TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  URD5-I03 
   
   
   
   
   
   
  Dead In The Water 
  (APLs 2-8) 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Adventure 
  Version 1.2 
  Round 1 
  by the Duchy of Urnst Interactive Team 
   
   
  The stagnant waters on the Nesser River require a stiff breeze to restart their flow, but can you be as swift 
  and silent as a zephyr, or will you be dead in the water? A Duchy of Urnst Interactive for APLs 2-8.
  
  Adventure Background 
   
  In the early hours of CY 595, Prince Sewarndt 
  took Rel Mord in a surprise attack from within the 
  city walls. He declared his brother, Lynwerd, 
  deposed, and proclaimed that henceforth the land 
  would be known as the Nyrond Imperium. King 
  Lynwerd and Queen Xenia were not taken during 
  the fighting, though it was months before reports 
  confirming their survival reached the Duchy of 
  Urnst. Civil war now rages in Nyrond, as Lynwerd 
  marshals forces to drive Sewarndt from power and 
  end his threat once and for all. 
   
  Duke Karll reacted with tightly controlled anger 
  to Sewarndt’s treason. Queen Xenia of Nyrond is 
  also his distant cousin. The Duke has lost many 
  family members over the years and reacts directly 
  when his family is threatened. His blunt speech to 
  the Nyrond ambassador on the banks of the 
  Nesser stopped just short of a declaration of war. 
   
  The Honorable Chamber, slower and more 
  cautious in its deliberations, has not given the 
  Duke the free hand he desires to support 
  Lynwerd’s efforts to retake central Nyrond. 
  Instead, the Honorable Chamber’s deliberations 
  have dragged on, and on, and on, with no end in 
  sight. Even the provocation of Nyrond Imperial 
  blockades on the Nesser at Nessermouth and 
  near Nellix has not moved the nobles to act. 
   
  Frustrated beyond words, Duke Karll has 
  turned to some extraordinary measures. He 
  intends to end the blockade, both above the 
  Celadon and at Nessermounth, so that assistance 
  can flow freely over the Nesser to Lynwerd. He 
  has called adventurers to assemble at Aldan’s 
  Watch, there to join a fleet of Rhennee barges. He 
  intends to smash both blockades and expose the 
  Honorable Chamber’s cowardice for all to see. 
   
  But the enemy makes plans too. Sewarndt has 
  laid a trap, and in cooperation with elements within 
  the Duchy he’s preparing to bloody the Duke’s 
  nose and rub the Rhennee out in the bargain. 
  Adventure Summary 
  The characters arrive at Aldan’s Watch, where 
  a force of Rhennee barges have gathered in the 
  naval anchorage there. The Duke addresses the 
  characters in ringing tones, calling them to fight for 
  the Duchy. He is interrupted by a party from the 
  Celadon, and elects to deal with that interruption 
  rather than accompanying the characters into 
  battle. His retainers brief the characters on what is 
  expected. 
  On the next day, Nyrond Imperial ships are 
  sighted and engaged on the Nesser. At first, things 
  go as expected as the Imperial ships are attacked 
  by PC and Rhennee-crewed barges. 
  Then treachery strikes as fire elementals are 
  released en masse from the Nyrond Imperial 
  flagship. The flagship is destroyed in the process, 
  but many Rhennee barges are savagely attacked 
  and the fleet withdraws to the west bank in a 
  running battle. 
  Once the ships arrive at the west bank, 
  fiendish bees carrying kobold riders arrive and 
  attack from above. The kobold forces are in the 
  pay of groups operating within the Duchy, and 
  have specific instructions to kill as many Rhennee 
  as possible. 
  After the battle, the Duke arrives to survey the 
  wreck of his expedition and count the cost. 
  Preparation for Play 
   
  Assign each player 1 or 2 Rhennee crewman 
  to run. The crewman will go on the same initiative 
  order as the PC of the player. Determine which 
  crewman gets what weapon – there are a limited 
  supply of weapons, consisting of six spears, a 
  trident, and three light crossbows with a total of 80 
  bolts. The characters may supply personal 
  weapons to the Rhennee (simple or martial) if they 
  wish. Weapons are not available for purchase 
  here. 
   
  For this portion of the interactive, there are two 
  ways to affect another table. One is to provide 
  unspecific ranged spellcasting and missile fire 
  support. In this case, track the amount of damage 
  delivered. Treat spells that do no physical damage 
  as if they do 3 points per spell level. Track only 
  damage delivered while opponents remain directly 
  engaged with the PC’s table; once the last 
  opponent drops at the PC’s table, do not track 
  further damage. This is used to adjust the overall 
  results of this portion of the interactive. For every 
  100 hit points of damage delivered, treat the 
  overall interactive results as if one fewer Rhennee 
  is killed. 
   
  The second method (not recommended) is to 
  maneuver to directly join with another table. This is 
  difficult as the Rhennee barges are slow, and 
  without coordination between the barges, the gap 
  between individual ship battles will remain 
  approximately 100 ft. apart as the battle becomes 
  a swirling dogfight across an area about 1,000 ft x 
  1,000 ft. 
  Dead in the Water 
  [Round 1] 
  Page 1 
  
   
  It is possible for a character from the APL 10-
  16 tables to arrive at a low APL table, but only via 
  teleportation magic. It takes a standard action at 
  the table one is departing from, and a full action at 
  the table one is arriving at. Recalculate the APL at 
  the low table for any further encounters; if 
  Encounter 3 is in progress, add additional forces 
  as needed to bring the fight to the appropriate APL 
  for the new table strength. 
   
  The second and third encounters potentially 
  can run together. Once the Encounter Two begins 
  its first full round of initiative, begin counting 
  rounds. Encounter Three joins the initiative order 
  after 4 full rounds of combat. Remember to track 
  how many Rhennee crew die, since this affects 
  the awards on the AR. 
   
  Introduction: 
   
  Aldan’s Watch soars above you as you 
  stand on the quays. On one side of you is the 
  fortress, perched atop a low bluff. On the other 
  side is the island, crowded with the repair 
  sheds and depots of a naval base, and 
  dominated by a slender, heavily fortified 
  granite spire at the north end, “The Pinnacle”, 
  where Aldan stood his famous watch. Between 
  is a low causeway that provides access to the 
  island and forms a breakwater for the 
  moorage. Beyond the island is main channel of 
  the Nesser, only a mile and a half- wide at this 
  point, but swift and deep. 
   
  Though few Ducal Navy crews or Ducal 
  Guards are visible, the base is busy. Rhennee 
  barges ride at anchor in the moorage where 
  usually 
  Ducal 
  Navy 
  galleys 
  lie, 
  and 
  adventurers mill about on the causeway and 
  docks. 
   
  Abruptly the crowds along the causeway 
  begin parting for a party in uniform. It becomes 
  clear after a moment that it is the Duke himself, 
  though he is dressed in House Lorinar colors 
  rather than the customary Ducal ones. He 
  appears to be arguing with one of the bolder 
  Rhennee captains as they stride toward the 
  island. Karll’s voice rises in irritation and you 
  can clearly hear what he says: 
   
  “I don’t care what your excuse is this time. 
  You make too many excuses as it is. No more 
  of your ‘but just a couple more weeks’. Do you 
  think I don’t see that your vaunted Dharka 
  fighters stay away, and your best barges are 
  not here? I cannot afford to fritter away the 
  rest of the summer waiting for you. 
   
  You have forgotten who your friends are. 
  You have forgotten that I have held the Houses 
  back the last four years, while you sought a 
  patron. You have even forgotten the award of 
  ships this summer.” 
   
  The Duke cuts off the Rhennee captain’s 
  protest: 
   
  “You owe me aid now. No more excuses, 
  no more delays.” 
   
  The Duke’s party continues on out of earshot 
  toward The Pinnacle. You can see retainers 
  gathering people for what is obviously a public 
  address at the base of the Pinnacle. About fifteen 
  minutes later, the Duke finally appears on a low 
  battlement partway up the side of the spire. 
  “Brave adventurers, hear me! 
   
  During the Greyhawk Wars, when evil 
  struck our neighbors, we acted. Our troops 
  served in the County and in Nyrond, and we 
  aided our friends lest evil spread even to the 
  borders of the Duchy. 
   
  But these days, there are few who would 
  support that. They are too blinded by their own 
  concerns to heed events outside our lands. 
  Last year, our cousins in the County bled and 
  died while the Honorable Chamber debated 
  whether 
  we 
  should 
  intervene. 
  The 
  Pale 
  annexed 
  Tenh, 
  and 
  they 
  said 
  nothing. 
  Sewarndt takes Rel Mord by treachery and still, 
  they cannot be moved to act. 
   
  Everyone knows they won’t act. Sewarndt 
  thinks he can ignor Urnst. He has just 
  weakened his patrols on the Nesser, sure that 
  no one will challenge his ships. 
   
  Heroes and heroines of Urnst! Will you sit 
  idle? Or will you strike with me at the tyrant 
  now, while he is weak?” 
   
  Let 
  the 
  players’ 
  reactions 
  speak 
  for 
  themselves. 
   
  As the cheers are dying down, a group of 
  elves entreat the Lorinar guards to let them past to 
  speak with the Duke. At first they look like they will 
  be turned away, but then the Duke sees them and 
  comes over to them himself. You can’t hear what 
  the elves are discussing with the Duke, but he 
  appears to grow more sober as they speak. He 
  appears to be controlling his emotions with some 
  effort. “Must it be now, of all times?” The elf 
  Dead in the Water 
  [Round 1] 
  Page 2 
  
  silently nods. Finally he assents (you’re not sure to 
  what), and curtly nods as he strides back to the 
  edge of the battlement. 
   
  “I had intended to accompany you myself, 
  to strike alongside you. But that is not to be; 
  there are some things I cannot delegate. 
   
  Can I trust you, the good and true 
  adventurers of Urnst, to take the fight to that 
  swine Sewarndt without me?” 
   
  Again, let the players’ reactions speak for 
  themselves. 
  Development: 
   
  After the Duke departs, House Lorinar 
  retainers gather adventurers in small groups. 
  Some are taken to The Pinnacle. Others, like 
  yourselves, are brought to Rhennee barges, 
  introduced to the barge captain, and asked to wait 
  for further instructions. Allow characters to make 
  introductions and meet Captain Brono. 
   
  After a few minutes, a harried young Suel 
  woman boards your barge, dressed in a red and 
  blue livery. Characters who make a DC 10 
  Knowledge (Nobility and Royalty) check recognize 
  it as a House Reede uniform. Characters who 
  have played the mini-mission “A Walk in the Park” 
  from URD5-I01 Amongst the Hills recognize her as 
  Lady Jerdisel Reede, but they recall her as a 
  Subaltern. There is no sign of Ducal Guard 
  insignia on her today, but the scowl is still firmly in 
  place as she begins to speak: 
   
  “Listen up! Sewarndt (she grimaces) has a 
  tidy little naval base downstream, and a 
  squadron of ships on the Nesser running 
  blockade patrols. We’re going to fix that. 
  You’re going to take out those ships, and 
  others (she nods towards The Pinnacle) are 
  going to wreck that base. 
   
  Their best ships and finest crews have 
  already pulled out for Nessermouth, so the 
  going should be easy. We’d prefer you capture 
  these ships, but if it comes to it, sink them 
  rather than letting them get away. 
   
  A final word. Not everyone on those ships 
  are necessarily there by choice. I’m sure you 
  all know what a press-gang is? Keep that in 
  mind when you’re boarding those ships. 
  Results for Divinatory Magics: 
   
  Auguries and similar magics yield results of 
  weal and woe for fighting on the morrow, and 
  results of woe if the fighting is delayed. (An assault 
  tomorrow may or may not be successful. A delay 
  will allow the Duke to participate … with fateful 
  and possibly fatal consequences.) 
   
  Divinations asking about the nature of the 
  opposing forces get only the following answer if 
  successful: “Hell spits its very breath at thee 
  tomorrow.” 
   
  Scrying or other remote viewing attempts on 
  the Nyrond Imperial fleet or naval base get results 
  which match the description in the briefing: the 
  ships are definitely second-rate units with weak 
  crews. The base appears only partially complete 
  and most of the garrison are still living in tents 
  within the earthworks. Attempts to scry on the 
  Nyrond Imperial flagship or command tents fail 
  completely. 
  Encounter One: In the Navy 
   
  The Rhennee clearly know what they’re 
  about. They scuttle across the barge with 
  colorful efficiency, though they are clearly 
  distracted today by grimmer thoughts. The 
  smells of pitch and tar contrast strongly with 
  the lingering odor of fish carcasses. 
   
  After what feels like a short passage of 
  time, the Nyrond patrol vessels are spotted, 
  and they clearly notice your approach. Sails 
  and decks are wetted down, buckets of sand 
  and water are placed near to hand, and 
  weapons are prepared for action on both sides 
  as the two fleets come together… 
  Tactics: The combat opens at a range of 600 feet, 
  with the Nyrond Imperial and Rhennee ships 
  closing on converging courses. The wind is 
  moderate from the east, and the current is 20 ft. 
  per round southward. Both sides are under sail, 
  with the Rhennee ship making 60 ft per round 
  downstream (40 sail + 20 current) and the Nyrond 
  ship making 40 ft per round upstream (60 sail – 20 
  current). The ships are in the middle of the river 
  with about 4000 ft. to either bank. 
   
  The Nyrond patrol vessel (one of many in the 
  enemy squadron) will try to close and ram the 
  PCs’ Rhennee barge (one of many in the allied 
  fleet). At lower APLs, the cleric will try to boost the 
  effectiveness of the marines. At APL 8, the large 
  Air Elemental will immediately go into vortex mode 
  and try to suck as many PCs and Rhennee NPCs 
  into itself as it can. It won’t worry about trying to fly 
  up high and drop PCs and NPCs; it would rather 
  drop captured prey into the waters of the Nesser 
  away from the ship. Etrian, if present, will make 
  ruthless use of his wands (including dual wand 
  Dead in the Water 
  [Round 1] 
  Page 3 
  
  wielding at APL 8) and summon monsters every 
  round as well as trying to web the surface of the 
  Rhennee barge. 
   
  It requires a DC 10 Jump check to cross from 
  the Nyrond ship to the Rhennee barge. It requires 
  a DC 10 Climb check or DC 20 Jump check to 
  cross from the Rhennee barge to the Nyrond ship. 
   
  Unless ‘Captain’ Brono has fallen, the 
  Rhennee will not agree to ram an enemy ship. 
  ‘Captain’ Brono: Male Rhennee Exp3/War2; hp 
  19, see Combat Appendix. 
  Rhennee 
  crewmen 
  (6): 
  Male 
  Rhennee 
  Exp2/War1; hp 14, see Combat Appendix. 
  APL 2 (EL 5) 
  Amelie: hp 11; see Combat Appendix. 
  Garles: hp 5; see Combat Appendix. 
  Nyrond Imperial Marines (3): hp 11 each; see 
  Combat Appendix. 
  Human 
  (Press-Ganged) 
  Sailors 
  (non-
  combatants) (8): hp 4. 
  APL 4 (EL 7) 
  Amelie: hp 16; see Combat Appendix. 
  Lord Fontis: hp 36; see Combat Appendix. 
  Nyrond Imperial Marines (3): hp 17 each; see 
  Combat Appendix. 
  Human 
  (Press-Ganged) 
  Sailors 
  (non-
  combatants) (6): hp 4. 
  APL 6 (EL 9) 
  Lady Biella: hp 39; see Combat Appendix. 
  Etrian: hp 26; see Combat Appendix. 
  Lord Fontis: hp 36; see Combat Appendix. 
  Nyrond Imperial Marines (3): hp 17 each, see 
  Combat Appendix. 
  Human 
  (Press-Ganged) 
  Sailors 
  (non-
  combatants) (8): hp 4. 
  APL 8 (EL 11) 
  Lady Biella: hp 39; see Combat Appendix. 
  Etrian: hp 35; see Combat Appendix. 
  Lord Fontis: hp 36; see Combat Appendix. 
  Air Elemental, Large: hp 60; see Monster 
  Manual page 96. 
  Nyrond Imperial Marines (6): hp 30 each, see 
  Combat Appendix. 
  Human 
  (Press-Ganged) 
  Sailors 
  (non-
  combatants) (8): hp 4. 
  Encounter Two: Flame On! 
   
  The fighting begins to die down. On the 
  eastern fringe of the battle, the Nyrond 
  Imperial flagship still hasn’t struck its colors. 
  From this distance you can make out a group 
  of adventurers fighting their way onto the ship. 
   
  Suddenly there is a loud explosion, and a 
  great ball of fire rises up from the middle of the 
  flagship. At first you think it’s just a fireball, 
  but the flames do not fade out as a fireball 
  does. It spreads, becoming darker as it grows, 
  until a malevolent cloud of flame envelops the 
  entire ship. The screams of the dying are 
  mercifully cut short, and the cloud begins to 
  break apart.  
   
  You can see now that it consists of several 
  large living fires, flying on wings of flame. At 
  the center you see a dark roiling cloud of 
  hundreds of small living flames dancing and 
  cackling with glee. 
   
  The Rhennee barges begin making for the 
  western bank of the Nesser immediately. None 
  of the captains are willing to face that! 
  Rhennee Barge: (see Appendix X). 
  Creatures: The Fire Elemental NPC looks 
  unusual in that it has multiple fiery wings sprouting 
  from its sides. 
  ‘Captain’ Brono: Male Rhennee Exp3/War2; hp 
  19, see Combat Appendix. 
  Rhennee 
  crewmen 
  (6): 
  Male 
  Rhennee 
  Exp2/War1; hp 14, see Combat Appendix. 
  APL 2 (EL 3) 
  Fire Elemental, Small, Half-Fiend: hp 16; see 
  Combat Appendix. 
  APL 4 (EL 5) 
  Fire Elemental, Medium, Half-Fiend: hp 45; 
  see Combat Appendix. 
  APL 6 (EL 7) 
  Fire Elemental, Large, half-fiend: hp 68; see 
  Combat Appendix. 
  Dead in the Water 
  [Round 1] 
  Page 4 
  
  APL 8 (EL 9) 
  Fire Elemental, Large, half-fiend, Advanced: 
  hp 87; see Combat Appendix. 
  Tactics: The elemental begins the first round 100 
  ft. to the east of the PC’s boat, at 10 ft. altitude. 
  The opponent will quickly close the gap to the 
  Rhennee barge and try to destroy it. If any PC 
  damages them, they will target her as well. The 
  opponent will target PCs over NPCs, as the NPCs 
  are clearly not a threat. Judges should keep 
  these tactics firmly in mind as award results 
  are determined in part by preventing Rhennee 
  from being killed. The elementals will not 
  attack Rhennee NPCs unless specifically 
  attacked by them, and will prefer PC targets 
  over NPC ones even then. 
  For the purposes of spell effects, these elementals 
  are NOT summoned. 
  At ANY APL, if the PCs appear overmatched, or 
  cannot credibly damage the opponent, the 
  opponent will ignore them and go all out in 
  trying to sink the barge by destroying the 
  rigging, then focusing full-attack sequences on 
  sections of the barge. After destroying at least one 
  section of the Rhennee ship (which will guarantee 
  its loss), they will simply leave to find another 
  vessel to sink. 
   
  At all APLs, Encounter Three joins the fight 
  4 rounds after Encounter Two begins. 
  Encounter Three: Life’s a 
  Beach! 
   
  Something 
  went 
  horribly 
  wrong. 
  The 
  Imperials clearly knew ahead of time that 
  something was up and planned an ambush to 
  wipe out the Rhennee fleet once and for all. It 
  is hard to tell how many ships escaped the 
  unleashed fury of the fire elementals. Making 
  for the western shore of the Nesser will 
  provide 
  a 
  needed 
  respite, 
  allowing 
  the 
  survivors to muster, regroup and revise the 
  plan. Luckily, there is a break in the low cliff 
  ahead allowing the Rhennee to beach their 
  barges temporarily. 
   
  Surviving Rhennee crew will busy themselves 
  with getting the ship properly beached, and when 
  the ambush breaks out, focus on hiding on the 
  ship, taking cover whenever possible. A DC 25 
  Diplomacy or Intimidate check on crewmembers 
  might convince them to man the ballista or take 
  ranged potshots at the ambushers. 
   
  As the last ship beaches, you can hear an 
  odd droning sound in the distance. It gets 
  louder and louder, until a wave of human-sized 
  insects flies into view over the hills. Kobolds 
  jabber to each other from the backs of the 
  giant bees. You can’t make out what they said, 
  but it becomes obvious a moment later as the 
  fliers begin their diving attacks … 
  ‘Captain’ Brono: Male Rhennee Exp3/War2; hp 
  19, see Combat Appendix. 
  Rhennee 
  crewmen 
  (6): 
  Male 
  Rhennee 
  Exp2/War1; hp 14, see Combat Appendix. 
  APL 2 (EL 4) 
  Kobold grenadier: hp 22, see Combat Appendix. 
  Fiendish giant honeybee: hp 22, see Combat 
  Appendix. 
  APL 4 (EL 6) 
  Kobold grenadiers (2): hp 22 (each), see 
  Combat Appendix. 
  Fiendish giant honeybees (2): hp 22 (each), see 
  Combat Appendix. 
  APL 6 (EL 8) 
  Kobold grenadiers (2): hp 22 (each), see 
  Combat Appendix. 
  Kobold Sorcerer: hp 25, see Combat Appendix. 
  Fiendish giant honeybees (3): hp 22 (each), see 
  Combat Appendix. 
  APL 8 (EL 10) 
  Kobold grenadiers (2): hp 39 (each), see 
  Combat Appendix. 
  Kobold Sorcerer: hp 33, see Combat Appendix. 
  Fiendish giant honeybees, advanced (3): hp 45 
  (each), see Combat Appendix. 
  Tactics: The kobolds and bees begin the 
  encounter 100 ft. west of the PC’s boat, at 60 ft. 
  altitude. The kobolds’ priority is to kill Rhennee; 
  pesky adventurers are only worth attacking if they 
  are getting in the way of killing Rhennee. If PCs 
  happen to be in the area of area-effect attacks, so 
  much the better. Judges should keep these 
  tactics firmly in mind as award results are 
  determined in part by preventing Rhennee 
  from being killed. 
   
  Dead in the Water 
  [Round 1] 
  Page 5 
  
  Conclusion: Ashes of Victory 
  (or The Bitter Taste of Defeat) 
   
  Everywhere, there are signs and scars of 
  the battle. The once-proud Rhennee flotilla is a 
  shadow of its former glory, but many ships 
  were 
  successfully 
  beached 
  and 
  can 
  be 
  repaired. Nevertheless, the mood among the 
  survivors is quiet and subdued. Everyone 
  knows that the Imperial forces got the better of 
  this exchange. 
   
  In the early afternoon, the Duke arrives and 
  inspects the wreck of the expedition. He tours 
  each surviving ship, visiting briefly with the 
  Rhennee and adventurer survivors. 
   
  His mood is sober. As he departs your 
  group he can be be heard muttering, “I should 
  have looked closer and seen the bait for what 
  it was. I should have waited for more reports. I 
  should have been here!” 
  “The price has been too heavy today. One 
  more day like this will ruin us.” 
  Development: Determine the award of the Enmity 
  of Karll Lorinar, Recognition of Karll Lorinar, or 
  Introduction to Friends of Karll Lorinar by 
  reviewing the results of all the tables run at the 
  interactive, including any zero tables.  
  If any the following conditions are met, award 
  all tables the Enmity of Karll Lorinar: 
  • 
  50% or more of the Rhennee crewmen 
  participating in the APL 2-8 tables die. 
  • 
  More than one elemental per APL 10-16 table 
  escapes into the Celadon. 
  • 
  One or more elemental monoliths escape from 
  APL 16 tables into the Celadon. 
  • 
  For the purposes of elemental escape, 
  consider the Celadon to begin one mile east of 
  the base. If any elemental is able to reach the 
  Celadon and travel through it for 600 ft., it will 
  have started a sufficiently large fire to qualify 
  as having “escaped” due to the subsequent 
  damage to the Celadon. 
  If none of those conditions are met, then award 
  all tables the Recognition of Karll Lorinar.  In 
  addition, particularly successful tables may 
  gain the Introduction to the Friends of Karll 
  Lorinar if they meet one of the following 
  conditions: 
  • 
  For an APL 2-8 table: Zero or one Rhennee 
  from the PC’s boat dies. 
  • 
  For an APL 10-16 table: No villains escape 
  from the PC’s encounters at the Imperial base. 
  The End 
   
  Experience Point Summary 
  Encounter One 
  Experience objective 
   
  APL2 75 xp 
   
  APL4 105 xp 
   
  APL6 135 xp 
   
  APL8 165 xp 
  Encounter Two 
   
  APL2 45 xp 
   
  APL4 75 xp 
   
  APL6 105 xp 
   
  APL8 135 xp 
  Encounter Three 
   
  APL2 60 xp 
   
  APL4 90 xp 
   
  APL6 120 xp 
   
  APL8 150 xp 
  Story Award 
  For each surviving Rhennee crewman: 
   
  APL2 2 xp (maximum 12) 
   
  APL4 3 xp (maximum 18) 
   
  APL6 4 xp (maximum 24) 
   
  APL8 5 xp (maximum 30) 
  If the Rhennee captain survives: 
   
  APL2 10 xp 
   
  APL4 15 xp 
   
  APL6 20 xp 
   
  APL8 25 xp 
  Roleplaying Award 
   
  APL2 23 xp 
   
  APL4 35 xp 
  Dead in the Water 
  [Round 1] 
  Page 6 
  
   
  APL6 46 xp 
   
  APL8 58 xp 
  Total possible experience: 
   
  APL2 225 xp 
   
  APL4 338 xp 
   
  APL6 450 xp 
   
  APL8 563 xp 
  Treasure Summary 
   
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One:  In The Navy 
   
  APL 2: L: 183 gp; C: 0 gp; M: 32 gp - wand of 
  cure light wounds with 25 charges (32 gp each). 
   
  APL 4: L: 245 gp; C: 0 gp; M: 253 gp - +1 
  ranseur (193 gp each), potion of cure moderate 
  wounds (25 gp each), 2 potions of cure light 
  wounds (4 gp each), wand of cure light wounds 
  with 25 charges (32 gp each). 
   
  APL 6: L: 222 gp; C: 0 gp; M: 600 gp - +1 flail 
  (192 gp each), +1 ranseur (193 gp each), 2 
  potions of cure moderate wounds (25 gp each), 2 
  potions of cure light wounds (4 gp each), scroll of 
  disguise self (4 gp each), scroll of fireball (6th level) 
  (75 gp each), scroll of mage armor (4 gp each), 
  scroll of shield (4 gp each), wand of cure light 
  wounds with 25 charges (32 gp each), wand of 
  web with 10 charges (38 gp each). 
   
  APL 8: L: 280 gp; C: 0 gp; M: 1,221 gp - +1 
  mithral breastplate (433 gp each), +1 flail (192 gp 
  each), +1 ranseur (193 gp each), 2 potions of cure 
  moderate wounds (25 gp each), 2 potions of cure 
  light wounds (4 gp each), scroll of disguise self (4 
  gp each), scroll of fireball (6th level) (75 gp each), 
  scroll of mage armor (4 gp each), scroll of shield 
  (4 gp each), wand of cure light wounds with 25 
  charges (32 gp each), wand of summon monster 
  III with 10 charges (188 gp each), wand of web 
  with 10 charges (38 gp each). 
  Encounter Two:  Flame On! 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 0 gp 
  Encounter Three:  Life’s a Beach 
   
  APL 2: L: 114 gp; C: 0 gp; M: 244 gp - 2 +1 
  burrowing bolts (14 gp each), +1 chain shirt (104 
  gp each), +1 cloak of resistance (83 gp each), 
  potion of cure moderate wounds (25 gp each), 
  potion of cure light wounds (4 gp each). 
   
  APL 4: L: 228 gp; C: 0 gp; M: 710 gp - 5 +1 
  burrowing bolts (14 gp each), 5 +1 humanbane 
  bolts (14 gp each), 2 +1 chain shirt (104 gp each), 
  2 +1 cloak of resistance (83 gp each), necklace of 
  fireballs, Type I (138 gp each), 2 potions of cure 
  moderate wounds (25 gp each), 2 potions of cure 
  light wounds (4 gp each). 
   
  APL 6: L: 264 gp; C: 0 gp; M: 1,459 gp - 10 +1 
  burrowing bolts (14 gp each), 5 +1 humanbane 
  bolts (14 gp each), 2 +1 chain shirt (104 gp each), 
  3 +1 cloak of resistance (83 gp each), metamagic 
  rod of silent, lesser (250 gp each), necklace of 
  fireballs, Type I (138 gp each), 4 potions of cure 
  moderate wounds (25 gp each), 2 potions of cure 
  light wounds (4 gp each), scroll of fireball (6th level) 
  (75 gp each), wand of orb of sound, lesser, 7th 
  caster level, 25 charges (221 gp each). 
   
  APL 8: L: 264 gp; C: 0 gp; M: 1,459 gp - 10 +1 
  burrowing bolts (14 gp each), 5 +1 humanbane 
  bolts (14 gp each), 2 +1 chain shirt (104 gp each), 
  3 +1 cloak of resistance (83 gp each), metamagic 
  rod of silent, lesser (250 gp each), necklace of 
  fireballs, Type I (138 gp each), 4 potions of cure 
  moderate wounds (25 gp each), 2 potions of cure 
  light wounds (4 gp each), scroll of fireball (6th level) 
  (75 gp each), wand of orb of sound, lesser, 7th 
  caster level, 25 charges (221 gp each). 
  Total Possible Treasure 
   
  APL 2: 225 gp (573 available) 
   
  APL 4: 325 gp (1,436 available) 
   
  APL 6: 450 gp (2,545 available) 
   
  APL 8: 650 gp (3,224 available) 
  Items for the Adventure 
  Record 
  Introduction to the Friends of Karll Lorinar: 
  Karll was impressed with the way you carried out 
  your task despite unexpected developments. He’s 
  decided to introduce your group to some old 
  adventuring friends of his who can mentor you. 
  The benefits of this mentoring will be determined 
  at a later date. 
  Dead in the Water 
  [Round 1] 
  Page 7 
  
  Recognition of Karll Lorinar: You carried out 
  your task about as well as could be reasonably 
  expected. A scroll recognizing your unspecified 
  efforts on behalf of the Lorinar family bears Karll’s 
  signature. This does not count as a Ducal Favor 
  for Duchy metaorgs. 
  Enmity of Karll Lorinar: You failed Karll in a 
  public debacle, and no one wants to be associated 
  with you. All Duchy of Urnst metaorg benefits that 
  you gain are suspended for one calendar year. If 
  you do not pay required metaorg costs at any 
  point during that time, you are expelled from the 
  metaorg and may never rejoin. 
  Item Access 
  APL 2: 
  +1 burrowing crossbow bolt (Adventure, CW, 
  167 gp, maximum of 10) 
  medal of gallantry (Adventure, CV, 1,100 gp) 
  wand of cure light wounds, 25 charges 
  (Adventure, DMG, 375 gp) 
  APL 4 (all of APL 2 plus the following): 
  +1 humanbane crossbow bolt (Adventure, 
  DMG, 167 gp, maximum of 5) 
  necklace of fireballs, Type I (Adventure, DMG, 
  1650 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  metamagic rod of silent, lesser (Adventure, 
  DMG, 3,000 gp) 
  scroll of fireball (6th caster level) (Adventure, 
  DMG, 450 gp) 
  wand of web, 10 charges (Adventure, DMG, 
  900 gp) 
  wand of orb of sound, lesser, 7th caster level, 
  25 charges (Adventure, DMG, 2,650 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  +1 mithral breastplate (Adventure, DMG, 
  5,200 gp) 
  +1 humanbane flail (Adventure, DMG, 8,308 
  gp) 
  wand of summon monster III, 10 charges 
  (Adventure, DMG, 2,250 gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  +1 frost composite longbow (+3 strength) 
  (Adventure, DMG, 8,700 gp) 
  +4 periapt of wisdom (Adventure, DMG, 
  16,000 gp) 
  APL 12 (all of APLs 2--10 plus the following): 
  +4 headband of intellect (Adventure, DMG, 
  16,000 gp) 
  trumpeter’s gift (Adventure, CV, 12,700 gp) 
  APL 14 (all of APLs 2-12 plus the following): 
  +2 
  mithral 
  breastplate 
  of 
  spearblock 
  (Adventure, DMG & CW, 20,200 gp) 
  pearl of power, 4th level (Adventure, DMG, 
  16,000 gp) 
  APL 16 (all of APLs 2-14 plus the following): 
  +4 cloak of charisma (Adventure, DMG, 
  16,000 gp) 
  metamagic rod of empower (Adventure, DMG, 
  32,500 gp) 
  Dead in the Water 
  [Round 1] 
  Page 8 
  
  Combat Appendix – APL 2
  Encounter One: In the Navy 
   
   
  Amilie: female human Clr2 (Hextor); CR 2; 
  medium humanoid; HD 2d8+2 (Cleric); hp 11; 
  Init +0; Spd 20; AC 16, touch 10, flat-footed 16; 
  BAB/Grp: +1/+3;  Atk: +5 (1d10+3, masterwork 
  heavy flail) or +1 ranged (1d8, light crossbow); 
  Full Atk: +5 (1d10+3, heavy flail, masterwork) or 
  +1 ranged (1d8, light crossbow); AL LE; SV Fort 
  +4, Ref +0, Will +5; Str 14, Dex 10, Con 13, Int 
  8, Wis 15, Cha 12.  
  Skills and Feats: Concentration +9, Spellcraft 
  +4; Divine Vigor, Martial Weapon Proficiency: 
  Flail, heavy, Skill Focus: Concentration, Weapon 
  Focus (heavy flail). 
  Spells Prepared (4/4; base DC = 12 + spell 
  level): 0—cure minor wounds, guidance x3; 
  1st—bless, 
  cause 
  fear, 
  magic 
  weapon, 
  sanctuary. 
   
  Possessions: wand of cure light wounds with 
  10 charges, masterwork heavy flail, light 
  crossbow, masterwork banded mail, 3x wooden 
  holy symbol (Hextor). 
   
  Physical Description: middle-aged Oeridian 
  female, dark hair/eyes, slight scar on left cheek. 
  Garles: male human Clr1 (Hextor); CR 1; 
  medium humanoid; HD 1d8+1 (Cleric); hp 5; Init 
  +0; Spd 20; AC 16, touch 10, flat-footed 16; 
  BAB/Grp: +0/+2;  Atk: +4 (1d10+3, heavy flail, 
  masterwork) or +0 ranged (1d8, light crossbow); 
  Full Atk: +4 (1d10+3, heavy flail, masterwork) or 
  +0 ranged (1d8, light crossbow); AL LE; SV Fort 
  +3, Ref +0, Will +4; Str 14, Dex 10, Con 13, Int 
  8, Wis 15, Cha 12.  
  Skills and Feats: Concentration +8, Spellcraft 
  +3; Divine Vigor, Martial Weapon Proficiency: 
  Flail, heavy, Skill Focus: Concentration, Weapon 
  Focus (heavy flail). 
  Spells Prepared (3/3; base DC = 12 + spell 
  level): 0—cure minor wounds, guidance x2; 
  1st—bless, cause fear, magic weapon. 
   
  Possessions: masterwork heavy flail, light 
  crossbow, masterwork banded mail, 3x wooden 
  holy symbol (Hextor). 
   
  Physical Description: young Oeridian male, 
  dark hair/eyes, overly large hands. 
  Nyrond 
  Imperial 
  Marines 
  (x3): 
  human 
  Ftr1/Exp1; CR 1; medium humanoid; HD 1d10+ 
  1d6+2; hp 11; Init +2; Spd 30 ft.; AC 15, touch 
  12, flat-footed 13; BAB/Grp: +1/+3;  Atk: +3 
  melee (1d8+2 trident) or +3 ranged (1d8+1 
  composite longbow (+1 Str)); Full Atk: +3 melee 
  (1d8+2 trident) or +3 ranged (1d8+1 composite 
  longbow (+1 Str)); AL N; SV Fort +3, Ref +2, Will 
  +3; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 
  8.  
  Skills and Feats: Balance +4, Climb +6, Jump 
  +5, Profession (Sailor) +2, Swim +6; Far Shot, 
  Point Blank Shot, Precise Shot. 
   
  Possessions: composite longbow (+1 Str), 
  20 arrows, dagger, trident, studded leather 
  armor, light wooden shield. 
   
   
  Encounter Two: Flame On! 
   
   
  Fire Elemental, Small, Half-Fiend: CR 3; small 
  native outsider (fire, extraplanar); HD 3d8+3 
  (elemental); hp 16; Init +9; Spd 50 ft., Fly 50 ft. 
  (average); AC 19, touch 15, flat-footed 14; 
  BAB/Grp: +2/+4;  Atk: +7 melee (slam 1d4+2 
  plus 1d4 fire); Full Atk: +7 melee (slam 1d4+2 
  plus 1d4 fire) and +4 melee (bite 1d4+1); SA 
  burn, smite good, spell-like abilities; SQ DR 
  5/magic, 
  darkvision 
  60’, 
  elemental 
  traits, 
  immunity to fire and poison, resistance to 
  acid/cold/electricity 10, SR 16, vulnerability to 
  cold; AL NE; SV Fort +2, Ref +6, Will +1; Str 14, 
  Dex 17, Con 12, Int 8, Wis 11, Cha 13.  
  Skills and Feats: Listen +3, Search +2, Sense 
  Motive +3, Spot +3; Dodge, Improved Initiative, 
  Mobility, Weapon Finesse. 
   
  Smite Good (Su): Once per day the 
  creature can make a normal melee attack to 
  deal +3 extra damage against a good-aligned 
  foe. 
   
  Spell-Like Abilities (Sp): All caster abilities 
  at caster level 3, save DC (15) is Charisma 
  based. Darkness, 3/day; Desecrate. 
   
  Burn (Ex): A fire elemental’s slam attack 
  deals bludgeoning damage plus fire damage 
  from the elemental’s flaming body. Those hit by 
  a fire elemental’s slam attack also must succeed 
  on a reflex save (DC 12) or catch on fire. The 
  flame burns for 1d4 rounds. A burning creature 
  can take a move action to put out the flame. The 
  save DC is constitution based. Creatures hitting 
  a fire elemental with natural weapons or 
  unarmed attacks take fire damage as though hit 
  Dead in the Water 
  Round 1 
  Page 9 
  
  by the elemental’s attack, and also catch on fire 
  unless they make their save. 
  Encounter Three: Life’s a Beach! 
   
  Kobold grenadier: Kobold War4; CR 2; Small 
  humanoid (reptilian); HD 4d8+4; hp 22; Init +4; 
  Spd 30 ft.; AC 22, touch 15, flat-footed 18; BAB 
  +4; Grp -1; Atk and Full Atk +9 ranged (thrown 
  object) or +10 ranged (1d6/19-20, masterwork 
  light crossbow) or +5 melee (1d6-1/x3, lance); 
  Reach 5 ft. (10 ft. with lance); SQ Darkvison 60 
  ft., light sensitivity; AL LE; SV Fort +6, Ref +6, 
  Will +3; Str 9, Dex 18, Con 12, Int 10, Wis 12, 
  Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills and Feats: Craft (trapmaking) + 2, 
  Handle Animal +8, Ride +13, Search +2; Far 
  shot, Point Blank Shot. 
   
  Possessions: +1 chain shirt, masterwork 
  buckler, +1 cloak of resistance, masterwork light 
  crossbow, 40 bolts, 2 +1 burrowing bolts, 
  alchemist’s fire (5), acid (5), tanglefoot bag (2), 
  thunderstone 
  (2), 
   
  masterwork 
  lance, 
  masterwork leather barding, exotic military 
  saddle, riding harness, saddlebags, rations for 1 
  week, potion of cure moderate wounds, potion of 
  cure light wounds. 
  Fiendish giant honeybee: Fiendish giant bee; 
  CR 2; Medium magical beast (augmented 
  vermin); HD 3d8+9; hp 22; Init +3; Spd 20 ft, fly 
  80 ft. (good); AC 17, touch 13, flat-footed 14; 
  BAB +2; Grp +4; Atk and Full Atk +4 melee 
  (1d4+3 plus poison, sting); SA Poison, smite 
  good; SQ Darkvision 60 ft., resistance to cold 5 
  and fire 5, SR 8, vermin traits; SV Fort +5, Ref 
  +4, Will +2; Str 15, Dex 17, Con 14, Int 3, Wis 
  12, Cha 6. 
   
  Skills and Feats: Spot +8, Survival +1 (+5 
  for purposes of orientation); Ability Focus 
  (poison), Improved Toughness. 
   
  Poison (Ex): Injury, Fortitude DC 15, initial 
  and secondary damage 1d4 Con. The save DC 
  is Constitution-based, and includes +2 for the 
  Ability Focus feat. 
   
  Smite Good (Su): 1/day, +3 damage on a 
  successful melee attack to a good-aligned foe. 
   
  Possessions: Masterwork leather barding 
  (listed above). 
   
  Dead in the Water 
  Round 1 
  Page 10 
  
  Combat Appendix – APL 4
  Encounter One: In the Navy 
   
   
  Amilie: female human Clr3 (Hextor); CR 3; 
  medium humanoid; HD 3d8+3 (Cleric); hp 16; 
  Init +0; Spd 20; AC 16, touch 10, flat-footed 16; 
  BAB/Grp: +2/+4;  Atk: +6 (1d10+3, masterwork 
  heavy flail) or +2 ranged (1d8, light crossbow); 
  Full Atk: +6 (1d10+3, heavy flail, masterwork) or 
  +2 ranged (1d8, light crossbow); AL LE; SV Fort 
  +4, Ref +1, Will +5; Str 14, Dex 10, Con 13, Int 
  8, Wis 15, Cha 12.  
  Skills and Feats: Concentration +10, Spellcraft 
  +5; Brew Potion, Divine Vigor, Martial Weapon 
  Proficiency: 
  Flail, 
  heavy, 
  Skill 
  Focus: 
  Concentration, Weapon Focus (heavy flail). 
  Spells Prepared (4/4/3; base DC = 12 + spell 
  level): 0—cure minor wounds, guidance x3; 
  1st—bless, 
  cause 
  fear, 
  magic 
  weapon, 
  sanctuary; 2nd—hold person, silence, spiritual 
  weapon. 
   
  Possessions: wand of cure light wounds with 
  10 charges, potion of cure moderate wounds, 
  masterwork 
  heavy 
  flail, 
  light 
  crossbow, 
  masterwork banded mail, 3x wooden holy 
  symbol (Hextor). 
   
  Physical Description: middle-aged Oeridian 
  female, dark hair/eyes, slight scar on left cheek. 
  Lord Fontis: human Ari1/Ftr4; CR 4; medium 
  humanoid; HD 1d8+4d10+10; hp 36; Init +1; Spd 
  20 ft.; AC 16, touch 11, flat-footed 15; BAB/Grp: 
  +4/+7;  Atk: +8 melee (2d4+5 ranseur +1) or +6 
  ranged (1d10 heavy repeating crossbow); Full 
  Atk: +8 melee (2d4+5 ranseur +1) or +6 ranged 
  (1d10 heavy repeating crossbow); AL LE; SV 
  Fort +6, Ref +2, Will +3; Str 16, Dex 12, Con 14, 
  Int 13, Wis 10, Cha 8.  
  Skills and Feats: Bluff +5, Diplomacy +3, Gather 
  Information +3, Intimidate +9, Knowledge (Local 
  (Nyrond MR)) +5, Knowledge (Nobility and 
  Royalty) +5, Ride +5, Swim +8; Combat 
  Expertise, Improved Disarm, Improved Feint, 
  Improved Toughness, Persuasive, Run. 
   
  Possessions: potion of cure light wounds 
  (x2), +1 ranseur, masterwork heavy repeating 
  crossbow, 
  masterwork 
  spiked 
  gauntlet, 
  alchemist 
  fire 
  (x2), 
  tanglefoot 
  bag 
  (x2), 
  masterwork breastplate 
   
  Physical description: Early middle-aged 
  Oeridian male. Possessed of a calm, saturnine 
  facial expression with the hint of a sneer waiting 
  in the wings. A swath of white goes from the 
  front to the back of his head, contrasting 
  favorably with his otherwise jet black hair. Lord 
  Fontis possesses a trim, muscular build with 
  very little fat present on his body, yet strangely, 
  his hands are not appreciably calloused (only his 
  heart). 
  Nyrond 
  Imperial 
  Marines 
  (x3): 
  human 
  Ftr2/Exp1; CR 2; medium humanoid; HD 
  2d10+1d6+3; hp 17; Init +2; Spd 30 ft.; AC 15, 
  touch 12, flat-footed 13; BAB/Grp: +2/+4;  Atk: 
  +4 melee (1d8+2 trident) or +5 ranged 
  (1d8+1/x3 composite longbow (+1 Str)); Full Atk: 
  +4 melee (1d8+2 trident) or +5 ranged 
  (1d8+1/x3 composite longbow (+1 Str)); AL N; 
  SV Fort +4, Ref +2, Will +3; Str 14, Dex 15, Con 
  13, Int 10, Wis 12, Cha 8.  
  Skills and Feats: Balance +4, Climb +7, Jump 
  +6, Profession (Sailor) +2, Swim +7; Far Shot, 
  Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow). 
   
  Possessions: composite longbow (+1 Str), 
  20 arrows, dagger, trident, studded leather 
  armor, light wooden shield. 
   
  Encounter Two: Flame On! 
   
   
  Fire Elemental, Medium, Half-Fiend: CR 5; 
  medium native outsider (fire, extraplanar); HD 
  6d8+18 (elemental); hp 45; Init +9; Spd 50 ft., 
  Fly 50 ft. (average); AC 19, touch 15, flat-footed 
  14; BAB/Grp: +4/+7;  Atk: +9 melee (slam 1d6+3 
  plus 1d6 fire); Full Atk: +9 melee (slam 1d6+3 
  plus 1d6 fire) and +4 melee (bite 1d6+2); SA 
  burn, smite good, spell-like abilities; SQ DR 
  5/magic, 
  darkvision 
  60’, 
  elemental 
  traits, 
  immunity to fire and poison, resistance to 
  acid/cold/electricity 10, SR 16, vulnerability to 
  cold; AL NE; SV Fort +5, Ref +10, Will +2; Str 
  16, Dex 21, Con 16, Int 8, Wis 11, Cha 13.  
  Skills and Feats: Listen +3, Search +3, Sense 
  Motive +3, Spot +3; Dodge, Improved Initiative, 
  Mobility, Weapon Finesse. 
   
  Smite Good (Su): Once per day the 
  creature can make a normal melee attack to 
  deal +6 extra damage against a good-aligned 
  foe. 
   
  Spell-Like Abilities (Sp): All caster abilities 
  at caster level 6, save DC (15) is Charisma 
  based. Darkness, 3/day; Desecrate, Unholy 
  Dead in the Water 
  Round 1 
  Page 11 
  
  Blight. The unholy blight has been used for the 
  day. 
   
   
  Burn (Ex): A fire elemental’s slam attack 
  deals bludgeoning damage plus fire damage 
  from the elemental’s flaming body. Those hit by 
  a fire elemental’s slam attack also must succeed 
  on a reflex save (DC 15) or catch on fire. The 
  flame burns for 1d4 rounds. A burning creature 
  can take a move action to put out the flame. The 
  save DC is constitution based. Creatures hitting 
  a fire elemental with natural weapons or 
  unarmed attacks take fire damage as though hit 
  by the elemental’s attack, and also catch on fire 
  unless they make their save. 
   
  Encounter Three: Life’s a Beach! 
   
  Kobold grenadier (x2): Kobold War4; CR 2; 
  Small humanoid (reptilian); HD 4d8+4; hp 22; 
  Init +4; Spd 30 ft.; AC 22, touch 15, flat-footed 
  18; BAB +4; Grp -1; Atk and Full Atk +9 ranged 
  (thrown object) or +10 ranged (1d6/19-20, 
  masterwork light crossbow) or +5 melee (1d6-
  1/x3, lance); Reach 5 ft. (10 ft. with lance); SQ 
  Darkvison 60 ft., light sensitivity; AL LE; SV Fort 
  +6, Ref +6, Will +3; Str 9, Dex 18, Con 12, Int 
  10, Wis 12, Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills and Feats: Craft (trapmaking) + 2, 
  Handle Animal +8, Ride +13, Search +2; Far 
  shot, Point Blank Shot. 
   
  Possessions: +1 chain shirt, masterwork 
  buckler, +1 cloak of resistance, masterwork light 
  crossbow, 40 bolts, alchemist’s fire (5), acid (5), 
  tanglefoot 
  bag 
  (2), 
  thunderstone 
  (2),  
  masterwork lance, masterwork leather barding, 
  exotic 
  military 
  saddle, 
  riding 
  harness, 
  saddlebags, rations for 1 week, potion of cure 
  moderate wounds, potion of cure light wounds. 
   
  One kobold has 5 +1 burrowing bolts, and 
  the other kobold has 5 +1 humanbane bolts and 
  a necklace of fireballs, Type I. 
  Fiendish giant honeybee: Fiendish giant bee; 
  CR 2; Medium magical beast (augmented 
  vermin); HD 3d8+9; hp 22; Init +3; Spd 20 ft, fly 
  80 ft. (good); AC 17, touch 13, flat-footed 14; 
  BAB +2; Grp +4; Atk and Full Atk +4 melee 
  (1d4+3 plus poison, sting); SA Poison, smite 
  good; SQ Darkvision 60 ft., resistance to cold 5 
  and fire 5, SR 8, vermin traits; SV Fort +5, Ref 
  +4, Will +2; Str 15, Dex 17, Con 14, Int 3, Wis 
  12, Cha 6. 
   
  Skills and Feats: Spot +8, Survival +1 (+5 
  for purposes of orientation); Ability Focus 
  (poison), Improved Toughness. 
   
  Poison (Ex): Injury, Fortitude DC 15, initial 
  and secondary damage 1d4 Con. The save DC 
  is Constitution-based, and includes +2 for the 
  Ability Focus feat. 
   
  Smite Good (Su): 1/day, +3 damage on a 
  successful melee attack to a good-aligned foe. 
   
  Possessions: Masterwork leather barding 
  (listed above). 
   
  Dead in the Water 
  Round 1 
  Page 12 
  
  Combat Appendix – APL 6
  Encounter One: In the Navy 
   
   
  Lady Biella: female human Clr6 (Hextor); CR 6; 
  medium humanoid; HD 6d8+12; hp 39; Init -1; 
  Spd 20; AC 16, touch 9, flat-footed 16; BAB/Grp: 
  +4/+5;  Atk: +7 (1d8+2, +1 flail); Full Atk: +7 
  (1d8+2, +1 flail); AL LE; SV Fort +7, Ref +1, Will 
  +8; Str 12, Dex 8, Con 14, Int 10, Wis 16, Cha 
  13.  
  Skills and Feats: Bluff +2, Concentration +14, 
  Diplomacy 
  +7, 
  Knowledge 
  (Religion) 
  +5, 
  Spellcraft +5; Craft Magic Arms and Armor, 
  Divine Vigor, Martial Weapon Proficiency: Flail, 
  Negotiator, Skill Focus: Concentration, Weapon 
  Focus (flail). 
  Spells Prepared (5/5/5/3; base DC = 13 + spell 
  level): 0—cure minor wounds, guidance x4; 
  1st—cure 
  light 
  wounds, 
  obscuring 
  mist, 
  protection from good, sanctuary, shield of faith; 
  2nd—lesser restoration, make whole, resist 
  energy, silence, spiritual weapon; 3rd—animate 
  dead, magic westment, water breathing, water 
  walk. 
   
  Possessions: potion of cure moderate 
  wounds, 
  +1 
  flail, 
  light 
  wooden 
  shield, 
  masterwork banded mail, 2x wooden holy 
  symbol (Hextor), silver holy symbol (Hextor). 
   
  Physical Description: late to middle-aged 
  Oeridian female, light brown hair/eyes, slender 
  frame/build, short height. 
  Etrian: male human Rgr2/Wiz3; CR 5; medium 
  humanoid; HD 2d8+3d4+10; hp 26; Init +5; Spd 
  30; AC 19 (dex +1, mage armor, shield), touch 
  11, flat-footed 19; BAB/Grp: +3/+2;  Atk: +2 
  melee (1d4-1, dagger) or +4 ranged (1d8 light 
  crossbow); Full Atk: +2 melee (1d4-1, dagger) or 
  +4 ranged (1d8 light crossbow); AL NE; SV Fort 
  +6, Ref +7, Will +4; Str 8, Dex 13, Con 14, Int 
  16, Wis 12, Cha 10.  
  Skills and Feats: Climb +4, Concentration +10, 
  Hide +6, Knowledge (Arcana) +8, Knowledge 
  (Geography) 
  +8, 
  Knowledge 
  (History) 
  +4, 
  Knowledge (Planes) +5, Move Silent +6, Ride 
  +6, Search +8, Spellcraft +8, Spot +6, Survival 
  +6, Swim +4; Improved Initiative, Lightning 
  Reflexes, Practiced Spellcaster, Scribe Scroll, 
  Track, Two-Weapon Fighting. 
  Spells Prepared (4/3/2; base DC = 13 + spell 
  level): 0—daze, flare, resistance, touch of 
  fatigue; 1st—magic missile, ray of enfeeblement 
  (x2); 2nd—glitterdust, mirror image. 
   
  Possessions: dagger, light crossbow, spell 
  component pouch (x2), potion of cure moderate 
  wounds, Scroll (mage armor (x2), shield (x2), 
  disguise self), scroll of fireball (6th caster level), 
  wand of cure light wounds with 10 charges, 
  wand of web (10 charges). 
   
  Physical Description: Young Oeridian male, 
  black hair, gray eyes, thin build, medium height, 
  speaks with a slight eastern accent. 
  Lord Fontis: human Ari1/Ftr4; CR 4; medium 
  humanoid; HD 1d8+4d10+10; hp 36; Init +1; Spd 
  20 ft.; AC 16, touch 11, flat-footed 15; BAB/Grp: 
  +4/+7;  Atk: +8 melee (2d4+5 ranseur +1) or +6 
  ranged (1d10 heavy repeating crossbow); Full 
  Atk: +8 melee (2d4+5 ranseur +1) or +6 ranged 
  (1d10 heavy repeating crossbow); AL LE; SV 
  Fort +6, Ref +2, Will +3; Str 16, Dex 12, Con 14, 
  Int 13, Wis 10, Cha 8.  
  Skills and Feats: Bluff +5, Diplomacy +3, Gather 
  Information +3, Intimidate +9, Knowledge (Local 
  (Nyrond MR)) +5, Knowledge (Nobility and 
  Royalty) +5, Ride +5, Swim +8; Combat 
  Expertise, Improved Disarm, Improved Feint, 
  Improved Toughness, Persuasive, Run. 
   
  Possessions: potion of cure light wounds 
  (x2), +1 ranseur, masterwork heavy repeating 
  crossbow, 
  masterwork 
  spiked 
  gauntlet, 
  alchemist 
  fire 
  (x2), 
  tanglefoot 
  bag 
  (x2), 
  masterwork breastplate. 
   
  Physical description: Early middle-aged 
  Oeridian male. Possessed of a calm, saturnine 
  facial expression with the hint of a sneer waiting 
  in the wings. A swath of white goes from the 
  front to the back of his head, contrasting 
  favorably with his otherwise jet black hair. Lord 
  Fontis possesses a trim, muscular build with 
  very little fat present on his body, yet strangely, 
  his hands are not appreciably calloused (only his 
  heart). 
  Nyrond 
  Imperial 
  Marines 
  (x3): 
  human 
  Ftr2/Exp1; CR 2; medium humanoid; HD 
  2d10+1d6+3; hp 17; Init +2; Spd 30 ft.; AC 15, 
  touch 12, flat-footed 13; BAB/Grp: +2/+4;  Atk: 
  +4 melee (1d8+2 trident) or +5 ranged 
  (1d8+1/x3 composite longbow (+1 Str)); Full Atk: 
  +4 melee (1d8+2 trident) or +5 ranged 
  (1d8+1/x3 composite longbow (+1 Str)); AL N; 
  Dead in the Water 
  Round 1 
  Page 13 
  
  SV Fort +4, Ref +2, Will +3; Str 14, Dex 15, Con 
  13, Int 10, Wis 12, Cha 8.  
  Skills and Feats: Balance +4, Climb +7, Jump 
  +6, Profession (Sailor) +2, Swim +7; Far Shot, 
  Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow). 
   
  Possessions: composite longbow (+1 Str), 
  20 arrows, dagger, trident, studded leather 
  armor, light wooden shield. 
   
  Encounter Two: Flame On! 
   
   
  Fire Elemental, Large, Half-Fiend: CR 7; large 
  native outsider (fire, extraplanar); HD 8d8+32 
  (elemental); hp 68; Init +9; Spd 50 ft., Fly 50 ft. 
  (average); AC 21, touch 16, flat-footed 14; 
  BAB/Grp: +6/+14;  Atk: +12 melee (slam 2d6+4 
  plus 2d6 fire); Full Atk: +12 melee (2 slams 
  2d6+4 plus 2d6 fire) and +7 melee (bite 1d8+2); 
  SA burn, smite good, spell-like abilities; SQ DR 
  5/-, darkvision 60’, elemental traits, immunity to 
  fire and poison, resistance to acid/cold/electricity 
  10, SR 18, vulnerability to cold; AL NE; SV Fort 
  +6, Ref +13, Will +2; Str 18, Dex 25, Con 18, Int 
  10, Wis 11, Cha 13.  
  Skills and Feats: listen +5, search +5, sense 
  motive +5, spot +6; Dodge, Improved Initiative, 
  Mobility, Spring Attack, Weapon Finesse. 
   
  Smite Good (Su): Once per day the 
  creature can make a normal melee attack to 
  deal +8 extra damage against a good-aligned 
  foe. 
   
  Spell-Like Abilities (Sp): All caster abilities 
  at caster level 8, save DC (15) is CHA based. 
  Darkness, 3/day; Desecrate, Unholy Blight, 
  Poison 3/day. The poison attacks have been 
  used for the day. 
   
  Burn (Ex): A fire elemental’s slam attack 
  deals bludgeoning damage plus fire damage 
  from the elemental’s flaming body. Those hit by 
  a fire elemental’s slam attack also must succeed 
  on a reflex save (DC 17) or catch on fire. The 
  flame burns for 1d4 rounds. A burning creature 
  can take a move action to put out the flame. The 
  save DC is constitution based. Creatures hitting 
  a fire elemental with natural weapons or 
  unarmed attacks take fire damage as though hit 
  by the elemental’s attack, and also catch on fire 
  unless they make their save. 
  Encounter Three: Life’s a Beach! 
   
  Kobold grenadier (x2): Kobold War4; CR 2; 
  Small humanoid (reptilian); HD 4d8+4; hp 22; 
  Init +4; Spd 30 ft.; AC 22, touch 15, flat-footed 
  18; BAB +4; Grp -1; Atk and Full Atk +9 ranged 
  (thrown object) or +10 ranged (1d6/19-20, 
  masterwork light crossbow) or +5 melee (1d6-
  1/x3, lance); Reach 5 ft. (10 ft. with lance); SQ 
  Darkvison 60 ft., light sensitivity; AL LE; SV Fort 
  +6, Ref +6, Will +3; Str 9, Dex 18, Con 12, Int 
  10, Wis 12, Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills and Feats: Craft (trapmaking) + 2, 
  Handle Animal +8, Ride +13, Search +2; Far 
  shot, Point Blank Shot. 
   
  Possessions: +1 chain shirt, masterwork 
  buckler, +1 cloak of resistance, masterwork light 
  crossbow, 40 bolts, alchemist’s fire (5), acid (5), 
  tanglefoot 
  bag 
  (2), 
  thunderstone 
  (2),  
  masterwork lance, masterwork leather barding, 
  exotic 
  military 
  saddle, 
  riding 
  harness, 
  saddlebags, rations for 1 week, potion of cure 
  moderate wounds, potion of cure light wounds. 
   
  One kobold has 10 +1 burrowing bolts, and 
  the other kobold has 5 +1 humanbane bolts and 
  a necklace of fireballs, (I, 1x5d6, 2x 3d6). 
  Kobold sorcerer: Kobold Sor6; CR 6; Small 
  humanoid (reptilian); HD 6d4+6; hp 25; Init +3; 
  Spd 30 ft.; AC 20 (assumes mage armor), touch 
  15, flat-footed 17; BAB +3; Grp -3; Atk and Full 
  Atk +7 ranged (ray or ranged touch spell) or  +8 
  ranged (1d6/19-20, masterwork light crossbow) 
  or +2 melee (1d4-2/x3,  shortspear); SQ 
  Darkvison 60 ft., light sensitivity; AL LE; SV Fort 
  +4, Ref +6, Will +6; Str 6, Dex 16, Con 12, Int 
  10, Wis 10, Cha 17. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills and Feats: Concentration +10, Craft 
  (trapmaking) + 2, Ride +7, Search +2; Augment 
  Summoning, 
  Rapid 
  Spell, 
  Spell 
  Focus 
  (Conjuration). 
   
  Spells Known (6/7/6/4, save DC 13 + spell 
  level, 14 + spell level for conjuration): 0 – acid 
  splash*, detect magic, detect poison, light, 
  message, prestidigitation, read magic; 1st – 
  feather fall, grease*, mage armor, magic missile; 
  Dead in the Water 
  Round 1 
  Page 14 
  
  2nd – glitterdust*, summon monster II*; 3rd – 
  stinking cloud*. 
   
  * Conjuration 
   
  Possessions: 
  +1 
  cloak 
  of 
  resistance, 
  masterwork light crossbow, 20 bolts, shortspear, 
  masterwork leather barding, exotic military 
  saddle, riding harness, saddlebags, rations for 1 
  week, metamagic rod of silent, lesser, potion of 
  cure moderate wounds (2), scroll of fireball (6th 
  level), wand of orb of sound, lesser, 7th caster 
  level, 25 charges, 2 spell component pouches. 
  Fiendish giant honeybee: Fiendish giant bee; 
  CR 2; Medium magical beast (augmented 
  vermin); HD 3d8+9; hp 22; Init +3; Spd 20 ft, fly 
  80 ft. (good); AC 17, touch 13, flat-footed 14; 
  BAB +2; Grp +4; Atk and Full Atk +4 melee 
  (1d4+3 plus poison, sting); SA Poison, smite 
  good; SQ Darkvision 60 ft., resistance to cold 5 
  and fire 5, SR 8, vermin traits; SV Fort +5, Ref 
  +4, Will +2; Str 15, Dex 17, Con 14, Int 3, Wis 
  12, Cha 6. 
   
  Skills and Feats: Spot +8, Survival +1 (+5 
  for purposes of orientation); Ability Focus 
  (poison), Improved Toughness. 
   
  Poison (Ex): Injury, Fortitude DC 15, initial 
  and secondary damage 1d4 Con. The save DC 
  is Constitution-based, and includes +2 for the 
  Ability Focus feat. 
   
  Smite Good (Su): 1/day, +3 damage on a 
  successful melee attack to a good-aligned foe. 
   
  Possessions: Masterwork leather barding 
  (listed above). 
   
  Dead in the Water 
  Round 1 
  Page 15 
  
  Combat Appendix – APL 8
  Encounter One – In the Navy 
   
   
  Lady Biella: female human Clr6 (Hextor); CR 6; 
  medium humanoid; HD 6d8+12; hp 39; Init -1; 
  Spd 20; AC 16, touch 9, flat-footed 16; BAB/Grp: 
  +4/+5;  Atk: +7 (1d8+2, +1 flail); Full Atk: +7 
  (1d8+2, +1 flail); AL LE; SV Fort +7, Ref +1, Will 
  +8; Str 12, Dex 8, Con 14, Int 10, Wis 16, Cha 
  13.  
  Skills and Feats: Bluff +2, Concentration +14, 
  Diplomacy 
  +7, 
  Knowledge 
  (Religion) 
  +5, 
  Spellcraft +5; Craft Magic Arms and Armor, 
  Divine Vigor, Martial Weapon Proficiency: Flail, 
  Negotiator, Skill Focus: Concentration, Weapon 
  Focus (flail). 
  Spells Prepared (5/5/5/3; base DC = 13 + spell 
  level): 0—cure minor wounds, guidance x4; 
  1st—cure 
  light 
  wounds, 
  obscuring 
  mist, 
  protection from good, sanctuary, shield of faith; 
  2nd—lesser restoration, make whole, resist 
  energy, silence, spiritual weapon; 3rd—animate 
  dead, magic westment, water breathing, water 
  walk. 
   
  Possessions: potion of cure moderate 
  wounds, 
  +1 
  flail, 
  light 
  wooden 
  shield, 
  masterwork banded mail, 2x wooden holy 
  symbol (Hextor), silver holy symbol (Hextor). 
   
  Physical Description: late to middle-aged 
  Oeridian female, light brown hair/eyes, slender 
  frame/build, short height. 
  Etrian: male human Rgr2/Wiz5; CR 7; medium 
  humanoid; HD 2d8+5d4+14; hp 35; Init +5; Spd 
  30; AC 21, touch 11, flat-footed 20; BAB/Grp: 
  +4/+3;  Atk: +3 melee (1d4-1, dagger) or +5 
  ranged (1d8 light crossbow); Full Atk: +3 melee 
  (1d4-1, dagger) or +5 ranged (1d8 light 
  crossbow); AL NE; SV Fort +6, Ref +7, Will +5; 
  Str 8, Dex 13, Con 14, Int 16, Wis 12, Cha 10.  
  Skills and Feats: Climb +4, Concentration +12, 
  Hide +6, Knowledge (Arcana) +10, Knowledge 
  (Geography) 
  +8, 
  Knowledge 
  (History) 
  +5, 
  Knowledge (Planes) +8, Move Silent +6, Ride 
  +6, Search +8, Spellcraft +10, Spot +6, Survival 
  +6, Swim +4; Craft Wand, Dual Wand Wielding, 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, 
  Practiced Spellcaster, Scribe Scroll, Track, Two-
  Weapon Fighting. 
  Spells Prepared (4/4/3/2; base DC = 13 + spell 
  level, 15% arcane spell failure): 0—daze, flare, 
  resistance, touch of fatigue; 1st—magic missile 
  (x2), ray of enfeeblement (x2); 2nd—glitterdust, 
  invisibility, mirror image; 3rd – fly, water 
  breathing. 
   
  Possessions: dagger, light crossbow, spell 
  component pouch (x2), +1 mithral breastplate, 
  potion of cure moderate wounds, Scroll (mage 
  armor (x2), shield (x2), disguise self), wand of 
  cure light wounds with 10 charges, wand of 
  summon monster III (10 charges), wand of web 
  (10 charges). 
   
  Physical Description: Young Oeridian male, 
  black hair, gray eyes, thin build, medium height, 
  speaks with a slight eastern accent. 
  Lord Fontis: human Ari1/Ftr4; CR 4; medium 
  humanoid; HD 1d8+4d10+10; hp 36; Init +1; Spd 
  20 ft.; AC 16, touch 11, flat-footed 15; BAB/Grp: 
  +4/+7;  Atk: +8 melee (2d4+5 ranseur +1) or +6 
  ranged (1d10 heavy repeating crossbow); Full 
  Atk: +8 melee (2d4+5 ranseur +1) or +6 ranged 
  (1d10 heavy repeating crossbow); AL LE; SV 
  Fort +6, Ref +2, Will +3; Str 16, Dex 12, Con 14, 
  Int 13, Wis 10, Cha 8.  
  Skills and Feats: Bluff +5, Diplomacy +3, Gather 
  Information +3, Intimidate +9, Knowledge (Local 
  (Nyrond MR)) +5, Knowledge (Nobility and 
  Royalty) +5, Ride +5, Swim +8; Combat 
  Expertise, Improved Disarm, Improved Feint, 
  Improved Toughness, Persuasive, Run. 
   
  Possessions: potion of cure light wounds 
  (x2), +1 ranseur, masterwork heavy repeating 
  crossbow, 
  masterwork 
  spiked 
  gauntlet, 
  alchemist 
  fire 
  (x2), 
  tanglefoot 
  bag 
  (x2), 
  masterwork breastplate 
   
  Physical description: Early middle-aged 
  Oeridian male. Possessed of a calm, saturnine 
  facial expression with the hint of a sneer waiting 
  in the wings. A swath of white goes from the 
  front to the back of his head, contrasting 
  favorably with his otherwise jet black hair. Lord 
  Fontis possesses a trim, muscular build with 
  very little fat present on his body, yet strangely, 
  his hands are not appreciably calloused (only his 
  heart). 
  Air Elemental, Large: hp 60; see Monster 
  Manual page 96. 
  Nyrond 
  Imperial 
  Marines 
  (x6): 
  human 
  Ftr4/Exp1; CR 3; medium humanoid; HD 
  4d10+1d6+5; hp 30; Init +2; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; BAB/Grp: +4/+6; Atk: +6 
  melee (1d8+2 trident) or +7 ranged (1d8+4 
  Dead in the Water 
  Round 1 
  Page 16 
  
  composite longbow (+2 Str)); Full Atk: +6 melee 
  (1d8+2 trident) or +7 ranged (1d8+4 composite 
  longbow (+2 Str)); AL N; SV Fort +4, Ref +3, Will 
  +4; Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 
  8.  
  Skills and Feats: Balance +5, Climb +8, Jump 
  +6, Profession (Sailor) +2, Swim +8; Far Shot, 
  Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Specialization (composite longbow), 
  Weapon Focus (composite longbow). 
   
  Possessions: composite longbow (+2 Str), 
  dagger, trident, studded leather armor, light 
  wooden shield. 
  Encounter Two – Flame On! 
   
   
  Fire Elemental, Large, Half-Fiend: CR 9; large 
  native 
  outsider 
  (fire, 
  extraplanar); 
  HD 
  8d8+2d10+40; hp 87; Init +10; Spd 50 ft., fly 50 
  ft. (average); AC 22, touch 17, flat-footed 14; 
  BAB/Grp: +8/+17; Atk: +15 melee (slam 2d6+5 
  plus 2d6 fire); Full Atk: +15 melee (2 slams 
  2d6+5 plus 2d6 fire) and +10 melee (bite 
  1d8+2); SA burn, smite good, spell-like abilities; 
  SQ DR 5/-, darkvision 60’, elemental traits, 
  immunity to fire and poison, resistance to 
  acid/cold/electricity 10, vulnerability to cold; SR 
  20; AL NE; SV Fort +6, Ref +14, Will +6; Str 20, 
  Dex 27, Con 18, Int 8, Wis 14, Cha 17.  
  Skills and Feats: Jump +6, Listen +5, Search +5, 
  Sense Motive +5, Spot +6; Combat Reflexes, 
  Dodge, Hover, Improved Initiative, Iron Will, 
  Mobility, Spring Attack, Weapon Finesse. 
   
  Smite Good (Su): Once per day the 
  creature can make a normal melee attack to 
  deal +10 extra damage against a good-aligned 
  foe. 
   
  Spell-Like Abilities (Sp): All caster abilities 
  at caster level 8, save DC (18) is Charisma-
  based. contagion, darkness, 3/day; desecrate, 
  unholy blight, poison 3/day. The poison attacks 
  have been used for the day. 
   
  Burn (Ex): A fire elemental’s slam attack 
  deals bludgeoning damage plus fire damage 
  from the elemental’s flaming body. Those hit by 
  a fire elemental’s slam attack also must succeed 
  on a reflex save (DC 17) or catch on fire. The 
  flame burns for 1d4 rounds. A burning creature 
  can take a move action to put out the flame. The 
  save DC is Constitution-based. Creatures hitting 
  a fire elemental with natural weapons or 
  unarmed attacks take fire damage as though hit 
  by the elemental’s attack, and also catch on fire 
  unless they make their save. 
  Encounter Three – Life’s a Beach 
   
  Kobold grenadier: Kobold War6; CR 4; Small 
  humanoid (reptilian); HD 6d8+12; hp 39; Init +4; 
  Spd 30 ft.; AC 22, touch 15, flat-footed 18; BAB 
  +6; Grp +1; Atk +11 ranged (thrown object) or 
  +12 ranged (1d6-1/x3, masterwork composite 
  longbow) or +7 melee (1d6-1/x3, lance); Full Atk 
  +11 ranged (thrown object) or +12/+7 ranged 
  (1d6-1/x3, masterwork composite longbow) or 
  +7/+2 melee (1d6-1/x3, lance Reach 5 ft. (10 ft. 
  with lance); SQ Darkvison 60 ft., light sensitivity; 
  AL LE; SV Fort +7, Ref +7, Will +4; Str 9, Dex 
  18, Con 12, Int 10, Wis 12, Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills and Feats: Craft (trapmaking) + 2, 
  Handle Animal +10, Ride +15, Search +2; Far 
  shot, Improved Toughness, Point Blank Shot. 
   
  Possessions: +1 chain shirt, masterwork 
  buckler, +1 cloak of resistance, masterwork 
  composite longbow, 40 arrows, alchemist’s fire 
  (5), acid (5), tanglefoot bag (2), thunderstone 
  (2),  masterwork lance, masterwork leather 
  barding, exotic military saddle, riding harness, 
  saddlebags, rations for 1 week, potion of cure 
  moderate wounds, potion of cure light wounds, 
  necklace of fireballs (I, 1x5d6, 2x 3d6). 
   
  One kobold has 10 +1 burrowing bolts, and 
  the other kobold has 5 +1 humanbane bolts and 
  a necklace of fireballs, (I, 1x5d6, 2x 3d6). 
  Kobold sorcerer: Kobold Sor8; CR 8; Small 
  humanoid (reptilian); HD 8d4+8; hp 33; Init +3; 
  Spd 30 ft.; AC 20 (assumes mage armor), touch 
  15, flat-footed 17; BAB +4; Grp -2; Atk and Full 
  Atk +8 ranged (ray or ranged touch spell) or  +9 
  ranged (1d6/19-20, masterwork light crossbow) 
  or +3 melee (1d4-2/x3,  shortspear); SQ 
  Darkvison 60 ft., light sensitivity; AL LE; SV Fort 
  +4, Ref +6, Will +7; Str 6, Dex 16, Con 12, Int 
  10, Wis 10, Cha 18. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills and Feats: Concentration +12, Craft 
  (trapmaking) + 2, Ride +8, Search +2; Augment 
  Summoning, 
  Rapid 
  Spell, 
  Spell 
  Focus 
  (Conjuration). 
  Dead in the Water 
  Round 1 
  Page 17 
  
   
  Spells Known (6/7/7/6/4, save DC = 14 + 
  spell level, 15 + spell level for Conjuration): 0 – 
  acid splash*, detect magic, detect poison, light, 
  mending, message, prestidigitation, read magic; 
  1st – feather fall, grease*, mage armor, magic 
  missile, ray of enfeeblement; 2nd – glitterdust*, 
  scorching ray, summon monster II*; 3rd – 
  stinking cloud*, summon monster III*, 4th – 
  summon monster IV*. 
   
  * Conjuration 
   
  Possessions: 
  +1 
  cloak 
  of 
  resistance, 
  masterwork light crossbow, 20 bolts, shortspear, 
  masterwork leather barding, exotic military 
  saddle, riding harness, saddlebags, rations for 1 
  week, metamagic rod of silent, lesser, potion of 
  cure moderate wounds (2), scroll of fireball (6th 
  level), wand of lesser sonic orb (7th level, 25 
  charges), 2 spell component pouches. 
  Fiendish 
  giant 
  honeybees, 
  advanced: 
  Fiendish giant bee; CR 4; Medium magical beast 
  (augmented vermin); HD 6d8+18; hp 45; Init +3; 
  Spd 20 ft, fly 80 ft. (good); AC 17, touch 13, flat-
  footed 14; BAB +4; Grp +7; Atk and Full Atk +7 
  melee (1d4+4 plus poison, sting); SA Poison, 
  smite good; SQ Darkvision 60 ft., DR 5/magic, 
  resistance to cold 5 and fire 5, SR 11, vermin 
  traits; SV Fort +6, Ref +5, Will +5; Str 16, Dex 
  17, Con 14, Int 3, Wis 12, Cha 6. 
   
  Skills and Feats: Spot +9, Survival +1 (+5 
  for purposes of orientation); Ability Focus 
  (poison), Improved Toughness, Iron Will. 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d4 Con. The save DC 
  is Constitution-based, and includes +2 for the 
  Ability Focus feat. 
   
  Smite Good (Su): 1/day, +5 damage on a 
  successful melee attack to a good-aligned foe. 
   
  Possessions: Masterwork leather barding 
  (listed above). 
  Dead in the Water 
  Round 1 
  Page 18 
  
  Combat Appendix – All APLs 
  ‘Captain’ Brono: human Exp3/War2; CR 4; 
  medium humanoid; HD 3d6+2d8; hp 19; Init +1; 
  Spd 30 ft.; AC 13, touch 11, flat-footed 12; 
  BAB/Grp: 
  +4/+3; 
  Atk: 
  +3 
  melee 
  (1d8-1 
  longspear); 
  Full 
  Atk: 
  +3 
  melee 
  (1d8-1 
  longspear); AL N; SV Fort +4, Ref +2, Will +3; 
  Str 9, Dex 13, Con 10, Int 12, Wis 11, Cha 14.  
  Skills and Feats: Appraise +7, Balance +7, Bluff 
  +8, 
  Climb 
  +1, 
  Diplomacy 
  +14, 
  Gather 
  Information +8, Intimidate +8, Move Silent +5, 
  Profession (Sailor) +6, Search +3, Sense Motive 
  +2, Survival +5, Swim +5, Use Rope +4; 
  Investigator, Negotiator, Persuasive. 
   
  Possessions: 
  masterwork 
  dagger, 
  longspear, leather armor, medal of gallantry 
  (Allows use of sanctuary as a swift action 3/day, 
  caster level 3. If the wearer attacks while 
  protected, he takes a -1 morale penalty on that 
  attack and all other attacks for one hour). 
  Rhennee Crewman: human Exp2/War1; CR 2; 
  medium humanoid; HD 2d6+1d8+3; hp 14; Init 
  +2; Spd 30 ft.; AC 12, touch 10, flat-footed 12; 
  BAB/Grp: +2/+3; Atk: +3 melee (1d8+1/x3 trident 
  or 1d8+1/x3 spear) or +2 ranged 1d8/19-20, light 
  crossbow); Full Atk: +6 melee (1d8+2 trident) or 
  +2 ranged (1d8/19-20, light crossbow); AL N; SV 
  Fort +4, Ref +3, Will +4; Str 13, Dex 11, Con 12, 
  Int 10, Wis 9, Cha 8.  
  Skills and Feats: Balance +7, Climb +8, Escape 
  Artist +2, Intimidate +5, Jump +6, Profession 
  (Sailor) +5, Swim +8, Use Rope +5; Agile, 
  Atheletic, Toughness. 
   
  Possessions: leather armor. 
   
  Dead in the Water 
  Round 1 
  Page 19 
  
  DM Aid #1 – Rules for Ships 
  Sections: Ship’s hulls are treated as several sections, each about 10 ft. x 10 ft. x 10 ft. Damage is 
  generally done to sections of the ship. Small ships will sink if a section is destroyed.
  Propulsion: A ship’s sailing speed varies with the wind conditions. As long as the vessel is steering 
  downwind or across the wind (within 90 degrees of downwind), the maximum speed is equal to the speed 
  giving in the vessel’s statistics block. Sailing within 45 degrees of the wind slows the ship to half speed. 
  Turing into the wind slows the ship to speed zero, it can make a 45 degree turn as a full round action to 
  resume sailing. 
  Sailing speed is based on wind strength: x0 for no wind, x1 for light winds, x2 for moderate winds, x3 for 
  strong, severe, or gale winds. During the interactive, winds are from the east at moderate strength. It 
  requires the attention of at least the ship’s watch complement to proceed under sail, otherwise speed is 
  reduced by 50% after any course change. If no one is on watch, the ship will turn downwind and slow to 
  50% speed. 
  Under oar power, the ship moves at its oar speed in any direction chosen, without regard to wind. The 
  ship must have the number of rowers indicated in its statistics block in order to make full speed. If there 
  are at least 50% of the number of rowers, it can make half speed. This is in addition to watch 
  requirements. 
  A ship can proceed under sail or under oar power, not both. Changing between oars and sails takes one 
  full round. 
  Both ships in the interactive have good maneuvering. They can accelerate or decelerate by 20 ft. per 
  round. They can turn 45 degrees per 30 ft. traveled. When propelled by oars, they can move in reverse at 
  oar speed or 10 ft, whichever is less. It takes one full round at a full stop to change from forward to 
  reverse or vice versa. 
  The Nesser has a strong current in this area which carries ships southward at 20 ft. per round. 
  Boats and the current move last in the round. 
  Ballista: A ballista is a huge crossbow. It requires 2 full rounds to reload. As a huge weapon, size 
  medium characters take a -4 penalty to hit and small characters take a -6 penalty to hit when shooting it. 
  It does 3d8/19-20 damage to creatures, half damage to structures. Characters operating a ballista are 
  treated as having cover. Each ballista has 10 bolts. 
  Magic: When attacking a ship with magic, you can choose which hull section you hit. You must be able to 
  see the hull section to hit it. Vessels are unattended objects and always fail saves. Damage is applied to 
  all hull sections in the area, and elemental damage is reduced as normal for attacking inanimate objects. 
  Spells with unusual effects are listed below: 
  Acid fog, solid fog – the cloud doesn’t move with the ship. The ship speed drops to 5 ft per round while 
  any part is in the cloud. 
  Animate objects – an animated vessel can’t attack characters who are on board, but it moves as the 
  caster directs. 
  Animate rope – this can be used to foul a ship’s rigging, reducing the ship’s speed by 5 ft.. 
  Cloudkill – The cloud does not move with the ship; it moves away from the spot where it was cast at 10 ft 
  per round. 
  Control water – the ship cannot move for the duration of the spell. The ship must succeed on a 
  seaworthiness check (Profession Sailor plus seaworthiness modifier; DC equal to caster level) or sink. 
  Control winds – the area of effect does not move with the ship. 
  Earthquake – has no effect. 
  Evard’s black tentacles – the tentacles do not attack ships, only characters aboard them. 
  Dead in the Water 
  Round 1 
  Page 20 
  
  Flaming sphere – requires a DC 22 spellcraft check to move across water, otherwise the sphere is 
  extinguished. 
  Fog cloud, mind fog, obscuring mist, pyrotechnics, stinking cloud, storm of vengence – the cloud doesn’t 
  move with the ship. 
  Gust of wind – can be used to increase the sailing speed of your ship to wind x3 for two movements on a 
  DC 15 Profession (sailor) check. Can be used to produce a headwind that an enemy ship can’t sail 
  against for two movement steps. 
  Ironwood, magic missile, mending, make whole, polymorph any object, shatter, warp wood – the ships in 
  the interactive are too large to be significantly affected by these spells. 
  Otiluke’s freezing sphere – if at least 50% of the ship’s length is coated in ice, ship speed falls to zero for 
  the duration of the spell. 
  Repel wood – doesn’t affect the caster’s ship, but does affect any ship approaching within 60 ft. of the 
  caster. 
  Sympathetic vibration – attacks one ship section at a time. 
  The following spells can start fires: fires of purity (on an offensive strike), fire seeds, fireball, flame arrow, 
  flame blade, flaming sphere, heat metal (during rounds 3-5 of damage), lightning bolt, meteor swarm, 
  produce flame. The following spells do not start fires: fire shield, firestorm, flame strike, incendiary cloud, 
  prismatic spray, scorching ray, wall of fire. Use these listings as guidelines when adjudicating spells not 
  listed. 
  A DC (10+spell level) Spellcraft check will provide a character with knowledge of how a spell will act at 
  sea. 
  Fires: When a ship is exposed to an effect that can start a fire, make a fire check. This is a d20 check, 
  modified only by +4 if the ship is prepared for battle (sails and lines wet down, buckets of sand and water 
  close at hand. The DCs are: 
  DC 5 – Struck by flaming arrow 
  DC 8 – Struck by alchemist’s fire or firebomb 
  DC 10+spell level – Struck by spell or effect that starts fires. 
  DC (Save DC) – Struck by monster with fire aura, breath weapon, or similar fire ability. 
  On a failure, half the squares exposed to the attack (minimum 1) ignite. A burning square is on fire, 
  dealing 2d6 damage per round to the hull section and 2d6 to any character that enters the square. Each 
  round, make a percentile check: 01-10 the fire goes out, 11-75 the fire doesn’t change, 76-100 it spreads 
  to an additional square. 
  As a full round action, a character can extinguish fires. A DC 10 strength check extinguishes one square, 
  while a DC 20 check extinguishes two squares. Create water extinguishes one square per four gallons 
  created. Quench extinguishes fires in its area of effect. 
  Damage: When one section is reduced to 50% or less of its hit points, the ship’s speed is reduced by 10 
  ft. When a hull section is destroyed, adjacent hull stations take 50% of their starting hit points in damage. 
  If one rigging section is reduced to 50% or less of its hit points, the ship’s speed is reduced 10 ft. If two 
  rigging sections are damaged to 50% or less of its hit points, the wind category is treated as one class 
  lighter for that ship. If all rigging sections are destroyed, the ship is dismasted and no longer has a sailing 
  speed. Both ships in the interactive are small enough that the destruction of one section will sink them in 
  1d6 minutes. Sinking ships cannot move under oar or sail power, but do drift with the current. 
  Repairs: Repairing a damaged section takes one minute of uninterrupted work. For each point that a  
  Craft (Carpentry) check exceeds DC 19, one hit point is restored. Up to five assists are allowed; each 
  requires 1 minute uninterrupted work. 
  Dead in the Water 
  Round 1 
  Page 21 
  
  DM and Player Aid #2 – The Rhennee Barge 
  Barge (based on a modified Keelboat from Stormwrack): Gargantuan vehicle; Seaworthiness -2, Shiphandling +2, Speed wind x 20 ft. or oars 10 ft (good); 
  overall AC 1, hull sections 3 (sink 1 section); section hp 50 (hardness 5); Section AC 3; Rigging Sections 1; Rigging 60 hp (hardness 0), AC1; ram 3d6 x speed; 
  mounts 1 light (ballista, 3d8/19-20, 120 ft. range increment, -4 to hit, two full rounds to reload, 10 bolts available, see DMG pg 100), space 30 ft. x 10 ft., height 5 ft. 
  (draft 5 ft.); complement 16; watch 2 + 8 rowers; cargo 20 tons (speed wind x 10 ft or oars 5 ft. if 10 tons or more; no cargo currently); cost 3,500 gp. 
  Rhennee Crewman: human Exp2/War1; CR 2; medium humanoid; HD 2d6+1d8+3; hp 14; Init +2; Spd 30 ft.; AC 12, touch 10, flat-footed 12; BAB/Grp: +2/+3; 
  Atk: +3 melee (1d8+1/x3 trident or 1d8+1/x3 spear) or +2 ranged 1d8/19-20, light crossbow); Full Atk: +6 melee (1d8+2 trident) or +2 ranged (1d8/19-20, light 
  crossbow); AL N; SV Fort +4, Ref +3, Will +4; Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.  
  Skills and Feats: Balance +7, Climb +8, Escape Artist +2, Intimidate +5, Jump +6, Profession (Sailor) +5, Swim +8, Use Rope +5; Agile, Atheletic, Toughness. 
   
  Possessions: leather armor. 
   
   
   
  Dead in the Water 
  Round 1 
  Page 22 
  
  DM Aid #3 – The Nyrond Imperial Ship 
  Pinnace: Gargantuan vehicle; Seaworthiness +2, Shiphandling +2, Speed wind x 30 ft. or oars 5 ft (good); overall AC 1, hull sections 4 (sink 1 section); section hp 
  50 (hardness 5); Section AC 3; Rigging Sections 2; Rigging 60 hp (hardness 0), AC1; ram 3d6 x speed; mounts 2 light (2 ballista, 3d8/19-20, 120 ft. range 
  increment, -4 to hit, two full rounds to reload, 10 bolts available per ballista, see DMG pg 100), space 30 ft. x 10 ft., height 10 ft. (draft 5 ft.); complement 15; watch 
  3 + 8 rowers; cargo 30 tons (speed wind x 20 ft if 15  tons or more; no cargo currently); cost 5,500 gp.  
   
   
   
  Dead in the Water 
  Round 1 
  Page 23 
  
  DM Aid #4 – New Rules 
  New Feats: 
  Improved Toughness (Complete Warrior): 
  Prerequisite: Base Fortitude save +2. Benefit: 
  You gain a number of hit points equal to your 
  current hit dice. Each time you gain a hit die 
  (such as by gaining a level), you gain 1 
  additional hit point. If you lose a hit die (such as 
  by losing a level), you lose 1 hit point 
  permanently. A fighter may choose this feat as a 
  bonus feat. 
  Practiced Spellcaster (Complete Divine): 
  Prerequisite: Spellcraft 4 ranks. Benefit: This 
  feat improves the caster level for the chosen 
  spellcasting class by +4. This cannot increase 
  the caster level beyond the creature’s hit dice. 
  Rapid Spell (Complete Divine): Only spells 
  with a casting time greater than one standard 
  action can be made rapid. A rapid spell with a 
  casting time of 1 full round can be cast as a 
  standard action. A rapid spell with a casting time 
  measured in rounds can be cast in one full 
  round. Rapid spells with casting times measured 
  in minutes can be cast in one minute, and rapid 
  spells with casting times measured in hours can 
  be cast in one hour. A rapid spell uses up a spell 
  slot one level higher than the spell’s actual level. 
  Note: for a sorcerer, this converts spell with a 
  casting time of one full round to a spell that 
  takes one full action to cast, so the spell 
  completes on the same round it is cast instead 
  of the beginning of the next round. 
  New Spells: 
  Orb of Sound, Lesser (Complete Arcane) 
  Conjuration 
  Level: Sorcerer/Wizard 1, Warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of sound 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of sound about 2 inches across shoots 
  from your palm at its target, dealing 1d8 points 
  of sound damage. You must succeed on a 
  ranged touch attack to hit your target. 
   
  For every two caster levels beyond 1st, your 
  orb deals an additional 1d8 points of damage: 
  2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th 
  level, and the maximum of 5d8 at 9th level or 
  higher. 
  New Weapon Enhancement: 
  Burrowing Arrow (Complete Warrior): This +1 
  arrow sticks into its target on a successful hit 
  and embeds itself in the wound. A burrowing 
  arrow must be pulled out before natural healing 
  can occur, dealing a further 1d8 hit points 
  damage upon removal. If the target receives 
  magical 
  healing, 
  the 
  burrowing 
  arrow 
  immediately deals 1d8 points of damage as the 
  magic forces it out of the wound.  
   
   
  Dead in the Water 
  Round 1 
  Page 24 
  
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  URD5-I03 
   
   
   
   
   
   
  Dead In The Water 
  (APLs 10-16) 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Adventure 
  Version 1.2 
  Round 1 
  by the Duchy of Urnst Interactive Team 
   
   
  The stagnant waters on the Nesser River require a stiff breeze to restart their flow, but can you be as 
  swift and silent as a zephyr, or will you be dead in the water? A Duchy of Urnst Interactive for APLs 10-
  16.
  
  Adventure Background 
   
  In the early hours of CY 595, Prince Sewarndt 
  took Rel Mord in a surprise attack from within the 
  city walls. He declared his brother, Lynwerd, 
  deposed, and proclaimed that henceforth the land 
  would be known as the Nyrond Imperium. King 
  Lynwerd and Queen Xenia were not taken during 
  the fighting, though it was months before reports 
  confirming their survival reached the Duchy of 
  Urnst. Civil war now rages in Nyrond, as Lynwerd 
  marshals forces to drive Sewarndt from power and 
  end his threat once and for all. 
   
  Duke Karll reacted with tightly controlled anger 
  to Sewarndt’s treason. Queen Xenia of Nyrond is 
  also his distant cousin. The Duke has lost many 
  family members over the years and reacts directly 
  when his family is threatened. His blunt speech to 
  the Nyrond ambassador on the banks of the 
  Nesser stopped just short of a declaration of war. 
   
  The Honorable Chamber, slower and more 
  cautious in its deliberations, has not given the 
  Duke the free hand he desires to support 
  Lynwerd’s efforts to retake central Nyrond. 
  Instead, the Honorable Chamber’s deliberations 
  have dragged on, and on, and on, with no end in 
  sight. Even the provocation of Nyrond Imperial 
  blockades on the Nesser at Nessermouth and 
  near Nellix has not moved the nobles to act. 
   
  Frustrated beyond words, Duke Karll has 
  turned to some extraordinary measures. He 
  intends to end the blockade, both above the 
  Celadon and at Nessermounth, so that assistance 
  can flow freely over the Nesser to Lynwerd. He 
  has called adventurers to assemble at Aldan’s 
  Watch, there to join a fleet of Rhennee barges. He 
  intends to smash both blockades and expose the 
  Honorable Chamber’s cowardice for all to see. 
   
  But the enemy makes plans too. Sewarndt 
  has laid a trap, and in cooperation with elements 
  within the Duchy he’s preparing to bloody the 
  Duke’s nose and rub the Rhennee out in the 
  bargain. 
  Adventure Summary 
  The characters arrive at Aldan’s Watch, where 
  a force of Rhennee barges have gathered in the 
  naval anchorage there. The Duke addresses the 
  characters in ringing tones, calling them to fight for 
  the Duchy. He is interrupted by a party from the 
  Celadon, and elects to deal with that interruption 
  rather than accompanying the characters into 
  battle. His retainers brief the characters on what is 
  expected. 
  On the next day, Nyrond Imperial ships are 
  sighted and engaged on the Nesser. At first, things 
  go as expected as the Imperial ships are attacked 
  by PC and Rhennee-crewed barges. 
  Then treachery strikes as fire elementals are 
  released en masse from the Nyrond Imperial 
  flagship. The flagship is destroyed in the process, 
  but many Rhennee barges are savagely attacked 
  and the fleet withdraws to the west bank in a 
  running battle. 
  Once the ships arrive at the west bank, 
  fiendish bees carrying kobold riders arrive and 
  attack from above. The kobold forces are in the 
  pay of groups operating within the Duchy, and 
  have specific instructions to kill as many Rhennee 
  as possible. 
  After the battle, the Duke arrives to survey the 
  wreck of his expedition and count the cost. 
  Preparation for Play 
   
  It is possible to support another table during 
  the interactive. Characters can move from one 
  table to another in the APL 10-16 range. It 
  requires a full round action at the table the 
  character is leaving, and a full round action at the 
  table the character joins via normal, flying, or 
  mounted 
  movement. 
  If 
  dimension 
  door 
  or 
  teleportation are used to move from table to table, 
  it takes a standard action at the table one is 
  departing, and a full action at the table one is 
  arriving at (3 full rounds if arriving at an APL 16 
  table), due to the anticipate teleportation magic in 
  use in the base. 
   
  Characters can only move to low-level tables 
  via teleportation magic. It takes a standard action 
  at the table one is departing, and a full action at 
  the table one is arriving at. If they do move to aid 
  lower APL tables, recalculate the APL at the low 
  table for any further encounters; if Encounter 3 is 
  in progress, add additional forces as needed to 
  bring the fight to the appropriate APL. 
   
  All three encounters potentially can run 
  together. Once Encounter One begins its first full 
  round 
  of 
  initiative, 
  begin 
  counting 
  rounds. 
  Depending on the APL, Encounter Two will begin 
  two or three rounds later, regardless of whether 
  the current encounter is completed. At APLs 10 
  and 12, Encounter Two is triggered after 3 full 
  rounds of combat, and Encounter Three is 
  Dead in the Water 
  [Round 1] 
  Page 1 
  
  triggered 3 full rounds after that. At APLs 14 and 
  16, Encounter Two is triggered after 2 full rounds 
  of combat, and Encounter Three is triggered 2 full 
  rounds after that. Remember to track whether any 
  villains escape and whether any elementals 
  escape, since this affects the awards on the AR. 
  Introduction: 
   
  Aldan’s Watch soars above you as you 
  stand on the quays. On one side of you is the 
  fortress, perched atop a low bluff. On the other 
  side is the island, crowded with the repair 
  sheds and depots of a naval base, and 
  dominated by a slender, heavily fortified 
  granite spire at the north end, “The Pinnacle”, 
  where Aldan stood his famous watch. Between 
  is a low causeway that provides access to the 
  island and forms a breakwater for the 
  moorage. Beyond the island is the main 
  channel of the Nesser, only a mile and a half- 
  wide at this point, but swift and deep. 
   
  Though few Ducal Navy crews or Ducal 
  Guards are visible, the base is busy. Rhennee 
  barges ride at anchor in the moorage where 
  usually 
  Ducal 
  Navy 
  galleys 
  lie, 
  and 
  adventurers mill about on the causeway and 
  docks. 
   
  Abruptly the crowds along the causeway 
  begin parting for a party in uniform. It becomes 
  clear after a moment that it is the Duke himself, 
  though he is dressed in House Lorinar colors 
  rather than the customary Ducal ones. He 
  appears to be arguing with one of the bolder 
  Rhennee captains as they stride toward the 
  island. Karll’s voice rises in irritation and you 
  can clearly hear what he says: 
   
  “I don’t care what your excuse is this time. 
  You make too many excuses as it is. No more 
  of your ‘but just a couple more weeks’. Do you 
  think I don’t see that your vaunted Dharka 
  fighters stay away, and your best barges are 
  not here? I cannot afford to fritter away the 
  rest of the summer waiting for you. 
   
  You have forgotten who your friends are. 
  You have forgotten that I have held the Houses 
  back the last four years, while you sought a 
  patron. You have even forgotten the award of 
  ships this summer.” 
   
  The Duke cuts off the Rhennee captain’s 
  protest: 
   
  “You owe me aid now. No more excuses, 
  no more delays.” 
   
  The Duke’s party continues on out of earshot 
  toward The Pinnacle. You can see retainers 
  gathering people for what is obviously a public 
  address at the base of the Pinnacle. About fifteen 
  minutes later, the Duke finally appears on a low 
  battlement partway up the side of the spire. 
  “Brave adventurers, hear me! 
   
  During the Greyhawk Wars, when evil 
  struck our neighbors, we acted. Our troops 
  served in the County and in Nyrond, and we 
  aided our friends lest evil spread even to the 
  borders of the Duchy. 
   
  But these days, there are few who would 
  support that. They are too blinded by their own 
  concerns to heed events outside our lands. 
  Last year, our cousins in the County bled and 
  died while the Honorable Chamber debated 
  whether 
  we 
  should 
  intervene. 
  The 
  Pale 
  annexed 
  Tenh, 
  and 
  they 
  said 
  nothing. 
  Sewarndt takes Rel Mord by treachery and still, 
  they cannot be moved to act. 
   
  Everyone knows they won’t act. Sewarndt 
  thinks he can ignor Urnst. He has just 
  weakened his patrols on the Nesser, sure that 
  no one will challenge his ships. 
   
  Heroes and heroines of Urnst! Will you sit 
  idle? Or will you strike with me at the tyrant 
  now, while he is weak?” 
   
  Let 
  the 
  players’ 
  reactions 
  speak 
  for 
  themselves. 
   
  As the cheers are dying down, a group of 
  elves entreat the Lorinar guards to let them past to 
  speak with the Duke. At first they look like they will 
  be turned away, but then the Duke sees them and 
  comes over to them himself. You can’t hear what 
  the elves are discussing with the Duke, but he 
  appears to grow more sober as they speak. He 
  appears to be controlling his emotions with some 
  effort. “Must it be now, of all times?” The elf 
  silently nods. Finally he assents (you’re not sure to 
  what), and curtly nods as he strides back to the 
  edge of the battlement. 
   
  “I had intended to accompany you myself, 
  to strike alongside you. But that is not to be; 
  there are some things I cannot delegate. 
   
  Can I trust you, the good and true 
  adventurers of Urnst, to take the fight to that 
  swine Sewarndt without me?” 
  Dead in the Water 
  [Round 1] 
  Page 2 
  
   
  Again, let the players’ reactions speak for 
  themselves. 
  Development: 
   
  After the Duke departs, House Lorinar 
  retainers gather adventurers in small groups. 
  Some are taken to Rhennee barges. Others, like 
  yourselves, are brought to The Pinnacle, and 
  asked to wait for further instructions. Allow 
  characters to make introductions if needed. 
   
  Quite a while later, silver-haired, slim Suel 
  man in House Lorinar colors greets you. 
   
  “Sorry. The Duke’s abrupt change of plans 
  has made for a rather hectic morning. 
   
  My name is Brannon. Let me explain things 
  succinctly. 
   
  The 
  Duke 
  has 
  been 
  watching 
  developments 
  in 
  the 
  east 
  with 
  growing 
  impatience since the beginning of the year. As 
  you know, the Honorable Chamber prefers a 
  more … deliberative approach? It has become 
  clear that they will not act in favor of Lynwerd 
  without some dramatic victory. 
   
  In short, they are likely to wait until events 
  in Nyrond have already run their course. 
   
  Officially, then, the Duke cannot act – not 
  with the Navy and certainly not with the Ducal 
  Guard – without provoking a crisis in the 
  Honorable Chamber. 
   
  On the other hand, unofficial actions tend 
  to be accepted as fait accompli. That is where 
  you and the Rhennee come in. 
   
  The Duke intends to eliminate the Nyrond 
  Imperial presence on the Nesser as a first step 
  toward aiding Lynwerd with the resources of 
  our House, and such Houses as join us. 
   
  Your reputations precede you. We expect 
  this task to be well within your capabilities. 
  We’re counting on you to get this done with a 
  minimum of fuss. Get in there and wipe them 
  out quickly before they can cause any 
  problems with the fleet. What say you? 
  Once the PCs have indicated their decision, 
  Brannon will brief them on the specifics of what 
  they need to do: 
  • 
  Our intelligence is that Sewarndt has reacted 
  to the liberation of Mithat by moving his river 
  fleet to Nessermouth. Only older ships and 
  less reliable crews remain on patrol on the 
  upper 
  Nesser. 
  The 
  less-noteworthy 
  adventurers and the Rhennee should suffice 
  to deal with those ships. 
  • 
  There are persistent rumors of powerful fiends 
  at a river base constructed by Sewarndt’s 
  forces. If those fiends did join the battle on the 
  river, it could be a very bloody day for our 
  forces. Your job ill be to make sure that they 
  never make it to that battle. 
  • 
  Several teams like yourselves will be dropped 
  on the east bank the night before the battle. 
  Attack the base shortly after the dawn patrol 
  has set sail upon the Nesser. Make sure that 
  none of fiends or other forces in the base 
  escape to attack the fleet. 
  • 
  If you wish to use your own resources to travel 
  to the base, you are free to do so. We ask 
  only that you make the attack at the time 
  we’ve requested. Avoid acts that might tip off 
  the enemy to our plans. If you can’t follow 
  those directions, you’ll do us more harm than 
  good! 
  • 
  Do not, under any circumstances, let the 
  Rhennee know what we suspect. They are 
  difficult enough to deal with as it stands. 
  Results for Divinatory Magics: 
   
  Auguries and similar magics yield results of 
  weal and woe for fighting on the morrow, and 
  results of woe if the fighting is delayed. (An assault 
  tomorrow may or may not be successful. A delay 
  will allow the Duke to participate … with fateful 
  and possibly fatal consequences.) 
   
  Divinations asking about the nature of the 
  opposing forces get only the following answer if 
  successful: “Hell spits its very breath at thee 
  tomorrow.” 
   
  Scrying or other remote viewing attempts on 
  the Nyrond Imperial fleet or naval base get results 
  which match the description in the briefing: the 
  ships are definitely second-rate units with weak 
  crews. The base appears only partially complete 
  and most of the garrison are still living in tents 
  within the earthworks. Attempts to scry on the 
  Nyrond Imperial flagship or command tents fail 
  completely. 
  High level tables may try to investigate directly. 
  Encounter One: Over the Top 
   
  The following box text assumes the PCs are 
  landed by barge upstream of the base, and work 
  their way down to attack it under cover of night, 
  Dead in the Water 
  [Round 1] 
  Page 3 
  
  arriving shortly after dawn. Adjust appropriately if 
  the PCs use different travel methods. 
   
  The base is screened against scrying and 
  similar magics, and many anticipate teleportation 
  effects are in operation. If the players insist on 
  teleporting or flying into the base, it is appropriate 
  to begin the second encounter immediately after 
  the first encounter, rather than allowing any pause. 
   
  Your force lands north of the base. The 
  Nyrond Imperial forces don’t seem to operate 
  any overland patrols at night, so your 
  approach march is uneventful. Shortly after 
  dawn you arrive outside the patrol base. The 
  base has a broad ditch in front of an earthen 
  rampart. A wooden palisade lines the top of 
  the rampart. 
   
  True seeing or similar magic will reveal that 
  the ditch and rampart are real, but the palisade is 
  an illusion. Interacting with the illusion (by 
  attacking structures within the illusion area or 
  attempting to scale the palisade) allows a DC 20 
  Will save to disbelieve the illusion. 
   
  The ditch is 15 ft. wide but only 5 ft. deep; the 
  rampart is 10 ft. wide and 8 ft high. Climbing up 
  from the ditch to the rampart requires a DC 10 
  Climb check. On the side facing the camp, the 
  rampart slopes down to ground level. 
   
  The real defenses lie behind the rampart, out 
  of line of sight of spellcasters on the ground 
  outside the rampart. This consists of several 
  archery bunkers which provide cover against 
  attacks from the front or sides, but not from the 
  rear or above. If a PC is flying at least as far above 
  the ground as the distance to the platform, then 
  the bunkers do not provide cover. (For example, at 
  30 ft. away along the ground, the bunkers would 
  not provide cover against a character 30 ft above 
  the ground.) These bunkers are surrounded by 
  obstacles on three sides, making those squares 
  difficult terrain for the purposes of charging. 
   
  Shadowdancers, invisibility magic, or other 
  means could allow the PCs to sneak over the 
  rampart into the base.  Listen and Spot scores are 
  provided in the statistics block for adjudicating 
  attempts to hide in plain sight. Remember that a 
  DC 20 Spot check will detect the presense 
  (though not the location) of a moving invisible 
  character within 30 ft. of the spotter.  If the PCs 
  are successful in sneaking over the rampart, 
  adjust the box text accordingly. 
   
  As you crest the rampart, you understand 
  now why there were no troops and an 
  illusionary palisade. Behind the rampart is a 
  row of bunkers, and already the archers in 
  those bunkers are reacting to your approach, 
  nocking arrows to shoot you down … 
  APL 10 (EL 11) 
  Archers (4): hp 40 each, see Combat Appendix. 
  Madrick Dorgaine: hp 49; see Combat Appendix. 
  Yalin: hp 38; see Combat Appendix. 
  APL 12 (EL 14) 
  Archers (4): hp 51 each, see Combat Appendix. 
  Advanced Bezekira Rog4: hp 98; see Combat 
  Appendix. 
  Madrick Dorgaine: hp 49; see Combat Appendix. 
  Yalin: hp 71; see Combat Appendix. 
  APL 14 (EL 15) 
  Archers (4): hp 68 each, see Combat Appendix. 
  Advanced Bezekira Rog4: hp 98; see Combat 
  Appendix. 
  Madrick Dorgaine: hp 49; see Combat Appendix. 
  Yalin: hp 78; see Combat Appendix. 
  APL 16 (EL 17) 
  Archers (4): hp 76 each, see Combat Appendix. 
  Advanced Bezekira Rog4: hp 98; see Combat 
  Appendix. 
  Madrick Dorgaine: hp 98; see Combat Appendix. 
  Yalin: hp 78; see Combat Appendix. 
  Tactics: Yalin and the archers will shoot 
  spellcasters 
  and 
  archers 
  first, 
  then 
  melee 
  combatants. Madric will use inspirational boost 
  and inspire courage as early as possible, then use 
  his spells on the PCs. If undetected, the bezekira 
  (if present) will delay until late in the round and 
  pounce upon spellcasters or archers after the 
  melee PCs have moved away toward the bunkers. 
  If the bezekira realizes it has been detected, it will 
  attempt to pounce on a character who is still 
  flatfooted. 
   
  At APLs 10 and 12, Encounter Two joins 
  the fight after 3 full rounds of combat (do not 
  count the surprise round, if any). At APLs 14 
  and 16, Encounter Two joins the fight after 2 
  full rounds of combat. 
   
  At APL 16, Madrick will attempt to flee via 
  dimension door if he is reduced to 20% or 
  Dead in the Water 
  [Round 1] 
  Page 4 
  
  fewer hit points and the battle seems clearly 
  lost. Judges should keep this condition firmly 
  in mind as award results are determined in 
  part by preventing villains from escaping. 
  Encounter Two: In the 
  Trenches 
   
  The fighting dies down. You’ve cleared the 
  bunkers. Beyond lies an orderly encampment 
  of tents, apparently temporary living quarters 
  for the garrison and for the crews of ships 
  docked at the base. 
   
  The villains are concealed inside an animated 
  tent. The tent can be spotted as a creature (in a 
  manner similar to a stationary gargoyle; DC 30 
  Spot to detect). Alternatively, PCs can overhear 
  spellcasting by the villains (DC 20 Listen). 
  Characters which make either check are not 
  surprised. 
   
  Suddenly one of the tents stands up and 
  begins striding on its poles towards you. The 
  people who were concealed by the tent begin 
  casting spells. It looks like the surprises aren’t 
  over for the day … 
  APL 10 (EL 12) 
  Animated Tent: hp 148, see Combat Appendix. 
  Aydel Tazrish: hp 43; see Combat Appendix. 
  Gorak Banton: hp 82; see Combat Appendix. 
  APL 12 (EL 14) 
  Animated Tent: hp 148, see Combat Appendix. 
  Osyluth: hp 95; see Monster Manual page 52. 
  Aydel Tazrish: hp 81; see Combat Appendix. 
  Gorak Banton: hp 97; see Combat Appendix. 
  APL 14 (EL 17) 
  Animated Tent: hp 148, see Combat Appendix. 
  Gelugon: hp 147; see Monster Manual page 56. 
  Aydel Tazrish: hp 81; see Combat Appendix. 
  Gorak Banton: hp 112; see Combat Appendix. 
  APL 16 (EL 19) 
  Animated Tent: hp 148, see Combat Appendix. 
  Cornugon: hp 172; see Monster Manual page 55. 
  Aydel Tazrish: hp 103; see Combat Appendix. 
  Gorak Banton: hp 112; see Combat Appendix. 
  Tactics: The animated tent moves to attack the 
  nearest PC. The devil (if present) will move to 
  attack in melee or will use spell-like abilities, 
  whichever is more appropriate at the moment. The 
  wizard will attack with spells. If archer PCs are 
  present, the wizard will use quickened wind wall to 
  protect herself against archery fire at the earliest 
  opportunity. The cleric will use spells first and 
  resort to melee when the PCs approach. 
   
  At APLs 10 and 12, Encounter Three joins 
  the fight 3 rounds after Encounter Two does. 
  At APLs 14 and 16, Encounter Three joins the 
  fight 2 rounds after Encounter Two does. 
   
  All NPC spellcasters are aware of NPC 
  anticipate teleportation spells in effect, and 
  will plan their use of  teleportation magic upon 
  that knowledge. They will flee they are reduced 
  below 20% of starting hit points and the battle 
  appears 
  lost. 
  Judges 
  should 
  keep 
  this 
  condition firmly in mind as award results are 
  determined in part by preventing villains from 
  escaping. 
  Encounter Three: In the Line 
  of Fire 
   
  Something 
  went 
  horribly 
  wrong. 
  The 
  Imperials clearly knew ahead of time that 
  something was up and planned an ambush to 
  wipe out the Rhennee fleet once and for all. 
  While you fought the base camp, the fleet was 
  assaulted by fire elementals … unusual ones 
  that can fly. Even now, some of them are flying 
  into the Nyrond base. It seems they want 
  vengeance on the Nyrondese as well. But if 
  you don’t stop them here, what’s to keep them 
  from moving on to the forestlands afterward? 
  At APL 16, continue with the following text: 
   
  You see one of the large elementals shatter 
  a gemlike statue against a fallen soldier’s 
  helm. Suddenly an enormous figure forms out 
  of the shards, and speaks a couple short 
  sentences in a strange language. (For PCs who 
  speak Iguan, it says “Free at last! Let us 
  avenge ourselves upon them!!!”) 
  APL 10 (EL 13) 
  Cinder swarm: hp 72, see Combat Appendix. 
  APL 12 (EL 14) 
  Cinder swarm: hp 72, see Combat Appendix. 
  Dead in the Water 
  [Round 1] 
  Page 5 
  
  Fire Elemental, Large, half-fiend, Advanced (2): 
  hp 87 each; see Combat Appendix. 
  APL 14 (EL 16) 
  Cinder swarm (2): hp 72 each, see Combat 
  Appendix. 
  Fire Elemental, Large, half-fiend, Advanced (4): 
  hp 87 each; see Combat Appendix. 
  APL 16 (EL 18) 
  Fire Monolith: hp 378, see Combat Appendix. 
  Cinder swarm (2): hp 72 each, see Combat 
  Appendix. 
  Fire Elemental, Large, half-fiend, Advanced (4): 
  hp 87 each; see Combat Appendix. 
  Tactics: The elementals begin 100 ft. west of the 
  western mapedge. The elementals have returned 
  to the patrol base to get vengeance by slaying the 
  people and creatures there, but they are not 
  fanatic about it. If reduced below 25% of hit points, 
  an elemental or monolith will try to escape to the 
  east, into the Celadon Forest. Elementals or the 
  monolith would be able to do a great deal of 
  damage if they get loose in the Celadon, so it is 
  important for the players to stop them here. 
  For the purposes of spell effects, these elementals 
  are NOT summoned. 
  Conclusion: Ashes of Victory 
  (or The Bitter Taste of Defeat) 
   
  Everywhere, there are signs and scars of 
  the battle. The Nyrond Imperial patrol base is a 
  complete wreck. Nevertheless, it feels like 
  victory until barges arrive to carry you to the 
  west bank. 
   
  As you approach the west bank, you can 
  see beached and burned ships. Clearly the fire 
  elementals did grievous damage before they 
  left to attack the patrol base. 
   
  In the early afternoon, the Duke arrives and 
  inspects the wreck of the expedition. He tours 
  each surviving ship, visiting briefly with the 
  Rhennee and adventurer survivors. 
   
  His mood is sober. As he departs your 
  group he can be heard muttering, “I should 
  have looked closer and seen the bait for what 
  it was. I should have waited for more reports. I 
  should have been here!” 
  “The price has been too heavy today. One 
  more day like this will ruin us.” 
  Development: Determine the award of the Enmity 
  of Karll Lorinar, Recognition of Karll Lorinar, or 
  Introduction to Friends of Karll Lorinar by 
  reviewing the results of all the tables run at the 
  interactive, including any zero tables.  
  If any the following conditions are met, award 
  all tables the Enmity of Karll Lorinar: 
  • 
  50% or more of the Rhennee crewmen 
  participating in the APL 2-8 tables die. 
  • 
  More than one elemental per APL 10-16 table 
  escapes into the Celadon. 
  • 
  One or more elemental monoliths escape from 
  APL 16 tables into the Celadon. 
  • 
  For the purposes of elemental escape, 
  consider the Celadon to begin one mile east of 
  the base. If any elemental is able to reach the 
  Celadon and travel through it for 600 ft., it will 
  have started a sufficiently large fire to qualify 
  as having “escaped” due to the subsequent 
  damage to the Celadon. 
  If none of those conditions are met, then 
  award all tables the Recognition of Karll 
  Lorinar.  In addition, particularly successful 
  tables may gain the Introduction to the Friends 
  of Karll Lorinar if they meet one of the 
  following conditions: 
  • 
  For an APL 2-8 table: Zero or one Rhennee 
  from the PC’s boat dies. 
  • 
  For an APL 10-16 table: No villains escape 
  from the PC’s encounters at the Imperial base. 
  The End 
   
  Experience Point Summary 
  Encounter One:  Over the Top 
   
  APL10: 165 xp 
   
  APL12: 210 xp 
   
  APL14: 225 xp 
   
  APL16: 255 xp 
  Encounter Two:  In the Trenches 
   
  APL10: 180 xp 
   
  APL12: 210 xp 
  Dead in the Water 
  [Round 1] 
  Page 6 
  
   
  APL14: 255 xp 
   
  APL16: 285 xp 
  Encounter Three:  In the Line of Fire 
   
  APL10: 195 xp 
   
  APL12: 210 xp 
   
  APL14: 240 xp 
   
  APL16: 270 xp 
  Roleplaying Award 
   
  APL10: 135 xp 
   
  APL12: 157 xp 
   
  APL14: 180 xp 
   
  APL16: 202 xp 
  Total possible experience: 
   
  APL10: 675 xp 
   
  APL12: 787 xp 
   
  APL14: 900 xp 
   
  APL16: 1,012 xp 
  Treasure Summary 
   
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One:  Over the Top 
   
  APL 10: L: 392 gp; C: 20 gp; M: 2,033 gp - +1 
  frost composite longbow (+3 strength) (725 gp 
  each), +1 chain shirt (104 gp each), +1 mithral 
  breastplate (433 gp each), +1 cloak of resistance 
  (83 gp each), cloak of charisma +2 (333 gp each), 
  ring of protection +1 (167 gp each), 5 potions of 
  cure moderate wounds (25 gp each), potion of 
  cure serious wounds (63 gp each). 
   
  APL 12: L: 392 gp; C: 20 gp; M: 3,129 gp - +1 
  frost composite longbow (+3 strength) (725 gp 
  each), +1 chain shirt (104 gp each), +1 mithral 
  breastplate (433 gp each), +1 cloak of resistance 
  (83 gp each), cloak of charisma +2 (333 gp each), 
  ring of protection +1 (167 gp each), trumpeter’s 
  gift (1,058 gp each), 4 potions of cure moderate 
  wounds (25 gp each), 2 potions of cure serious 
  wounds (63 gp each). 
   
  APL 14: L: 175 gp; C: 20 gp; M: 5,663 gp – 4 
  +1 composite longbows (+2 strength) (217 gp 
  each), +1 frost composite longbow (+3 strength) 
  (725 gp each), 5 +1 chain shirts (104 gp each), +2 
  mithral breastplate of spearblock (1,683 gp each), 
  +1 cloak of resistance (83 gp each), cloak of 
  charisma +2 (333 gp each), ring of protection +1 
  (167 gp each), trumpeter’s gift (1,058 gp each), 4 
  potions of cure moderate wounds (25 gp each), 2 
  potions of cure serious wounds (63 gp each). 
   
  APL 16: L: 175 gp; C: 20 gp; M: 6,663 gp – 4 
  +1 composite longbows (+2 strength) (217 gp 
  each), +1 frost composite longbow (+3 strength) 
  (725 gp each), 5 +1 chain shirts (104 gp each), +2 
  mithral breastplate of spearblock (1,683 gp each), 
  +1 cloak of resistance (83 gp each), cloak of 
  charisma +4 (1,333 gp each), ring of protection +1 
  (167 gp each), trumpeter’s gift (1,058 gp each), 4 
  potions of cure moderate wounds (25 gp each), 2 
  potions of cure serious wounds (63 gp each). 
  Encounter Two:  In the Trenches 
   
  APL 10: L: 178 gp; C: 6 gp; M: 2,107 gp - 2 +1 
  cloaks of resistance (83 gp each), headband of 
  intellect +2 (333 gp each), metamagic rod of silent, 
  lesser (250 gp each), periapt of wisdom +4 (1,333 
  gp each), potion of cure moderate wounds (25 gp 
  each). 
   
  APL 12: L: 178 gp; C: 6 gp; M: 3,478 gp – 
  amulet of health +2 (333 gp each), 2 +1 cloaks of 
  resistance (83 gp each), headband of intellect +4 
  (1,333 gp each), metamagic rod of silent, lesser 
  (250 gp each), periapt of wisdom +4 (1,333 gp 
  each), potion of cure serious wounds (63 gp 
  each). 
   
  APL 14: L: 178 gp; C: 6 gp; M: 4,811 gp – 
  amulet of health +2 (333 gp each), 2 +1 cloaks of 
  resistance (83 gp each), headband of intellect +4 
  (1,333 gp each), metamagic rod of silent, lesser 
  (250 gp each), pearl of power (4th level spells) 
  (1,333 gp each), periapt of wisdom +4 (1,333 gp 
  each), potion of cure serious wounds (63 gp 
  each). 
   
  APL 16: L: 178 gp; C: 6 gp; M: 7,519 gp – 
  amulet of health +2 (333 gp each), 2 +1 cloaks of 
  resistance (83 gp each), headband of intellect +4 
  (1,333 gp each), metamagic rod of empower 
  (2,708 gp each), metamagic rod of silent, lesser 
  (250 gp each), pearl of power (4th level spells) 
  (1,333 gp each), periapt of wisdom +4 (1,333 gp 
  each), potion of cure serious wounds (63 gp 
  each). 
  Encounter Three:  In the Line of Fire 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
  Dead in the Water 
  [Round 1] 
  Page 7 
  
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 0 gp 
  Total Possible Treasure 
   
  APL 10: 1,150 gp (4,736 available) 
   
  APL 12: 1,650 gp (7,203 available) 
   
  APL 14: 3,300 gp (10,853 available) 
   
  APL 16: 4,950 gp (14,561 available) 
   
  Items for the Adventure 
  Record 
  Introduction to the Friends of Karll Lorinar: 
  Karll was impressed with the way you carried out 
  your task despite unexpected developments. He’s 
  decided to introduce your group to some old 
  adventuring friends of his who can mentor you. 
  The benefits of this mentoring will be determined 
  at a later date. 
  Recognition of Karll Lorinar: You carried out 
  your task about as well as could be reasonably 
  expected. A scroll recognizing your unspecified 
  efforts on behalf of the Lorinar family bears Karll’s 
  signature. This does not count as a Ducal Favor 
  for Duchy metaorgs. 
  Enmity of Karll Lorinar: You failed Karll in a 
  public debacle, and no one wants to be associated 
  with you. All Duchy of Urnst metaorg benefits that 
  you gain are suspended for one calendar year. If 
  you do not pay required metaorg costs at any 
  point during that time, you are expelled from the 
  metaorg and may never rejoin. 
  Item Access 
  APL 2: 
  +1 burrowing crossbow bolt (Adventure, CW, 
  167 gp, maximum of 10) 
  medal of gallantry (Adventure, CV, 1,100 gp) 
  wand of cure light wounds, 25 charges 
  (Adventure, DMG, 375 gp) 
  APL 4 (all of APL 2 plus the following): 
  +1 humanbane crossbow bolt (Adventure, 
  DMG, 167 gp, maximum of 5) 
  necklace of fireballs, Type I (Adventure, DMG, 
  1650 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  metamagic rod of silent, lesser (Adventure, 
  DMG, 3,000 gp) 
  scroll of fireball (6th caster level) (Adventure, 
  DMG, 450 gp) 
  wand of web, 10 charges (Adventure, DMG, 
  900 gp) 
  wand of orb of sound, lesser, 7th caster level, 
  25 charges (Adventure, DMG, 2,650 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  +1 mithral breastplate (Adventure, DMG, 
  5,200 gp) 
  +1 humanbane flail (Adventure, DMG, 8,308 
  gp) 
  wand of summon monster III, 10 charges 
  (Adventure, DMG, 2,250 gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  +1 frost composite longbow (+3 strength) 
  (Adventure, DMG, 8,700 gp) 
  +4 periapt of wisdom (Adventure, DMG, 
  16,000 gp) 
  APL 12 (all of APLs 2--10 plus the following): 
  +4 headband of intellect (Adventure, DMG, 
  16,000 gp) 
  trumpeter’s gift (Adventure, CV, 12,700 gp) 
  APL 14 (all of APLs 2-12 plus the following): 
  +2 
  mithral 
  breastplate 
  of 
  spearblock 
  (Adventure, DMG & CW, 20,200 gp) 
  pearl of power, 4th level (Adventure, DMG, 
  16,000 gp) 
  APL 16 (all of APLs 2-14 plus the following): 
  +4 cloak of charisma (Adventure, DMG, 
  16,000 gp) 
  metamagic rod of empower (Adventure, DMG, 
  32,500 gp) 
  Dead in the Water 
  [Round 1] 
  Page 8 
  
  Combat Appendix – APL 10
  Encounter One: Over the Top  
   
  Archer: Ftr 4; CR 4; medium humanoid 
  (human); HD 4d10+18; hp 40; Init +3; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 14; Base Atk/Grp 
  +4/+5; Atk +5 melee (1d10+1/x3, halberd) or +9 
  ranged (1d8+3/x3, composite longbow); Full Atk 
  +5 melee (1d10+1/x3, halberd) or +7/+7 ranged 
  (1d8+3/x3, composite longbow);SA -; SQ -; AL 
  LE; SV Fort +6, Ref +3, Will +2; Str 13, Dex 16, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Craft (Bowyer) +7, Listen 
  +4, Spot +4; Improved Toughness, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow), Weapon Specialization (longbow). 
   
  Possessions: potion of cure moderate 
  wounds, chain shirt, masterwork composite 
  longbow (+1 strength), halberd, 40 arrows, 
  backpack, explorer’s outfit, waterskin, 20 gp. 
  Madrick Dorgaine: human male (Oeridian) Brd 
  9; CR 9; medium humanoid (human); HD 
  9d6+18; hp 49; Init +6; Spd 30 ft.; AC 18, touch 
  13, flat-footed 16; Base Atk/Grp +6/+7; Atk +8 
  melee (1d6+1/18-20, rapier) or +9 ranged 
  (1d6+1/x3, composite shortbow); Full Atk +8/+3 
  melee (1d6+1/18-20, rapier) or +9/+4 (1d6+1/x3, 
  composite 
  shortbow); 
  SA 
  -; 
  SQ 
  bardic 
  knowledge +9, bardic music 9/day, countersong, 
  fascinate, 
  inspire 
  courage 
  +2, 
  inspire 
  competence, inspire greatness; AL NE; SV Fort 
  +4, Ref +8, Will +7; Str 12, Dex 14, Con 13, Int 
  10, Wis 8, Cha 18. 
   
  Countersong (Su): A bard with 3 or more 
  ranks in a Perform skill can use his music or 
  poetics to counter magical effects that depend 
  on sound (but not spells that simply have verbal 
  components). Each round of the countersong, 
  he makes a perform check. Any creature within 
  30 feet of the bard (including the bard himself) 
  that is affected by a sonic or language-
  dependent magical attack (such as sound burst 
  or command) may use the bard’s Perform check 
  result for the save. Countersong has no effect 
  against effects that don’t allow saves. The bard 
  may keep up the countersong for 10 rounds. 
   
  Fascinate (Sp): A bard with 3 or more ranks 
  in a Perform skill can use his music or poetics to 
  cause one or more creatures to become 
  fascinated with him. Each creature to be 
  fascinated must be within 90 feet, able to see 
  and hear the bard, and able to pay attention to 
  him. The bard must also be able to see the 
  creature. The distraction of nearby combat or 
  other dangers prevents the ability from working. 
  Madrick can target 3 creatures with a single use 
  of this ability. To use the ability, the bard makes 
  a Perform check. His check result is the DC for 
  each affected creature’s will save against the 
  effect. If a creature’s saving throw succeeds, the 
  bard cannot attempt to fascinate that creature 
  again for 24 hours. If its saving throw fails, the 
  creature sits quietly and listens to the song, 
  taking no other actions, for as long as the bard 
  continues to play (to a maximum of one round 
  per bard level). While fascinated, a target takes 
  a -4 penalty on skill checks made as reactions, 
  such as Listen and Spot checks. Any potential 
  threat, such as an ally of the bard approaching 
  the fascinated creature, requires the bard to 
  make another Perform check and allows the 
  creature a new saving throw against a DC equal 
  to the new Perform check result. Any obvious 
  threat, such as someone drawing a weapon, 
  casting a spell, or aiming a raged weapon at the 
  target, automatically breaks the effect. Fascinate 
  is an enchantment (compulsion), mind-affecting 
  ability. 
   
  Inspire Courage (Su): A bard with 3 or 
  more ranks in a Perform skill can use song or 
  poetics to inspire courage in his allies (including 
  himself), bolstering them against fear and 
  improving their combat abilities. To be affected, 
  an ally must be able to hear the bard sing. The 
  effect lasts for as long as the ally hears the bard 
  sing and for 5 rounds thereafter. An affected ally 
  receives a +2 morale bonus on saving throws 
  against charm and fear effects and a +2 morale 
  bonus on attack and weapon damage rolls. 
  Inspire courage is a mind-affecting ability. 
   
  Inspire Competence (Su): A bard of 3rd 
  level or higher with 6 or more ranks in a Perform 
  skill can use his music or poetics to help an ally 
  succeed at a task. The ally must be within 30 
  feet and be able to see and hear the bard. The 
  bard must also be able to see the ally. 
  Depending on the task that the ally has at hand, 
  the bard may use his bardic music to lift the 
  ally’s spirits, to help him or her focus mentally, or 
  in some other way. The ally gets a +2 
  competence bonus on skill checks with a 
  particular skill as long as he or she continues to 
  hear the bard’s music. The DM may rule that 
  certain uses of this ability are infeasible–
  chanting to make a rogue move more quietly, for 
  example, is self-defeating. The effect lasts as 
  Dead in the Water 
  Round 1 
  Page 9 
  
  long as the bard concentrates, up to a maximum 
  of 2 minutes. A bard can’t inspire competence in 
  himself. Inspire competence is a mind-affecting 
  ability. 
   
  Inspire Greatness (Su): A bard of 9rd level 
  or higher with 12 or more ranks in a Perform skill 
  can use his music or poetics to inspire 
  greatness in himself or a single willing ally within 
  30 ft. For every three levels a bard attains above 
  9th, he can target an additional ally with a single 
  use of this ability (2 targets at 12th, 3 targets at 
  15th). To inspire greatness, a bard must sing 
  and an ally must hear him sing. The effect lasts 
  for as long as the ally hears the bard sing and 
  for 5 rounds thereafter. A creature inspired with 
  greatness gains 2 bonus hit dice (d10s), the 
  commensurate number of temporary hit points 
  (include the ally’s Constitution bonus), a +2 
  competence bonus to attack rolls, and a +1 
  competence bonus on Fortitude saves. The 
  bonus hit dice count as regular hit dice for 
  determining 
  the 
  effect 
  of 
  spells. 
  Inspire 
  greatness is a mind-affecting ability. 
   
  Suggestion (Sp): A bard of 6th level or 
  higher with 9 or more ranks in a Perform skill 
  can make a suggestion (as the spell) to a 
  creature that he has already fascinated (see 
  above). Using this ability does not break the 
  bard’s concentration on the fascinate effect, nor 
  does it allow a second saving throw against the 
  fascinate effect. Making a suggestion doesn’t 
  count against a bard’s daily limit on bardic music 
  performances. A Will save (DC 17) negates the 
  effect. This ability affects only a single creature. 
  Suggestion is an enchantment (compulsion), 
  mind-affecting, language-dependent ability. 
   
  Skills and Feats: Bluff +16, Concentration 
  +14, Diplomacy +17, Disguise +5 (+7 to act in 
  character), 
  Intimidate 
  +7, 
  Perform 
  (wind 
  instrument) +18, Sense Motive +11, Spellcraft 
  +9; Use Magic Device +14 (+16 using scrolls), 
  Improved Initiative, Improved Toughness, Iron 
  Will, Spell Focus (Enchantment), Greater Spell 
  Focus (Enchantment). 
   
  Spells Known (4/4/4/3; base DC = 14 + 
  spell level, 16 + spell level for enchantments): 
  0—daze, 
  detect 
  magic, 
  know 
  direction, 
  message, read magic, summon instrument; 
  1st—alarm, 
  cure 
  light 
  wounds, 
  grease, 
  inspirational 
  boost; 
  2nd—cure 
  moderate 
  wounds, glitterdust, mirror image, wave of grief; 
  3rd—confusion, dispel magic, slow. 
   
  Possessions: +1 chain shirt, cloak of 
  charisma +2, potion of cure moderate wounds, 
  ring of protection +1, masterwork rapier, 
  masterwork composite shortbow (+1 strength), 
  20 arrows, masterwork bugle, backpack, spell 
  component pouch, explorer’s outfit, waterskin, 
  20 gp. 
  Yalin: wood elf male Rgr 7; CR 7; medium 
  humanoid (elf); HD 7d8+7; hp 38; Init +8; Spd 30 
  ft. (40 ft. with longstrider); AC 20, touch 14, flat-
  footed 16; Base Atk/Grp +7/+10; Atk +11 melee 
  (2d6+4/19-20, greatsword) or +12 ranged 
  (1d8+3+1d6 cold/x3, composite longbow); Full 
  Atk +11/+6 melee (2d6+4/19-20, greatsword)  or 
  +10/+10/+5 (1d8+3+1d6 cold/x3, composite 
  longbow); 
  SA 
  -; 
  SQ 
  animal 
  companion, 
  improved combat style (archery), favored enemy 
  human +4, favored enemy orc +2, woodland 
  stride, wild empathy; AL NE; SV Fort +7, Ref 
  +10, Will +4; Str 16, Dex 18, Con 12, Int 8, Wis 
  14, Cha 8. 
   
  Animal Companion (Ex): Yalin currently 
  does not have an animal companion. Normally, 
  he would have a creature that is a loyal 
  companion that accompanies him on adventures 
  as appropriate for its kind. 
   
  Favored Enemy (Ex): Yalin gains the 
  indicated bonus on his Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using 
  these skills against that type of creature. He 
  gets the same bonus on weapon damage rolls 
  against creatures of this type. 
   
  Improved Combat Style (Ex): Yalin has 
  selected archery. He gains the Rapid Shot and 
  Manyshot feats without the normal prerequisites. 
  These apply only when he wears light or no 
  armor. He loses the benefits when wearing 
  medium or heavy armor. 
   
  Wild Empathy (Ex): Yalin can improve the 
  attitude of an animal in the same way as a 
  Diplomacy check for sentient beings. The ranger 
  rolls 1d20+6, or 1d20+2 if attempting to 
  influence magical beasts with an intelligence of 
  1 or 2.  
   
  Woodland Stride (Ex): Yalin may move 
  through any sort of undergrowth (such as 
  natural thorns, briars, overgrown areas, and 
  similar terrain) at his normal speed, and without 
  taking 
  damage 
  or 
  suffering 
  any 
  other 
  impairment. 
  However, 
  thorns, 
  briars, 
  and 
  overgrown 
  areas 
  that 
  are 
  enchanted 
  or 
  magically manipulated to impede motion still 
  affect him. 
   
  Skills and Feats: Hide +9, Knowledge 
  (Nature) +4, Listen +14, Move Silently +9, 
  Search +8, Spot +14, Survival +12; Endurance, 
  Improved Initiative, Manyshot, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track.  
  Dead in the Water 
  Round 1 
  Page 10 
  
   
  Spells Prepared (2; base DC = 12 + spell 
  level): 1st—arrowmind, longstrider.  
   
  Precast: Longstrider.  
   
  Possessions: +1 frost composite longbow 
  (+3 strength), +1 mithral breastplate, cloak of 
  resistance +1, potion of cure serious wounds, 
  masterwork greatsword, 60 arrows, backpack, 
  spell 
  component 
  pouch, 
  explorer’s 
  outfit, 
  waterskin, 20 gp. 
  Encounter Two: In the Trenches 
   
  Animated tent: 16 HD; CR 7; gargantuan 
  construct; HD 16d10+60; hp 148; Init -2; Spd 30 
  ft., fly 5 ft; AC 12, touch 4, flat-footed 12; Base 
  Atk/Grp +12/+31; Atk +15 melee (2d8+10, 
  slam); Full Atk +15 melee (2d8+10, slam); SA 
  constrict 2d8+10; SQ construct traits, darkvision 
  60 ft, improved speed, low light vision; AL N; SV 
  Fort +5, Ref +3, Will +0; Str 24, Dex 6, Con -, Int 
  -, Wis 1, Cha 1. 
   
  Skills and Feats: none. 
   
  Possessions: none. 
  Aydel Tazrish: human female (Flan) Wiz7; CR 
  7; medium humanoid; HD 7d4+14; hp 31 [43 
  with false life]; Init +6; Spd 30 ft.; AC 18, touch 
  12, flat-footed 16 (includes greater mage armor); 
  Base Atk/Grp +3/+3; Atk +3 melee (1d4/19-20, 
  dagger) 
  or 
  +5 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); Full Atk +3 melee (1d4/19-20, 
  dagger) 
  or 
  +5 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); SQ summon familiar; AL LE; SV Fort 
  +8, Ref +7, Will +10; Str 10, Dex 14, Con 14, Int 
  19, Wis 10, Cha 10. 
  Famliar: Aydel has a shocker lizard as a 
  familiar. Its abilities and characteristics are 
  summarized below. 
  Shocker Lizard Famliar: CR –; Small 
  magical beast; 7HD; hp 15; Init +6; Spd 40 
  ft., climb 20 ft., swim 20 ft. AC 26, touch 13, 
  flat-footed 
  23 
  (includes 
  greater 
  mage 
  armor); Base Atk +3; Grp -1; Atk +3 melee 
  (1d4, bite); Full Atk +3 melee (1d4, bite); SA 
  stunning shock, lethal shock; SQ darkvision 
  60 ft., deliver touch spells, electricity sense 
  immunity to electricity, improved evasion, 
  low-light vision, speak with master, speak 
  with animals of its kind, granted abilities; AL 
  N; SV Fort +3, Ref +4, Will +6; Str 10, Dex 
  15, Con 13, Int 9, Wis 12, Cha 6. 
  Skills and Feats: Climb +11, Concentration 
  +11, Decipher Script +4, Hide +11, Jump 
  +7, Knowledge (Arcana) +9, Knowledge 
  (Architecture & Engineering) +0, Knowledge 
  (History) +0, Knowledge (Local, Core) +0, 
  Knowledge (Local, Nyrond Metaregion) +0, 
  Knowledge 
  (Nobility 
  and 
  Royalty) 
  +0, 
  Knowledge (Planes) +0, Listen +4, Spellcraft 
  +6, Spot +4, Swim+10, Use Magic Device 
  +8, Improved Initiative. 
  Electricity Sense (Su): A shocker lizard 
  automatically 
  detects 
  any 
  electrical 
  discharges within 100 ft. 
  Lethal Shock (Su): Whenever two or more 
  shocker lizards are within 20 ft. of each 
  other, they can work together to create a 
  lethal shock. This effect has a radius of 20 
  ft., centered on any one contributing lizard. 
  The shock deals 2d8 points of electricity 
  damage for each lizard contributing to it, to a 
  maximum of 12d8. A Reflex save (DC 
  10+number of lizards contributing) reduces 
  the damage by half. 
  Stunning Shock (Su): A shocker lizard can 
  deliver an  electrical shock to a single 
  opponent within 5 ft. once per round. This 
  attack deals 2d8 points of nonlethal damage 
  to living opponents (Reflex DC 12 half). The 
  save DC is Constitution based. 
   
  Skills and Feats: Concentration +12, 
  Decipher Script +9, Knowledge (Arcana) +14, 
  Knowledge (Architecture & Engineering) +5, 
  Knowledge (History) +5, Knowledge (Local, 
  Core) 
  +5, 
  Knowledge 
  (Local, 
  Nyrond 
  Metaregion) 
  +5, 
  Knowledge 
  (Nobility 
  and 
  Royalty) +5, Knowledge (Planes) +5, Listen +2, 
  Spellcraft +11, Spot +2, Use Magic Device +10 
  (+14 when using scolls); Improved Familiar, 
  Improved Initiative, Point Blank Shot, Precise 
  Shot, Scribe Scroll, Silent Spell. 
   
  Spells Prepared (4/6/4/3/2; base DC = 14 + 
  spell level): 0—daze, detect magic(2), message; 
  1st—magic missile (2), ray of enfeeblement (2), 
  shield; 2nd—false life, resist energy (fire), 
  scorching ray (2); 3rd—dispel magic, greater 
  mage armor, lightning bolt; 4th—anticipate 
  teleportation, confusion. 
   
  Precast: Anticipate teleportation, false life, 
  greater mage armor, resist energy (fire) for 20 
  points of protection. 
   
  Possessions: Light crossbow with 10 bolts, 
  dagger, cloak of resistance +1, headband of 
  intellect +2, metamagic rod of silent, lesser, 
  potion of cure moderate wounds, backpack, 
  spell component pouch, traveller’s clothes, 
  waterskin, 10 gp. 
  Dead in the Water 
  Round 1 
  Page 11 
  
  Gorak Banton: human male (Oeridian) Clr11; 
  CR 11; medium humanoid; HD 11d8+33; hp 82; 
  Init +5; Spd 20 ft.; AC 24, touch 10, flat-footed 
  24; Base Atk/Grp +8/+10; Atk +12 melee 
  (1d8+4, flail) or +9 ranged (1d8/19-20, light 
  crossbow); Full Atk +12/+7 melee (1d8+4, heavy 
  mace) or +9 (1d8/19-20, light crossbow); SA 
  rebuke undead; SQ -. AL LE; SV Fort +10, Ref 
  +6, Will +14; Str 14, Dex 10, Con 14, Int 10, Wis 
  22, Cha 10. 
   
  Skills and Feats: Concentration +16, 
  Knowledge (Arcana) +5, Knowledge (Religion) 
  +12, Knowledge (the planes) +5, Spellcraft +6; 
  Improved 
  Initiative, 
  Improved 
  Toughness, 
  Lightning Reflexes, Quicken Spell, Scribe Scroll, 
  Spell Focus (Enchantment). 
   
  Turn Undead (Su): Gorrak can rebuke, 
  command, or bolster undead. He can turn 
  undead 3/day as a 11th level cleric. 
   
  Spells Prepared (6/7/6/5/4/3/2; base DC = 
  16 + spell level, 17 + spell level for 
  enchantments; channels negative energy): 0—
  create water, cure minor wounds (2), detect 
  magic, mending, read magic; 1st—inflict light 
  wounds*, bane, bless, comprehend languages, 
  divine favor, obscuring mist, shield of faith (2); 
  2nd—shatter*, align weapon, lesser restoration, 
  resist energy (cold), resist energy (fire), silence, 
  spiritual weapon; 3rd—suggestion*, cure serious 
  wounds, dispel magic, invisibility purge, magic 
  vestment 
  (2).; 
  4th—dominate 
  person*, 
  divination, divine power, freedom of movement, 
  greater magic weapon; 5th—greater command*, 
  righteous might, quickened shield of faith, slay 
  living; 6th—harm*, quickened cause moderate 
  wounds, stalwart pact. *Domain spell.  
   
  Deity: Hextor; Domains: Destruction (smite 
  at +4 to  hit, +11 damage, 1/day); Domination 
  (Spell Focus (Enchantment) feat). 
   
  Precast: Freedom of movement, greater 
  magic weapon, magic vestment (2), resist 
  energy (fire) and (cold) for 30 points of 
  protection, stalwart pact. 
   
  Possessions: 
  Cloak 
  of 
  resistance 
  +1, 
  Masterwork flail, light crossbow with 20 bolts, full 
  plate, masterwork heavy steel shield, periapt of 
  wisdom +4, backpack, silver holy symbol of 
  Hextor (2), spell component pouch, explorer’s 
  outfit, waterskin, 25 gp. 
  Encounter Three: In The Line Of Fire  
  Cinder Swarm: CR 13; elemental (fire, swarm); 
  HD 16d8; hp 72; Init +10; Spd 40 ft., fly 40 ft. 
  (good); AC 25, touch 24, flat-footed 19; Base 
  Atk/Grp +12-; Atk swarm (4d6 +3d6 fire); Full 
  Atk swarm (4d6 +3d6 fire); Space/Reach: 10ft./ 
  0 ft.; SA burn, distraction; SQ darkvision 60 ft., 
  elemental traits, immunity to fire, swarm traits, 
  vulnerability to cold; AL NE; SV Fort +7, Ref 
  +18, Will +7; Str 1, Dex 22, Con 10, Int 4, Wis 
  11, Cha 11. 
   
  Skills and Feats: Hide +16, Spot +9; Ability 
  Focus (burn), Ability Focus (distraction), Great 
  Fortitude, Improved Initiative, Iron Will, Lightning 
  Reflexes. 
   
  Burn (Ex): A cinder swarm’s attack deals 
  damage as a swarm plus fire damage from the 
  Fine 
  elementals’ 
  flaming 
  bodies. 
  Those 
  swarmed by cinders also must succeed on a DC 
  20 Reflex save or catch on fire. The flame burns 
  for 1d4 rounds. A burning creature can take a 
  move action to put out the flame. The save DC 
  is Constitution-based. 
   
  Creatures hitting a cinder swarm with 
  natural weapons or unarmed attacks take fire 
  damage as though hit by the swarm, and also 
  catch on fire unless they succeed on a DC 20 
  Reflex save. 
   
  Distraction 
  (Ex): 
  Any 
  living 
  creature 
  vulnerable to a cinder swarm’s damage that 
  begins its turn with a swarm in its square is 
  nauseated for 1 round; a DC 20Fortitude save 
  negates the effect. Even after a successful save, 
  spellcasting or concentrating on spells within the 
  area of a swarm requires a Concentration check 
  (DC 20 + spell level). Using skills requiring 
  patience and concentration requires a DC 20 
  Concentration 
  check. 
  The 
  save 
  DC 
  is 
  Constitution-based. 
   
  Possessions: none. 
  Dead in the Water 
  Round 1 
  Page 12 
  
  Combat Appendix – APL 12
  Encounter One: Over the Top  
   
  Archer: Ftr 6; CR 6; medium humanoid 
  (human); HD 6d10+18; hp 51; Init +7; Spd 30 ft.; 
  AC 18, touch 13, flat-footed 15; Base Atk/Grp 
  +6/+7; Atk +7 melee (1d10+1/x3, halberd) or 
  +11 ranged (1d8+3/x3, composite longbow); Full 
  Atk +7/+2 melee (1d10+1/x3, halberd) or 
  +9/+9/+4 
  ranged 
  (1d8+3/x3, 
  composite 
  longbow);SA -; SQ -; AL LE; SV Fort +7, Ref +4, 
  Will +5; Str 13, Dex 16, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Craft (Bowyer) +9, Listen 
  +5, Spot +5; Improved Initiative, Improved 
  Toughness, Iron Will, Point Blank Shot, Precise 
  Shot, Rapid Shot, Weapon Focus (longbow), 
  Weapon Specialization (longbow). 
   
  Possessions: +1 chain shirt, potion of cure 
  moderate 
  wounds, 
  masterwork 
  composite 
  longbow (+1 strength), halberd, 40 arrows, 
  backpack, explorer’s outfit, waterskin, 20 gp.  
  Bezekira (Hellcat) Rog4: CR 11; large outsider 
  (evil, extraplanar, lawful); HD 8d8+4d6+48; hp 
  98; Init +11; Spd 30 ft.; AC 23, touch 16, flat-
  footed 16; Base Atk/Grp +11/+23; Atk +18 
  melee (1d8+7, claw); Full Atk +18/+18 melee 
  (1d8+7, claw) and +16 melee (2d8+4, bite);SA 
  improved grab, pounce, rake 1d8+4, sneak 
  attack +2d6; SQ DR5/good, darkvision 60 ft., 
  evasion, invisible in light, resistance to fire 10, 
  scent, SR 19, telepathy 100 ft., trap sense +1, 
  uncanny dodge; AL LE; SV Fort +11, Ref +17, 
  Will +9; Str 26, Dex 24, Con 19, Int 10, Wis 14, 
  Cha 8. 
   
  Evasion (Ex): The bezekira takes no 
  damage if he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save. He does not gain 
  this benefit if helpless. 
   
  Improved Grab (Ex): To use this ability, the 
  bezekira must hit with its bite attack. It can then 
  start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  rake. 
   
  Invisible in Light (Ex):  A bezekira is 
  invisible in any area lit well enough for a human 
  to see. In a darkened area, it shows up as a 
  faintly glowing outline visible up to 30 ft. away 
  (60 ft. if the viewer has low light vision). Magical 
  darkness smothers the glow and conceals the 
  outline. 
   
  Pounce (Ex): If a bezekira charges, it can 
  make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +18, damage 
  1d8+4. 
   
  Trap Sense (Ex): The bezekira gains a +1 
  bonus on Reflex saves made to avoid traps and 
  a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): The bezekira retains 
  his dexterity bonus to AC even if he is caught 
  flat-footed or struck by an invisible attacker. 
   
  Skills and Feats: Balance +19, Climb +18, 
  Hide +16, Jump +24, Listen +19, Move Silently 
  +23, Spot +15, Survival +9, Swim +18, Tumble 
  +17; 
  Dodge, 
  Improved 
  Initiative, 
  Mobility, 
  Multiattack, Track. 
   
  Possessions: none. 
  Madrick Dorgaine: human male (Oeridian) Brd 
  9; CR 9; medium humanoid (human); HD 
  9d6+18; hp 49; Init +6; Spd 30 ft.; AC 18, touch 
  13, flat-footed 16; Base Atk/Grp +6/+7; Atk +8 
  melee (1d6+1/18-20, rapier) or +9 ranged 
  (1d6+1/x3, composite shortbow); Full Atk +8/+3 
  melee (1d6+1/18-20, rapier) or +9/+4 (1d6+1/x3, 
  composite 
  shortbow); 
  SA 
  -; 
  SQ 
  bardic 
  knowledge +9, bardic music 9/day, countersong, 
  fascinate, 
  inspire 
  courage 
  +2, 
  inspire 
  competence, inspire greatness; AL NE; SV Fort 
  +4, Ref +8, Will +7; Str 12, Dex 14, Con 13, Int 
  10, Wis 8, Cha 18. 
   
  Countersong (Su): A bard with 3 or more 
  ranks in a Perform skill can use his music or 
  poetics to counter magical effects that depend 
  on sound (but not spells that simply have verbal 
  components). Each round of the countersong, 
  he makes a perform check. Any creature within 
  30 feet of the bard (including the bard himself) 
  that is affected by a sonic or language-
  dependent magical attack (such as sound burst 
  or command) may use the bard’s Perform check 
  result for the save. Countersong has no effect 
  against effects that don’t allow saves. The bard 
  may keep up the countersong for 10 rounds. 
   
  Fascinate (Sp): A bard with 3 or more ranks 
  in a Perform skill can use his music or poetics to 
  cause one or more creatures to become 
  fascinated with him. Each creature to be 
  fascinated must be within 90 feet, able to see 
  and hear the bard, and able to pay attention to 
  him. The bard must also be able to see the 
  creature. The distraction of nearby combat or 
  other dangers prevents the ability from working. 
  Dead in the Water 
  Round 1 
  Page 13 
  
  Madrick can target 3 creatures with a single use 
  of this ability. To use the ability, the bard makes 
  a Perform check. His check result is the DC for 
  each affected creature’s will save against the 
  effect. If a creature’s saving throw succeeds, the 
  bard cannot attempt to fascinate that creature 
  again for 24 hours. If its saving throw fails, the 
  creature sits quietly and listens to the song, 
  taking no other actions, for as long as the bard 
  continues to play (to a maximum of one round 
  per bard level). While fascinated, a target takes 
  a -4 penalty on skill checks made as reactions, 
  such as Listen and Spot checks. Any potential 
  threat, such as an ally of the bard approaching 
  the fascinated creature, requires the bard to 
  make another Perform check and allows the 
  creature a new saving throw against a DC equal 
  to the new Perform check result. Any obvious 
  threat, such as someone drawing a weapon, 
  casting a spell, or aiming a raged weapon at the 
  target, automatically breaks the effect. Fascinate 
  is an enchantment (compulsion), mind-affecting 
  ability. 
   
  Inspire Courage (Su): A bard with 3 or 
  more ranks in a Perform skill can use song or 
  poetics to inspire courage in his allies (including 
  himself), bolstering them against fear and 
  improving their combat abilities. To be affected, 
  an ally must be able to hear the bard sing. The 
  effect lasts for as long as the ally hears the bard 
  sing and for 5 rounds thereafter. An affected ally 
  receives a +2 morale bonus on saving throws 
  against charm and fear effects and a +2 morale 
  bonus on attack and weapon damage rolls. 
  Inspire courage is a mind-affecting ability. 
   
  Inspire Competence (Su): A bard of 3rd 
  level or higher with 6 or more ranks in a Perform 
  skill can use his music or poetics to help an ally 
  succeed at a task. The ally must be within 30 
  feet and be able to see and hear the bard. The 
  bard must also be able to see the ally. 
  Depending on the task that the ally has at hand, 
  the bard may use his bardic music to lift the 
  ally’s spirits, to help him or her focus mentally, or 
  in some other way. The ally gets a +2 
  competence bonus on skill checks with a 
  particular skill as long as he or she continues to 
  hear the bard’s music. The DM may rule that 
  certain uses of this ability are infeasible–
  chanting to make a rogue move more quietly, for 
  example, is self-defeating. The effect lasts as 
  long as the bard concentrates, up to a maximum 
  of 2 minutes. A bard can’t inspire competence in 
  himself. Inspire competence is a mind-affecting 
  ability. 
   
  Inspire Greatness (Su): A bard of 9rd level 
  or higher with 12 or more ranks in a Perform skill 
  can use his music or poetics to inspire 
  greatness in himself or a single willing ally within 
  30 ft. For every three levels a bard attains above 
  9th, he can target an additional ally with a single 
  use of this ability (2 targets at 12th, 3 targets at 
  15th). To inspire greatness, a bard must sing 
  and an ally must hear him sing. The effect lasts 
  for as long as the ally hears the bard sing and 
  for 5 rounds thereafter. A creature inspired with 
  greatness gains 2 bonus hit dice (d10s), the 
  commensurate number of temporary hit points 
  (include the ally’s Constitution bonus), a +2 
  competence bonus to attack rolls, and a +1 
  competence bonus on Fortitude saves. The 
  bonus hit dice count as regular hit dice for 
  determining 
  the 
  effect 
  of 
  spells. 
  Inspire 
  greatness is a mind-affecting ability. 
   
  Suggestion (Sp): A bard of 6th level or 
  higher with 9 or more ranks in a Perform skill 
  can make a suggestion (as the spell) to a 
  creature that he has already fascinated (see 
  above). Using this ability does not break the 
  bard’s concentration on the fascinate effect, nor 
  does it allow a second saving throw against the 
  fascinate effect. Making a suggestion doesn’t 
  count against a bard’s daily limit on bardic music 
  performances. A Will save (DC 17) negates the 
  effect. This ability affects only a single creature. 
  Suggestion is an enchantment (compulsion), 
  mind-affecting, language-dependent ability. 
   
  Skills and Feats: Bluff +16, Concentration 
  +14, Diplomacy +17, Disguise +5 (+7 to act in 
  character), 
  Intimidate 
  +7, 
  Perform 
  (wind 
  instrument) +18, Sense Motive +11, Spellcraft 
  +9; Use Magic Device +14 (+16 using scrolls), 
  Improved Initiative, Improved Toughness, Iron 
  Will, Spell Focus (Enchantment), Greater Spell 
  Focus (Enchantment). 
   
  Spells Known (4/4/4/3; base DC = 14 + 
  spell level, 16 + spell level for enchantments): 
  0—daze, 
  detect 
  magic, 
  know 
  direction, 
  message, read magic, summon instrument; 
  1st—alarm, 
  cure 
  light 
  wounds, 
  grease, 
  inspirational 
  boost; 
  2nd—cure 
  moderate 
  wounds, glitterdust, mirror image, wave of grief; 
  3rd—confusion, dispel magic, slow. 
   
  Possessions: +1 chain shirt, cloak of 
  charisma +2, potion of cure serious wounds, ring 
  of protection +1, trumpeter’s gift, masterwork 
  rapier, masterwork composite shortbow (+1 
  strength), 
  20 
  arrows, 
  masterwork 
  bugle, 
  backpack, spell component pouch, explorer’s 
  outfit, waterskin, 20 gp. 
  Dead in the Water 
  Round 1 
  Page 14 
  
  Yalin: wood elf male Rgr 11; CR 11; medium 
  humanoid (elf); HD 11d8+22; hp 71; Init +8; Spd 
  30 ft. (40 ft. with longstrider); AC 21, touch 15, 
  flat-footed 17; Base Atk/Grp +11/+14; Atk +15 
  melee (2d6+4/19-20, greatsword) or +16 ranged 
  (1d8+3+1d6 cold/x3, composite longbow); Full 
  Atk 
  +15/+10/+5 
  melee 
  (2d6+4/19-20, 
  greatsword)  or +14/+14/+9/+4 (1d8+3+1d6 
  cold/x3, composite longbow); SA -; SQ animal 
  companion, combat style mastery (archery), 
  evasion, favored enemy human +4, favored 
  enemy orc +4, favored enemy magical beast +2, 
  swift tracker, woodland stride, wild empathy; AL 
  NE; SV Fort +9, Ref +12, Will +6; Str 16, Dex 
  18, Con 12, Int 8, Wis 14, Cha 8. 
   
  Animal Companion (Ex): Yalin currently 
  does not have an animal companion. Normally, 
  he would have a creature that is a loyal 
  companion that accompanies him on adventures 
  as appropriate for its kind. 
   
  Combat Style Mastery (Ex): Yalin has 
  selected archery. He gains the Improved 
  Precise Shot, Manyshot, and Rapid Shot feats 
  without the normal prerequisites. These apply 
  only when he wears light or no armor. He loses 
  the benefits when wearing medium or heavy 
  armor. 
   
  Evasion (Ex): Yalin takes no damage if he 
  makes a successful Reflex saving throw against 
  an attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
   
  Favored Enemy (Ex): Yalin gains the 
  indicated bonus on his Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using 
  these skills against that type of creature. He 
  gets the same bonus on weapon damage rolls 
  against creatures of this type. 
   
  Swift Tracker (Ex): Yalin can move at his 
  normal speed while following tracks without 
  taking the normal -5 penalty. He takes only a -10 
  penalty (instead of the normal -20) when moving 
  at up to twice normal speed while tracking. 
   
  Wild Empathy (Ex): Yalin can improve the 
  attitude of an animal in the same way as a 
  Diplomacy check for sentient beings. The ranger 
  rolls 1d20+10, or 1d20+6 if attempting to 
  influence magical beasts with an intelligence of 
  1 or 2.  
   
  Woodland Stride (Ex): Yalin may move 
  through any sort of undergrowth (such as 
  natural thorns, briars, overgrown areas, and 
  similar terrain) at his normal speed, and without 
  taking 
  damage 
  or 
  suffering 
  any 
  other 
  impairment. 
  However, 
  thorns, 
  briars, 
  and 
  overgrown 
  areas 
  that 
  are 
  enchanted 
  or 
  magically manipulated to impede motion still 
  affect him. 
   
  Skills and Feats: Hide +11, Knowledge 
  (Nature) +6, Listen +18, Move Silently +11, 
  Search +10, Spot +18, Survival +16; Endurance, 
  Improved Initiative, Improved Precise Shot, 
  Improved Toughness, Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Track. 
   
  Spells Prepared (2/2; base DC = 12 + spell 
  level): 
  1st—arrowmind, 
  longstrider; 
  2nd—
  listening lorecall, protection from energy. 
   
  Precast: Longstrider. 
   
  Possessions: +1 frost composite longbow 
  (+3 strength), +1 mithral breastplate, cloak of 
  resistance +1, potion of cure serious wounds, 
  ring of protection +1, masterwork greatsword, 60 
  arrows, backpack, spell component pouch, 
  explorer’s outfit, waterskin, 20gp. 
  Encounter Two: In the Trenches 
   
  Animated tent: 16 HD; CR 7; gargantuan 
  construct; HD 16d10+60; hp 148; Init -2; Spd 30 
  ft., fly 5 ft; AC 12, touch 4, flat-footed 12; Base 
  Atk/Grp +12/+31; Atk +15 melee (2d8+10, 
  slam); Full Atk +15 melee (2d8+10, slam); SA 
  constrict 2d8+10; SQ construct traits, darkvision 
  60 ft, improved speed, low light vision; AL N; SV 
  Fort +5, Ref +3, Will +0; Str 24, Dex 6, Con -, Int 
  -, Wis 1, Cha 1. 
   
  Skills and Feats: none. 
   
  Possessions: none. 
  Osyluth: hp 95; see Monster Manual page 52. 
  Aydel Tazrish: human female (Flan) Wiz12; CR 
  12; medium humanoid; HD 12d4+36; hp 66 [81 
  with false life]; Init +6; Spd 30 ft.; AC 18, touch 
  12, flat-footed 16 (includes greater mage armor); 
  Base Atk/Grp +6/+6; Atk +6 melee (1d4/19-20, 
  dagger) 
  or 
  +8 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); Full Atk +6/+1 melee (1d4/19-20, 
  dagger) 
  or 
  +8 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); SQ summon familiar; AL LE; SV Fort 
  +8, Ref +7, Will +10; Str 10, Dex 14, Con 16, Int 
  23, Wis 10, Cha 10. 
  Famliar: Aydel has a shocker lizard as a 
  familiar. Its abilities and characteristics are 
  summarized below. 
  Shocker Lizard Famliar: CR –; Small 
  magical beast; 12HD; hp 33; Init +6; Spd 40 
  ft., climb 20 ft., swim 20 ft. AC 28, touch 13, 
  flat-footed 
  25 
  (includes 
  greater 
  mage 
  armor); Base Atk +6; Grp +2; Atk +6 melee 
  (1d4, bite); Full Atk +6 melee (1d4, bite); SA 
  stunning shock, lethal shock; SQ darkvision 
  Dead in the Water 
  Round 1 
  Page 15 
  
  60 ft., deliver touch spells, electricity sense 
  immunity to electricity, improved evasion, 
  low-light vision, speak with master, speak 
  with animals of its kind, SR 17, granted 
  abilities; AL N; SV Fort +5, Ref +6, Will +9; 
  Str 10, Dex 15, Con 13, Int 11, Wis 12, Cha 
  6. 
  Skills and Feats: Climb +11, Concentration 
  +17, Decipher Script +5, Hide +11, Jump 
  +7, Knowledge (Arcana) +15, Knowledge 
  (Architecture & Engineering) +1, Knowledge 
  (History) +5, Knowledge (Local, Core) +5, 
  Knowledge (Local, Nyrond Metaregion) +1, 
  Knowledge 
  (Nobility 
  and 
  Royalty) 
  +5, 
  Knowledge (Planes) +7, Listen +4, Spellcraft 
  +12, Spot +4, Swim+10, Use Magic Device 
  +10, Improved Initiative. 
  Electricity Sense (Su): A shocker lizard 
  automatically 
  detects 
  any 
  electrical 
  discharges within 100 ft. 
  Lethal Shock (Su): Whenever two or more 
  shocker lizards are within 20 ft. of each 
  other, they can work together to create a 
  lethal shock. This effect has a radius of 20 
  ft., centered on any one contributing lizard. 
  The shock deals 2d8 points of electricity 
  damage for each lizard contributing to it, to a 
  maximum of 12d8. A Reflex save (DC 
  10+number of lizards contributing) reduces 
  the damage by half. 
  Stunning Shock (Su): A shocker lizard can 
  deliver an  electrical shock to a single 
  opponent within 5 ft. once per round. This 
  attack deals 2d8 points of nonlethal damage 
  to living opponents (Reflex DC 12 half). The 
  save DC is Constitution based. 
   
  Skills and Feats: Concentration +18, 
  Decipher Script +11, Gather Information +0 (+2 
  in Core regions), Knowledge (Arcana) +21, 
  Knowledge (Architecture & Engineering) +7, 
  Knowledge (History) +11, Knowledge (Local, 
  Core) 
  +11, 
  Knowledge 
  (Local, 
  Nyrond 
  Metaregion) 
  +7, 
  Knowledge 
  (Nobility 
  and 
  Royalty) +11, Knowledge (Planes) +13, Listen 
  +2, Spellcraft +18, Spot +2, Survival +0 (+2 on 
  other planes), Use Magic Device +12 (+16 when 
  using scolls); Craft Wondrous Item, Improved 
  Familiar, Improved Initiative, Point Blank Shot, 
  Precise Shot, Quicken Spell, Scribe Scroll, 
  Silent Spell, Spell Penetration. 
   
  Spells Prepared (4/6/6/5/4/4/3; base DC = 
  16 + spell level): 0—daze, detect magic(2), 
  message; 1st—feather fall, magic missile (2), 
  ray of enfeeblement (2), shield; 2nd—false life, 
  resist 
  energy 
  (fire), 
  resist 
  energy 
  (cold), 
  scorching ray (2), see invisibility; 3rd—dispel 
  magic, haste, greater mage armor, lightning bolt 
  (2); 4th—anticipate teleportation, confusion, orb 
  of acid, solid fog; 5th—cone of cold, blink, 
  greater, reciprocal gyre, teleport; 6th— chain 
  lightning, greater dispel magic, imbue familiar 
  with spell ability. 
   
  Precast: Anticipate teleportation, false life, 
  imbue familiar with spell ability (with confusion 
  and teleport), greater mage armor, resist energy 
  (fire) and (cold) for 30 points of protection. 
   
  Possessions: Light crossbow with 10 bolts, 
  dagger, amulet of health +2, cloak of resistance 
  +1, headband of intellect +4, metamagic rod of 
  silent, lesser, potion of cure serious wounds, 
  backpack, spell component pouch, traveller’s 
  clothes, waterskin, 10 gp. 
  Gorak Banton: human male (Oeridian) Clr13; 
  CR 13; medium humanoid; HD 13d8+39; hp 97; 
  Init +5; Spd 20 ft.; AC 26, touch 10, flat-footed 
  26; Base Atk/Grp +9/+11; Atk +14 melee 
  (1d8+5, flail) or +10 ranged (1d8/19-20, light 
  crossbow); Full Atk +14/+9 melee (1d8+5, heavy 
  mace) or +10 (1d8/19-20, light crossbow); SA 
  rebuke undead; SQ -. AL LE; SV Fort +11, Ref 
  +7, Will +15; Str 14, Dex 10, Con 14, Int 10, Wis 
  23, Cha 10. 
   
  Skills and Feats: Concentration +18, 
  Knowledge (Arcana) +5, Knowledge (Religion) 
  +16, Knowledge (the planes) +5, Spellcraft +8; 
  Extend Spell, Improved Initiative, Improved 
  Toughness, Lightning Reflexes, Quicken Spell, 
  Scribe Scroll, Spell Focus (Enchantment). 
   
  Turn Undead (Su): Gorrak can rebuke, 
  command, or bolster undead. He can turn 
  undead 3/day as a 13th level cleric. 
   
  Spells Prepared (6/7/7/5/5/4/3/1; base DC 
  = 16 + spell level, 17 for enchantments; 
  channels negative energy): 0—create water, 
  cure minor wounds (2), detect magic, mending, 
  read magic; 1st—inflict light wounds*, bane, 
  bless, comprehend languages, divine favor, 
  obscuring mist, shield of faith (2); 2nd—shatter*, 
  align weapon, cure moderate wounds, lesser 
  restoration (2), silence, sound burst, spiritual 
  weapon; 
  3rd—suggestion*, 
  cure 
  serious 
  wounds, dispel magic, extended resist energy 
  (cold), extended resist energy (fire), invisibility 
  purge; 
  4th—dominate 
  person*, 
  air 
  walk, 
  divination, 
  divine 
  power, 
  extended 
  magic 
  vestment (2). 5th—greater command*, extended 
  freedom of movement, extended greater magic 
  weapon, righteous might, quickened shield of 
  Dead in the Water 
  Round 1 
  Page 16 
  
  faith; 6th—harm*, planar ally (2), stalwart pact; 
  7th—disintegrate*, quickened cause serious 
  wounds. *Domain spell.  
   
  Deity: Hextor; Domains: Destruction (smite 
  at +4 to  hit, +13 damage, 1/day); Domination 
  (Spell Focus (Enchantment) feat). 
   
  Precast: Freedom of movement, greater 
  magic weapon, magic vestment (2), resist 
  energy (fire) and (cold) for 30 points of 
  protection, stalwart pact. 
   
  Possessions: 
  Cloak 
  of 
  resistance 
  +1, 
  Masterwork flail, light crossbow with 20 bolts, full 
  plate, masterwork heavy steel shield, periapt of 
  wisdom +4, backpack, silver holy symbol of 
  Hextor (2), spell component pouch, explorer’s 
  outfit, waterskin, 25 gp. 
  Encounter Three: In The Line Of Fire  
  Cinder Swarm: CR 13; elemental (fire, swarm); 
  HD 16d8; hp 72; Init +10; Spd 40 ft., fly 40 ft. 
  (good); AC 25, touch 24, flat-footed 19; Base 
  Atk/Grp +12-; Atk swarm (4d6 +3d6 fire); Full 
  Atk swarm (4d6 +3d6 fire); Space/Reach: 10ft./ 
  0 ft.; SA burn, distraction; SQ darkvision 60 ft., 
  elemental traits, immunity to fire, swarm traits, 
  vulnerability to cold; AL NE; SV Fort +7, Ref 
  +18, Will +7; Str 1, Dex 22, Con 10, Int 4, Wis 
  11, Cha 11. 
   
  Skills and Feats: Hide +16, Spot +9; Ability 
  Focus (burn), Ability Focus (distraction), Great 
  Fortitude, Improved Initiative, Iron Will, Lightning 
  Reflexes. 
   
  Burn (Ex): A cinder swarm’s attack deals 
  damage as a swarm plus fire damage from the 
  Fine 
  elementals’ 
  flaming 
  bodies. 
  Those 
  swarmed by cinders also must succeed on a DC 
  20 Reflex save or catch on fire. The flame burns 
  for 1d4 rounds. A burning creature can take a 
  move action to put out the flame. The save DC 
  is Constitution-based. 
   
  Creatures hitting a cinder swarm with 
  natural weapons or unarmed attacks take fire 
  damage as though hit by the swarm, and also 
  catch on fire unless they succeed on a DC 20 
  Reflex save. 
   
  Distraction 
  (Ex): 
  Any 
  living 
  creature 
  vulnerable to a cinder swarm’s damage that 
  begins its turn with a swarm in its square is 
  nauseated for 1 round; a DC 20Fortitude save 
  negates the effect. Even after a successful save, 
  spellcasting or concentrating on spells within the 
  area of a swarm requires a Concentration check 
  (DC 20 + spell level). Using skills requiring 
  patience and concentration requires a DC 20 
  Concentration 
  check. 
  The 
  save 
  DC 
  is 
  Constitution-based. 
   
  Possessions: none. 
  Fire Elemental, Large, Half-Fiend: CR 9; large 
  native 
  outsider 
  (fire, 
  extraplanar); 
  HD 
  8d8+2d10+40; hp 87; Init +10; Spd 50 ft., fly 50 
  ft. (average); AC 22, touch 17, flat-footed 14; 
  BAB/Grp: +8/+17; Atk: +15 melee (slam 2d6+5 
  plus 2d6 fire); Full Atk: +15 melee (2 slams 
  2d6+5 plus 2d6 fire) and +10 melee (bite 
  1d8+2); Space/Reach: 10ft./10 ft.; SA burn, 
  smite good, spell-like abilities; SQ DR 5/-, 
  darkvision 60’, elemental traits, immunity to fire 
  and poison, resistance to acid/cold/electricity 10, 
  vulnerability to cold; SR 20; AL NE; SV Fort +6, 
  Ref +14, Will +6; Str 20, Dex 27, Con 18, Int 8, 
  Wis 14, Cha 17.  
  Skills and Feats: Jump +6, Listen +5, Search +5, 
  Sense Motive +5, Spot +6; Combat Reflexes, 
  Dodge, Hover, Improved Initiative, Iron Will, 
  Mobility, Spring Attack, Weapon Finesse. 
   
  Smite Good (Su): Once per day the 
  creature can make a normal melee attack to 
  deal +10 extra damage against a good-aligned 
  foe. 
   
  Spell-Like Abilities (Sp): All caster abilities 
  at caster level 8, save DC (18) is Charisma-
  based. contagion, darkness, 3/day; desecrate, 
  unholy blight, poison 3/day. The unholy blight 
  and poison attacks have been used for the day. 
   
  Burn (Ex): A fire elemental’s slam attack 
  deals bludgeoning damage plus fire damage 
  from the elemental’s flaming body. Those hit by 
  a fire elemental’s slam attack also must succeed 
  on a reflex save (DC 17) or catch on fire. The 
  flame burns for 1d4 rounds. A burning creature 
  can take a move action to put out the flame. The 
  save DC is Constitution-based. Creatures hitting 
  a fire elemental with natural weapons or 
  unarmed attacks take fire damage as though hit 
  by the elemental’s attack, and also catch on fire 
  unless they make their save. 
  Dead in the Water 
  Round 1 
  Page 17 
  
  Combat Appendix – APL 14
  Encounter One: Over the Top  
   
  Archer: Ftr 8; CR 8; medium humanoid 
  (human); HD 8d10+24; hp 68; Init +7; Spd 30 ft.; 
  AC 18, touch 13, flat-footed 15; Base Atk/Grp 
  +8/+10; Atk +10 melee (1d10+3/x3, halberd) or 
  +14 ranged (1d8+5/x3, composite longbow); Full 
  Atk +10/+5 melee (1d10+3/x3, halberd) or 
  +12/+12/+7 
  ranged 
  (1d8+5/x3, 
  composite 
  longbow);SA -; SQ -; AL LE; SV Fort +8, Ref +4, 
  Will +5; Str 14, Dex 16, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Craft (Bowyer) +11, 
  Listen +6, Spot +6; Improved Initiative, Improved 
  Toughness, Iron Will, Point Blank Shot, Precise 
  Shot, Rapid Shot, Weapon Focus (longbow), 
  Greater Weapon Focus (longbow), Weapon 
  Specialization (longbow). 
   
  Possessions: +1 composite longbow (+2 
  strength), +1 chain shirt, potion of cure 
  moderate 
  wounds, 
  halberd, 
  40 
  arrows, 
  backpack, explorer’s outfit, waterskin, 20 gp. 
  Advanced Bezekira (Hellcat) Rog4: CR 11; 
  large outsider (evil, extraplanar, lawful); HD 
  8d8+4d6+48; hp 98; Init +11; Spd 30 ft.; AC 23, 
  touch 16, flat-footed 16; Base Atk/Grp +11/+23; 
  Atk +18 melee (1d8+7, claw); Full Atk +18/+18 
  melee (1d8+7, claw) and +16 melee (2d8+4, 
  bite);SA improved grab, pounce, rake 1d8+4, 
  sneak attack +2d6; SQ DR5/good, darkvision 60 
  ft., evasion, invisible in light, resistance to fire 
  10, scent, SR 19, telepathy 100 ft., trap sense 
  +1, uncanny dodge; AL LE; SV Fort +11, Ref 
  +17, Will +9; Str 26, Dex 24, Con 19, Int 10, Wis 
  14, Cha 8. 
   
  Evasion (Ex): The bezekira takes no 
  damage if he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save. He does not gain 
  this benefit if helpless. 
   
  Improved Grab (Ex): To use this ability, the 
  bezekira must hit with its bite attack. It can then 
  start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  rake. 
   
  Invisible in Light (Ex):  A bezekira is 
  invisible in any area lit well enough for a human 
  to see. In a darkened area, it shows up as a 
  faintly glowing outline visible up to 30 ft. away 
  (60 ft. if the viewer has low light vision). Magical 
  darkness smothers the glow and conceals the 
  outline. 
   
  Pounce (Ex): If a bezekira charges, it can 
  make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +18, damage 
  1d8+4. 
   
  Trap Sense (Ex): The bezekira gains a +1 
  bonus on Reflex saves made to avoid traps and 
  a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): The bezekira retains 
  his dexterity bonus to AC even if he is caught 
  flat-footed or struck by an invisible attacker. 
   
  Skills and Feats: Balance +19, Climb +18, 
  Hide +16, Jump +24, Listen +19, Move Silently 
  +23, Spot +15, Survival +9, Swim +18, Tumble 
  +17; 
  Dodge, 
  Improved 
  Initiative, 
  Mobility, 
  Multiattack, Track. 
   
  Possessions: none. 
  Madrick Dorgaine: human male (Oeridian) Brd 
  9; CR 9; medium humanoid (human); HD 
  9d6+18; hp 49; Init +6; Spd 30 ft.; AC 18, touch 
  13, flat-footed 16; Base Atk/Grp +6/+7; Atk +8 
  melee (1d6+1/18-20, rapier) or +9 ranged 
  (1d6+1/x3, composite shortbow); Full Atk +8/+3 
  melee (1d6+1/18-20, rapier) or +9/+4 (1d6+1/x3, 
  composite 
  shortbow); 
  SA 
  -; 
  SQ 
  bardic 
  knowledge +9, bardic music 9/day, countersong, 
  fascinate, 
  inspire 
  courage 
  +2, 
  inspire 
  competence, inspire greatness; AL NE; SV Fort 
  +4, Ref +8, Will +7; Str 12, Dex 14, Con 13, Int 
  10, Wis 8, Cha 18. 
   
  Countersong (Su): A bard with 3 or more 
  ranks in a Perform skill can use his music or 
  poetics to counter magical effects that depend 
  on sound (but not spells that simply have verbal 
  components). Each round of the countersong, 
  he makes a perform check. Any creature within 
  30 feet of the bard (including the bard himself) 
  that is affected by a sonic or language-
  dependent magical attack (such as sound burst 
  or command) may use the bard’s Perform check 
  result for the save. Countersong has no effect 
  against effects that don’t allow saves. The bard 
  may keep up the countersong for 10 rounds. 
   
  Fascinate (Sp): A bard with 3 or more ranks 
  in a Perform skill can use his music or poetics to 
  cause one or more creatures to become 
  fascinated with him. Each creature to be 
  fascinated must be within 90 feet, able to see 
  and hear the bard, and able to pay attention to 
  him. The bard must also be able to see the 
  Dead in the Water 
  Round 1 
  Page 18 
  
  creature. The distraction of nearby combat or 
  other dangers prevents the ability from working. 
  Madrick can target 3 creatures with a single use 
  of this ability. To use the ability, the bard makes 
  a Perform check. His check result is the DC for 
  each affected creature’s will save against the 
  effect. If a creature’s saving throw succeeds, the 
  bard cannot attempt to fascinate that creature 
  again for 24 hours. If its saving throw fails, the 
  creature sits quietly and listens to the song, 
  taking no other actions, for as long as the bard 
  continues to play (to a maximum of one round 
  per bard level). While fascinated, a target takes 
  a -4 penalty on skill checks made as reactions, 
  such as Listen and Spot checks. Any potential 
  threat, such as an ally of the bard approaching 
  the fascinated creature, requires the bard to 
  make another Perform check and allows the 
  creature a new saving throw against a DC equal 
  to the new Perform check result. Any obvious 
  threat, such as someone drawing a weapon, 
  casting a spell, or aiming a raged weapon at the 
  target, automatically breaks the effect. Fascinate 
  is an enchantment (compulsion), mind-affecting 
  ability. 
   
  Inspire Courage (Su): A bard with 3 or 
  more ranks in a Perform skill can use song or 
  poetics to inspire courage in his allies (including 
  himself), bolstering them against fear and 
  improving their combat abilities. To be affected, 
  an ally must be able to hear the bard sing. The 
  effect lasts for as long as the ally hears the bard 
  sing and for 5 rounds thereafter. An affected ally 
  receives a +2 morale bonus on saving throws 
  against charm and fear effects and a +2 morale 
  bonus on attack and weapon damage rolls. 
  Inspire courage is a mind-affecting ability. 
   
  Inspire Competence (Su): A bard of 3rd 
  level or higher with 6 or more ranks in a Perform 
  skill can use his music or poetics to help an ally 
  succeed at a task. The ally must be within 30 
  feet and be able to see and hear the bard. The 
  bard must also be able to see the ally. 
  Depending on the task that the ally has at hand, 
  the bard may use his bardic music to lift the 
  ally’s spirits, to help him or her focus mentally, or 
  in some other way. The ally gets a +2 
  competence bonus on skill checks with a 
  particular skill as long as he or she continues to 
  hear the bard’s music. The DM may rule that 
  certain uses of this ability are infeasible–
  chanting to make a rogue move more quietly, for 
  example, is self-defeating. The effect lasts as 
  long as the bard concentrates, up to a maximum 
  of 2 minutes. A bard can’t inspire competence in 
  himself. Inspire competence is a mind-affecting 
  ability. 
   
  Inspire Greatness (Su): A bard of 9rd level 
  or higher with 12 or more ranks in a Perform skill 
  can use his music or poetics to inspire 
  greatness in himself or a single willing ally within 
  30 ft. For every three levels a bard attains above 
  9th, he can target an additional ally with a single 
  use of this ability (2 targets at 12th, 3 targets at 
  15th). To inspire greatness, a bard must sing 
  and an ally must hear him sing. The effect lasts 
  for as long as the ally hears the bard sing and 
  for 5 rounds thereafter. A creature inspired with 
  greatness gains 2 bonus hit dice (d10s), the 
  commensurate number of temporary hit points 
  (include the ally’s Constitution bonus), a +2 
  competence bonus to attack rolls, and a +1 
  competence bonus on Fortitude saves. The 
  bonus hit dice count as regular hit dice for 
  determining 
  the 
  effect 
  of 
  spells. 
  Inspire 
  greatness is a mind-affecting ability. 
   
  Suggestion (Sp): A bard of 6th level or 
  higher with 9 or more ranks in a Perform skill 
  can make a suggestion (as the spell) to a 
  creature that he has already fascinated (see 
  above). Using this ability does not break the 
  bard’s concentration on the fascinate effect, nor 
  does it allow a second saving throw against the 
  fascinate effect. Making a suggestion doesn’t 
  count against a bard’s daily limit on bardic music 
  performances. A Will save (DC 17) negates the 
  effect. This ability affects only a single creature. 
  Suggestion is an enchantment (compulsion), 
  mind-affecting, language-dependent ability. 
   
  Skills and Feats: Bluff +16, Concentration 
  +14, Diplomacy +17, Disguise +5 (+7 to act in 
  character), 
  Intimidate 
  +7, 
  Perform 
  (wind 
  instrument) +18, Sense Motive +11, Spellcraft 
  +9; Use Magic Device +14 (+16 using scrolls), 
  Improved Initiative, Improved Toughness, Iron 
  Will, Spell Focus (Enchantment), Greater Spell 
  Focus (Enchantment). 
   
  Spells Known (4/4/4/3; base DC = 14 + 
  spell level, 16 + spell level for enchantments): 
  0—daze, 
  detect 
  magic, 
  know 
  direction, 
  message, read magic, summon instrument; 
  1st—alarm, 
  cure 
  light 
  wounds, 
  grease, 
  inspirational 
  boost; 
  2nd—cure 
  moderate 
  wounds, glitterdust, mirror image, wave of grief; 
  3rd—confusion, dispel magic, slow. 
   
  Possessions: +1 chain shirt, cloak of 
  charisma +2, potion of cure serious wounds, ring 
  of protection +1, trumpeter’s gift, masterwork 
  rapier, masterwork composite shortbow (+1 
  strength), 
  20 
  arrows, 
  masterwork 
  bugle, 
  Dead in the Water 
  Round 1 
  Page 19 
  
  backpack, spell component pouch, explorer’s 
  outfit, waterskin, 20 gp. 
  Yalin: wood elf male Rgr 12; CR 12; medium 
  humanoid (elf); HD 12d8+24; hp 78; Init +8; Spd 
  30 ft. (40 ft. with longstrider); AC 22, touch 15, 
  flat-footed 18; Base Atk/Grp +12/+15; Atk +16 
  melee (2d6+4/19-20, greatsword) or +17 ranged 
  (1d8+3+1d6 cold/x3, composite longbow); Full 
  Atk 
  +16/+11/+6 
  melee 
  (2d6+4/19-20, 
  greatsword)  or +15/+15/+10/+5 (1d8+3+1d6 
  cold/x3, composite longbow); SA -; SQ animal 
  companion, combat style mastery (archery), 
  DR5/bludgeoning or slashing, evasion, favored 
  enemy human +4, favored enemy orc +4, 
  favored enemy magical beast +2, swift tracker, 
  woodland stride, wild empathy; AL NE; SV Fort 
  +10, Ref +13, Will +8; Str 16, Dex 19, Con 12, 
  Int 8, Wis 14, Cha 8. 
   
  Animal Companion (Ex): Yalin currently 
  does not have an animal companion. Normally, 
  he would have a creature that is a loyal 
  companion that accompanies him on adventures 
  as appropriate for its kind. 
   
  Combat Style Mastery (Ex): Yalin has 
  selected archery. He gains the Improved 
  Precise Shot, Manyshot, and Rapid Shot feats 
  without the normal prerequisites. These apply 
  only when he wears light or no armor. He loses 
  the benefits when wearing medium or heavy 
  armor. 
   
  Evasion (Ex): Yalin takes no damage if he 
  makes a successful Reflex saving throw against 
  an attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
   
  Favored Enemy (Ex): Yalin gains the 
  indicated bonus on his Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using 
  these skills against that type of creature. He 
  gets the same bonus on weapon damage rolls 
  against creatures of this type. 
   
  Swift Tracker (Ex): Yalin can move at his 
  normal speed while following tracks without 
  taking the normal -5 penalty. He takes only a -10 
  penalty (instead of the normal -20) when moving 
  at up to twice normal speed while tracking. 
   
  Wild Empathy (Ex): Yalin can improve the 
  attitude of an animal in the same way as a 
  Diplomacy check for sentient beings. The ranger 
  rolls 1d20+11, or 1d20+7 if attempting to 
  influence magical beasts with an intelligence of 
  1 or 2.  
   
  Woodland Stride (Ex): Yalin may move 
  through any sort of undergrowth (such as 
  natural thorns, briars, overgrown areas, and 
  similar terrain) at his normal speed, and without 
  taking 
  damage 
  or 
  suffering 
  any 
  other 
  impairment. 
  However, 
  thorns, 
  briars, 
  and 
  overgrown 
  areas 
  that 
  are 
  enchanted 
  or 
  magically manipulated to impede motion still 
  affect him. 
   
  Skills and Feats: Hide +12, Knowledge 
  (Nature) +6, Listen +19, Move Silently +12, 
  Search +10, Spot +19, Survival +17; Endurance, 
  Improved Initiative, Improved Precise Shot, 
  Improved Toughness, Iron Will, Manyshot, Point 
  Blank Shot, Precise Shot, Rapid Shot, Track. 
   
  Spells Prepared (2/2/1; base DC = 12 + 
  spell level): 1st—arrowmind, longstrider; 2nd—
  listening lorecall, protection from energy; 3rd—
  water walk. 
   
  Precast: Longstrider. 
   
  Possessions: +1 frost composite longbow 
  (+3 
  strength), 
  +2 
  mithral 
  breastplate 
  of 
  spearblock, cloak of resistance +1, potion of 
  cure serious wounds, ring of protection +1, 
  masterwork greatsword, 60 arrows, backpack, 
  spell 
  component 
  pouch, 
  explorer’s 
  outfit, 
  waterskin, 20 gp. 
  Encounter Two: In the Trenches 
   
  Animated tent: 16 HD; CR 7; gargantuan 
  construct; HD 16d10+60; hp 148; Init -2; Spd 30 
  ft., fly 5 ft; AC 12, touch 4, flat-footed 12; Base 
  Atk/Grp +12/+31; Atk +15 melee (2d8+10, 
  slam); Full Atk +15 melee (2d8+10, slam); SA 
  constrict 2d8+10; SQ construct traits, darkvision 
  60 ft, improved speed, low light vision; AL N; SV 
  Fort +5, Ref +3, Will +0; Str 24, Dex 6, Con -, Int 
  -, Wis 1, Cha 1. 
   
  Skills and Feats: none. 
   
  Possessions: none. 
  Gelugon: hp 147; see Monster Manual page 56. 
  Aydel Tazrish: human female (Flan) Wiz12; CR 
  12; medium humanoid; HD 12d4+36; hp 66 [81 
  with false life]; Init +6; Spd 30 ft.; AC 18, touch 
  12, flat-footed 16 (includes greater mage armor); 
  Base Atk/Grp +6/+6; Atk +6 melee (1d4/19-20, 
  dagger) 
  or 
  +8 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); Full Atk +6/+1 melee (1d4/19-20, 
  dagger) 
  or 
  +8 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); SQ summon familiar; AL LE; SV Fort 
  +8, Ref +7, Will +10; Str 10, Dex 14, Con 16, Int 
  23, Wis 10, Cha 10. 
  Famliar: Aydel has a shocker lizard as a 
  familiar. Its abilities and characteristics are 
  summarized below. 
  Dead in the Water 
  Round 1 
  Page 20 
  
  Shocker Lizard Famliar: CR –; Small 
  magical beast; 12HD; hp 33; Init +6; Spd 40 
  ft., climb 20 ft., swim 20 ft. AC 28, touch 13, 
  flat-footed 
  25 
  (includes 
  greater 
  mage 
  armor); Base Atk +6; Grp +2; Atk +6 melee 
  (1d4, bite); Full Atk +6 melee (1d4, bite); SA 
  stunning shock, lethal shock; SQ darkvision 
  60 ft., deliver touch spells, electricity sense 
  immunity to electricity, improved evasion, 
  low-light vision, speak with master, speak 
  with animals of its kind, SR 17, granted 
  abilities; AL N; SV Fort +5, Ref +6, Will +9; 
  Str 10, Dex 15, Con 13, Int 11, Wis 12, Cha 
  6. 
  Skills and Feats: Climb +11, Concentration 
  +17, Decipher Script +5, Hide +11, Jump 
  +7, Knowledge (Arcana) +15, Knowledge 
  (Architecture & Engineering) +1, Knowledge 
  (History) +5, Knowledge (Local, Core) +5, 
  Knowledge (Local, Nyrond Metaregion) +1, 
  Knowledge 
  (Nobility 
  and 
  Royalty) 
  +5, 
  Knowledge (Planes) +7, Listen +4, Spellcraft 
  +12, Spot +4, Swim+10, Use Magic Device 
  +10, Improved Initiative. 
  Electricity Sense (Su): A shocker lizard 
  automatically 
  detects 
  any 
  electrical 
  discharges within 100 ft. 
  Lethal Shock (Su): Whenever two or more 
  shocker lizards are within 20 ft. of each 
  other, they can work together to create a 
  lethal shock. This effect has a radius of 20 
  ft., centered on any one contributing lizard. 
  The shock deals 2d8 points of electricity 
  damage for each lizard contributing to it, to a 
  maximum of 12d8. A Reflex save (DC 
  10+number of lizards contributing) reduces 
  the damage by half. 
  Stunning Shock (Su): A shocker lizard can 
  deliver an  electrical shock to a single 
  opponent within 5 ft. once per round. This 
  attack deals 2d8 points of nonlethal damage 
  to living opponents (Reflex DC 12 half). The 
  save DC is Constitution based. 
   
  Skills and Feats: Concentration +18, 
  Decipher Script +11, Gather Information +0 (+2 
  in Core regions), Knowledge (Arcana) +21, 
  Knowledge (Architecture & Engineering) +7, 
  Knowledge (History) +11, Knowledge (Local, 
  Core) 
  +11, 
  Knowledge 
  (Local, 
  Nyrond 
  Metaregion) 
  +7, 
  Knowledge 
  (Nobility 
  and 
  Royalty) +11, Knowledge (Planes) +13, Listen 
  +2, Spellcraft +18, Spot +2, Survival +0 (+2 on 
  other planes), Use Magic Device +12 (+16 when 
  using scolls); Craft Wondrous Item, Improved 
  Familiar, Improved Initiative, Point Blank Shot, 
  Precise Shot, Quicken Spell, Scribe Scroll, 
  Silent Spell, Spell Penetration. 
   
  Spells Prepared (4/6/6/5/4/4/3; base DC = 
  16 + spell level): 0—daze, detect magic(2), 
  message; 1st—feather fall, magic missile (2), 
  ray of enfeeblement (2), shield; 2nd—false life, 
  resist 
  energy 
  (fire), 
  resist 
  energy 
  (cold), 
  scorching ray (2), see invisibility; 3rd—dispel 
  magic, haste, greater mage armor, lightning bolt 
  (2); 4th—anticipate teleportation, confusion, orb 
  of acid, solid fog; 5th—cone of cold, blink, 
  greater, reciprocal gyre, teleport; 6th— chain 
  lightning, greater dispel magic, imbue familiar 
  with spell ability. 
   
  Precast: Anticipate teleportation, false life, 
  imbue familiar with spell ability (with confusion 
  and teleport), greater mage armor, resist energy 
  (fire) and (cold) for 30 points of protection. 
   
  Possessions: Light crossbow with 10 bolts, 
  dagger, amulet of health +2, cloak of resistance 
  +1, headband of intellect +4, metamagic rod of 
  silent, lesser, potion of cure serious wounds, 
  backpack, spell component pouch, traveller’s 
  clothes, waterskin, 10 gp. 
  Gorak Banton: human male (Oeridian) Clr15; 
  CR 15; medium humanoid; HD 15d8+45; hp 
  112; Init +5; Spd 20 ft.; AC 26, touch 10, flat-
  footed 26; Base Atk/Grp +11/+13; Atk +16 
  melee (1d8+5, flail) or +12 ranged (1d8/19-20, 
  light crossbow); Full Atk +16/+11/+6 melee 
  (1d8+5, heavy mace) or +12 (1d8/19-20, light 
  crossbow); SA rebuke undead; SQ -. AL LE; SV 
  Fort +12, Ref +8, Will +16; Str 14, Dex 10, Con 
  14, Int 10, Wis 23, Cha 10. 
   
  Skills and Feats: Concentration +20, 
  Knowledge (Arcana) +5, Knowledge (Religion) 
  +18, Knowledge (the planes) +5, Spellcraft +10; 
  Extend Spell, Improved Initiative, Improved 
  Toughness, Lightning Reflexes, Quicken Spell, 
  Scribe Scroll, Spell Focus (Enchantment), 
  Greater Spell Focus (Enchantment). 
   
  Turn Undead (Su): Gorrak can rebuke, 
  command, or bolster undead. He can turn 
  undead 3/day as a 15th level cleric. 
   
  Spells Prepared (6/7/7/6/5/5/4/2/1; base 
  DC = 16 + spell level, 18 + spell level for 
  enchantments; channels negative energy): 0—
  create water, cure minor wounds (2), detect 
  magic, mending, read magic; 1st—inflict light 
  wounds*, bane, bless, comprehend languages, 
  divine favor, obscuring mist, shield of faith (2); 
  2nd—shatter*, align weapon, cure moderate 
  wounds, lesser restoration (2), silence, sound 
  Dead in the Water 
  Round 1 
  Page 21 
  
  burst, 
  spiritual 
  weapon; 
  3rd—suggestion*, 
  bestow curse, cure serious wounds, dispel 
  magic, extended resist energy (cold), extended 
  resist energy (fire), invisibility purge; 4th—
  dominate person*, air walk, divination, divine 
  power, extended magic vestment (2). 5th—
  greater 
  command*, 
  extended 
  freedom 
  of 
  movement, extended greater magic weapon, 
  righteous might, quickened shield of faith, slay 
  living; 6th—harm*, greater dispel magic, planar 
  ally, stalwart pact, word of recall, 7th—
  disintegrate*, 
  blasphemy, 
  quickened 
  cause 
  serious wounds, 8th—true domination*, greater 
  planar ally. *Domain spell.  
   
  Deity: Hextor; Domains: Destruction (smite 
  at +4 to  hit, +15 damage, 1/day); Domination 
  (Spell Focus (Enchantment) feat). 
   
  Precast: Freedom of movement, greater 
  magic weapon, magic vestment (2), resist 
  energy (fire) and (cold) for 30 points of 
  protection, stalwart pact. 
   
  Possessions: 
  Cloak 
  of 
  resistance 
  +1, 
  Masterwork flail, light crossbow with 20 bolts, full 
  plate, masterwork heavy steel shield, pearl of 
  power (4th level), periapt of wisdom +4, 
  backpack, silver holy symbol of Hextor (2), spell 
  component pouch, explorer’s outfit, waterskin, 
  25 gp. 
  Encounter Three: In The Line Of Fire  
  Cinder Swarm: CR 13; elemental (fire, swarm); 
  HD 16d8; hp 72; Init +10; Spd 40 ft., fly 40 ft. 
  (good); AC 25, touch 24, flat-footed 19; Base 
  Atk/Grp +12-; Atk swarm (4d6 +3d6 fire); Full 
  Atk swarm (4d6 +3d6 fire); Space/Reach: 10ft./ 
  0 ft.; SA burn, distraction; SQ darkvision 60 ft., 
  elemental traits, immunity to fire, swarm traits, 
  vulnerability to cold; AL NE; SV Fort +7, Ref 
  +18, Will +7; Str 1, Dex 22, Con 10, Int 4, Wis 
  11, Cha 11. 
   
  Skills and Feats: Hide +16, Spot +9; Ability 
  Focus (burn), Ability Focus (distraction), Great 
  Fortitude, Improved Initiative, Iron Will, Lightning 
  Reflexes. 
   
  Burn (Ex): A cinder swarm’s attack deals 
  damage as a swarm plus fire damage from the 
  Fine 
  elementals’ 
  flaming 
  bodies. 
  Those 
  swarmed by cinders also must succeed on a DC 
  20 Reflex save or catch on fire. The flame burns 
  for 1d4 rounds. A burning creature can take a 
  move action to put out the flame. The save DC 
  is Constitution-based. 
   
  Creatures hitting a cinder swarm with 
  natural weapons or unarmed attacks take fire 
  damage as though hit by the swarm, and also 
  catch on fire unless they succeed on a DC 20 
  Reflex save. 
   
  Distraction 
  (Ex): 
  Any 
  living 
  creature 
  vulnerable to a cinder swarm’s damage that 
  begins its turn with a swarm in its square is 
  nauseated for 1 round; a DC 20Fortitude save 
  negates the effect. Even after a successful save, 
  spellcasting or concentrating on spells within the 
  area of a swarm requires a Concentration check 
  (DC 20 + spell level). Using skills requiring 
  patience and concentration requires a DC 20 
  Concentration 
  check. 
  The 
  save 
  DC 
  is 
  Constitution-based. 
   
  Possessions: none. 
  Fire Elemental, Large, Half-Fiend: CR 9; large 
  native 
  outsider 
  (fire, 
  extraplanar); 
  HD 
  8d8+2d10+40; hp 87; Init +10; Spd 50 ft., fly 50 
  ft. (average); AC 22, touch 17, flat-footed 14; 
  BAB/Grp: +8/+17; Atk: +15 melee (slam 2d6+5 
  plus 2d6 fire); Full Atk: +15 melee (2 slams 
  2d6+5 plus 2d6 fire) and +10 melee (bite 
  1d8+2); Space/Reach: 10ft./10 ft.; SA burn, 
  smite good, spell-like abilities; SQ DR 5/-, 
  darkvision 60’, elemental traits, immunity to fire 
  and poison, resistance to acid/cold/electricity 10, 
  vulnerability to cold; SR 20; AL NE; SV Fort +6, 
  Ref +14, Will +6; Str 20, Dex 27, Con 18, Int 8, 
  Wis 14, Cha 17.Skills and Feats: Jump +6, 
  Listen +5, Search +5, Sense Motive +5, Spot +6; 
  Combat Reflexes, Dodge, Hover, Improved 
  Initiative, Iron Will, Mobility, Spring Attack, 
  Weapon Finesse. 
   
  Smite Good (Su): Once per day the 
  creature can make a normal melee attack to 
  deal +10 extra damage against a good-aligned 
  foe. 
   
  Spell-Like Abilities (Sp): All caster abilities 
  at caster level 8, save DC (18) is Charisma-
  based. contagion, darkness, 3/day; desecrate, 
  unholy blight, poison 3/day. The unholy blight 
  and poison attacks have been used for the day. 
   
  Burn (Ex): A fire elemental’s slam attack 
  deals bludgeoning damage plus fire damage 
  from the elemental’s flaming body. Those hit by 
  a fire elemental’s slam attack also must succeed 
  on a reflex save (DC 17) or catch on fire. The 
  flame burns for 1d4 rounds. A burning creature 
  can take a move action to put out the flame. The 
  save DC is Constitution-based. Creatures hitting 
  a fire elemental with natural weapons or 
  unarmed attacks take fire damage as though hit 
  by the elemental’s attack, and also catch on fire 
  unless they make their save. 
  Dead in the Water 
  Round 1 
  Page 22 
  
  Combat Appendix – APL 16
  Encounter One: Over the Top  
   
  Archer: Ftr 9; CR 9; medium humanoid 
  (human); HD 9d10+27; hp 76; Init +7; Spd 30 ft.; 
  AC 18, touch 13, flat-footed 15; Base Atk/Grp 
  +9/+11; Atk +11 melee (1d10+3/x3, halberd) or 
  +15 
  ranged 
  (1d8+5/19-20/x3, 
  composite 
  longbow); Full Atk +11/+6 melee (1d10+3/x3, 
  halberd) or +13/+13/+8 ranged (1d8+5/19-20/x3, 
  composite longbow);SA -; SQ -; AL LE; SV Fort 
  +8, Ref +5, Will +6; Str 14, Dex 16, Con 14, Int 
  10, Wis 12, Cha 8. 
   
  Skills and Feats: Craft (Bowyer) +12, 
  Listen +7, Spot +7; Improved Initiative, Improved 
  Critical, Improved Toughness, Iron Will, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus 
  (longbow), Greater Weapon Focus 
  (longbow), Weapon Specialization (longbow). 
   
  Possessions: +1 composite longbow (+2 
  strength), +1 chain shirt, potion of cure 
  moderate 
  wounds, 
  halberd, 
  40 
  arrows, 
  backpack, explorer’s outfit, waterskin, 20 gp. 
  Bezekira (Hellcat) Rog4: CR 11; large outsider 
  (evil, extraplanar, lawful); HD 8d8+4d6+48; hp 
  98; Init +11; Spd 30 ft.; AC 23, touch 16, flat-
  footed 16; Base Atk/Grp +11/+23; Atk +18 
  melee (1d8+7, claw); Full Atk +18/+18 melee 
  (1d8+7, claw) and +16 melee (2d8+4, bite);SA 
  improved grab, pounce, rake 1d8+4, sneak 
  attack +2d6; SQ DR5/good, darkvision 60 ft., 
  evasion, invisible in light, resistance to fire 10, 
  scent, SR 19, telepathy 100 ft., trap sense +1, 
  uncanny dodge; AL LE; SV Fort +11, Ref +17, 
  Will +9; Str 26, Dex 24, Con 19, Int 10, Wis 14, 
  Cha 8. 
   
  Evasion (Ex): The bezekira takes no 
  damage if he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save. He does not gain 
  this benefit if helpless. 
   
  Improved Grab (Ex): To use this ability, the 
  bezekira must hit with its bite attack. It can then 
  start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  rake. 
   
  Invisible in Light (Ex):  A bezekira is 
  invisible in any area lit well enough for a human 
  to see. In a darkened area, it shows up as a 
  faintly glowing outline visible up to 30 ft. away 
  (60 ft. if the viewer has low light vision). Magical 
  darkness smothers the glow and conceals the 
  outline. 
   
  Pounce (Ex): If a bezekira charges, it can 
  make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +18, damage 
  1d8+4. 
   
  Trap Sense (Ex): The bezekira gains a +1 
  bonus on Reflex saves made to avoid traps and 
  a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): The bezekira retains 
  his dexterity bonus to AC even if he is caught 
  flat-footed or struck by an invisible attacker. 
   
  Skills and Feats: Balance +19, Climb +18, 
  Hide +16, Jump +24, Listen +19, Move Silently 
  +23, Spot +15, Survival +9, Swim +18, Tumble 
  +17; 
  Dodge, 
  Improved 
  Initiative, 
  Mobility, 
  Multiattack, Track. 
   
  Possessions: none. 
  Madrick Dorgaine: human male (Oeridian) Brd 
  15; CR 15; medium humanoid (human); HD 
  15d6+45; hp 97; Init +6; Spd 30 ft.; AC 18, touch 
  13, flat-footed 16; Base Atk/Grp +11/+12; Atk 
  +13 melee (1d6+1/18-20, rapier) or +14 ranged 
  (1d6+1/x3, 
  composite 
  shortbow); 
  Full 
  Atk 
  +13/+8/+3 melee (1d6+1/18-20, rapier) or 
  +14/+9/+4 (1d6+1/x3, composite shortbow); SA 
  -; SQ bardic knowledge +15, bardic music 
  15/day, countersong, fascinate, inspire courage 
  +3, inspire competence, inspire greatness, 
  inspire heroics, song of freedom; AL NE; SV 
  Fort +7, Ref +11, Will +10; Str 12, Dex 14, Con 
  14, Int 10, Wis 8, Cha 20. 
   
  Countersong (Su): A bard with 3 or more 
  ranks in a Perform skill can use his music or 
  poetics to counter magical effects that depend 
  on sound (but not spells that simply have verbal 
  components). Each round of the countersong, 
  he makes a perform check. Any creature within 
  30 feet of the bard (including the bard himself) 
  that is affected by a sonic or language-
  dependent magical attack (such as sound burst 
  or command) may use the bard’s Perform check 
  result for the save. Countersong has no effect 
  against effects that don’t allow saves. The bard 
  may keep up the countersong for 10 rounds. 
   
  Fascinate (Sp): A bard with 3 or more ranks 
  in a Perform skill can use his music or poetics to 
  cause one or more creatures to become 
  fascinated with him. Each creature to be 
  fascinated must be within 90 feet, able to see 
  and hear the bard, and able to pay attention to 
  Dead In The Water 
  Round 1 
  Page 23 
  
  him. The bard must also be able to see the 
  creature. The distraction of nearby combat or 
  other dangers prevents the ability from working. 
  Madrick can target 3 creatures with a single use 
  of this ability. To use the ability, the bard makes 
  a Perform check. His check result is the DC for 
  each affected creature’s will save against the 
  effect. If a creature’s saving throw succeeds, the 
  bard cannot attempt to fascinate that creature 
  again for 24 hours. If its saving throw fails, the 
  creature sits quietly and listens to the song, 
  taking no other actions, for as long as the bard 
  continues to play (to a maximum of one round 
  per bard level). While fascinated, a target takes 
  a -4 penalty on skill checks made as reactions, 
  such as Listen and Spot checks. Any potential 
  threat, such as an ally of the bard approaching 
  the fascinated creature, requires the bard to 
  make another Perform check and allows the 
  creature a new saving throw against a DC equal 
  to the new Perform check result. Any obvious 
  threat, such as someone drawing a weapon, 
  casting a spell, or aiming a raged weapon at the 
  target, automatically breaks the effect. Fascinate 
  is an enchantment (compulsion), mind-affecting 
  ability. 
   
  Inspire Courage (Su): A bard with 3 or 
  more ranks in a Perform skill can use song or 
  poetics to inspire courage in his allies (including 
  himself), bolstering them against fear and 
  improving their combat abilities. To be affected, 
  an ally must be able to hear the bard sing. The 
  effect lasts for as long as the ally hears the bard 
  sing and for 5 rounds thereafter. An affected ally 
  receives a +3 morale bonus on saving throws 
  against charm and fear effects and a +3 morale 
  bonus on attack and weapon damage rolls. 
  Inspire courage is a mind-affecting ability. 
   
  Inspire Competence (Su): A bard of 3rd 
  level or higher with 6 or more ranks in a Perform 
  skill can use his music or poetics to help an ally 
  succeed at a task. The ally must be within 30 
  feet and be able to see and hear the bard. The 
  bard must also be able to see the ally. 
  Depending on the task that the ally has at hand, 
  the bard may use his bardic music to lift the 
  ally’s spirits, to help him or her focus mentally, or 
  in some other way. The ally gets a +2 
  competence bonus on skill checks with a 
  particular skill as long as he or she continues to 
  hear the bard’s music. The DM may rule that 
  certain uses of this ability are infeasible–
  chanting to make a rogue move more quietly, for 
  example, is self-defeating. The effect lasts as 
  long as the bard concentrates, up to a maximum 
  of 2 minutes. A bard can’t inspire competence in 
  himself. Inspire competence is a mind-affecting 
  ability. 
   
  Inspire Greatness (Su): A bard of 9rd level 
  or higher with 12 or more ranks in a Perform skill 
  can use his music or poetics to inspire 
  greatness in himself or a single willing ally within 
  30 ft. For every three levels a bard attains above 
  9th, he can target an additional ally with a single 
  use of this ability (2 targets at 12th, 3 targets at 
  15th). To inspire greatness, a bard must sing 
  and an ally must hear him sing. The effect lasts 
  for as long as the ally hears the bard sing and 
  for 5 rounds thereafter. A creature inspired with 
  greatness gains 2 bonus hit dice (d10s), the 
  commensurate number of temporary hit points 
  (include the ally’s Constitution bonus), a +2 
  competence bonus to attack rolls, and a +1 
  competence bonus on Fortitude saves. The 
  bonus hit dice count as regular hit dice for 
  determining 
  the 
  effect 
  of 
  spells. 
  Inspire 
  greatness is a mind-affecting ability. 
   
  Inspire Heroics (Su): A bard of 15th level 
  or higher with 18 or more ranks in a Perform skill 
  can use his music or poetics to inspire 
  tremendous heroism in himself or a single willing 
  ally within 30 ft. For every three levels a bard 
  attains above 15th, he can inspire heroics in one 
  additional creature. To inspire greatness, a bard 
  must sing and an ally must hear him sing for a 
  full round. The effect lasts for as long as the ally 
  hears the bard sing and for 5 rounds thereafter. 
  A creature so inspired gains a +4 morale bonus 
  on saves and a +4 dodge bonus to AC. Inspire 
  heroics is a mind-affecting ability. 
   
  Song of Freedom (Su): A bard of 12th level 
  or higher with 15 or more ranks in a Perform skill 
  can use his music or poetics to create an effect 
  equivalent to the break enchantment spell 
  (caster level equals the character’s bard level). 
  Using 
  this 
  ability 
  requires 
  1 
  minute 
  of 
  uninterrupted concentration and music, and it 
  functions on a single target within 30 feet. A 
  bard can’t use song of freedom on himself. 
   
  Suggestion (Sp): A bard of 6th level or 
  higher with 9 or more ranks in a Perform skill 
  can make a suggestion (as the spell) to a 
  creature that he has already fascinated (see 
  above). Using this ability does not break the 
  bard’s concentration on the fascinate effect, nor 
  does it allow a second saving throw against the 
  fascinate effect. Making a suggestion doesn’t 
  count against a bard’s daily limit on bardic music 
  performances. A Will save (DC 17) negates the 
  effect. This ability affects only a single creature. 
  Suggestion is an enchantment (compulsion), 
  mind-affecting, language-dependent ability. 
  Dead In The Water 
  Round 1 
  Page 24 
  
   
  Skills and Feats: Bluff +23, Concentration 
  +20, Diplomacy +24, Disguise +5 (+7 to act in 
  character), 
  Intimidate 
  +7, 
  Perform 
  (wind 
  instrument) +25, Sense Motive +17, Spellcraft 
  +15; Use Magic Device +20 (+22 using scrolls), 
  Heighten Spell, Improved Initiative, Improved 
  Toughness, 
  Iron 
  Will, 
  Spell 
  Focus 
  (Enchantment), 
  Greater 
  Spell 
  Focus 
  (Enchantment), Widen Spell. 
   
  Spells Known (4/6/4/4/4/3; base DC = 15 + 
  spell level, 17 + spell level for enchantments): 
  0—daze, 
  detect 
  magic, 
  know 
  direction, 
  message, read magic, summon instrument; 
  1st—alarm, 
  cure 
  light 
  wounds, 
  grease, 
  inspirational 
  boost; 
  2nd—cure 
  moderate 
  wounds, glitterdust, mirror image, wave of grief; 
  3rd—confusion, dispel magic, displacement, 
  slow; 4th—dimension door, dominate person, 
  freedom of movement, modify memory; 5th—
  greater dispel magic, mirage arcane, song of 
  discord. 
   
  Possessions: +1 chain shirt, cloak of 
  charisma +4, potion of cure serious wounds, ring 
  of protection +1, trumpeter’s gift, masterwork 
  rapier, masterwork composite shortbow (+1 
  strength), 
  40 
  arrows, 
  masterwork 
  bugle, 
  backpack, spell component pouch, explorer’s 
  outfit, waterskin, 20 gp. 
  Yalin: wood elf male Rgr 12; CR 12; medium 
  humanoid (elf); HD 12d8+24; hp 78; Init +8; Spd 
  30 ft. (40 ft. with longstrider); AC 22, touch 15, 
  flat-footed 18; Base Atk/Grp +12/+15; Atk +16 
  melee (2d6+4/19-20, greatsword) or +17 ranged 
  (1d8+3+1d6 cold/x3, composite longbow); Full 
  Atk 
  +16/+11/+6 
  melee 
  (2d6+4/19-20, 
  greatsword)  or +15/+15/+10/+5 (1d8+3+1d6 
  cold/x3, composite longbow); SA -; SQ animal 
  companion, combat style mastery (archery), 
  DR5/bludgeoning or slashing, evasion, favored 
  enemy human +4, favored enemy orc +4, 
  favored enemy magical beast +2, swift tracker, 
  woodland stride, wild empathy; AL NE; SV Fort 
  +10, Ref +13, Will +8; Str 16, Dex 19, Con 12, 
  Int 8, Wis 14, Cha 8. 
   
  Animal Companion (Ex): Yalin currently 
  does not have an animal companion. Normally, 
  he would have a creature that is a loyal 
  companion that accompanies him on adventures 
  as appropriate for its kind. 
   
  Combat Style Mastery (Ex): Yalin has 
  selected archery. He gains the Improved 
  Precise Shot, Manyshot, and Rapid Shot feats 
  without the normal prerequisites. These apply 
  only when he wears light or no armor. He loses 
  the benefits when wearing medium or heavy 
  armor. 
   
  Evasion (Ex): Yalin takes no damage if he 
  makes a successful Reflex saving throw against 
  an attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
   
  Favored Enemy (Ex): Yalin gains the 
  indicated bonus on his Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using 
  these skills against that type of creature. He 
  gets the same bonus on weapon damage rolls 
  against creatures of this type. 
   
  Swift Tracker (Ex): Yalin can move at his 
  normal speed while following tracks without 
  taking the normal -5 penalty. He takes only a -10 
  penalty (instead of the normal -20) when moving 
  at up to twice normal speed while tracking. 
   
  Wild Empathy (Ex): Yalin can improve the 
  attitude of an animal in the same way as a 
  Diplomacy check for sentient beings. The ranger 
  rolls 1d20+11, or 1d20+7 if attempting to 
  influence magical beasts with an intelligence of 
  1 or 2.  
   
  Woodland Stride (Ex): Yalin may move 
  through any sort of undergrowth (such as 
  natural thorns, briars, overgrown areas, and 
  similar terrain) at his normal speed, and without 
  taking 
  damage 
  or 
  suffering 
  any 
  other 
  impairment. 
  However, 
  thorns, 
  briars, 
  and 
  overgrown 
  areas 
  that 
  are 
  enchanted 
  or 
  magically manipulated to impede motion still 
  affect him. 
   
  Skills and Feats: Hide +12, Knowledge 
  (Nature) +6, Listen +19, Move Silently +12, 
  Search +10, Spot +19, Survival +17; Endurance, 
  Improved Initiative, Improved Precise Shot, 
  Improved Toughness, Iron Will, Manyshot, Point 
  Blank Shot, Precise Shot, Rapid Shot, Track. 
   
  Spells Prepared (2/2/1; base DC = 12 + 
  spell level): 1st—arrowmind, longstrider; 2nd—
  listening lorecall, protection from energy; 3rd—
  water walk. 
   
  Precast: Longstrider. 
   
  Possessions: +1 frost composite longbow 
  (+3 
  strength), 
  +2 
  mithral 
  breastplate 
  of 
  spearblock, cloak of resistance +1, potion of 
  cure serious wounds, ring of protection +1, 
  masterwork greatsword, 60 arrows, backpack, 
  spell 
  component 
  pouch, 
  explorer’s 
  outfit, 
  waterskin. 
  Dead In The Water 
  Round 1 
  Page 25 
  
  Encounter Two: In the Trenches 
   
  Animated tent: 16 HD; CR 7; gargantuan 
  construct; HD 16d10+60; hp 148; Init -2; Spd 30 
  ft., fly 5 ft; AC 12, touch 4, flat-footed 12; Base 
  Atk/Grp +12/+31; Atk +15 melee (2d8+10, 
  slam); Full Atk +15 melee (2d8+10, slam); SA 
  constrict 2d8+10; SQ construct traits, darkvision 
  60 ft, improved speed, low light vision; AL N; SV 
  Fort +5, Ref +3, Will +0; Str 24, Dex 6, Con -, Int 
  -, Wis 1, Cha 1. 
   
  Skills and Feats: none. 
   
  Possessions: none. 
  Cornugon: hp 172; see Monster Manual page 
  55. 
  Aydel Tazrish: human female (Flan) Wiz16; CR 
  16; medium humanoid; HD 16d4+48; hp 88 [103 
  with false life]; Init +6; Spd 30 ft.; AC 18, touch 
  12, flat-footed 16 (includes greater mage armor); 
  Base Atk/Grp +8/+8; Atk +8 melee (1d4/19-20, 
  dagger) 
  or 
  +10 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); Full Atk +8/+3 melee (1d4/19-20, 
  dagger) or +10 (1d8/19-20, light crossbow); SQ 
  summon familiar; AL LE; SV Fort +8, Ref +7, 
  Will +10; Str 10, Dex 14, Con 16, Int 24, Wis 10, 
  Cha 10. 
  Famliar: Aydel has a shocker lizard as a 
  familiar. Its abilities and characteristics are 
  summarized below. 
  Shocker Lizard Famliar: CR –; Small 
  magical beast; 16HD; hp 44; Init +6; Spd 40 
  ft., climb 20 ft., swim 20 ft. AC 30, touch 13, 
  flat-footed 
  27 
  (includes 
  greater 
  mage 
  armor); Base Atk +8; Grp +4; Atk +8 melee 
  (1d4, bite); Full Atk +8 melee (1d4, bite); SA 
  stunning shock, lethal shock; SQ darkvision 
  60 ft., deliver touch spells, electricity sense 
  immunity to electricity, improved evasion, 
  low-light vision, speak with master, speak 
  with animals of its kind, SR 21, granted 
  abilities; AL N; SV Fort +6, Ref +7, Will +11; 
  Str 10, Dex 15, Con 13, Int 13, Wis 12, Cha 
  6. 
  Skills and Feats: Climb +11, Concentration 
  +20, Decipher Script +6, Hide +11, Jump 
  +7, Knowledge (Arcana) +20, Knowledge 
  (Architecture & Engineering) +6, Knowledge 
  (History) +6, Knowledge (Local, Core) +6, 
  Knowledge (Local, Nyrond Metaregion) +6, 
  Knowledge 
  (Nobility 
  and 
  Royalty) 
  +6, 
  Knowledge 
  (Planes) 
  +19, 
  Listen 
  +4, 
  Spellcraft +17, Spot +4, Swim+10, Use 
  Magic Device +17, Improved Initiative. 
  Electricity Sense (Su): A shocker lizard 
  automatically 
  detects 
  any 
  electrical 
  discharges within 100 ft. 
  Lethal Shock (Su): Whenever two or more 
  shocker lizards are within 20 ft. of each 
  other, they can work together to create a 
  lethal shock. This effect has a radius of 20 
  ft., centered on any one contributing lizard. 
  The shock deals 2d8 points of electricity 
  damage for each lizard contributing to it, to a 
  maximum of 12d8. A Reflex save (DC 
  10+number of lizards contributing) reduces 
  the damage by half. 
  Stunning Shock (Su): A shocker lizard can 
  deliver an  electrical shock to a single 
  opponent within 5 ft. once per round. This 
  attack deals 2d8 points of nonlethal damage 
  to living opponents (Reflex DC 12 half). The 
  save DC is Constitution based. 
   
  Skills and Feats: Concentration +22, 
  Decipher Script +12, Gather Information +0 (+2 
  in 
  Nyrond 
  metaregion 
  or 
  Core 
  regions), 
  Knowledge 
  (Arcana) 
  +26, 
  Knowledge 
  (Architecture & Engineering) +12, Knowledge 
  (History) +12, Knowledge (Local, Core) +12, 
  Knowledge (Local, Nyrond Metaregion) +12, 
  Knowledge 
  (Nobility 
  and 
  Royalty) 
  +12, 
  Knowledge (Planes) +25, Listen +2, Spellcraft 
  +23, Spot +2, Survival +0 (+2 on other planes), 
  Use Magic Device +19 (+23 when using scolls); 
  Craft Wondrous Item, Forge Ring, Improved 
  Familiar, Improved Initiative, Point Blank Shot, 
  Precise Shot, Quicken Spell, Scribe Scroll, 
  Silent Spell, Spell Penetration, Greater Spell 
  Penetration. 
   
  Spells Prepared (4/6/6/6/5/5/4/4/2; base 
  DC = 17 + spell level): 0—daze, detect 
  magic(2), message; 1st—feather fall, magic 
  missile (2), ray of enfeeblement (2), shield; 
  2nd—false life, resist energy (fire), resist energy 
  (cold), scorching ray (2), see invisibility; 3rd—
  dispel magic, haste, greater mage armor (x2), 
  lightning bolt (2); 4th—confusion, orb of acid (2), 
  Otiluke’s resilient sphere, solid fog; 5th—cone of 
  cold, blink, greater, silent orb of acid, reciprocal 
  gyre, quickened shield; 6th— chain lightning, 
  greater dispel magic, imbue familiar with spell 
  ability, silent teleport, 7th—greater anticipate 
  teleportation, Bigby’s grasping hand, waves of 
  exhaustion, quickened wind wall; 8th— Bigby’s 
  clenched fist, screen. 
   
  Precast: Greater anticipate teleportation, 
  false life, imbue familiar with spell ability (with 
  confusion and reciprocal gyre), greater mage 
  Dead In The Water 
  Round 1 
  Page 26 
  
  armor, resist energy (fire) and (cold) for 30 
  points of protection, extended refusal, screen. 
   
  Possessions: Light crossbow with 10 bolts, 
  dagger, amulet of health +2, cloak of resistance 
  +1, headband of intellect +4, metamagic rod of 
  empower, metamagic rod of silent, lesser, potion 
  of cure serious wounds, backpack, spell 
  component pouch, traveller’s clothes, waterskin, 
  10 gp. 
  Gorak Banton: human male (Oeridian) Clr15; 
  CR 15; medium humanoid; HD 15d8+45; hp 
  112; Init +5; Spd 20 ft.; AC 26, touch 10, flat-
  footed 26; Base Atk/Grp +11/+13; Atk +16 
  melee (1d8+5, flail) or +12 ranged (1d8/19-20, 
  light crossbow); Full Atk +16/+11/+6 melee 
  (1d8+5, heavy mace) or +12 (1d8/19-20, light 
  crossbow); SA rebuke undead; SQ -. AL LE; SV 
  Fort +12, Ref +8, Will +16; Str 14, Dex 10, Con 
  14, Int 10, Wis 23, Cha 10. 
   
  Skills and Feats: Concentration +20, 
  Knowledge (Arcana) +5, Knowledge (Religion) 
  +18, Knowledge (the planes) +5, Spellcraft +10; 
  Extend Spell, Improved Initiative, Improved 
  Toughness, Lightning Reflexes, Quicken Spell, 
  Scribe Scroll, Spell Focus (Enchantment), 
  Greater Spell Focus (Enchantment). 
   
  Turn Undead (Su): Gorrak can rebuke, 
  command, or bolster undead. He can turn 
  undead 3/day as a 15th level cleric. 
   
  Spells Prepared (6/7/7/6/5/5/4/2/1; base 
  DC = 16 + spell level, 18 + spell level for 
  enchantments; channels negative energy): 0—
  create water, cure minor wounds (2), detect 
  magic, mending, read magic; 1st—inflict light 
  wounds*, bane, bless, comprehend languages, 
  divine favor, obscuring mist, shield of faith (2); 
  2nd—shatter*, align weapon, cure moderate 
  wounds, lesser restoration (2), silence, sound 
  burst, 
  spiritual 
  weapon; 
  3rd—suggestion*, 
  bestow curse, cure serious wounds, dispel 
  magic, extended resist energy (cold), extended 
  resist energy (fire), invisibility purge; 4th—
  dominate person*, air walk, divination, divine 
  power, extended magic vestment (2). 5th—
  greater 
  command*, 
  extended 
  freedom 
  of 
  movement, extended greater magic weapon, 
  righteous might, quickened shield of faith, slay 
  living; 6th—harm*, greater dispel magic, planar 
  ally, stalwart pact, word of recall, 7th—
  disintegrate*, 
  blasphemy, 
  quickened 
  cause 
  serious wounds, 8th—true domination*, greater 
  planar ally. *Domain spell.  
   
  Deity: Hextor; Domains: Destruction (smite 
  at +4 to  hit, +15 damage, 1/day); Domination 
  (Spell Focus (Enchantment) feat). 
   
  Precast: Freedom of movement, greater 
  magic weapon, magic vestment (2), resist 
  energy (fire) and (cold) for 30 points of 
  protection, stalwart pact. 
   
  Possessions: 
  Cloak 
  of 
  resistance 
  +1, 
  Masterwork flail, light crossbow with 20 bolts, full 
  plate, masterwork heavy steel shield, pearl of 
  power (4th level), periapt of wisdom +4, 
  backpack, silver holy symbol of Hextor (2), spell 
  component pouch, explorer’s outfit, waterskin, 
  25 gp. 
  Encounter Three: In The Line Of Fire  
  Cinder Swarm: CR 13; elemental (fire, swarm); 
  HD 16d8; hp 72; Init +10; Spd 40 ft., fly 40 ft. 
  (good); AC 25, touch 24, flat-footed 19; Base 
  Atk/Grp +12-; Atk swarm (4d6 +3d6 fire); Full 
  Atk swarm (4d6 +3d6 fire); Space/Reach: 10ft./ 
  0 ft.; SA burn, distraction; SQ darkvision 60 ft., 
  elemental traits, immunity to fire, swarm traits, 
  vulnerability to cold; AL NE; SV Fort +7, Ref 
  +18, Will +7; Str 1, Dex 22, Con 10, Int 4, Wis 
  11, Cha 11. 
   
  Skills and Feats: Hide +16, Spot +9; Ability 
  Focus (burn), Ability Focus (distraction), Great 
  Fortitude, Improved Initiative, Iron Will, Lightning 
  Reflexes. 
   
  Burn (Ex): A cinder swarm’s attack deals 
  damage as a swarm plus fire damage from the 
  Fine 
  elementals’ 
  flaming 
  bodies. 
  Those 
  swarmed by cinders also must succeed on a DC 
  20 Reflex save or catch on fire. The flame burns 
  for 1d4 rounds. A burning creature can take a 
  move action to put out the flame. The save DC 
  is Constitution-based. 
   
  Creatures hitting a cinder swarm with 
  natural weapons or unarmed attacks take fire 
  damage as though hit by the swarm, and also 
  catch on fire unless they succeed on a DC 20 
  Reflex save. 
   
  Distraction 
  (Ex): 
  Any 
  living 
  creature 
  vulnerable to a cinder swarm’s damage that 
  begins its turn with a swarm in its square is 
  nauseated for 1 round; a DC 20Fortitude save 
  negates the effect. Even after a successful save, 
  spellcasting or concentrating on spells within the 
  area of a swarm requires a Concentration check 
  (DC 20 + spell level). Using skills requiring 
  patience and concentration requires a DC 20 
  Concentration 
  check. 
  The 
  save 
  DC 
  is 
  Constitution-based. 
   
  Possessions: none. 
  Fire Monolith: CR 17; gargantuan elemental 
  (extraplanar, fire); HD 36d8+216; hp 378; Init 
  Dead In The Water 
  Round 1 
  Page 27 
  
  +13; Spd 60 ft.; AC 29, touch 15, flat-footed 20; 
  Base 
  Atk/Grp 
  +27/+50; 
  Atk 
  +35 
  melee 
  (6d6+11/19-20, +4d6 fire, slam); Full Atk 
  +35/+35 melee (6d6+11/19-20, +4d6 fire, slam); 
  Space/Reach: 20ft./20 ft.; SA burn; SQ DR 15/-, 
  darkvision 60 ft., elemental traits, immunity to 
  fire, vulnerability to cold; AL N; SV Fort +20, Ref 
  +29, Will +16; Str 32, Dex 29, Con 22, Int 12, 
  Wis 15, Cha 17. 
   
  Skills and Feats: Balance +13, Diplomacy 
  +5, Intimidate +16, Jump +25, Listen +43, 
  Sense Motive +15, Spot +43, Tumble +24; 
  Alertness, Blindfight, Cleave, Combat Reflexes, 
  Dodge, 
  Great 
  Fortitude, 
  Improved 
  Critical 
  (slam), Improved Initiative, Improved Natural 
  Attack, Iron Will, Mobility, Power Attack, Spring 
  Attack, Weapon Focus (slam). 
   
  Burn (Ex): A fire monolith’s slam attack 
  deals bludgeoning damage plus fire damage 
  because of the creature’s flaming body. Anyone 
  hit by a fire monolith’s slam attack must succeed 
  on a DC 34 Reflex save or catch on fire. The 
  flame burns for 1d4 rounds. Unless it is still in 
  contact with the fire monolith, a burning creature 
  can take a move action to put out the flame. The 
  save DC is Constitution-based. 
   
  Creatures that hit a fire monolith with natural 
  weapons or unarmed attacks take fire damage 
  as though hit by the monolith’s attack, and also 
  catch on fire unless they succeed on a DC 34 
  Reflex save. 
   
  Possessions: none. 
  Fire Elemental, Large, Half-Fiend: CR 9; large 
  native 
  outsider 
  (fire, 
  extraplanar); 
  HD 
  8d8+2d10+40; hp 87; Init +10; Spd 50 ft., fly 50 
  ft. (average); AC 22, touch 17, flat-footed 14; 
  BAB/Grp: +8/+17; Atk: +15 melee (slam 2d6+5 
  plus 2d6 fire); Full Atk: +15 melee (2 slams 
  2d6+5 plus 2d6 fire) and +10 melee (bite 
  1d8+2); Space/Reach: 10ft./10 ft.; SA burn, 
  smite good, spell-like abilities; SQ DR 5/-, 
  darkvision 60’, elemental traits, immunity to fire 
  and poison, resistance to acid/cold/electricity 10, 
  vulnerability to cold; SR 20; AL NE; SV Fort +6, 
  Ref +14, Will +6; Str 20, Dex 27, Con 18, Int 8, 
  Wis 14, Cha 17.  
  Skills and Feats: Jump +6, Listen +5, Search +5, 
  Sense Motive +5, Spot +6; Combat Reflexes, 
  Dodge, Hover, Improved Initiative, Iron Will, 
  Mobility, Spring Attack, Weapon Finesse. 
   
  Smite Good (Su): Once per day the 
  creature can make a normal melee attack to 
  deal +10 extra damage against a good-aligned 
  foe. 
   
  Spell-Like Abilities (Sp): All caster abilities 
  at caster level 8, save DC (18) is Charisma-
  based. contagion, darkness, 3/day; desecrate, 
  unholy blight, poison 3/day. The unholy blight 
  and poison attacks have been used for the day. 
   
  Burn (Ex): A fire elemental’s slam attack 
  deals bludgeoning damage plus fire damage 
  from the elemental’s flaming body. Those hit by 
  a fire elemental’s slam attack also must succeed 
  on a reflex save (DC 17) or catch on fire. The 
  flame burns for 1d4 rounds. A burning creature 
  can take a move action to put out the flame. The 
  save DC is Constitution-based. Creatures hitting 
  a fire elemental with natural weapons or 
  unarmed attacks take fire damage as though hit 
  by the elemental’s attack, and also catch on fire 
  unless they make their save. 
   
  Dead In The Water 
  Round 1 
  Page 28 
  
  DM Aid #1: New Rules 
  New Feats: 
  Improved Toughness (Complete Warrior): 
  Prerequisite: Base Fortitude save +2. Benefit: 
  You gain a number of hit points equal to your 
  current hit dice. Each time you gain a hit die 
  (such as by gaining a level), you gain 1 
  additional hit point. If you lose a hit die (such as 
  by losing a level), you lose 1 hit point 
  permanently. A fighter may choose this feat as a 
  bonus feat. 
  New Spells: 
  Anticipate Teleportation (Complete Arcane) 
  Abjuration 
  Level: Sorcerer/Wizard 4 
  Components: V, S, F 
  Casting Time: 1 round 
  Range: One willing creature touched 
  Area: 5-ft./level radius emanation from touched 
  creature 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
  The subject of the spell is surrounded with an 
  invisible aura that anticipates and delays the 
  teleportation of any creature into the spell’s 
  area. Any teleportation spell or effect (including 
  all spells with the teleportation descriptor) can 
  be anticipated, making the spell’s recipient 
  instantly aware of the exact location where the 
  teleporting creature will arrive (subject to the 
  restrictions below), the creature’s size, and how 
  many other creatures (and their sizes) are 
  arriving with the teleporting creature. The spell 
  also delays the arrival of the teleporting creature 
  by 1 round (so that it arrives on its initiative 
  count immediately before its next turn), generally 
  giving the recipient of the spell and anyone else 
  made aware of the information 1 round to act or 
  ready actions. The teleporting creature does not 
  perceive this delay. 
   
  Since 
  a 
  teleporting 
  creature 
  doesn’t 
  necessarily arrive at the precise location it 
  intends, the spell also functions against a 
  creature that arrives in range even though its 
  intended destination was elsewhere. For a 
  creature that intends to teleport into range but 
  inadvertently arrives outside the spell’s area, the 
  spell gives the recipient awareness that a 
  creature has attempted to teleport into range 
  and delays the creature as normal, but doesn’t 
  give any awareness as to the actual location of 
  its imminent arrival. 
  The spell has no effect on creatures attempting 
  to teleport away from the spell’s area, though if 
  their destination is within the area, the spell will 
  affect their reentry as normal. 
  Focus: A tiny hourglass of platinum and crystal 
  costing 500 gp, which must be carried or worn 
  by the spell’s recipient while the spell is in effect. 
  Anticipate Teleportation, Greater (Complete 
  Arcane) 
  Abjuration 
  Level: Sorcerer/Wizard 8 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Duration: 24 hours 
  As anticipate teleportation, except that greater 
  anticipate teleportation identifies the type of 
  arriving 
  creature 
  (and 
  any 
  companions 
  accompanying it) and creates a delay of 3 
  rounds, providing the recipient with even more 
  warning and preparation time. 
  Focus: A tiny hourglass of platinum and crystal 
  filled with diamond dust, costing 1,000 gp. The 
  hourglass must be carried or worn by the spell’s 
  recipient while the spell is in effect. 
  Arrowmind (Complete Adventurer) 
  Divination 
  Level: Ranger 1, Sorcerer/Wizard 1 
  Components: V, S, M 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level(D) 
  You sharpen your senses and focus your mind 
  on the use of a bow. While this spell is in effect 
  and you are wielding a longbow, shortbow, 
  greatbow, 
  composite 
  greatbow, 
  composite 
  shortbow, or composite longbow, you threaten 
  all squares withing your nomal melee reach (5 ft. 
  if small or medium, 10 ft. if large) with your bow, 
  allowing you to make attacks of opportunity with 
  arrows shot from the bow. In addition, you do 
  not provoke attacks of opportunity when you 
  shoot a bow while you are in another creature’s 
  threatened square. 
  Material component: A flint arrowhead. 
  Inspirational Boost (Complete Adventurer) 
  Dead In The Water 
  Round 1 
  Page 29 
  
  Enchantment 
  (Compulsion) 
  [Mind-Affecting, 
  Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round or special, see text 
  When you play your instrument, sing your song, 
  recite your epic poem, or speak your words of 
  encouragement, you fill your allies with greater 
  confidence than normal. While this spell is in 
  effect, the morale bonus granted by you inspire 
  courage bardic music increases by 1. The effect 
  lasts until your inspire courage effect ends. If 
  you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the 
  spell’s effect ends. 
  Blink, Greater (Complete Arcane) 
  Transmutation 
  Level: Bard 5, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  This spell functions like blink, except you have 
  control over the timing of your “blinking” back 
  and forth between the Ethereal Plane and the 
  Material Plane.  You can also ready an action to 
  blink away from any physical or magical attack, 
  with the attack missing automatically unless it 
  also affects ethereal targets (as a force effect 
  does).  While blinking, you have no chance of 
  interfering with your own attacks or your own 
  spells.  When moving through solid objects, you 
  do not risk materializing inside one unless you 
  actually end your movement there, in which 
  case you materialize and are shunted off to the 
  nearest open space, taking 1d6 points of 
  damage per 5 feet traveled in this manner. 
  Imbue Familiar With Spell Ability (Complete 
  Arcane) 
  Universal 
  Level: Sorcerer/wizard 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Familiar touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell allows you to transfer a number of 
  your spells and the ability to cast them into your 
  familiar.  Spontaneous spellcasters, such as 
  sorcerers, can imbue a familiar with any spells 
  they know how to cast.  Arcanists who prepare 
  spells, such as wizards, can imbue a familiar 
  with any spell they have currently prepared.  In 
  either case, you can imbue one spell per three 
  caster levels, with a maximum spell level of one-
  third your caster level, rounded down (maximum 
  of 5th level).  Multiple castings of imbue familiar 
  with spell ability have no effects on these limits. 
  The transferred spell’s variable characteristics 
  (range, duration, area, and so on) function 
  according to your level.   Once you cast imbue 
  familiar with spell ability on your familiar, both 
  the spell slot form which you cast the spell and 
  the spell slots of the transferred spells remain 
  unavailable for the preparation or casting of new 
  spells until the familiar uses the transferred 
  spells or imbue familiar with spell ability expires. 
  The spell can be dispelled; if this spell fails, the 
  spells transferred are lost as if the familiar had 
  cast them.  In an antimagic field, the familiar 
  loses the ability to cast the imbued spells, but 
  regains it again if it leaves the field (so long as 
  the spell’s duration hasn’t expired). 
  If any transferred spell requires a focus or 
  material component, you must have it on your 
  person when the spells are cast (components 
  are consumed as normal without requiring you 
  to bring them to hand).  Any XP costs from a 
  transferred spell are deducted from your total 
  when the familiar casts the spell. 
  Listening Lorecall (Complete Adventurer) 
  Diviination 
  Level: Druid 2, Ranger 2, Sorceror/Wizard 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
  You 
  gain 
  the 
  ability 
  to 
  precisely 
  and 
  instantaneously identify and locate the origins of 
  even the most minute sounds you detect. You 
  gain a +4 insight bonus on Listen checks. 
   
  In addition, if you have 5 or more ranks in 
  Listen, you gain blindsense out to 30 ft. If you 
  have 10 or more ranks in Listen, you gain 
  blindsight out to 30 ft. instead. 
   
  A silence spell or effect negates blindsense 
  or blindsight granted by a listening lorecall spell. 
  Mage Armor, Greater (Complete Arcane) 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/Wizard 3 
  Dead In The Water 
  Round 1 
  Page 30 
  
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level(D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell functions like mage armor, except that 
  its tangible field of force provides a +6 armor 
  bonus to Armor Class. 
  Material component: A tiny platinum shield worth 
  25 gp. 
  Orb of Acid (Complete Arcane) 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/Wizard 4, Warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots 
  from your palm at its target, dealing 1d6 points 
  of acid damage per caster level (maximum 
  15d6). You must succeed on a ranged touch 
  attack to hit your target. 
   
  A creature struck by the orb takes damage 
  and becomes sickened by the acid’s noxious 
  fumes for 1 round. A successful Fortitude save 
  negates the sickened effect but does not reduce 
  the damage. 
  Wave of Grief (Complete Divine) 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 2, Blackguard 2, Cleric 2 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Area: Cone 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  All within the cone when the spell is cast are 
  overcome with sorrow and grief. They suffer a -3 
  morale penalty on all attack rolls, saving throws, 
  ability checks, and skill checks. 
  Material component: Three tears. 
  New Magic Items: 
  Burrowing Arrow (Complete Warrior): 
  This +1 arrow sticks into its target on a 
  successful hit and embeds itself in the wound.  
  A burrowing arrow must be pulled out before 
  natural healing can occur, and this removal 
  deals a further 1d8 points of damage.  If the 
  target receives magical healing, the burrowing 
  arrow immediately deals 1d8 points of damage 
  as the magic forces it out of the wound. 
  Faint necromancy; CL 4th; Craft Magic Arms and 
  Armor, inflict light wounds; Price 167 gp; Cost 87 
  gp + 6 XP. 
  Spearblock (Complete Warrior): Armor with 
  this quality functions the same as axeblock 
  armor, except that it provides damage reduction 
  of 5/bludgeoning or slashing.   
  If a single shield or suit of armor has two of the 
  three 
  blocking 
  armor 
  qualities 
  (axeblock, 
  hammerblock, and spearblock), it grants its 
  owner just 5 points of damage reduction by 
  whatever damage type appears twice.  For 
  example, a +1 chain shirt with axeblock (5 
  DR/bludgeoning or piercing) and hammerblock 
  (DR 5/piercing or slashing) special abilities only 
  provides DR 5/piercing. 
  Moderate abjuration; CL 11th; Craft Magic Arms 
  and Armor, polymorph any object; Price +2 
  bonus. 
  Trumpeter’s Gift (Complete Adventurer): 
  This shiny mouthpiece fits any wind instrument, 
  such as a trumpet or other horn.  It grants a +5 
  competence 
  bonus 
  on 
  Perform 
  (wind 
  instruments) checks using the instrument.  Once 
  per day, the trumpeter can use the horn to 
  produce a shout effect.  If the horn is not of 
  masterwork quality, however, it is destroyed 
  once this effect is produced. 
  Moderate evocation; CL 7th; Craft Wonderous 
  Item, shout; Price 12,700 gp. 
  Dead In The Water 
  Round 1 
  Page 31 
  
   
  DM Aid #2: Map of Outer Defenses 
   
  A – archer positions 
  B – bezekira position (if present) 
  M – Madrick’s position 
  Y – Yalin’s position
  Dead In The Water 
  Round 1 
  Page 32 
  
   
  DM Aid #3: Inner Camp 
   
  The north edge of this map is the south edge of the map in DM Aid #2. 
  Dead In The Water 
  Round 1 
  Page 33 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I03 - Dead in the Water/URD5-I03 - Dead in the Water.pdf