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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  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
   
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  For questions specific to this document, please e-mail your contact.per@iuzlg.com; for LIVING GREYHAWK campaign questions email 
  rpgahq@wizards.com. 
  PER8-01 
   
   
   
   
   
   
   
   
   
  Waves of Tidal Fury 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Perrenland Regional Adventure 
  Version 1.0 
   
  by Jeffrey Jway 
   
  Primary Reviewers: Bruce Paris and Gary Johnson 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Dzaki, Jana, Lester, Herman, Thum Bing Ming, Tse Yang, Daryl. 
   
  Rumors of an increase in pirate activity on the lake near Meerstadt have reached the city. Many ships have recently 
  failed to make it to the ports, adding to the veracity of the rumors. Nonetheless, trade and re-supply of the city's 
  resources have been gravely affected and the city has hit a standstill, especially in this time of rebuilding. The Zee 
  Auszug are looking for adventurers. Perhaps it is to stop this scourge on maritime movement, or perhaps it is to 
  manage the mayhem some other way? A one-round Perrenland Regional adventure of particular interest to 
  members of the fighting forces and set in the city of Meerstadt and on Lake Quag for APLs 2-8. 
   
  Resources for this adventure [and the authors of those works] include PER5-08: Bitter Winds, Brother's Sorrow [Dean 
  Bailey], PER6-08: Brother's Love Lost [Dean Bailey], Stormwrack [Richard Baker, Joseph D. Carriker, Jennifer Clarke-
  Wilkes], Complete Arcane [Richard Baker] and Monster Manual V. 
  
  PER 8-01 Waves of Tidal Fury 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA 
  event from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  LIVING GREYHAWK campaign—a worldwide, ongoing 
  D&D® campaign set in the GREYHAWK setting—you must 
  sanction it as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a group of 
  friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back 
  to the RPGA in a timely manner. The person who runs the 
  game is called the session Dungeon Master (or usually just 
  DM). Sometimes (and almost all the time in the cases of 
  home events) the senior gamemaster is also the session 
  DM. You must be at least a HERALD-LEVEL GM to run this 
  adventure. By sanctioning and reporting this adventure, 
  you accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points. 
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA website 
  at www.rpga.com. 
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2008. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for 
  the DM only. If you read farther than this section, you’ll 
  know too much about its challenges, which kills the fun. 
  Also, if you’re playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes you 
  ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your convenience, 
  Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA session 
  tracking sheet. If you’re playing this adventure as part of an 
  RPGA-sanctioned event, complete and turn in this sheet to 
  your senior GM directly after play. You’ll also find a LIVING 
  GREYHAWK adventure record (AR). You need one copy of 
  this for each participating player. 
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group is 
  an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for APL 2 
  and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances of 
  success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard Regional adventure, set in Perrenland. 
  Characters native to Perrenland pay 1 Time Unit per 
  round; all other characters pay 2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can be 
  found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  All throughout Perrenland people are beginning to pick up 
  their lives again after the events over the past year. From 
  the lifting of Hell’s Gloom, to the discovery of the diadem, 
  to the defeat of Drezlna and the forces of Iggwilv and Iuz 
  by intrepid adventurers. 
   
  Cities are being repaired, towns are being rebuilt and 
  villages are being repopulated in the aftermath of what has 
  been known as “A Nation Mocked”, as coined by Orgus 
  Bildgear, the humiliation of the nation through the attacks 
  and incursions of Iuzian forces in Perrenland. 
   
  But alas, not all traces of the evil that had pervaded 
  Perrenland during this dark three years have been 
  eradicated. Many followers of Iuz, and other disciples of 
  evil that took advantage of the terror Iuz brought to the 
  land, have gone into hiding. Such individuals have begun 
  to jockey for position. and such jockeying requires more 
  than a couple of demonstrations of force to gather others to 
  them. 
   
  One such individual is Sereken Derenair, once of the 
  Vuurzward clan but is now, in his own words, “beyond 
  such human relations”. Sereken was banished from his 
  family and home years ago after he was discovered to be a 
  murderer and a vile necromancer. After being chased out 
  of his village at the end of many a pitchfork, he decided to 
  toss in his lot with the Iuzian forces and has served with 
  them since. But when the forces of Good began to win, 
  Sereken fled and sought a place of his own to carry on his 
  own form of terror. 
   
  During 597 CY, Sereken found an underwater cave 
  system from which to work from, research and gather 
  more cadavers. There were many sunken ships and dead 
  bodies to work with (given the rise of piracy in the waters 
  of Perrenland two years back). Sereken’s research during 
  this time has uncovered a powerful secret: the method of 
  imbuing magic into the undead corpses he creates, 
  allowing them to utilise magic in combat. Such is the secret 
  of creating spell-stitched undead. 
   
  Laying low, Sereken wanted to test his new undead 
  force and bring piracy back to the waters of Perrenland. 
  Through the chaos that ensues, Sereken hopes to enlarge 
  his force and make a bid for power in Perrenland and 
  
  PER 8-01 Waves of Tidal Fury 
   
  Page 2 
  gather what is left of the forces of Evil to create what, in his 
  mind, will be a city of Necromancers. Especially now, 
  when he thinks the forces of Perrenland are licking their 
  collective wounds and the guard of the forces of Good is 
  down. 
   
  This adventure takes from events that have happened 
  in PER 5-08 Bitter Wind, Brother’s Sorrow and PER 6-08 
  Brother’s Love Lost. It is not necessary to have played these 
  modules to enjoy this adventure, but it does add a bit to the 
  flavour and background of the story. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are called together to investigate 
  the rise of piracy in the waters of Perrenland. They are told 
  that no survivor has ever been found from these attacks 
  and that the Zee Auszug has decided to send in a bunch of 
  Heroes as bait to try to stop the attacks at the source. 
   
  Encounter 1: The PCs meet the captain and crew of 
  their disguised Zee Auszug ship, the Raging Bull, and 
  launch off towards the location of the last attacks, 
   
  Encounter 2: The PCs’ ship is approached by actual 
  pirates that ply their trade in the Lake Quag, and flying a 
  flag of truce. Unless the PCs attack, the pirates negotiate 
  and ask for the PCs’ help to rid the waters of ‘improper’ 
  piracy. 
   
  Encounter 3: The PCs’ ship is attacked by a ship that 
  appears out of an eerie mist and tries to board the Zee ship. 
  The attacking ship is crewed by undead, and after a failed 
  boarding attempt, flees by diving underwater! The PCs are 
  then called to follow the submerged ship and provided 
  with the means to go underwater. 
   
  Encounter 4: The PCs find the submerged ship, and  
  obvious trail of footsteps leading along the sandy floor 
  towards an underwater cave entrance. 
   
  Encounter 5: The PCs enter a dry underwater cave 
  and meet the first line of protection set by Sereken. They 
  also discover the living chambers of Sereken. 
   
  Encounter 6:  The players find Sereken in his 
  laboratory and face off against him and his undead pets. 
   
  PREPARATION FOR PLAY 
  Please check if any player has the following AR objects: 
  • Access to Nachtstadt from PER 6-08 Brother’s Love Lost. 
  This means the pirates that work in Lake Quag 
  consider them friends, and have a starting attitude of 
  friendly towards the PCs in Encounter 2.  
  • Gratitude of the Meerijders from PER 6-08 Brother’s 
  Love Lost. This means the pirates that work in Lake 
  Quag consider them enemies, have a starting attitude 
  of unfriendly towards the PCs, and easily take offence 
  at their actions in Encounter 2. 
  • Check if any of the players are members of the 
  Perrenland military forces. This affects the AR reward 
  at the end. 
  INTRODUCTION 
  All throughout Perrenland people are beginning to 
  pick up their lives again after the events of the past 
  year: the lifting of Hell’s Gloom, the discovery of the 
  diadem, the defeat of Drelnza and the forces of 
  Iggwilv and Iuz. You, on the other hand, have been 
  somewhat ‘out of a job’ now that the fighting and war 
  is over. Yes, you are having a ‘well-deserved break’, but 
  the boredom is getting to you. So, it was to your great 
  pleasure when, as you were sitting in the Mermaid’s 
  Rest Inn in Meerstadt, a flustered young boy in 
  tattered clothes rushed up to your group with a letter 
  in hand.  
   
  “Kind adventurers, I’ve been told to give this to 
  you” he says as he places the letter on your table. The 
  boy looks at you expectantly. 
   
  Creevy is a messenger, used by the Auszug to deliver 
  missives they do not want delivered in an obvious manner 
  (DC 15 Knowledge (Local-Iuz Metaregion to recognise him 
  as such a messenger) and he is waiting for a reply, if any. 
  Give to the players Players’ Handout 1. Creevy leaves 
  after he is given a reply. If the PCs want to do anything 
  before the meeting, they have four hours to do so. 
   
  TROUBLESHOOTING 
  If the PCs do not response to this message, The 
  Auchfahnlein himself will approach them in town and ask 
  them to follow him to his office for a meeting of great 
  import.If the PCs refuse, the adventure is over as the 
  Auchfahnlein will go find other more willing adventurers 
  to accomplish this mission for him and the PCs will have 
  no part in it. 
   
  GATHER INFORMATION CHECKS 
  The PCs can try to gather information as to what is 
  happening in town by visiting various places. Remind 
  them that they only have time for one check before their 
  meeting. Give them a + 1 circumstance bonus for every 10 
  gp they spend to a maximum of + 5. 
   
  The locations they can gather information are: The 
  Harbour Master’s Office, The Mermaid’s Rest, the tavern 
  they are in, The Upstanding Gentleman, and The Docks 
  and The Salty Dog Tavern 
   
  HARBOUR MASTER 
  The Habour Master’s office is easy to locate, as it is the 
  biggest building by the docks and the most rowdy 
  with many sea-men walking in and out. 
   
  The Harbour Master is a red-headed woman named 
  Miranda who is currently struggling to manage her 
  shipping charts 
   
  As you enter, she looks up from her messy desk which 
  is stacked with charts, documents and manifests. 
  “Yes? What can I help you with? Make it fast, I’m a 
  busy woman.” 
  
  PER 8-01 Waves of Tidal Fury 
   
  Page 3 
  Gather Information Check 
  DC 10: There have been many ships that have not made it 
  into port these two weeks. No one knows why 
  and where they are. 
  DC 20: There has been talk that pirates are increasing 
  their activities and the missing ships have been 
  attacked and sunk. No survivors. 
  DC 25: If it is truly pirates, I’ll be rather surprised. 
  Sinking ships and leaving no survivors isn’t their 
  way. Pirates rather spread fear and increase their 
  notoriety and not do such things without laying 
  claim to it. 
   
  THE MERMAID’S REST 
  The barkeep is willing to answer a few questions since 
  there aren’t a lot of people in the tavern at the moment. 
   
  Gather Information Check 
  DC 10: Business been difficult, ya know. Fewer sailors 
  been coming in recently, me shipment o’ potatoes 
  is late, me garden’s a wreck after the Gloom. Life’s 
  tough. 
  DC 20: The sailors that have come in all talk ‘bout ships 
  going missing or sum’thing. But nothing’s going 
  to happen now that the war’s over and that 
  problem with pirates 2 years ago was settled, 
  right? 
  DC 25: Me dog, Sparkles, came back with a bone the other 
  day that had some etchings on it. Thought it was 
  some cursed piece of junk or sum’thing. 
   
  If the PCs ask to examine the bone, the barkeep goes and 
  takes it for them. With a DC 10 Spellcraft check, the PCs 
  can tell that the etchings are magical runes, but what is 
  etched on the bone is not enough to gather what spell or 
  magical text it was part of. 
   
  THE UPSTANDING GENTLEMAN 
  The Upstanding Gentleman is an exclusive Club that is not 
  open to the general Public. A PC must have the 
  Membership to the Upstanding Gentleman favour 
  from PER5-08 Bitter Winds, Brothers Sorrow or be a member 
  of a Perrenland metaorganisation that is considered a 
  thieves guild for prestige class requirements to be 
  admitted. Otherwise, they are turned away by Taldon, the 
  bouncer, at the door. Taldon is always well-dressed and 
  very polite. 
   
  If any of the PCs actually ask, the price for “bedding a 
  wench” is now 5 gp per hour, due to the war increasing the 
  demand for comfort. 
   
  Please adjust the text accordingly if your players are 
  under the age of sixteen: 
   
  The Upstanding Gentleman is a large and beautifully 
  structured building on Rose Street in the more 
  prosperous area of Meerstadt. There is a neat-looking 
  flower garden by the doorway and a finely-painted 
  shingle of a well-dressed man hangs over the door. As 
  you enter, the smell of perfume and various pleasant 
  aromas reach your noses. Scantily-clad woman and 
  bare-chested men lounge around on plump cushions 
  and divans. Most wear a green ribbon on their arm, 
  signalling that they are “available”. 
   
  Gather Information Check 
  DC 5: 
  “Hi there … are you here just to talk or can I 
  interest you in … something else?” 
  DC 10: “There have not been many sailors in here 
  recently, so we are quite free. I can convince the 
  mistress to let you have a little extra time with me 
  if you want.” 
  DC 20: “All our customers ever talk about recently is the 
  fact not much supplies have been delivered into 
  town recently, but I’m sure we can supply you 
  with anything you want, sugah, and make you 
  forget all about whatever’s troubling you.” 
  DC 25: “The Zee Auszug is rather tight-lipped about 
  something recently, but one of those cute cadets 
  let slip something while he was… enjoying… his 
  stay here. Something about pirates and bait and 
  stuff …” 
   
  DOCKS & SALTY DOG TAVERN 
  The docks are rather empty, with only a single ship 
  anchored there. The ship is rather wide and gaudy, 
  like a heavy merchant vessel. Most of the sailors and 
  dock-workers are sitting around playing with dice or 
  cards in the Salty Dog Tavern by the Docks. 
   
  Gather Information Check 
  DC 10: “There be no ships coming in of late. No work, no 
  pay. Haven’t seen old Ned in a long while around 
  these here parts recently, nor the ship he be on, 
  the Sea Monkey.” 
  DC 20: “I heard there be pirates out there. I’ve many dark 
  shapes in the fog at night when I’m out at sea. 
  *burp* But they better not be doing anything to 
  me when I’m on the ship. I’m the great Captain 
  Janni Walkeen. Me First mate, Jim Bean and me 
  Navigator, Foster ain’t scared of no pirates, right 
  lads? *hic*” 
  DC 25: “I’ve heard that it’s some new pirate gang that 
  have been sinking ships trying to reach 
  Meerstadt. And they have captured all the crew of 
  the ships they’ve attacked to use as their own.” 
   
   
  
  PER 8-01 Waves of Tidal Fury 
   
  Page 4 
  1: FISHING FOR TROUBLE 
  When the PCs have finished gathering information, tell 
  them that it’s  time for the meeting. 
  The Zee Auszug barracks is a large private dock that 
  usually has many large military ships stationed there 
  for immediate deployment. As you walk up to the 
  main gate, you see a clipper named The Falcon, a large 
  warship named the Vision of Vestmeer and a 
  schooner named The Pioneer. When you introduce 
  yourselves at the gate, you are escorted into a large 
  meeting room and after a few minutes, a young-
  looking male half-elf with a greenish tinge to his skin 
  walks in. He introduces himself as Auchfahnlein 
  Arnof Ressigner. 
   
  “Good afternoon, glad to have you all here for this. 
  Make yourselves comfortable and I will tell you what 
  I need you to do.” 
   
  The Auchfahnlein tells the party their mission slowly, 
  acting rather stiff and military-like, trying his best to hide a 
  sense of desperation (DC 20 Sense Motive to detect this). 
  Use the following points to direct the conversation and 
  answer any questions: 
  • Pirates have been attacking ships that have been heading 
  into or out of Meerstadt the last two weeks. Not many 
  sailors have survived these attacks, and those that do are 
  found raving mad. No information can be gotten from 
  the survivors in their state, and the dead ones have been 
  so mutilated that the priests at the local Temple of the 
  Old Kerk out at Perren’s Knob are unable to 
  communicate with their spirits. 
  • This has affected trade and the resupply of the town 
  because almost all of Meerstadt’s trade is by sea. This has 
  resulted in the rise of prices of common foodstuff and 
  bare essentials but not yet to the extent of the prices 
  during the war. Not yet. 
  • Many of the Zee Ships sent to investigate have also been 
  sunk and they have lost a lot of sailors already. Given that 
  the ranks of the Zee are already decimated from the war, 
  they cannot afford to lose any more sailors. 
  • The Zee Auszug have decided to send the PCs on a ship 
  to act as bait and lure these pirates out They also want 
  the PCs to find a way to take out the pirates at the source. 
  The party are to sail on a disguised Zee Auszug ship and 
  go to where the main concentration of attacks has been: 
  hopefully the pirates will take the bait and attack, and 
  hopefully the PCs can succeed where the Zee Auszug 
  have failed. 
  • The Zee Auszug promises to report the aid the PCs is 
  giving them to the entire Army, so that the PCs are 
  recognised for their services to the Army in the future. 
  • The bait ship leaves in three hours; the party has until 
  then to report to the docks to get on The Raging Bull, a 
  converted galleon that was once known as The Terror in 
  the Breeze. The ship has no weaponry aboard so as to keep 
  up the deception. 
  • The PCs are each provided with a potion of water 
  breathing, a potion of swim and a suit of sharkskin armour 
  (see Appendix 2) in case they made need it. 
  • If the players already own a ship, The Auchfahnlein 
  refuses to let them use their own ship. He is of the 
  opinion that the PCs need the Zee’s support and sending 
  two ships (One Zee ship in addition to the PGs’ ship) is 
  folly. 
   
  If the PCs ask any other questions, the Auchfahnlein either 
  doesn’t know and tells them as much or tells them that he 
  doesn’t want to speculate in possibilities. Once the PCs 
  have finished asking questions, the Auchfahnlein thanks 
  them and politely reminds them to board the Raging Bull 
  on time. The Auchfahnlein apologises for not being able to 
  send them off as he doesn’t want any one to find out that 
  the mission being an official Zee mission. Allow the PCs to 
  do any more preparations they want, then hurry them to 
  the Docks. 
  If the PCs had been to the docks, they may realise 
  that the lone ship there is the Raging Bull. The ship is 
  expecting them: when they arrive, the gangplank is 
  lowered and they are ushered on board. Once the players 
  are on board and their luggage stowed, the captain, 
  Vladimir Petrovich, introduces himself. He talks clearly 
  with a very military tone: 
   
  “Welcome aboard The Raging Bull, I’m Vladimir 
  Petrovich. I am the captain and you’re on my ship. 
  Here are the rules: We are bait, yes, but until then you 
  are expected to behave yourself and help out with the 
  management of the ship. If we don’t get to be bait in 
  one piece, we won’t really be bait at all. Help to staff 
  the fishing lines in the morning so that we can at least 
  not be hungry bait. And when we reach our 
  destination, please help to reduce the amount of 
  damage to the ship and defend my crew: we are 
  sailors, not brilliant warriors like I’m sure you are. We 
  should swing by the location of the last attack within 
  the next two days if the winds are in our favour. And 
  good luck when we reach there!” 
   
  Vladimir 
  Petrovich: 
  male 
  human 
  (flan) 
  rogue 
  5/swashbuckler 2/scarlet corsair 2. 
   
  Vlad is an officer in the Zee Auszug and is officially in 
  charge of this mission. His orders are to let the PCs do 
  what they need to do and to give them as much help as 
  they need. Vladimir tries to make sure the PCs know that 
  he is still supposed to be in charge, so he acts tough around 
  them and orders them around, the only way he knows how 
  to keep order on a ship. 
   
  DEVELOPMENT 
  The PCs can mingle around and interact with the rest of 
  the crew. Feel free to create your own NPCs for the PCs to 
  talk to, but if you have a time constraint, try to keep it at a 
  minimum and proceed to the next encounter below. 
   
   
  
  PER 8-01 Waves of Tidal Fury 
   
  Page 5 
  2: THE ENEMY OF MY ENEMY 
  Check where the PCs are in the evening at about 8pm on 
  the first day and adapt the text below as needed. 
   
  It’s been a few hours since The Raging Bull left the 
  harbour.It has been rather boring watching the 
  sailors trim sails and work the rudder. A thin mist 
  that came upon you when you left Meerstadt still 
  hangs drearily around you, limiting vision into the 
  darkness. Suddenly, a loud shout from the Crow’s 
  Nest gets everyone’s attention: “Ship ho, off the 
  starboard side, 100, maybe 70 yards! It’s a pirate ship 
  flying a white flag of truce!” The entire ship goes into 
  a flurry of action as the sailors take battle stations. 
   
  The ship that approaches is a pirate ship, but not the pirates 
  that are behind the recent spate of attacks. In fact these 
  pirates want to help, since the ‘newcomer’ is hurting their 
  profits. They come under a flag of truce and hope to 
  negotiate a peaceful compromise to the situation. Give a 
  round to the players to see what they do.  
   
  As everyone rushes to their combat posts and you 
  rush to the side of the ship to get a better look, the 
  pirate ship stops 30 feet away from the Raging Bull on 
  its starboard side. The new ship is named The 
  Feathered Cap and flies the colours of Skull-and-
  Bones, but also a white flag, a symbol of truce. 
  “Parley?” echoes a shout from the other ship. “Can we 
  talk?” 
   
  The pirates of Nachtstadt are Friendly towards the PCs 
  who have the Access to Nachtstadt AR entry and 
  Unfriendly towards the PCs that have the Gratitude of 
  the Meerijders AR entry. 
   
  PCs that have the Access to Nachtstadt AR entry and 
  make a DC 15 Spot check to notice two familiar faces 
  standing near the bow of the ship. Terrak and Vanus, two 
  sailors the PCs met when they arrived at Nachstadt are on 
  the ship and this may give a clue to them that the pirates 
  may be friendly, especially since the PCs are on good terms 
  with these pirates. 
   
  The pirates stand at the railings of their ship looking 
  menacing, yet do not appear to be taking any hostile 
  action. A pirate dressed in a long leather overcoat 
  steps up from amongst the others and address you: 
   
  “Good folk, we mean you no harm. We are not the 
  ones that are behind the recent spate of attacks and 
  we want to help you. We heard word that you Zee 
  were looking for a party of adventurers to help you 
  where you have failed. Not a bad choice and not a bad 
  group of adventurers…” A human male that seems to 
  be the captain shouts across the waves while the men 
  behind him snigger and laugh. 
   
  “This new pirate is sinking all the ships has sunk 
  some of ours too and we feel that the enemy of our 
  enemy can be our friend, just for a while. We have a 
  common enemy here, Captain Petrovich. What say we 
  work together?” The man’s voice is calm and has a 
  hint of amusement at the situation. 
   
  The pirates will, if allowed to, start a negotiation with the 
  PCs and a summary of what they offer is this: 
  • The Captain of The Feathered Cap is Captain Janni 
  Walkeen. 
  • They don’t know who is behind this new pirate activity, 
  and they have no leads too. They too have had no 
  survivors from the attacks and can’t provide more 
  information. 
  • They offer to help by going into the area where the 
  pirate attacks occurred at a different trajectory from that 
  of the The Raging Bull to provide as a distraction to this 
  new pirate fleet in the waters. They want to get back at 
  this new pirate fleet too. 
  • The pirates got news of this mission from a ‘source’, and 
  they refuse to tell what or who the ‘source’ is (It’s the 
  Harbour Master who has been on good terms with the 
  pirates, but they won’t ever reveal that even under 
  compulsion or duress). 
  • If the PCs with the Gratitude of the Meerijders AR 
  entry try to apologise for their actions in the past, the 
  pirate captain spits at them and curses them for what 
  they did but doesn’t accept the apology. 
   
  If the PCs agree to their terms, The Feathered Cap begins to 
  back away as Captain Janni Walkeen nods to the players 
  and Captain Petrovich a nod of mutual understanding. The 
  Feathered Cap now stays about 10 minutes behind the 
  Raging Bull and renders help when needed (pirates have a 
  code of honour, you know). This affects the next 
  encounter. If the players watch the pirate ship, they will 
  see that they sail without lights at night and always attempt 
  to stay rather far from the Raging Bull as to not draw 
  attention to themselves. The pirates carry on their regular 
  activities and don’t appear too suspicious (though you can 
  always play around with the players’ minds a bit).  
   
  TROUBLESHOOTING 
  If the players attack the pirates (despite them being under a 
  flag of truce, not initiating combat or trying anything 
  illegal), the pirates flee to fight another day when the 
  situation is more to their favour. Please refer to DM’s Aid 2 
  for the layout of the ships if the players want a drawn out 
  battle. The pirates flee at the first opportunity at all APLs: 
  they avoid melee except with PCs who try and board their 
  ship, and only shoot back at PCs who shoots at them first. 
  Although the stats of the pirates are given, this is not truly 
  meant to be a combat encounter, but PCs being PCs, you 
  never know what they can do. The Feathered Cap, breaks 
  away and moves away at 60 feet movement, trying to 
  escape destruction. The Raging Bull moves at 40 feet 
  movement if the PCs want to chase the pirates. 
   
  CREATURES 
  ALL APLS (EL 10) 
   
  Captain Janni Walkeen: see Appendix 1. 
   
  First Mate Jen Beaan: see Appendix 1. 
   
  Cox’ swain Calico: see Appendix 1. 
   
  Human Pirates (10): see Appendix 1. 
   
  Once this encounter has resolved, ask the PCs for their 
  watch schedules (though nothing is going to happen) and 
  then let the next day arrive. 
   
  Treasure 
   
  All APLs: Loot 266 gp; Coin 300 gp; Magic 1934 gp; 3 x 
  Potion of Cure Moderate wounds(25 gp each), +1 wounding 
  cutlass (1526 gp), Gloves of Dexertity+2 (333gp); Total 2500 gp. 
   
   
  
  PER 8-01 Waves of Tidal Fury 
   
  Page 6 
  3: DIVE! DIVE! DIVE! 
  This happens on the next day after the PCs have had some 
  rest. If the PCs are paranoid about the pirates following 
  them, tell them that the pirates are still there and that they 
  don’t seem to have moved into an offensive position. 
   
  The next day starts as the day before, dank, dreary and 
  wet. Dark storm clouds hang low over the sky. Far in 
  the distance, the Feathered Cap still trails in the mist 
  behind you. Soon you will reach the location that the 
  attacks have been happening and all on board the 
  Raging Bull are on edge. 
   
  Suddenly, a loud cry from the Crow’s nest rings 
  out in the quiet tension and, as everyone turned 
  towards the Crow’s nest, awaiting to hear what the 
  man heard, the man on watch points towards the 
  starboard side and then stumbles and falls off the 
  crow’s next, an arrow in his neck. 
   
  To the side of the Raging Bull, in the fog, a grim 
  shape appears a mere thirty feet away. It is a ship with 
  seaweed for sails, barnacles covering the entire hull of 
  the ship and grim faces peering over the bow of the 
  ship. A Ghost Ship! 
   
  Skeletal figures and humanoid zombie figures 
  line up by the side of the ghost ship, wielding swords 
  and bows, those without flashes sharp claws and teeth 
  menacingly as gore and blood drip from their fangs 
  and nails as their prepare for impact 
   
  With a great crash, the ship slams into Raging 
  Bull and sends splinters flying into the air and gore-
  splattered figures leap across the distance between 
  the ships with great ease. 
   
  Determine where the PCs are standing on the ship, then 
  have them make a DC 15 Balance check or fall prone as the 
  enemy ship crashes into the Raging Bull.  Refer to DM’s 
  Map 1 for the diagram of how the ships are aligned and 
  where the ghouls start. 
   
  Note: If the friendly (or, depending on the situation, 
  not-so-friendly) pirates are following the PCs (refer to 
  Encounter Two), decrease the number of ghouls or ghasts 
  fighting the PCs by one. This reflects the less concentrated 
  attack the players face with The Feathered Cap and its crew 
  acting as a distraction. 
   
  CREATURES 
  APL 2 (EL 4) 
   
  Ghouls (4): hp 13 (each); MM 118. 
   
  APL 4 (EL 7) 
   
  Ghasts (4): hp 29 (each); MM 119. 
   
  APL 6 (EL 9) 
   
  Spellstitched Ghasts (5): hp 29; Appendix 1. 
   
  APL 8 (EL 11) 
   
  Augmented Spellstiched Ghasts (5): hp 37; Appendix 1. 
   
  Spellstitched Ghasts (4): hp 29; Appendix 1. 
  Note: The rest of the crew are fighting their own battles 
  and will not interfere in this fight. If any of the PCs try to 
  go help a member of the ship’s crew, let them, but remind 
  them that their party mates are going to have to deal with 
  the situation without them. If they insist, let them help by 
  fighting another Spellstiched Ghast that has a few sailors 
  cornered.  
   
  Treasure 
  The PCs can gain the following treasure here: 
   
  APL 2: Loot 0 gp; Coin 50 gp; Magic 0 gp; Total 50 gp. 
   
  APL 4: Loot 0 gp; Coin 75 gp; Magic 0 gp; Total 75 gp. 
   
  APL 6: Loot 0 gp; Coin 100 gp; Magic 0gp; Total 100 
  gp. 
   
  APL 6: Loot 0 gp; Coin 150 gp; Magic 0 gp; Total 150 
  gp. 
   
  When the undead pirates are defeated, The the following:   
   
  With a final screech, the last creature falls and, with a 
  lurch, the enemy ship suddenly pulls away and 
  reverses. A loud wail rises from the ghost ship, which 
  dives into the ocean bow-first like a duck diving 
  under the surface of the water in search of food. 
  Within a second, all those at the railings see of the 
  ghost ship is the bodies of the creatures you and the 
  crew of the Baying Cow had felled and a piece of 
  driftwood bearing a crudely painted name: The 
  Revenant. 
   
  Vladimir walks over calmly towards you, deftly 
  stepping 
  over 
  the 
  corpses 
  of 
  the 
  creatures. 
  “Interesting… very interesting.” He says as the crew 
  hacks the corpses into pieces so they cannot be re-
  animated.  
   
  “Okay, I think it’s time for you to dive in, follow 
  that ship and find out where it went. And, if you 
  people are capable, take out this undead piracy at its 
  source. You know, I hate to send you down without 
  help, but we can’t spare anyone to go down with you 
  and be of sufficient strength.” Vladimir pulls out a bag 
  of potions as he says, “All I can give you is some 
  magical help…” 
   
  Vladimir has two potions of water breathing for each PC. 
  Under no circumstances does Vladimir or the crew of 
  either the Feathered Cap or the Raging Bull agree to tag 
  along. 
   
  Once the PCs are ready, read: 
   
  As you prepare to dive under the waters, Vladimir  
  says, “We’ll wait here for a day or two to do repairs and 
  to await your…triumphant return. Good luck!” 
  
  PER 8-01 Waves of Tidal Fury 
   
  Page 7 
  4: NOTHING IS BETTER, DOWN HERE IS 
  WETTER 
  After the PCs dive under the water, make it clear to them 
  that they do not see the ship. The lake is clear but visibility 
  is only 50 feet in all directions due to light refraction 
  underwater. In order to start the search, they will need to 
  go down, deeper, so try to lead them in that direction, 
  maybe by having one of the players catch a sight of a 
  shadow of a ship in the distance or on the ocean floor. 
  When they finally reach the bottom of the ocean, read the 
  following. 
   
  After descending for perhaps two minutes, you reach 
  the bottom of the ocean and plant your feet on the 
  sandy floor, you see the wreck of a ship lying on a reef 
  thirty feet away from you. Fishes seem to veer away 
  from the wreck and the seaweed around it looks grey 
  and withered. 
   
  Have the PCs make a Spot check. Those who get DC 15 see 
  movement on the deck of the ship but don’t catch who or 
  what moved. Those who get DC 22 see a hairless humanoid 
  move along the rails of the ship. 
   
  When the PCs move towards the ship, read the 
  following: 
   
  The ship seems to match the ghost ship that attacked 
  you minutes ago: it does indeed seem to be missing 
  the nameplate on its side, and the gap where the 
  nameplate should be is now a hole the size of the 
  signage you saw earlier. 
   
  PCs can easily swim up unto the top of the deck. Once the 
  PCs reach the deck, read the following: 
   
  Strewn on the deck of the ship are piles of corpses, 
  human, elven, dwarven, even a few non-humanoids 
  like skum and sahuagin.  All the bodies seem to be 
  inanimate and there’s no trace of any living creature 
  on the deck. Seaweed clings to the various masts and 
  drifts in the light underwater currents, adding to the 
  eeriness of the scene. 
   
  The undead creatures have all left the ship and returned to 
  their base. The undead walked off the ship and along the 
  bottom of the lake floor and if the players pass a DC 15 
  Survival (with Track) check, they find the trail of the 
  undead and can follow the trail back to the undead base. 
   
  If the PCs fail the Survival check or do not have Track, 
  allow them a DC 20 Survival check untrained to find the 
  trail. 
   
   
  
  PER 8-01 Waves of Tidal Fury 
   
  Page 8 
  5:TERRORS OF THE DEEP 
  The tracks lead to a cave that leads up into an underwater 
  cave system that is filled with air (Location 1 on DM’s 
  Aid 3). This is Sereken’s lair: after he learned that the 
  ‘pirate’ attack faced resistance and had actually been driven 
  back, he left guards at the entrance to his lair that he felt 
  would ensure no disturbances. 
   
  As you follow the tracks along the ocean floor, you see 
  them lead towards a cave up ahead. The cave mouth 
  lies in an underwater stone monolith that is covered 
  with moss and other sea vegetation, but it has 
  obviously been disturbed recently and frequently. 
   
  The undead ‘pirates’ swam their way here and entered to 
  report to Sereken after their failure. When the PCs enter, 
  read: 
   
  The cave leads in about 50 feet and then curves 
  upwards about 10 feet into an air pocket. Above you, 
  there is some greenish-glowing lichen, lighting the 
  area. As your eyes adjust to the lighting, you see an 
  exit to your right leading out of the cove and the 
  water. The ‘beach’ is rather damp and distinctly wet 
  footprints lead away down the tunnel. 
   
  When the players leave the pool and reach the first bend 
  (Location 2 on DM’s Aid 3), read: 
   
  As you round the first corner, you see some skeletal 
  figures ahead. They slither forth to engage you! 
   
  CREATURES 
  APL 2 (EL 4)  
   
  Owlbear Skeletons (2): hp 32; MM 223. 
   
  APL 4 (EL 6)  
   
  Serpentir: hp 50; Appendix 1. 
   
  Owlbear Skeletons (2): hp 32; MM 223. 
   
  APL 6 (EL 8) 
   
  Serpentir (2): hp 50; Appendix 1. 
   
  Owlbear Skeletons (4): hp 32; MM 223. 
   
  APL 8 (EL 10) 
   
  Advanced Serpentir: hp 104; Appendix 1. 
   
  Tactics: This is a rather difficult encounter at lower APLs, 
  so try to take it easy on the players. Note that the 
  Serpentir(s) have the Sense Emotion ability, thus negating 
  most Hide and Move silently checks that the players may 
  do to sneak around the corner.  
   
  The creatures start 50 feet away, a distance that means 
  nothing to the Serpentirs as they can take 2 actions per 
  round, meaning that it can move and attack, and then 
  execute a full attack in the same turn. 
   
  For APLs that have more than one Serpentir, they 
  climb along the walls to get pass the front line members of 
  the party and flank if possible. 
   
  The Serpentirs and the owlbear skeletons have been 
  instructed to capture the party alive: Sereken wishes to 
  know who it is that defies him so and to have live subjects 
  for his vile experiments. Thus, the creatures do not coup-
  de-grace and release any grappled opponent who goes 
  unconscious. 
   
  The creatures follow the party if they retreat back to 
  the ‘beach’ area and even into the water, as they are 
  following the “capture” order. They do not chase beyond 
  the ocean entrance of the cave. 
   
  After the party defeats the undead, they may proceed 
  forward into the main “hall” (Location 3 of DM’s Aid 3): 
   
  Ahead, past the skeletal remains of what you have laid 
  to final rest, is a wide area lightly decorated with the 
  trappings of a sadist. On the walls are gruesome 
  paintings of death and torture. The smell of death 
  hangs heavy in the room, adding to the macabre 
  atmosphere the paintings make. 
   
  A simple wooden table stands in the western 
  corner of the room, beside a ragged couch. On the 
  table 
  lies 
  an 
  open 
  book 
  detailing 
  intricate 
  experiments on bodies, both dead and alive: several 
  pages seem to be torn out. A messy four-poster bed 
  and a dark wooden chest fill the northern edge of the 
  room. There are minor bloodstains on the sheets. 
   
  Lastly, a heavy wooden door stands to your right. 
  Flickering light shines from the space between the 
  door and the stone floor. 
   
  Treasure 
  The PCs can gain the following treasure from the chest, 
  which is neither locked nor trapped: 
   
  APL 2: Loot 0 gp; Coin 0 gp; Magic 109 gp; amulet of 
  aquatic salvation (42 gp), armband of elusive action (67 gp); 
  Total 109 gp. 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 184 gp; amulet of 
  aquatic salvation (42 gp), armband of elusive action (67 gp), 
  acrobat boots (75 gp); Total 184 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 309 gp amulet of 
  aquatic salvation (42 gp), armband of elusive action (67 gp), 
  acrobat boots (75 gp), artificer’s monocle (125 gp); Total 309 
  gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 442 gp amulet of 
  aquatic salvation (42 gp), armband of elusive action (67 gp), 
  acrobat boots (75 gp), artificer’s monocle (125 gp), headband 
  of the lorebinder (133 gp); Total 442 gp. 
   
  If anyone examines the book on the table, a DC 15 
  Knowledge (Arcana), Knowledge (Religion) or Bardic 
  Knowledge check determines that the book depicts 
  methods of torture and of the making of undead. A DC 25 
  Knowledge (Arcana), Knowledge (Religion), Heal or 
  Bardic Knowledge check determines that the ripped out 
  pages most likely contain the spells for creating undead. 
   
  A DC 15 Heal check tells that the blood stains on the 
  bedsheets are of varying ages and from varying races of 
  creatures. The stains are from Sereken being too tired to 
  wash up after some of his experiments and falling asleep on 
  his bed, causing the stains from his hands and clothes to 
  smear on the sheets. 
  
  PER 8-01 Waves of Tidal Fury 
   
  Page 9 
  6: THE END HAS COME 
  This is Location 4 on DM’s Aid 3: 
   
  As you leave the ghastly bedroom behind and 
  continue through the door, you come into a dimly 
  lighted cavern. Soft crackling and popping sounds can 
  be heard ahead of you, where you see a stone table set 
  in a circle of blood and candles. On the table is a 
  humanoid corpse with its abdomen cut wide open 
  and its innards spilling out onto the floor. 
   
  Behind the table stands a Flan man in dark black 
  leathers and gloves, slicing at the body with a knife. 
  His raven-black hair is caked with blood and gore as 
  he lifts his head to look at you.  
   
  “So, you have gotten past my defenses and proved 
  yourself strong of arms and quick of mind. I’ve been 
  in need of more servants like that. Maybe you can 
  consider joining me?” he says as he twirls his knife in 
  one hand and cracks the knuckles of the other. 
   
  At APLs other than 2, add the following: 
  As he does so, ghastly creatures move up from behind 
  him and menacingly towards you. 
   
  The PCs have just interrupted Sereken in the process of 
  creating new undead to replace those the PCs destroyed. 
  Now he seeks to add the PCs to his horde of undead. He 
  has heard the players come through the caves due to the 
  battle with the Serpentir(s) and has only prepared a bit, 
  thinking the Serpentir(s) can hold them. He has cast false 
  life and mage armour (greater mage armour at higher APLs) 
  upon himself. 
   
  Place the players at the entrance of the cave and 
  prepare for battle. 
   
  The undead in the alcove were the undead on the ship 
  that have come back to get ‘repaired’. They serve as his 
  cover forces in the fight against the PCs.  
   
  A DC 10 Knowledge (Religion) checkidentifies an 
  unholy symbol of Iuz around Sereken’s neck. 
   
  CREATURES 
  APL 2 (EL 5) 
   
  Sereken Ha’anfran: hp 34 with false life; Appendix 1. 
   
  APL 4 (EL 7) 
   
  Sereken Ha’anfran: hp 40 with false life; Appendix 1. 
   
  Corpse Crafted Ghouls (2): hp 17; Appendix 1. 
   
  APL 6 (EL 9)  
   
  Sereken Ha’anfran: hp 57 with false life; Appendix 1. 
   
  Corpse Crafted Spellstitched Ghasts (2): hp 37; 
  Appendix 1. 
   
  APL 8 (EL 11) 
   
  Sereken Ha’anfran: hp 62 with false life; Appendix 1. 
   
  Corpse Crafted Spellstitched Ghasts (4): hp 37; 
  Appendix 1. 
   
  Tactics 
  This is the climactic battle, so run Sereken as the typical 
  evil villain, pontificating his evil plan to rule the oceans 
  and then the land. 
   
  The undead creatures continue to fight on even if 
  Sereken falls, but lack the direction and tactics they have 
  while he is alive and conscious to direct them. 
   
  Treasure 
  The PCs can gain the following treasure from Sereken: 
   
  APL 2: Loot 100 gp; Coin 162 gp; Magic 188 gp; wand 
  of magic missiles (CL 1) (63 gp), brooch of shielding (125 gp); 
  Total  450 gp. 
   
  APL 4: Loot 150 gp; Coin 188 gp; Magic 312 gp; wand 
  of magic missiles (CL 3) (187 gp), brooch of shielding (125 gp); 
  Total 650 gp. 
   
  APL 6: Loot 200 gp; Coin 279 gp; Magic 2271 gp; wand 
  of magic missiles (CL 5) (313 gp), brooch of shielding (125 gp), 
  ring of counterspells (333 gp), +1 wounding dagger (1500 gp); 
  Total 2750 gp. 
   
  APL 8: Loot 300 gp; Coin 304 gp; Magic 2396 gp; wand 
  of magic missiles (CL 7) (438 gp), brooch of shielding (125 gp), 
  ring of counterspells (333 gp), +1 wounding dagger (1500 gp); 
  Total 3000 gp. 
   
  DEVELOPMENT 
  After the PCs end the terror that Sereken poses to 
  Perrenland: 
  As you search the place, you find entire ledgers of 
  necromantic cultist activities that Sereken is privy to 
  and 
  documents 
  detailing 
  his 
  research 
  into 
  necromancy, spell-stitching and undead creation. 
  There is also evidence that many scrolls and magical 
  items were used in this lab, probably to create hoards 
  of undead. There is no information as to whom 
  Sereken serves, if any, but these ledgers and research 
  may help the appropriate authorities track them 
  down. That’s probably for another day. 
   
  Proceed to the Conclusion. 
   
   
  
  PER 8-01 Waves of Tidal Fury 
   
  Page 10 
  CONCLUSION: TO THE WINNER GO THE 
  SPOILS 
  With the evil necromancer dead by your hands, you 
  finish exploring the cave system and hurry back to 
  the surface to report to Vladimir. After listening to 
  your story of what happened, he smiles and 
  wordlessly signals for the Raging Bull to return to 
  port. “You have done well. I’m sure the Auszug will 
  reward you,” he says as the ship sails back towards 
  Meerstadt. 
   
  And true enough, two days after you return and 
  have had your fill of ale while teling the many 
  embellishments of the adventure you had, you are 
  summoned to the Auszug headquarters in Meerstadt. 
  There, you are  presented with a token of appreciation 
  and the thanks of the Auszug for your help. 
   
  Treasure 
  The PCs receive the following treasure as the Auszug’s 
  token of appreciation: 
   
  APL 2: Loot 100 gp; Coin 0 gp; Magic 0 gp; Total 100 
  gp. 
   
  APL 4: Loot 200 gp; Coin 0 gp; Magic 0 gp; Total 200 
  gp. 
   
  APL 6: Loot 300 gp; Coin 0 gp; Magic 0 gp; Total 300 
  gp. 
   
  APL 8: Loot 400 gp; Coin 0 gp; Magic 0 gp; Total 400 
  gp. 
   
  The PCs gain Favour of the Auszug and A Good Word. 
   
  If the pirates on the Feathered Cap were friendly or helpful 
  towards the PCs after the end of Encounter 2 (that is, 
  made friendly or helpful without using Intimidate or charm 
  spells), the PCs also gain the Gratitude of the Pirates. 
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  3: DIVE! DIVE! DIVE! 
  Defeat the undead pirate boarders 
  APL 2  
  120 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  5: TERROR OF THE DEEP 
  Defeat Sereken’s entrance guardians 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  6: THE END HAS COME 
  Defeat Sereken 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  300 XP 
   
  STORY COMPLETION AWARD 
  APL 2  
  60 XP 
  APL 4  
  60 XP 
  APL 6  
  60 XP 
  APL 8  
  60 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
   
  MAXIMUM POSSIBLE EXPERIENCE: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  
  PER 8-01 Waves of Tidal Fury 
   
  Page 11 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
  3: DIVE! DIVE! DIVE! 
   
  APL 2: Loot 0 gp; Coin 50 gp; Magic 0 gp; Total 50 gp. 
   
  APL 4: Loot 0 gp; Coin 75 gp; Magic 0 gp; Total 75 gp. 
   
  APL 6: Loot 0 gp; Coin 100 gp; Magic 0gp; Total 100 
  gp. 
   
  APL 6: Loot 0 gp; Coin 150 gp; Magic 0 gp; Total 150 
  gp. 
   
  ENCOUNTER 5: TERROR OF THE DEEP 
   
  APL 2: Loot 0 gp; Coin 0 gp; Magic 109 gp; amulet of 
  aquatic salvation (42 gp), armband of elusive action (67 gp); 
  Total 109 gp. 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 184 gp; amulet of 
  aquatic salvation (42 gp), armband of elusive action (67 gp), 
  acrobat boots (75 gp); Total 184 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 309 gp amulet of 
  aquatic salvation (42 gp), armband of elusive action (67 gp), 
  acrobat boots (75 gp), artificer’s monocle (125 gp); Total 309 
  gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 442 gp amulet of 
  aquatic salvation (42 gp), armband of elusive action (67 gp), 
  acrobat boots (75 gp), artificer’s monocle (125 gp), headband 
  of the lorebinder (133 gp); Total 442 gp. 
   
  ENCOUNTER 6: THE END HAS COME 
   
  APL 2: Loot 100 gp; Coin 162 gp; Magic 188 gp; wand 
  of magic missiles (CL 1) (63 gp), brooch of shielding (125 gp); 
  Total  450 gp. 
   
  APL 4: Loot 150 gp; Coin 188 gp; Magic 312 gp; wand 
  of magic missiles (CL 3) (187 gp), brooch of shielding (125 gp); 
  Total 650 gp. 
   
  APL 6: Loot 200 gp; Coin 279 gp; Magic 2271 gp; wand 
  of magic missiles (CL 5) (313 gp), brooch of shielding (125 gp), 
  ring of counterspells (333 gp), +1 wounding dagger (1500 gp); 
  Total 2750 gp. 
   
  APL 8: Loot 300 gp; Coin 304 gp; Magic 2396 gp; wand 
  of magic missiles (CL 7) (438 gp), brooch of shielding (125 gp), 
  ring of counterspells (333 gp), +1 wounding dagger (1500 gp); 
  Total 3000 gp. 
   
  CONCLUSION: TO THE WINNER GOES THE SPOILS 
   
  APL 2: Loot 100 gp; Coin 0 gp; Magic 0 gp; Total 
  100 gp. 
   
  APL 4: Loot 200 gp; Coin 0 gp; Magic 0 gp; Total 
  200 gp. 
   
  APL 6: Loot 300 gp; Coin 0 gp; Magic 0 gp; Total 
  300 gp. 
   
  APL 8: Loot 400 gp; Coin 0 gp; Magic 0 gp; Total 
  400 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 2: Loot 200 gp; Coin 312 gp; Magic 197 gp; 
  Total 609 gp. (Maximum 450 gp) 
   
  APL 4: Loot 350 gp; Coin 263 gp; Magic 496 gp; 
  Total 1109 gp. (Maximum 675 gp) 
   
  APL 6: Loot 500 gp; Coin 379 gp; Magic 2580 gp; 
  Total 3459 gp. (Maximum 900 gp) 
   
  APL 8: Loot 600 gp; Coin 579 gp; Magic 2838 gp; 
  Total 4017 gp. (Maximum 1300 gp) 
  
  PER 8-01 Waves of Tidal Fury 
   
  Page 12 
  ADVENTURE RECORD ITEMS 
  Gratitude of the Pirates 
  At any time in the future, you can spend 2 TUs to visit the 
  pirates. You gain access to the Scarlet Corsair prestige class 
  (Sto 65) as the pirates spread word of your competence. 
  This fulfils the "Must have established reputation as a 
  fearsome pirate" requirement of the class. You also gain 
  access to the Curling Wave Strike (Sto 92) and Toothed 
  Blow (Sto 94) feats as you train with the pirates in their 
  hidden town. 
   
  Favour of the Auszug 
  If you spend 2 TUs to stay in Meerstadt and learn from the 
  Zee Auszug there, you gain access to the Steam Magic (Sto 
  93) and Aquatic Shot (Sto 90) feats, access to sea lion, seal, 
  snapping turtle, dire eel or sea snake as an animal 
  companion (Sto 51) and regional access to Tricorn Hat, 
  Float Bladder, Oilskin suit (Sto). Any member of any 
  Auszug, Landwehr or Pax Mercuri can instead spend a 
  Favour they have with the Perrenland military (Auszug, 
  Landwehr, etc) to ignore the 2 TU cost. 
   
  A Good Word 
  The Zee Auszug has put in a good word for you in view of 
  the service you performed for them this day. This counts as 
  a Perrenland military favour for promotions. 
   
  Sereken’s Spellbook 
  You have found Sereken’s Spellbook after defeating the 
  vile necromancer. 
  APL 2 and 4 
   
  2nd: false life, melf’s acid arrow, darkway (SpC)  
   
  1st: mage armour, magic missile, hail of stones (SpC), 
  blockade (CS)   
   
   0th:acid splash, detect magic, read magic, touch of fatigue 
  Cost: 625gp 
   
  APL 6 
  All of the above and: 
   
  3rd: greater mage armour (SpC), vampiric touch 
   
  2nd: enlarge weapon(CS), Swim (Sto) 
   
    1st: lesser acid orb (SpC),wave blessing (Sto) 
  Cost: 1225gp 
   
  APL 8 
  All of the above and 
   
  3rd: fireball, deeper darkvision (SpC) 
   
  2nd:  torrent of tears (CM) 
  Cost: 1625gp 
   
  ITEM ACCESS 
  APL 2: 
  amulet of aquatic salvation (Adventure, MIC; limit 1) 
  armband of elusive action  (Adventure, MIC; limit 1) 
   
  APL 4 (all of APL 2 plus the following): 
  wand of magic missiles (CL 3) (Adventure, DMG) 
  acrobat boots (Adventure, MIC; limit 1) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  artificer’s monocle (Adventure, MIC) 
  wand of magic missiles (CL 5) (Adventure, DMG) 
  ring of counterspells (Adventure, DMG) 
  +1 wounding dagger (Adventure, DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  wand of magic missiles (CL 7) (Adventure, DMG) 
  headband of the lorebinder (Adventure, MIC) 
   
  
  PER8-01 Waves of Tidal Fury 
   
  Page 13 
  APPENDIX 1: ALL APLS 
  2: MY ENEMY’S ENEMY 
  CO X’  S W AI N C AL I CO 
  Female Human (Flan) Swashbuckler 3 
  NE Medium Humanoid (Human) 
  Init +4; Senses Listen +2, Spot +2 
  Languages Common, Goblin, Orc  
  AC 16, touch 12, flat-footed 14 
   (+ 2 Dex, +4 armour), Dodge 
  HP 23 (3 HD)  
  Fort +5, Ref +4, Will +2 
  Speed 30 ft. 
  Melee MW Cutlass +6 (1d6+3 19-20/x2) or 
   
  MW Dagger +7 (1d4+3 19-20/x2) 
  Ranged MW Light Crossbow +6 (1d8) or 
   
   MW Dagger + 7 (1d4+3 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options Insightful Strike 
  Special Actions - 
  Combat Gear 2 oil flasks, potion of cure light wounds 
  Abilities  Str 12, Dex 15, Con 14, Int 13, Wis 8, Cha 10 
  SQ Grace +1 
  Feats Dodge, Weapon FinesseB, Sea Legs, Combat 
  Expertise 
  Skills Balance + 8, Climb + 6, Escape Artist + 11, 
  Listen + 2, Profession (sailor) + 3, Swim + 6, Spot 
  +2, Tumble + 10, Use Rope + 6 
  Possessions Combat gear plus masterwork cutlass, 
  light crossbow, 20 bolts, +1 sharkskin armour, 
  dagger, flint and tinder 
  Grace: A Swashbuckler gains a +1 competence 
  bonus on Reflex saves at 2nd level. This bonus 
  increases to +2 at 11th level and +3 at 20th level. A 
  Swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load.  
  Insightful Strike: At 3rd level, a Swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be used with Weapon Finesse, 
  such as a rapier, whip, or spiked chain. Targets 
  immune to sneak attacks or critical hits are immune 
  to 
  the 
  Swashbuckler’s 
  Insightful 
  Strike. 
  A 
  Swashbuckler cannot use this ability when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load.  
  Physical Description: A raven-haired lady dressed in 
  shiny leather and red cloths with a bandanna 
  wrapped about her head stands battle-ready with 
  her weapons drawn 
  Role-playing Hook: Are you the one that said women 
  are not supposed to be on the ship? 
  F I RS T  M AT E  F AB I AN  “C O G BO Y”  BE AN E R  
  Male Human (Flan) Swashbuckler 5 
  NE Medium Humanoid (Human) 
  Init +5; Senses Listen +2, Spot +2 
  Languages Common, Goblin, Orc  
  AC 19, touch 15, flat-footed 15 
   (+ 4 Dex, +4 armour, +1 Deflection), Dodge, Dodge Bonus 
  HP 38 (5 HD)  
  Fort +6, Ref +6, Will +0 
  Speed 30 ft. 
  Melee +1 Cutlass +10 (1d6+4 19-20/x2) or 
   
  MW Dagger +10 (1d4+3 19-20/x2) 
  Ranged +1 Light Crossbow +10 (1d8) or 
   
   MW Dagger + 10 (1d4+3 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Atk Options Insightful Strike 
  Special Actions - 
  Combat Gear 2 x Vial of Flaming Oil, Dagger, 1 x 
  Potion of Cure Moderate Wounds 
  Abilities  Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 10 
  SQ Grace +1, Dodge Bonus+1 
  Feats Dodge, Weapon FinesseB, Sea Legs, Combat 
  Expertise 
  Skills Balance + 10, Climb + 8, Escape Artist + 13, Listen + 
  2, Profession (sailor) + 5, Swim + 8, Spot +2, Tumble + 
  12, Use Rope + 8 
  Possessions Combat gear, Sharkskin Armour +1, 
  Ring of Protection +1, Gloves of Dexterity +2 
  Grace: A Swashbuckler gains a +1 competence bonus on 
  Reflex saves at 2
  nd level. This bonus increases to +2 at 
  11
  th level and +3 at 20
  th level. A Swashbuckler loses this 
  bonus when wearing medium or heavy armor or when 
  carrying a medium or heavy load.  
  Insightful Strike: At 3
  rd level, a Swashbuckler becomes able 
  to place her finesse attacks where they deal greater 
  damage. She applies her Intelligence bonus (if any) as a 
  bonus on damage rolls (in addition to any Strength bonus 
  she may have) with any light weapon, as well as any 
  other weapon that can be used with Weapon Finesse, 
  such as a rapier, whip, or spiked chain. Targets immune 
  to sneak attacks or critical hits are immune to the 
  Swashbuckler’s Insightful Strike. A Swashbuckler cannot 
  use this ability when wearing medium or heavy armor or 
  when carrying a medium or heavy load.  
  Dodge Bonus: A Swashbuckler is trained at focusing her 
  defenses on a single opponent in melee. During her 
  action, she may designate an opponent and receive a +1 
  dodge bonus to her armor class against melee attacks 
  from that opponent. She can select a new opponent on 
  any action. This bonus increases by +1 at every five 
  levels after 5
  th. A Swashbuckler loses this bonus when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. If the swashbuckler also has the 
  Dodge feat, she need not designate the same target for 
  this ability as for the Dodge feat. (If she designates the 
  same target, the bonuses stack.) 
  Physical Description: A drunk-looking man with a scraggly 
  beard but with bright keen eyes that seem to exude hate 
  and murderous intent 
  Role-playing Hook: Arrr, matey.Yo ho ho and all that land-
  lubber talk 
  
  PER8-01 Waves of Tidal Fury 
   
  Page 14 
  C AP T AI N  J ANN I  W AL KE E N 
  CR 7 
  Male human Swashbuckler 7 
  NE Medium Humanoid (Human) 
  Init +5; Senses Listen +2, Spot +2 
  Languages Common, Goblin, Orc  
  AC 19, touch 15, flat-footed 15 
   (+ 4 Dex, +4 armour, +1 Deflection), Dodge, Dodge 
  Bonus 
  HP 53 (7 HD)  
  Fort +7, Ref +7, Will +1 
  Speed 30 ft. 
  Melee +1 Wounding Cutlass +11 (1d6+4 19-20/x2) or 
   
  MW Dagger +10 (1d4+3 19-20/x2) 
  Ranged +1 Light Crossbow +11 (1d8) or 
   
   MW Dagger + 10 (1d4+3 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Atk Options Insightful Strike 
  Special Actions - 
  Combat Gear 2 x Vial of Flaming Oil, Dagger, 1 x 
  Potion of Cure Moderate Wounds 
  Abilities  Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 10 
  SQ Grace +1, Dodge Bonus+1 
  Feats Dodge, Weapon FinesseB, Sea Legs, Combat 
  Expertise 
  Skills Balance + 12, Climb + 10, Escape Artist + 13, 
  Listen + 2, Profession (sailor) + 7, Swim + 10, Spot 
  +2, Tumble + 14, Use Rope + 10 
  Possessions Combat gear, Glammered Sharkskin 
  Armour +1 (looks like a black heavy overcoat), 
  Ring of Protection +1, Gloves of Dexterity +2 
  Grace: A Swashbuckler gains a +1 competence 
  bonus on Reflex saves at 2nd level. This bonus 
  increases to +2 at 11th level and +3 at 20th level. A 
  Swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load.  
  Insightful Strike: At 3rd level, a Swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be used with Weapon Finesse, 
  such as a rapier, whip, or spiked chain. Targets 
  immune to sneak attacks or critical hits are immune 
  to 
  the 
  Swashbuckler’s 
  Insightful 
  Strike. 
  A 
  Swashbuckler cannot use this ability when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load.  
  Dodge Bonus: A Swashbuckler is trained at focusing 
  her defenses on a single opponent in melee. 
  During her action, she may designate an opponent 
  and receive a +1 dodge bonus to her armor class 
  against melee attacks from that opponent. She can 
  select a new opponent on any action. A 
  Swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load.  
   
   If the swashbuckler also has the Dodge feat, she 
  need not designate the same target for this ability 
  as for the Dodge feat. (If she designates the same 
  target, the bonuses stack.)  
  Acrobatic Charge: A Swashbuckler of 7th level or 
  higher can charge in situations where others 
  cannot. She may charge over difficult terrain that 
  normally slows movement or allies blocking her 
  path. This ability enables her to run down steep 
  stairs, leap down from a balcony, or to tumble over 
  tables to get to her target. Depending on 
  circumstances, she may still need to make 
  appropriate checks (Jump or Tumble checks, in 
  particular) to successfully move over the terrain.  
  Physical Description: Calm, handsome individual in a 
  three-pointed hat and a brownish beard. 
  Role-playing Hook: So, we kill you THEN pillage you, 
  you have a problem with that? 
   
  H UM AN  PI R AT E S CR  1 
  Male and Female human (flan) swashbuckler 1 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Common, Orc  
  AC 15, touch 12, flat-footed 13 
   (+ 2 Dex, +3 armour), Dodge 
  HP 8 (1 HD)  
  Fort +4, Ref +2, Will -1 
  Speed 30 ft. 
  Melee Cutlass +3 (1d6+1 19-20/x2) or 
   
  Dagger +3 (1d4+1 19-20/x2) 
  Ranged Light Crossbow +3 (1d8) or 
   
   Dagger + 3 (1d4+1 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Combat Gear oil flask 
  Abilities  Str 12, Dex 15, Con 14, Int 13, Wis 8, Cha 
  10 
  Feats Dodge, Weapon FinesseB, Sea Legs 
  Skills Balance + 5, Climb + 3, Escape Artist + 7, 
  Listen + 2, Swim + 2, Spot +2, Tumble + 5, Use 
  Rope + 6 
  Possessions Combat gear plus cutlass, light 
  crossbow, 20 bolts, dagger, flint and tinder, eye-
  patch of coolness (does nothing, just looks cool), 
  Sharkskin armour 
  Physical Description: Messy, salty sea dog wearing 
  an eye-patch that looks cool 
  Role-playing Hook: Arrr, matey.Ye you be walking the 
  plank for crossing me. En grade! 
   
   
  
  PER8-01 Waves of Tidal Fury 
   
  Page 15 
  APPENDIX 1: APL 2 
  6: THE END HAS COME 
  SE RE KE N 
  CR 5 
  Male human cleric (Iuz) 2/wizard 3 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Abyssal, Common, Elven, Goblin 
  AC 16, touch 12 , flat-footed 15 
   (+4 armour, +1 deflection, + 1 Dex) 
  hp 26(5 HD), 34 with false life 
  Fort +4, Ref +2, Will +9 
  Speed 30 ft 
  Melee +1 dagger +2 (1d4/19-20) 
  Ranged +1 dagger +5 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Special Actions rebuke undead 4/day (+3, 2d6+3, as 
  2nd level), cursed glance 
  Combat Gear 2 potions of cure moderate wounds, 
  wand of magic missiles (CL 1, 50 charges) 
  Wizard Spells Prepared (CL 3th): 
   2nd—false life�, melf’s acid arrow (+3 ranged 
  touch) 
   1st—mage armour�, magic missile, hail of stones  
   0—acid splash (DC 13), detect magic, read magic, 
  touch of fatigue (+1 melee touch, DC 13) 
  Cleric Spells Prepared (CL 2th): 
   1st—bane (DC 13), cause fearD (DC 13), divine 
  favour, shield of faith 
   0—cure minor wounds, detect magic, detect magic, 
  purify food and water 
  �Already cast 
  D: Domain spell. Deity: Iuz. Domains: Death, Evil 
  Abilities Str 8, Dex 12, Con 10, Int 16, Wis 16, Cha 
  13 
  Feats Corpse Crafter, Scribe ScrollB, Spell Focus 
  (Necromancy), Necromantic Prescence 
  Skills Bluff + 2, Concentration +9, Listen +3, 
  Knowledge (Arcana) + 9, Knowledge (Religion) +9, 
  Sense Motive +3, Spot +3, Spellcraft +9 (+11 to 
  learn Necromantic spells) 
  Possessions Combat gear plus spell component 
  pouch, holy symbol (Iuz), +1 dagger, +1 ring of 
  protection, brooch of shielding, Periapt of Wisdom 
  +2 
  Cursed Glance: Whenever anyone within 60 ft 
  targets Sereken with a spell or attack, as an 
  immediate action he can cause them to make a DC 
  14 Will save or take a –2 to AC and saves until 
  Sereken’s next turn. 
  Necromantic Presence: All Undead under Sereken’s 
  control and within 60 ft of him gain + 4 Turn 
  Resistance. 
   
  
  PER8-01 Waves of Tidal Fury 
   
  Page 16 
  APPENDIX 1: APL 4 
  4: TERROR OF THE DEEP 
  SE RP E N TI R 
  CR 4 
  CE large undead 
  Init +9, dual actions; Senses All-round vision, 
  Darkvision 60’, Sense Emotions 60’; Listen +10, 
  Spot +10 
  Languages Only understands creator’s orders 
  AC 15, touch 14, flat-footed 10; Dodge, Mobility 
   (-1 Size, +5 Dex, +1 natural) 
  HP 52 (8 HD); 
  DR 5/Bludgeoning 
  Immune Undead immunities, flanking, cold 
  Fort +2, Ref +7, Will +9 
  Speed 50 ft, 20 ft climb 
  Melee 4 claws +5 (1d6+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +10 
  Atk Options Improved Grab 
  Special Actions Churning Ribs 
  Abilities Str 14, Dex 20, Con -, Int 4, Wis 16, Cha 11  
  SA Churning ribs, Dual Action, Improved Grab 
  SQ Undead traits 
  Feats Dodge, Mobility, Improved Initiative 
  Skills Climb +10, Hide +12, Jump +10, Listen + 10 
  Move Silently +15, Search + 1, Spot +10 
  Dual Actions (Ex): A serpentir’s two independent 
  heads allow it to take two rounds’ worth of action 
  in any given round, as if it was 2 creatures. Thus a 
  serpentir can take two full-round actions and two 
  five-foot steps, two standard actions and two move 
  actions, or some other combination 
  All-round Vision (Ex): A serpentir’s two heads allow 
  it to look in any direction, providing a +4 racial 
  bonus to Spot and Search checks. Opponents 
  gain no benefit when flanking a serpentir. 
  Sense Emotions (Su): This ability functions like 
  blindsense except that a serpentir can detect only 
  the presence and positions of living creatures. 
  Stability (Ex): A serpentir has better than average 
  footing and leverage. It gains a +4 bonus to ability 
  checks made to resist being bull-rushed, or tripped 
  while standing on the ground (but not when 
  climbing, flying or otherwise not standing firmly on 
  the ground) 
  Improved Grab (Ex): To use this ability, the serpentir 
  must hit an opponent of up to Medium Size with 
  two or more claw attacks. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. 
   
  A grappled opponent can be drawn into the 
  serpentir’s churning ribs as a free action. 
  Churning Ribs (Ex): A serpentir’s elongated torso of 
  prehensile ribs can chew creatures to pieces. Any 
  Medium or smaller creature successfully grappled 
  by a serpentir can be drawn into the churning ribs 
  as a free action. When this occurs, the serpentir is 
  no longer considered as grappling and can act and 
  move normally, dragging the creature with it as it 
  goes.  
   
  Opponents in the churning ribs remain grappled 
  until they succeed on a grapple check against the 
  Serpentir, allowing them to claw free. A creature 
  within the churning ribs takes 2d6 points of 
  piercing damage at the beginning of each of the 
  Serpentir’s turns 
  Skills: Serpentirs have a +4 racial bonus on Listen 
  and +8 racial bonus on Hide, Move Silently and 
  Climb checks. A serpentir can choose to take 10 
  on Climb checks, even if rushed or threatened. 
  Serpentirs use either their Strength or Dexterity 
  score for Climb Checks, whichever is higher. 
  Physical Description: A serpent-like abomination of 
  bone with both ends crowned by a skull with 
  burning eyes. The creature appears to be 
  composed of a series of linked torsos whose 
  moving ribs propel it forward. Two pairs of taloned 
  skeletal arms reach for you as the monstrosity 
  attacks. 
   
   
  
  PER8-01 Waves of Tidal Fury 
   
  Page 17 
  6: THE END HAS COME 
  SE RE KE N 
  CR 6 
  Male human cleric (Iuz) 3/wizard 3 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Auras necromantic presence 
  Languages Abyssal, Common, Elven, Goblin 
  AC 16, touch 12 , flat-footed 14 
   (+4 armour, +1 deflection, + 1 Dex) 
  hp 32 (6 HD), 40 with false life 
  Fort +4, Ref +3, Will +9 
  Speed 30 ft 
  Melee +1 dagger +3 (1d4/19-20) 
  Ranged +1 dagger +5 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2  
  Special attacks rebuke undead 4/day (+3, 2d6+4, as 
  3rd level), cursed glance 
  Combat Gear 2 potions of cure moderate wounds, 
  wand of magic missiles (CL 3, 50 charges) 
  Wizard Spells Prepared (CL 3th): 
   2nd—false life�, melf’s acid arrow (+4 ranged 
  touch) 
   1st—mage armour�, magic missile, hail of stones  
   0—acid splash (DC 14), detect magic, read magic, 
  touch of fatigue (+2 melee touch, DC 14) 
  Cleric Spells Prepared (CL 3rd): 
   2nd—desecrateD, hold person (DC 14), silence 
   1st—bane (DC 13), cause fearD (DC 13), divine 
  favour, shield of faith 
   0—cure minor wounds, detect magic, detect magic, 
  purify food and water 
  �Already cast 
  D: Domain spell. Deity: Iuz. Domains: Death, Evil 
  Abilities Str 8, Dex 12, Con 10, Int 16, Wis 16, Cha 13 
  Feats Corpse Crafter, Scribe ScrollB, Spell Focus 
  (Necromancy), 
  Necromantic 
  Prescence, 
  Necromantic Might 
  Skills Bluff +3, Concentration +10, Listen +3, 
  Knowledge (Arcana) +10, Knowledge (Religion) 
  +10, Sense Motive +3, Spot +3, Spellcraft +10 (+12 
  to learn Necromantic spells) 
  Possessions Combat gear plus plus spell component 
  pouch, holy symbol (Iuz), +1 dagger, +1 ring of 
  protection, +2 headband of intellect, Periapt of 
  wisdom +2 
  Cursed Glance: Whenever anyone within 60 ft 
  targets Sereken with a spell or attack, as an 
  immediate action he can cause them to make a DC 
  14 Will save or take a –2 to AC and saves until 
  Sereken’s next turn. 
  Necromantic Presence: All Undead under Sereken’s 
  control and within 60 ft of him gain + 4 Turn 
  Resistance. 
  Necromantic Might: All Undead under Sereken’s 
  Control and within 60 ft of him gain + 2 to attack 
  and saves. 
  C O RP S E  C R AF T E D G HO UL 
  CR 1 
  CE medium undead 
  Init +2; Senses Listen +2, Spot +2, Darkvision 60’ 
  Languages Common 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural) 
  hp 17 (2 HD) 
  Immune Undead immunities 
  Fort +0, Ref +2, Will +5 
  Speed 30 ft 
  Melee Bite + 4 (1d6+3 plus paralysis) and 2 claws +2 
  (1d3+1 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +4 
  Special Actions ghoul fever, paralysis 
  Abilities Str 17, Dex 15, Con -, Int 13, Wis 14, Cha 12 
  SQ Undead traits, +2 turn resistance, corpse crafted 
  Feats Multiattack 
  Skills Balance +6, Climb +7, Hide +6, Jump +7, 
  MoveSilently +6, Spot +7 
  Ghoul Fever (Su)  Disease DC 12 Fortitude, 
  incubation period: 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma based. 
  Paralysis (Ex) Anyone hit by ghoul’s bite or claw 
  attack must succeed on a DC 12 Fortitude save or 
  be paralysed for 1d4+1 rounds. Elves are Immune 
  to this paralysis. The save DC is charisma based. 
  Corpse Crafted (Ex) This creature was created by a 
  caster that has the Corpsecrafter feat, and thus 
  has a + 4 enhancement bonus to Strength and +2 
  hit points per Hit Die. 
  Physical 
  Description: 
  An 
  emancipated, 
  hairless 
  humanoid with burning red eyes and razor-sharp 
  teeth. Its decaying flesh is covered by scars or 
  markings of some kind. 
  
  PER8-01 Waves of Tidal Fury 
   
  Page 18 
  APPENDIX 1: APL 6 
  3: DIVE! DIVE! DIVE! 
  S P E L L S TI T C H E D  G H AS T 
  CR  4 
  CE medium undead 
  Init +3; Senses Listen +2, Spot +8 
  Languages Common 
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +4 natural, +4 armour) 
  hp 29 (4 HD); DR 5/Magic or silver, 
  Immune Undead immunities; SR 18 
  Fort +3, Ref +6, Will +8 
  Speed 30 ft 
  Melee Bite + 5 (1d8+3 plus paralysis) and 2 claws +3 
  (1d4+1 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Special Actions ghoul fever, paralysis, stench, spell-
  like abilities 
  Abilities Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16  
  SQ Undead traits, +4 turn resistance 
  Feats Multiattack, Toughness 
  Skills Balance +7, Climb +9, Hide +8, Jump +9, Move 
  Silently +8, Listen +8 
  Spell-Like Abilities (CL 4th): 
  3/day: darkness, magic missile 
  1/day: flame arrow, mage armour�, melf’s acid arrow 
  (+5 ranged touch), vampiric touch (+5 melee touch) 
  �Already cast 
  Ghoul Fever (Su) Disease DC 15 Fortitude, incubation 
  period: 1 day, damage 1d3 Con and 1d3 Dex. The 
  save DC is Charisma based. 
  Paralysis (Ex) Anyone hit by the spell-stitched ghast’s 
  bite or claw attack must succeed on a DC 15 
  Fortitude save or be paralysed for 1d4+1 rounds. 
  Even elves are vulnerable to this paralysis. The 
  save DC is charisma based. 
  Stench (Ex) The stink of death and corruption 
  surrounds the ghast, and all living creatures within 
  10 feet must succeed on a DC 15 Fortitude save or 
  be sickened for 1d6+4 minutes. A creature that 
  successfully saves cannot be affected again by the 
  same ghast for 24 hours. A Delay Poison or a 
  Neutralize Poison spell removes the effect from a 
  sickened creature. Creatures with immunity to 
  poison 
  are 
  unaffected, 
  and 
  creatures 
  with 
  resistance to poison receive their normal bonus to 
  their saving throws. The save is Charisma based. 
  Physical 
  Description: 
  An 
  emancipated, 
  hairless 
  humanoid with burning red eyes and razor-sharp 
  teeth. Its decaying flesh is covered by scars or 
  markings of some kind. 
  4: TERROR OF THE DEEP 
  S E R P E N T I R 
  CR 4 
  CE large undead 
  Init +9, dual actions; Senses All-round vision, 
  Darkvision 60’, Sense Emotions 60’; Listen +10, Spot 
  +10 
  Languages Only understands creator’s orders 
  AC 15, touch 14, flat-footed 10; Dodge, Mobility 
   (-1 Size, +5 Dex, +1 natural) 
  HP 52 (8 HD); 
  DR 5/Bludgeoning 
  Immune Undead immunities, flanking, cold 
  Fort +2, Ref +7, Will +9 
  Speed 50 ft, 20 ft climb 
  Melee 4 claws +5 (1d6+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +10 
  Atk Options Improved Grab 
  Special Actions Churning Ribs 
  Abilities Str 14, Dex 20, Con -, Int 4, Wis 16, Cha 11  
  SA Churning ribs, Dual Action, Improved Grab 
  SQ Undead traits 
  Feats Dodge, Mobility, Improved Initiative 
  Skills Climb +10, Hide +12, Jump +10, Listen + 10 Move 
  Silently +15, Search + 1, Spot +10 
  Dual Actions (Ex): A serpentir’s two independent heads allow 
  it to take two rounds’ worth of action in any given round, as 
  if it was 2 creatures. Thus a serpentir can take two full-
  round actions and two five-foot steps, two standard actions 
  and two move actions, or some other combination 
  All-round Vision (Ex): A serpentir’s two heads allow it to look 
  in any direction, providing a +4 racial bonus to Spot and 
  Search checks. Opponents gain no benefit when flanking a 
  serpentir. 
  Sense Emotions (Su): This ability functions like blindsense 
  except that a serpentir can detect only the presence and 
  positions of living creatures. 
  Stability (Ex): A serpentir has better than average footing and 
  leverage. It gains a +4 bonus to ability checks made to 
  resist being bull-rushed, or tripped while standing on the 
  ground (but not when climbing, flying or otherwise not 
  standing firmly on the ground) 
  Improved Grab (Ex): To use this ability, the serpentir must hit 
  an opponent of up to Medium Size with two or more claw 
  attacks. It can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity. A grappled 
  opponent can be drawn into the serpentir’s churning ribs as 
  a free action. 
  Churning Ribs (Ex): A serpentir’s elongated torso of 
  prehensile ribs can chew creatures to pieces. Any Medium 
  or smaller creature successfully grappled by a serpentir 
  can be drawn into the churning ribs as a free action. When 
  this occurs, the serpentir is no longer considered as 
  grappling and can act and move normally, dragging the 
  creature with it as it goes. Opponents in the churning ribs 
  remain grappled until they succeed on a grapple check 
  against the Serpentir, allowing them to claw free. A 
  creature within the churning ribs takes 2d6 points of 
  piercing damage at the beginning of each of the Serpentir’s 
  turns 
  Skills: Serpentirs have a +4 racial bonus on Listen and +8 
  racial bonus on Hide, Move Silently and Climb checks. A 
  serpentir can choose to take 10 on Climb checks, even if 
  rushed or threatened. Serpentirs use either their Strength 
  or Dexterity score for Climb Checks, whichever is higher. 
  
  PER8-01 Waves of Tidal Fury 
   
  Page 19 
  6: THE END HAS COME 
  S ERE KE N 
  CR  9 
  Male human cleric (Iuz) 3/wizard 3/true necromancer 3 
  LE medium humanoid (human) 
  Init +1; Senses Listen +5, Spot +5 
  Auras: necromantic might, necromantic presence 
  Languages Abyssal, Common, Elven, Goblin 
  AC 19, touch 13, flat-footed 18 
   (+6 armour, +2 deflection, + 1 Dex) 
  hp 47 (9 HD), 57 with false life 
  Fort +5, Ref +4, Will +12 
  Speed 30 ft 
  Melee +1 wounding dagger +4 (1d4 plus 1 Con/19-20) 
  Ranged +1 wounding dagger +6 (1d4 plus 1 Con/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3  
  Special attacks rebuke undead 5/day (+4, 2d6+5, 3rd), 
  cursed glance, create undead 1/day 
  Combat Gear 2 potions of cure moderate wounds, 
  wand of magic missiles (CL 5, 50 charges) 
  Wizard Spells Prepared (CL 5th, 6th for Necromancy): 
   3rd—greater mage armour�, vampiric touch (+4 
  melee touch) 
   2nd—false life�, melf’s acid arrow (+5 ranged 
  touch), melf’s acid arrow (+5 ranged touch) 
   1st—lesser acid orb, lesser acid orb, magic missile, 
  hail of stones  
   0—ray of frost (+3 melee touch), acid splash (DC 
  15), detect magic, read magic, touch of fatigue (+4 
  melee touch, DC 15) 
  Cleric Spells Prepared (CL 5th, 6th for Necromancy): 
   3rd—contagionD, dispel magic 
   2nd—desecrateD, hold person (DC 14), silence 
   1st—bane (DC 13), cause fearD (DC 13), divine 
  favour, shield of faith 
   0—cure minor wounds, detect magic, detect magic, 
  purify food and water 
  �Already cast 
  D: Domain spell. Deity: Iuz. Domains: Death, Evil 
  Abilities Str 8, Dex 12, Con 10, Int 20, Wis 16, Cha 14 
  Feats Corpse Crafter, Craft Wondrous Items, Necromantic 
  Might, Necromantic Presence, Scribe Scroll
  B, Spell Focus 
  (Necromancy) 
  Skills Bluff +5, Concentration +15, Listen +5, Knowledge 
  (Arcana) + 16, Knowledge (Religion) +16, Sense Motive +6, 
  Spot +5, Spellcraft +16 (+18  to learn Necromantic spells) 
  Possessions Combat gear plus spell component pouch, holy 
  symbol (Iuz), +1 dagger, +2 ring of protection, ring of 
  counterspells (dispel magic), Periapt of Wisdom +2, 
  headband of intellect +4 
  Cursed Glance: Whenever anyone within 60 ft targets 
  Sereken with a spell or attack, as an immediate action he 
  can cause them to make a DC 16 Will save or take a –2 to 
  AC and saves until Sereken’s next turn. 
  Necromantic Might: All Undead under Sereken’s Control and 
  within 60 ft of him gain + 2 to attack and saves. 
  Necromantic Presence: All Undead under Sereken’s control 
  and within 60 ft of him gain + 4 Turn Resistance. 
  Necromantic Prowess (Ex) Whenever Sereken rebukes 
  undead or casts a necromantic spell or spell-like ability, he 
  is considered +1 level higher. 
  C O R P S E  C R A F T E D  S P E L L S T I T C H E D  G H A S T   CR 4 
  CE medium undead 
  Init +3; Senses Listen +2, Spot +8 
  Languages Common 
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +4 natural, +4 armour) 
  hp 37 (4 HD); DR 5/Magic or silver, 
  Immune Undead immunities; SR 18 
  Fort +3, Ref +6, Will +8 
  Speed 30 ft 
  Melee Bite + 7 (1d8+5 plus paralysis) and 2 claws +5 
  (1d4+3 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Special Actions ghoul fever, paralysis, stench, spell-
  like abilities 
  Abilities Str 21, Dex 17, Con -, Int 13, Wis 14, Cha 16  
  SQ Undead traits, +4 turn resistance 
  Feats Multiattack, Toughness 
  Skills Balance +7, Climb +11, Hide +8, Jump +11, 
  Move Silently +8, Listen +8 
  Spell-Like Abilities (CL 4th): 
  3/day: darkness, magic missile 
  1/day: flame arrow, mage armour�, melf’s acid arrow 
  (+5 ranged touch), vampiric touch (+5 melee touch) 
  �Already cast 
  Ghoul Fever (Su) Disease DC 15 Fortitude, incubation 
  period: 1 day, damage 1d3 Con and 1d3 Dex. The 
  save DC is Charisma based. 
  Paralysis (Ex) Anyone hit by the spell-stitched ghast’s 
  bite or claw attack must succeed on a DC 15 
  Fortitude save or be paralysed for 1d4+1 rounds. 
  Even elves are vulnerable to this paralysis. The 
  save DC is charisma based. 
  Stench (Ex) The stink of death and corruption 
  surrounds the ghast, and all living creatures within 
  10 feet must succeed on a DC 15 Fortitude save or 
  be sickened for 1d6+4 minutes. A creature that 
  successfully saves cannot be affected again by the 
  same ghast for 24 hours. A Delay Poison or a 
  Neutralize Poison spell removes the effect from a 
  sickened creature. Creatures with immunity to 
  poison 
  are 
  unaffected, 
  and 
  creatures 
  with 
  resistance to poison receive their normal bonus to 
  their saving throws. The save is Charisma based. 
  Corpse Crafted (Ex) This creature was created by a 
  caster that has the Corpsecrafter feat, and thus has 
  a + 4 enhancement bonus to Strength and +2 hit 
  points per Hit Die. 
  Physical 
  Description: 
  An 
  emancipated, 
  hairless 
  humanoid with burning red eyes and razor-sharp 
  teeth. Its decaying flesh is covered by scars or 
  markings of some kind. 
   
  
  PER8-01 Waves of Tidal Fury 
   
  Page 20 
  APPENDIX 1: APL 8 
  3: DIVE! DIVE! DIVE! 
  C O R P S E  C R A F T E D  S P E L L S T I T C H E D  G H A S T   
  CR  5 
  CE medium undead 
  Init +3; Senses Listen +2, Spot +8 
  Languages Common 
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +4 natural, +4 armour) 
  hp 37 (4 HD); DR 5/Magic or silver, 
  Immune Undead immunities; SR 18 
  Fort +3, Ref +6, Will +8 
  Speed 30 ft 
  Melee Bite + 7 (1d8+5 plus paralysis) and 2 claws +5 
  (1d4+3 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Special Actions ghoul fever, paralysis, stench, spell-
  like abilities 
  Abilities Str 21, Dex 17, Con -, Int 13, Wis 14, Cha 16  
  SQ Undead traits, +4 turn resistance 
  Feats Multiattack, Toughness 
  Skills Balance +7, Climb +11, Hide +8, Jump +11, 
  Move Silently +8, Listen +8 
  Spell-Like Abilities (CL 4th): 
  3/day: darkness, magic missile 
  1/day: flame arrow, mage armour�, melf’s acid arrow 
  (+5 ranged touch), vampiric touch (+5 melee touch) 
  �Already cast 
  Ghoul Fever (Su) Disease DC 15 Fortitude, incubation 
  period: 1 day, damage 1d3 Con and 1d3 Dex. The 
  save DC is Charisma based. 
  Paralysis (Ex) Anyone hit by the spell-stitched ghast’s 
  bite or claw attack must succeed on a DC 15 
  Fortitude save or be paralysed for 1d4+1 rounds. 
  Even elves are vulnerable to this paralysis. The 
  save DC is charisma based. 
  Stench (Ex) The stink of death and corruption 
  surrounds the ghast, and all living creatures within 
  10 feet must succeed on a DC 15 Fortitude save or 
  be sickened for 1d6+4 minutes. A creature that 
  successfully saves cannot be affected again by the 
  same ghast for 24 hours. A Delay Poison or a 
  Neutralize Poison spell removes the effect from a 
  sickened creature. Creatures with immunity to 
  poison 
  are 
  unaffected, 
  and 
  creatures 
  with 
  resistance to poison receive their normal bonus to 
  their saving throws. The save is Charisma based. 
  Corpse Crafted (Ex) This creature was created by a 
  caster that has the Corpsecrafter feat, and thus has 
  a + 4 enhancement bonus to Strength and +2 hit 
  points per Hit Die. 
  Physical 
  Description: 
  An 
  emancipated, 
  hairless 
  humanoid with burning red eyes and razor-sharp 
  teeth. Its decaying flesh is covered by scars or 
  markings of some kind. 
  4: TERROR OF THE DEEP 
  AD V AN C E D S E RP E NT I R 
  CR  8 
  CE huge undead 
  Init +8, dual actions; Senses All-round vision, Darkvision 60’, 
  Sense Emotions 60’; Listen +11, Spot +11 
  Languages Only understands creator’s orders 
  AC 16, touch 12, flat-footed 12, Dodge, Mobility 
   (-2 Size, +4 Dex, +4 natural) 
  HP 107 (16 HD); DR 5/Bludgeoning 
  Immune Undead immunities, flanking, cold 
  Fort +5, Ref +11, Will +13 
  Speed 50 ft, 20 ft climb 
  Melee 4 claws +11 (1d8+6) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +8; Grp +24 
  Atk Options Improved Grab 
  Special Actions Churning Ribs 
  Abilities Str 22, Dex 18, Con -, Int 4, Wis 16, Cha 11  
  SA Churning ribs, Dual Action, Improved Grab 
  SQ Undead traits 
  Feats Dodge, Mobility, Improved Initiative, Lightning 
  Reflexes, Toughness 
  Skills Climb +13, Hide +12, Jump +14, Listen + 11 
  Move Silently +15, Search + 2, Spot +11 
  Dual Actions (Ex): A serpentir’s two independent heads allow 
  it to take two rounds’ worth of action in any given round, as 
  if it was 2 creatures. Thus a serpentir can take two full-
  round actions and two five-foot steps, two standard actions 
  and two move actions, or some other combination 
  All-round Vision (Ex): A serpentir’s two heads allow it to look 
  in any direction, providing a +4 racial bonus to Spot and 
  Search checks. Opponents gain no benefit when flanking a 
  serpentir. 
  Sense Emotions (Su): This ability functions like blindsense 
  except that a serpentir can detect only the presence and 
  positions of living creatures. 
  Stability (Ex): A serpentir has better than average footing and 
  leverage. It gains a +4 bonus to ability checks made to 
  resist being bull-rushed, or tripped while standing on the 
  ground (but not when climbing, flying or otherwise not 
  standing firmly on the ground) 
  Improved Grab (Ex): To use this ability, the serpentir must hit 
  an opponent of up to Large Size with two or more claw 
  attacks. It can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity. A grappled 
  opponent can be drawn into the serpentir’s churning ribs as 
  a free action. 
  Churning Ribs (Ex): A serpentir’s elongated torso of 
  prehensile ribs can chew creatures to pieces. Any Large or 
  smaller creature successfully grappled by a serpentir can 
  be drawn into the churning ribs as a free action. When this 
  occurs, the serpentir is no longer considered as grappling 
  and can act and move normally, dragging the creature with 
  it as it goes. Opponents in the churning ribs remain 
  grappled until they succeed on a grapple check against the 
  Serpentir, allowing them to claw free. A creature within the 
  churning ribs takes 2d6 points of piercing damage at the 
  beginning of each of the Serpentir’s turns 
  Skills: Serpentirs have a +4 racial bonus on Listen and +8 
  racial bonus on Hide, Move Silently and Climb checks. A 
  serpentir can choose to take 10 on Climb checks, even if 
  rushed or threatened. Serpentirs use either their Strength 
  or Dexterity score for Climb Checks, whichever is higher. 
  
  PER8-01 Waves of Tidal Fury 
   
  Page 21 
  6: THE END HAS COME 
  S ERE KE N 
  CR  10 
  Male human cleric (Iuz) 3/wizard 3/true necromancer 4 
  LE medium humanoid (human) 
  Init +3; Senses Listen +6, Spot +6 
  Auras: necromantic might, necromantic presence 
  Languages Abyssal, Common, Elven, Goblin 
  AC 22, touch 16, flat-footed 18 
   (+6 armour, +2 deflection, +3 Dex) 
  hp 52 (10 HD), 62 with false life 
  Fort +5, Ref +6, Will +13 
  Speed 30 ft 
  Melee +1 wounding dagger +5 (1d4 plus 1 Con/19-20)  
  Ranged +1 wounding dagger +9 (1d4  plus 1 Con/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4  
  Special attacks rebuke undead 5/day (+4, 2d6+5, 3rd), 
  cursed glance, create undead 1/day 
  Combat Gear 2 potions of cure moderate wounds, 
  wand of magic missiles (CL 7, 50 charges) 
  Wizard Spells Prepared (CL 6th, 7th with necromantic 
  spells): 
   3rd—fireball, greater mage armour�, vampiric touch 
  (+5 melee touch) 
   2nd—false life�, melf’s acid arrow (+7 ranged 
  touch), melf’s acid arrow (+8 ranged touch), web 
   1st—lesser acid orb, lesser acid orb, magic missile, 
  hail of stones  
   0—ray of frost (+4 ranged touch, acid splash (DC 
  15), detect magic, read magic, touch of fatigue (+4 
  melee touch, DC 15) 
  Cleric Spells Prepared (CL 6th, 7th with necromantic 
  spells): 
   3rd—contagionD, dispel magic, dispel magic, prayer 
   2nd—desecrateD, hold person (DC 14), resist 
  energy, silence, silence 
   1st—bane (DC 13), cause fearD (DC 13), command, 
  divine favour, shield of faith 
   0—cure minor wounds, detect magic, detect magic, 
  purify food and water 
  �Already cast 
  D: Domain spell. Deity: Iuz. Domains: Death, Evil 
  Abilities  Str 8, Dex 16, Con 10, Int 20, Wis 16, Cha 14 
  Feats 
  Corpse 
  Crafter, 
  Craft 
  Wondrous 
  Items, 
  Necromantic Might, Necromantic Presence, Scribe 
  ScrollB, Spell Focus (Necromancy) 
  Skills Bluff +6, Concentration +16, Heal +4, Listen +5, 
  Knowledge (Arcana) +17, Knowledge (Religion) +17, 
  Sense Motive +6, Spot +5, Spellcraft +17 (+19 to 
  identify Necromantic spells) 
  Possessions Combat gear plus spell component 
  pouch, holy symbol (Iuz), +1 dagger, +2 ring of 
  protection, ring of counterspells (dispel magic), 
  Peripat of Wisdom +2, headband of intellect +4, 
  gloves of dexterity +4 
  Cursed Glance: Whenever anyone within 60 ft targets 
  Sereken with a spell or attack, as an immediate 
  action he can cause them to make a DC 16 Will save 
  or take a –2 to AC and saves until Sereken’s next 
  turn. 
  Necromantic Might: All Undead under Sereken’s 
  Control and within 60 ft of him gain + 2 to attack and 
  saves. 
  Necromantic Presence: All Undead under Sereken’s 
  control and within 60 ft of him gain + 4 Turn 
  Resistance. 
  Necromantic 
  Prowess 
  (Ex) 
  Whenever 
  Sereken 
  rebukes undead or casts a necromantic spell or 
  spell-like ability, he is considered +1 level higher. 
  Zone of Desecration (Ex) Sereken always has an aura 
  identical to the effects of a desecrate spell around 
  him. 
   
  C O R P S E  C R A F T E D  S P E L L S T I T C H E D  G H A S T   
  CR  4 
  CE medium undead 
  Init +3; Senses Listen +2, Spot +8 
  Languages Common 
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +4 natural, +4 armour) 
  hp 37 (4 HD); DR 5/Magic or silver, 
  Immune Undead immunities; SR 18 
  Fort +3, Ref +6, Will +8 
  Speed 30 ft 
  Melee Bite + 7 (1d8+5 plus paralysis) and 2 claws +5 
  (1d4+3 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Special Actions ghoul fever, paralysis, stench, spell-
  like abilities 
  Abilities Str 21, Dex 17, Con -, Int 13, Wis 14, Cha 16  
  SQ Undead traits, +4 turn resistance 
  Feats Multiattack, Toughness 
  Skills Balance +7, Climb +11, Hide +8, Jump +11, 
  Move Silently +8, Listen +8 
  Spell-Like Abilities (CL 4th): 
  3/day: darkness, magic missile 
  1/day: flame arrow, mage armour�, melf’s acid arrow 
  (+5 ranged touch), vampiric touch (+5 melee touch) 
  �Already cast 
  Ghoul Fever (Su) Disease DC 15 Fortitude, incubation period: 
  1 day, damage 1d3 Con and 1d3 Dex. The save DC is 
  Charisma based. 
  Paralysis (Ex) Anyone hit by the spell-stitched ghast’s bite or 
  claw attack must succeed on a DC 15 Fortitude save or be 
  paralysed for 1d4+1 rounds. Even elves are vulnerable to 
  this paralysis. The save DC is charisma based. 
  Stench (Ex) The stink of death and corruption surrounds the 
  ghast, and all living creatures within 10 feet must succeed 
  on a DC 15 Fortitude save or be sickened for 1d6+4 
  minutes. A creature that successfully saves cannot be 
  affected again by the same ghast for 24 hours. A Delay 
  Poison or a Neutralize Poison spell removes the effect 
  from a sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures with resistance to 
  poison receive their normal bonus to their saving throws. 
  The save is Charisma based. 
  Corpse Crafted (Ex) This creature was created by a caster 
  that has the Corpsecrafter feat, and thus has a + 4 
  enhancement bonus to Strength and +2 hit points per Hit 
  Die. 
  Physical 
  Description: 
  An 
  emancipated, 
  hairless 
  humanoid with burning red eyes and razor-sharp 
  teeth. Its decaying flesh is covered by scars or 
  markings of some kind. 
  
  PER8-01 Waves of Tidal Fury 
   
  Page 22 
  APPENDIX 2: NEW RULES ITEMS 
  ALTERNATE CLASS FEATURE 
  WIZARD – NECROMANCY 
  Cursed 
  Glance 
  (Alt. 
  Class 
  Feature 
  – 
  Wizard:Necromancer): When a visible target within 60 
  feet targets you with an attack or spell, you can respond 
  with a curse. If the target fails a will save (DC = 10 + ½ 
  wizard level + Int modifier),  he takes a –2 penalty to ac and 
  on saving throws 
  Source: Player’s Handbook II 70 
   
  FEATS 
  SEA LEGS 
   
  Benefit: While on a ship, you gain +2 to Tumble and 
  Balance checks, as well as a +1 to initiative checks. 
  Source: Stormwrack 94 
   
  CORPSECRAFTER 
  Undead you raise or create are tougher than normal. 
   
  Benefit: Each undead you raise or create with any 
  necromancy spell gains a +4 enhancement bonus to 
  Strength and +2 hit points per Hit Die 
  Source: Liber Mortis 25 
   
  NECROMANTIC MIGHT 
  Undead you control gain benefits when they are near you. 
  Prerequisite: Necromantic Presence. 
  Benefit: Whenever undead you control are within 60 feet 
  of you, they are physically inspired by your necromantic 
  aura, and gain a +2 enhancement bonus on their attack 
  rolls and saving throws. 
  Source: Liber Mortis 28 
   
  SEA LEGS 
  Undead you control are harder to turn when they are near 
  you. 
  Benefit: Whenever undead you control are within 60 feet 
  of you, they gain a +4 bonus to their turn resistance. 
  Source: Liber Mortis 28 
   
  MAGIC ITEMS 
  AMULET OF AQUATIC SALVATION 
  Price: 500gp 
  Body Slot: Throat 
  Caster Level: 5th 
  Aura: Faint; (DC17) Conjuration 
  Activation: Immediate (mental) 
  Weight: - 
  These necklaces are boons to sailors and spelunkers alike, because 
  they prevent accidental drowning.  When activated, an amulet of 
  aquatic salvation grants you the ability to breathe water (as the water 
  breathing spells) for 5 rounds. 
  An amulet of aquatic salvation functions once a day. 
  Prerequisites: Craft Wonderous Item, water breathing. 
  Cost to Create: 250gp, 20XP, 1 day  
  Source: Magic Item Compendium 68 
  ARMBAND OF ELUSIVE ACTION  
  Price: 800gp 
  Body Slot: Arms 
  Caster Level: 3rd 
  Aura: Faint; (DC16) Transmutation 
  Activation: Immediate (mental) 
  Weight: 1 lb 
  An armband of elusive action allows you to protect yourself from the 
  hazards of battlefield chaos. When it is activated, the band allows 
  you to avoid provoking a single attack of opportunity that your 
  actions would otherwise incur 
  An armband of elusive action functions once per day. 
  Prerequisites: Craft Wonderous Item, Cat’s grace or Evade attack. 
  Cost to Create: 400gp, 32XP, 1 day  
  Source: Magic Item Compendium 72 
   
  ACROBAT BOOTS 
  Price: 900gp 
  Body Slot: Feet 
  Caster Level: 3rd 
  Aura: Faint; (DC16) Transmutation 
  Activation: - and Swift (command) 
  Weight: 1 lb 
  A pair of Acrobat boots grants you +2 competence bonus to tumble 
  checks. This is a continuous effect and requires no activation. 
  In addition, these boots have 3 charges, which are renewed each 
  day at dawn. Spending 1 or more charges grants you an 
  enhancement bonus to your speed for 1 round. 
  1 charge: +10 feet enhancement bonus 
  2 charges: +15 feet enhancement bonus 
  3 charges: +20 feet enhancement bonus 
  Prerequisites: Craft Wonderous Item, Cat’s grace, Longstrider. 
  Cost to Create: 450gp, 36XP, 1 day  
  Source: Magic Item Compendium 67 
   
  ARTIFICER’S MONOCLE 
  Price: 1500gp 
  Body Slot: Face 
  Caster Level: 5th 
  Aura: Faint; (DC17) Divination 
  Activation: See Text 
  Weight: - 
  Putting on a monocle is a standard action. While wearing an 
  artificer’s monocle, whenever you successfully cast detect magic and 
  have at least 5 ranks of Knowledge (Arcana), you can spend 1 
  additional minute studying the item. If you do, you can identify 
  the abilities of that item as if you cast identify upon it. 
  Prerequisites: Craft Wonderous Item, Identify, Knowledge 
  (Arcana) 5 ranks 
  Cost to Create: 750gp, 60XP, 2 days  
  Source: Magic Item Compendium 72 
   
  HEADBAND OF THE LOREBINDER 
  Price: 1600gp 
  Body Slot: Head 
  Caster Level: 3rd 
  Aura: Faint; (DC16) Divination 
  Activation: - and Standard (command) 
  Weight: - 
  A headband of the lorebinder grants a +4 sacred bonus on bardic 
  knowledge checks (and on a loremaster’s lore checks). This is a 
  continuous effect and requires no activation. 
  Three times per day, you can activate the headband to gain the 
  effect of a read magic spell. This ability lasts for 30 minutes. 
  Prerequisites: Craft Wonderous Item, Read magic,  Bard. 
  Cost to Create: 800gp, 64XP, 2 day  
  Source: Magic Item Compendium 110 
  
  PER8-01 Waves of Tidal Fury 
   
  Page 23 
  MUNDANE ITEMS 
  CUTLASS 
  15gp 
  1d6 Damage 19-20/x2 
  3 lbs, Slashing 
  A light slashing weapon especially favored by pirates 
  and other nautical raiders, the cutlass is a heavy blade 
  about 2 feet long with a curved edge. It is easy to 
  wield in close quarters and can deal vicious gashes to 
  an opponent. Its heavy basket hilt gives the wielder a 
  +2 circumstance bonus on any checks to resist being 
  disarmed. 
  Source: Stormwrack 107 
   
  SHARKSKIN ARMOUR 
  85gp  
  +3 Armour, +6 Max Dex 
  -1 Armour Check Penalty 
  10% Arcane Spell Failure 
  Light Armour, 15 lbs. 
  Similar to leather armor in appearance, sharkskin is treated 
  so that the sharp tooth-like scales covering the skin remain 
  attached to the outside of the armor. Additionally, shark 
  teeth are embedded along the forearms, shoulders, and 
  legs, which count as armor spikes. Sharkskin armor 
  provides a +6 circumstance bonus on Escape Artist checks 
  made when the wearer is bound with rope or similar easily 
  cut bindings. 
  Source: Stormwrack 106 
   
  SPELLS 
  GREATER MAGE ARMOUR 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V,S 
  An invisible sheen of armour-shaped force surrounds you. 
   
  This spell functions like mage armour (PH 249), except that 
  it requires no material components and its tangible field of 
  force provides a + 6 armour bonus to Armour Class. 
  Source: Spell Compendium 136 
  
  PER8-01 Waves of Tidal Fury 
   
  Page 24 
  DM’S AID 1: PERRENLAND SPECIFIC EFFECTS 
  Exiled: You have been tried by a rechter, convicted of a serious crime, and sentenced to exile from the Quaglands. 
  This has the following effects on play. 
   
  1. The TU cost of all regional adventures are doubled (2 TU for a 1-round adventure, 4 TU for a 2-round adventure). 
  2. While in Perrenland, you are unprotected by the law – an outlaw – unless you choose to repudiate the heresy or 
  stall the imposition of your sentence (see 3 below). 
  3. You must tell your DM at the start of the game which of the following options your character is taking as they 
  travel through Perrenland. 
   
  • 
  Repudiate the heresy [only available to those exiled for supporting the heresy]. Your sentence of exile is 
  removed if you expend 1 Perrenland favour or 2 uitlander favours to obtain suitable character witnesses 
  who testify to your sincere change of heart. If you had it, you lose access to the Heretic organisation. You 
  also have a -2 circumstance penalty to all Diplomacy checks made to influence the attitude of heretic and 
  traditionalist NPCs, as neither faction trusts your loyalty. Have your DM note that you have repudiated the 
  heresy and have this penalty in the Notes section of the Adventure Record.  
  • 
  Stall the imposition of your sentence through the legal system by having additional character witnesses testify on 
  your behalf. This expends 1 Perrenland favour or 2 uitlander favours per adventure, but does not change 
  the rechter's decision to sentence you to exile. 
  • 
  Conceal your identify by wearing a disguise and using a different name. During the adventure, you must 
  succeed on any required Disguise check and always use a false name to successfully alter your appearance: 
  if not, you run the risk of an NPC recognising you (see 4 below) and positively identifying you as an 
  outlaw. In addition, if you were not positively identified during the adventure, you must succeed on a DC 
  15 Bluff or Disguise check at the end of the adventure or be postively identified.  
  • 
  Partially conceal your identity by wearing a disguise but using your own name. During the adventure, you must 
  succeed on any required Bluff check or run the risk of an NPC recognising your name (see 4 below) and 
  becoming suspicious of your disguise. If that occurs, you must succeed on a Disguise check or be positively 
  identified as an outlaw. In addition, if you were not positively identified during the adventure, you must 
  succeed on a DC 15 Bluff or Disguise check at the end of the adventure or be positively identified. 
  • 
  Partially conceal your identify by using a different name but not wearing a disguise. During the adventure, you 
  automatically run the risk of an NPC recognising your appearance (see 4 below). If that occurs, you must 
  suceed on a Bluff check or be positively identified as an outlaw. In addition, if you were not recognised 
  during the adventure, you must succeed on a DC 15 Bluff check at the end of the adventure or be 
  positively identified.  
  • 
  Travel openly. You are positively identified by NPCs during and after the adventure. 
   
  4. To recognise your appearance or your name as that of an outlaw, an NPC must succeed on a DC 25 Intelligence 
  check, using your equivalent character level (ECL) as a circumstance bonus to the roll. The NPC may use their 
  Knowledge: Local (Iuz's Border States) skill instead of their Intelligence check if they have ranks in the skill. 
  5. Your character may be arrested if they are positively identified by a lawfully aligned non-heretic Perrender NPC 
  and reported to the authorities. During the adventure, the scenario states if an NPC will do this, and what the 
  consequences are if they do. If you are positively identified after the adventure, the TU cost of the adventure is 
  doubled again (4 TU for a 1-round adventure, 8 TU for a 2-round adventure) as you spend weeks resisting arrest, 
  escaping from custody, avoiding the authorities, and so on. You have a -5 circumstance penalty to all Bluff and 
  Disguise checks to conceal your identify in future Perrenland scenarios, as you are now notorious as an outlaw who 
  travels incognito throughout Perrenland. Have your DM note that you have this penalty in the Notes section of the 
  Adventure Record. 
  
  PER8-01 Waves of Tidal Fury 
   
  Page 25 
  DM’S AID 2: WHEN SHIPS COLLIDE 
   
   
   
  
  PER8-01 Waves of Tidal Fury 
   
  Page 26 
  DM’S AID 3: THE UNDERWATER CAVERN 
   
   
   
   
   
   
  
  PER8-01 Waves of Tidal Fury 
   
  Page 27 
  PLAYERS’ HANDOUT 1 
   
  The following is written on a clear parchment that bears the insignia of the Zee Auszug. 
   
   You are hereby requested to join Auchfahnlein Arnof 
  Ressigner at the Zee Barracks to discuss some 
  important military business at 1300 hours sharp. 
    
   Please prepare yourselves for a nautical voyage and 
  possible combat. Any reimbursement will be given after 
  the mission has been successfully completed. All details 
  will be released to you when you arrive on a need to 
  know basis. 
   
   
   
  Auchfahnlein Arnof Ressigner 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/598/Normal Scenarios/PER8-01 - Waves of Tidal Fury (APL 2-8)/PER8-01 Waves of Tidal Fury.pdf