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 Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ZEF8-03 
   
   
  Last Splash 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Sultanate of Zeif Regional Adventure 
   
  by Jon Dawes 
  Circle Reviewers: Tim Sech 
  Reviewers: Jon Dawes, Cory Fliegel, Jake Robins, Ian Seale, and Chris Slater 
  Maps and Art: Pauline White 
  Playtesters: Duncan Armitage, Greg Friesen, Dan Greenhalgh, Colin Lacey, Darryl Loewen, Chris Naples, Zeffy 
  Santucci, Mike Strobel, Jason Woodall 
   
   
  Thousands of years ago, a party of adventurers saved the land that would eventually become the Sultanate of Zeif from 
  an extraplanar menace bent on its ruin. Time has erased the story of these brave heroes, but the threat has returned with 
  a vengeance. Can pre-history repeat itself, or will fiery evil triumph in modern Zeif? Only today’s heroes can tell. This 
  adventure concludes the Eternally Yours story arc. A one-round Regional adventure set in the Sultanate of Zeif for 
  characters level 1-15 (APLs 2-14). 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Divine [David Noonan], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Monster Manual III [Richard 
  Belew, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M Kestrel, Rich Redman, Matthew Sernett, Chris 
  Thomasson, P. Nathan Toomey], Players Guide to Zeif [Warren Banks, Brent Jans, Jake Robins], Sandstorm [Bruce R. 
  Cordell, Jennifer Clarke Wilkes, JD Wiker], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], and 
  Stormwrack [Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke Wilkes].
  
  ZEF8-03 Last Splash 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even 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 table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  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.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  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.  
   
  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. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 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.  
  # 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 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
  
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  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 1-round Zeif adventure. As of 
  September 1, 2007, there is no Time Unit cost to play 
  the adventure portion of this adventure; however, 
  standard Time Unit costs still apply to crafting, magic 
  item creation, performing or other non-adventure 
  related activities or penalties. The cost for Standard 
  Upkeep is 12 gp for PCs whose home region is in 
  Zeif, or 24 gp for out-of-region PCs. Both Rich 
  Upkeep and Luxury Upkeep cost 75 gp regardless of 
  home region.  
   
  PCs that fail to pay at least Standard Upkeep will 
  retain temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s kits, 
  and may suffer other in-game penalties (or possibly gain 
  in-game benefits) as may be detailed in this adventure. 
   
  A PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC will heal temporary ability damage as if he or she paid 
  for Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the PC has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Thousands of years ago, when the Sultanate of Zeif was 
  no more than a twinkle in the eye of Istus, a powerful 
  efreeti sought to carve out an area of Oerth as his own 
  demesne. A racially mixed party of adventurers, a human, 
  an elf, a halfling, and an orc, took it upon themselves to 
  entomb the genie in an iron flask, where he remained 
  bound for millennia. 
   
  Some decades ago, seismic tremors loosened the seal 
  on the buried flask and allowed its powerful inhabitant 
  the freedom to telepathically seek out the weak-minded 
  and power-hungry to aid in his escape. One of these new 
  minions put the efreeti in contact with a person with the 
  mindset and connections to be of utmost use to him in 
  his planned return to power: Nara Kur, the mother of 
  current Sultan Murad the Proud, commonly known in 
  Zeif as the Matron Sultana. 
   
  When the efreeti offered the vain but aging Matron 
  the opportunity to be eternally young and beautiful, she 
  could not refuse. Thinking she was supplying him with 
  the raw materials for her elixir of youth, Nara Kur set her 
  considerable resources to work enacting a pogrom of 
  abduction victimizing the nation’s water spirits. She was 
  also instrumental in forming an expedition into a lost city 
  in the Vaar hills (ZEF6-02INT The Lost City), which 
  ultimately led to the efreeti’s full escape from his cracked 
  prison. 
   
  The events of ZEF8-02 She’s All Washed Up showed 
  the Matron Sultana that she had been duped, and that the 
  only purpose to the abductions was to help her 
  mysterious “benefactor” turn the land of Zeif into a 
  desiccated dustbowl. Filled with remorse, she now seeks 
  to aid anyone who can find a way to reverse this process. 
   
  Meanwhile, the absence of water spirits in Zeif has 
  indeed had a deleterious effect on the environment. The 
  land is drying out, and many fear that its people have 
  somehow angered the gods. The followers of Geshtai, the 
  Baklunish water goddess, are most traumatized, as they 
  feel that their deity has abandoned them. After prayers 
  and sacrifices failed to rouse the goddess to action on her 
  servants’ behalf, one of her priestesses decided that it was 
  now time for more drastic measures. She climbed to the 
  top of the rocky trickle that was once the mightiest 
  waterfall in Zeif and, uttering a final prayer for relief, cast 
  herself down to her death. 
  ZEF8-03 Last Splash 
   
  Page 2 
  
   
  Geshtai, who truly is upset at the inhabitants of Zeif 
  for letting her water spirits be destroyed, was pleased 
  with the sacrifice and decided to send aid. Gumus, her 
  pet fish, was instructed to reincarnate one of her servants 
  of old: the human priest who gave his life to imprison the 
  efreeti in a bygone age. If anyone cared enough to find 
  the talking eel, perhaps the tools to save the land could be 
  recovered and put to use once again. 
   
  ADVENTURE SUMMARY 
  Introduction 
  The PCs hear of a priestess of Geshtai who is seeking to 
  attract the attention of her deity by throwing herself to 
  her death from a waterfall. 
   
  Encounter 1 
  The PCs find the priestess too late, but as they approach 
  her broken body, they find that a coiled, emerald colored 
  eel snakes its way around her body. It speaks to the PCs, 
  explaining that it was once human and had a hand in 
  halting the very threat that faces Zeif today. He has 
  trouble maintaining focus, not being used to his eel body, 
  but the PCs should be able to get from him the following 
  information: 
  • 
  He died long ago and has been sent from the 
  afterlife by Geshtai’s pet fish, Gumus. 
  • 
  His adventuring party in life consisted of 
  himself, an elf, a halfing, and an orc. 
  • 
  He remembers the names of all the party 
  members. The elf, in particular, was named 
  Qessir. 
  • 
  He doesn’t remember how they imprisoned the 
  efreeti, but he knows they did. 
   
  Encounter 2 
  The PCs do some research and are led to wonder if the 
  elf’s name has any relation to the aquatic elf city of 
  Qessirstan. Other leads prove fruitless and a trip to the 
  underwater city is the only option. 
  PCs that do not have the means at their disposal 
  to travel underwater have the chance to meet some of 
  their contacts. Those who are favored by the Sultan, 
  Matron Sultana, or Grim Vizier factions are able to gain 
  some assistance for the duration of the adventure. 
  Those that have not curried favor with all three 
  factions receive an offer from the unscrupulous wizard, 
  Sher Kolenka. He can supply resources equivalent to 
  those listed above for one favor each of the Sultan, 
  Matron Sultana, and Grim Vizier. 
  Encounter 3 
  The PCs travel to Qessirstan and do some investigation, 
  eventually discovering that the founder was indeed the 
  same Qessir that adventured with surface dwellers. The 
  local elves know nothing of his adventures and Qessir 
  apparently left no children when he passed on. An 
  ancient statue in his honor turns out to contain a coded 
  clue pointing in the direction of the materials used to 
  imprison the efreeti. 
   
  Encounter 4 
  The PCs travel to a tunnel in the ocean floor. Traveling 
  through the tunnel, they are subjected to traps designed 
  to strip away their equipment. 
   
  Encounter 5 
  The tunnel opens into a large shrine, where they are 
  confronted by the descendants of the party halfling, who 
  were tasked by their ancestor to confront anyone who 
  came seeking the ancient tools of imprisonment. They 
  are disconcertingly friendly, but committed to their task, 
  excited that the day of its fulfillment has finally come. 
  They fight to the death. 
   
  Encounter 6 
  The tools of imprisonment and instructions for their use 
  are kept under a flagstone in the shrine. The PCs know 
  what to do, but not where to go to do it. They must return 
  to shore to do further research. Along the way, they will 
  hear tale of an orc spirit that has haunted an area in 
  southwestern Zeif since as long as anyone can remember. 
  If they speak to him, the eel they met earlier recognizes 
  the orc by description as his former companion in life. 
   
  Encounter 7 
  The ghost guides the PCs to a volcanic cave, where a fiery 
  gate lies open. If the PCs ask her the right questions, the 
  ghost remembers that, when her party did the ritual, 
  every enemy that spewed forth from the gate was 
  replaced immediately after being killed. They will be able 
  to see the efreeti performing a ritual on the other side of 
  the gate, but are not be able to go through it to get to him. 
  A blazing hot ooze creature spews forth from the gate to 
  attack the PCs, who must have at least one party member 
  make a Concentration check each round to maintain the 
  counter-ritual for ten full rounds. 
   
  Conclusion 
  The PC will either keep the ritual going or they fail: 
  If they fail, the PCs feel the moisture of the land 
  leach away, including some from their own bodies. 
  If they succeed, the efreeti is drawn through the 
  gate and into the iron flask that has been prepared as his 
  prison. Representatives of the remaining Zeifan water 
  folk reward victorious PCs with their blessing and 
  treasure. 
  ZEF8-03 Last Splash 
   
  Page 3 
  
   
  PREPARATION FOR PLAY 
  Encounter 3 allows the PCs to gain assistance from 
  different parties depending on whether they are in favor 
  or not. To determine whether a PC is in favor, check the 
  lists below. Disfavors subtract from favors on a one to one 
  basis, so a PC with two favors and two disfavors is not in 
  favor, while a PC with two favors and one disfavor is. 
   
  Favors of the Sultan 
   
  ZEF6-02INT The Lost City – The Sultan’s Favor 
   
  ZEF6-04INT To Live and Die in Dhabiya – Influence 
  Point: The Royal Navy of Zeif 
   
  ZEF7-01INT Swimming Lessons – Favor of the 
  Sultan 
   
  ZEF6-01 Out of Water – Retainer of the Sultan 
   
  ZEF6-02 Left for Dead – Influence with the Navy 
   
  ZEF6-07 Into the Drink – Favor of the State 
   
  ZEF6-07 Into the Drink – Favor of the Royal Navy of 
  Zeif 
   
  ZEF6-09 All this for a Wedding – Favor of Sultan 
  Murad the Proud 
   
  ZEF7-02 Tide of Battle – Supporter of the Sultan 
   
  ZEF7-07 Deep Six – The Sultan’s Thanks 
   
  ZEF8-02 She’s All Washed Up – Rat out the Matron 
   
  Loyalty to the Sultan Meta-org 
   
  Royal Navy of Zeif Meta-org (any rank) 
   
  Spahis of Zeif Meta-org (any rank) 
   
  Member of a Bey Meta-org 
   
  Disfavors of the Sultan 
   
  ZEF7-04 You Break it You’ve Bought It! – Stole from 
  the Sultan 
   
  Member of a Fallen Bey Meta-org 
   
  Favors of the Matron Sultana 
   
  ZEFIntro6-02 Do Dragon’s Cry – Favor of the Harem 
   
  ZEF6-02INT The Lost City – Notice of the Matron 
  Sultana 
   
  ZEF6-03INT The Wyrm – Saving the Sultan 
   
  ZEF7-01INT Swimming Lessons – Favor of the 
  Matron Sultana 
   
  ZEF6-07 Into the Drink – Favor of the Matron 
  Sultana 
   
  ZEF7-02 Tide of Battle – Backer of the Matron 
  Sultana 
   
  ZEF8-02 She’s All Washed Up – Keep it Secret 
   
  Educated in the Harem Meta-org 
   
  Trained in the Harem – Performer Meta-org 
   
  Disfavors of the Matron Sultana 
   
  ZEF6-07 Into the Drink – Enmity of the Matron 
  Sultana 
   
  ZEF7-05 Korsan – You have angered the Matron 
  Sultana 
   
  ZEF8-01 Dry Land – Enmity in High Places 
   
  ZEF8-02 She’s All Washed Up – Rat out the Matron 
   
  ZEF8-02 She’s All Washed Up – Alert the Authority 
   
  Escaped from the Harem Meta-org 
   
  Favors of the Grim Vizier 
   
  ZEF7-01INT Swimming Lessons – Favor of the 
  Grim Vizier 
   
  ZEF6-07 Into the Drink – Grim Vizier 
   
  ZEF7-02 Tide of Battle – Adherent of the Grim 
  Vizier 
   
  ZEF8-02 She’s All Washed Up – Alert the Authority 
   
  Disfavors of the Grim Vizier 
   
  ZEF6-07 Into the Drink – Enmity of the Grim Vizier 
   
  ZEF7-02 Tide of Battle – Curse of the Grim Vizier 
   
  Favors of the Order of Kwalish 
   
  ZEF6-04INT To Live and Die in Dhabiya – Influence 
  Point: Order of Kwalish 
   
  ZEF6-02 Left for Dead – Influence with the Order of 
  Kwalish 
   
  ZEF6-05 Family – Influence with the Order of 
  Kwalish 
   
  Order of Kwalish Meta-org (any rank) 
   
  The following AR items may also come into play during 
  the course of this adventure. 
   
  ZEF6-01INT The Dragon – Enmity of Sher Kolenka 
   
  ZEF6-02INT The Lost City – Freed the Efreet 
   
  ZEF6-05 Family – Favor of Nasser 
   
  A few PCs may also have Sher Kolenka’s enmity 
  from a Duchy of Urnst special mission. 
   
  INTRODUCTION 
  Have the PCs come up with their own reasons to be in 
  Zeir-i-Zeif, the capital of the Sultanate. Whatever their 
  business, they all wind up at the same coffee shop. 
   
  The noon sun is especially cruel this afternoon and 
  you find yourself seeking shade in a popular rest stop 
  in Zeif’s capitol: Crazy Akeem’s Coffee House. 
  Besides 
  the 
  unending 
  supply 
  of 
  sunburned 
  businessmen and parched shoppers, you find that the 
  clientele includes more than one adventurer hot off 
  the trail. Gossip flows freely in this place, but one 
  voice in particular catches your attention. 
   
  “I still think it’s crazy. That Geshtai has 
  abandoned us is readily apparent, but how she expects 
  to gain the goddess’ notice by jumping off the falls I 
  do not understand. It’s primitive! Even our orcs gave 
  ZEF8-03 Last Splash 
   
  Page 4 
  
  up human sacrifice long ago. I tell you the gods will 
  be angry!” 
   
  Any PC making a DC 10 Knowledge (religion) check 
  knows that Geshtai is the Baklunish goddess of lakes, 
  rivers, wells, and streams, commonly known as the 
  Daughter of the Oasis. A DC 30 check, however, will let a 
  PC know that Geshtai, like most of the neutrally-aligned 
  Baklunish deities, once received regular human sacrifices 
  and, historically, did indeed take more notice of the 
  concerns of her clergy when their pleas were punctuated 
  by a fatal jump from a waterfall. A DC 25 Bardic 
  Knowledge check will net a snippet from an old epic 
  poem about priestess from the days of the Baklunish 
  exodus who threw herself from the Great Coastal Falls 
  near Zeir-i-Zeif. A DC 15 Knowledge (geography) check 
  pinpoints the location of the falls five miles from town. 
   
  If the PCs question the speaker, whose name is 
  Farqu bin Darubai, he tells them that he is an 
  unemployed former farmer, seeking work in town since 
  the drought destroyed his crop. He has heard that the 
  high priestess of Geshtai, Cyra the Wellspring, came to 
  Zeir-i-Zeif a month ago to chastise the people for failing 
  to protect the water spirits, which she claimed had 
  become all but extinct in the Sultanate. This morning she 
  is supposed to have dressed up in sackcloth and ashes to 
  offer herself as a sacrifice to the Daughter of the Oasis by 
  jumping off of the Great Coastal Falls five miles from 
  here. He can give directions to PCs who ask. He can also 
  confirm that he does believe that the water spirits have 
  disappeared; certainly the one that maintained the stream 
  from which he used to irrigate his fields is no longer 
  there. 
   
   
  Farqu bin Darubai: male human commoner 1. 
   
  Development: If the PCs do not head off to investigate 
  the incident at the falls, the adventure ends for them, 
  though they may ask around for confirmation of the 
  man’s story first. He is speaking the truth and plenty of 
  other people have the same information. The information 
  that comes in the next encounter can not be found by 
  means any sort of divination effect; Geshtai is personally 
  seeing to it. 
   
  If the PCs want to check out the falls, proceed to 
  Encounter One. 
   
  1: A VOICE FROM THE PAST 
  The trip to the falls is uneventful, aside from the constant 
  dry heat. No matter what method they use to traverse the 
  five-mile distance, they arrive too late to stop the 
  sacrifice. 
   
  The Great Coastal Falls are not the impressive cascade 
  that one would expect to be associated with such a 
  name. In fact, the drop is an impressive five hundred 
  feet or so, but the volume of water carried over its 
  edge is reminiscent to the last tap from an old keg. 
   
  Looking down, you can see that, where once a 
  strong current once flowed into the sea, a rocky gulch 
  now lies caked with dust. What water does fall is 
  collecting in a shallow pool below to evaporate in the 
  sun. 
   
  The unfortunate body of the priestess lies broken 
  on the rocks that protrude from the pool like fins. 
  The water glints rosily in the sun, stained by the dead 
  woman’s lifeblood. 
   
  As you contemplate the scene, a ripple catches 
  your eye: an emerald flash that contrasts starkly with 
  the still ruby of the pool. A snake-like creature with 
  brilliant green scales slithers around the body of the 
  woman, as if enclosing her in some intricate knot. It 
  looks to be something on the order of five feet in 
  length. Between the displacement of the body and 
  that of the creature, the pool is probably double its 
  usual volume. 
   
  A DC 12 Knowledge (nature) check identifies the 
  creature as a moray eel, albeit one of a very unusual color, 
  as well as the fact that such eels are known to have a 
  quick and powerful bite. A DC 17 check indicates that 
  moray eels are typically found in colors that help them 
  camouflage within coral or rocks; a brilliant green moray 
  may have trouble feeding itself. 
   
  If the PCs approach the eel in a peaceful manner, he 
  hails them in Common: 
   
  “Hey, are you guys the heroes?” 
   
  Hopefully, the PCs start asking questions, because the eel 
  doesn’t think of much on his own. The following 
  questions are not the only possibilities, by any stretch of 
  the imagination, so be ready to ad lib. The answers given 
  are pretty much the sum total of his memories, so don’t 
  give him insights he doesn’t have. If it isn’t listed here, he 
  either doesn’t remember or never knew. Play him as 
  excitable and lacking attention span. The PCs may have 
  to ask some of these questions twice, just to get the 
  answers listed. 
   
  “Who are you?” 
  “My name used to be Brem. I guess it still is. What’s 
  your name?” 
   
  “Used to be? What changed?” 
  “I think I died… Yes, I definitely died. I used to be a 
  man. Now, I think I’m a fish.” 
  ZEF8-03 Last Splash 
   
  Page 5 
  
   
  “How did you die?” 
  “Something killed me. Oh yeah! Fire!” 
   
  “Can you elaborate on that?” 
  “Not much; it’s hard to remember things or even 
  think right. I feel like my brain isn’t as big as it used 
  to be. It’s hard to concentrate.” 
   
  “Do you remember what you were doing when you died?” 
  “Yes! We were trying to imprison some kind of big 
  fire creature. Umm… Yes! An efreeti! That’s what it 
  was, but a really big one!” 
   
  “You said “we”. Who else was with you?” 
  “My adventuring buddies! Oh yeah, I remember, I 
  was an adventurer. Are you guy’s adventurers?” 
   
  “Did your adventuring buddies have names?” 
  “Yeah, there was Qessir the elf, Darbo the halfling, 
  and Vrakna the orc.” 
  A DC 25 Knowledge (local – VTF) or (geography) check 
  gives an insight: there is an aquatic elf community off the 
  coast of Zeif called Qessirstan. 
   
  “What role did each of you play in the party?” 
  “Let’s see… Qessir was definitely a wizard. He was 
  really smart. He figured out how to trap the efreeti. 
  Darbo was an animal guy, whatchamacallit… a druid. 
  Vrakna was a fighter. She died before I did.” 
   
  “So what were you, the rogue?” 
  “Nope. I was a priest.” 
   
  “A priest of which deity?” 
  “Geshtai, except she wasn’t called that then. Oh right, 
  that’s why I’m here! I’ve been dead for a long time, 
  swimming in a school with Gumus.” 
  A DC 15 Knowledge (religion) check reveals that Gumus 
  is Geshtai’s pet fish. A DC 30 Knowledge check indicates 
  that Geshtai has had her current name since the time of 
  the Baklunish Empire. 
   
  “Gumus?” 
  “Gumus is Geshtai’s pet fish. He told me to come here 
  and tell the heroes that they need to imprison the 
  efreeti again. He got out.” 
   
  “So, how long ago did you die?” 
  “I don’t know. What year is it?” 
   
  “598 CY.” 
  “That’s a weird number. I think we must have used a 
  different calendar.” 
  A DC 10 Knowledge (history) or (local – VTF) check 
  indicates that people around here have been using the 
  Baklunish calendar since just past the time of the Twin 
  Cataclysms (2237 BH = -422 CY). The current year, by 
  Baklunish reckoning is 3257 BH. 
   
  “How about 3257 BH?” 
  “That doesn’t make sense either. I’ve never heard of 
  that calendar.” 
  A DC 15 Knowledge (history) check indicates that either 
  this fish has memory loss or he died thousands of years 
  ago. 
   
  “Was Qessir from Qessirstan?” 
  “I don’t know what you’re talking about.” 
   
   “Was Qessir an aquatic elf?” 
  “Maybe. He used to change his appearance a lot. 
  Maybe he wasn’t even an elf!” 
   
   “Would you like us to take you out of this pool?” 
  “Yes! Well, as long as you put me in water. It’s getting 
  hot here and hard to breathe.” 
   
  “How about releasing you into the ocean?” 
  “Sounds good!” 
  It’s about two hundred feet to the surf from here. Brem 
  can hold his breath for twenty-four rounds (Con 12) 
  before making Con checks as per the DMG (p. 304) and 
  weighs one hundred pounds. If the PCs release him into 
  the ocean, Brem promises to hang around the shore so 
  that the PCs can find him later. 
   
  “You do realize that you’re bright green, right? You’re 
  going to have a hard time ambushing your prey.” 
  “Really? What am I going to do?” 
  A DC 20 Knowledge (religion) check gives a PC the 
  hunch that the clergy of Geshtai in Zeir-i-Zeif (five mile 
  away) would love to take care of her messenger and 
  already keep a large pool full of fish. Also, they keep 
  aquatic carriages (effectively large horse-drawn tubs) for 
  transport of aquatic creatures. 
   
  “We could bring you to the Temple of Geshtai in Zeir-i-
  Zeif.” 
  “That sounds great! Is it near here?” 
   
  “Why should we try to imprison this efreeti?” 
  “Well, I think he wants to turn the land into a blasted 
  wasteland. And maybe enslave everyone who lives 
  here. Or kill them. Or something.” 
  If any of the PCs has the “Freed the Efreet” AR 
  designation from ZEF6-02INT The Lost City: 
  ZEF8-03 Last Splash 
   
  Page 6 
  
  “Anyways, Gumus told me that at least one of you is 
  partly to blame for letting out of his flask in the first 
  place!” 
   
  “OK, how do we do it?” 
  “I think there’s some kind of ritual.” 
   
  “What, you mean you don’t know the ritual?” 
  “Nope. Sorry. There was chanting, if that helps. After 
  Vrakna died, I was mostly fighting the fire thing 
  while Qessir and Darpo chanted. I did a little 
  chanting before that, but I don’t remember it. Oh 
  yeah, there was a flask involved… an iron one! It was 
  special and took Qessir a long time to make.” 
   
  “So is there anything else you can tell us? That’s not a lot 
  to go on.” 
  “Sorry, there might me more, but I can’t think of it.” 
   
  Creatures: 
   
  Brem: N male talking eel from the distant past. 
   
  Development: It is possible that some PCs shoot first 
  and ask questions later. In this case, later is too late. Brem 
  is not difficult to kill (if the PCs try to kill him, there’s no 
  need to roll dice), but those that do so do not finish the 
  adventure. No divination effects uncover the information 
  that Brem can give; the Daughter of the Oasis requires 
  that the adventurers listen to her messenger. 
   
  Those that talk to the eel should move to the next 
  encounter, where they find out where to go and decide 
  how to go about getting there. PCs who get the clue 
  about Qessirstan may try to head straight there, in which 
  case you may end up going to Encounter Three. Without 
  a guide, though, there’s a good chance they’ll have to turn 
  back and go to Encounter Two. 
   
  2: OLD FRIENDS 
  This encounter is free form, so let the PCs do what they 
  like until they feel ready to move on. The only things that 
  must happen in this encounter are that the PCs figure out 
  that they need to go to Qessirstan for more information 
  and that they get everything they need to make the trip. 
  The three important things they need are transportation 
  to and from the general vicinity of Qessirstan, an aquatic 
  elf guide, and the ability to remain alive underwater. 
   
  The Qessirstan Connection 
  Zeir-i-Zeif has a fantastic library full of ancient and 
  current books and scrolls that is freely accessible to the 
  public, 
  although 
  materials 
  are 
  never 
  lent 
  out. 
  Researching Brem’s name or those of his companions 
  will yield no related information (feel free to ad lib a red 
  herring, if you aren’t on a time limit), but the similarity 
  between the names Qessir and Qessirstan is impossible to 
  miss. Looking further into Qessirstan, the PCs can find 
  out that, reputedly, no human has ever set foot there. 
  Current events also suggest a cold war between 
  Qessirstan and the Sultan’s Mer-sheik vassals over 
  resources (Elukian clay, to be precise). 
   
  Allow PCs with ranks in appropriate Knowledge 
  skills (or bardic knowledge) to roll to know these things 
  without needing the library. 
   
  A sage can be hired for 3 sp per day to look into any 
  avenue the PCs desire, but each sage only specializes in a 
  single Knowledge skill. The results are as above, however. 
  There just isn’t anything else to know. The PCs can hire 
  more expensive sages, if they want, but it doesn’t help. 
   
  Transport to Qessirstan 
  If PCs start looking around for a ship to take them to the 
  vicinity of Qessirstan, they have little luck. Merchant 
  ships consider that area dangerous (the elves are said to 
  be hostile) and do not travel anywhere near it. Pirate 
  ships can be found who seem willing to take the job, but, 
  in the end, they just try to get money in advance and skip 
  town without the PCs. 
   
  The Royal Navy is the only realistic option, and 
  some PCs may seek it out. Even if they don’t think of it 
  on their own, if any PC has the Favor of the Sultan (see 
  the Preparation for Play section above) and starts asking 
  around about transport, a representative of the Kapudan 
  Pasha (High Admiral of the Royal Zeifan Navy) 
  eventually gets word and approaches them. Without the 
  Sultan’s Favor, this option is not available. 
   
  PCs that have played ZEF6-08 Into the Drink have 
  traveled on the Revenge before and already know her 
  captain, who in turn knows them. In this case, you may 
  want to modify the text below to be less formal. 
   
  “Effendis, your previous work for the Glory of our 
  Magnificent Sultan has not gone unnoticed. Pandhar 
  Reis, the Kapudan Pasha, has instructed me to give 
  you transport to and from the general vicinity of the 
  elven city of Qessirstan. My name is Isfahan Albay 
  Reis ibn Ghazin, and my ship is the Revenge. It would 
  be my pleasure to place her at your disposal. 
   
  If the PCs take him up on his offer, the Reis approaches 
  to within one mile of the point directly above Qessirstan, 
  a trip which will take seven days. He cannot stay there 
  while the PCs go about their business, but promises to 
  return at noon every day for three days. To stay longer 
  than that would be to tempt both Istus and Deep 
  Sashelas, (the Baklunish goddess of fate, commonly 
  ZEF8-03 Last Splash 
   
  Page 7 
  
  worshipped by sailors, and the god of the sea elves, 
  respectively). 
   
  Creatures: 
   
  Isfahan Reis ibn Ghazin al-Ceshra: LN male 
  human (Baklunish) swashbuckler 9. 
   
  A Guide 
  Aquatic elves are rarely seen on land, and the 
  cosmopolitan metropolis of Zeir-i-Zeif is no exception. 
  PCs that make a DC 20 Knowledge (nobility & royalty) or 
  Bardic Knowledge check will have heard of a 
  noblewoman named Sitti, connected to the Matron 
  Sultana, who is in possession of an aquatic elf slave 
  named Leeandros. Unless at least one PC has the Favor of 
  the Matron Sultana (see the Preparation for Play section 
  above), this option is not available. If a PC has the Favor 
  and does not think to ask Sitti for help, she will come and 
  find the PCs as soon as she hears that they need a guide to 
  Qessirstan. PCs that played ZEF6-01INT The Dragon 
  may have met Sitti and/or Leeandros before at a party. 
  Sitti also appeared at the auction in ZEF6-04 Generosity. 
  She acts the same way whether she knows the PCs or not. 
   
  “Da-a-arlings, it’s so wonderful to see you in the 
  capitol! Do you like my new bracelet? You should 
  really try to accessorize more, you know. Oh, I almost 
  forgot why I came to see you. I heard that you’re 
  going to Qessirstan. Did you know that my Leeandros 
  is from there? It’s true! Anyways, I could lend him to 
  you for a while. He hasn’t been back there in a-a-
  ages.” 
   
  Leaandros swims alongside the ship that takes the PCs to 
  Qessirstan and guide them into the city. He is an 
  accomplished carouser and can take them to all of the 
  best spots in town. He is also a spy for Qessirstan and has 
  credentials that allow him to get the party past any 
  checkpoint. He has information to deliver to his 
  superiors, but it does not pertain to this adventure. He 
  can tell the PCs, if asked, that Qessir is actually a fairly 
  common name among his people. 
   
  PCs with adequate skills and magic may be able to 
  get into and around the city without a guide by 
  disguising one of their members. (A DC 30 Disguise 
  check is adequate.) It would probably take divination 
  magic to know how to forge credentials, in addition to 
  the skill to actually create them. Anything less than a DC 
  30 Forgery check does not fool the vigilant elven patrols. 
  In addition, the character posing as a guide must be able 
  to speak and read elven, and must pass 10 successive DC 
  30 Bluff or Knowledge (local – VTF) checks. Even one 
  failure on any of these checks tips off the suspicious elves 
  that drive off the PCs and do not allow them to return 
  under any circumstances. 
   
  Creatures: 
   
  Sitti: CN female human (Baklunish) aristocrat 1. 
   
  Leeandros: N male aquatic elf bard 6/rogue 4. 
   
  Underwater Items 
  The PCs can buy any items to which they have access. 
  However, if any PC has the Favor of the Grim Vizier (see 
  the Preparation for Play section above) and starts to look 
  around the market for magic items, they are approached 
  by one of his minions, a gravetouched ghoul named 
  Garnat bin Jamil. It is not possible to seek out aid from 
  the Grim Vizier faction: he finds the PCs, not the other 
  way around. PCs may have met Garnat in the naval 
  exposition of ZEF7-01INT Swimming Lessons. It is also 
  possible that they dealt with him in ZEF7-02 Tide of 
  Battle or ZEF8-01 Dry Land. He looks at the PCs 
  hungrily when he speaks, but has control enough not to 
  let it go further than that. 
   
  “Do not turn around. I have been instructed to lend 
  you these items until your return from the elven 
  mire. Take them and leave them here upon your 
  return.” 
   
  The PCs will find a black velvet bag containing a necklace 
  of adaptation and a ring of swimming for each of them. 
   
  Creatures: 
   
  Garnat bint Jamal: CE male gravetouched ghoul 
  rogue 5/lurking terror 3/assassin 7. 
   
  Bonus Technology 
  If any PC has Favor of the Order of Kwalish (see the 
  Preparation for Play section above) and does not make a 
  secret of the fact that the PCs are going to Qessirstan, the 
  Order sends one of their technical experts to equip them 
  for the trip. Afit bin Sudah al Nafiq approaches the PCs 
  and begins his monologue. He is worried that the PCs 
  will wreck his baby, but has been told to keep a stiff 
  upper lip or face demotion. The PCs may have met him 
  previously in ZEF7INT-01 Swimming Lessons or ZEF7-
  02 Tide of Battle. 
   
  “You have been selected from a plethora of 
  prospective user/operators to apply rigorous quality 
  control and force testing to the Mark XIX Submarine 
  Transport, Reconnaissance and Armored Assault 
  Device. Please be aware that your corporeal safety 
  while occupying the interior or exterior of the device 
  is not guaranteed and that the gauge that displays the 
  ZEF8-03 Last Splash 
   
  Page 8 
  
  S.T.R.A.A.D.’s air supply has occasionally failed to 
  calibrate properly under certain conditions of 
  variable stress. This S.T.R.A.A.D. is a prototype and 
  cannot be replaced. Please, uhh… Ahem. Excuse me. 
  The activation key is ‘archeoseismoligotomy’. She’s on 
  dock number 47!” The man begins to blubber and 
  runs away with his head in his hands. 
   
  If the PCs go to dock number 47, they will find a single 
  apparatus of Kwalish awaiting them. The command word 
  is as described. 
   
  Creatures: 
   
  Afit bin Sudah al Nafiq: LN male human 
  (Baklunish) wizard 5/expert 5. 
   
  A Terrible Contingency 
  If the PCs are missing any or all of the three main favors 
  (Sultan, Matron Sultana, and Grim Vizier) and are 
  starting to run out of leads as to how to obtain the 
  associated resources, a man suddenly appears beside 
  them via teleportation. Those who have played ZEF6-
  01INT The Dragon will recognize him as Sher Kolenka, a 
  wizard with a monopoly on the trade of teleportation 
  magic in Zeif. With him is a scribe, who takes down 
  everything he says, as well as what the PCs say. 
   
  “Let us not waste time with boring introductions. You 
  lack something essential to your journey to the elven 
  city, and I can fill that need. If you want to have any 
  chance of completing your heroic quest, you will give 
  me what I want in exchange for these things.” 
   
  “What do you want?” 
  “I want a new death slave.” 
   
  “That doesn’t sound like a good thing.” 
  “That all depends on your perspective. The long and 
  short of it is that one of you must sign a contract that 
  makes me the legal owner of your right to live and 
  die. If I choose to kill you, for whatever reason, the 
  contract absolves me of legal liability and gives me 
  the right to use your corporeal remains for whatever 
  purposes I desire for as long as I desire, up to and 
  including necromantic reanimation.” 
   
  “You’ve got to be kidding.” 
  “Heroic quests are fraught with danger, my friend. Is 
  this really so challenging?” 
   
  “What do we get out of it?” 
  “Teleportation to and from the general vicinity of 
  Qessirstan, the temporary services of an aquatic elf 
  guide familiar with that fair city, and the loan of a pair 
  of magical items for each member of your party: a 
  ring of swimming and a necklace of adaptation.” 
   
  “That doesn’t sound very fair to us.” 
  “Those are my terms.” 
   
  “No way.” 
  “That is your decision, and probably the wise one. 
  Your quest certainly cannot be as important to you as 
  your own life. Be very sure, though; I will not offer a 
  second time.” 
   
  “OK. I’ll sign the contract” 
  If no one in the party has the Enmity of Sher Kolenka, 
  read the following: 
  “Excellent. Sign here. My witness and your witness 
  will sign. Very good. Keep this copy for your records.” 
  Otherwise he points at PC(s) that have his enmity: 
  “Not so fast. I am the one who chooses which of you 
  shall become my death slave(s). This/these one(s) 
  must sign the contract or the deal is off.” 
   
  If Sher Kolenka gets the desired PC(s) to sign the 
  contract, he is as good as his word. His aquatic elf, 
  Semiahma, is every bit as talented as the one the Matron 
  Sultan can supply. If the PCs have an apparatus of 
  Kwalish in tow, Sher Kolenka is up to the challenge of 
  transporting it with the group. 
   
  Creatures: 
   
  Sher Kolenka: male human (Oeridian) wizard 
  14/wayfarer guide 3. 
   
  Ali ibn Challif: male human (Baklunish) expert 7. 
   
  Semiahma: female aquatic elf bard 10. 
   
  Development: High level PCs may be able to continue 
  without getting the help described here. Those who 
  refuse Sher Kolenka’s offer and are not capable of 
  continuing without it will be unable to complete the 
  adventure. Sometimes a little extra sacrifice is needed to 
  be a hero, and those who aren’t up to it may very well fail 
  to safe Zeif. 
   
  Signing a contract with Sher Kolenka in this 
  encounter gives a PC the Death Slave of Sher Kolenka 
  AR item. 
   
  3: QESSIRSTAN 
  Aquatic elf patrols cover the area for ten miles around 
  their city, but generally do not hassle surface traffic 
  through there are unless it lingers overlong. The net 
  result is that any party that disembarks from a ship or 
  finds their own way to within ten miles of town is turned 
  ZEF8-03 Last Splash 
   
  Page 9 
  
  away unless they are escorted by an aquatic elf guide with 
  decent credentials. If the PCs try to use force to continue 
  on, the elves have enough physical and magical firepower 
  to ensure victory; such PCs awaken on the beach near 
  Zeir-i-Zeif with everything intact but their pride. 
   
  The eventuality of PCs using guile to secure entry is 
  covered in the previous encounter. The following text 
  assumes that the PCs have a guide; adjust as necessary to 
  fit the situation. If the PCs can all make a DC 10 Swim 
  check by taking ten, they can approach directly; 
  otherwise they will have to weigh themselves down 
  enough to walk along the muddy ocean floor. Give the 
  players a copy of Player Handout 1, outlining the basic 
  rules for underwater play. 
   
  The PCs start one mile away from the city, whether 
  they take a ship or teleport. Wards make direct 
  teleportation into the city impossible. You may disregard 
  travel time for PCs with the permanent ability to breathe 
  water; for those using limited duration spells, you will 
  need to take account swim speeds. Assume that fifteen 
  minutes is enough time to get from any desired place in 
  the city to another, and allow fifteen minutes for each of 
  the read aloud sections below. 
   
  Your guide met each checkpoint with confidence and 
  poise, though the dolphin-mounted elven patrols 
  were both thorough and intimidating. Having been 
  allowed to proceed, you can’t help but wonder what 
  the elusive undersea city will look like. The massive 
  coral reef ahead of you is dotted with starfish, 
  conches, kelp beds and other sea life, but no city is in 
  sight. 
   
  Suddenly, you realize that the vista before you is 
  the city. It is built in such a manner that it fits 
  unobtrusively into the backdrop of the reef, and yet, 
  now that you are aware of it, can only be called a 
  marvel of architectural and environmental symbiosis. 
  You have arrived at Qessirstan. 
   
  Refer to DM Map 1 for locations of the city’s features. 
   
  This encounter should be relatively freeform. The 
  PCs can visit any part of the city they desire, so long as 
  their guide is present, but only the university library and 
  shrine to Qessir are detailed here. Anything else will 
  have to be ad-libbed. 
   
  One thing that is important to note, however, is that 
  no spellcaster in Qessirstan has the water breathing spell 
  prepared on the first day the PCs arrive. If it is requested 
  for the following day, castings of the spell may be 
  purchased at the normal price. 
   
  Qessirstan (Small City): Magical; AL N; 15,000 gp limit; 
  Assets 2,250,000 gp; Population 6,000; Isolated (99% elf, 
  1% other races). 
   
  The Library 
  The obvious place to look for knowledge is the city’s 
  educational facility, which is auspiciously named Qessir 
  University. Anyone the PCs ask about ancient history 
  will point them in this direction. Sages can be hired here 
  for 3 sp per day, but the PCs are welcome to browse the 
  stacks themselves. 
   
  An amused-looking elven librarian directs you to a 
  large hall where countless ribbons of kelp undulate 
  with the soft current passing through. Upon closer 
  examination, you see that the thick leaves are mottled 
  with elven script. The librarian explains that these 
  living scrolls have been growing since the library was 
  built in the early days of the city, some six thousand 
  years ago. The oldest information can be found on the 
  ends of the longest ribbons. 
   
  If the PCs do not read elven, their guide can translate. 
  The information they seek is on the very longest scroll, 
  which tells of the city’s founding. The founder of the city 
  was indeed a wizard named Qessir, who apparently 
  adventured with land dwellers before turning his 
  considerable wealth toward his legacy. None of the 
  adventures are recounted, nor are the names of his 
  companions present. Qessir never started a family, 
  apparently absorbed in magical research for the rest of his 
  life. Whether he discovered anything important in his 
  studies is not recorded, but it is a matter of record that he 
  erected a statue of himself in the center of town. 
  Obviously, humility was not one of Qessir’s stronger 
  virtues. 
   
  Any resident asked about this statue, including the 
  librarian, is surprised by this information. They had 
  always assumed that the statue in the Shrine to Qessir 
  was an artist’s rendering of the “spirit of the city”. The 
  statue is right near the palace, as any local elf can attest. 
   
  Creatures: 
   
  Zaleshasse the Librarian: female aquatic elf bard 10. 
   
  The Statue 
  For a six thousand year old art piece, the statue of 
  Qessir is remarkably well maintained. The long hair, 
  made of indescribably intricate chains, actually flows 
  in the current like the real article. The entire ten-foot-
  tall affair gleams like it were made this morning and 
  smirks at you like it knows something you do not. 
   
  A DC 15 Knowledge (architecture & engineering) check 
  indicates that the entire construction is of pure mithral 
  and is of such a degree of craftsmanship that the cost of 
  ZEF8-03 Last Splash 
   
  Page 10 
  
  the work would easily have dwarfed that of the material. 
  A DC 20 Knowledge (architecture & engineering) or 
  Search check uncovers the fact that the statue’s upper 
  limbs are actually articulated and can be moved into any 
  position possible for a living elf. 
   
  A DC 10 Search or Spot check reveals that the 
  fringes of the statue’s robe are inscribed with sigils that 
  seem to be grouped together like words. They do not 
  match with any known alphabet, but a DC 20 Decipher 
  script check will net the translation given in Player 
  Handout 2. If no one in the party has ranks in Decipher 
  Script, a sage with the skill can be hired at 3 sp per day, as 
  usual. 
   
  The statue radiates strong auras of divination, 
  evocation, and transmutation. 
   
  The solution of the puzzle is to move the arms of the 
  statue in such a manner as to mimic the somatic 
  components of the listed spells, in the order they appear 
  in the script. PCs with the spells on their spell lists need 
  not roll any check to figure out the placement of the 
  arms; otherwise a separate Spellcraft check is needed for 
  each spell, as follows: 
   
   
  burning hands: DC 16 
   
  glitterdust: DC 17 
   
  rust ray* (See Appendix 2: New Rules Items): DC 18 
   
  solid fog: DC 19 
   
  wrack: DC 20 
   
  If the PCs fail to make any of these checks, a sage can be 
  hired for 3 sp per day. 
   
  Once the correct sequence of somatic components is 
  performed, the statue’s mouth opens, the arms gesture of 
  their own accord, and a lilting elven voice issues forth in 
  the Common tongue: 
   
  “If you are merely children seeking amusement, I 
  congratulate you on solving the puzzle. Now run 
  along back to your studies. 
   
  “If you have come seeking answers of a graver 
  sort, then I suspect my estimations were correct. The 
  iron flask I built to contain the efreeti lord Kocephar 
  did not last much more than five millennia. Am I 
  right? Don’t answer; I cannot hear you. I assure you 
  that had I the luxury of time; the beast now upon you 
  would still be safely caged. Unfortunately, wishes are 
  not fishes. 
   
  “If you had the tenacity and resourcefulness to 
  find my underwater hideaway, however, you may be 
  in for a reward for your troubles. After my terranean 
  fellows paid the ultimate price for their part in the 
  capture of Kocephar, I set about making a permanent 
  abode for the creature, so that future heroes would 
  not have to suffer more than once again the pain that 
  I suffered at their loss. 
   
  “The permanent flask and instructions for its use 
  are to be found fifteen miles away in that direction.” 
  The statue points to the northwest. “I hope that you 
  will find the shrine well maintained, although one 
  cannot 
  always 
  predict 
  the 
  actions 
  of 
  future 
  generations. May the Dolphin Prince protect you.” 
   
  A DC 10 Knowledge (religion) check identifies the 
  Dolphin Prince as one of the less reverent appellations of 
  Deep Sashelas, god of the aquatic elves. 
   
  Development: Once the PCs have the direction and 
  distance, they should have no trouble finding the 
  entrance to the Shrine of Darpo unless they have 
  somehow lost their ability to get around underwater 
  without drowning. If, for whatever reason, the PCs all 
  drown in Qessirstan, the elves make sure their bodies 
  make it to shore where they can be raised, though the 
  adventure is over for them. Otherwise, proceed to 
  Encounter Four. 
   
  4: A BIT RUSTY 
  Qessir was right when he said the entrance would be 
  easy to find. The area to the northwest of Qessirstan is 
  fairly flat, with the only features being lonely pieces 
  of vegetation clinging to the algae-covered rock. 
  Amidst all the verdant slime lies a clean area of 
  worked stone some twenty feet across. In the center 
  is a square tunnel leading straight down into the 
  seabed. 
   
  It seems the ancient wizard’s hope about 
  maintenance was not in vain, either. The stone tunnel 
  is free of algae, barnacle, or mussel. Given the state of 
  the walls, you would guess they have been cleaned as 
  recently as today. 
   
  Refer to DM Map 2 for the location of the trap(s). Where 
  there are multiple traps, they are all set to go off at the 
  same time, but each requires a separate Search check to 
  find and a separate Disable Device check to disarm. Be 
  sure to have the PCs form a swimming order, so that you 
  can see who is first affected by the trap(s). Since only a 
  single five-foot cube is trapped in the ten-foot square 
  tunnel, it is possible that the PCs miss it on the way in. Be 
  sure to check their marching order on the way out, too. 
   
  Note that, although the trap resets automatically, it 
  still only fires a maximum of once per round. PCs that are 
  quick can get through without incident after it is first 
  triggered. Of course, the best way is to simply go around 
  it. 
   
  ZEF8-03 Last Splash 
   
  Page 11 
  
  Lighting: The vertical shaft to the surface receives 
  shadowy illumination from the diffused sunlight unless 
  the PCs enter at night, in which case it is in complete 
  darkness. The horizontal part of the tunnel is in total 
  darkness. Light can be seen in the shrine beyond. 
   
  Trap: (see Appendix 2: New Rules Items) 
  APL 2 (EL 4) 
   
  Rust Ray* Trap: CR 4; magic device; proximity 
  trigger (commune with nature [target largest ferrous 
  object in area]); automatic reset; Atk +2 ranged touch; 
  spell effect (rust ray, 5th-level wizard, 2d6+3 damage to 
  ferrous object or creature, ignoring hardness; metal 
  armor takes 1d4 AC reduction; DC 14 Fortitude save 
  negates [magic items only]); Search DC 28; Disable 
  Device DC 28. 
   
  APL 4 (EL 6) 
   
  Heightened Rust Ray* Trap: CR 6; magic device; 
  proximity trigger (commune with nature [target largest 
  ferrous object in area]); automatic reset; Atk +4 ranged 
  touch; spell effect (heightened [level 5] rust ray, 9th-level 
  wizard, 2d6+4 damage to ferrous object or creature, 
  ignoring hardness; metal armor takes 1d4 AC reduction; 
  DC 17 Fortitude save negates [magic items only]); Search 
  DC 30; Disable Device DC 30. 
   
  APL 6 (EL 8) 
   
  Heightened Rust Ray* Trap: CR 8; magic device; 
  proximity trigger (commune with nature [target largest 
  ferrous object in area]); automatic reset; Atk +6 ranged 
  touch; spell effect (heightened [level 7] rust ray, 13th-
  level wizard, 2d6+6 damage to ferrous object or creature, 
  ignoring hardness; metal armor takes 1d4 AC reduction; 
  DC 20 Fortitude save negates [magic items only]); Search 
  DC 32; Disable Device DC 32. 
   
  APL 8 (EL 8) 
   
  Heightened Rust Ray* Trap: CR 8; magic device; 
  proximity trigger (commune with nature [target largest 
  ferrous object in area]); automatic reset; Atk +6 ranged 
  touch; spell effect (heightened [level 7] rust ray, 13th-
  level wizard, 2d6+6 damage to ferrous object or creature, 
  ignoring hardness; metal armor takes 1d4 AC reduction; 
  DC 20 Fortitude save negates [magic items only]); Search 
  DC 32; Disable Device DC 32. 
   
  APL 10 (EL 10) 
   
  Heightened Rust Ray* Trap: CR 10; magic device; 
  proximity trigger (commune with nature [target largest 
  ferrous object in area]); automatic reset; Atk +8 ranged 
  touch; spell effect (heightened [level 9] rust ray, 17th-
  level wizard, 2d6+8 damage to ferrous object or creature, 
  ignoring hardness; metal armor takes 1d4 AC reduction; 
  DC 23 Fortitude save negates [magic items only]); Search 
  DC 34; Disable Device DC 34. 
   
  APL 12 (EL 10) 
   
  Heightened Rust Ray* Trap: CR 10; magic device; 
  proximity trigger (commune with nature [target largest 
  ferrous object in area]); automatic reset; Atk +8 ranged 
  touch; spell effect (heightened [level 9] rust ray, 17th-
  level wizard, 2d6+8 damage to ferrous object or creature, 
  ignoring hardness; metal armor takes 1d4 AC reduction; 
  DC 23 Fortitude save negates [magic items only]); Search 
  DC 34; Disable Device DC 34. 
   
  APL 14 (EL 12) 
   
  Heightened Rust Ray* Traps (2): CR 10; magic 
  device; proximity trigger (commune with nature [target 
  largest ferrous object in area]); automatic reset; Atk +8 
  ranged touch; spell effect (heightened [level 9] rust ray, 
  17th-level wizard, 2d6+8 damage to ferrous object or 
  creature, ignoring hardness; metal armor takes 1d4 AC 
  reduction; DC 23 Fortitude save negates [magic items 
  only]); Search DC 34; Disable Device DC 34. 
   
  Development: If the lead party member is riding in an 
  apparatus of Kwalish, the apparatus is affected as normal 
  (using the driver’s Fort save). For each ray that affects the 
  device, an important part jams open or closed. Roll a d10 
  on the table (DMG 248) to see which part is affected. If 
  the function has two states, roll a 50% chance of either 
  state being permanently engaged. For example, a roll of 7 
  would cause the device to constantly turn either left or 
  right at the start of the driver’s turn in every round. The 
  driver can still take his action to use another function of 
  the apparatus on his turn, but he can not prevent the 
  automatic action by delaying or readying; if the driver 
  moves in the initiative, keep the machine active on his 
  original initiative turn. A roll of 5 causes the device to 
  continually attack a random target from squares it 
  threatens on its initiative turn. 
   
  Once the party passes the trap, proceed to Encounter 
  Five. 
   
  5: KRIKEY! 
  The tunnel opens into a huge cubical room, the floor 
  of which is dominated by a large stone altar or table of 
  some sort. Unlike the clean tunnels, the floor 
  contains the same slimy much typically found on the 
  ocean floor. 
   
  Floating above the altar at each of its four corners 
  is what appears to be a gilled halfling. The four of 
  them smile and wave at you as you approach. The one 
  on the right, towards the front, calls out to you: 
  ZEF8-03 Last Splash 
   
  Page 12 
  
   
  “Welcome to the Shrine of Darpo, we’ve been 
  waiting a long time for heroes to arrive. My name is 
  Shondo and these are my brothers and sisters, 
  Meggella, Darpin, and Broline.” 
   
  “Welcome!” the other three chime in unison. 
   
  Meggella speaks next. “Look at that equipment! I 
  think these might really be the ones!” 
   
  “I wish dad could have seen this. They’re so 
  awesome!” chirps Darpin. 
   
  “Totally,” says Broline, “I can’t believe out of all 
  the generations, we got to witness this. It’s so cool!” 
   
  “Oh yeah,” pipes in Shondo, “we’re supposed to 
  offer them food. Do you guys like fish?” 
   
  “There’s seaweed cakes if any of you are 
  vegetarians,” adds Broline. 
   
  At this point the PCs may get a word in edgewise. The 
  halflings are all very excited and have a hard time not 
  interrupting the PCs and each other, but they answer the 
  PCs inquiries to the best of their ability. Their stingray 
  animal companions are hiding in the muck below; PCs 
  can make Spot checks opposed by the fishes’ Hide checks 
  to notice them. Below are the answers to some typical 
  questions. In addition, the halflings are very interested in 
  the PCs and ask plenty of questions of their own. The 
  food is perfectly safe and tastes wonderful, if the PCs 
  enjoy seafood. 
   
  “Who are you guys?” 
  “We’re the guardians of Darpo’s shrine. We’re also his 
  direct descendants. Our line goes back six thousand 
  years!” 
   
  “What are you doing here?” 
  “We’ve been waiting for the heroes to come and take 
  the flask away, just like our forefathers have tone for 
  millennia, only I think we’re actually going to be the 
  last ones. Isn’t that awesome?” 
   
  “Well, we’re the heroes you’re looking for. Where’s the 
  flask?” 
  “Oh, it’s inside the altar. There’s no hurry though, is 
  there? I mean you waited six thousand years. Have 
  some crab!” 
   
  “How do you know we’re the heroes? Aren’t you worried 
  you might give the flask to the wrong guys?” 
  “That’s why we’re gonna fight you!” 
   
  “Fight us? That’s a little extreme.” 
  “Yeah, it’s totally extreme! I can’t believe we’re going 
  to finally fulfill our holy duty. I’m so pumped!” 
   
  “Can’t we talk this over like reasonable adults?” 
  “Of course! Then we fight to the death.” 
   
  “Wait! Why does it have to be to the death?” 
  “That’s the tradition, so that’s the way it’s gotta be. 
  Don’t worry; we’re totally stoked about dying 
  heroically. Our ancestors are preparing a big feast for 
  us in the afterlife. Of course, if you guys aren’t the 
  heroes, I hope you’ve got a good afterlife lined up.” 
  Note that the PCs can not use Diplomacy to increase the 
  halflings’ attitude: they are already in the Helpful 
  category. Unfortunately, they truly believe that the best 
  way to help the PCs complete their quest is to fight to the 
  death. Spells like charm person that are based on NPC 
  attitude, likewise do not stop the halflings from trying to 
  kill the PCs. 
   
  “So, are you all inbred or something?” 
  “Of course not! Our ancestors got to choose from the 
  most eligible mates in the local village, to make sure 
  they carried on the traditions. They always brought 
  the best food for them, too. I guess we’re the last ones 
  who are gonna get that treatment. This is better than 
  having kids anyway.” 
   
  “I notice you have gills. What are you?” 
  “We’re shoal halfings. We can breathe air, too, not 
  just water.” 
  PCs can make a DC 11 Knowledge (local) check to 
  identify them as shoal halflings without asking. They are 
  pretty much the same as normal halflings, but have a 
  swim speed and are amphibious. 
   
  “What are those things hiding in the muck?” 
  “Oh, those are just our pet stingrays, Zipper, Prong, 
  Wiggles, and Boinger.” 
  PCs can make a DC 11 Knowledge (nature) check to 
  identify them as stingrays without asking, and also to 
  know that their sting can sicken or paralyze a foe. 
   
  “Are they going to attack us?” 
  “Not yet.” 
   
  “Hang on. We like you guys! We don’t want to kill you. 
  I’m going to do nonlethal damage only.” 
  “That’s kinda weird. Why do you want to deny us our 
  destiny. Well, do what you like; we’re gonna try and 
  kill you guys.” 
   
   “Thanks for the meal, but I think we’d better get 
  moving.” 
  “OK, let’s do this! Woo-hoo!” 
   
  Roll initiative. Presuming the PCs partake in the meal, 
  they should be placed near the altar, upon which the food 
  ZEF8-03 Last Splash 
   
  Page 13 
  
  is spread. Paranoid PCs may refuse to approach, which is 
  fine. 
   
  The halflings are very happy to be fighting the PCs 
  and fulfilling their destiny. They are not malicious, and 
  talk to the PCs in a friendly, though excited, manner 
  while they fight, even going so far as to offer 
  encouragement and praise. Here are some sample quotes: 
   
   
  “Wow! What a hit! This guy’s awesome. Two more 
  like that and I’m done!” 
   
  “Did you see the way she caught Broline from 
  behind? That’s talent. That’s heroic!” 
   
  “That was a flooky parry; you’ll get me next time 
  for sure!” 
   
  “I can’t believe this is really happening. It’s the 
  chance of a lifetime!” 
   
  “There goes Zipper. Good spell choice, by the 
  way.” 
   
  “A-aa-ah… This is it for me. Ancestors here I 
  come! Thanks guys…” 
   
  “I just want to let you know what an honor this 
  is… I mean, a real honor!” 
   
  Lighting: A single continual flame spell, cast in the 
  center of the altar, illuminates most of the area. 
   
  Creatures: 
  APL 2 (EL 4) 
   
  Shondo, 
  Meggella, 
  Darpin, 
  and 
  Broline: 
  male/female shoal halfling druid 1; hp 9; Appendix 1. 
   
  Zipper, Prong, Wiggles, and Boinger: male/female 
  stingray animal companion; hp 4; Appendix 1. 
   
  APL 4 (EL 6) 
   
  Shondo, 
  Meggella, 
  Darpin, 
  and 
  Broline: 
  male/female shoal halfling druid 2; hp 14; Appendix 1. 
   
  Zipper, Prong, Wiggles, and Boinger: male/female 
  stingray animal companion; hp 4; Appendix 1. 
   
  APL 6 (EL 8) 
   
  Shondo, 
  Meggella, 
  Darpin, 
  and 
  Broline: 
  male/female shoal halfling druid 4; hp 25; Appendix 1. 
   
  Zipper, Prong, Wiggles, and Boinger: male/female 
  stingray animal companion; hp 13; Appendix 1. 
   
  APL 8 (EL 11) 
   
  Shondo, 
  Meggella, 
  Darpin, 
  and 
  Broline: 
  male/female shoal halfling druid 5 / beastmaster 1 / 
  wavekeeper 1; hp 43; Appendix 1. 
   
  Zipper, Prong, Wiggles, and Boinger: male/female 
  stingray animal companion; hp 31; Appendix 1. 
   
  APL 10 (EL 13) 
   
  Shondo, 
  Meggella, 
  Darpin, 
  and 
  Broline: 
  male/female shoal halfling druid 5 / beastmaster 1 / 
  wavekeeper 3; hp 63; Appendix 1. 
   
  Zipper, Prong, Wiggles, and Boinger: male/female 
  stingray animal companion; hp 40; Appendix 1. 
   
  APL 12 (EL 16) 
   
  Shondo, 
  Meggella, 
  Darpin, 
  and 
  Broline: 
  male/female shoal halfling druid 5 / beastmaster 1 / 
  wavekeeper 6; hp 76; Appendix 1. 
   
  Zipper, Prong, Wiggles, and Boinger: male/female 
  stingray animal companion; hp 49; Appendix 1. 
   
  APL 14 (EL 18) 
   
  Shondo, 
  Meggella, 
  Darpin, 
  and 
  Broline: 
  male/female shoal halfling druid 5 / beastmaster 1 / 
  wavekeeper 8; hp 89; Appendix 1. 
   
  Zipper, Prong, Wiggles, and Boinger: male/female 
  stingray animal companion; hp 49; Appendix 1. 
   
  Tactics: The halflings rely on their animal companions to 
  win the fight for them. The idea is to have all of the 
  stingrays attack a single target until that target becomes 
  nauseated, then move on to another target. If a target 
  seems to be immune, i.e. doesn’t become sickened or 
  nauseated after being stung, the halfings direct their pets 
  at another target. The halflings generally stay near their 
  pets so that they can share healing and buff spells. They 
  never resort to spontaneously casting summon nature’s 
  ally spells, even though they can, nor do they change 
  form. Since they have more options as the APL increases, 
  additional tactics are outlined below. 
   
  APL 2+: The halflings share snake’s swiftness with 
  their pets early on to get extra attacks in. 
   
  APL 6+: The halflings and their pets all have the 
  Swarmfighting feat, meaning that they can share a five-
  foot square with another of their number. It also means 
  that they all gain bonuses to hit based on the number of 
  allies that threaten their opponent. Remember, though, 
  that the bonus to hit cannot be higher than the attacker’s 
  Dex modifier. Bear’s endurance adds some staying power 
  and increases the save DC of the stingrays’ poison, so it 
  likely is the first buff. Cat’s grace and magic fang follow. 
  One halfling forgoes buffing and healing each round to 
  cast mass snake’s swiftness. 
   
  APL 8+: The halflings cast Evard’s black tentacles on 
  anyone who backs away from the combat and gets within 
  ten feet of a wall, floor, or ceiling. Greater magic fang is 
  used after the ability buffs. 
   
  APL 10+: If the halflings can use their wave master 
  ability to push a PC who is threatened by multiple 
  stingrays, they do. (The stingrays all have the Combat 
  Reflexes feat at this point.) They may also use it to shove a 
  ZEF8-03 Last Splash 
   
  Page 14 
  
  PC towards a wall, so that another halfling can follow 
  with Evard’s black tentacles, or better yet into an existing 
  tentacle mass. If a PC seems immune to poison, the 
  halflings tries a targeted dispel magic before focusing on 
  a new opponent. They only use one dispel per PC, 
  though, since they know that some heroes are naturally 
  immune to poison. Barkskin is used after the more 
  offensive buffs. 
   
  APL 12+: Stoneskin is used after the more offensive 
  buffs, unless it seems that the PCs are doing a lot of low 
  damage hits. The current mastery ability is only used if it 
  puts more than one foe into a tentacled area. 
   
  APL 14: Greater dispel magic replaces the normal 
  version. The halflings do not use wave form. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Loot 109 gp; Total 109 gp. 
   
  APL 4: Loot 106 gp; Magic 388 gp; 4 +1 leather 
  barding (97 gp each); Total 494 gp. 
   
  APL 6: Loot 103 gp; Magic 776 gp; 4 +1 leather (97 gp 
  each), 4 +1 leather barding (97 gp each); Total 879 gp. 
   
  APL 8: Loot 103 gp; Magic 2,108 gp; 4 +1 leather (97 
  gp each), 4 +1 leather barding (97 gp each), 4 periapt of 
  wisdom +2 (333 gp each); Total 2,211 gp. 
   
  APL 10: Loot 2 gp; Magic 4,864 gp; 4 +2 leather (346 
  gp each), 4 +2 leather barding (346 gp each), 4 periapt of 
  wisdom +2 (333 gp each), 4 +1 dagger (191 gp each); Total 
  4,866 gp. 
   
  APL 12: Loot 2 gp; Coin 167 gp; Magic 8,864 gp; 4 +2 
  leather (346 gp each), 4 +2 leather barding (346 gp each), 
  4 periapt of wisdom +4 (1333 gp each), 4 +1 dagger (191 
  gp each); Total 9,033 gp. 
   
  APL 14: Loot 2 gp; Coin 167 gp; Magic 12,200 gp; 4 
  +3 leather (763 gp each), 4 +3 leather barding (763 gp 
  each), 4 periapt of wisdom +4 (1333 gp each), 4 +1 dagger 
  (191 gp each); Total 12,369 gp. 
   
  Development: After the last halfling falls, the PCs are 
  able to slide the altar aside with a DC 20 Strength check. 
  Inside, they find the iron flask and a twenty pound stone 
  slab inscribed with arcane phrases and instructions for 
  their use, engraved in the Common tongue. The gist of it 
  is that the phrases must be chanted constantly within 
  twenty feet of Kocephar’s gate in order to draw him into 
  the flask, which must also stay with twenty feet of the 
  gate. Once it has begun, at least one PC must be chanting 
  at all times until a minute has passed. If, at any time, all 
  PCs have stopped chanting, the flask will be destroyed by 
  the arcane energies and the ritual will fail. There is no 
  second chance. 
   
  Unfortunately, the text gives no indication of the 
  location of Kocephor’s gate. The PCs may go back to 
  Qessirstan if they wish, but find nothing until they 
  return to Zeir-i-Zeif. 
   
  It is possible that the PCs are defeated by the 
  halflings. If so, the last thing they hear is one of them 
  saying, “I guess they weren’t the heroes after all. I’m so 
  disappointed.” The halflings use the PCs’ bodies for chum 
  and send their gear off to the shoal village. 
   
  Defeating all of the halflings in this encounter gives 
  the PCs the Ancient Allies AR item. 
   
  6: DEAD RECKONING 
  You are back in Zeir-i-Zeif, wondering where to find 
  the gate of Kocephor, when you hear a man’s voice 
  screaming your names from down the street. The man 
  has a harsh appearance, as if his blood has a little orc 
  mixed in. 
   
  “Please, if you are heroes you must help me! A 
  ghost is haunting my farm and won’t let me sleep 
  until I bring her heroes!” 
   
  PCs that have played ZEF6-05 Family may have helped 
  out Nasser in the past. If any PCs have the Favor of 
  Nasser, the man tells them that he has something for 
  them at his farm. (Last time the PCs met him, he was in a 
  less honest business than farming.) If no PC has his favor, 
  he still believes them to be heroes, having asked around 
  all over town for the names of heroic adventurers. 
   
  Nasser explains that the ghost was known to the 
  previous tenants, who sold him the farm cheap when the 
  local stream dried up, but they told him it was harmless 
  and had never so much as spoken to anyone for decades 
  or more. He knew it was too good to be true; as soon as he 
  moved in the ghost started screaming at him all night 
  long. The ghost looks like a dried up, dead orc lady and 
  keeps telling him to get heroes. 
   
  PCs may remember that the fourth member of 
  Brem’s party has an orc female named Vrakna. If they 
  mention the name to Nasser, he thinks he remembers 
  her using that name. If the description of the ghost is 
  offered to Brem (presuming the PCs didn’t just leave him 
  to die in the pool), he can confirm that the ghost sounds 
  just like Vrakna after she died. 
   
  Nasser’s farm is in southeastern Zeif, so the PCs have 
  days of travel ahead of them unless they teleport. It’s not 
  really necessary to track the time spent on the road. PCs 
  with Nasser’s favor each receive a potion of protection 
  from desiccation (CL 3; see Appendix 2: New Rules 
  Items) that he has been saving for them. Note that he 
  only has one potion for each PC with the favor and has 
  no extras to sell. 
   
  Once the PCs reach the farm, the ghost of Vrakna 
  immediately begins to berate them. 
   
  “You take too long, heroes! We must go now.” 
   
  ZEF8-03 Last Splash 
   
  Page 15 
  
  She wastes no further time talking and starts walking to 
  the east. Unless the PCs ask her questions, she continues 
  walking silently for fifteen minutes, when she reaches 
  her destination. For PCs who are inquisitive, she has 
  insights. 
   
  “How did you die?” 
  “I got burnt and dried up. What does it look like?” 
   
  “Do you know what killed you?” 
  “A big, burning blob of goo! I just finished killing the 
  one we were fighting, so I told Brem to keep chanting 
  instead of healing me. Just my luck. Another one 
  comes out of the gate right on top of me. Probably got 
  Brem, too.” 
   
  “Where are you going?” 
  “To the gate, stupid!” 
   
  “Why didn’t you leave this plane after death?” 
  “I screwed up and I have to fix my mistake! I wanted 
  Brem for my mate, but I was afraid he would think 
  me weak. That’s why I refused healing. Then I died 
  and we failed to imprison the efreeti. Probably 
  everyone died. My fault.” 
   
  “Actually the ritual succeeded, but not permanently. 
  That’s why we have to do it again.” 
  “Oh. Is Brem OK?” 
   
  “No, he died but came back as an eel.” 
  “What the… I may be dumb, but I’m not that dumb.” 
   
  “No, really, he spoke to us and started us on this whole 
  quest. He’s staying at the temple of Geshtai (or off the 
  coast of Zeif).” 
  “If that’s true… Well, we’ll see. Stop the efreeti first.” 
   
  Creatures: 
   
  Nasser: male human (Baklunish, orc-blooded) 
  sorcerer 1. 
   
  Vrakna: female orc ghost fighter 14. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  All APLs: Magic 150 gp; 6 potions of protection 
  from desiccation (25 gp each); Total 150 gp. 
   
  Development: Unless the PCs deliberately quit the 
  quest, they should continue to Encounter Seven. 
   
  7: BURN OUT 
  Vrakna finally stops at the mouth of a volcanic cave. 
  “This was not here before,” she explains, “That’s how I 
  knew we needed new heroes. You must go in there 
  and start chanting now!” 
   
  Within the cave is a frightful scene. A flaming 
  circular gate floats on the other side of a stream of 
  lava. The dryness is as noticeable as the heat, and you 
  can literally feel the moisture being pulled from your 
  body into the gate. Indeed, it seems that the water 
  from the surrounding area has already been leached 
  away by this aperture. 
   
  From within the gate, the booming voice of a 
  great red efreeti sounds the devastating mantra of 
  desiccation that is turning Zeif into a wasteland. He 
  appears to see you as a sneer curls his lip. He wastes 
  no time in taunting you, however, and you get the 
  feeling that his ritual is reaching a climax! 
   
  APL 12 and 14 only: 
  Circling the gate like mosquitoes around a pool are 
  millions of tiny embers that begin to move toward 
  you with a malevolent intelligence. 
   
  Have the PCs place their miniatures at the mouth of the 
  cave and start initiative. They actually have until the end 
  of the next round to start the ritual. Once they start, roll 
  initiative for the ooze, which appears on that turn in the 
  next round. Cinder swarms, if present, act on the first 
  round. Vrakna is unable to enter the cave and does not 
  aid the PCs in any way. 
   
   
  Lava Stream: 2 feet deep; 2d6 lava damage per round 
  of exposure; resistance or immunity to fire applies; 
  counts as difficult terrain. 
   
  The Great Desiccation: While Kocephor continues 
  his chant, half of all fire or lava damage is taken as 
  desiccation damage instead. 
   
  The Gate: The gate is impervious to any kind of 
  damage and can not be passed through. From either side, 
  the same scene of the efreeti performing his ritual can be 
  seen. The ooze may exit the gate from either side, and 
  generally appears from the side that allows it to travel the 
  shortest distance to get to a chanter. If the ooze is slain, a 
  new ooze exits the gate the following round on a new 
  initiative roll. Note that this only occurs when the ooze is 
  slain; disabled, dying, or unconscious oozes do not trigger 
  the effect. 
   
  A DC 25 Knowledge (the planes) check lets a PC 
  know that this is a one-way portal from the elemental 
  plane of fire. 
   
  The Imprisonment Ritual: Only PCs that chant 
  within twenty feet of the gate count as concentrating on 
  the ritual, and only if the iron flask is also within that 
  distance of the gate. Once the ritual starts, keep track of 
  which PCs are chanting. If, at any time, no PCs are 
  chanting, the ritual fails. Chanting takes up a PC’s 
  ZEF8-03 Last Splash 
   
  Page 16 
  
  standard action for the round, so they may move around 
  and take move-equivalent actions without disrupting the 
  chant. Any PC taking damage while chanting must make 
  a Concentration check (DC 10 + damage taken) or no 
  longer count as chanting. A PC may pick up the chant 
  again, so long as someone else maintained it in the 
  interim; no single PC is required to keep the chant going 
  for the whole time. 
   
  Creatures: No matter which type of ooze spills from the 
  gate, it looks like a ball of molten lava. It is motivated by a 
  desire to stop the chanting of the PCs, which is painful to 
  it, but can be distracted by creatures that cause it real 
  harm. The cinder swarms look as described in the read-
  aloud text above, and exist merely to cause pain and revel 
  in the heat and dryness the efreeti is bringing to the land. 
   
  APL 2 (EL 2) 
   
  Living Burning Hands: hp 27; Appendix 1.  
   
  APL 4 (EL 6) 
   
  Living Fireball: hp 27; Appendix 1.  
   
  APL 6 (EL 8) 
   
  Advanced Conflagration Ooze: hp 96; Appendix 1.  
   
  APL 8 (EL 11) 
   
  Advanced Conflagration Ooze: hp 237; Appendix 
  1.  
   
  APL 10 (EL 13) 
   
  Infernal Conflagration Ooze: hp 172; Appendix 1.  
   
  APL 12 (EL 16) 
   
  Infernal Conflagration Ooze: hp 172; Appendix 1.  
   
  Cinder Swarm (2): hp 72; Appendix 1.  
   
  APL 14 (EL 18) 
   
  Infernal Conflagration Ooze: hp 172; Appendix 1.  
   
  Cinder Swarm (5): hp 72; Appendix 1.  
   
  Tactics: The ooze attacks whoever did the most damage 
  to it in the previous round. If no one did damage in the 
  previous round, it attacks the nearest chanter. In either 
  case, it does not try to avoid attacks of opportunity. 
   
  The living spell, at the lower APLs, attempts to 
  engulf multiple targets, if possible, but picks its primary 
  target based on the above criteria. 
   
  The cinder swarms, where they appear, always try to 
  cover as many targets as possible. They do not overlap 
  each other and do not try to avoid attacks of opportunity. 
   
  Development: If the PCs fail to start the ritual or fail to 
  keep it going for ten rounds, the energy of Kocephor’s 
  ritual crushes the flask like a tin can. Proceed to 
  Conclusion B. If they complete the ritual, proceed to 
  Conclusion A. 
   
  CONCLUSION A: SUCCESS 
  As you complete the final words of the ritual, a 
  howling vortex appears between the iron flask and 
  the gate. The efreeti leaves off his chanting, a look of 
  shock replacing his ubiquitous sneer. With a roar of 
  futile defiance, Kocephor returns to his prison, this 
  time forever. 
   
  Leaving the cave, you see before you a surprising 
  sight: the area outside is slick with water. 
  Congregated around the cave mouth, you see water 
  elementals and fey of a myriad shapes and sizes 
  dancing with child-like glee. One of them, a 
  gossamer-clad faerie princess, raises her head to 
  speak. 
   
  “Whatever thanks we can give to you could never 
  approach the gratitude we feel in our hearts. Few 
  have been the champions of the water folk in this arid 
  land, but you took up the mantle and succeeded. 
  Please, take a look at the small gifts we offer and see if 
  any of them please you.” 
   
  Floating toward you on silver-embossed rafts are 
  a dozen or so glittering prizes from the water folk. 
   
  Treasure: All PCs receive enough additional treasure to 
  meet the gold cap for their APL. 
   
  Development: Making it to this conclusion gives the 
  PCs the Champion of the Water Folk AR item. 
   
  If the PCs look for the ghost of Vronta, they find she 
  has disappeared; however, if any of them go to pay a visit 
  to Brem, they find that there are now two emerald green 
  eels where they left him. Neither one has the ability to 
  speak, having reverted to normal eel intelligence, but 
  they recognize the PCs and are friendly toward them. 
   
  If the PCs look back into the cave, they find that the 
  fiery red gate has been replaced by a cool blue one. A DC 
  25 Knowledge (the planes) check identifies it as a one-
  way portal from the elemental plane of water. Also, where 
  once a stream of lava flowed across the cave a clear brook 
  teeming with small fish now makes its bed. Nasser’s 
  property may have a sudden increase in value. 
   
  CONCLUSION B: FAILURE 
  With a terrific cracking sound, the energy of the 
  efreeti’s ritual overpowers your own. The iron flask is 
  crushed to the ground like a piece of rolled up 
  parchment. 
  ZEF8-03 Last Splash 
   
  Page 17 
  
   
  “Fools!” bellows Kocephor, “I have completed the 
  Great Dessication. You will be the first to suffer its 
  power, but soon your pathetic nation will be within 
  my grasp!” 
   
  As if on cue, you feel your skin crack and flake. 
  The gate shakes, rumbles, and erupts. As you are 
  blown from the volcanic cave, you lose consciousness 
  wondering whether you will live or die and what kind 
  of place you will be in if you awaken. 
   
  Development: PCs that make it to this conclusion 
  receive the Witness to the Great Dessication AR item. 
   
  CAMPAIGN CONSEQUENCES 
  The results of this adventure make a great deal of 
  difference to the future of Zeif. Because of the 
  impending end of the campaign, collecting results from 
  all tables that run is not an option. The results that are 
  turned in at the premiere of this adventure will indicate 
  whether Zeif triumphs over this threat or begins the 
  process of becoming a desolate, uninhabitable wasteland. 
  ZEF8-03 Last Splash 
   
  Page 18 
  
  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. 
   
  4: A Bit Rusty 
  Encounter/bypass the trap(s): 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  300 XP 
  APL 14  
  360 XP 
   
  5: Krikey! 
  Defeat the halfling guards: 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  480 XP 
  APL 14  
  540 XP 
   
  7: Burn Out 
  Complete the ritual: 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  480 XP 
  APL 14  
  540 XP 
   
  Discretionary roleplaying award 
  APL 2  
  90 XP 
  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 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  5: Krikey! 
  APL 2: Loot 109 gp; Total 109 gp. 
   
  APL 4: Loot 106 gp; Magic 388 gp; 4 +1 leather 
  barding (97 gp each); Total 494 gp. 
  ZEF8-03 Last Splash 
   
  Page 19 
  
   
  APL 6: Loot 103 gp; Magic 776 gp; 4 +1 leather (97 gp 
  each), 4 +1 leather barding (97 gp each); Total 879 gp. 
   
  APL 8: Loot 103 gp; Magic 2,108 gp; 4 +1 leather (97 
  gp each), 4 +1 leather barding (97 gp each), 4 periapt of 
  wisdom +2 (333 gp each); Total 2,211 gp. 
   
  APL 10: Loot 2 gp; Magic 4,864 gp; 4 +2 leather (346 
  gp each), 4 +2 leather barding (346 gp each), 4 periapt of 
  wisdom +2 (333 gp each), 4 +1 dagger (191 gp each); Total 
  4,866 gp. 
   
  APL 12: Loot 2 gp; Coin 167 gp; Magic 8,864 gp; 4 +2 
  leather (346 gp each), 4 +2 leather barding (346 gp each), 
  4 periapt of wisdom +4 (1333 gp each), 4 +1 dagger (191 
  gp each); Total 9,033 gp. 
   
  APL 14: Loot 2 gp; Coin 167 gp; Magic 12,200 gp; 4 
  +3 leather (763 gp each), 4 +3 leather barding (763 gp 
  each), 4 periapt of wisdom +4 (1333 gp each), 4 +1 dagger 
  (191 gp each); Total 12,369 gp. 
   
  6: Dead Reckoning 
  All APLs: Magic 150 gp; 6 potions of protection from 
  desiccation (25 gp each); Total 150 gp. 
   
  Conclusion A: Success 
  All APLs: Enough gold to reach the treasure cap. 
   
  Treasure Cap 
   
  APL 2: 450 gp 
   
  APL 4: 636 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
  APL 14: 6,600 gp 
   
   
  Total Possible Treasure 
   
  APL 2: 450 gp 
   
  APL 4: 644 gp 
   
  APL 6: 1,029 gp 
   
  APL 8: 2,361 gp 
   
  APL 10: 5,016 gp 
   
  APL 12: 9,183 gp 
   
  APL 14: 12,519 gp 
   
  ADVENTURE RECORD ITEMS 
  Death Slave of Sher Kolenka: You have signed a 
  contract placing your life entirely in the hands of Sher 
  Kolenka. He now has the legal right in the Sultanate of 
  Zeif to have you killed for any reason at all, after which 
  he is also legally entitled to animate your remains for as 
  long as pleases him. Fortunately for you, he wishes his 
  slaves to remain in pristine condition. If you are ever in 
  trouble, you may utter the word, “Karshodalaman”, and 
  be teleported back to Sher Kolenka’s abode in Zeir-i-Zeif. 
  This works exactly like the spell word of recall, except 
  that only you are targeted. Using this ability ends the 
  adventure for you and costs you one time unit, since Sher 
  Kolenka will require many demeaning services of you to 
  pay for the disturbance. This works only three times; 
  mark when used. [ ][ ][ ] 
   
  Ancient Allies: Due to your contact with a formerly 
  forgotten group of adventurers, you may now take an eel 
  (Sto 166) or stingray (Sto 168) as an animal companion, if 
  you have the animal companion class feature. You may 
  also take an eel as a familiar, if you have the familiar class 
  feature. In addition, the Natural Bond feat (CV 111); the 
  rust ray (SC 178), snake’s swiftness (SC 193), and mass 
  snake’s swiftness (SC 193) spells; and the Wavekeeper 
  prestige class (Sto 76) are now Open to you. 
   
  Champion of the Water Folk: Your heroic actions have 
  made the Sultanate of Zeif a safe place for water folk to 
  dwell and saved the land from becoming a parched and 
  barren waste. The remaining local water spirits have 
  marked you as a friend. In any social dealings with 
  creatures of the water subtype, their initial attitude to you 
  is improved by one category. In addition, you receive 
  access to all of the items marked below with an asterisk 
  (*). 
   
  Witness to the Great Desiccation: You were powerless 
  to stop the Great Desiccation of Zeif, but its perpetrator 
  will not forgive you for trying. From now on, half of all 
  fire damage you are subjected to becomes desiccation 
  damage instead. This is an extraordinary (Ex) condition 
  which no mortal magic can remove. 
   
  ITEM ACCESS 
  All APLs: 
  Potion of protection from desiccation (Adventure; CL 3
  rd; 
  Sandstorm; 300 gp) 
  *Helm of underwater action (Regional; DMG) 
  *Necklace of adaptation (Regional; DMG) 
  *Potion of protection from energy (fire) (Regional; DMG) 
  *Ring of elemental command (water) (Regional; DMG) 
  *Ring of freedom of movement (Regional; DMG) 
  *Ring of improved swimming (Regional; DMG) 
  *Ring of swimming (Regional; DMG) 
  *Rod of piercing cold (lesser, normal, or greater) 
  (Regional; Frostburn) 
  *Trident of fish command (Regional; DMG) 
  *Trident of warning (Regional; DMG) 
  *Wand of protection from desiccation (Regional; CL 3
  rd; 
  Sandstorm; 4,500 gp) 
  ZEF8-03 Last Splash 
   
  Page 20 
  
  *Wand of protection from energy (Regional; CL 5
  th; 
  DMG; 11,250 gp) 
   
  ZEF8-03 Last Splash 
   
  Page 21 
  
  ZEF8-03 Last Splash 
   
  Page 22 
  APPENDIX 1: APL 2
  ENCOUNTER 5: KRIKEY! 
  S H O N D O,  M E G G E L L A,  D AR P I N,  AND B R O L I N E
   
  CR  1 
  Male/Female shoal halfling druid 1 
  LN Small humanoid (aquatic, halfling) 
  Init +3; Senses Listen +4, Spot +2 
  Languages Common, Elven, Halfling 
  AC 16, touch 14, flat-footed 13 
   (+1 size, +3 Dex, +2 armor) 
  hp 9 (1 HD) 
  Fort +4, Ref +4, Will +5 (+7 against fear) 
  Speed 20 ft. (4 squares), swim 20 ft.; 
  Melee masterwork dagger +0 (1d3-2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -6 
  Special Actions spontaneous casting 
  Druid Spells Prepared (CL 1st): 
   1st—cure light wounds, snake’s swiftness* 
   0—guidance, resistance, virtue 
  Abilities Str 6, Dex 17, Con 13, Int 12, Wis 14, Cha 
  10 
  SQ Amphibious, animal companion, nature sense, 
  wild empathy 
  Feats Combat Casting 
  Skills Concentration +5, Handle Animal +4, Listen +4, 
  Spellcraft +5, Survival +8, Swim +2 (+10 special 
  action or avoid hazard) 
  Possessions leather armor, masterwork dagger, 
  three daggers, mistletoe, five small raw fish 
  Amphibious (Ex) Shoal Halflings are amphibious, 
  capable of breathing water and air equally. 
  Skills A shoal halfling has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. He can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  He can use the run action while swimming, 
  provided he swims in a straight line. 
  * see Appendix 2: New Rules Items 
   
  Z I P P E R,  P R O N G,  W I G G L E S,  B O I N G E R  ( AN I M AL  
  C O M P ANI O N S) 
  Male/female stingray 
  N Small magical beast (aquatic) 
  Init +3; Senses Listen +3, Spot +3 
  AC 17, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +2 armor, +1 natural) 
  hp 4 (1 HD)  
  Fort +2, Ref +5, Will +1 
  Speed Swim 30 ft. 
  Melee sting +4 (1d3-1 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -5 
  Abilities Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 4 
  SQ Poison, tricks (attack unnatural, down, stay) 
  Feats Weapon Finesse 
  Skills Hide +7 (+11 lying still along seafloor), Listen 
  +3, Spot +3, Swim -1 (+7 special action or avoid 
  hazard), 
  Possessions leather barding 
  Poison (Ex) Injury, Fortitude DC 12, nauseated 1d4 
  hours/1d3 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. A creature that 
  makes its saving throw against the poison’s initial 
  damage is instead sickened for 1d6 rounds. 
  Skills When it is lying still on the seafloor, a stingray 
  has a +4 racial bonus on Hide checks.  
   
  A stingray has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  ENCOUNTER 7: BURN OUT 
  L I V I NG  B U R N I N G  H ANDS 
  CR  4 
  N Medium ooze 
  Init +1; Senses Blindsight 60 ft.; Listen -1, Spot -1 
  AC 10, touch 10, flat-footed 10 
   (-1 Dex, +1 deflection) 
  hp 27 (6 HD); DR 10/magic 
  Immune Mind-affecting effects; gaze attacks, visual 
  effects, illusions, and other attack forms that rely 
  on 
  sight; 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning; critical hits and flanking. 
  SR 16 
  Fort +2, Ref +1, Will +1 
  Speed 20 ft. (4 squares) 
  Melee slam +4 (1d4 plus burning hands) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options burning hands 
  Special Actions engulf 
  Abilities Str 11, Dex 8, Con 11, Int –, Wis 8, Cha 11 
  SQ Ooze traits 
  Burning Hands (Su) A creature hit by the living 
  burning hands’ slam attack or engulfed by it is dealt 
  5d4 points of fire damage (Reflex 11 for half). 
  Engulf (Ex) A living burning hands can flow around 
  creatures that fit within its space as a standard 
  action. It cannot make a slam attack during which it 
  engulfs. The living burning hands merely has to 
  move over the opponents, affecting as many as it 
  can cover. Opponents can make attacks of 
  opportunity against the living burning hands, but if 
  they do so they are not entitled to a saving throw. 
  Those who do not attempt attacks of opportunity 
  must succeed on a Reflex save (DC 11) or be 
  engulfed; on a success, they are pushed back or 
  aside (opponent’s choice) as the spell moves 
  forward. Engulfed creatures are subject to the full 
  normal effect of the spell each round on the living 
  burning hands’ turn, and are considered to be 
  grappled. 
  
  APL 4 
  ENCOUNTER 5: KRIKEY! 
  S H O N D O,  M E G G E L L A,  D AR P I N,  AND B R O L I N E
   
  CR  2 
  Male/Female shoal halfling druid 2 
  LN Small humanoid (aquatic, halfling) 
  Init +3; Senses Listen +4, Spot +2 
  Languages Common, Elven, Halfling 
  AC 16, touch 14, flat-footed 13 
   (+1 size, +3 Dex, +2 armor) 
  hp 14 (2 HD) 
  Fort +5, Ref +4, Will +6 (+8 against fear) 
  Speed 20 ft. (4 squares), swim 20 ft.; 
  Melee masterwork dagger +1 (1d3-2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -5 
  Special Actions spontaneous casting 
  Druid Spells Prepared (CL 2nd): 
   1st—cure light wounds(x2), snake’s swiftness* 
   0—flare, guidance, resistance, virtue 
  Abilities Str 6, Dex 17, Con 13, Int 12, Wis 14, Cha 
  10 
  SQ Amphibious, animal companion, nature sense, 
  wild empathy, woodland stride 
  Feats Combat Casting 
  Skills Concentration +6, Handle Animal +5, Listen +4, 
  Spellcraft +6, Survival +9, Swim +3 (+11 special 
  action or avoid hazard) 
  Possessions leather armor, masterwork dagger, 
  three daggers, mistletoe, five small raw fish 
  Amphibious (Ex) Shoal Halflings are amphibious, 
  capable of breathing water and air equally. 
  Skills A shoal halfling has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. He can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  He can use the run action while swimming, 
  provided he swims in a straight line. 
  * see Appendix 2: New Rules Items 
   
  Z I P P E R,  P R O N G,  W I G G L E S,  B O I N G E R  ( AN I M AL  
  C O M P ANI O N S) 
  Male/female stingray 
  N Small magical beast (aquatic) 
  Init +3; Senses Listen +3, Spot +3 
  AC 18, touch 14, flat-footed 15 
   (+1 size, +3 Dex, +3 armor, +1 natural) 
  hp 4 (1 HD)  
  Fort +2, Ref +5, Will +1 
  Speed Swim 30 ft. (6 squares) 
  Melee sting +4 (1d3-1 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -5 
  Abilities Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 4 
  SQ Poison, tricks (attack unnatural, down, stay) 
  Feats Weapon Finesse 
  Skills Hide +7 (+11 lying still along seafloor), Listen 
  +3, Spot +3, Swim -1 (+7 special action or avoid 
  hazard), 
  Possessions leather barding +1 
  Poison (Ex) Injury, Fortitude DC 12, nauseated 1d4 
  hours/1d3 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. A creature that 
  makes its saving throw against the poison’s initial 
  damage is instead sickened for 1d6 rounds. 
  Skills When it is lying still on the seafloor, a stingray 
  has a +4 racial bonus on Hide checks.  
   
  A stingray has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  ENCOUNTER 7: BURN OUT 
  L I V I NG  F I RE BALL 
  CR  6 
  N Medium ooze 
  Init +1; Senses Blindsight 60 ft., Listen +0, Spot +0 
  AC 13, touch 13, flat-footed 13 
   (+3 deflection) 
  hp 27 (6 HD); DR 10/magic 
  Immune Mind-affecting effects; gaze attacks, visual 
  effects, illusions, and other attack forms that rely 
  on 
  sight; 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning; critical hits and flanking. 
  SR 16 
  Fort +3, Ref +2, Will +2 
  Speed 60 ft. (12 squares) 
  Melee slam +5 (1d4+1 plus fireball) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Atk Options fireball 
  Special Actions engulf 
  Abilities Str 13, Dex 11, Con 13, Int –, Wis 11, Cha 
  13 
  SQ Ooze traits 
  Fireball (Su) A creature hit by the living fireball’s slam 
  attack or engulfed by it is dealt 6d6 points of fire 
  damage (Reflex 14 for half). 
  Engulf (Ex) A living fireball can flow around creatures 
  that fit within its space as a standard action. It 
  cannot make a slam attack during which it engulfs. 
  The living fireball merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against 
  the living fireball, but if they do so they are not 
  entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a 
  Reflex save (DC 14) or be engulfed; on a success, 
  they are pushed back or aside (opponent’s choice) 
  as the spell moves forward. Engulfed creatures are 
  subject to the full normal effect of the spell each 
  round on the living fireball’s turn, and are 
  considered to be grappled. 
  ZEF8-03 Last Splash 
   
  Page 23 
  
  APL 6 
  ENCOUNTER 5: KRIKEY! 
  S H O N D O,  M E G G E L L A,  D AR P I N,  AND B R O L I N E
   
  CR  4 
  Male/Female shoal halfling druid 4 
  LN Small humanoid (aquatic, halfling) 
  Init +4; Senses Listen +4, Spot +2 
  Languages Common, Elven, Halfling 
  AC 18, touch 15, flat-footed 14 
   (+1 size, +4 Dex, +3 armor) 
  hp 25 (4 HD) 
  Fort +6, Ref +6, Will +7 (+9 against fear); +4 vs. 
  spell-like abilities of fey creatures 
  Speed 20 ft. (4 squares), swim 20 ft.; 
  Melee masterwork dagger +3 (1d3-2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -3 
  Atk Options Swarmfighting 
  Special Actions Spontaneous casting 
  Druid Spells Prepared (CL 4th): 
   2nd—bear’s endurance, cat’s grace, mass snake’s 
  swiftness* 
   1st—cure light wounds(x2), faerie fire, magic fang 
   0—cure minor wounds, flare, guidance, resistance, 
  virtue 
  Abilities Str 6, Dex 18, Con 13, Int 12, Wis 14, Cha 
  10 
  SQ Amphibious, animal companion, nature sense, 
  wild empathy, woodland stride, trackless step, 
  resist nature’s lure 
  Feats Combat Casting, Swarmfighting* 
  Skills Concentration +8, Handle Animal +7, Listen +4, 
  Spellcraft +8, Survival +11, Swim +5 (+13 special 
  action or avoid hazard) 
  Possessions +1 leather, masterwork dagger, three 
  daggers, mistletoe, five small raw fish 
  Amphibious (Ex) Shoal Halflings are amphibious, 
  capable of breathing water and air equally. 
  Skills A shoal halfling has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. He can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  He can use the run action while swimming, 
  provided he swims in a straight line. 
  * see Appendix 2: New Rules Items 
   
  Z I P P E R,  P R O N G,  W I G G L E S,  B O I N G E R  ( AN I M AL  
  C O M P ANI O N S) 
  Male/female stingray 
  N Small magical beast (aquatic) 
  Init +4; Senses Listen +3, Spot +3 
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +3 armor, +3 natural) 
  hp 13 (3 HD) 
  Resist evasion 
  Fort +3, Ref +7, Will +1 
  Speed Swim 30 ft. 
  Melee sting +7 (1d3-1 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -3 
  Atk Options Swarmfighting 
  Abilities Str 9, Dex 18, Con 11, Int 1, Wis 12, Cha 4 
  SQ Poison, tricks (attack unnatural, come, down, 
  stay) 
  Feats Swarmfighting*, Weapon Finesse 
  Skills Hide +10 (+14 lying still along seafloor), Listen 
  +3, Spot +3, Swim -1 (+7 special action or avoid 
  hazard), 
  Possessions +1 leather barding 
  Poison (Ex) Injury, Fortitude DC 13, nauseated 1d4 
  hours/1d3 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. A creature that 
  makes its saving throw against the poison’s initial 
  damage is instead sickened for 1d6 rounds. 
  Skills When it is lying still on the seafloor, a stingray 
  has a +4 racial bonus on Hide checks.  
   
  A stingray has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 7: BURN OUT 
  AD V AN C E D  C O N F L AG R ATI O N  O O Z E 
  CR  8 
  CE Large ooze (fire) 
  Init +4; Senses Blindsight 60 ft.; Listen +3, Spot +1 
  AC 20, touch 9, flat-footed 20 
   (-1 size, +11 natural) 
  hp 96 (11 HD); DR 5/bludgeoning 
  Immune Mind-affecting effects; gaze attacks, visual 
  effects, illusions, and other attack forms that rely 
  on 
  sight; 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning; critical hits and flanking; 
  fire. 
  Fort +6, Ref +4, Will +3 
  Weakness vulnerability to cold 
  Speed 30 ft. (6 squares), climb 10 ft. 
  Melee slam +15 (3d6+7 plus 1d8 fire) or 
   
  2 slams +15 (3d6+7 plus 1d8 fire) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Atk Options fire in the blood, improved grab 
  Special Actions spell-like abilities 
  Spell-Like Abilities (CL 14th): 
   5th—hold monster (DC 16) (1/day) 
   4th—confusion (DC 15) (1/day) 
   3rd—deep slumber (DC 14) (1/day) 
  Abilities Str 24, Dex 10, Con 18, Int 9, Wis 12, Cha 
  13 
  SQ Ooze traits 
  Feats Ability Focus (fire in the blood), Improved 
  Initiative, 
  Improved 
  Natural 
  Attack, 
  Lightning 
  Reflexes, Weapon Focus (slam) 
  ZEF8-03 Last Splash 
   
  Page 24 
  
  Skills Climb +23, Hide +8, Listen +3, Move Silently +8 
  Fire in the Blood (Su) A potent fiery toxin flows 
  through the body of a conflagration ooze. Any 
  creature grappled or pinned by the ooze must 
  make a successful DC 21 Fortitude save as the 
  fiery toxin seeps through the victim’s skin (or 
  whatever surface passes for its skin) and into its 
  blood (or life-supporting fluid, such as sap for a 
  plant creature). 
   
  Success indicates the creature takes 1d6 points 
  of fire damage in addition to any damage already 
  dealt by the slam or grapple, as the fire burns and 
  sears the creature. 
   
  Failure indicates that the toxin has taken hold of 
  the creature’s body and has begun converting 
  portions of its blood into liquid flame. The creature 
  takes 1d4 points of Constitution damage and 2d6 
  points of fire damage, in addition to any damage 
  already dealt by the slam or grapple. Each round 
  the creature remains grappled by the ooze, and for 
  1 round afterward, it must make another DC 21 
  Fortitude save to reduce or avoid the same effects. 
   
  As a creature that fails its saves take Constitution 
  damage, the flaming blood burns through the 
  victim’s skin in small patches that increase in size 
  the more Constitution damage accrues. Tiny 
  rivulets of flame leak from these holes, as well as 
  from the creature’s ears, nose, and mouth, running 
  down the victim’s body and giving it an unearthly, 
  terrible appearance. 
   
  Creatures that lack a Constitution score, such as 
  constructs and undead, or any sort of life-
  dependent body fluid, such as elementals, are 
  immune to the Constitution damage from this 
  ability, but are still subject to the fire damage. 
  Improved Grab (Ex) To use this ability, the 
  conflagration ooze must hit with its slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  attempt to deal slam damage with a successful 
  grapple check. The ooze can also attempt to use 
  fire in the blood against the grappled target. 
  Skills Conflagration oozes have a +8 racial bonus on 
  Hide checks and Move Silently checks. 
   
  ZEF8-03 Last Splash 
   
  Page 25 
  
  APL 8 
  ENCOUNTER 5: KRIKEY! 
  S H O N D O,  M E G G E L L A,  D AR P I N,  AND B R O L I N E
   
  CR  7 
  Male/Female shoal halfling druid 5 / beastmaster 1 / 
  wavekeeper 1 
  LN Small humanoid (aquatic, halfling) 
  Init +4; Senses Listen +5, Spot +3 
  Languages Common, Elven, Halfling 
  AC 17, touch 15, flat-footed 13 
   (+1 size, +4 Dex, +3 armor) 
  hp 43 (7 HD) 
  Fort +10, Ref +8, Will +10 (+12 against fear); +4 vs. 
  spell-like abilities of fey creatures 
  Speed 20 ft. (4 squares), swim 30 ft. 
  Melee masterwork dagger +10 (1d3-2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -2 
  Atk Options Swarmfighting 
  Special Actions Spontaneous casting, wild shape 
  (1/day) 
  Druid Spells Prepared (CL 5th): 
   3rd—Evard’s black tentacles, greater magic fang 
   2nd—bear’s endurance, cat’s grace, mass snake’s 
  swiftness* 
   1st—cure light wounds(x2), faerie fire, magic fang 
   0—cure minor wounds, flare, guidance, resistance, 
  virtue 
  Abilities Str 6, Dex 18, Con 13, Int 12, Wis 16, Cha 
  10 
  SQ Amphibious, animal companion, nature sense, 
  wild empathy, woodland stride, trackless step, 
  resist nature’s lure, masterful swimmer, mysteries 
  of the sea, Blackwater domain 
  Feats Combat Casting, Swarmfighting*, Weapon 
  Finesse 
  Skills Concentration +11, Handle Animal +10, Listen 
  +5, Spellcraft +10, Survival +15, Swim +8 (+16 
  special action or avoid hazard) 
  Possessions +1 leather, periapt of wisdom +2, 
  masterwork dagger, three daggers, mistletoe, five 
  small raw fish 
  Amphibious (Ex) Shoal Halflings are amphibious, 
  capable of breathing water and air equally. 
  Animal Companion (Ex) A beastmaster gains the 
  service of a loyal animal companion. See the druid 
  class feature, 35-36 of the Player’s Handbook. 
  Treat the beastmaster as a druid whose level is 
  equal to the beastmaster’s class level + 3. A 
  beastmaster can select one of the animals 
  available to a 1st-level druid and then apply the 
  modifications as appropriate for a 4th-level druid’s 
  animal companion, or she can select a typical 
  version of one of the animals available to a 4th level 
  druid. 
   
  As a beastmaster gains class level, her animal 
  companion gains Hit Dice and other special 
  abilities just as a druid’s animal companion does. 
  Use the beastmaster’s class level + 3 to determine 
  the animal companion’s special abilities. 
   
  If 
  a 
  beastmaster 
  already 
  has 
  an 
  animal 
  companion from another class, her beastmaster 
  levels stack with class levels from all other classes 
  that grant an animal companion. For example, a 
  5th-level druid/2nd-level beastmaster would be 
  treated as a 10th-level druid for the purpose of 
  improving the statistics of her animal companion 
  (and which alternative animal companions she 
  could select). 
  Wild Empathy (Ex) A beastmaster can improve the 
  attitude of an animal. See the druid class feature, 
  page 35 of the Player’s Handbook. If a beastmaster 
  has wild empathy from another class, her levels 
  stack for determining the bonus. 
  Masterful 
  Swimmer 
  (Ex) 
  You 
  augment 
  your 
  swimming using the minutest of currents and 
  swimming patterns, granting you a swim speed of 
  20 feet or increasing your existing swim speed by 
  10 feet if you have a natural swim speed. 
  Mysteries of the Sea You master the powers of 
  nature that make up the oceans. Choose one of 
  the following domains: Blackwater, Ocean, Storm, 
  or Water. The spells of that domain are added to 
  your divine spellcaster class list, and you can 
  prepare them normally. You also gain the granted 
  power associated with that domain. 
  Blackwater Domain You are immune to pressure 
  damage from descending into even the greatest of 
  oceanic depths. 
  Skills A shoal halfling has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. He can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  He can use the run action while swimming, 
  provided he swims in a straight line. 
  * see Appendix 2: New Rules Items 
   
  Z I P P E R,  P R O N G,  W I G G L E S,  B O I N G E R  ( ANI M AL 
  C O M P ANI O N S) 
  Male/female stingray 
  N Small magical beast (aquatic) 
  Init +5; Senses Listen +3, Spot +3 
  AC 26, touch 16, flat-footed 21 
   (+1 size, +5 Dex, +3 armor, +7 natural) 
  hp 31 (7 HD)  
  Resist evasion 
  Fort +5, Ref +10, Will +3; +4 morale bonus vs. 
  enchantment spells and effects 
  Speed Swim 30 ft. in leather barding (6 squares), 
  base movement 30 ft. 
  Melee sting +11 (1d3 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +1 
  Atk Options Swarmfighting 
  Abilities Str 11, Dex 20, Con 11, Int 1, Wis 12, Cha 4 
  ZEF8-03 Last Splash 
   
  Page 26 
  
  SQ Poison, tricks (attack unnatural, come, defend, 
  down, fetch, stay), devotion 
  Feats Ability Focus (poison), Swarmfighting*, Weapon 
  Finesse 
  Skills Hide +15 (+19 lying still along seafloor), Listen 
  +3, Spot +3, Swim +0 (+8 special action or avoid 
  hazard) 
  Possessions +1 leather barding 
  Poison (Ex) Injury, Fortitude DC 17, nauseated 1d4 
  hours/1d3 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. A creature that 
  makes its saving throw against the poison’s initial 
  damage is instead sickened for 1d6 rounds. 
  Skills When it is lying still on the seafloor, a stingray 
  has a +4 racial bonus on Hide checks.  
   
  A stingray has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 7: BURN OUT 
  AD V AN C E D  C O N F L AG R ATI O N  O O Z E 
  CR  11 
  CE Huge ooze (fire) 
  Init +3; Senses Blindsight 60 ft.; Listen +3, Spot +1 
  AC 25, touch 8, flat-footed 25 
   (-2 size, +17 natural) 
  hp 237 (19 HD); DR 5/bludgeoning 
  Immune Mind-affecting effects; gaze attacks, visual 
  effects, illusions, and other attack forms that rely 
  on 
  sight; 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning; critical hits and flanking; 
  fire. 
  Fort +13, Ref +7, Will +7 
  Weakness vulnerability to cold 
  Speed 30 ft. (6 squares), climb 10 ft. 
  Melee slam +24 (4d6+11 plus 2d6 fire) or 
   
  2 slams +24 (4d6+11 plus 2d6 fire) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +14; Grp +33 
  Atk Options fire in the blood, improved grab 
  Special Actions spell-like abilities 
  Spell-Like Abilities (CL 10th): 
   5th—hold monster (DC 16) (1/day) 
   4th—confusion (DC 15) (1/day) 
   3rd—deep slumber (DC 14) (1/day) 
  Abilities Str 32, Dex 8, Con 24, Int 9, Wis 12, Cha 13 
  SQ Ooze traits 
  Feats Ability Focus (fire in the blood), Improved 
  Initiative, Improved Natural Armor, Improved 
  Natural Armor, Improved Natural Armor, Improved 
  Natural Attack, Lightning Reflexes, Weapon Focus 
  (slam) 
  Skills Climb +35 , Hide +4, Listen +3, Move Silently 
  +8 
  Fire in the Blood (Su) A potent fiery toxin flows 
  through the body of a conflagration ooze. Any 
  creature grappled or pinned by the ooze must 
  make a successful DC 28 Fortitude save as the 
  fiery toxin seeps through the victim’s skin (or 
  whatever surface passes for its skin) and into its 
  blood (or life-supporting fluid, such as sap for a 
  plant creature). 
   
  Success indicates the creature takes 1d8 points 
  of fire damage in addition to any damage already 
  dealt by the slam or grapple, as the fire burns and 
  sears the creature. 
   
  Failure indicates that the toxin has taken hold of 
  the creature’s body and has begun converting 
  portions of its blood into liquid flame. The creature 
  takes 1d6 points of Constitution damage and 3d6 
  points of fire damage, in addition to any damage 
  already dealt by the slam or grapple. Each round 
  the creature remains grappled by the ooze, and for 
  1 round afterward, it must make another DC 28 
  Fortitude save to reduce or avoid the same effects. 
   
  As a creature that fails its saves take Constitution 
  damage, the flaming blood burns through the 
  victim’s skin in small patches that increase in size 
  the more Constitution damage accrues. Tiny 
  rivulets of flame leak from these holes, as well as 
  from the creature’s ears, nose, and mouth, running 
  down the victim’s body and giving it an unearthly, 
  terrible appearance. 
   
  Creatures that lack a Constitution score, such as 
  constructs and undead, or any sort of life-
  dependent body fluid, such as elementals, are 
  immune to the Constitution damage from this 
  ability, but are still subject to the fire damage. 
  Improved Grab (Ex) To use this ability, the 
  conflagration ooze must hit with its slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  attempt to deal slam damage with a successful 
  grapple check. The ooze can also attempt to use 
  fire in the blood against the grappled target. 
  Skills Conflagration oozes have a +8 racial bonus on 
  Hide checks and Move Silently checks. 
   
   
  ZEF8-03 Last Splash 
   
  Page 27 
  
  ZEF8-03 Last Splash 
   
  Page 28 
  APL 10 
  ENCOUNTER 5: KRIKEY! 
  S H O N D O,  M E G G E L L A,  D AR P I N,  AND B R O L I N E
   
  CR  9 
  Male/Female shoal halfling druid 5 / beastmaster 1 / 
  wavekeeper 3 
  LN Small humanoid (aquatic, halfling) 
  Init +4; Senses Listen +5, Spot +3 
  Languages Common, Elven, Halfling 
  AC 19, touch 15, flat-footed 15 
   (+1 size, +4 Dex, +4 armor) 
  hp 63 (9 HD) 
  Fort +12, Ref +9, Will +11 (+13 against fear); +4 vs. 
  spell-like abilities of fey creatures 
  Speed 20 ft. (4 squares), swim 30 ft.; 
  Melee +1 dagger +12 (1d3-1) 
   
  +1 dagger +12/+7 (1d3-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +0 
  Atk Options Swarmfighting 
  Special Actions Spontaneous casting, wild shape 
  (1/day), wave master (1/day) 
  Druid Spells Prepared (CL 7th): 
   4th—dispel magic 
   3rd— cure moderate wounds, Evard’s black 
  tentacles, greater magic fang 
   2nd—barkskin, bear’s endurance, cat’s grace, 
  mass snake’s swiftness* 
   1st—cure light wounds(x4), faerie fire 
   0—cure 
  minor 
  wounds(x2), 
  flare, 
  guidance, 
  resistance, virtue 
  Spell-Like Abilities (CL 3rd): 
   3rd—water breathing (DC 13) (1/day; 12 hour 
  duration) 
  Abilities Str 6, Dex 18, Con 14, Int 12, Wis 16, Cha 
  10 
  SQ Amphibious, animal companion, nature sense, 
  wild empathy, woodland stride, trackless step, 
  resist nature’s lure, masterful swimmer, mysteries 
  of the sea, Blackwater domain, beast of the sea, 
  mastery of breath 
  Feats 
  Combat 
  Casting, 
  Natural 
  Bond*, 
  Swarmfighting*, Weapon Finesse 
  Skills Concentration +14, Handle Animal +12, Listen 
  +5, Spellcraft +12, Survival +17, Swim +10 (+18 
  special action or avoid hazard) 
  Possessions +2 leather, +1 dagger, periapt of 
  wisdom +2, three daggers, mistletoe, five small raw 
  fish 
  Amphibious (Ex) Shoal Halflings are amphibious, 
  capable of breathing water and air equally. 
  Animal Companion (Ex) A beastmaster gains the 
  service of a loyal animal companion. See the druid 
  class feature, 35-36 of the Player’s Handbook. 
  Treat the beastmaster as a druid whose level is 
  equal to the beastmaster’s class level + 3. A 
  beastmaster can select one of the animals 
  available to a 1st-level druid and then apply the 
  modifications as appropriate for a 4th-level druid’s 
  animal companion, or she can select a typical 
  version of one of the animals available to a 4th level 
  druid. 
   
  As a beastmaster gains class level, her animal 
  companion gains Hit Dice and other special 
  abilities just as a druid’s animal companion does. 
  Use the beastmaster’s class level + 3 to determine 
  the animal companion’s special abilities. 
   
  If 
  a 
  beastmaster 
  already 
  has 
  an 
  animal 
  companion from another class, her beastmaster 
  levels stack with class levels from all other classes 
  that grant an animal companion. For example, a 
  5th-level druid/2nd-level beastmaster would be 
  treated as a 10th-level druid for the purpose of 
  improving the statistics of her animal companion 
  (and which alternative animal companions she 
  could select). 
  Wild Empathy (Ex) A beastmaster can improve the 
  attitude of an animal. See the druid class feature, 
  page 35 of the Player’s Handbook. If a beastmaster 
  has wild empathy from another class, her levels 
  stack for determining the bonus. 
  Masterful 
  Swimmer 
  (Ex) 
  You 
  augment 
  your 
  swimming using the minutest of currents and 
  swimming patterns, granting you a swim speed of 
  20 feet or increasing your existing swim speed by 
  10 feet if you have a natural swim speed. 
  Mysteries of the Sea You master the powers of 
  nature that make up the oceans. Choose one of 
  the following domains: Blackwater, Ocean, Storm, 
  or Water. The spells of that domain are added to 
  your divine spellcaster class list, and you can 
  prepare them normally. You also gain the granted 
  power associated with that domain. 
  Blackwater Domain You are immune to pressure 
  damage from descending into even the greatest of 
  oceanic depths. 
  Beast of the Sea (Ex) Starting at 2nd level, your 
  animal companion continues to advance. Subtract 
  1 from your class level and add the result to your 
  effective druid level for determining the abilities of 
  your animal companion. 
  Wave Master (Su) Beginning at 2nd level, when near 
  a body of water you can focus a rush of water at a 
  single creature within 30 feet. This jet of water can 
  bludgeon or push back a creature, at your option. 
   
  As a bludgeoning attack, the wave of water deals 
  3d6 points of nonlethal damage. A Reflex save 
  reduces damage to half (DC 14). The DC is 
  Wisdom based. 
   
  If you instead choose to push back a creature, 
  treat the wave of water as a bull rush with a bonus 
  on the Strength check equal to 11. 
  Mastery of Breath (Ex) At 3rd level, you adapt to your 
  watery environment, becoming amphibious and 
  able to breathe water or air interchangeably. 
  Water Breathing (Sp) At 3rd level, you gain the ability 
  to use a water breathing effect once per day, with a 
  
  caster level equal to your class level and two times 
  the normal duration. 
  Skills A shoal halfling has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. He can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  He can use the run action while swimming, 
  provided he swims in a straight line. 
  * see Appendix 2: New Rules Items 
   
  Z I P P E R,  P R O N G,  W I G G L E S,  B O I N G E R  ( AN I M AL  
  C O M P ANI O N S) 
  Male/female stingray 
  N Small magical beast (aquatic) 
  Init +5; Senses Listen +3, Spot +3 
  AC 29, touch 16, flat-footed 24 
   (+1 size, +5 Dex, +4 armor, +9 natural) 
  hp 40 (9 HD)  
  Resist evasion 
  Fort +6, Ref +11, Will +4; +4 morale bonus vs. 
  enchantment spells and effects 
  Speed Swim 30 ft. 
  Melee sting +12 (1d3+1 plus poison) or 
   
  sting +12/+7 (1d3+1 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +3 
  Atk Options Swarmfighting, multiattack 
  Abilities Str 12, Dex 21, Con 11, Int 1, Wis 12, Cha 4 
  SQ Poison, tricks (attack unnatural, come, defend, 
  down, fetch, guard, stay), devotion 
  Feats Ability Focus (poison), Combat Reflexes, 
  Swarmfighting*, Weapon Finesse 
  Skills Hide +17 (+21 lying still along seafloor), Listen 
  +3, Spot +3, Swim +1 (+9 special action or avoid 
  hazard) 
  Possessions +2 leather barding 
  Poison (Ex) Injury, Fortitude DC 18, nauseated 1d4 
  hours/1d3 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. A creature that 
  makes its saving throw against the poison’s initial 
  damage is instead sickened for 1d6 rounds. 
  Skills When it is lying still on the seafloor, a stingray 
  has a +4 racial bonus on Hide checks.  
   
  A stingray has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 7: BURN OUT 
  I N F E R N AL  C O N F L AG R ATI O N  O O Z E 
  CR  13 
  LE Huge ooze (evil, extraplanar, fire) 
  Init +3; Senses Blindsight 60 ft.; Listen +6, Spot +1 
  Languages Ignan, Infernal 
  AC 21, touch 8, flat-footed 21 
   (-2 size, -1 Dex, +14 natural) 
  hp 172 (15 HD); DR 5/bludgeoning, 10/magic 
  Immune Mind-affecting effects; gaze attacks, visual 
  effects, illusions, and other attack forms that rely 
  on 
  sight; 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning; critical hits and flanking; 
  fire. 
  Resist cold 10; SR 20 
  Fort +11, Ref +6, Will +8 
  Weakness vulnerability to cold 
  Speed 30 ft. (6 squares), climb 10 ft. 
  Melee slam +20 (3d6+10 plus 1d8 fire) or 
   
  2 slams +20 (3d6+10 plus 1d8 fire) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +11; Grp +29 
  Atk Options fire in the blood, improved grab, smite 
  good (1/day) 
  Special Actions spell-like abilities 
  Spell-Like Abilities (CL 10th): 
   5th—hold monster (DC 17) (1/day) 
   4th—confusion (DC 16) (1/day) 
   3rd—deep slumber (DC 15) (1/day) 
  Abilities Str 31, Dex 8, Con 22, Int 9, Wis 12, Cha 15 
  SQ Ooze traits 
  Feats Ability Focus (fire in the blood), Improved 
  Initiative, Iron Will, Lightning Reflexes, Power 
  Attack, Stealthy, Weapon Focus (slam) 
  Skills Climb +22 , Hide +7, Listen +6, Move Silently 
  +12 
  Fire in the Blood (Su) A potent fiery toxin flows 
  through the body of an infernal conflagration ooze. 
  Any creature grappled or pinned by the ooze must 
  make a successful DC 25 Fortitude save as the 
  fiery toxin seeps through the victim’s skin (or 
  whatever surface passes for its skin) and into its 
  blood (or life-supporting fluid, such as sap for a 
  plant creature). 
   
  Success indicates the creature takes 1d8 points 
  of fire damage in addition to any damage already 
  dealt by the slam or grapple, as the fire burns and 
  sears the creature. 
   
  Failure indicates that the toxin has taken hold of 
  the creature’s body and has begun converting 
  portions of its blood into liquid flame. The creature 
  takes 1d6 points of Constitution damage and 3d6 
  points of fire damage, in addition to any damage 
  already dealt by the slam or grapple. Each round 
  the creature remains grappled by the ooze, and for 
  1 round afterward, it must make another DC 25 
  Fortitude save to reduce or avoid the same effects. 
   
  As a creature that fails its saves take Constitution 
  damage, the flaming blood burns through the 
  victim’s skin in small patches that increase in size 
  the more Constitution damage accrues. Tiny 
  rivulets of flame leak from these holes, as well as 
  from the creature’s ears, nose, and mouth, running 
  down the victim’s body and giving it an unearthly, 
  terrible appearance. 
   
  Creatures that lack a Constitution score, such as 
  constructs and undead, or any sort of life-
  dependent body fluid, such as elementals, are 
  immune to the Constitution damage from this 
  ability, but are still subject to the fire damage. 
  ZEF8-03 Last Splash 
   
  Page 29 
  
  ZEF8-03 Last Splash 
   
  Page 30 
  Improved Grab (Ex) To use this ability, the infernal 
  conflagration ooze must hit with its slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  attempt to deal slam damage with a successful 
  grapple check. The ooze can also attempt to use 
  fire in the blood against the grappled target. 
  Smite Good (Su) Once per day the infernal 
  conflagration ooze can make a normal melee 
  attack that deals +15 damage against a good foe. 
  Skills Infernal conflagration oozes have a +8 racial 
  bonus on Hide checks and Move Silently checks. 
   
  
  APL 12 
  ENCOUNTER 5: KRIKEY! 
  S H O N D O,  M E G G E L L A,  D AR P I N,  AND B R O L I N E
   
  CR  12 
  Male/Female shoal halfling druid 5 / beastmaster 1 / 
  wavekeeper 6 
  LN Small humanoid (aquatic, halfling) 
  Init +4; Senses Listen +6, Spot +4 
  Languages Common, Elven, Halfling 
  AC 19, touch 15, flat-footed 15 
   (+1 size, +4 Dex, +4 armor) 
  hp 76 (12 HD) 
  Fort +14, Ref +10, Will +14 (+16 against fear); +4 vs. 
  spell-like abilities of fey creatures 
  Speed 20 ft. (4 squares), swim 30 ft.; 
  Melee +1 dagger +14 (1d3-1) 
   
  +1 dagger +14/+9 (1d3-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +2 
  Atk Options Swarmfighting 
  Special Actions Spontaneous casting, wild shape 
  (1/day), wave master (3/day), current mastery 
  Druid Spells Prepared (CL 12th): 
   5th—cure critical wounds, stoneskin 
   4th—cure serious wounds(x2), dispel magic, 
  freedom of movement 
   3rd—cure moderate wounds(x2), Evard’s black 
  tentacles, greater magic fang 
   2nd—barkskin, bear’s endurance, bull’s strength, 
  cat’s grace, mass snake’s swiftness* 
   1st—cure light wounds(x4), faerie fire 
   0—cure 
  minor 
  wounds(x2), 
  flare, 
  guidance, 
  resistance, virtue 
  Spell-Like Abilities (CL 6th): 
   3rd—water breathing (DC 13) (1/day; 24 hour 
  duration) 
  Abilities Str 6, Dex 18, Con 14, Int 12, Wis 19, Cha 
  10 
  SQ Amphibious, animal companion, nature sense, 
  wild empathy, woodland stride, trackless step, 
  resist nature’s lure, masterful swimmer, mysteries 
  of the sea, Blackwater domain, beast of the sea, 
  mastery of breath 
  Feats Combat Casting, Natural Bond*, Practiced 
  Spellcaster*, Swarmfighting*, Weapon Finesse 
  Skills Concentration +17, Handle Animal +15, Listen 
  +6, Spellcraft +15, Survival +21, Swim +13 (+21 
  special action or avoid hazard) 
  Possessions +2 leather, +1 dagger, periapt of 
  wisdom +4, three daggers, mistletoe, five small raw 
  fish, diamond dust (250 gp worth for stoneskin 
  spell) 
  Amphibious (Ex) Shoal Halflings are amphibious, 
  capable of breathing water and air equally. 
  Animal Companion (Ex) A beastmaster gains the 
  service of a loyal animal companion. See the druid 
  class feature, 35-36 of the Player’s Handbook. 
  Treat the beastmaster as a druid whose level is 
  equal to the beastmaster’s class level + 3. A 
  beastmaster can select one of the animals 
  available to a 1st-level druid and then apply the 
  modifications as appropriate for a 4th-level druid’s 
  animal companion, or she can select a typical 
  version of one of the animals available to a 4th level 
  druid. 
   
  As a beastmaster gains class level, her animal 
  companion gains Hit Dice and other special 
  abilities just as a druid’s animal companion does. 
  Use the beastmaster’s class level + 3 to determine 
  the animal companion’s special abilities. 
   
  If 
  a 
  beastmaster 
  already 
  has 
  an 
  animal 
  companion from another class, her beastmaster 
  levels stack with class levels from all other classes 
  that grant an animal companion. For example, a 
  5th-level druid/2nd-level beastmaster would be 
  treated as a 10th-level druid for the purpose of 
  improving the statistics of her animal companion 
  (and which alternative animal companions she 
  could select). 
  Wild Empathy (Ex) A beastmaster can improve the 
  attitude of an animal. See the druid class feature, 
  page 35 of the Player’s Handbook. If a beastmaster 
  has wild empathy from another class, her levels 
  stack for determining the bonus. 
  Masterful 
  Swimmer 
  (Ex) 
  You 
  augment 
  your 
  swimming using the minutest of currents and 
  swimming patterns, granting you a swim speed of 
  20 feet or increasing your existing swim speed by 
  10 feet if you have a natural swim speed. 
  Mysteries of the Sea You master the powers of 
  nature that make up the oceans. Choose one of 
  the following domains: Blackwater, Ocean, Storm, 
  or Water. The spells of that domain are added to 
  your divine spellcaster class list, and you can 
  prepare them normally. You also gain the granted 
  power associated with that domain. 
  Blackwater Domain You are immune to pressure 
  damage from descending into even the greatest of 
  oceanic depths. 
  Beast of the Sea (Ex) Starting at 2nd level, your 
  animal companion continues to advance. Subtract 
  1 from your class level and add the result to your 
  effective druid level for determining the abilities of 
  your animal companion. 
  Wave Master (Su) Beginning at 2nd level, when near 
  a body of water you can focus a rush of water at a 
  single creature within 30 feet. This jet of water can 
  bludgeon or push back a creature, at your option. 
   
  As a bludgeoning attack, the wave of water deals 
  6d6 points of nonlethal damage. A Reflex save 
  reduces damage to half (DC 16). The DC is 
  Wisdom based. 
   
  If you instead choose to push back a creature, 
  treat the wave of water as a bull rush with a bonus 
  on the Strength check equal to 16. 
  Mastery of Breath (Ex) At 3rd level, you adapt to your 
  watery environment, becoming amphibious and 
  able to breathe water or air interchangeably. 
  ZEF8-03 Last Splash 
   
  Page 31 
  
  Water Breathing (Sp) At 3rd level, you gain the ability 
  to use a water breathing effect once per day, with a 
  caster level equal to your class level and two times 
  the normal duration. 
  Current Mastery (Ex) At 5th level, you gain the ability 
  to create currents that move the water in your 
  vicinity. The current flows in a direction you specify 
  and affects water within 30 feet of your position. 
  Creatures, including yourself, are moved in the 
  direction the water flows. Your current moves at 10 
  feet per round. At 10th level, the speed of your 
  current increases to 20 feet per round. 
   
  You can use your current mastery to increase or 
  impede the speed of a ship, though if you attempt 
  to impede a ship with sails that ship’s speed is only 
  reduced by 5 feet (or by 10 feet for a 10th-level 
  wavekeeper). 
  Skills A shoal halfling has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. He can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  He can use the run action while swimming, 
  provided he swims in a straight line. 
  * see Appendix 2: New Rules Items 
   
  Z I P P E R,  P R O N G,  W I G G L E S,  B O I N G E R  ( AN I M AL  
  C O M P ANI O N S) 
  Male/female stingray 
  N Small magical beast (aquatic) 
  Init +6; Senses Listen +3, Spot +3 
  AC 32, touch 17, flat-footed 27 
   (+1 size, +6 Dex, +4 armor, +11 natural) 
  hp 49 (11 HD) 
  Resist improved evasion 
  Fort +7, Ref +13, Will +4; +4 morale bonus vs. 
  enchantment spells and effects 
  Speed Swim 30 ft. 
  Melee sting +15 (1d3+1 plus poison) or 
   
  sting +15/+10 (1d3+1 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +5 
  Atk Options Swarmfighting, multiattack 
  Abilities Str 13, Dex 22, Con 11, Int 1, Wis 12, Cha 4 
  SQ Poison, tricks (attack unnatural, come, defend, 
  down, fetch, guard, stay), devotion 
  Feats Ability Focus (poison), Combat Reflexes, 
  Swarmfighting*, Weapon Finesse 
  Skills Hide +20 (+24 lying still along seafloor), Listen 
  +3, Spot +3, Swim +1 (+9 special action or avoid 
  hazard) 
  Possessions +2 leather barding 
  Poison (Ex) Injury, Fortitude DC 19, nauseated 1d4 
  hours/1d3 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. A creature that 
  makes its saving throw against the poison’s initial 
  damage is instead sickened for 1d6 rounds. 
  Skills When it is lying still on the seafloor, a stingray 
  has a +4 racial bonus on Hide checks.  
   
  A stingray has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 7: BURN OUT 
  I N F E R N AL  C O N F L AG R ATI O N  O O Z E 
  CR  13 
  LE Huge ooze (evil, extraplanar, fire) 
  Init +3; Senses Blindsight 60 ft.; Listen +6, Spot +1 
  Languages Ignan, Infernal 
  AC 21, touch 8, flat-footed 21 
   (-2 size, -1 Dex, +14 natural) 
  hp 172 (15 HD); DR 5/bludgeoning, 10/magic 
  Immune Mind-affecting effects; gaze attacks, visual 
  effects, illusions, and other attack forms that rely 
  on 
  sight; 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning; critical hits and flanking; 
  fire. 
  Resist cold 10; SR 20 
  Fort +11, Ref +6, Will +8 
  Weakness vulnerability to cold 
  Speed 30 ft. (6 squares), climb 10 ft. 
  Melee slam +20 (3d6+10 plus 1d8 fire) or 
   
  2 slams +20 (3d6+10 plus 1d8 fire) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +11; Grp +29 
  Atk Options fire in the blood, improved grab, smite 
  good (1/day) 
  Special Actions spell-like abilities 
  Spell-Like Abilities (CL 10th): 
   5th—hold monster (DC 17) (1/day) 
   4th—confusion (DC 16) (1/day) 
   3rd—deep slumber (DC 15) (1/day) 
  Abilities Str 31, Dex 8, Con 22, Int 9, Wis 12, Cha 15 
  SQ Ooze traits 
  Feats Ability Focus (fire in the blood), Improved 
  Initiative, Iron Will, Lightning Reflexes, Power 
  Attack, Stealthy, Weapon Focus (slam) 
  Skills Climb +22, Hide +7, Listen +6, Move Silently 
  +12 
  Fire in the Blood (Su) A potent fiery toxin flows 
  through the body of an infernal conflagration ooze. 
  Any creature grappled or pinned by the ooze must 
  make a successful DC 25 Fortitude save as the 
  fiery toxin seeps through the victim’s skin (or 
  whatever surface passes for its skin) and into its 
  blood (or life-supporting fluid, such as sap for a 
  plant creature). 
   
  Success indicates the creature takes 1d8 points 
  of fire damage in addition to any damage already 
  dealt by the slam or grapple, as the fire burns and 
  sears the creature. 
   
  Failure indicates that the toxin has taken hold of 
  the creature’s body and has begun converting 
  portions of its blood into liquid flame. The creature 
  takes 1d6 points of Constitution damage and 3d6 
  points of fire damage, in addition to any damage 
  already dealt by the slam or grapple. Each round 
  the creature remains grappled by the ooze, and for 
  ZEF8-03 Last Splash 
   
  Page 32 
  
  1 round afterward, it must make another DC 25 
  Fortitude save to reduce or avoid the same effects. 
   
  As a creature that fails its saves take Constitution 
  damage, the flaming blood burns through the 
  victim’s skin in small patches that increase in size 
  the more Constitution damage accrues. Tiny 
  rivulets of flame leak from these holes, as well as 
  from the creature’s ears, nose, and mouth, running 
  down the victim’s body and giving it an unearthly, 
  terrible appearance. 
   
  Creatures that lack a Constitution score, such as 
  constructs and undead, or any sort of life-
  dependent body fluid, such as elementals, are 
  immune to the Constitution damage from this 
  ability, but are still subject to the fire damage. 
  Improved Grab (Ex) To use this ability, the infernal 
  conflagration ooze must hit with its slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  attempt to deal slam damage with a successful 
  grapple check. The ooze can also attempt to use 
  fire in the blood against the grappled target. 
  Smite Good (Su) Once per day the infernal 
  conflagration ooze can make a normal melee 
  attack that deals +15 damage against a good foe. 
  Skills Infernal conflagration oozes have a +8 racial 
  bonus on Hide checks and Move Silently checks. 
   
  C I N D E R  S WARM 
  CR  13 
  NE Fine elemental (fire, swarm) 
  Init +10; Senses Darkvision 60 ft.; Listen +0, Spot +9 
  AC 25, touch 24, flat-footed 19 
   (+8 size, +6 Dex, +1 natural) 
  hp 72 (16 HD) 
  Immune Critical hits and flanking; weapon damage; 
  spells or effects that target a specific number of 
  creatures, with the exception of mind-affecting 
  effects; poison, sleep effects, paralysis, and 
  stunning; fire. 
  Fort +7, Ref +18, Will +7 
  Weakness vulnerability to cold; +50% damage from 
  spells or effects that effect an area; high winds 
  Speed 40 ft. (8 squares), fly 40 ft. (good) 
  Melee swarm (4d6 plus 3d6 fire plus burn) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +12; Grp — 
  Atk Options burn 
  Abilities Str 1, Dex 22, Con 10, Int 4, Wis 11, Cha 11 
  SQ Elemental traits, swarm traits 
  Feats Ability Focus (burn), Ability Focus (distraction), 
  Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes 
  Skills Hide +32, Spot +9 
  Burn (Ex) A cinder swarm’s attack deals damage as 
  a swarm plus fire damage from the Fine 
  elementals’ flaming bodies. Those swarmed by 
  cinders also must succeed on a DC 20 Reflex save 
  or catch on fire. The flame burns for 1d4 rounds. A 
  burning creature can take a move action to put out 
  the flame. The save is Constitution-based. 
   
  Creatures hitting a cinder swarm with natural 
  weapons or unarmed attacks take fire damage as 
  though hit by the swarm, and also catch on fire 
  unless they succeed on a Reflex. 
  Distraction (Ex) Any living creature vulnerable to a 
  cinder swarm’s damage that begins its turn with a 
  swarm in its square is nauseated for 1 round; a DC 
  20 Fortitude save negates the effect. Even after a 
  successful save, spell-casting or concentrating on 
  spells within the area of a swarm requires a 
  Concentration check (DC 20 + spell level). Using 
  skills requiring patience and concentration requires 
  a DC 20 Concentration check. The save DC is 
  Constitution-based. 
  ZEF8-03 Last Splash 
   
  Page 33 
  
  ZEF8-03 Last Splash 
   
  Page 34 
   
  APL 14 
  ENCOUNTER 5: KRIKEY! 
  S H O N D O,  M E G G E L L A,  D AR P I N,  AND B R O L I N E
   
  CR  14 
  Male/Female shoal halfling druid 5 / beastmaster 1 / 
  wavekeeper 8 
  LN Small humanoid (aquatic, halfling) 
  Init +4; Senses Listen +6, Spot +4 
  Languages Common, Elven, Halfling 
  AC 20, touch 15, flat-footed 16 
   (+1 size, +4 Dex, +5 armor) 
  hp 89 (14 HD) 
  Fort +15, Ref +10, Will +15 (+17 against fear); +4 vs. 
  spell-like abilities of fey creatures 
  Speed 20 ft. (4 squares), swim 30 ft.; 
  Melee +1 dagger +16 (1d3-1) 
   
  +1 dagger +16/+11 (1d3-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +4 
  Atk Options Swarmfighting 
  Special Actions Spontaneous casting, wild shape 
  (1/day), wave master (4/day), current mastery, 
  wave form 
  Druid Spells Prepared (CL 12th): 
   6th—greater dispel magic, mass cure light wounds 
   5th—cure critical wounds(x2), stoneskin 
   4th—cure 
  serious 
  wounds(x3), 
  freedom 
  of 
  movement 
   3rd—cure moderate wounds(x3), Evard’s black 
  tentacles, greater magic fang 
   2nd—barkskin, bear’s endurance, bull’s strength, 
  cat’s grace, mass snake’s swiftness* 
   1st—cure light wounds(x5), faerie fire 
   0—cure 
  minor 
  wounds(x2), 
  flare, 
  guidance, 
  resistance, virtue 
  Spell-Like Abilities (CL 8th): 
   3rd—water breathing (DC 13) (1/day; 32 hour 
  duration) 
  Abilities Str 6, Dex 18, Con 14, Int 12, Wis 15, Cha 
  10 
  SQ Amphibious, animal companion, nature sense, 
  wild empathy, woodland stride, trackless step, 
  resist nature’s lure, masterful swimmer, mysteries 
  of the sea, Blackwater domain, beast of the sea, 
  mastery of breath 
  Feats Combat Casting, Natural Bond*, Practiced 
  Spellcaster*, Swarmfighting*, Weapon Finesse 
  Skills Concentration +19, Handle Animal +17, Listen 
  +6, Spellcraft +17, Survival +23, Swim +15 (+23 
  special action or avoid hazard) 
  Possessions +3 leather, +1 dagger, periapt of 
  wisdom +4, three daggers, mistletoe, five small raw 
  fish, diamond dust (250 gp worth for stoneskin 
  spell) 
  Amphibious (Ex) Shoal Halflings are amphibious, 
  capable of breathing water and air equally. 
  Animal Companion (Ex) A beastmaster gains the 
  service of a loyal animal companion. See the druid 
  class feature, 35-36 of the Player’s Handbook. 
  Treat the beastmaster as a druid whose level is 
  equal to the beastmaster’s class level + 3. A 
  beastmaster can select one of the animals 
  available to a 1st-level druid and then apply the 
  modifications as appropriate for a 4th-level druid’s 
  animal companion, or she can select a typical 
  version of one of the animals available to a 4th level 
  druid. 
   
  As a beastmaster gains class level, her animal 
  companion gains Hit Dice and other special 
  abilities just as a druid’s animal companion does. 
  Use the beastmaster’s class level + 3 to determine 
  the animal companion’s special abilities. 
   
  If 
  a 
  beastmaster 
  already 
  has 
  an 
  animal 
  companion from another class, her beastmaster 
  levels stack with class levels from all other classes 
  that grant an animal companion. For example, a 
  5th-level druid/2nd-level beastmaster would be 
  treated as a 10th-level druid for the purpose of 
  improving the statistics of her animal companion 
  (and which alternative animal companions she 
  could select). 
  Wild Empathy (Ex) A beastmaster can improve the 
  attitude of an animal. See the druid class feature, 
  page 35 of the Player’s Handbook. If a beastmaster 
  has wild empathy from another class, her levels 
  stack for determining the bonus. 
  Masterful 
  Swimmer 
  (Ex) 
  You 
  augment 
  your 
  swimming using the minutest of currents and 
  swimming patterns, granting you a swim speed of 
  20 feet or increasing your existing swim speed by 
  10 feet if you have a natural swim speed. 
  Mysteries of the Sea You master the powers of 
  nature that make up the oceans. Choose one of 
  the following domains: Blackwater, Ocean, Storm, 
  or Water. The spells of that domain are added to 
  your divine spellcaster class list, and you can 
  prepare them normally. You also gain the granted 
  power associated with that domain. 
  Blackwater Domain You are immune to pressure 
  damage from descending into even the greatest of 
  oceanic depths. 
  Beast of the Sea (Ex) Starting at 2nd level, your 
  animal companion continues to advance. Subtract 
  1 from your class level and add the result to your 
  effective druid level for determining the abilities of 
  your animal companion. 
  Wave Master (Su) Beginning at 2nd level, when near 
  a body of water you can focus a rush of water at a 
  single creature within 30 feet. This jet of water can 
  bludgeon or push back a creature, at your option. 
   
  As a bludgeoning attack, the wave of water deals 
  8d6 points of nonlethal damage. A Reflex save 
  reduces damage to half (DC 18). The DC is 
  Wisdom based. 
  
   
  If you instead choose to push back a creature, 
  treat the wave of water as a bull rush with a bonus 
  on the Strength check equal to 18. 
  Mastery of Breath (Ex) At 3rd level, you adapt to your 
  watery environment, becoming amphibious and 
  able to breathe water or air interchangeably. 
  Water Breathing (Sp) At 3rd level, you gain the ability 
  to use a water breathing effect once per day, with a 
  caster level equal to your class level and two times 
  the normal duration. 
  Current Mastery (Ex) At 5th level, you gain the ability 
  to create currents that move the water in your 
  vicinity. The current flows in a direction you specify 
  and affects water within 30 feet of your position. 
  Creatures, including yourself, are moved in the 
  direction the water flows. Your current moves at 10 
  feet per round. At 10th level, the speed of your 
  current increases to 20 feet per round. 
   
  You can use your current mastery to increase or 
  impede the speed of a ship, though if you attempt 
  to impede a ship with sails that ship’s speed is only 
  reduced by 5 feet (or by 10 feet for a 10th-level 
  wavekeeper). 
  Wave Form (Su) At 7th level, you gain the ability to 
  transform into a Small, Medium, or Large water 
  elemental. This otherwise functions as the druid’s 
  wild shape ability (see page 37 of the Player’s 
  Handbook). In addition to the normal effects of wild 
  shape, you gain all the elemental’s extraordinary, 
  supernatural, and spell-like abilities. You also gain 
  the elemental’s feats for as long as you maintain 
  the wild shape but retain your own creature type. 
   
  Starting at 9th level, you can transform into a 
  Huge water elemental. 
  Skills A shoal halfling has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. He can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  He can use the run action while swimming, 
  provided he swims in a straight line. 
  * see Appendix 2: New Rules Items 
   
  Z I P P E R,  P R O N G,  W I G G L E S,  B O I N G E R  ( AN I M AL  
  C O M P ANI O N S) 
  Male/female stingray 
  N Small magical beast (aquatic) 
  Init +6; Senses Listen +3, Spot +3 
  AC 33, touch 17, flat-footed 27 
   (+1 size, +6 Dex, +5 armor, +11 natural) 
  hp 49 (11 HD) 
  Resist improved evasion 
  Fort +7, Ref +13, Will +4; +4 morale bonus vs. 
  enchantment spells and effects 
  Speed Swim 30 ft. in leather barding (6 squares), 
  base movement 30 ft. 
  Melee sting +15 (1d3+1 plus poison) or 
   
  sting +15/+10 (1d3+1 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +5 
  Atk Options Swarmfighting, multiattack 
  Abilities Str 13, Dex 22, Con 11, Int 1, Wis 12, Cha 4 
  SQ Poison, tricks (attack unnatural, come, defend, 
  down, fetch, guard, stay), devotion 
  Feats Ability Focus (poison), Combat Reflexes, 
  Swarmfighting*, Weapon Finesse 
  Skills Hide +20 (+24 lying still along seafloor), Listen 
  +3, Spot +3, Swim +1 (+9 special action or avoid 
  hazard) 
  Possessions +3 leather barding 
  Poison (Ex) Injury, Fortitude DC 19, nauseated 1d4 
  hours/1d3 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. A creature that 
  makes its saving throw against the poison’s initial 
  damage is instead sickened for 1d6 rounds. 
  Skills When it is lying still on the seafloor, a stingray 
  has a +4 racial bonus on Hide checks.  
   
  A stingray has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 7: BURN OUT 
  I N F E R N AL  C O N F L AG R ATI O N  O O Z E 
  CR  13 
  LE Huge ooze (evil, extraplanar, fire) 
  Init +3; Senses Blindsight 60 ft.; Listen +6, Spot +1 
  Languages Ignan, Infernal 
  AC 21, touch 8, flat-footed 21 
   (-2 size, -1 Dex, +14 natural) 
  hp 172 (15 HD); DR 5/bludgeoning, 10/magic 
  Immune Mind-affecting effects; gaze attacks, visual 
  effects, illusions, and other attack forms that rely 
  on 
  sight; 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning; critical hits and flanking; 
  fire. 
  Resist cold 10; SR 20 
  Fort +11, Ref +6, Will +8 
  Weakness vulnerability to cold 
  Speed 30 ft. (6 squares), climb 10 ft. 
  Melee slam +20 (3d6+10 plus 1d8 fire) or 
   
  2 slams +20 (3d6+10 plus 1d8 fire) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +11; Grp +29 
  Atk Options fire in the blood, improved grab, smite 
  good (1/day) 
  Special Actions spell-like abilities 
  Spell-Like Abilities (CL 10th): 
   5th—hold monster (DC 17) (1/day) 
   4th—confusion (DC 16) (1/day) 
   3rd—deep slumber (DC 15) (1/day) 
  Abilities Str 31, Dex 8, Con 22, Int 9, Wis 12, Cha 15 
  SQ Ooze traits 
  Feats Ability Focus (fire in the blood), Improved 
  Initiative, Iron Will, Lightning Reflexes, Power 
  Attack, Stealthy, Weapon Focus (slam) 
  Skills Climb +22 , Hide +7, Listen +6, Move Silently 
  +12 
  Fire in the Blood (Su) A potent fiery toxin flows 
  through the body of an infernal conflagration ooze. 
  ZEF8-03 Last Splash 
   
  Page 35 
  
  Any creature grappled or pinned by the ooze must 
  make a successful DC 25 Fortitude save as the 
  fiery toxin seeps through the victim’s skin (or 
  whatever surface passes for its skin) and into its 
  blood (or life-supporting fluid, such as sap for a 
  plant creature). 
   
  Success indicates the creature takes 1d8 points 
  of fire damage in addition to any damage already 
  dealt by the slam or grapple, as the fire burns and 
  sears the creature. 
   
  Failure indicates that the toxin has taken hold of 
  the creature’s body and has begun converting 
  portions of its blood into liquid flame. The creature 
  takes 1d6 points of Constitution damage and 3d6 
  points of fire damage, in addition to any damage 
  already dealt by the slam or grapple. Each round 
  the creature remains grappled by the ooze, and for 
  1 round afterward, it must make another DC 25 
  Fortitude save to reduce or avoid the same effects. 
   
  As a creature that fails its saves take Constitution 
  damage, the flaming blood burns through the 
  victim’s skin in small patches that increase in size 
  the more Constitution damage accrues. Tiny 
  rivulets of flame leak from these holes, as well as 
  from the creature’s ears, nose, and mouth, running 
  down the victim’s body and giving it an unearthly, 
  terrible appearance. 
   
  Creatures that lack a Constitution score, such as 
  constructs and undead, or any sort of life-
  dependent body fluid, such as elementals, are 
  immune to the Constitution damage from this 
  ability, but are still subject to the fire damage. 
  Improved Grab (Ex) To use this ability, the infernal 
  conflagration ooze must hit with its slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  attempt to deal slam damage with a successful 
  grapple check. The ooze can also attempt to use 
  fire in the blood against the grappled target. 
  Smite Good (Su) Once per day the infernal 
  conflagration ooze can make a normal melee 
  attack that deals +15 damage against a good foe. 
  Skills Infernal conflagration oozes have a +8 racial 
  bonus on Hide checks and Move Silently checks. 
   
  C I N D E R  S WARM 
  CR  13 
  NE Fine elemental (fire, swarm) 
  Init +10; Senses Darkvision 60 ft.; Listen +0, Spot +9 
  AC 25, touch 24, flat-footed 19 
   (+8 size, +6 Dex, +1 natural) 
  hp 72 (16 HD) 
  Immune Critical hits and flanking; weapon damage; 
  spells or effects that target a specific number of 
  creatures, with the exception of mind-affecting 
  effects; poison, sleep effects, paralysis, and 
  stunning; fire. 
  Fort +7, Ref +18, Will +7 
  Weakness vulnerability to cold; +50% damage from 
  spells or effects that effect an area; high winds 
  Speed 40 ft. (8 squares), fly 40 ft. (good) 
  Melee swarm (4d6 plus 3d6 fire plus burn) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +12; Grp — 
  Atk Options burn 
  Abilities Str 1, Dex 22, Con 10, Int 4, Wis 11, Cha 11 
  SQ Elemental traits, swarm traits 
  Feats Ability Focus (burn), Ability Focus (distraction), 
  Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes 
  Skills Hide +32, Spot +9 
  Burn (Ex) A cinder swarm’s attack deals damage as 
  a swarm plus fire damage from the Fine 
  elementals’ flaming bodies. Those swarmed by 
  cinders also must succeed on a DC 20 Reflex save 
  or catch on fire. The flame burns for 1d4 rounds. A 
  burning creature can take a move action to put out 
  the flame. The save is Constitution-based. 
   
  Creatures hitting a cinder swarm with natural 
  weapons or unarmed attacks take fire damage as 
  though hit by the swarm, and also catch on fire 
  unless they succeed on a Reflex. 
  Distraction (Ex) Any living creature vulnerable to a 
  cinder swarm’s damage that begins its turn with a 
  swarm in its square is nauseated for 1 round; a DC 
  20 Fortitude save negates the effect. Even after a 
  successful save, spell-casting or concentrating on 
  spells within the area of a swarm requires a 
  Concentration check (DC 20 + spell level). Using 
  skills requiring patience and concentration requires 
  a DC 20 Concentration check. The save DC is 
  Constitution-based. 
   
  ZEF8-03 Last Splash 
   
  Page 36 
  
  ZEF8-03 Last Splash 
   
  Page 37 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Natural Bond [General] 
  Your 
  bond 
  with 
  your 
  animal 
  companion 
  is 
  exceptionally strong. 
   
  Prerequisite: Animal companion. 
   
  Benefit: Add three to your effective druid level for 
  the purpose of determining the bonus Hit Dice, extra 
  tricks, special abilities, and other bonuses that your 
  animal companion receives (see page 36 of the Player’s 
  Handbook). This bonus can never make your effective 
  druid level exceed your character level. 
   
  Source: Complete Adventurer 111 
   
  Practiced Spellcaster [General] 
  Choose a spellcasting class that you possess. Your spells 
  from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by +4. This can’t increase 
  your caster level beyond your HD. However, even if 
  you can’t benefit from the full bonus immediately, if 
  you gain noncaster-level HD you may be able to apply 
  the rest of the bonus. 
  For example, a human 5
  th-level cleric/3
  rd-level 
  fighter who selects this feat would increase his cleric 
  caster level from 5
  th to 8
  th (since he has 8 HD). If he 
  later gained a fighter level, he would gain the 
  remainder of the bonus and his cleric caster level 
  would become 9
  th (since he now has 9 HD). 
  A character with two or more spellcasting 
  classes (such as a bard/sorcerer or a ranger/druid) must 
  choose which class gains the feat’s effect. 
  This does not affect your spells per day or 
  spells known. It only increases your caster level, which 
  would help you penetrate SR and increase the duration 
  and other effects of your spells. 
   
  Special: You may select this feat 
  multiple times. Each time you choose it, you must 
  apply it to a different spellcasting class. For instance, a 
  4
  th-level cleric/5
  th-level wizard who had selected this 
  feat twice would cast cleric spells as an 8th-level caster 
  and wizard spells as a 9
  th-level caster. 
   
  Source: Complete Divine 82 
   
  Swarmfighting [General] 
  You and allies with this feat can coordinate melee 
  attacks against a single target and are adept at fighting 
  side by side in close quarters. 
   
  Prerequisites: Small size, Dex 13, base attack 
  bonus +1. 
   
  Benefit: You can occupy the same 5-foot square in 
  combat with any other allied Small creature that also 
  possesses the Swarmfighting feat at no penalty. When 
  you engage a Medium or larger creature in melee, and 
  at least one other ally with the Swarmfighting feat 
  threatens the target, you gain a +1 morale bonus on the 
  attack roll. This bonus increases by +1 for each 
  additional ally beyond the first with the Swarmfighting 
  feat that threatens the same target. The total morale 
  bonus imparted to your attack roll cannot exceed your 
  Dexterity bonus. 
   
  Source: Complete Warrior 105 
   
  SPELLS 
  Protection from Desiccation 
  Transmutation 
  Level: Cleric 3, druid 2, ranger 2, sorcerer/wizard 3, 
  Summer 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 min./level or until discharged 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The warded creature gains temporary immunity to 
  dehydration of any kind. While protected by the spell, 
  the subject can not become dehydrated even if it takes 
  desiccation damage. Once the spell has prevented a 
  total of 10 points of damage per caster level (maximum 
  100 points), whether that damage is desiccation 
  damage or nonlethal damage, it is discharged. 
   
  Source: Sandstorm 119 
   
  Rust Ray 
  Transmutation 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Target: One non-magical ferrous object or one ferrous 
  creature 
  Duration: Instantaneous 
  Saving Throw: None or Fortitude negates (object); see 
  text 
  Spell Resistance: No 
   
  You unleash a russet ray at a metallic object. The air 
  around you smells of hot metal. 
  
   
  This russet ray corrodes metal that it touches. You must 
  succeed on a ranged touch attack with the ray to strike 
  a target. It can effectively destroy any nonmagical iron 
  or iron alloy object. Such objects struck by a rust ray 
  take 2d6 points of damage +1 per two caster levels 
  (maximum +10), ignoring hardness. You can also target 
  a weapon being wielded or metal armor being worn. 
  Metal armor affected by this ray takes normal damage 
  from the spell and loses 1d4 points of Armor Class 
  through corrosion. If an item is reduced to 0 hit points, 
  it is destroyed. Ferrous creatures struck by the ray take 
  the same damage as objects. 
   
  Magic items can negate the effect with a 
  successful saving throw. 
   
  Source: Spell Compendium 178 
   
  Snake’s Swiftness 
  Transmutation 
  Level: Druid 1, Sorcerer/wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One allied creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You toss the scales into the air, and they vanish in a 
  sparkling mist as you indicate your target. Without 
  hesitating, that creature draws and fires an arrow into 
  the fray. 
   
  The subject can immediately make one melee or 
  ranged attack. Taking this action doesn’t affect the 
  subject’s normal place in the initiative order. This is a 
  single attack and follows the standard rules for 
  attacking. 
   
  This spell does not allow the subject to make more 
  than one additional attack in a round. If the subject has 
  already made an additional attack, due to a prior casting 
  of this spell, from the haste spell, or from any other 
  source, this spell fails. 
   
  Arcane Material Component: A few scales from a 
  snake. 
   
  Source: Spell Compendium 193 
   
  Snake’s Swiftness, Mass 
  Transmutation 
  Level: Druid 2, Sorcerer/wizard 3 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Allied creatures in a 20-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You hold the snake scales high overhead, and they 
  evaporate in a flash of light. That radiance carries to 
  every ally in your command—and as one, they unleash 
  a volley of attacks. 
   
  This spell functions like snake’s swiftness, except that 
  it affects multiple allies out to medium range. 
   
  Source: Spell Compendium 193 
  ZEF8-03 Last Splash 
   
  Page 38 
  
  ZEF8-03 Last Splash 
   
  Page 39 
  PLAYER HANDOUT 1 
  Excerpt from Dungeon Master’s Guide, page 92-93 and Stormwrack, page 20 
   
  Condition 
  Slashing / 
  Bludgeoning 
  Tail 
  Movement 
  Off Balance 
  freedom of movement 
  normal 
  normal 
  normal 
  No 
  has a swim speed 
  -2 / half 
  normal 
  normal 
  No 
  successful Swim check 
  -2 / half 
  -2 / half 
  quarter 
  No 
  firm footing 
  -2 / half 
  -2 / half 
  half 
  No 
  none of the above 
  -2 / half 
  -2 / half 
  none 
  Yes 
   
  • 
  Slashing and Bludgeoning weapons take a –2 penalty to hit and do half damage 
  • 
  Grapple checks take a –2 penalty, but grapples do full damage underwater 
  • 
  Thrown weapons are ineffective underwater 
  • 
  Ranged weapon attacks take a –2 per 5 feet of water they pass through, unless the weapon is 
  specifically designed for underwater usage, such as a Merfolk crossbow 
  • 
  Casting a spell with the fire descriptor requires a Spellcraft check, DC 20 + spell level, in order to 
  convert the spell to a steam effect 
  • 
  Non-magical fire is ineffective underwater 
  • 
  Firm footing requires that the creature be touching the ocean floor and carry 16 pounds of gear (for a 
  Medium creature) or 8 pounds of gear (for a Small creature) 
  • 
  An off balance creature loses their Dexterity bonus to AC and opponents gain a +2 to hit the creature 
  • 
  Scrolls are ruined underwater unless they are waterproof 
  • 
  Potions can be used underwater 
   
  
   
  PLAYER HANDOUT 2 
  Deciphering the script from the fringes of Qessir’s robe, you come up with the following text: 
   
  A Child’s Garden of Magical Trivia – by Qessir the Somatic 
  -dedicated to the fond memory of Brem and Vrakna 
   
  Burning hands will cause no pains 
  To those with fire instead of brains. 
   
  Glitterdust will not capsize 
  A creature without any eyes. 
   
  Rust ray spells have no effect 
  On those with nothing to be wrecked. 
   
  Solid fog will slow, not end, 
  The movement of both foe and friend. 
   
  Wrack will put your foes to bed, 
  Except for constructs and undead. 
   
  Come on children, let’s all act it out together! I’ll start. Hee-hee! 
  ZEF8-03 Last Splash 
   
  Page 40 
  
   
  DM MAP 1 
   
  1 inch = 50 feet 
  ZEF8-03 Last Splash 
   
  Page 41 
  
   
  DM MAP 2 
   
  1 square = 5 feet 
  ZEF8-03 Last Splash 
   
  Page 42 
  
   
  DM MAP 3 
   
  1 square = 5 feet 
  ZEF8-03 Last Splash 
   
  Page 43 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/598/Normal Scenarios/ZEF8-03 - Last Splash (APL 2-14)/ZEF8-03 - Last Splash.pdf