d20™ System Conversion of: The Genies’ Second Wager: Of Waters Dark and Deep (an Al-Qadim adventure for 6-8 characters of levels 6-8 from the Corsairs of the Great Sea boxed set)

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The Genies’ Second Wager: Of Waters Dark and Deep

The adventure works as written, including existing magic items. The following 3E stat blocks are all that is needed to play using d20. Because many of the cult members may be met in different locations, the stat blocks are organized in two sections. The stationary encounters are listed in the typical order they would be encountered, and the cult members are listed by CR, from highest to lowest.

I. Stationary Encounters

Corsairs

CR 4; Size M; HD 4d10-4; hp 23; Init +7 (+4 Improved initiative, +3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +8 melee, 1d6+5 (18-20/x2); SV Fort +3, Ref +4, Will +1; AL NE; Str 17, Dex 16, Con 9, Int 11, Wis 11, Cha 9.
Languages Spoken: Midani.
Skills and feats: Climb +8, Hide +4, Listen +3, Move silently +3, Profession (Sailor) +4, Spot +3, Swim +8; Combat reflexes, Improved initiative, Track, Two-Weapon Fighting, Weapon focus (cutlass), Weapon Specialization (cutlass).

Glyph

Blast, 4d8 electrical, Reflex (DC16) for half.

Ghaliyah (Nereid)

CR 4; Size M; HD 4d8+4; hp 23; Init +0; Spd 30 ft. (Swim 30 ft.); AC 10; SV Fort +3, Ref +2, Will +5; AL CN; Str 12, Dex 11, Con 13, Int 14, Wis 11, Cha 18.
SA spit venom (+4, Blindness, Reflex DC13 Avoids), Control water (+4, 1d4), Kiss (+4, Drowning, Fort DC17 Avoids); SD males cannot attack her, Fort DC13 negates any weapon damage she receives.

Jsss (Baby Sea Wyrm)

CR 8; Size L; HD 8d8+8; hp 50; Init +3 (+3 Dex); Spd 20 ft. (40 ft. Swim); AC 15 (+2 Natural, +3 Dex); Attack +8, (2d6+2 bite or 3d8+2 constriction); SV Fort +8, Ref +5, Will +4; AL CN; Str 14, Dex 16, Con 12, Int 12, Wis 11, Cha 10.

Pit

Pit Trap (30 Ft. Deep): CR1; no attack roll necessary (3d6/4); Reflex Save (DC20) Avoids; Search (DC20); Disable Device (DC20).

Electric Eel

CR 2; Size L; HD 2d8+2; hp 16; Init +1 (+1 Dex); Spd 30 ft. (Swim); AC 11 (+1 Dex); Attack +4, (1d3 + 1d6 electricity); SV Fort +3, Ref +1, Will +0; AL N; Str 14, Dex 12, Con 12, Int 12, Wis 11, Cha 10.

II. Cult Members

Faizah (Ghul-kin, Witherer)

CR 10; Size M; HD 9d8; hp 68; Init +8 (Improved Initiative, +4 Dex); Spd 40 ft. (30 ft. Sw); AC 20 (+6 natural, +4 Dex); Attack claw +9 / claw +9 / bite +9 (or wither +9), 1d6+6(x2), 2d6+6 (or special); SV Fort +4, Ref +2, Will +4; AL NE; Str 22, Dex 18, Con –, Int 14, Wis 15, Cha 15.
Special: Undead, Damage Reduction 20/+2, Shapechange, Fall reduction, Plane Shift, Telepathy, Fire Resistance 30, Elemental Endurance, Withering touch (1d10+1STR+10 years).

Skills and feats: Appraise +8, Bluff +8, Concentration +7, Craft +7, Disguise +8, Escape artist +6, Listen +8, Move silently +14, Ride +6, Sense Motive +6, Spot +8; Alertness, Combat reflexes, Dodge, Improved Initiative, Mobility.

Spells known: cause fear, command, curse, protection from good; hold person ×2,

silence 15’ radius, slow poison; continual light, dispel

magic, protection from fire; cure serious wounds, cause

serious wounds; true seeing.

Baccira (Ghul-kin, Soultaker)

CR 9; Size M; HD 8d8; hp 56; Init +8 (Improved Initiative, +4 Dex); Spd 40 ft.; AC 20 (+6 natural, +4 Dex); Attack claw +7 / claw +7 / bite +7 (or kiss of possession +4), 1d6+6(x2), 2d6+6 (or special); SV Fort +4, Ref +2, Will +4; AL NE; Str 22, Dex 18, Con –, Int 14, Wis 15, Cha 15.
Special: Undead, Damage reduction 20/wood, Shapechange, Fall reduction, Plane Shift, Telepathy, Fire Resistance 30, Elemental Endurance, Withering touch (1d10+1STR+10 years).

Skills and feats: Appraise +8, Bluff +8, Concentration +7, Craft +7, Disguise +8, Escape artist +6, Listen +8, Move silently +14, Ride +6, Sense Motive +6, Spot +8; Alertness, Combat reflexes, Dodge, Improved Initiative.

Spells known: command, curse (reverse of bless), hold person; Spell-like

abilities usable at will: invisibility, polymorph self.

Baccira is a type of ghul-kin known as a Soultaker.

Her primary attack consists of a kiss which results in

the victim being possessed by a portion of her essence

and under her control (WIL saving throw DC18); Baccira’s preferred form is that of a tall,

seductive-looking, dark-haired woman.

Setara bint Aasim (hfT/hs/8)

Sahlah (hfT/hs/8)

Shadha (hfT/hs/8)

CR 8; Size M; HD 8d6-16; hp 21; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+1 padded, +2 Dex); Attack +7/+2 (+8/+3 thrown), 1d4+1 (+4d6); SV Fort +0, Ref +8, Will +4; AL NE; Str 13, Dex 14, Con 6, Int 15, Wis 14, Cha 12.
Languages Spoken: Aquan, Midani.
Skills and feats: Bluff +8, Climb +10, Decipher script +12, Disguise +11, Escape artist +13, Gather information +8, Hide +2, Intuit direction +13, Listen +15, Move silently +2, Open lock +10, Profession +12, Read lips +9, Spot +4, Swim +12, Use rope +11; Alertness, Combat reflexes, Dodge, Point blank shot.

Jessiyah the Sorceress, Cult Wizard (hfW/so/7)

CR 7; Size M; HD 7d4+7; hp 20; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +4, 1d4; SV Fort +3, Ref +3, Will +5; AL CE; Str 12, Dex 13, Con 13, Int 14, Wis 11, Cha 18.
Languages Spoken: Aquan, Midani.
Skills and feats: Appraise +5, Concentration +8, Craft +7, Hide +1, Listen +0, Move silently +1, Profession +9, Scry +12, Spellcraft +6, Spot +0, Swim +6, Tumble +3; Enlarge spell, Maximize spell, Silent spell, Spell penetration.
Sorcerer Spells Known (6/7/7/5): 0th – Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Ray of Frost. 1st –Charm Person, Burning hands, Magic Missile, Sleep, Summon Monster I (fire/sea only). 2nd –Blindness, Invisibility, Fog Cloud. 3rd – Slow, sunscorch.

Terrog (Great Ghul)

CR 6; Size M; HD 6d12; hp 28; Init +8 (Improved Initiative, +4 Dex); Spd 40 ft. (5 ft. Br, 30 ft. Cl); AC 20 (+6 natural, +4 Dex); Attack claw +9 / claw +9 / bite +9, 1d6+6+shock+poison(x2), 2d6+6; SV Fort +4, Ref +2, Will +4; AL NE; Str 22, Dex 18, Con –, Int 14, Wis 15, Cha 15.
Special: Undead, Shocking Grasp at will (1d8+6), Damage Reduction 5/+1, Undead Creation, Bestow Invisibility, Shapechange, Fall reduction, Plane Shift, Telepathy, Fire Resistance 30, Elemental Endurance.

Skills and feats: Appraise +8, Bluff +8, Concentration +7, Craft +7, Disguise +8, Escape artist +6, Listen +8, Move silently +14, Ride +6, Sese Motive +6, Spot +8; Alertness, Combat reflexes, Dodge, Improved Initiative, Mobility.

Terrog’s claws are coated with Deathblade Poison (DC20, 1d6CON, 2d6CON)

Cult Guard (hmF/c/6)

CR 6; Size M; HD 6d10+6; hp 36; Init +7 (+4 Improved initiative, +3 Dex); Spd 30 ft.; AC 15 (+2 Leather, +3 Dex); Attack +8/+3, 1d6+2 (18-20/x2), or +9/+4 (1d8, x3); SV Fort +8, Ref +5, Will +4; AL NE; Str 14, Dex 16, Con 12, Int 12, Wis 11, Cha 10.
Languages Spoken: Midani.
Skills and feats: Climb +6, Escape artist +4, Handle animal +9, Hide +0, Listen +0, Move silently +0, Profession (Sailor) +6, Spot +2, Swim +8; Combat reflexes, Endurance, Great fortitude, Improved initiative, Iron will, Leadership, Power attack, Weapon focus (cutlass).

Tuka (gbmT/mr/5)

CR 5; Size S; HD 5d6-5; hp 16; Init +8 (Improved Initiative, +4 Dex); Spd 30 ft.; AC 15 (+4 Dex, +1 Size); Attack +6 (+8 thrown), 1d4+2 (+3d6); SV Fort +0, Ref +8, Will +1; AL NE; Str 14, Dex 19, Con 9, Int 10, Wis 10, Cha 8.
Languages Spoken: Midani, Goblin.
Skills and feats: Bluff +6, Disguise +5, Escape artist +12, Hide +8, Intimidate +5, Listen +0, Move silently +8, Open lock +7, Perform +7, Profession +7, Sense motive +7, Speak language +2, Spot +0, Use rope +12; Improved Initiative, Toughness.

Cult Guard (hmF/c/4)

CR 4; Size M; HD 4d10-4; hp 23; Init +7 (+4 Improved initiative, +3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +8 melee, 1d6+5 (18-20/x2); SV Fort +3, Ref +4, Will +1; AL NE; Str 17, Dex 16, Con 9, Int 11, Wis 11, Cha 9.
Languages Spoken: Midani.
Skills and feats: Climb +8, Hide +4, Listen +3, Move silently +3, Profession (Sailor) +4, Spot +3, Swim +8; Combat reflexes, Improved initiative, Track, Two-Weapon Fighting, Weapon focus (cutlass), Weapon Specialization (cutlass).

Cult Guard (hmF/c/3)

CR 3; Size M; HD 3d10-3; hp 17; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack +5 melee, 1d6+2 (18020/x2); SV Fort +2, Ref +3, Will +2; AL NE; Str 15, Dex 14, Con 9, Int 13, Wis 13, Cha 13.
Languages Spoken: Midani.
Skills and feats: Craft +7, Handle animal +7, Hide +2, Jump +3, Listen +1, Move silently +2, Profession +3, Spot +1, Swim +8, Wilderness lore +2; Blind-fight, Dodge, Improved initiative, Quick draw, Two-weapon fighting.

Cultist

CR 1*; Size S/M; HD 1d4+2; hp 3; Init +0; Spd 30 ft.; AC 10 (11 for small); Attack +0 melee, 1d4; SV Fort +4, Ref +0, Will +3; AL Varies; Str 10, Dex 10, Con 15, Int 14, Wis 17, Cha 10.
Languages Spoken: Midani.
Skills and feats: Bluff +2, Handle animal +4, Heal +5, Listen +3, Profession +9, Spot +3, Swim +2; Great fortitude, Skill focus (profession).

*Full XP for the willing cultists, 0 for the controlled ones if killed (if rescued, give full xp value).

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Corsairs of the Great Sea, © 1994, Wizards of the Coast, Inc.

d20™ System Conversion of The Genies’ Second Wager: Of Waters Dark and Deep, ©2006, Chad M. Osborne ().

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