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"Huzzah's Goblin War" from Dungeon60 or 61 is about a hill giant and his goblin mooks who sail the seas in search of easy prey.
There's a couple other that are in the periphery of my memory fom earlier Dungeons. I'll check tonight or tomorrow and give you a better list.
How "close to shore" are you looking. There's lots of close to shore adventures, "Tammerat's Fate" probably being the most renown.
-W. E. Ray

Rathendar |

Nick Logue's Razor Coast is due out from Sinister Adventures in the not too distant future.
hahahahahahaha
*deep breath*hahahahahahahahahaha!!
Actually when it comes out, RC will be perfect for what you are looking for. Also, the sinister indulgences from the same site have a few of the seaside flavor you want. Have you also considered the Freeport products?

Rezdave |
1 person marked this as a favorite. |
Try the following:
Old Dragon Magazines:
075 – Can Seapoint be Saved - A small band of pirates, secretly led by a mage and aided by a dragon turtle, threaten local shipping lanes.
078 – Citadel by the Sea - Investigate an ancient citadel recently reinhabited by orcs.
080 – Barnacus: City in Peril - Uncover a ring of spies selling information to raiders, pirates, and bandits plaguing the local trade routes.
318 – Port Royal - Wickedest City in the World - Not an adventure, but rather an overview / semi-gazetteer of historical Port Royal, Jamaica.
pre-3rd Ed. Dungeon
034 – Isle of the Abbey - A former island bastion of evil priests has been razed in a costly raid by pirates. Investigate and clear the ruins so that a lighthouse can now occupy the island, but beware of survivors and booby-traps left behind.
034 – Lady Rose, The - Slaver-pirates have been raiding along the coast, but are now making repairs in a port up the coast. Raid their ship and free their captives. But beware, this is no ordinary pirate ship but the flagship of the mighty and highly advanced Navy of Talangran, a here-to-fore unknown empire from across the sea.
035 – Whale, The - Two rival steadings make claim to a beached and dying whale. Negotiate a settlement before violence (and a bloodfeud) erupts. Whether one clan or the other get the whale, if they share it, or if perhaps it is saved and returned to the sea, depends upon your diplomatic skills.
039 – Flowfire - A series of mini-adventures in the Flow (or Wildspace) usable en-route from one adventure to another.
040 – Draven Deeps' Menace, The - Koalinth raid local shipping, causing trouble for the city’s economy. The Prince’s arch-mage has prepared a magical explosive which will destroy the caves of the monsters if placed close enough. Unfortunately, no one knows about the sea-elves who also live “close enough”.
041 – Mammoth Problems - A Mammoth constructed of ironwood drifts through the Void, inhabited by the animated remains of its former crew, and haunted by four Spiritjam Ogre Magi, plus a fifth who’s life force was preserved.
046 – Floating Rock - The Floating Rock tribe of bugbears are vicious raiders who live on an island that seems to move about the seas, and one never knows where they will be encountered next.
047 – When the Light Goes Out - Something has gone wrong in the lighthouse. The Keeper is unable to fulfill his duties, and now people say it is haunted.
048 – Oracle at Sumbar, The - Help “Aunt Marla” pay off a tremendous debt by visiting the Oracle and learning the location of a lost pirate treasure.
049 – Dark Place, The - As your ship takes shelter from a storm and makes repairs you stumble across a deserted city. Investigate the ghost-town, and recover one of your shipmates from the demon that has taken residence there and driven off the townsfolk.
049 – North of Norbel - A revision of “Can Seapoint be Saved?” Pirates aided by a Dragon Turtle disrupt trade between Seapoint and Norbel.
050 – Back to the Beach - Pilgrims have begun visiting and excavating an old monastery, but now crabmen have invaded and threaten the restoration. Are they just savage beasts with a taste for human flesh, or are they perhaps protecting something themselves? The answer lies in the form of a long-lost treaty with the ancient monks.
050 – Vaka's Curse, The - The Vaka is a ship with a curse. Its passengers suffer nightmares and sickness, and on occasion even death plagues its voyages.
051 – Nbod's Room - After the notorious pirate Captain Nbod disappeared, his room at a local inn has been haunted. Investigate the strange noises that come from the room and find the captain’s “escape hatches” to several exotic locations.
052 – Spirits of the Tempest - Adaptation of Shakespeare’s “The Tempest”, in which Prospero is a exiled wizard.
055 – Sea Wolf, The - Passengers aboard the stern-wheeler “Sea Wolf” are turning up dead. The attacks are savage and bloody, and the killer must be found.
059 – Wreck of the Crimpshrine, The - Ride the famed river-boat Crimpshrine, but beware for this will be its last voyage. Lead the survivors of the sinking across the moors and back to the city. But now several interests desire to fund a salvage operation in the wreck, and only you know where it lies.
063 – Beauty Corrupt - Follow clues to the lair of three Sea Hags and marine ogre minions. Defeat them and restore the voice of a sirene and the sanity of a local diplomat.
063 – Huzza’s Goblin O’War - Overcome a pirate ship captained by a Giant, and crewed by Goblins and Margoyles.
064 – Grotto of the Queen - Sneak into a pirate cove to recover a magical naval warship, only to discover that the pirates have been forewarned.
065 – Flotsam - Defeat a marooned pirate sorcerer and rakshasa who claim to be merchants when rescued.
066 – Operation Manta Ray - Infiltrate a Pirate City, survive a run through the pirates test dungeon, and then contact and extract a deep-cover naval operative.
066 – Sunken Shadow, The - Help a Pirate-hunting paladin recover pirate treasure, only to discover that he has fallen under a curse from the slain Pirate-queen and his First Mate and best friend whom he murdered over her artifact.
070 – Maze of the Morkoth, The - A psionic dwarven archeologist is attempting to steal the powers of a morkoth. The monster is enraged, but also curious, and sends it minions to kidnap the leaders of local undersea communities to learn who is mentally assaulting it.
071 – Wildspawn - Explore a newly discovered island and eliminate the monstrous threat which wiped out the first colonists. However, beware of the fact that the entire island is a Syllix/Aartuk trap. Involves Spelljammer elements and monsters.
072 – Deep Trouble in Telthin - The city of Telthin is inexplicably flooding, and watery monsters are ravaging the lakeside while the local water-elementalist/Archmage has gone missing. Journey to the archmage’s retreat on the Elemental Plane of Water and free him from captivity and the grasp of a Marid Caliph who invaded his home.
074 – Scourge of Scalabar, The - Inspired by Capt. Nemo and 20,000 Leagues, a “metal monster” is sinking ships traveling to the port city of Scalabar. Hunt down and destroy the “beast”.
077 – To Walk Beneath The Waves - “Sea Devils” are raiding a coastal town, and adventurers are needed to put and end to the marauder’s attacks.
078 – Lear the Giant-King - Giants run amuck as their King Lear goes insane and his scheming daughters divide his kingdom. Find the king and return him to his senses before the tempest summoned by the Storm Giant King destroys the lands of humans and giants alike.
078 – Peer Amid the Waters - Travel through an underwater portal into a flooded (Egyptian) crypt and rescue the lost daughters of a nixie queen.
079 – Akriloth, The - Recover a powerful Merfolk artifact from the temple of a ruined city. Evade undead and unknown enemies to bring back the “Akriloth”, with whose powers over undead the merfolk can reclaim their lost city from the forces of “The Ravager”.
080 – Frothing Miscreant - An inventive gnomish retired-adventurer with an inferiority complex has turned to piracy. Track down his lair and bring him to justice, but beware his “cruel inventions”.
3rd Ed. Dungeon
084 – Demonclaw - A paladin and his squire have disappeared while petitioning a reclusive wizard for help against pirates. Now the priests of the order need more powerful adventurers to see what has happened to their emissaries.
092 – Razing of Redshore, The - Savage storms and elemental attacks are destroying Redshore. Find the cause of the destruction, learn howit is tied to a cult of assassins that supposedly doesn’t exist, a secret cult of druids, and an artifact for creating demi-gods hidden away by the gods millenia ago.
096 – Hollow Threats - A vicious dragon turtle is raiding up and down the coast, attack small villages at dawn with everyone fleeing in panic before it, much to the thanks of the marauding orc clan inside the boat made from a dragon turtle shell and their halfling ally.
099 – Fish Story - Locathah have invaded the docks and mill of a small lakeside town, but have attacked no further. Good diplomacy might learn why they have abandoned their home in a long-flooded human village, leading onto the trail of an obsessed ghost, a dead wizard and a bound lonely elemental.
106 – Tammeraut’s Fate - The guardian priest of an island watchpost called up a storm to destroy an oncoming ship full of attackers. Turned undead, the drowned sailors overwhelmed the small garrison and returned to the sea. Years later, the abandoned post was turned into a hermitage, but now that a priest of the same god has joined the hermits the undead rise once more. Survive a night on the island, then journey to the ocean floor to put their ghostly master to rest and seal a vault of slumbering evil.
111 – Strike on the Rabid Dawn - Cultists of Asmodeus are attempting a ritual aboard a ship that will summon a foul aspect of the Devil Lord into Hardby. Stop them before they finish the ritual.
113 – Practical Magic - A magic-item crafter has gone missing in Marsember, and the clues point to her boyfriend, an aquatic elf. Lately, he’s the thrall of a merfolk vampire, but might point you to the real kidnapper, a mysterious necromancer who is animating a workforce of “expert zombies” to do mundane labor. He needs the help of the crafter, but this is not really a rescue, as she wants his secrets for herself.
116 – Death of Lashimire - A psion cast out of his secret order plots revenge, but has betrayed his githyanki allies while plotting with sahuaghin. Now a githyanki strike team plans to kill him for the theft of a silver sword as the PCs visit his remote, island home, possibly with similar intentions. Throw in necromantic traps and sahuaghin allies for loads of fun ...
120 – Forsaken Arch - The Shoalbury community of pearl divers is turning into a ghost-town as bandits have raided their last four shipments. A cult of kenku worshipping the demon-lord Pazuzu is responsible, tipped off by a traitor among the divers. Track the bandits to their lair and wipe them out within the natural stone arch in the surf.
123 – Salvage Operation - The lost ship of a ruined merchant has been spotted adrift, and he hopes it can be recovered with enough cargo to save his business. However, the boat is currently held by a half-orc druid who worships the deity of crawling poisonous things.
125 – Seekers of the Silver Forge - Githyanki heretics escaped the lich-queen by shifting their entire city to the bottom of the ocean, but their civilization was ultimately corrupted and destroyed by necromantic forces. Now a silver forge is becoming tainted and affecting all sea life around it as the lone, surviving necromancer builds his power.
132 – Down at the Docks - A collection of side-treks & Adventure Hooks set at the Wharf of a large town or city.
134 – 7 Treasure Chests - Seven different and unusual magical chest for storing treasure or other valuables ...
149 – Twisted Night - Viking-type raiders use an insanity and despair-causing bush to take captive slaves.
Old Edition Gazetteers or Modules
GAZ 04 – Kingdom of Ierendi - Overview of a kingdom composed of ten islands which have become famous as the retirement retreats of successful adventurers, and training ground for the up-and-coming. Includes several adventure hooks and ideas.
X-1 – Isle of Dread - Wide-open exploration of a mysterious island, with opportunities for various types of interactions and roleplaying
Polyhedron (given by Dungeon # in dual-print format)
107 – Dead Man’s Quest - A friendly but obnoxious pirate ghost needs help recovering a gem he promised to deliver to the Pirate God. Steal it back from the sahuagin raiders who sank his ship, deliver it to Freeport, and then recover it once more from cultists.
109 – Hardby: City of the Scorned - Hardby (or Hard Bay) is still under the thumb of the dying Despotrix and the Gynarchy, though technically the Lords of Greyhawk rule. A port city of much intrigue.
HTH,
Rez

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And, I just got back from the game store with a lovely little expert game treasure:
The War Rafts of Kron by Bruce Nesmith 1984 for character levels 10-12.
I find the Stormwrack book to be of interest. v.3.5.
For sea based adventures (as a game master) I usually kick back with some monster manuals, and some tomes of horror and also mix in some good stuff from the 'ol Arms and Equipment guide. I stir in a heaping doze of borrowed segments from several of the sources mentioned in the posts above...
Krakens, dire sharks, bull sharks, sahuagin, drowned, dragon turtles, jellyfish, sea serpents, pirates, and squids!
Can you tell by my excitement that I am running a sea voyage right now? Have fun!

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Gee, thanks Dave!
Well, part of me is glad Dave wrote the list for me as I'm quite busy today and wouldn't've been able to do an as comprehensive list as his. But a big part of me also wishes I had gotten to it first 'cuz I just love doing this stuff.
Ah well, Dungeon 65's "Flotsam," 63's "Huzzah's Goblin O'War," and 34's "The Lady Rose" seem to fit what you want the most -- without having to find a really old Dragon mag.
Many adventures on Dave's friggin awesome list (I gotta copy this thing) don't seem to fit at all for you: "Voyage of the Crimpshrine," "The Vaka's Curse" and "The Sea Wolf," for example, are all Ravenloft adventures that are more riverboat settings.
"The Razing of Redshore" is an epic level adventure and "The Whale" is a diplomacy side trek, both by superstar authors, Jacobs and Baur, respectively. My favorite to play on the list here, other than the uber-renown "Tammerat's Fate" (which I mentioned earlier) and "Death of Lashimir," is "Strike on the Rabid Dawn." It's the one that I've incorporated into my games the most. "Maze of the Morkoth" is also spectacular and has one of the best covers in Dungeon's history.
"Back to the Beach," like "The Whale," is more a diplomacy adventure, just longer with LOTS of background. "Hollow Threats" is a comedy adventure -- and Richard Pett's first ever adventure.
"Practical Magic" and "When the Light Goes Out" seem to be much more about the NPCs and their uniqueness than the setting.
Anyway, hope this helps you a little more. And further kudos for the list, Dave.
-W. E. Ray

Rezdave |
Gee, thanks Dave!
Glad you liked it M.
Many adventures on Dave's friggin awesome list (I gotta copy this thing) don't seem to fit at all for you:
I keep a data base of all the adventures I own, so that's why the combinations seem a bit odd, and some stuff people might think is obvious is missing. When people ask for lists like this I simply select certain tags, then cull the results and post with appropriate fields.
In this case I selected "Setting" tags of Coastline, Marine or Sub-marine and then culled most of the stuff that was coincidentally a coastal setting but not otherwise appropriate. I also culled a bunch of cool Maps of Mystery. If interested, I can search them out.
"The Vaka's Curse" ... [is among] Ravenloft adventures that are more riverboat settings.
Actually, IIRC you're remembering Vaka wrong. It is ...
Anyway, that's how I ran it.
FWIW,
Rez

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"The Vaka's Curse": Oh, okay, oops. But it was in the issue with the vampire lord of Valachan, though, yes? -- and it does sound like Ravenloft -- easy mistake.
Oh, and I mislabled "Maze of the Morkoth" earlier: though it is on one of best Dungeon covers, #70 is Baur's "Kingdom of the Ghouls" -- I was confusing Maze with "Deep Trouble in Telthin" -- which is a spectacular Elemental Plane of Water adventure and perhaps one of the top 5 covers in Dungeon history.
-W. E. Ray

MrFish |

And, I just got back from the game store with a lovely little expert game treasure:
The War Rafts of Kron by Bruce Nesmith 1984 for character levels 10-12.
I find the Stormwrack book to be of interest. v.3.5.
For sea based adventures (as a game master) I usually kick back with some monster manuals, and some tomes of horror and also mix in some good stuff from the 'ol Arms and Equipment guide. I stir in a heaping doze of borrowed segments from several of the sources mentioned in the posts above...
Krakens, dire sharks, bull sharks, sahuagin, drowned, dragon turtles, jellyfish, sea serpents, pirates, and squids!
Can you tell by my excitement that I am running a sea voyage right now? Have fun!
Cool, do you want to share with us what's going on in your game? Or pm me about it?
I may pick up Stormwrack. (I like to have actual print for reference, and my game library's not that big) But good suggestions on just taking stuff from the MM and Arms and Equipment Guide, I'll try that out.
Also I appreciate the synopsis of the adventures that might be most suitable. Tammerut's Fate sounds particularly intriguing but can someone give me a plotline (with spoilers just in case) of Razing of Redshore?

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1 person marked this as a favorite. |

Hey Mr. Fish,
I'm glad you like the idea of creating it on your own. I can't get in touch right now...maybe later in week. Have a look at Isle of Dread, either the original module or the marvelous Dungeon magazine issue with return to the Isle adventure in it.
The key to writing your own is 1) establish the story and the vessel upon which PCs will be sailing 2) identify classic sea going lait motifs such as a wily 'ol captain, his beautiful precocious but off-limits daughter, the crew including the curmudgeon in the crow's nest, dinner with the captain, motives, plot twists etc. 3) know the size and structural hp the vessel can take - draw it out or use a paizo map for it 4) identify where sailing to? should be some sort of remote place - a lone city state along the coast in a dangeours land... an isle obsured by mist and lost in legend, a mystical underwater city etc. 5) kick back with the MMs and TOHs and paizo stuff and "stock" your adventure 6) underwater cities are fun if drawn in 3-D ! 7) Be sure to describe nautical elements like anchors, astrolabes, planks, galleys, etc. - the adventure is otherwise just like any other except the richness of the encounters truly paints a nautical theme.
In my current campaign, after completing a major story arc - the PCs are tasked with tying up one lose end: An assasination attempt was foiled by the PCs but they have tracked down the assassin using a Sage's srying power - but the assassin is 400 miles away along the coast of an unknown and hostile land. The PCs have boarded a waiting ship with full crew of an enemy the PCs defeated during the major story arc. The captain is part of a "third-party" sea merchant group hired for this particular voyage. The PCs are dining each night with someone who has been paid for by the enemy.
The goal is to navigate dangerous waters, fighting creatures along the way, dock at a hostile port, breach the guarded evil palace of death, find the assaassin's private chappel to the god of murder and poison, but therein they will learn the twist - - I've written up a short series of ancient poetic stanzas that describe how to open a cooridor to an evil ultraloth and his minions. The PCs, if successful will find their way beneath the palace and fight the minions coming through the corridore, and behind it all the assassin who is a henchman to a bbeg.
The sea-going adventure will, of course require that the PCs get back to their homeland Barony, but more sea-going story will be introduced then...
Good luck, hope some of that is inspiring... you can do the same stuff underwater, in sea caves, or on strange enchanted isles with shamans and dinosaurs! Isles of strange rock with volcanos are good, jungle tribes or strange aztec-style magic makes for lots of fun!
Oh - ... and pirates!
Pirates & Ninjas & Swashbucklers if you want players singing your praises! Just have fun.

MrFish |

That sounds like a pretty cool adventure. I like the fact that it is an adventure that doesn't sound apocalyptic or anything, simply a reasonable quest for an opponent that will turn out to be something more sinister. So what kinds of sea based encounters will happen? I think ultraloths are a cool and seldom used monster, and it makes a lot of sense that one would be linked to a god of murder and poison.
The pc group in my campaign have a ship they captured in a battle, which they want to sell/trade in order to buy a smaller ship. The ship they captured needs to be repaired, inspected and so on. I wanted to also get them to use the city they're at as a base for adventuring and wanted a few adventures to make the place seem interesting. I kind of pictured it as being like a Mediterranean city during the Middle Ages, a Greek one perhaps.

Rezdave |
can someone give me a plotline (with spoilers just in case) of Razing of Redshore?
Going from memory, here ...
Storms are destroying Redshore, these being summoned by a CR20 Awakened whale Druid or something similar. A cult of assassins is trying to kill off the cabal of Awakened creatures protecting an artifact that turns mortals into demi-gods in order to steal and use said artifact. They are hiding out in Redshore so the whale is trying to destroy them. The "razing" and associated death and carnage is just collateral damage.
The PCs journey beneath the waves and ultimately find the cavern where the artifact is hidden, but must make use of it to defeat the BBEG.
The premise of the adventure is that mortals max. out at 20th level and cannot advance further. This module was really just a lead-in to the Epic Level Handbook and uses the rather contrived device of the "hand of the gods" being necessary to advance beyond 20th level.
I could be wrong about most of this, but that's how I remember it from the first read-through so many years ago.
HTH,
Rez

Rezdave |
...
As usual, Pax has a lot of great suggestions. I'll follow up with these ...
1) Don't be afraid to steal liberally from movies and literature and mythology. Don't be so blatant that the Players will say "Oh, we're just re-enacting The Odyssey" or "I get to be Johnny Depp in the next movie ... um ... mean 'adventure'", but hopefully you get the idea;
2) You will need a mix of things to keep it interesting. Not every PC will be suited to the sea, so they'll need to get off-ship and dungeon-crawl from time-to-time. Include a variety of coastline adventures where they discover and investigate ruins while foraging for supplies on a long trek. That was one of the great things about the early STAP adventures, in terms of how they mixed up a variety of adventure styles. Don't forget that you can make great use of "side-treks" for this purpose, basically half-session mini-adventures that give the PCs a change of pace and let the woodland Ranger or the urban Rogue shine in a way they can't while ship-board and fighting pirates or sea-monsters.
HTH,
Rez

hedgeknight |

Stormwrack is a must if you are running a sea-based or port town adventure! At least, IMO. It's chock full of great ideas, spells, skills, creatures, and magic. Get it, get it NOW!!!
A great 2nd Edition trilogy begins with Evil Tide, then Night of the Shark, and finally Sea of Blood. Battle deadly sahuagin and more in this awesome adventure that mostly takes place underwater.
Goes well with The Sea Devils and Ships and the Sea supplements.
And like others have stated, Freeport is a wonderful sea port that can be dropped into any campaign world - lots of great materials on it too!

MrFish |

Thanks Rezdave and Pax Veritas in particular for giving me ideas on how to flesh things out. Also Hedgeknight thanks for the recommendation on Stormwrack.
Let's say (speaking of Stormwrack) that you have characters like paladins or rangers and they want to adapt their characters to the sea (the players having expressed an interest in more sea adventures.) Is there stuff in Stormwrack that would appeal to players of such characters?

Rezdave |
Let's say (speaking of Stormwrack) that you have characters like paladins or rangers and they want to adapt their characters to the sea
I can't believe I didn't think of this when I posted my list. Anyway, Chapter 3 (pp.47-80) consists entirely of Class Options and Prestige Classes related to the sea.
For Paladins the primary suggestion is changing the mount, as well as the focus of the paladin's order. You'll need to consider their armor situation.
Ranger suggests ways to adapt Tracking and Woodland Stride to aquatic/semi-aquatic use. Of course you can and probably will adapt animal companions.
Both really are just paragraphs and not much use, now that I review them. You'll need some creativity of your own. I suggest swapping regular Class Special Abilities to ones inspired by the Prestige classes (without necessarily taking the PrC) as well as allowing the Ranger to take Skills like Knowledge, Celestial Navigation and so forth.
One of the main adaptations you'll want to make is in the area of magic items. They will need access to appropriate sea-based items. You can either have them acquire such items in-game via adventuring at a rate you desire, or else they can sell off current gear and buy new stuff that suits the environment to which they are headed.
FWIW,
Rez

MrFish |

Thanks, that's very helpful Rezdave. And yeah, new items and new magic is one of the things that would make a book like that worth getting. I try to limit my book purchases to stuff I know I'd use more than once--it seems like that would be the case here. My gf very much is inspired by stuff like Master and Commander, Pirates of the Caribbean, books like Voyage of the Dawn Treader and so on so I think this is one we'll pick up.
I actually have the old U series but never even thought of it! That's a great idea. I might have to upscale it for use with this particular party but I could always save it for a new campaign. (A question--if I DID upscale it would Sahuagin still make interesting foes for a higher level party?)

Bellona |

<other stuff>
I actually have the old U series but never even thought of it! That's a great idea. I might have to upscale it for use with this particular party but I could always save it for a new campaign. (A question--if I DID upscale it would Sahuagin still make interesting foes for a higher level party?)
A few thoughts/comments here:
As a location Saltmarsh was updated to 3.5 in the DMG2 (pp. 119-152).
Sahuagin can be advanced either by HD or by character class, so there's plenty of room to "upgrade" them to be worthy threats against a higher-level party. And one doesn't need to stick to core base/prestige classes ...
Yes, get Stormwrack! Also, check out some of the Savage Tide adventure path threads. Others have discussed good maritime/aquatic supplements there. (Sorry, I can't think of any specific thread titles right now.)

MrFish |

Wow, a lot of really good ideas here. Thanks for the advice on Sahuagin, they're one of my favourite monsters but (this may seem surprising) I've never actually used them in a game! Wasn't there a book written on them?
These were some of the monsters/creatures I really wanted to use:
The demon lord Dagon
Sahuagin
Aboleths
Selkies
Krakens
Drowned Ones

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Pax Veritas, the campaign you're running does sound cool -- question:
Have you come up with any mechanic or gaming method for the PCs to "Navigate the hostile seas"?
I'd be really interested in hearing what you're doing (plan to do). My first thought (I've used similar mechanics elsewhere) would be to create 3 to 4 step-by-step rolls, each for a different "ship moving decision" or whatever. Like, if you were climbing a long rise and had to make 3 climb checks to succeed -- except it is 3 different checks.
Maybe one to read what the weather will be (success indicates you know how to specially" prepare the ship for movement) followed by another to determine the "best wind" for your sails (I wonder if they're using the same wind we're using. Success indicates the ship goes faster.) That kind of thing.
-W. E. Ray

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Regarding U1: "The Sinister Secret of Saltmarsh," I don't think it fits so much with what you're trying to do. Fun adventure, oh yeah, but not really a "sea" adventure, really a haunted house story that's actually not a haunted house just a pirates' den. I guess the second, U2: "Danger at Dunwater" may be better because the PCs get the ship the pirates were using, but I've never seen or played it so I dunno.
"The Razing of Redshore" is accurately described above -- the greater artifact has much more importance in the story background than the actual game-play. Actually, that has been the quirk about many of Jacobs' adventures -- the really famous ones are much goodness for background that often doesn't come to the surface in the actual game -- DMs have to (get to) further develop the adventure into a campaign to reveal the background to the PCs.
-W. E. Ray

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For monsters:
Kopru!
From X1: "The Isle of Dread," this was the new monster that scared the PCs the most.
The big wall on the island was very cool.
Dinosaurs were absolutely awe inspiring for D&D.
But the Kopru, from a PCs perspective playing the adventure, made X1 Great.
Kopru deserve, in no uncertain terms, to be developed as legendary icons for their appearance in X1 the way Drow and Githyanki are; ie., Kopru should be on the same short-list with drow, githyanki, mind flayers and beholders as the top 5 D&D monsters.
-W. E. Ray

Bellona |

For monsters:
Kopru!
From X1: "The Isle of Dread," this was the new monster that scared the PCs the most.
The big wall on the island was very cool.
Dinosaurs were absolutely awe inspiring for D&D.
But the Kopru, from a PCs perspective playing the adventure, made X1 Great.Kopru deserve, in no uncertain terms, to be developed as legendary icons for their appearance in X1 the way Drow and Githyanki are; ie., Kopru should be on the same short-list with drow, githyanki, mind flayers and beholders as the top 5 D&D monsters.
-W. E. Ray
This thread has some suggestions on improving the MM2 version of the Kopru, so that they are closer to their original conception (literally living in hot water). James Jacobs has a few tips, and another poster further down posts a stat block.

MrFish |

Thanks for link to the kopru thread. I agree that they are intriguing opponents. Here's a question though--why are there so many evil underwater civilizations? I tend to edit out some of the monsters from my campaigns and make it a little more humanocentric; there are a limited number of intelligent races, player or nonplayer. What are the pros and cons of using either sahuagin or kopru then? I already have aboleths in the game...

Bellona |

Thanks for link to the kopru thread. I agree that they are intriguing opponents. Here's a question though--why are there so many evil underwater civilizations? I tend to edit out some of the monsters from my campaigns and make it a little more humanocentric; there are a limited number of intelligent races, player or nonplayer. What are the pros and cons of using either sahuagin or kopru then? I already have aboleths in the game...
The sahuagin fill the "evil humanoid" niche, unlike the aboleth and kopru (I consider the latter to be aberrations, not humanoids/monstrous humanoids). And yes, there was indeed a 2e Monstrous Arcana supplement which focused on the sahuagin, plus a trilogy of adventures.
For the "good/neutral humanoids" you can use the aventi from Stormwrack (who are - for all intents and purposes - humans adapted to living in the sea, sort of like "survivors of sunken Atlantis"), not to mention aquatic elves, merfolk, shalarin, tritons, morkoth (if their alignment is not evil), etc.
For one possible take on how various aquatic races interact with each other (and their long history together), take a look at Sea of Fallen Stars (a 2e Forgotten Realms supplement). It is unfortunate that WotC pulled the .pdf documents from sale (here at Paizo and other places too), because that was a cheap, painless way of getting that supplement.
The kopru can also function as minions of the aboleth. You might also want to take a look at Lords of Madness (the 3.5 supplement detailing aberrations). That book suggests some Far Realm/Lovecraftian connection between the aboleths and certain unspeakable "outer gods". This works particularly well if you decide that Dagon - as a obyrith demon lord - actually was spawned by the Far Realm.
By the way, the Thrall of Dagon Pr.Cl. is available in Dragon 349 (November 2006). It is a Vile class (as per Book of Vile Darkness), and has a somewhat bardic focus. The article also offers a lot of information on Dagon himself and his cult.
If you want to start off a Lovecraftian mythos arc in your coastal/aquatic campaign, there is the "Last Breath of Ashenport" adventure. It exists in both 3.5 (Dungeon 152) and 4e (Dungeon 156), and both versions are available from the WotC site (and should still be free access, despite so much other stuff now being under DDI or whatever it's called). This adventure is clearly an homage to Lovecraft's own short story about Innsmouth.
One tip about Ashenport: unless the party is doing poorly, beef up the final encounters in both mini-dungeons. (If running it again, I would take some of the 4e changes and apply them to the 3.5 version.) I also created my own "Deep One", using a hybrid of the pseudonatural kuo-toa in the adventure and the Deep Ones from d20 Call of Cthulhu.

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Thanks for link to the kopru thread. I agree that they are intriguing opponents. Here's a question though--why are there so many evil underwater civilizations? I tend to edit out some of the monsters from my campaigns and make it a little more humanocentric; there are a limited number of intelligent races, player or nonplayer. What are the pros and cons of using either sahuagin or kopru then? I already have aboleths in the game...
I guess that "good only" type creatures don't leave as many options for combat open.

Steven Tindall |

I am joining in late on this thread so if this is off topic, sorry.
The best sea/seaport info that I have found is the setting of Freeport.
I dont know what world your playing in but in the forgotten realms I run/play in we set the city in the south between halruaa and the half/drow nation to the east( can't remember the name)
Since you have the jungles of chult just south the serpent men used in the setting were very believable.
I dont know about all the other setting stuff thats come out for freeport latley but the first 3 adventures were amazing.
I also recommend the second ed resource "of ships and the sea" the game facts may be out dated but the art and the ideas are great. Plus the spells are things your players have never seen before, "Oars to snakes anyone?"
Hope this helps.

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For me, the distinction between Sahaughin(sp) and kopru lies in the abilities and purpose during adventure design. When I want just a humanoid, bellicose society I'll use the former; when I want cold calculation, magic/ psionic using nemeses, I use the latter.
The distinction, for me, between kopru and aboleth is that aboleth are in underdark waters or seas-so-deep may's well be underdark. This rankled me for "The Styes."
-W. E. Ray

Bellona |

I was going to suggest Ashenport, as I'm running it for 4E at the moment. The 4E encounters are very tough, and looking at the 3.5 version, there's no comparison - the 3.5 baddies seem much weaker.
:)
Yes, I know - I've been a faithful reader of your group's PbP game! Partly to see how others do in Ashenport in general, and partly to see how 4e works. (I never managed to get to any 4e demo games, and will only run D+D in 3.5, but I wanted to keep my mind open as a player.)
And I was very surprised to see you run so many "Deep Ones" in the first room in the basement under the church. That was my first clue that the adventure had been beefed up for 4e. While the 3.5 altar encounter was borderline in difficulty, the very final encounter was somewhat of an anti-climax after the party did the "3 Rs" (retreat, rest, and return).

MrFish |

I downloaded Ashenport, thanks for the tips guys.
Molech: why were you displeased with aboleths being used for "The Styes"? Is it any stranger than a kraken being in it?
Are there any pros and cons to particular ships being used btw from a dm point of view? Like obvious the bigger ones have problems with bookeeping and they're very noticeable. My pc group are thinking of getting a galley but not a huge one, as they have a number of former slaves who are at the moment eager to follow them for loot and glory. I've noticed that overwhelmingly adventures urge the use of caravels and other smaller sailing ships. Is there a reason for that?

Rezdave |
Also (although it's more river, and less sea) the adventure 'Rana Mor' is very good. It's in Dungeon 86.
I don't think it made my list, but Rana Mor would be a great set of ruins for the party to stumble into while foraging upriver from a coastal outlet for food and supplies along a wild, jungle coastline during their various sea voyages.
It goes along the lines of "mix-it-up" which I previously suggested. Could also be a former base/adversary-stronghold for/against regional pirates (current or ancient) or hold some artifact relevant to events on another island or location in the campaign.
Mix 'n Match is the key to keeping any campaign fresh.
Rez

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Mr. Fish,
There is nothing wrong with an aboleth in "The Styes"! It's just that for my personal concept of the monster, I see an underdark only creature. Pett takes the aboleth to the surface in his adventure and it just goes against my grain a trifle.
But my personal taste has nothing to do with the choice of monster used in the adventure. It's just like, for example, if I felt githyanki had nothing to do with the Astral Plane and there was an adventure in the Astral with Githyanki -- well, duh, the adventure is fine; I'm just one DM with an unorthodox concept for the monster.
-W. E. Ray

Bellona |

I don't think anyone answered before, but what would some of you say are the advantages for both player and dm in choosing a particular kind of ship? Vis a vis adventures and that kind of thing, I mean.
Bearing in mind that I haven't actually un any "ship-intensive" adventures, so I'm a bit short on details here ...
I would think that a relatively small, manoeuvrable vessel would be the best, preferably with a small crew. A big crew means many NPCs to keep track of, both in battles and just general accounting ("Let's see, did we pay the crew and mercs last session or not?").
In some ways, I think that I would prefer to run a coastal campaign as opposed to an outright maritime/aquatic one. In most cases one can just travel along the coastline, saving the actual ship-stuff for quick hops across narrow straits and the like.
As the saying goes, YMMV.

hedgeknight |

A great 2nd Edition trilogy begins with Evil Tide, then Night of the Shark, and finally Sea of Blood. Battle deadly sahuagin and more in this awesome adventure that mostly takes place underwater.
Goes well with The Sea Devils and Ships and the Sea supplements.
The 2E supplement for Sahuagin is The Sea Devils and the trilogy of adventures are:
1/ Evil Tide2/ Night of the Shark
3/ Sea of Blood
Also, there is a very good intro adventure in either Dungeon or Dragon Magazine that features not only Freeport, but also Sahuagin...I ran it years ago as a start to a port city campaign but for the life of me I can seem to remember where I got it.
The adventure entailed the PCs investigating a sunken ship and the ghost of the ship's captain helped them through the adventure - it was pretty cool and my players loved it.
Any help fellers?

Bellona |

A great 2nd Edition trilogy begins with Evil Tide, then Night of the Shark, and finally Sea of Blood. Battle deadly sahuagin and more in this awesome adventure that mostly takes place underwater.
Goes well with The Sea Devils and Ships and the Sea supplements.
The 2E supplement for Sahuagin is The Sea Devils and the trilogy of adventures are:
1/ Evil Tide
2/ Night of the Shark
3/ Sea of Blood<other stuff>
That will teach me to be more careful when checking up-thread before coming with my own suggestions! :)
Thank you for listing the actual titles of the three 2e sahuagin adventures, plus the Monstrous Arcana supplement which went with them. (I don't possess them myself.)