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. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NMR3-01 
   
   
   
   
   
   
   
   
  Xerbo’s Fury 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Nyrond and Environs Meta-Regional Adventure 
  Version 1.1 
   
   
  by James Zwiers 
   
   
   
   
   
   
  Rumors abound of pirates on the Nyr Dyv.  The authorities seem indifferent, but someone is 
  watching. Can you unravel the mystery of what is really happening on the Nyr Dyv?  An adventure 
  for Characters levels 4-14. Secrets on the Wind Part 1. 
   
   
   
   
   
   
   
   
   
  
  Xerbo’s Fury 
  Round One 
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
   
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  
  Xerbo’s Fury 
  Round One 
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  4. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  5. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  6. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  7. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects 
  the amount of 
  experience you 
  may gain at the 
  end of the 
  adventure. If your 
  character is three 
  character levels or 
  more either higher 
  or lower than the 
  APL this 
  adventure is being 
  played at, that 
  character will 
  receive only half of 
  the experience 
  points awarded for 
  the adventure. 
  This simulates the face that either your character was not 
  as challenged as normal, or relied on help by higher-level 
  characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard One-round Meta-Regional adventure, 
  set in the Nyrond and Her Environs Meta-Region.  
  Characters native to the Duchy of Urnst, the County of 
  Urnst, Nyrond, The Theocracy of the Pale, or Ratik pay 
  one Time Unit per round; all others pay two Time Units 
  per Time Unit.  Adventurer’s Standard Upkeep costs 
  
  Xerbo’s Fury 
  Round One 
  Page 4 
  12gp per Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
   
  Adventure Summary and 
  Background 
  Someone or something has been preying on trade ships 
  traveling the Nyr Dyv.  The navies of the Duchy and the 
  County have tried to find the perpetrators but have so far 
  failed.   
   
  In the past months the attacks have grown more 
  frequent, and now even the trade across the Nyr Dyv is 
  dubious.  Clerics of Xerbo are furious and have posted an 
  advertisement for help in guarding an important package 
  as it is taken across the Nyr Dyv. The package is a lure to 
  draw the attackers into the open, and with adventurers 
  on board the clergy is hoping that they can be beaten and 
  something about the attackers discovered. 
   
  Encounter 1 – The party sets out onto the Nyr Dyv.  
  Native creatures of the Nyr Dyv attack the ship on the 
  second day of the trip.  These monsters are more that 
  have been disturbed by the Isles of Woe. 
   
  Encounter 2 – Raiders attack two days later.  They will 
  flee when they start to lose, allowing the characters to 
  give chase. 
   
  Encounter 3 – The heroes have followed their attackers 
  back to their island base, and now have the chance to 
  explore the island.  While doing so they will discover the 
  entrance to a cave complex. 
   
  Encounter 4 – The caves has two levels.  The top level 
  stores the goods that the raiders have acquired.  The sheer 
  quantity will likely bemuse most people because most 
  raiders would have sold it somewhere. 
   
  Encounter 5 – The lower caves consists of sleeping 
  chambers, and the holding areas for captives.  The heroes 
  may clue in that the captives are being eaten, but then 
  they may not as well. 
   
  Encounter 6 – This encounter deals with what happens 
  when the heroes find the captives and what their guard 
  does. 
   
  Encounters 7 – The cultists of Syrul, a group of Yuan-ti 
  from the jungles of Amedio, are here planning the next 
  raid.   
   
  Encounter 8 – As the heroes are leaving they witness the 
  approach of another vessel, carrying Yuan-ti.  Seeing the 
  freed hostages and the heroes the ships turns about and 
  leaves, as the Yuan-ti on board scream a curse on the 
  heroes. 
   
  In the conclusion the heroes will have a chance to learn 
  that they were used.  And will be taken back to wherever 
  they need to go. 
   
  Introduction 
  The day finds you in a small outdoor market on the 
  outskirts of Leukish in the Duchy of Urnst.  The 
  winter has given way to a pleasant spring morning.    
  Glancing around, you saw a new notice tacked to the 
  side of a fish vendors stall.  It was a request for aid 
  from the Temple of Xerbo & Osprem in Leukish. 
   
  If the PCs ask the vendor, a one Salton Ecker, he will 
  explain that the priest in Luekish asked him to take this 
  notice and place it on his cart.  Since he can not read, he 
  would be grateful to any PC who could tell him what it 
  says.  He will also explain that the shipping lanes have 
  been plagued by pirates.   
   
  Assuming the PCs take the initiative and go to the 
  temple, read the following.  If they are resistant, use 
  Ecker to encourage them. 
     
  Entering Leukish, you quickly find the temple.  It is 
  quiet inside and decorated with a water motif.  An 
  older man stands in front of the altar, he turns around 
  as you enter, “Greetings, I am Father Silnas Kaste, 
  how may I help you?” 
   
  Assuming 
  the 
  characters 
  tell 
  him 
  about 
  the 
  advertisement he will continue. 
   
  “Ah, then you’re here to help? Excellent. Please, 
  follow me into my office and be seated.  The temple 
  must ship a particularly valuable article to our 
  brethren in Radigast City in the County, and being 
  followers of Xerbo we felt over the lake was 
  appropriate.  However, given the recent spate of 
  missing ships and stolen cargoes we thought it might 
  be best to hire some help.  If you’re willing then the 
  Lady Spray leaves tomorrow on the first tide.  
  Anything that is not obvious shipping materials will 
  be yours to keep if you are attacked; if you are not 
  attacked we will arrange for compensation.” 
   
  Silnas will not reveal what the cargo is, and neither will 
  the Captain of the ship when they meeting him. 
  
  Xerbo’s Fury 
  Round One 
  Page 5 
   
  Father Silnas Kaste: Male Suel Cleric 3 of Xerbo. 
   
  Encounter One – Sailing Into the 
  Sunset 
  Finding the Lady Spray was easy enough.  It is a green 
  sloop, probably about 60 feet long.  After hailing the 
  ship you were granted permission to come aboard and 
  met with the captain.  Captain Zugern is a Suel man 
  in his early thirties, he welcomed you aboard and 
  then gave the orders to set sail.  You are shown to 
  your lodging, a pair of cabins below decks.  Each 
  cabin, located in the stern, has 3 hammocks and 
  chests, as well as a washstand and a writing table. 
   
  The first day is beautiful weather.  There is a nice 
  breeze and you make good time as you strike out for 
  Radigast city.  However, the second day dawns in a 
  bloom of red.  The sailors are fearful and worried.  
  The unease is broken by a loud crashing noise and the 
  ship lurches. 
   
  The Lady Spray is a 65-foot long lap-strake constructed 
  sloop.  It is lateen rigged, with a single mast; draws 9 ft 
  (her depth below water) and has a beam (width) of 15 ft.  
  It needs 12 people to crew it, and can accommodate up to 
  15 passengers.  It normally sails with a beam of 5ft (i.e. 
  the sides are 5ft above the water). 
   
  Some marine creatures have attacked the ship.  The 
  creatures have been made angry and confused by the 
  effects of the Isles of Woe. Note: At APL 2, the sahuagin 
  is uncomfortable, it made it’s first freshwater sensitivity 
  check, but must make another one on the 4th round of 
  combat.  Also, the ships crew worries about keeping the 
  ship working during the combat, and do not take part. 
   
  Captain Zugern: Male Suel Exp2/Rog2. 
  Crewmembers (12): Male/Female Com1/Exp2. 
   
  Creatures:  
   
  APL 4 (EL 5): 
   
  Sea Lion: hp 51; See Monster Manual. 
  Sahuagin: hp 11; See Monster Manual. 
   
  APL 6 (EL 7): 
   
  Sea Lion (3): hp 51; See Monster Manual. 
   
  APL 8 (EL 9): 
   
  Nyrrian Boatcrusher: hp 115; See Appendix I. 
   
  APL 10 (EL 11): 
   
  Nyrrian Boatcrusher (2): hp 115; See Appendix I. 
   
  APL 12 (EL 13): 
   
  Nyrrian Boatcrusher (4): hp 115; See Appendix I. 
   
  APL 14 (EL 15): 
   
  Nyrrian Boatcrusher (8): hp 115; See Appendix I. 
   
  Encounter Two – Not Again! 
  The two days after the attack have been pleasant, 
  almost idyllic.  You’ve seen no other ships, or 
  creatures.  The captain seems to be pleased, but has 
  maintained the watches that he had his crew doing. 
   
  Allow the characters two days of healing and spells.  If 
  any of them wish to stand watch, which the captain does 
  not need, then let them notice the approaching ship first 
  if they make a spot check (DC 20).  The ship is 
  approaching at night.  So, they can close to 60 ft. before 
  they will be noticed.  If the heroes notice the ship then 
  give them one extra round (for a total of 2, otherwise they 
  get 1 round).  The crew of the Lady Spray will remain as 
  far away from combat as possible, while tending to the 
  fires that the attacks have set (to both provide 
  illumination, and to scare their targets). 
   
  You are woken in the middle of the night by calls of, 
  “Fire”, followed closely by gurgling screams and the 
  solid thud of something hard hitting the deck above 
  you. 
   
  The attacker’s ship is called the Sea Dragon.  She is 45 feet 
  long lap-strake constructed carrack.  She has a single mast 
  and is lateen rigged; her beam (width) is 10ft, and she 
  draws 5 feet (her depth below water). Her gunnels are 8ft 
  above the waterline.  When the first hero gets on deck 
  read the following: 
   
  Spread before you is a scene from the land of 
  nightmares.  The flaring fires spread across its deck 
  light the ship.  Swinging over on ropes from another 
  ship that can be just made out in the darkness are 
  several figures, dressed in black and bearing what 
  look like rapiers.  The crew of the Lady Spray, 
  scattered like seed for chickens, are frantically trying 
  
  Xerbo’s Fury 
  Round One 
  Page 6 
  to put out the fires while staying as far away from the 
  raiders as possible. 
   
  The raiders will retain a hold of their ropes at all times.   
  When 2 of the raiders have gone down the remainder 
  will all ready actions to return to their ship and leave 
  (they also leave their dead or dying companions behind). 
   The crew of the attacking vessel will always have readied 
  actions to sail; in preparation for if their allies should fail. 
   The Sea Dragon will keep 20 ft. between herself and 
  their target (the Lady Spray) at all times.  When the 
  attacking crew are ready to flee their crew will throw 
  prepared flasks that will detonate and set fire to the Lady 
  Spray, forcing the heroes to stay behind to put out fires. 
   
  Captain Zugern: Male Suel Exp2/Rog2. 
  Crewmembers (12): Male/Female Com1/Exp2. 
   
  Creatures:  
   
  APL 4 (EL 6): 
   
  Superior Crew (6): hp 27; See Appendix II. 
   
  APL 6 (EL 8): 
   
  Superior Crew (6): hp 37; See Appendix II. 
   
  APL 8 (EL 10): 
   
  Superior Crew (6): hp 47; See Appendix II. 
   
  APL 10 (EL 12): 
   
  Superior Crew (6): hp 57; See Appendix II. 
   
  APL 12 (EL 14): 
   
  Superior Crew (6): hp 67; See Appendix II. 
   
  APL 14 (EL 16): 
   
  Superior Crew (6): hp 77; See Appendix II. 
   
   
  Tactics: The superior crewmembers will attempt to 
  gain a flank as soon as possible.  When a third of their 
  numbers have dropped they will flee, giving the heroes 
  the opportunity to chase them.   
   
  Encounter Three – The Chase Is 
  On 
  You’re fighting the raiders when suddenly they break 
  off, return to their ship, and then set sail. Captain 
  Zugren looks to you and pleads for your help in 
  putting out the fires that litter his deck. 
  The PCs have a choice at this point.  They can either give 
  chase to the raiders or put out the fires.  Since the ship 
  isn’t going to follow the raiders yet, the PCs must leave 
  the ship to do so.   
   
  It will take at least half (rounded up) of the PCs to 
  contain the fire.  Any less and the ship will catch fire and 
  sink.   
   
  On the other hand, if the PCs give chase to the Sea 
  Dragon they can catch it and continue the fight.  The 
  opposing crew, however, will attempt to scuttle the ship 
  if it is boarded.  The PCs will have to make a spot check 
  (DC 18 + APL) to notice the efforts of the crew.  If they 
  do spot them it is a simple matter to stop them but they 
  must do it on their next action or it is too late. 
   
  This could leave the PCs with one lake and no boats.  If 
  that happens, they get a strange piece of luck.  Floating in 
  the water near where the Sea Dragon went down is a map 
  showing its course.  This will lead them to the island.  Of 
  course, it will take them another TU to get rescued and 
  report back to the temple. The temple will send them 
  (and the rest of the crew of the Lady Spray) out on 
  another vessel to the island to continue the adventure.  
  Remove any future references to the Sea Dragon, as it no 
  longer exists. 
   
  If the PCs manage to capture the Sea Dragon they will 
  find the map described above in the captain’s cabin.  They 
  can make for the island with the Sea Dragon in tow.  This 
  also allows them to make a frontal assault in the Sea 
  Dragon while retaining the element of surprise.  Adjust 
  the rest of the scenario to take this into account. 
   
  Once the fire is put out the heroes can fellow the raiders 
  aboard the Lady Spray.  If the heroes make no move to 
  suggest giving chase then Captain Zugern will ask them 
  as below. 
   
  Captain Zugern looks to you, “Do we give chase and 
  finish them?” 
   
  If the characters say no, then the next day they will be 
  attacked again (use the full combat from encounter 2) 
  and given a second chance.  If they still refuse then the 
  
  Xerbo’s Fury 
  Round One 
  Page 7 
  adventure is over for them.  If they give chase then 
  continue.   
   
  All day you follow the raiders as they flee.  They seem 
  to draw slowly ahead from you, despite your best 
  efforts.  As the last vestiges of sunlight die in the 
  cloudless sky you notice an island, rugged and ringed 
  in cliffs, rising from the lake ahead; the raiders seem 
  to be driving straight for it.  As you approach the 
  island, you can make out a series of small inlets, most 
  with a sandy beach at their head.  The raiders have 
  disappeared behind the lee of the island. 
   
  If the heroes sail around the far side of the island then 
  they will see the raiders pulling up to dock at the small 
  camp/village.  They have two possible landing routes: 
  they can dock in town (and wander directly into the 
  fight) or they can land in one of the smaller coves, and 
  hike across the island to the camp/village. If they hike 
  across the island use the following text: 
   
  Captain Zugern finds a small sheltered cove to lie up 
  in.  Grounding the boat on the sandy beach, he helps 
  you disembark onto the island.  The climb up the 
  steep ravine, carved by a small creek, is hard but not 
  as difficult as you had imagined.  Reaching, after a 
  short while, the plateau at the top you can see that the 
  island is mostly flat on top, with only a slight peak in 
  the center.  The most notable feature of the island is 
  the lack of any major vegetation.  There are a few 
  scarce grasses, but no trees, even shrubs are stunted 
  and withered.  A short time later you have reached 
  the cliffs behind the village on the island and are 
  looking down upon it. 
   
  The village is composed of a series of small wooden 
  buildings. Set into the cliff face is a large stone 
  structure; it looks like some type of temple.  You can 
  see people walking around in the village; they don’t 
  seem to have noticed you yet. 
   
  In either case, the heroes will have to fight the remaining 
  raiders.  The numbers below should be modified to 
  reflect those that perished in their failed sea attack. 
   
   
  Creatures: 
   
  Captain Zugern: Male Exp2/Rog2. 
  Crewmembers (12): Male/Female Com1/Exp2.  
   
  APL 4 (EL 6): 
   
  Superior Crew (6): hp 27; See Appendix II. 
   
  APL 6 (EL 8): 
   
  Superior Crew (6): hp 37; See Appendix II. 
   
  APL 8 (EL 10): 
   
  Superior Crew (6): hp 47; See Appendix II. 
   
  APL 10 (EL 12): 
   
  Superior Crew (6): hp 57; See Appendix II. 
   
  APL 12 (EL 14): 
   
  Superior Crew (6): hp 67; See Appendix II. 
   
  APL 14 (EL 16): 
   
  Superior Crew (6): hp 77; See Appendix II. 
   
   
  Tactics: The superior crew will try for flanking 
  as often as possible.  They will fight to the death. 
   
  Encounter Four – Finally, Some 
  Action 
  Having removed the remainder of the raiders you 
  were free to explore the island.  The wooden 
  buildings seemed to be used for housing; there was 
  nothing of note to be found other than old bed rolls.   
  All that remains to be looked into is the stone temple 
  structure. 
   
  It is hard to say for sure what religion, if any, used to 
  use it, but looking through the open doors it is 
  possible to discern it’s current use: storing goods.  
  The inside of the building has stacks of crates along 
  both walls.  At the back you can make out, in the dim 
  light, what looks like a door to more chambers, with 
  what might be more crates still. 
   
  The crates of interest are: 
  • 4 crates of high quality temple candles, each has the 
  Holy Symbol of Pholtus inlaid in gold leaf on the 
  side. (Theocracy of the Pale) 
  • 5 crates (containing a variety of swords) labeled 
  Vardushi Shipping. (Nyrond) 
  • 1 crate (containing gambling markers and a few 
  gems) labeled L.F.O. (Nyrond) 
  • 6 crates (containing furs, ivory and gems) labeled 
  Manilae Trading (Nyrond) 
  • 4 crates (containing fine cloth) labeled House 
  Schtrauer (Duchy & County of Urnst) 
  
  Xerbo’s Fury 
  Round One 
  Page 8 
  • 5 crates (containing rigging for ships) labeled House 
  Kaste (Duchy of Urnst) 
  • 2 crates (each containing an altar stone dedicated to 
  Bralm) labeled House Verle (Duchy of Urnst) 
   
  The locations that are listed in parentheses indicate the 
  headquarter nation of the trading group (be they a 
  merchant house, cartel, trade guild, or etc).  A knowledge 
  local check (DC 25 or 20 for specific to that region) will 
  reveal that information.   
   
  In addition to those crates, that chamber and the two 
  beyond it contain another 73 unlabelled crates filled with 
  a variety of non-perishable trade goods. 
   
  Note:  Taking these goods, as personal possessions, while 
  possible, will earn people the enmity of the owners of the 
  goods (if in a labeled crate) or the enmity of the Church 
  of Xerbo and Osprem is unlabelled.  Taking them with 
  the intent of returning them at the soonest opportunity is 
  not only possible but looked upon favorably.  Taking the 
  crates will not give the heroes more treasure than the 
  maximum value listed in the Adventure Record. 
   
  The last room, probably almost 200 feet into the cliff 
  face, contains a shaft, about 25 feet in diameter, 
  which plunges down into the darkness.  Carved into 
  the edges of the shaft are six ladders. 
   
  The shaft leads to the first of the caves below the island.  
  Have each character make a Climb check to descend the 
  ladders (DC 5), just to raise tension.  Animal followers 
  will have difficulty continuing from here on, but any 
  creative solution to the problem should work. The shaft 
  is 80 feet deep (to the floor of the next chamber, the shaft 
  itself ends after 60 feet and the ladders continue as 
  wooden ladders the remaining 20 feet). 
   
  Encounter Five – Caves of 
  Despair 
  As you descend the carven ladders you begin to hear 
  noises: skittering feet, a vague wailing or moaning 
  sound, something that might be dim chanting and 
  possibly a raspy voice talking in low tones somewhere 
  in the tunnels.  Having reached the bottom of the 
  ladder you find yourself in a natural cave.  Stacked 
  near the edges of the room are the remains of several 
  crates, it looks and smells like they once contained 
  food, which has long since rotted away. 
   
  These tunnels are damp, dark and smell like mildew.  
  There is dripping water, and small patches of harmless 
  green sea slime.  The tunnels form a small maze, and have 
  various rooms that extend off them.  Each room is 
  detailed below, or in Encounters Six (room A) and Seven 
  (room C). 
   
  Room B 
  This room, seemingly drier and cleaner than the 
  others you’ve seen, has six beds.  At the foot of each 
  bed is a single wooden chest. 
   
  The beds have fine quality feather mattresses and nice 
  clean linen.  At APL 14 one chest is trapped with a Glyph 
  of Warding. The chests contain various mundane goods 
  worth nothing as they have been damaged by their time 
  in the caves.  A note can also be found with a search 
  check (DC 15+APL); if the note is found give them 
  handout #1. 
   
  APL 4-12: No Trap 
   
  APL 14:  
  Glyph of warding: Inflict Serious Wounds (3d8+6); Will 
  save for half damage (DC 21); Search (DC 30); Disable 
  Device (DC 32). 
   
  Room D 
  This chamber has a small river running through the 
  back, and it smells bad in here. Whoever lives down 
  here probably uses this as a toilet. 
   
  This is indeed the toilet for the cultists and the captives.   
   
  Room E 
  The floor in this room has a series of cracks running 
  in spidery lines across its surface.  It smells of damp 
  and there is a faint mist in the air.  Every so often you 
  hear a soft boom. 
   
  This cave was to close to the edge of the island and the 
  waves have broken through the rock overtime.  Every so 
  often a large wave hits just the right way to send a gush of 
  water spraying into the room; this happens just then the 
  heroes are in the room.  Have them make a Reflex save 
  (DC 20) to avoid the water as it sprays out of the cracks 
  on the floor.  Failure indicates that they get wet. 
   
  Room F 
  This room is peculiar amongst the others you have 
  seen down here.  It is relatively dry and there are 
  crates stacked along one wall.  Against the far wall is a 
  hearth with a large pot simmering on it.  There is no 
  one in the room. 
   
  
  Xerbo’s Fury 
  Round One 
  Page 9 
  This room is where the food for the captives it prepared.  
  The crates contain spoiled foodstuffs, and the cauldron 
  contains a bland gray-green substance.  If anyone tastes 
  the substance tell them that is tastes disgusting.  There is 
  nothing of value in this room. 
   
  Encounter Six – More Hostages 
  Room A 
  This room is filled with people, chained and 
  whimpering.  Sitting at a table, playing cards are a 
  pair of guards.  They see you and start to draw their 
  weapons, and then they think better of it and drop 
  their weapons to the floor and surrender.  As they do 
  so the mass of people cheer loudly. 
   
  There are 17 hostages here; all are malnourished. Five of 
  the hostages are separate from the others, and have 
  caught Filth Fever. Rescuing these people is difficult at 
  best because many can barely walk.  Those who are 
  diseased are unconscious and must be carried, requiring 
  those who are carrying them to make a Fortitude save or 
  contract Filth Fever. If the characters take the time to 
  talk to them, the captives will relay the following: 
   
  There were more of us, 24 in total.  They took the 
  others, one a day.  Not sure where they went, but we 
  never heard from them again. 
   
  Captives (17): hp 1d3-1; Male/Female Com1 or Exp1. 
   
  Encounter Seven – Into the 
  Shadowed Depths 
  Room C 
  As you are approaching this room you hear some kind 
  of staccatoed hissing.   
   
  If the PCs continue forward, read the following. 
   
  As you round a bend you see, clustered about a table, 
  several creatures. They are talking in some foreign 
  tongue.  The one on the far side of the table seems to 
  have noticed you and is moving to attack. 
   
  There is a group of Yuan-ti here; they were discussing 
  tactics in the Yuan-ti tongue.  One of the halfbloods has 
  Snakebite (see treasure summary), at higher APL’s this is 
  the sorcerer.  See Appendix III for details on the 
  attackers in addition to other references. 
   
   
  Creatures:  
   
  APL 4 (EL 7): 
   
  Yuan-ti, Halfblood (2): hp 38. 
   
  APL 6 (EL 9): 
   
  Yuan-ti, Halfblood (2): hp 38. 
  Yuan-ti, Abomination: hp 67. 
   
  APL 8 (EL 11): 
   
  Yuan-ti, Halfblood (2): hp 38. 
  Yuan-ti, Abomination (2): hp 67. 
  Yuan-ti, Pureblood (2): hp 27. 
   
  APL 10 (EL 13): 
   
  Yuan-ti, Abomination Fighters (2): hp 115. 
  Yuan-ti, Halfblood Sorcerer: hp 62. 
  Yuan-ti, Halfblood Cleric: hp 66. 
  Yuan-ti, Pureblood Rogue: hp 57. 
  Yuan-ti, Pureblood Bard: hp 49. 
   
  APL 12 (EL 15): 
   
  Yuan-ti, Abomination Fighters (2): hp 137. 
  Yuan-ti, Halfblood Sorcerer: hp 72. 
  Yuan-ti, Halfblood Cleric: hp 80. 
  Yuan-ti, Pureblood Rogue: hp 69. 
  Yuan-ti, Pureblood Bard: hp 59. 
   
  APL 14 (EL 17): 
   
  Yuan-ti, Abomination Fighters (2): hp 159. 
  Yuan-ti, Halfblood Sorcerer: hp 82. 
  Yuan-ti, Halfblood Cleric: hp 94. 
  Yuan-ti, Pureblood Rogue: hp 81. 
  Yuan-ti, Pureblood Bard: hp 69. 
   
   
  Tactics: Abominations will charge into combat, 
  using their impressive strength and combat abilities to 
  destroy the invaders.  The halfbloods will also enter 
  melee combat.  The sorcerer will use his defensive spells 
  before entering melee with his scimitar.  The cleric will 
  attempt to use his deathwatch and deathknell to fell 
  opponents as they near death.  The purebloods will enter 
  melee.  The rogue will attempt to sneak attack people 
  while the bard will sing in the Yuan-ti language to inspire 
  courage.  He will also attempt to heal his friends if they 
  get too injured. 
   
  Encounter Eight – Won’t it End? 
  Read the following when the heroes emerge from the 
  caverns, hopefully with the captives. 
  
  Xerbo’s Fury 
  Round One 
  Page 10 
   
  As you help the captives out of the caverns you see a 
  ship at the dock.  It becomes clear that it is not the 
  Lady Spray; however, as those on deck have noticed 
  you and seem to be getting ready to set sail.  People 
  are scrambling over the rigging as the ship pulls away, 
  and on the poop deck [the rear of the ship] you see 
  another posse of those snake-like creatures you 
  dispatched in the caves.  The let out a hissing scream 
  at you as the ship pulls out of the bay. 
   
  Please note that the ship is over 400 feet away and will, in 
  all likelihood, get away.  If the PCs manage to catch the 
  boat use the same statistics from Encounter 2.  This fight, 
  however, does not gain the PCs extra XP and should be 
  discouraged. 
   
  After a short wait the Lady Spray pulls into the bay 
  from the opposite direction to where the raiders 
  went; the Lady Spray is towing the ship of the now 
  deceased raiders behind her; Captain Zugern explains 
  that they towed it away after observing the battle to 
  hide it so that additional raiders would not be 
  suspicious when they found a docked boat without 
  any crew.  Captain Zugern ushers you on board and 
  ensures that the freed captives will be well cared for.  
  He also makes sure that the recovered cargoes are 
  stored.   
    
  Conclusion 
  Two days later you pull into the bustling port city of 
  Radigast in the County of Urnst.  The freed captives 
  are helped off the ship and to a nearby temple of 
  Xerbo and Osprem to be healed and cured of disease.  
  Captain Zugern asks you to come to his chambers.  
  Once there he begins to speak. 
   
  “Please sit. The mission has been a success with the 
  discovery of who is behind these raids.  The delivery 
  was a hoax designed to draw them out. Now the 
  priests of Xerbo and Osprem can move against their 
  island stronghold and protect those who sail the seas 
  with trade.   Now we get to business, what would you 
  like done with the recovered cargo? And as arranged, 
  the Sea Dragon is yours.” 
   
  If the heroes keep it then they get enmity with each 
  group that goods are kept from.  If they return it then 
  they get an influence with each group. 
   
  If the heroes earn the influence with the Church of 
  Xerbo & Osprem, then they can use that immediately, at 
  a 1 Time Unit cost, to have Snake Bite (the APL4-12 
  version) removed at no additional cost (however, the 
  influence is expended). The APL 14 version must be 
  removed under normal guidelines as there are no clerics 
  of Xerbo or Osprem of sufficient level in the County or 
  Duchy of Urnst. 
   
  “Excellent choice.  Now, I and the Lady Spray are 
  returning to Leukish, if you would like to come you 
  may.”   
   
  The End 
   
  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 
  role-playing) to each character. 
   
  Challenge-based Experience 
  Encounter One 
  Defeat the Aquatic Monsters  
   
  APL 4 
  150 xp 
  APL 6 
  210 xp 
  APL 8 
  270 xp 
  APL 10 
  330 xp 
  APL 12 
  390 xp 
  APL 14 
  450 xp 
   
  Encounter Two/Three 
  Defeat the Raiders 
  APL 4 
  180 xp 
  APL 6 
  240 xp 
  APL 8 
  300 xp 
  APL 10 
  360 xp 
  APL 12 
  420 xp 
  APL 14 
  480 xp 
  The Effective EL of this combat is lowered due to the 
  Raiders fleeing when they start to lose. 
   
  Encounter Seven 
  Defeat the Yuan-ti Cultists 
  APL 4 
  210 xp 
  APL 6 
  270 xp 
  APL 8 
  330 xp 
  APL 10 
  390 xp 
  APL 12 
  450 xp 
  APL 14 
  510 xp 
   
  Challenge-based Experience Maximums 
  APL 4 
  540 xp  
  APL 6 
  720 xp  
  APL 8 
  900 xp  
  
  Xerbo’s Fury 
  Round One 
  Page 11 
  APL 10 
  1080 xp  
  APL 12 
  1260 xp  
  APL 14 
  1440 xp  
   
  Role-playing/Objective Experience 
  Encounter Nine 
  Return the Stolen Goods to their Owners. 
  APL 4 
  60 xp 
  APL 6 
  90 xp 
  APL 8 
  120 xp 
  APL 10 
  150 xp 
  APL 12 
  180 xp 
  APL 14 
  210 xp 
   
  Discretionary role-playing award 
  Award each player no more than this amount. You may 
  award different amounts to different players. 
  APL 4 
  75 xp 
  APL 6 
  90 xp 
  APL 8 
  105 xp 
  APL 10 
  120 xp 
  APL 12 
  135 xp 
  APL 14 
  150 xp 
   
  Roleplaying Experience Maximums 
  APL 4 
  135 xp 
  APL 6 
  180 xp 
  APL 8 
  225 xp 
  APL 10 
  270 xp 
  APL 12 
  315 xp 
  APL 14 
  360 xp 
   
  Total possible experience: 
  APL 4 
  675 xp 
  APL 6 
  900 xp 
  APL 8 
  1125 xp 
  APL 10 
  1350 xp 
  APL 12 
  1575 xp 
  APL 14 
  1800 xp 
   
  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.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
   
  Encounter Two/Three 
  Defeat the Raiders.  
   
  APL 4–L: 240 gp; C: 0 gp; M: 0 gp. 
   
  APL 6–L: 90 gp; C: 0 gp; M: six +1 breastplates (112 
  gp each per suit). 
   
  APL 8–L: 242 gp; C: 0 gp; M: six +1 breastplates (112 
  gp each per suit). 
   
  APL 10–L: 82 gp; C: 0 gp; M: six +1 rapiers (193 gp 
  each per weapon), six +1 breastplates (112 gp each per 
  suit). 
   
  APL 12–L: 82 gp; C: 0 gp; M: six +1 rapiers (193 gp 
  each per weapon), six +1 breastplates (112 gp each per 
  suit). 
   
  APL 14–L: 0 gp; C: 0 gp; M: six +1 rapiers (193 gp 
  each per weapon), six +1 breastplates (112 gp each per 
  suit), six +1 bucklers (97 gp each per shield). 
   
  Encounter Seven 
  Defeat the Cultists.  
   
  APL 4–L: 165 gp; C: 0 gp; M: 0 gp. 
  
  Xerbo’s Fury 
  Round One 
  Page 12 
   
  APL 6–L: 165 gp; C: 0 gp; M: 0 gp. 
   
  APL 8–L: 317 gp; C: 0 gp; M: 0 gp. 
   
  APL 10–L: 247 gp; C: 0 gp; M: 0 gp. 
   
  APL 12–L: 193 gp; C: 0 gp; M: +1 breastplate (112 gp), 
  +1 whip (192 gp). 
   
  APL 14–L: 183 gp; C: 0 gp; M: +1 breastplate (112 gp), 
  +1 whip (192 gp), +1 scimitar (192 gp), +1 studded leather 
  (97 gp), periapt of wisdom +2 (333 gp), 2 cloaks of 
  elvenkind (167 gp each). 
   
  Adventure Maximums 
  If the total value of treasure received exceeds the AR 
  maximum, award the AR maximum instead. 
   
   
  APL 4: 405 gp; AR maximum 600 gp. 
   
  APL 6: 927 gp; AR maximum 800 gp. 
   
  APL 8: 1231 gp; AR maximum 1250 gp. 
   
  APL 10: 2159 gp; AR maximum 2100 gp. 
   
  APL 12: 2409 gp; AR maximum 3000 gp. 
   
  APL 14: 3855 gp; AR maximum 6000 gp. 
   
  Special 
   
  Snakebite 
  Snakebite appears to be a common +1 scimitar, however, 
  it is cursed.  When it is un-bonded the first person to 
  pick-it up becomes cursed.  The bearer of the weapon 
  cannot attack snakes or Yuan-ti.  In addition, it grants a –
  2 profane penalty to Charisma due to the small scales that 
  grow on your hands and arms (they do not however, give 
  any bonus to Armor Class; this only applies to people 
  who don’t already have scales). A Remove Curse spell cast 
  at 12th level will remove the sword.  Any person after 
  that who picks it up will get cursed.  Removing the curse 
  destroys the sword. 
   
  Caster Level: 5th; Prerequisites: Craft Magic Arms 
  and Armor, bestow curse; Market Price: 8,302 gp. 
   
  Keen Snakebite 
  Snakebite appears to be a +1 keen scimitar, however, it is 
  cursed.  When it is un-bonded the first person to pick-it 
  up becomes cursed.  The bearer of the weapon cannot 
  attack snakes or Yuan-ti.  In addition, it grants a –4 
  profane penalty to Charisma due to the small scales that 
  grow on your hands and arms (they do not however, give 
  any bonus to Armor Class; this only applies to people 
  who don’t already have scales). A Greater Remove Curse 
  spell cast at 16th level will remove the sword.  Any 
  person after that who picks it up will get cursed.  
  Removing the curse destroys the sword. 
   
  Caster Level: 16th; Prerequisites: Craft Magic Arms 
  and Armor, empowered bestow curse; Market Price: 
  18,302 gp.  
   
  Influence or Enmity 
  The character has gained the favor or enmity of those 
  parties listed below, the region to which the favor 
  belongs is in parentheses: 
  � Church of Pholtus (Theocracy of the Pale) 
  � Vardushi Shipping (Nyrond) 
  � L.F.O. (Nyrond) 
  � Manilae Trading (Nyrond) 
  � House Schtrauer (County & Duchy of Urnst) 
  � House Kaste (Duchy of Urnst) 
  � House Verle (Duchy of Urnst) 
  � Church of Xerbo & Osprem in the Urnst States 
  (County & Duchy of Urnst) 
   
  The Sea Dragon 
  The Sea Dragon, a lapstrake constructed caravel, was used 
  to prey on shipping on the Nyr Dyv.  During these 
  exploits she was not well cared for and so needs some 
  repairs before being in top condition. (See below for 
  more information) 
  The Sea Dragon is 45 feet long lap-strake constructed 
  carrack.  She has a single mast and is lateen rigged; her 
  beam (width) is 10ft, and she draws 5 feet (her depth 
  below water). Her gunnels are 8ft above the waterline.   
   
  Using the Sea Dragon 
  She requires a crew of 6 and a captain (with at least 5 
  ranks in Profession (sailor)) to sail.  The crew and the 
  captain may be followers and/or cohort acquired through 
  the Leadership feat, or they may be hired. Each 
  crewmember that must be hired cost 2 gp per TU.  
  Hiring a captain costs 5 gp per TU.   
   
  Repairing the Sea Dragon 
  Each adventure you may invest some money in repairing 
  the Sea Dragon.  These investments can only be made in 
  even 100 gp sums (to simplify accounting), although at 
  most 500 gp can be invested at once.  Every time this is 
  done it should be initialed both here, and in the notes 
  section on the appropriate Adventure Record.  Each 100 
  gp invested raises the current market value by 100 gp.  
  The maximum market value is 10,000 gp (meaning this 
  may be done at most 50 times). 
   
   
  Prerequisites: Craft (boat building) 10 ranks; Market 
  Price: 5,000 gp. 
  
  Xerbo’s Fury 
  Round One 
  Page 13 
  Adventure Record Access
   
  APL 4 
  Sea Dragon (Adventure; see above). 
  Upgrading existing masterwork weapon to +1 (Regional; 
  cost varies; DMG) 
  Wand of Cure Light Wounds (Meta-Regional; 750gp; 
  DMG) 
   
  APL 6 
  As for APL 4 plus 
  Upgrading existing masterwork armor and shields to +1 
  (Regional; cost varies; DMG) 
   
  APL 8 
  As for APLs 4-6  
   
  APL 10 
  As for APLs 4-8 plus 
   
  APL 12 
  As for APLs 4-10 plus 
  Keen Snakebite (Adventure; 8320 gp; See above) 
   
  APL 14 
  As for APLs 4-12 plus 
  Periapt of Wisdom +2 (Adventure; 4000 gp; DMG) 
  Cloak of Elvenkind (Adventure; 2000 gp; DMG) 
   
   
   
  
  Xerbo’s Fury 
  Round One 
  Page 14 
  Appendix I – Aquatic Creatures
  Nyrrian Boatcrusher (from Living Greyhawk 
  Journal 4): CR 9; Huge Beast (Aquatic); HD 11d10+55; 
  hp 115; Init +1; Spd 15 ft., swim 40 ft.; AC 16 (touch 9, 
  flat-footed 15) [[+1 Dex, –2 size, +7 natural]]; Atk +14 
  melee (2d6+12, bite), +9 melee (2d6+4, gore), +9 melee 
  (1d6+4, tail slam); SQ Darkvision 60ft. low-light vision, 
  power dive; Face/Reach 10ft. by 20ft./10 ft.; AL N; SV 
  Fort +12, Ref +8, Will +4; Str 27, Dex 12, Con 20, Int 2, 
  Wis 13, Cha 11.  
   
  Skills and Feats: Hide -7, Listen +16, Spot +10. 
   
  Power Dive (Ex): When in water, the Boatcrusher 
  can dive downward (at any angle up to 45° from 
  straight down) and move up to four times its speed as a 
  double move. 
   
  Skills: A Nyrrian Boatcrusher receives a +8 racial 
  bonus to Listen checks and a +4 racial bonus to Spot 
  checks. 
  
  Xerbo’s Fury 
  Round One 
  Page 15 
  Appendix II – Ship’s Crews
  All APL’s 
   
  Captain Zugern: Male Human Exp2/Rog2; CR 3; 
  Medium Humanoid; HD 2d6+2d6+3; hp 21; Init +3; 
  Spd 30 ft.; AC 17 (touch 13, flat-footed 14) [[+3 Dex, +3 
  armor, +1 buckler]]; Atk +2 melee [(1d6-1, 18-20/x2, 
  masterwork scimitar)]; SA Sneak Attack +1d6; SQ 
  Evasion; AL N; SV Fort +0, Ref +6, Will +4; Str 8, Dex 
  17, Con 10, Int 12, Wis 12, Cha 10.  
   
  Skills and Feats: Balance +10, Climb +6, 
  Diplomacy +2, Innuendo +8, Intuit Direction +8, Jump 
  +5, Profession (Sailor) +8, Spot +8, Tumble +12, Use 
  Rope +10; Dodge, Mobility, Toughness. 
   
  Possessions: masterwork scimitar, masterwork 
  studded leather, masterwork buckler, ring of feather 
  falling, potion of cure moderate wounds, 2 potions of 
  cure light wounds. 
   
  Crewmembers: Mixed Human Com1/Exp2; CR 2; 
  Medium Humanoid; HD 1d4+2d6+3; hp 15; Init +1; 
  Spd 30 ft.; AC 12 (touch 11, flat-footed 11) [[+1 Dex, +1 
  armor]]; Atk +2 melee [(1d6+1, club)]; +2 ranged [(1d4, 
  range 50ft., sling)]; AL N; SV Fort +1, Ref +1, Will +4; 
  Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 10.  
   
  Skills and Feats: Balance+8, Climb+7, Jump+9, 
  Listen+3, Profession (Sailor)+5, Spot+5, Swim+2, 
  Tumble+10, Use Rope+6; Alertness, Skill Focus 
  (Profession (Sailor), Tumble). 
   
  Possessions: club, sling, 50 sling bullets, padded 
  armor. 
   
  APL 4 
   
  Superior Crew: Male Human Rog5; CR 5; Medium 
  Humanoid; HD 5d6+5; hp 27; Init +4; Spd 20 ft.; AC 19 
  (touch 14, flat-footed 19) [[+4 Dex, +4 armor, +1 
  buckler]]; Atk +8 melee [(1d6+1, 18-20/x2, rapier)]; SA 
  Sneak Attack +3d6; SQ Evasion, Uncanny Dodge (Dex 
  to AC); AL NE; SV Fort +2, Ref +8, Will +1; Str 12, Dex 
  18, Con 12, Int 12, Wis 10, Cha 9.  
   
  Skills and Feats: Appraise +9, Balance +9, Climb 
  +6, Escape Artist +9, Hide +9, Move Silently +9, 
  Profession (Sailor) +8, Swim +9, Tumble +9, Use Rope 
  +12; Quick Draw, Weapon Finesse (Rapier), Weapon 
  Focus (Rapier). 
   
  Possessions: 
  rapier, 
  masterwork 
  chainshirt, 
  masterwork buckler. 
   
  APL 6 
   
  Superior Crew: Male Human Rog7; CR 7; Medium 
  Humanoid; HD 7d6+7; hp 37; Init +8; Spd 20 ft.; AC 20 
  (touch 13, flat-footed 20) [[+3 Dex, +6 armor, +1 
  buckler]]; Atk +10 melee [(1d6+1, 18-20/x2, rapier)]; SA 
  Sneak Attack +4d6; SQ Evasion, Uncanny Dodge (Dex 
  to AC, can’t be flanked); AL NE; SV Fort +3, Ref +9, 
  Will +2; Str 12, Dex 18, Con 12, Int 12, Wis 10, Cha 9.  
   
  Skills and Feats: Appraise +11, Balance +11, Climb 
  +8, Escape Artist +11, Hide +11, Move Silently +11, 
  Profession (Sailor) +10, Swim +11, Tumble +11, Use 
  Rope +14; Improved Initiative, Quick Draw, Weapon 
  Finesse (Rapier), Weapon Focus (Rapier). 
   
  Possessions: rapier, +1 breastplate, masterwork 
  buckler. 
   
  APL 8 
   
  Superior Crew: Male Human Rog9; CR 9; Medium 
  Humanoid; HD 9d6+9; hp 47; Init +8; Spd 20 ft.; AC 20 
  (touch 13, flat-footed 20) [[+3 Dex, +6 armor, +1 
  buckler]]; Atk +12/7 melee [(1d6+1, 18-20/x2, 
  masterwork rapier)]; SA Sneak Attack +5d6; SQ 
  Evasion, Uncanny Dodge (Dex to AC, can’t be flanked); 
  AL NE; SV Fort +4, Ref +10, Will +3; Str 12, Dex 19, 
  Con 12, Int 12, Wis 10, Cha 9.  
   
  Skills and Feats: Appraise +13, Balance +13, Climb 
  +10, Escape Artist +13, Hide +13, Move Silently +13, 
  Profession (Sailor) +12, Swim +13, Tumble +13, Use 
  Rope +16; Combat Reflexes, Improved Initiative, 
  Quick Draw, Weapon Finesse (Rapier), Weapon Focus 
  (Rapier). 
   
  Possessions: masterwork rapier, +1 breastplate, 
  masterwork buckler. 
   
  APL 10 
   
  Superior Crew: Male Human Rog11; CR 11; Medium 
  Humanoid; HD 11d6+11; hp 57; Init +8; Spd 20 ft.; AC 
  20 (touch 13, flat-footed 20) [[+3 Dex, +6 armor, +1 
  buckler]]; Atk +14/9 melee [(1d6+2, 18-20/x2, +1 
  rapier)]; SA Sneak Attack +6d6; SQ Evasion, Uncanny 
  Dodge (Dex to AC, can’t be flanked, +1 vs. traps), 
  Opportunist; AL NE; SV Fort +4, Ref +11, Will +3; Str 
  12, Dex 19, Con 12, Int 12, Wis 10, Cha 9.  
   
  Skills and Feats: Appraise +15, Balance +15, Climb 
  +12, Escape Artist +15, Hide +15, Move Silently +15, 
  Profession (Sailor) +14, Swim +15, Tumble +15, Use 
  Rope +18; Combat Reflexes, Improved Initiative, 
  Quick Draw, Weapon Finesse (Rapier), Weapon Focus 
  (Rapier). 
   
  Possessions: +1 rapier, +1 breastplate, masterwork 
  buckler. 
   
  
  Xerbo’s Fury 
  Round One 
  Page 16 
  APL 12 
   
  Superior Crew: Male Human Rog13; CR 13; Medium 
  Humanoid; HD 13d6+13; hp 67; Init +9; Spd 20 ft.; AC 
  20 (touch 13, flat-footed 20) [[+3 Dex, +6 armor, +1 
  buckler]]; Atk +16/11 melee [(1d6+2, 18-20/x2, +1 
  rapier)]; SA Sneak Attack +7d6; SQ Evasion, Uncanny 
  Dodge (Dex to AC, can’t be flanked, +1 vs. traps), 
  Opportunist; AL NE; SV Fort +5, Ref +13, Will +4; Str 
  12, Dex 20, Con 12, Int 12, Wis 10, Cha 9.  
   
  Skills and Feats: Appraise +17, Balance +18, Climb 
  +14, Escape Artist +18, Hide +18, Move Silently +18, 
  Profession (Sailor) +16, Swim +17, Tumble +18, Use 
  Rope +21; Combat Reflexes, Improved Critical 
  (Rapier), Improved Initiative, Quick Draw, Skill 
  Mastery (Balance, Escape Artist, Tumble, Use Rope), 
  Weapon Finesse (Rapier), Weapon Focus (Rapier). 
   
  Possessions: +1 rapier, +1 breastplate, masterwork 
  buckler. 
   
  APL 14 
   
  Superior Crew: Male Human Rog15; CR 15; Medium 
  Humanoid; HD 15d6+15; hp 77; Init +9; Spd 20 ft.; AC 
  21 (touch 13, flat-footed 21) [[+3 Dex, +6 armor, +2 
  buckler]]; Atk +18/13/8 melee [(1d6+2, 18-20/x2, +1 
  rapier)]; SA Sneak Attack +8d6; SQ Evasion, Uncanny 
  Dodge (Dex to AC, can’t be flanked, +2 vs. traps), 
  Opportunist; AL NE; SV Fort +6, Ref +14, Will +5; Str 
  12, Dex 20, Con 12, Int 12, Wis 10, Cha 9.  
   
  Skills and Feats: Appraise +19, Balance +20, Climb 
  +16, Escape Artist +20, Hide +20, Move Silently +20, 
  Profession (Sailor) +18, Swim +19, Tumble +22, Use 
  Rope +23; Combat Reflexes, Improved Critical 
  (Rapier), Improved Initiative, Quick Draw, Skill Focus 
  (Tumble), Skill Mastery (Balance, Escape Artist, 
  Tumble, Use Rope), Weapon Finesse (Rapier), Weapon 
  Focus (Rapier). 
   
  Possessions: +1 rapier, +1 breastplate, +1 buckler.
  
  Xerbo’s Fury 
  Round One 
  Page 17 
  Appendix III – Yuan-ti
  APL 4 
   
  Halfblood: Yuan-ti Halfblood (Snaketail); CR 5; 
  Medium Monstrous Humanoid; HD 7d8+14; hp 52; 
  Init +5; Spd 30 ft. climb 20 ft., swim 20 ft.; AC 16 (touch 
  11, flat-footed 15) [[+1 Dex, +5 natural]]; Atk +9/4 
  melee [(1d6+2, 18-20/x2, Snake Bite)]; SA Psionics, 
  Constrict, Spell-like Abilities; SR 16; AL LE; SV Fort 
  +4, Ref +7, Will +8; Str 12, Dex 12, Con 14, Int 16, Wis 
  16, Cha 24.  
   
  Skills and Feats: Concentration +14, Hide +11, 
  Knowledge (Arcana) +8, Knowledge (Navigation) +8, 
  Knowledge (Nobility) +8, Listen +12, Spot +11; 
  Alertness, Blind-Fight, Expertise, Improved Initiative, 
  Quicken 
  Spell-Like 
  Ability, 
  Skill 
  Focus 
  (Concentration). 
   
  Psionics (Sp): See Monster Manual. 
   
  Constrict (Ex): See Monster Manual. 
   
  Spell-like Abilities: See Monster Manual. 
   
  Possessions: Snakebite (see Treasure Summary). 
   
  Halfblood: Yuan-ti Halfblood (Snakehead); CR 5; 
  Medium Monstrous Humanoid; HD 7d8+14; hp 52; 
  Init +5; Spd 30 ft.; AC 16 (touch 11, flat-footed 15) [[+1 
  Dex, +5 natural]]; Atk +9/4 melee [(1d6+3, bite)]; SA 
  Psionics, Poison; SR 16; AL LE; SV Fort +4, Ref +6, Will 
  +12; Str 14, Dex 12, Con 14, Int 18, Wis 24, Cha 16.  
   
  Skills and Feats: Concentration +12, Diplomacy 
  +7, Hide +7, Knowledge (religion) +10, Listen +19, Spot 
  +16; Alertness, Blind-Fight, Combat Casting, Expertise, 
  Improved Initiative, Weapon Focus (bite). 
   
  Psionics (Sp): See Monster Manual. 
   
  Poison (Ex): See Monster Manual. 
   
  APL 6 
   
  Abomination: Yuan-ti abomination (Snake-form); CR 
  7; Large Monstrous Humanoid; HD 9d8+45; hp 93; Init 
  +2; Spd 30 ft. climb 20 ft., swim 20 ft.; AC 21 (touch 11, 
  flat-footed 19) [[-1 size, +2 Dex, +10 natural]]; Atk +14/9 
  melee [(2d6+9+poison, 19-20/x2, bite)]; Face/Reach 5 
  ft. by 5 ft./10 ft.; SA Psionics, Poison, Improved Grab, 
  Constrict; SR 16; AL LE; SV Fort +8, Ref +8, Will +10; 
  Str 22, Dex 14, Con 20, Int 18, Wis 18, Cha 16.  
   
  Skills and Feats: Climb +26, Hide +10, Knowledge 
  (Politics) +10, Listen +12, Spot +12, Swim +7; Alertness, 
  Blind-Fight, Dodge, Improved Critical (bite), Mobility, 
  Spring Attack. 
   
  Psionics (Sp): See Monster Manual. 
   
  Poison (Ex): See Monster Manual. 
   
  Improved Grab (Ex): See Monster Manual. 
   
  Constrict (Ex): See Monster Manual. 
   
  Halfblood: Yuan-ti Halfblood (Snaketail); CR 5; 
  Medium Monstrous Humanoid; HD 7d8+14; hp 52; 
  Init +5; Spd 30 ft. climb 20 ft., swim 20 ft.; AC 16 (touch 
  11, flat-footed 15) [[+1 Dex, +5 natural]]; Atk +9/4 
  melee [(1d6+2, 18-20/x2, Snake Bite)]; SA Psionics, 
  Constrict, Spell-like Abilities; SR 16; AL LE; SV Fort 
  +4, Ref +7, Will +8; Str 12, Dex 12, Con 14, Int 16, Wis 
  16, Cha 24.  
   
  Skills and Feats: Concentration +14, Hide +11, 
  Knowledge (Arcana) +8, Knowledge (Navigation) +8, 
  Knowledge (Nobility) +8, Listen +12, Spot +11; 
  Alertness, Blind-Fight, Expertise, Improved Initiative, 
  Quicken 
  Spell-Like 
  Ability, 
  Skill 
  Focus 
  (Concentration). 
   
  Psionics (Sp): See Monster Manual. 
   
  Constrict (Ex): See Monster Manual. 
   
  Spell-like Abilities: See Monster Manual. 
   
  Possessions: Snakebite (see Treasure Summary). 
   
  Halfblood: Yuan-ti Halfblood (Snakehead); CR 5; 
  Medium Monstrous Humanoid; HD 7d8+14; hp 52; 
  Init +5; Spd 30 ft.; AC 16 (touch 11, flat-footed 15) [[+1 
  Dex, +5 natural]]; Atk +9/4 melee [(1d6+3, bite)]; SA 
  Psionics, Poison; SR 16; AL LE; SV Fort +4, Ref +6, Will 
  +12; Str 14, Dex 12, Con 14, Int 18, Wis 24, Cha 16.  
   
  Skills and Feats: Concentration +12, Diplomacy 
  +7, Hide +7, Knowledge (religion) +10, Listen +19, Spot 
  +16; Alertness, Blind-Fight, Combat Casting, Expertise, 
  Improved Initiative, Weapon Focus (bite). 
   
  Psionics (Sp): See Monster Manual. 
   
  Poison (Ex): See Monster Manual. 
   
  
  Xerbo’s Fury 
  Round One 
  Page 18 
  APL 8 
   
  Abomination: Yuan-ti abomination (Snake-form); CR 
  7; Large Monstrous Humanoid; HD 9d8+45; hp 93; Init 
  +2; Spd 30 ft. climb 20 ft., swim 20 ft.; AC 21 (touch 11, 
  flat-footed 19) [[-1 size, +2 Dex, +10 natural]]; Atk +14/9 
  melee [(2d6+9+poison, 19-20/x2, bite)]; Face/Reach 5 
  ft. by 5 ft./10 ft.; SA Psionics, Poison, Improved Grab, 
  Constrict; SR 16; AL LE; SV Fort +8, Ref +8, Will +10; 
  Str 22, Dex 14, Con 20, Int 18, Wis 18, Cha 16.  
   
  Skills and Feats: Climb +26, Hide +10, Knowledge 
  (Politics) +10, Listen +12, Spot +12, Swim +7; Alertness, 
  Blind-Fight, Dodge, Improved Critical (bite), Mobility, 
  Spring Attack. 
   
  Psionics (Sp): See Monster Manual. 
   
  Poison (Ex): See Monster Manual. 
   
  Improved Grab (Ex): See Monster Manual. 
   
  Constrict (Ex): See Monster Manual. 
   
  Halfblood: Yuan-ti Halfblood (Snaketail); CR 5; 
  Medium Monstrous Humanoid; HD 7d8+14; hp 52; 
  Init +5; Spd 30 ft. climb 20 ft., swim 20 ft.; AC 16 (touch 
  11, flat-footed 15) [[+1 Dex, +5 natural]]; Atk +9/4 
  melee [(1d6+2, 18-20/x2, Snake Bite)]; SA Psionics, 
  Constrict, Spell-like Abilities; SR 16; AL LE; SV Fort 
  +4, Ref +7, Will +8; Str 12, Dex 12, Con 14, Int 16, Wis 
  16, Cha 24.  
   
  Skills and Feats: Concentration +14, Hide +11, 
  Knowledge (Arcana) +8, Knowledge (Navigation) +8, 
  Knowledge (Nobility) +8, Listen +12, Spot +11; 
  Alertness, Blind-Fight, Expertise, Improved Initiative, 
  Quicken 
  Spell-Like 
  Ability, 
  Skill 
  Focus 
  (Concentration). 
   
  Psionics (Sp): See Monster Manual. 
   
  Constrict (Ex): See Monster Manual. 
   
  Spell-like Abilities: See Monster Manual. 
   
  Possessions: Snakebite (see Treasure Summary). 
   
  Halfblood: Yuan-ti Halfblood (Snakehead); CR 5; 
  Medium Monstrous Humanoid; HD 7d8+14; hp 52; 
  Init +5; Spd 30 ft.; AC 16 (touch 11, flat-footed 15) [[+1 
  Dex, +5 natural]]; Atk +9/4 melee [(1d6+3, bite)]; SA 
  Psionics, Poison; SR 16; AL LE; SV Fort +4, Ref +6, Will 
  +12; Str 14, Dex 12, Con 14, Int 18, Wis 24, Cha 16.  
   
  Skills and Feats: Concentration +12, Diplomacy 
  +7, Hide +7, Knowledge (religion) +10, Listen +19, Spot 
  +16; Alertness, Blind-Fight, Combat Casting, Expertise, 
  Improved Initiative, Weapon Focus (bite). 
   
  Psionics (Sp): See Monster Manual. 
   
  Poison (Ex): See Monster Manual. 
   
  APL 10 
   
  Snakeform Abomination Fighter: Male Yuan-ti 
  abomination (Snakeform) Ftr2; CR 9; Large Monstrous 
  Humanoid; HD 9d8+2d10+55; hp 115; Init +6; Spd 30 
  ft. climb 20 ft., swim 20 ft.; AC 21 (touch 11, flat-footed 
  19) [[-1 size, +2 Dex, +10 natural]]; Atk +16/11/6 melee 
  [(2d6+9+poison, 19-20/x2, bite)]; Face/Reach 5 ft. by 5 
  ft./10 ft.; SA Psionics, Poison, Improved Grab, 
  Constrict; SR 16; AL LE; SV Fort +11, Ref +8, Will +10; 
  Str 22, Dex 14, Con 20, Int 18, Wis 18, Cha 16.  
   
  Skills and Feats: Climb +28, Hide +10, Jump +20, 
  Knowledge (Politics) +10, Listen +14, Spot +18, Swim 
  +20; 
  Alertness, 
  Blind-Fight, 
  Dodge, 
  Expertise, 
  Improved Critical (bite), Improved Initiative, Mobility, 
  Spring Attack, Weapon Focus (bite). 
   
  Psionics (Sp): See Monster Manual. 
   
  Poison (Ex): See Monster Manual. 
   
  Improved Grab (Ex): See Monster Manual. 
   
  Constrict (Ex): See Monster Manual. 
   
   
  Snake-tailed Halfblood Sorcerer: Male Yuan-ti 
  Halfblood (Snaketail) Sor2; CR 7; Medium Monstrous 
  Humanoid; HD 7d8+2d4+18; hp 62; Init +5; Spd 30 ft. 
  climb 20 ft., swim 20 ft.; AC 16 (touch 11, flat-footed 
  15) [[+1 Dex, +5 natural]]; Atk +10/5 melee [(1d6+2, 18-
  20/x2, Snake Bite)]; SA Psionics, Constrict, Spell-like 
  Abilities; SR 16; AL LE; SV Fort +4, Ref +7, Will +11; 
  Str 12, Dex 12, Con 14, Int 16, Wis 16, Cha 24.  
   
  Skills and Feats: Concentration +16, Hide +13, 
  Knowledge (Arcana) +15, Knowledge (Navigation) +9, 
  Knowledge (Nobility) +9, Listen +17, Spot +15; 
  Alertness, Blind-Fight, Combat Casting, Expertise, 
  Improved Initiative, Quicken Spell-Like Ability, Skill 
  Focus (Concentration). 
   
  Psionics (Sp): See Monster Manual. 
   
  Constrict (Ex): See Monster Manual. 
   
  Spell-like Abilities: See Monster Manual. 
   
  Possessions: Snakebite (see Treasure Summary). 
   
  Spells Known  (6/6; base DC = 17 + spell level): 
  0—[Dancing Lights, Daze, Flare, Ray of Frost, 
  Resistance]; 1st—[Burning Hands, Shield]. 
   
  Familiar: Tiny Viper: Tiny Animal; HD 9; hp 31; Init 
  +3; Spd 20 ft., climb 15 ft., swim 15 ft.; AC 18 (touch 15, 
  flat-footed 15) [[+2 size, +3 Dex, +3 natural]]; Atk +13 
  melee (poison, Bite); SA: Poison (Ex); SQ: Scent (Ex); 
  AL LE; SV Fort +2, Ref +5, Will +1; Str 6, Dex 17, Con 
  11, Int 6, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +12, Hide+ 
  18, Listen +8, Spot +8; Weapon Finesse (bite). 
   
  Snake-headed Halfblood Cleric of Syrul: Male Yuan-
  ti Halfblood (Snakehead) Clr2; CR 7; Medium 
  
  Xerbo’s Fury 
  Round One 
  Page 19 
  Monstrous Humanoid; HD 7d8+2d8+18; hp 66; Init +5; 
  Spd 30 ft.; AC 24 (touch 11, flat-footed 23) [[+1 Dex, +5 
  natural, +8 armor]]; Atk +10/5 melee [(1d6+3, 19-20/x2, 
  bite)]; SA Psionics, Poison; SR 16; AL LE; SV Fort +7, 
  Ref +6, Will +15; Str 14, Dex 12, Con 14, Int 18, Wis 24, 
  Cha 16.  
   
  Skills and Feats: Concentration +14, Diplomacy 
  +15, Hide +7, Knowledge (religion) +10, Listen +21, 
  Spellcraft +16, Spot +21; Alertness, Blind-Fight, 
  Combat Casting, Expertise, Improved Critical (bite), 
  Improved Initiative, Weapon Focus (bite). 
   
  Psionics (Sp): See Monster Manual. 
   
  Poison (Ex): See Monster Manual. 
   
  Possessions: full plate. 
   
  Spells Prepared (4/4; base DC = 17 + spell level): 
  0—[Cure Minor Wounds (2), Guidance (2)]; 1st—
  [Cause Fear, Divine Favor, Obscuring Mist, Protection 
  from Good*, Shield of Faith]. 
   
  *Domain spell. Domains: [Evil (You cast Evil spells 
  at +1 caster level.); Trickery (Bluff, Disguise and Hide 
  are class skills.)]. 
   
  Pureblood Rogue: Male Yuan-ti Pureblood Rog2; CR 
  7; Medium Monstrous Humanoid; HD 6d8+2d6+16; hp 
  57; Init +7; Spd 20 ft.; AC 19 (touch 13, flat-footed 16) 
  [[+3 Dex, +1 natural, +5 armor, +1 buckler]]; Atk +6 
  melee [(1d6+1, 18-20/x2, masterwork scimitar)]; SA 
  Psionics, Spell-like Abilities, Sneak Attack +1d6; SQ: 
  Evasion; SR 16; AL LE; SV Fort +4, Ref +11, Will +9; Str 
  12, Dex 16, Con 14, Int 18, Wis 18, Cha 16.  
   
  Skills 
  and 
  Feats: 
  Balance 
  +7, 
  Climb 
  +5, 
  Concentration +12, Disguise +13, Escape Artist +7, 
  Hide +11, Jump +5, Knowledge (religion) +6, Listen 
  +13, Move Silently +11, Pick Pocket +7, Spot +15, 
  Tumble +11; Alertness, Blind-Fight, Combat Reflexes, 
  Dodge, Expertise, Improved Initiative, Mobility. 
   
  Psionics (Sp): See Monster Manual. 
   
  Spell-like Abilities: See Monster Manual. 
   
  Possessions: masterwork scimitar, masterwork 
  breastplate, masterwork buckler. 
   
  Pureblood Bard: Male Yuan-ti Pureblood Bar2; CR 7; 
  Medium Monstrous Humanoid; HD 6d8+2d6+8; hp 49; 
  Init +6; Spd 30 ft.; AC 16 (touch 12, flat-footed 13) [[+2 
  Dex, +1 natural, +2 armor, +1 buckler]]; Atk +10/5 
  melee [(1d2 subdual, masterwork whip)]; SA Psionics, 
  Spell-like 
  Abilities, 
  Bardic 
  Song; 
  SQ: 
  Bardic 
  Knowledge; SR 16; AL LE; SV Fort +3, Ref +10, Will 
  +11; Str 10, Dex 14, Con 12, Int 18, Wis 16, Cha 22.  
   
  Skills and Feats: Balance +7, Concentration +12, 
  Disguise +12, Escape Artist +7, Hide +13, Jump +5, 
  Knowledge (Local) +9, Knowledge (Politics) +10, 
  Listen +5, Move Silently +12, Perform +16, Spot +12, 
  Tumble 
  +7; 
  Alertness, 
  Blind-Fight, 
  Expertise, 
  Improved Initiative, Improved Trip, Quick Draw, 
  Weapon Finesse (Whip). 
   
  Psionics (Sp): See Monster Manual. 
   
  Spell-like Abilities: See Monster Manual. 
   
  Possessions: masterwork whip, masterwork 
  studded leather, masterwork buckler. 
   
  Spells Known  (3/2; base DC = 18 + spell level): 
  0—[Daze, 
  Flare, 
  Ghost 
  Sound, 
  Prestidigitation, 
  Resistance]; 1st—[Cure Light Wounds, Sleep]. 
   
  
  Xerbo’s Fury 
  Round One 
  Page 20 
  APL 12 
   
  Snakeform Abomination Fighter: Male Yuan-ti 
  abomination 
  (Snakeform) 
  Ftr4; 
  CR 
  11; 
  Large 
  Monstrous Humanoid; HD 9d8+4d10+65; hp 137; Init 
  +6; Spd 30 ft. climb 20 ft., swim 20 ft.; AC 21 (touch 11, 
  flat-footed 19) [[-1 size, +2 Dex, +10 natural]]; Atk 
  +18/13/8 melee [(2d6+11+poison, 19-20/x2, bite)]; 
  Face/Reach 5 ft. by 5 ft./10 ft.; SA Psionics, Poison, 
  Improved Grab, Constrict; SR 16; AL LE; SV Fort +12, 
  Ref +9, Will +11; Str 22, Dex 15, Con 20, Int 18, Wis 18, 
  Cha 16.  
   
  Skills and Feats: Climb +30, Hide +14, Jump +22, 
  Knowledge (Politics) +10, Listen +14, Spot +18, Swim 
  +20; 
  Alertness, 
  Blind-Fight, 
  Dodge, 
  Expertise, 
  Improved Critical (bite), Improved Initiative, Mobility, 
  Spring Attack, Weapon Focus (bite), Weapon 
  Specialization (bite), Whirlwind Attack. 
   
  Psionics (Sp): See Monster Manual. 
   
  Poison (Ex): See Monster Manual. 
   
  Improved Grab (Ex): See Monster Manual. 
   
  Constrict (Ex): See Monster Manual. 
   
  Snake-tailed Halfblood Sorcerer: Male Yuan-ti 
  Halfblood (Snaketail) Sor4; CR 9; Medium Monstrous 
  Humanoid; HD 7d8+4d4+22; hp 72; Init +5; Spd 30 ft. 
  climb 20 ft., swim 20 ft.; AC 16 (touch 11, flat-footed 
  15) [[+1 Dex, +5 natural]]; Atk +12/7 melee [(1d6+2, 18-
  20/x2, Snake Bite)]; SA Psionics, Constrict, Spell-like 
  Abilities; SR 16; AL LE; SV Fort +5, Ref +8, Will +12; 
  Str 12, Dex 12, Con 14, Int 16, Wis 16, Cha 25.  
   
  Skills and Feats: Concentration +18, Hide +13, 
  Knowledge (Arcana) +15, Knowledge (Navigation) +9, 
  Knowledge (Nobility) +9, Listen +17, Spellcraft +11, 
  Spot +15; Alertness, Blind-Fight, Combat Casting, 
  Expertise, Improved Initiative, Quicken Spell-Like 
  Ability, Skill Focus (Concentration), Weapon Focus 
  (Scimitar). 
   
  Psionics (Sp): See Monster Manual. 
   
  Constrict (Ex): See Monster Manual. 
   
  Spell-like Abilities: See Monster Manual. 
   
  Possessions: Snakebite (see Treasure Summary). 
   
  Spells Known  (6/8/5; base DC = 17 + spell level): 
  0—[Dancing Lights, Daze, Flare, Ghost Sound, Ray of 
  Frost, Resistance]; 1st—[Burning Hands, Mage Armor, 
  Shield]; 2nd—[Web]. 
   
  Familiar: Tiny Viper: Tiny Animal; HD 11; hp 36; Init 
  +3; Spd 20 ft., climb 15 ft., swim 15 ft.; AC 19 (touch 15, 
  flat-footed 16) [[+2 size, +3 Dex, +4 natural]]; Atk +13 
  melee (poison, Bite); SA: Poison (Ex); SQ: Scent (Ex); 
  AL LE; SV Fort +2, Ref +5, Will +1; Str 6, Dex 17, Con 
  11, Int 7, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +12, Hide 
  +18, Listen +8, Spot +8; Weapon Finesse (bite). 
   
  Snake-headed Halfblood Cleric of Syrul: Male Yuan-
  ti Halfblood (Snakehead) Clr4; CR 9; Medium 
  Monstrous Humanoid; HD 7d8+4d8+22; hp 80; Init +5; 
  Spd 30 ft.; AC 24 (touch 11, flat-footed 23) [[+1 Dex, +5 
  natural, +8 armor]]; Atk +12/7 melee [(1d6+3, 19-20/x2, 
  bite)]; SA Psionics, Poison; SR 16; AL LE; SV Fort +8, 
  Ref +7, Will +16; Str 14, Dex 12, Con 15, Int 18, Wis 24, 
  Cha 16.  
   
  Skills and Feats: Concentration +16, Diplomacy 
  +15, Hide +11, Knowledge (religion) +10, Listen +23, 
  Spellcraft +18, Spot +21; Alertness, Blind-Fight, 
  Combat Casting, Expertise, Improved Critical (bite), 
  Improved Initiative, Silent Spell, Weapon Focus (bite). 
   
  Psionics (Sp): See Monster Manual. 
   
  Poison (Ex): See Monster Manual. 
   
  Possessions: full plate. 
   
  Spells Prepared (5/5/4; base DC = 17 + spell level): 
  0—[Cure Minor Wounds (2), Guidance (3)]; 1st—
  [Cause Fear, Deathwatch, Divine Favor, Obscuring 
  Mist, Protection from Good*, Shield of Faith]; 2nd—
  [Death Knell (2), Hold Person (2), Invisibility*]. 
   
  *Domain spell. Domains: [Evil (You cast Evil spells 
  at +1 caster level.); Trickery (Bluff, Disguise and Hide 
  are class skills.)]. 
   
  Pureblood Rogue: Male Yuan-ti Pureblood Rog4; CR 
  7; Medium Monstrous Humanoid; HD 6d8+4d6+20; hp 
  69; Init +7; Spd 20 ft.; AC 20 (touch 13, flat-footed 20) 
  [[+3 Dex, +1 natural, +6 armor, +1 buckler]]; Atk +8/3 
  melee [(1d6+1, 18-20/x2, masterwork scimitar)]; SA 
  Psionics, Spell-like Abilities, Sneak Attack +2d6; SQ: 
  Evasion, Uncanny Dodge (Dex to AC); SR 16;AL LE; 
  SV Fort +5, Ref +12, Will +10; Str 12, Dex 17, Con 14, 
  Int 18, Wis 18, Cha 16.  
   
  Skills 
  and 
  Feats: 
  Balance 
  +7, 
  Climb 
  +5, 
  Concentration +12, Disguise +16, Escape Artist +13, 
  Hide +13, Jump +5, Knowledge (religion) +6, Listen 
  +19, Move Silently +13, Pick Pocket +7, Spot +19, 
  Tumble +12; Alertness, Blind-Fight, Combat Reflexes, 
  Dodge, Expertise, Improved Initiative, Mobility, 
  Spring Attack. 
  Psionics (Sp): See Monster Manual. 
   
  Spell-like Abilities: See Monster Manual. 
   
  Possessions: masterwork scimitar, +1 breastplate, 
  masterwork buckler. 
   
  Pureblood Bard: Male Yuan-ti Pureblood Bar4; CR 9; 
  Medium Monstrous Humanoid; HD 6d8+4d6+10; hp 
  59; Init +6; Spd 30 ft.; AC 16 (touch 12, flat-footed 13) 
  [[+2 Dex, +1 natural, +2 armor, +1 buckler]]; Atk +12/7 
  melee [(1d2 subdual, masterwork whip)]; SA Psionics, 
  Spell-like 
  Abilities, 
  Bardic 
  Song; 
  SQ: 
  Bardic 
  
  Xerbo’s Fury 
  Round One 
  Page 21 
  Knowledge; SR 16; AL LE; SV Fort +4, Ref +11, Will 
  +12; Str 10, Dex 15, Con 12, Int 18, Wis 16, Cha 22.  
   
  Skills and Feats: Balance +7, Concentration +14, 
  Disguise +12, Escape Artist +7, Hide +15, Jump +5, 
  Knowledge (Local) +9, Knowledge (Politics) +10, 
  Listen +5, Move Silently +15, Perform +19, Spot +12, 
  Tumble +13; Alertness, Blind-Fight, Combat Reflexes, 
  Expertise, Improved Initiative, Improved Trip, Quick 
  Draw, Weapon Finesse (Whip). 
   
  Psionics (Sp): See Monster Manual. 
   
  Spell-like Abilities: See Monster Manual. 
   
  Possessions: +1 whip, masterwork studded 
  leather, masterwork buckler. 
   
  Spells Known  (3/4/2; base DC = 18 + spell level): 
  0—[Dancing Lights, Daze, Flare, Ghost Sound, 
  Prestidigitation, 
  Resistance]; 
  1st—[Cure 
  Light 
  Wounds, Sleep, Summon Monster I]; 2nd—[Cat’s 
  Grace, Levitate]. 
   
  
  Xerbo’s Fury 
  Round One 
  Page 22 
  APL 14 
   
  Snakeform Abomination Fighter: Male Yuan-ti 
  abomination 
  (Snakeform) 
  Ftr6; 
  CR 
  13; 
  Large 
  Monstrous Humanoid; HD 9d8+6d10+75; hp 159; Init 
  +6; Spd 30 ft. climb 20 ft., swim 20 ft.; AC 21 (touch 11, 
  flat-footed 19) [[-1 size, +2 Dex, +10 natural]]; Atk 
  +20/15/10 melee [(2d6+11+poison, 19-20/x2, bite)]; 
  Face/Reach 5 ft. by 5 ft./10 ft.; SA Psionics, Poison, 
  Improved Grab, Constrict; SR 16; AL LE; SV Fort +13, 
  Ref +10, Will +12; Str 22, Dex 15, Con 20, Int 18, Wis 
  18, Cha 16.  
   
  Skills and Feats: Climb +32, Hide +15, Jump +22, 
  Knowledge (Politics) +10, Listen +15, Spot +19, Swim 
  +24; Alertness, Blind-Fight, Cleave, Dodge, Expertise, 
  Improved Critical (bite), Improved Initiative, Mobility, 
  Power Attack, Spring Attack, Weapon Focus (bite), 
  Weapon Specialization (bite), Whirlwind Attack. 
   
  Psionics (Sp): See Monster Manual. 
   
  Poison (Ex): See Monster Manual. 
   
  Improved Grab (Ex): See Monster Manual. 
   
  Constrict (Ex): See Monster Manual. 
   
  Snake-tailed Halfblood Sorcerer: Male Yuan-ti 
  Halfblood (Snaketail) Sor6; CR 11; Medium Monstrous 
  Humanoid; HD 7d8+6d4+26; hp 82; Init +5; Spd 30 ft. 
  climb 20 ft., swim 20 ft.; AC 16 (touch 11, flat-footed 
  15) [[+1 Dex, +5 natural]]; Atk +13/8 melee [(1d6+2, 12-
  20/x2, Keen Snake Bite)]; SA Psionics, Constrict, Spell-
  like Abilities; SR 16; AL LE; SV Fort +6, Ref +9, Will 
  +13; Str 12, Dex 12, Con 14, Int 16, Wis 16, Cha 27.  
   
  Skills and Feats: Concentration +20, Hide +13, 
  Knowledge (Arcana) +15, Knowledge (Navigation) +9, 
  Knowledge (Nobility) +9, Listen +17, Spellcraft +11, 
  Spot +19; Alertness, Blind-Fight, Combat Casting, 
  Expertise, Improved Critical (Scimitar), Improved 
  Initiative, Quicken Spell-Like Ability, Skill Focus 
  (Concentration), Weapon Focus (Scimitar). 
   
  Psionics (Sp): See Monster Manual. 
   
  Constrict (Ex): See Monster Manual. 
   
  Spell-like Abilities: See Monster Manual. 
   
  Possessions: 
  Keen 
  Snakebite 
  (see 
  Treasure 
  Summary). 
   
  Spells Known  (6/8/7/5; base DC = 18 + spell 
  level): 0—[Dancing Lights, Daze, Flare, Ghost Sound, 
  Prestidigitation, Ray of Frost, Resistance]; 1st—
  [Burning Hands, Grease, Mage Armor, Shield]; 2nd—
  [Endurance, Web]; 3rd—[Haste]. 
   
  Familiar: Tiny Viper: Tiny Animal; HD 11; hp 41; Init 
  +3; Spd 20 ft., climb 15 ft., swim 15 ft.; AC 20 (touch 15, 
  flat-footed 17) [[+2 size, +3 Dex, +5 natural]]; Atk +13 
  melee (poison, Bite); SA: Poison (Ex); SQ: Scent (Ex); 
  AL LE; SV Fort +2, Ref +5, Will +1; Str 6, Dex 17, Con 
  11, Int 8, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +12, Hide 
  +18, Listen +8, Spot +8; Weapon Finesse (bite). 
   
  Snake-headed Halfblood Cleric of Syrul: Male Yuan-
  ti Halfblood (Snakehead) Clr6; CR 11; Medium 
  Monstrous Humanoid; HD 7d8+6d8+26; hp 94; Init +5; 
  Spd 30 ft.; AC 24 (touch 11, flat-footed 23) [[+1 Dex, +5 
  natural, +8 armor]]; Atk +13/8 melee [(1d6+3, 19-20/x2, 
  bite)]; SA Psionics, Poison; SR 16; AL LE; SV Fort +9, 
  Ref +8, Will +17; Str 14, Dex 12, Con 15, Int 18, Wis 26, 
  Cha 16.  
   
  Skills and Feats: Concentration +18, Diplomacy 
  +19, Hide +11, Knowledge (religion) +10, Listen +24, 
  Spellcraft +20, Spot +22; Alertness, Blind-Fight, Cleave, 
  Combat Casting, Expertise, Improved Critical (bite), 
  Improved Initiative, Power Attack, Weapon Focus 
  (bite). 
   
  Psionics (Sp): See Monster Manual. 
   
  Poison (Ex): See Monster Manual. 
   
  Possessions: full plate, periapt of wisdom +2. 
   
  Spells Prepared (5/5/5/4; base DC = 18 + spell 
  level): 0—[Cure Minor Wounds (2), Guidance (3)]; 
  1st—[Cause 
  Fear, 
  Deathwatch, 
  Divine 
  Favor, 
  Obscuring Mist, Protection from Good*, Shield of 
  Faith]; 2nd—[Cure Moderate Wounds, Death Knell 
  (2), Hold Person (2), Invisibility*]; 3rd—[Bestow Curse 
  (2), Cure Serious Wounds, Magic Circle against Good*, 
  Prayer]. 
   
  *Domain spell. Domains: [Evil (You cast Evil spells 
  at +1 caster level.); Trickery (Bluff, Disguise and Hide 
  are class skills.)]. 
   
  Pureblood Rogue: Male Yuan-ti Pureblood Rog6; CR 
  7; Medium Monstrous Humanoid; HD 6d8+6d6+24; hp 
  81; Init +7; Spd 20 ft.; AC 20 (touch 13, flat-footed 20) 
  [[+3 Dex, +1 natural, +6 armor, +1 buckler]]; Atk +9/4 
  melee [(1d6+2, 15-20/x2, +1 scimitar)]; SA Psionics, 
  Spell-like Abilities, Sneak Attack +3d6; SQ: Evasion, 
  Uncanny Dodge (Dex to AC, can’t be flanked); SR 
  16;AL LE; SV Fort +6, Ref +13, Will +11; Str 12, Dex 17, 
  Con 14, Int 18, Wis 18, Cha 16.  
   
  Skills 
  and 
  Feats: 
  Balance 
  +7, 
  Climb 
  +5, 
  Concentration +12, Disguise +18, Escape Artist +15, 
  Hide +25, Jump +13, Knowledge (religion) +6, Listen 
  +21, Move Silently +15, Pick Pocket +8, Spot +21, 
  Tumble +15; Alertness, Blind-Fight, Combat Reflexes, 
  Dodge, Expertise, Improved Critical (Scimitar), 
  Improved Initiative, Mobility, Spring Attack. 
   
  Psionics (Sp): See Monster Manual. 
   
  Spell-like Abilities: See Monster Manual. 
   
  Possessions: 
  +1 
  scimitar, 
  +1 
  breastplate, 
  masterwork buckler, cloak of elvenkind. 
  
  Xerbo’s Fury 
  Round One 
  Page 23 
   
  Pureblood Bard: Male Yuan-ti Pureblood Bar6; CR 11; 
  Medium Monstrous Humanoid; HD 6d8+6d6+12; hp 
  69; Init +6; Spd 30 ft.; AC 16 (touch 12, flat-footed 14) 
  [[+2 Dex, +1 natural, +3 armor, +1 buckler]]; Atk +13/8 
  melee [(1d2+1 subdual, 19-20/x2, +1 whip)]; SA 
  Psionics, Spell-like Abilities, Bardic Song; SQ: Bardic 
  Knowledge; SR 16; AL LE; SV Fort +5, Ref +12, Will 
  +13; Str 10, Dex 15, Con 12, Int 18, Wis 16, Cha 22.  
   
  Skills and Feats: Balance +7, Concentration +16, 
  Disguise +12, Escape Artist +7, Hide +27, Jump +5, 
  Knowledge (Local) +9, Knowledge (Politics) +10, 
  Listen +5, Move Silently +17, Perform +21, Spot +14, 
  Tumble +17; Alertness, Blind-Fight, Combat Reflexes, 
  Expertise, Improved Critical (Whip), Improved 
  Initiative, Improved Trip, Quick Draw, Weapon 
  Finesse (Whip). 
   
  Psionics (Sp): See Monster Manual. 
   
  Spell-like Abilities: See Monster Manual. 
   
  Possessions: +1 whip, +1 studded leather, 
  masterwork buckler, cloak of elvenkind. 
   
  Spells Known  (3/5/4; base DC = 18 + spell level): 
  0—[Dancing Lights, Daze, Flare, Ghost Sound, 
  Prestidigitation, 
  Resistance]; 
  1st—[Cure 
  Light 
  Wounds, Grease, Sleep, Summon Monster I]; 2nd—
  [Cat’s 
  Grace, 
  Hold 
  Person, 
  Levitate].
  
  Xerbo’s Fury 
  Round One 
  Page 24 
  Map #1 – The Island 
   
  
  Xerbo’s Fury 
  Round One 
  Page 25 
  Map #2 – The Upper Caves 
   
  
  Xerbo’s Fury 
  Round One 
  Page 26 
  Map #3 – The Lower Caves 
   
  
  Xerbo’s Fury 
  Round One 
  Page 27 
  Player’s Handout #1 – The Mysterious Note 
   
  Seeker, 
   
  The path is not yet open; your work is not done.  Continue to scavenge what you 
  may.  
   
  The time is not yet upon us; the rise of the snake is nearing, but is not yet neigh at 
  hand.   
   
  Be prepared, 
  Shadow 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/NMR3-01 - Xerbo's Fury.pdf