Mystery of the Merfolk

The crew of the Half-Pint was drawn to the mystery of why the merfolk had vanished from the waters of the Serpents Teeth a few years before. 
    Their first attempt to investigate the mystery (and the Half-Pint's first voyage under that new name) led them instead to a small island that they dubbed Crab Island after the monstrous (and tasty!) crustaceans they encountered there. They also rescued the marooned hadozee Yahasha, and faced a merrow, a sea hag, and the horrible dead man's brain (see Creatures of Freeport).
    They soon became occupied with other adventures, but later returned to the mystery in earnest. They discovered that the merfolk village had been destroyed by sea devils (sahuagin). The party decided to do something about the sahuagin threat, and started a campaign to drive them out of the Serpent's Teeth. They fought many battles with this race, which ended when they tracked down and slew the sea devils' leader, "The Marquess."
    In the course of these battles, the Half-Pint also encountered the Sea Cat, a pirate ship crewed by goblins and gnolls and captained by a catfolk. The PCs attacked the 'Cat, killed the officers and gnolls, and seized the larger ship for themselves. They renamed it the Growler, and Harissa recruited the surviving goblins to work for her.
    Between clues found among the loot from a sahuagin temple, a couple of visions granted by an encountered with a comozant wyrd (Bestiary 4 40), and information from the ghost of Maladara (a former leader among the merfolk), the PCs went in search of Gorilla Island, where they believed that the surviving merfolk had made their new home.

Sahaugin Hunting Party
In the PCs' first significant battle against the sea devils, they faced a large hunting party of 20 sahaugin (Bestiary 239), 2 sharks (Bestiary 247), and a priestess of Dagon, (see below). These sahaugin are Dagon cultists, so are CE instead of LE.

XP 2,400
Female sahaugin cleric 4
CE Medium monstrous humanoid (aquatic)
Init +1; Senses blindsense 30 ft., darkvision 60 ft.; Perception +9
AC 21, touch 11, flat-footed 20 (+5 armor, +1 Dex, +5 natural)
hp 47 (6 HD; 2d10+4d8+18)
Fort +9, Ref +5, Will +11
Weaknesses light blindness
Speed 30 ft. , swim 60 ft. (20 ft., swim 40 ft. in armor)
Melee masterwork trident +9 (1d8+4), bite +3 (1d4+1) or
2 claws +8 (1d4+3), bite +8 (1d4+3)
Ranged masterwork underwater heavy crossbow +7 (1d10/19-20) or
screaming bolt +8 (1d10+2/19-20)
Special Attacks blood frenzy, channel negative energy (4/day, 2d6, DC 13)
Domain Spell-Like Abilities (CL 4th; concentration +8 [+12 casting defensively])
7/day--icicle (ranged touch +6, 1d6+2 cold), touch of chaos (melee touch +8, target must roll any d20 roll twice and take lower, 1 round)
Cleric Spells Prepared (CL 4th; concentration +8 [+12 casting defensively])
2nd--darkness, hold person (DC 16), spiritual weapon[B]*, status
1st--cure light wounds (2), obscuring mist[D], sanctuary (DC 15), shield of faith
0 (at will)--bleed, detect magic, guidance, resistance
D domain spell; Domains Chaos, Water; Deity Dagon
* Either a trident (per Bestiary 4 47) or a net (per Freeport: The City of Adventure 402)
Str 16, Dex 13, Con 16, Int 12, Wis 18, Cha 13
Base Atk +5; CMB +8; CMD 19
Feats Combat Casting, Great Fortitude, Weapon Focus (trident)
Skills Handle Animal +3, Knowledge (religion) +8, Perception +9, Ride +4, Sense Motive +11, Spellcraft +8, Stealth +4, Survival +9, Swim +14
Languages Aquan, Common; speak with sharks
SQ aura
Combat Gear screaming bolt (2), pearl of power (1st level)Other Gear +1 hide armor [giant sea turtle hide], masterwork trident, masterwork underwater heavy crossbow and 10 bolts, coral unholy symbol (40 gp.; disk with sinister runes around an octopus's eye)
Special Abilities
Blood Frenzy (Ex) See Bestiary 239.
Speak with Sharks (Ex) See Bestiary 239.

The Sea Cat
The Sea Cat (now the Growler) is a sailing ship (GameMastery Guide 215) with two ballistae (Core Rulebook 435). [Since its capture and renaming, Inacio has replaced one of these weapons with a +1 ballista].
    The original crew consisted of: 
  • 20 goblin sailors (warrior 1/expert 1)
  • 10 gnoll marines (see Bestiary 156)
  • Burngrub, ship's grenadier (goblin alchemist 5)
  • Gordaz, first mate (gnoll rogue 4)
  • Yola Caratha, captain (catfolk freebooter 7)
BURNGRUB, ship's grenadier (CR 4)
XP 1,200
Male goblin alchemist (fire bomber) 5 (Advanced Race Guide 117)
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +7
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 36 (5d8+10)
Fort +5, Ref +8, Will +0; +4 vs. poison, +2 vs. fire spells
Defensive Abilities eat anything [+4 vs. sickened and nauseated]; Resist fire 5
Speed 20 ft., climb 10 ft.
Melee masterwork heavy mace +5 (1d6) or torch +4 (1d2 plus 1 fire)
Ranged heavy crossbow +8 (1d8/19-20) or bomb +9 (3d6+6 fire)
Special Attacks bombs (10/day, DC 15), fiery cocktail (2d6+6 fire and 1d6 electricity), fire bombardier, mutagen, shock bomb (3d6+3 electricity and dazzled 1d4 rounds)
Extracts Prepared (CL 5th; concentration +8)
2nd--blood blaze (DC 15) (Advanced Race Guide 143), fire breath (2) (DC 15) (Advanced Player's Guide 221)
1st--bomber's eye (Advanced Player's Guide 206), cure light wounds, expeditious retreat, touch of the sea (Advanced Player's Guide 250)
Str 10, Dex 18, Con 13, Int 16, Wis 8, Cha 8
Base Atk +3; CMB +2; CMD 16
Feats Brew Potion, Extra Bombs, Fire Tamer (Advanced Race Guide 118), Flame Heart (Advanced Race Guide 118), Throw Anything
Skills Climb +8, Craft (alchemy) +11 (+16 to create items), Craft (poison) +11, Diplomacy -1 (+1 vs. goblins), Disable Device +14, Intimidate -1 (+1 vs. goblins), KNowledge (arcana) +11, Linguistics +8, Perception +7, Spellcraft +11, Survival -1 (+3 foraging)
Languages Aquan, Azharan, Catfolk, Common, Gnoll, Goblin, Orc, Semaphore, Vanaran
SQ alchemy, cave crawler (Advanced Race Guide 115), poison use, swift alchemy
Combat Gear potion of cure moderate wounds, bomb launcher (6) (Advanced Race Guide 117), poison (bloodroot [2])Other Gear +1 chain shirt, masterwork heavy mace, heavy crossbow with 10 bolts, alchemist's kit, flint and steel, masterwork thieves' tools, tindertwig (10), torch (10), 2 gp, formula book (see Monster Codex 105; prepared extracts plus 1st--identify, jump)

GORDAZ, first mate (CR 5)
XP 1,600
Male gnoll rogue 4
CE Medium humanoid (gnoll)
Init +2; Senses darkvision 60 ft.; Perception +8 (+10 find traps)
AC 19, touch 13, flat-footed 17 (+4 armor, +2 Dex, +1 natural, +2 shield)
hp 39 (6d8+12)
Fort +6, Ref +6, Will +0
Defensive Abilities evasion, trap sense +1, uncanny dodge  
Speed 30 ft.
Melee masterwork battleaxe +8 (1d8+3/x3)
Ranged masterwork composite longbow +7 (1d8+3/x3)
Special Attacks bleeding attack, sneak attack +2d6
Str 17, Dex 14, Con 15, Int 13, Wis 9, Cha 8
Base Atk +4; CMB +7; CMD 19
Feats Cleave, Combat Expertise, Gang Up (Advanced Player's Guide 161), Power Attack
Skills Acrobatics +10, Climb +9, Escape Artist +8, Intimidate +6, Knowledge (local) +8, Perception +8 (+10 find traps) Profession (sailor) +6, Stealth +10, Swim +9
Languages Gnoll, Goblin
SQ rogue talents (bleeding attack, combat trick), trapfinding
Combat Gear potions (cure moderate wounds, protection from arrows 10/magic), sleep arrow (2); Other Gear masterwork chain shirt, darkwood shield, masterwork battleaxe, masterwork composite longbow (+3 Str) with 20 arrows, 18 gp

XP 2,400
Female catfolk freebooter 7 (Advanced Race Guide 90; Freeport: The City of Adventure 364)
CN Medium humanoid (catfolk)
Init +4; Senses low-light vision; Perception +8
AC 23, touch 18, flat-footed 15 (+5 armor, +4 Dex, +4 dodge)
hp 50 (7d10+7)
Fort +7, Ref +10, Will +1
Defensive Abilities cat's luck 1/day, uncanmny dodge  
Speed 30 ft.; sprinter
Melee +1 rapier +12/+7 (1d6+2/18-20)
Ranged shortbow +11/+6 (1d6/x3)
Special Attacks dirty fighting +2d4, diversion
Str 13, Dex 18, Con 12, Int 10, Wis 6, Cha 16
Base Atk +7; CMB +8 (=9 magic weapon); CMD 26
Feats Combat Reflexes, Dodge, Lunge, Mobility, Spring Attack, Stand Still, Weapon Finesse
Skills Acrobatics +12, Bluff +10, Climb +9, Knowledge (geography) +6, Linguistics +2, Perception +8, profession (sailor) +6, Stealth +14, Survival +0, Swim +5Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common, Gnoll, Goblin
SQ flashy fighting, nimble moves
Combat Gear potion of cure light woundsOther Gear +1 chain shirt, +1 rapier, shortbow with 20 arrows, captain's coat of resistance +1

The Temple of Dagon
The sea devils' chief shrine to Dagon is a small, open temple guarded by 17 sahaugin (Bestiary 239), 2 sharks (Bestiary 247),, a malenti summoner known as "The Marquess," and her eidolon "Acid-Maw."

XP 6,400
Female malenti sahaugin summoner 8 (Monster Codex 188)
NE Medium monstrous humanoid (aquatic)
Init +5; Senses blindsense 30 ft., bond senses, darkvision 60 ft.; Perception +12
AC 29, touch 16, flat-footed 24 (+4 armor, +1 deflection, +5 Dex, +5 natural, +4 shield); [AC 18, touch 16, flat-footed 13 without barkskin, mage armor, and shield)
hp 77 (10 HD; 2d10+8d8+30)
Fort +7, Ref +7, Will +7
Defensive Abilities shield ally
Speed 30 ft. , swim 60 ft.; transposition
Melee +1 trident +11/+6 (1d8+4) [1d8+6 with 2 hands]
Ranged masterwork underwater heavy crossbow +12 (1d10/19-20) or
+1 aquatic humanoid bane bolt +12 (1d10+3/19-20 plus 1d6)
Special Attacks blood frenzy
Malenti Spell-Like Abilities (CL 8th; concentration +12 [+16 casting defensively])
3/day--command (aquatic subtype) (DC 15)
Summoner Spell-Like Abilities (CL 8th; concentration +12 [+16 casting defensively])
7/day--summon monster V (8 minutes, only when eidolon not summoned)
Summoner Spells Known (CL 8th; concentration +12 [+16 casting defensively])
3rd (3/day)--air breathing (Monster Codex 189), black tentacles (CMB +13, CMD 23), rejuvenate eidolon (APG)
2nd (5/day)--alter self, barkskin [already cast], invisibility, summon editolon (APG)
1st (5/day)--mage armor [already cast], magic fang, protection from good, shield [already cast], unfetter (APG)
0 (at will)--acid splash (ranged touch +11), daze (DC 14), detect magic, guidance, message, resistance
Str 18, Dex 20, Con 16, Int 12, Wis 13, Cha 18
Base Atk +6; CMB +10; CMD 26
Feats Combat Casting, Deceitful[B], Great Fortitude, Mounted Combat, Ride-By Attack, Skill Focus (Bluff)[B], Spirited Charge
Skills Bluff +13, Disguise +10 (+@0 with alter self), Handle Animal +13, Knowledge (atrcana, local  nature, planes, religion) +5, Perception +11, Ride +11, Stealth +10, Survival +5, Swim +17
Languages Aquan, Common, Elven; speak with sharks
SQ eidolon, life link, maker's call (1/day)
Combat Gear +1 aquatic humanoid bane bolt (3), tangle bolt (3) (Advanced Player's Guide 291), potion sponge (Advanced Race Guide 177) of cure moderate wounds (2)Other Gear +1 trident, masterwork underwater heavy crossbow and 10 bolts, ring of protection +1, 1,300 gp in assorted gold jewelry
Special Abilities
Blood Frenzy (Ex) See Bestiary 239.
Speak with Sharks (Ex) See Bestiary 239.

Aquatic eidolon
NEW Large outsider
Init +4; Senses darkvision 60 ft., scent; Perception +9
AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)
hp 63 (6d10+30)
Fort +10, Ref +5, Will +4; +4 vs. enchantment
Defensive Abilities devotion, evasion 
Speed 20 ft., swim 60 ft.
Melee bite +13 (1d8+8 plus 1d6 acid plus grab)
Space 10 ft.; Reach 5 ft.
Str 27, Dex 10, Con 20, Int 8, Wis 10, Cha 11
Base Atk +6; CMB +15 (+19 grapple); CMD 25
Feats Improved Initiative, Improved Natural Attack (bite), Iron Will
Skills Handle Animal +9, KNowledge (planes, religion) +3, Perception +9, Sense Motive +6, Stealth +5, Survival _9, Swim +20
Languages Aquan, Common, Elven
SQ evolutions (free: bite, gills, improved natural armor, swim [2]; evolution pool 11 points: energy attacks [acid], grab, Large, mount, scent, swim), link, share spells

Maladara and Gorilla Island
See the Maladara and Gorilla Island pages for more information.

Appendix: Additional Sahuagin
The following stat block wascreated for "Mystery of the Merfolk" but not used in play.

XP 4,800
Male four-armed mutant sahaugin ranger 5 (Monster Codex 188)
CE Medium monstrous humanoid (aquatic)
Init +2 (+4 in or under water); Senses blindsense 30 ft., darkvision 60 ft.; Perception +12
AC 23, touch 12, flat-footed 21 (+6 armor, +2 Dex, +5 natural)
hp 73 (7d10+35)
Fort +10, Ref +9, Will +5
Defensive Abilities fortification (25%)
Weaknesses light blindness
Speed 30 ft. , swim 60 ft. (20 ft., swim 40 ft. in armor)
Melee 4 claws +11 (1d6+4), bite +11 (1d4+4)
Ranged 2 masterwork underwater heavy crossbows +10 (1d10/19-20) 
Special Attacks blood frenzy, favored enemy (aquatic humanoids +4, humans +2), hunter's bond (companions), rending claws (1d6)
Ranger Spells Prepared (CL 2nd; concentration +4)
1st--charm animal (DC 13), resist energy
Str 18, Dex 15, Con 18, Int 12, Wis 14, Cha 11
Base Atk +7; CMB +11; CMD 23
Feats Endurance, Great Fortitude, Improved Natural Attack (claw), Mounted Combat, Multiattack, Power Attack, Rending Claws (Advanced Player's Guide 168), Toughness
Skills Handle Animal +10, Intimidate +8, Knowledge (nature) +9, Perception +12, Ride +9, Stealth +9, Survival +12 (+14 tracking), Swim +14
Languages Aquan, Common; speak with sharks
SQ combat style (natural weapon), favored terrain (water +2), multiweapon mastery, wild empathy (+5)
Combat Gear potion of magic fangOther Gear +1 light fortification scale mail [with four sleeves], masterwork underwater heavy crossbow (2) and 20 bolts
Special Abilities
Blood Frenzy (Ex) See Bestiary 239.
Multiweapon Mastery (Ex) A four-armed sahuagin never takes penalties on attack rolls when fighting with multiple weapons, and treats claws as primary attacks when also wielding weapons.
Speak with Sharks (Ex) See Bestiary 239.

Subpages (1): Maladara