Dead Man's Quest is a 1st-level D&D v.3.5 adventure set in Green Ronin's Freeport: The City of Adventure. It appeared in Dungeon Magazine #107 (Polyhedron #166). I will be running it for a 2nd-level party, so I've taken the suggestions for scaling the adventure to that level, but adding only one level at most to each NPC. (I'm undecided about how much to change the numbers of lacedons and ghouls, and the nature of the ritually summoned monster. I'll make those calls during play, as I see how events unfold.) The resulting stat blocks follow.
For the Brinewolf's crew, stat blocks for both warrior 2 and fighter 1 have been given.
[Update June 2017: I appear to have lost my notes on scaling up the cultist thugs, cultists priests, and Mordechai.]
CR 1
Male human warrior 2
CE Medium humanoid
Init +1; Senses Listen -2, Spot -2
Languages Common
AC 12, touch 11, flatfooted 11 (+1 Dex, +1 armor)
hp 11 (2 HD)
Fort +6, Ref +1, Will -2
Spd 30 ft. (6 squares)
Melee rapier +2 (1d6/18-20)
Base Atk +2; Grp +2
Str 11, Dex 13, Con 12, Int 10, Wis 7, Cha 12
Feats Great Fortitude, Skill Focus (Profession: sailor)[B]
Skills Jump +5, Listen -2, Profession (sailor) +3, Spot -2, Swim +5
Possessions padded armor, rapier, 2d6 cp
CR 1
Male human fighter 1
CE Medium humanoid
Init +1; Senses Listen -2, Spot -2
Languages Common
AC 12, touch 11, flatfooted 11 (+1 Dex, +1 armor)
hp 6 (1 HD)
Fort +5, Ref +1, Will -1
Spd 30 ft. (6 squares)
Melee rapier +2 (1d6/18-20)
Base Atk +2; Grp +2
Str 11, Dex 13, Con 12, Int 10, Wis 7, Cha 12
Feats Great Fortitude, Skill Focus (Profession: sailor)[B]
Skills Jump +4, Listen -2, Profession (sailor) +3, Spot -2, Swim +4
Possessions padded armor, rapier, 2d6 cp
Use the stat block on pages 87-88.
CR 2
N Medium animal (aquatic)
Init +3; Senses low-light vision; Listen +4, Spot +7
AC 14, touch 12, flatfooted 12 (+2 Dex, +2 natural)
hp 33 (6 HD)
Fort +6, Ref +7, Will +3
Spd 20 ft. (4 squares), swim 30 ft.; jet 200 ft.
Melee arms +7 (0) and bite +2 (1d4)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +11
Atk Options improved grab
Special Actions ink cloud
Str 16, Dex 15, Con 13, Int 2, Wis 12, Cha 3
Feats Weapon Finesse[B], [+3 TBD (1, 3, 6)]
Skills Escape Artist +12, Hide +6, Listen +4, Spot +7, Swim +11
Improved Grab (Ex) To use this ability, an octopus must hit an opponent of any size with its arms 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 automatically deals bite damage.
Ink Cloud (Ex) An octopus can emit a cloud of jet-black ink 10 ft. high by 10 ft. wide by 10 ft. long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex) An octopus can jet backward once per round as a full-round action, at a speed of 200 ft. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Monster Manual, page 199.
Monster Manual, page 266 (human commoner zombie).
Monster Manual, page 217.
CR 3
Female sahuagin cleric 2
LE Medium monstrous humanoid (aquatic)
Init +1; Senses blindsense 30 ft., darkvision 60 ft.; Listen +8 (+12 underwater), Spot +8 (+12 underwater)
Languages Aquan, Common, Sahaugin; speak with sharks 150 ft.
AC 16, touch 11, flatfooted 15 (+1 Dex, +5 natural)
hp 21 (4 HD)
Fort +4, Ref +4, Will +7
Weakness light blindness, freshwater sensitivity, water dependency
Spd 30 ft. (6 squares), swim 60 ft.
Melee mwk trident +6 (1d8+3) and bite +3 (1d4+1)
Base Atk +3; Grp +5
Atk Options blood frenzy, death touch 1/day (2d6), rake 1d4+1, rebuke undead 2/day (-1, 2d6+1, 2nd), rebuke water creatures or turn fire creatures 2/day (-1, 2d6+1, 2nd)
Special Actions
Cleric Spells Prepared (CL 2nd):
1st--cause fear (x2) (DC 12), cure light wounds, obscuring mist[D]
0--cure minor wounds (x2), guidance
D: Domain spell. Deity: Sekolah. Domains: Death, Water.
Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9
Feats Alertness, Combat Casting
Skills Craft (sculpture) +5, Concentration +4, Handle Animal +4 (+8 sharks), Hide +6 (+10 underwater), Listen +8 (+12 underwater), Ride +3, Spot +8 (+12 underwater), Swim +10
Possessions mwk trident, coral pendant in shape of a shark (holy symbol of Sekolah, 5 gp)
Blindsense (Ex) A sahaugin can locate creatures underwater within a 30-foot radius. This ability only works when the sahuagin is underwater.
Blood Frenzy (Ex) Once a day a sahuagin that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. A sahuagin cannot end its frenzy voluntarily. While frenzied, Srathulas's stats change as follows:
AC 14, touch 9, flatfooted 13
hp increase by 8
Fort +5
Melee mwk trident +7 (1d8+4) and bite +4 (1d4+1)
Grp +6
Str 16, Con 14
Rake (Ex) Attack bonus +3 melee, damage 1d4+1. A sahuagin also gains two rake attacks when it attacks while swimming.
Freshwater Sensitivity (Ex) A sahuagin fully immersed in freshwater must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save every 10 minutes it remains immersed.
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for one round. On subsequent rounds, they are dazzled while operating in bright light.
Speak with Sharks (Ex) Sahaugin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Sahaugin can use the Handle Animal skill to befriend and train sharks.
Water Dependent (Ex) Srathulas can survive out of water for 6 hours (after that, refer to the drowning rules in the DMG).
CR 4
Female sahuagin malenti illusionist 3
LE Medium monstrous humanoid (aquatic)
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Listen +8 (+12 underwater), Spot +11 (+15 underwater)
Languages Aquan, Common, Elven, Sahaugin; speak with sharks 150 ft.
AC 17, touch 12, flatfooted 15; 21/16/19 with mage armor (+2 Dex, +5 natural)
hp 31 (5 HD)
Fort +6, Ref +5, Will +6
Weakness light blindness, freshwater sensitivity, water dependency
Spd 30 ft. (6 squares), swim 60 ft.
Melee +1 dagger +6 (1d4+2/19-20)
Base Atk +3; Grp +4
Atk Options blood frenzy
Wizard Spells Prepared (CL 3rd):
2nd--[2 TBD, DC 15]
1st--cause fear (DC 14), color spray (DC 14), mage armor
0--acid splash (ranged touch +5), detect magic, ghost sound (DC 13), mage hand
Barred schools: enchantment, evocation.
Str 12, Dex 15, Con 16, Int 16, Wis 12, Cha 13
Feats Alertness (when Skithis is within arm's reach), Animal Affinity, Great Fortitude, Scribe Scroll[B]
Skills Concentration +9, Handle Animal +8 (+12 sharks), Hide +9 (+11 underwater), Listen +8 (+12 underwater), Ride +11, Spellcraft +9, Spot +11 (+15 underwater), Swim +9
Possessions +1 dagger, spell component pouch; see page 95 of the adventure for her other possessions.
Spellbook prepared spells plus 0--all; 1st--animate rope, identify, silent image; 2nd--[TBD]
Blindsense (Ex) A sahaugin can locate creatures underwater within a 30-foot radius. This ability only works when the sahuagin is underwater.
Blood Frenzy (Ex) Once a day a sahuagin that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. A sahuagin cannot end its frenzy voluntarily. While frenzied, Srathulas's stats change as follows:
AC 15, touch 10, flatfooted 13; 19/14/17 with mage armor
hp increase by 10
Fort +7
Melee mwk trident +7 (1d8+4) and bite +4 (1d4+1)
Grp +5
Str 14, Con 18
Freshwater Sensitivity (Ex) A sahuagin fully immersed in freshwater must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save every 10 minutes it remains immersed.
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for one round. On subsequent rounds, they are dazzled while operating in bright light.
Speak with Sharks (Ex) Sahaugin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Sahaugin can use the Handle Animal skill to befriend and train sharks.
Water Dependent (Ex) Mother Merrow can survive out of water for 8 hours (after that, refer to the drowning rules in the DMG).
CR --
Male dogshark familiar
LE Tiny magical beast (aquatic)
Init +2; Senses darkvision 60 ft., keen scent, low-light vision; Listen +8, Spot +8
Languages empathic link
AC 17, touch 14, flatfooted 15; 21/18/19 with mage armor (+2 size, +2 Dex, +3 natural)
hp 15 (5 HD)
Resist improved evasion
Fort +2, Ref +5, Will +6
Spd swim 40 ft. (8 squares)
Melee bite +7 (1d4-3)
Space 2-1/2 ft.; Reach 0 ft.
Base Atk +3; Grp -8
Atk Options deliver touch spells
Str 4, Dex 15, Con 11, Int 7, Wis 12, Cha 2
SQ master gains +3 on Spot checks
Feats Alertness, Weapon Finesse[B]
Skills Concentration +6, Handle Animal +1, Hide +15, Listen +8, Ride +7, Spellcraft +3, Spot +8, Swim +10
Blindsense (Ex) A shark can locate creatures underwater within a 30-foot radius. This ability only works when the shark is underwater.
Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Monster Manual, page 279 (Medium shark; or scale up to Large great white shark).
[Notes lost]
[Notes lost]
Monster Manual, page 46 (quasit).
See above.
[Notes lost]
See page 102 of the adventure. For scaling up, see Monster Manual, page 126 (gibbering mouther).