According to this tale, a war galley
  named the Flying Cloud went to the bottom dur-
  ing a violent storm over a decade ago, taking all
  hands with it. These stories speak of a great treas-
  ure that sank along with its captain, who went
  down with his ship.
  The Lighthouse Construction
  The Old Lighthouse sits atop a sliver of rock, known
  as Old Captain’s Rock, that juts only a few yards above
  the surface of the ocean, approximately a eastward
  from Poisson. Nearby, barely hidden by the restless
  waves, more rocks wait to tear open the hulls of ves-
  sels that stray too close — which is exactly what hap-
  pens when the lighthouse does not function properly.
  The structure stands approximately 75 feet high. It’s a
  hollow cylinder, constructed of sandstone blocks on a
  granite foundation, with its exterior encased in a thick
  layer of mortar. There are four floors: ground, first,
  second, and lookout loft, all connected by a central
  stone stair.
  The outside walls of the lighthouse were once a bril-
  liant white, but are now a dull, weathered gray from
  constant exposure to the elements. The exterior surface
  of the lighthouse is pitted and scarred with innumer-
  able holes and cracks left by the rough handling of the
  sea and its intermittent storms. From the lighthouse
  base to the lower eaves of the lookout loft (room 1,
  above) is a relatively easy climb (DC 20). Scaling the
  overhang of the loft and getting from there up to and
  over the balcony is somewhat more difficult, requiring
  a Climb check (DC 25).
  There is but one door offering ingress and egress,
  located on the ground floor and opening into room 13.
  The Sea
  Presume that for the purposes of this encounter, the sea
  is relatively calm but that the skies are overcast. If you
  wish to add a greater sense of urgency to the encounter,
  you can determine that the skies are threatening and
  that a storm is on the way.
  
  3
  Black Molly’s Precautions
  Black Molly, like most sea hags, is not prone to sub-
  tlety — she prefers direct methods whenever pos-
  sible. But she isn’t stupid, either: she’s posted guards
  to alert her to the approach of any would-be interlop-
  ers or rescuers. Her sentries have orders to alert her
  immediately if they spot any intruders, at which time
  the pirate will utilize her bowl of commanding water
  elementals to summon a Huge water elemental and
  order it to destroy her enemies. If intruders gain the
  islet and are detected, the pirate’s standing orders are
  for the ogres to close up the structure’s only door and
  use their ranged weapons to fend off attackers from
  the windows, while she tries to utilize her supernatu-
  ral appearance-based powers (horrific appearance and
  evil eye). If she thinks that the fight is lost — if, for
  example, her forces take over fifty percent casualties
  — Black Molly tries to escape by reaching the sea and
  swimming away, hiding among the wrecks or caves
  below, or getting to the Harridan and sailing off. She
  will not hesitate to leave members of her crew to die
  if she can save herself.
  The Harridan
  Black Molly’s sailing ship, the Harridan, is anchored
  approximately 100 yards off the lighthouse. The
  vessel is a normal sailing ship that has been slightly
  modified to accommodate its oversized crew. Use the
  statistics for the sailing ship that appear in Chapter 5
  of the Dungeon Master’s Guide. 
  When the adventure begins, a skeleton crew of
  eight ogres is aboard the Harridan (the vessel
  requires a crew of at least 15 to sail it properly).
  Should they spot trouble or find themselves sum-
  moned by their captain, the ogres onboard can weigh
  anchor and sail the ship to the lighthouse in 20
  rounds. 
  Molly and her attendant ogres reached the light-
  house in two of the Harridan’s three skiffs, both of
  which are now anchored on the north side of the
  lighthouse.
  
  4
  
  5
  LAYOUT OF THE
  LIGHTHOUSE
  Topmost Floor
  1. Lookout Loft (EL 9)
  The stone staircase that rises through the entire height
  of the lighthouse ends here, in this perch from which
  the keepers can look out over the tossing waves. The
  loft is essentially an iron cage encased in thick glass
  panels, built to hold and direct the light of the beacon.
  The beacon’s light comes from a series of 12 very large
  oil lamps arranged in an octagon atop a sandstone plat-
  form in the center of the room. The light shines out
  over the darkened ocean in a 360-degree angle,
  directed and strengthened by 6 circular reflectors con-
  structed of beaten and polished copper. The lamps are
  fed by oil cisterns, located in room 5 (below). From an
  elevated position on land, its light can be seen at a dis-
  tance of approximately 20 miles. In order to put out
  the light, Black Molly has simply prevented the
  beacon from being lit. She has not — so far —
  destroyed this costly apparatus, but she may be
  inclined to do so as a means of negotiating with power-
  ful intruders.
  There is a brass bell hung from the wall of the loft,
  part of a warning system that the keepers use to alert
  one another to danger. The pull-cord runs from the bell
  down into small, circular hole in the floor, and con-
  nects to other bells in various rooms. Pulling on the
  cord rings all the bells so connected, attracting the
  attention of everyone in the structure.
  A single door leads from the light-room out onto a
  narrow encircling balcony. Hanging from iron rings
  from the balcony are a pair of large bells, meant to warn
  ships in foggy weather; Black Molly’s ogres have also
  silenced these, by lashing them tightly to the balcony
  so that they cannot swing free. Four of the pirate’s ogre
  crew members are on lookout duty here at all times,
  day and night. From this vantage point they can see all
  the way to the mainland in clear weather, and approxi-
  mately 5 miles seaward as well.
  Ogre Rog3 (4); CR 5; Large giant; HD 4d8+8, 3d6+6; hp
  42; Init –1; Spd 30 ft.; AC 16 (touch 8, flat-footed 16);
  Atk +10 melee (3d6+7Huge cutlass) or +3 ranged (2d6
  large heavy crossbow); Face/Reach 5 ft. x 5 ft./10 ft. SA
  sneak attack (+2d6); SQ darkvision 60 ft., traps,
  uncanny dodge; AL CE; SV Fort +7, Ref +3, Will +2; Str
  21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.  
  Skills and Feats: Climb +4, Hide –8, Listen +10,
  Search +4, Spot +10; Alertness, Weapon Focus (cutlass).
  Sneak Attack: If a rogue’s target would be denied his
  Dexterity bonus to AC (whether he actually has a
  bonus or not), or when the rogue flanks her target, the
  rogue’s attack deals (+2d6) points of extra damage. If the
  attack scores a critical hit, this extra damage is not mul-
  tiplied. Ranged attacks can count as sneak attacks only
  if the target is within 30 feet. With a sap or an unarmed
  strike, the rogue can make a sneak attack that deals sub-
  dual damage instead of normal damage. She cannot use
  a weapon that deals normal damage to deal subdual
  damage with a sneak attack. A rogue can sneak attack
  only living creatures with discernable anatomies. Any
  creature that is immune to critical hits is not vulnerable
  to sneak attacks. The rogue must be able to see the
  target well enough to pick out a vital spot and must be
  able to reach a vital spot. The rogue cannot sneak attack
  while striking a creature with concealment or striking
  the limbs of a creature whose vitals are beyond reach.
  Darkvision: The creature can see in the dark as
  though in normal daylight.
  Traps: Rogues can use the Search skill to locate traps
  when the task has a DC higher than 20. Finding a non-
  magical trap has a DC of at least 20, higher if it is well
  hidden. Finding a magic trap has a DC of 25 + the level
  of the spell used to create it. Rogues can use the Disable
  Device skill to disarm magic traps. Disabling a magic
  trop generally has a DC of 25 + the level of the spell
  used to create it. A rogue who beats a trap’s DC by 10 or
  more with a Disable Device check can generally study a
  trap, figure out how it works, and bypass it (with her
  party) without disarming it.
  Uncanny Dodge (Ex): The rogue can react to danger
  before her senses would normally allow her to do so.
  Dex bonus to AC.
  Second Floor
  2. Oil Provision Store
  A month’s supply of oil for the beacon is stored in this
  room. The oil is contained in large clay urns sealed with
  wax and protected from blows by thick rope wound
  tightly around their midsections. Each urn holds 5 gal-
  lons of oil, and there are approximately 65 urns sitting
  on the floor.
  3. Sand Provision Store
  The lighthouse keepers store a vast quantity of sand,
  which they keep in a variety of sacks and bins of varying
  sizes, for use in case of a fire. There are also stacks of
  
  6
  empty burlap sacks lying strewn about the floor, and sev-
  eral shovels leaning against the walls. The three uncon-
  scious lighthouse keepers are here, bound and gagged. 
  Alcom, Gerreth, and Nobar, human lighthouse keepers
  (3): com2; NG. 
  4. Library
  Keeping watch over a lighthouse is a lonely, and often-
  times boring, task. No keeper has yet been illiterate,
  because reading is one of the few reliable methods of
  passing the time out here on the rock. Most of the read-
  ing matter here consists of sea charts, maps, and simple
  historical and fiction texts. There is also a complete set
  of logs kept by all the chief lighthouse keepers, past
  and present. If the PCs sneak into the lighthouse unde-
  tected, there is a 25% chance they’ll find Black Molly
  here, impatiently combing through all this printed
  matter (especially the logs) for some clue to the where-
  abouts of the amulet she seeks.
  5. Oil Cisterns
  Half a dozen great copper cisterns hold the oil that
  fuels the beacon at the top of the lighthouse. A nest of
  copper pipes connects the cisterns to the individual
  lamps in room 1 (above). Each cistern holds approxi-
  mately 10 gallons of oil.
  First Floor
  6. Eating Hall (EL 9)
  As they have done elsewhere in the lighthouse, the
  ogres have wreaked havoc here. Four of them have
  shoved all the splintered benches and smashed tables
  to one side and claimed the room as their resting quar-
  ters while in the lighthouse. 
  Ogre Bbn3 (4); CR 5; Large giant; HD 4d8+8, 3d12+6;
  hp 51; Init –1; Spd 40 ft.; AC 16 (touch 8, flat-footed 16);
  Atk +11/ +6 melee (2d6+7 huge greatclub); or +4 ranged
  (2d6/19–20/x2, large heavy crossbow); Face/Reach 5 ft.
  x 5 ft./10 ft.; SQ darkvision 60 ft., fast movement, rage
  1/day, uncanny dodge; AL CE; SV Fort +9, Ref +1, Will
  +2; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.  
  Skills and Feats: Climb +4, Hide –8, Jump +4, Listen
  +2, Spot +2, Swim +9; Martial Weapon Proficiency
  (greatclub), Power Attack, Simple Weapon Proficiency,
  Weapon Focus (greatclub).
  Darkvision: The creature can see in the dark as
  though in normal daylight.
  Fast Movement: The barbarian has a speed of (+10 ft.
  for his race) when wearing no armor, light armor, or
  medium armor (and not carrying a heavy load). (Also
  enter double move speed and running speed.
  Rage: The barbarian can fly into a screaming blood
  frenzy and gain phenomenal strength and durability,
  though he also becomes reckless and less able to
  defend himself. The following changes are in effect as
  long as he rages: (enter data from rage effects below).
  His fit of rage lasts for (enter data from below). The bar-
  barian may voluntarily end the rage prematurely. After
  raging, the barbarian is fatigued (–2 Strength, –2 Dex-
  terity, can’t charge or run) for the duration of that
  encounter. He can fly into a rage only once per
  encounter and only (enter data from left) times per day.
  Entering a rage takes no time by itself, but the barbar-
  ian can do it only during his action, not in response to
  someone else’s action.
  Uncanny Dodge (Ex): The barbarian can react to
  danger before his senses would normally allow him to
  do so. Dex bonus to AC.
  7. Kitchen
  Apart from ransacking the food preparation area for
  hidden loot, Black Molly and her ogres have not done
  anything significant in or to the kitchen.
  8. Pantry
  The ogres have eaten nearly every scrap of food that
  this storage area once contained. All that remains are a
  few crumbs and well-picked bones.
  9. Sand Store
  The lighthouse keepers maintain a quantity of sand,
  stored in dozens of sacks and barrels, for emergencies
  involving the oil stores or cisterns. 
  10. Sleeping Quarters
  The three lighthouse keepers sleep in this room (nor-
  mally, two sleep here while the third is on watch in the
  lookout loft). Before the ogres made kindling out of the
  comfortable wood-and-leather furniture and smashed
  all the furnishings, this room was as comfortable and
  homey as the inhabitants could make it. 
  Ground Level
  11. Equipment Store
  All manner of maintenance and emergency equipment
  waits here until it is needed: rope, fishing nets, lumber,
  sandstone blocks, mortar, hammers, axes, etc.
  
  7
  12. Entry Chamber
  The lighthouse door opens into this small room. 
  13. Provision Store
  Containers of foodstuffs that are too large to be carried
  easily up the stairs remain here. The stores normally
  include casks of fresh water, sacks of flour, cases of
  dried meats, and the like. 
  14. Privy
  15. Stranger’s Room
  Sometimes even the beacon and bells of the lighthouse
  cannot prevent vessels from going astray in foul
  weather. When that happens, the keepers do all that
  they can to help stranded crews, including offering this
  threadbare chamber to anyone who might require it.
  The room contains three bunk beds outfitted with
  warm woolen blankets, two sea chests, two lanterns
  filled with oil, and a small wooden table with three
  chairs.
  THE WRECK OF THE
  FLYING CLOUD
  The submerged wreck of the war galley Flying Cloud
  lies some 200 feet below the surface, at the base of Old
  Captain’s Rock. There is little left of the vessel now but
  a rotting hull and foredeck, encrusted with barnacles
  and coated with algae and other marine plant life. Of
  the amulet of the planes, there is no immediate sign.
  THE CAVES (EL 12)
  What Black Molly has not yet realized is that by
  chance the wreck of the Flying Cloud came to rest
  over the entrance to a complex of undersea caverns.
  Furthermore, she doesn’t know that deep within
  these caves there exists an elemental pocket: A
  region of the Elemental Plane of Water has erupted
  into the Prime Material Plane at this point, creating
  at its center a vortex that links the two planes. The
  entrance to the caves is guarded by an elder water
  elemental, which has taken the amulet into his safe-
  keeping. Those who wish to retrieve the amulet or
  enter the caves must first defeat this powerful crea-
  ture.
  Slloorawssthas, elder water elemental (1): See Monster
  Manual. 
  Black Molly: Female sea hag Rog7; CR 10; Large mon-
  strous humanoid; HD 3d8+3, 7d6+7; hp 47; Init +7; Spd
  30 ft., swim 40 ft.; AC 20 (touch 12, flat-footed 20); Atk
  +11 melee (1d4+4, 2 claws); or +13/ +8 melee
  (1d6+6/18–20/x2, +2 rapier); Face/Reach 5 ft. x 5 ft./10
  ft.; SA Evil Eye, Horrific appearance, sneak attack
  (+4d6); SQ darkvision 60 ft., evasion, traps, uncanny
  dodge, water breathing; AL CE; SV Fort +6, Ref +13,
  Will +8; Str 19, Dex 17, Con 12, Int 10, Wis 13, Cha 10.
  Skills and Feats: Balance +9, Bluff +6, Diplomacy +4,
  Hide +8, Intimidate +7, Jump +7, Knowledge (local) +4,
  Listen +9, Move Silently +8, Open Lock +8, Search +6,
  Sense Motive +6, Spot +9, Use Magic Device +6, Use
  Rope +9; Alertness, Blind-Fight, Improved Initiative.
  Evil Eye (Su): Three times per day a sea hag can cast
  its dire gaze upon any single creature within 30 feet.
  The target must succeed at a Fortitude save (DC 11).
  Creatures who fail have a 25% chance of dying instantly
  from fright; even if they survive, they fall into a whim-
  pering catatonia for three days, although remove curse
  or dispel evil can restore sanity sooner.
  Horrific Appearance (Su): The sight of a sea hag is so
  revolting that anyone who sets eyes upon one must
  succeed at a Fortitude save (DC 11) or instantly be
  weakened, taking 2d8 points of temporary Strength
  damage. This cannot reduce a victim to a negative
  Strength score, but anyone reduced to Strength 0 is
  helpless. Creatures who successfully save cannot be
  affected again by the same hag’s horrific appearance for
  one day.
  Sneak Attack: If a rogue’s target would be denied his
  Dexterity bonus to AC (whether he actually has a
  bonus or not), or when the rogue flanks her target, the
  rogue’s attack deals (+4d6) points of extra damage. If
  the attack scores a critical hit, this extra damage is not
  multiplied. Ranged attacks can count as sneak attacks
  only if the target is within 30 feet. With a sap or an
  unarmed strike, the rogue can make a sneak attack that
  deals subdual damage instead of normal damage. She
  cannot use a weapon that deals normal damage to deal
  subdual damage with a sneak attack. A rogue can sneak
  attack only living creatures with discernable
  anatomies. Any creature that is immune to critical hits
  is not vulnerable to sneak attacks. The rogue must be
  able to see the target well enough to pick out a vital
  spot and must be able to reach a vital spot. The rogue
  cannot sneak attack while striking a creature with con-
  cealment or striking the limbs of a creature whose
  vitals are beyond reach.
  
  8
  Darkvision: The creature can see in the dark as
  though in normal daylight.
  Evasion (Ex): If exposed to any effect that normally
  allows a character to attempt a Reflex saving throw for
  half damage, she takes no damage with a successful
  saving throw.
  Traps: Rogues can use the Search skill to locate traps
  when the task has a DC higher than 20. Finding a non-
  magical trap has a DC of at least 20, higher if it is well
  hidden. Finding a magic trap has a DC of 25 + the level
  of the spell used to create it. Rogues can use the Disable
  Device skill to disarm magic traps. Disabling a magic
  trop generally has a DC of 25 + the level of the spell
  used to create it. A rogue who beats a trap’s DC by 10 or
  more with a Disable Device check can generally study a
  trap, figure out how it works, and bypass it (with her
  party) without disarming it.
  Uncanny Dodge (Ex): The rogue can react to danger
  before her senses would normally allow her to do so.
  Dex bonus to AC, can’t be flanked.
  Water Breathing (Ex): Sea hags can breathe under-
  water indefinitely, and can freely use their abilities
  while submerged.
  Possessions: +2 rapier, +2 studded leather armor,
  cloak of resistance (+2), bag of holding (type 1), bowl of
  commanding water elementals, potion of cure serious
  wounds, potion of darkvision.
  The gp value of Black Molly’s possessions exceed that
  recommended by Table 2-44 (NPC Gear Value) in Chap-
  ter 2 of the Dungeon Master’s Guide. This excess value
  is accounted for by the fact that Black Molly is captain
  of a pirate ship, and thus has access to greater resources
  than the typical 7th-level rogue.
  It’s up to the DM to decide if Black Molly’s informa-
  tion was accurate and the amulet of the planes lies in
  the wreck or if there’s merely a further clue to its loca-
  tion.
  ABOUT THE AUTHOR
  Jason Carl has been alternately a freelance and profes-
  sional writer in the RPG industry for six years, and an
  avid gamer for much longer than that. He’s written for
  a number of games, most notably DUNGEONS &
  DRAGONS and White Wolf’s Mind’s Eye Theatre.
  
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