Area BaRRacks EL

The murlocs use these chambers to sleep and rear their young. Most of the time, the chambers are vacant, or barely filled with young and elderly murlocs, as well as their nursemaids. Murlocs sleep in the holes in the walls, often 2 or 3 to a bed. Phosphorescent moss grows in large amounts here, and the light conditions are equal to twilight outside. Occasionally, patrols run through these rooms, but plenty of cover exists. The ceiling reaches 10 feet in this chamber, with an extra foot of air space above the water.

A tunnel on the opposite side leads to the barracks, while a smaller tunnel in the northwest section leads

This small chamber contains several cots, as well as weapon racks along the walls. A large space is cleared off near the back, where you see the signs of frequent combat.

The murlocs use these quarters to train and store weapons, as well as rest and recuperate. The ceiling in this room is above 6 feet of water, with half a foot of air space. The phosphorescent moss here is thin, granting about starlight conditions.

Creatures: Four murlocs rest in this room. If the alarms are triggered, the raiders are alert, waiting to be called upon. Otherwise, they lounge about, and may not even notice the heroes as they enter. Lounging murlocs take a -4 penalty on Listen and Spot checks. Once alarmed, however, the raiders reach for their weapons and charge.

Murlocs (4): hp 5 each. See "Coming upon the Village" above, for statistics.

Treasure: The weapon racks contain four battleaxes and two tridents. An ivory statue worth 200 gp is stashed under one cot (Search DC 10).

Area 4: CouRt ChambeR (EL 5)

This is a mammoth cavern, easily large enough to be a grand chamber in Lordaeron. Several stalagmites form pillars throughout the area in a haphazard formation. At the back, a tunnel leads further into the caves. In the midst of the room sits a natural coral formation in a chair's shape. Sitting on the chair is a wizened murloc, holding himself with an air of dignity and grace. Four guards float around the old murloc. Off to the murloc's right, a coral cage holds Alman's grandson, looking frightened (but apparently undrowned).

Behind the throne, the tunnel leads into their treasure chambers (see below). The ceiling is 15 feet up from the floor, with easily a foot and a half of air space. Phosphorescent moss grows abundantly, granting light equivalent to an overcast day. The pillars provide excellent cover.

Creatures: The old murloc is a shaman, and the 4 bodyguards are just as deadly as murloc raiders. They only fight if provoked, however, and attempt to subdue the heroes rather than outright kill them. Particularly violent or persistent heroes face full resistance, however. Murloc Bodyguards (2): hp 9 each. See "Coming Upon the Village" above, for statistics.

Murloc Chieftain, Aquatic Shaman* 3/Murloc 1: CR 4; Medium monstrous humanoid (aquatic); HD 4d8; hp 19; Init +2; Spd 20 ft., swim 40 ft.; AC 15, touch 12, flat-footed 13; Base Atk +2; Grp +2; Atk/Full Atk +1 melee (1d8—1, trident) or +4 ranged (spell); SA spells; SQ darkvision 90 ft., murloc traits; AL N; SV Fort +3, Ref +2, Will +0; Str 8, Agy 14, Sta 10, Int 15, Spt 15, Cha 11.

Languages Spoken: Common, Nerglish and Zandali.

Skills: Concentration +7, Knowledge (arcana) +9, Knowledge (local) +9, Spellcraft +9, Spot +9, Swim +6.

Feats: Brew PotionB, Combat Casting, Martial Weapon Proficiency (trident)B, Spell Focus (evocation).

Shaman Spells (4/3/2; save DC 12 + spell level): The murloc chieftain's high Spirit score and his ranks in Spellcraft allow him to prepare 8 spells per level. He favors the following spells:

0-level—cure minor wounds, detect magic, resistance; 1st—bane, bless, cure light wounds, doom, lesser inner fire, lesser lightning guardians, stasis trap; 2nd—blindness/ deafness, bull's strength, cure moderate wounds, frost armor.

Domain Spells: 1st—lesser lightning guardians; 2nd—fog cloud.

Domains: Elements (the murloc chieftain casts Elements spells as a 4th-level caster).

Possessions: Trident, masterwork studded leather, spell component pouch, coral crown (200 gp).

* See Chapter 2 for the aquatic shaman variant class.

Development: The result of this encounter depends upon the heroes' actions throughout the adventure. If the heroes attempt to enter peacefully, or bear the statue, then the old murloc treats them with wary suspicion, but does not order his guards to attack. If the heroes run around killing every murloc they see, the guards attack, and the shaman casts spells.

When the heroes defeat the guards, or are subdued, the murloc leader demands to know why they are here. The old murloc is pacifistic, and does not wish to cause any more deaths. A diplomatic hero may win through this encounter with words.

Diplomatic heroes learn the murlocs' plight. The murlocs believe that, without the idol, the ocean will "swallow their community" and destroy them. Thus, the idol's theft is a death sentence for the murlocs. The murloc leader pleads to the heroes for the idol's return, swearing a cease of all hostile actions against the humans. This can lead the heroes back to a confrontation with the old man (see "The Stolen Idol" sidebar, above).

The murloc chieftain releases the child if presented with the idol. One of his guards bears the key. The cage is as strong as the gates, and takes effort to break. A DC 20 Open Lock check opens the cage as well.

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