TEXT: ESA6-04/NMR6-05 
   
   
   
   
   
  Gift of the Tempest 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Meta-Regional Adventure set in the Splintered Suns 
  Version 1.4 
   
  by Pieter Sleijpen 
  Circle Reviewer: Pieter Sleijpen 
  Editors: Colleen Simpson, Pierre van Rooden 
  Playtesters: Pasi Riita, J-P Hartikainen, Jani Kekkonen, Jouni Kallio 
   
   
  Taking shelter from a storm in the village of Montesser, the PCs awake to find that more than seaweed is being washed 
  ashore by the tide... A one-round Meta-regional adventure set in Medegia (or Ratik) for characters level 1-13 (APLs 2-10), 
  Part 1 of Terrors of the Deep. [Not for those with a dislike for the ocean.] 
   
  Resources for this adventure [and the authors of those works] include Libris Mortis [Andy Collins, Bruce R. Cordell], 
  Secrets of Xen’drik [Keith Baker, Jason Bulmahn, Amber Scott], Stormwrack [Richard Baker, Joseph D. Carriker, Jenifer 
  Clarke Wilkes], The Marchland of Medegia [Creighton Broadhurst], and TSS3-07 Osson’s Lance [Andy Macphee, Jeny 
  Macphee, Stuart Kerrigan] 
  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 America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  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 player 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, 2007.  
   
  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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix 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).  
   
   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 up 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. 
  ESA6-04 Gift of the Tempest 
   
  Page 1 
  
   
  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 Meta-regional adventure, set in 
  Medegia in the Splintered Suns meta-region OR in Ratik 
  in the Nyrond meta-region. Characters native to the 
  Splintered Suns meta-region pay 1 Time Unit per round 
  if they play this adventure set in Medegia (ie. as ESA6-
  04), but 2 Time Units if they play this adventure set in 
  Ratik (ie. as  NMR6-05). Characters native to the Nyrond 
  meta-region pay 1 Time Unit if they play this adventure 
  set in Ratik (ie. as NMR6-05), but 2 Time Units if they 
  play this adventure set in Medegia (ie. as ESA6-04). All 
  other characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters 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 character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character 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 character 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 
  The sea gives, the sea takes. It gives by providing food 
  and trade. It takes through storm, pirates and monsters. 
  Sometimes it takes and gives at the same time when 
  richly-loaded merchant vessels run aground, offering the 
  cargo to those living nearby while taking the lives of 
  those aboard the doomed vessel. 
   
  Seeking shelter in a small fishing village, the PCs are 
  awakened in the middle of the night. A merchant vessel 
  has run aground nearby and it’s only a matter of time 
  before the sea claims its prize. The storm is still raging, 
  and the villagers have no idea under what flag the ship 
  sails; they fear there may be enemies aboard. At the same 
  time they feel obliged to offer help to the poor sailors 
  onboard. They beg the PCs to row into the raging sea and 
  try to help those on the ship. In return the PCs can claim 
  whatever cargo the ship is carrying. 
   
  What the PCs and villagers do not know is that all 
  but one aboard are dead – murdered by undead raiders. 
  These poor sailors are doomed to return from the grave to 
  haunt the living, making life difficult for the PCs, and, 
  potentially, the villagers if the PCs do not destroy them. 
  Once defeated, the PCs find one survivor hiding among 
  the cargo. The poor soul was driven insane by the ordeal, 
  but, with the proper incentive, he can tell the story of 
  what befell the Kalandra.  
   
  He tells them that the undead came from nowhere, 
  apparently unaffected by the storm. They were searching 
  for something. Not for living victims, but for knowledge. 
  Not all the sailors were killed at once, the undead captain 
  questioning the living before dispatching them. For now 
  it remains unknown what it was searching for since those 
  remaining have been made undead and are thus beyond 
  the use of speak with dead. All the survivor knows is that 
  the pirate ship sailed under a flag with the heraldry of a 
  black tower with a skull above it and two skeletal hands 
  wielding a scythe.  
   
  The sailor did not recognize the symbol, but others 
  might. It belongs to the dreaded Delglath the Undying – 
  a powerful animus cleric of Nerull and ruler of Rinloru in 
  the Northern Kingdom. House Torquann, supported by 
  Overking Grenell, has tried to destroy Delglath and his 
  army for years now, and his existence is a testimony of 
  his great power and military skill. Until now he has 
  shown no interest in naval matters, cooped up as he is in 
  the Northern Kingdom, constantly fighting Grenell’s 
  forces. What is so important for him to send his forces 
  out into the Solnor Ocean? Why did nobody note a ship 
  of his setting sail? Are there more? 
   
  ADVENTURE SUMMARY 
  ESA6-0X/NMR6-05 Gift of the Tempest is a 1-round meta-
  regional set Medegia or Ratik, depending on the meta-
  region in which it is run. It is a relatively straightforward, 
  linear adventure albeit set in a non-traditional 
  environment.  
   
  Introduction: While on a trip from either Dullstrand 
  City or Pontylver to the Sea Baron or Rel Astra (when set 
  in the Splintered Suns meta-region) on the cog Era Lemna 
  before the coast of Medegia, the PCs are surprised by a 
  storm (its power dependent on the APL). Seeking shelter 
  ESA6-04 Gift of the Tempest 
   
  Page 2 
  
  the PCs end up in a warm comfortable drinking-hall in 
  the town Montesser. 
   
  Encounter 1 [Warm Wine and Fishermen’s Tales]: 
  The PCs enjoy a “pleasant” evening in one of the local 
  drinking halls while sheltering from the raging storm.  
   
  Encounter 2 [Alarm Bells]: Late that night the alarm 
  bell being sounded disturbs the peace. Soon the PCs 
  learn that a ship has run aground, and the locals ask the 
  PCs to help those poor souls aboard. The villagers can 
  offer no reward, but, depending on the attitude of the 
  PCs, they can offer its cargo or suggest its owner might 
  pay a rich reward for its recovery. 
   
  Encounter 3 [Challenging the Storm]: Getting to the 
  sinking ship is easier said than done. Even in fine 
  weather the rocks on which the ship ran aground are 
  dangerous, let alone during a raging storm. 
   
  Encounter 4 [The Kalandra]: This section gives a 
  description of the rooms and inhabitants of the caravel 
  the Kalandra. Certain haste is required since the ship is 
  quickly falling apart. 
   
  Encounter 5 [Passage of Time]: The Kalandra is slowly 
  being destroyed by the elements. While the ship does not 
  sink while the PCs are aboard, its slow disintegration has 
  its effects aboard.  
   
  Encounter 6 [A Lone Survivor]: Hidden inside the 
  ship, a terrified merchant waits for rescue. If the PCs 
  enter his hiding spot he reacts in panic until he realize 
  the PCs are not undead, and even than all he can think of 
  is to get of the ship. The PCs need to calm him down in 
  order to get him to tell his story, and even then it is 
  difficult to keep him focused. The ordeal has shattered 
  his sanity, although powerful curative magic can restore 
  his sanity quickly.  
   
  Encounter 7 [Back At Montesser]: If the PCs rescue 
  the survivor, they have to decide what to do with him. If 
  they return to Montesser, they learn that the orcs want to 
  keep him as a hostage to get a big ransom. The PCs can 
  try to cut a deal with them, or flee together with the 
  survivor. 
   
  Conclusion: Once the storm quiets down, the Era Lemna 
  proceeds on his journey, either with due haste to escape 
  the wrath of the orcs of Montesser or calmly when the 
  PCs made a deal. The adventure is at an end, but who 
  were the undead that attacked the ship? And what 
  knowledge do they seek? 
   
  PREPARATION FOR PLAY 
  ESA6-04/NMR6-05 Gift of the Tempest is run both in the 
  Splintered Suns and Nyrond meta-region. While both 
  versions are slightly different, a player can only play one 
  of the two versions. Just to be safe check this beforehand. 
   
  The adventure is mainly set on board of a sinking 
  ship. DMs are advised to become familiar with the rules 
  on swimming, drowning and storms as discussed in the 
  Player’s Handbook and the Dungeon Master’s Guide. 
  Stormwrack provides additional useful information on 
  ship decks as an environment for battles and facing the 
  elements on board of a ship. It is also important the 
  players are aware about the environment since the 
  adventure is ill-suited for centaurs (especially when Large 
  sized) and to a lesser extend asherati. 
   
  The Splintered Suns version is set in the town of 
  Montesser in Medegia. More information on this 
  unusual town can be found in Appendix 2. DMs should 
  now check for the favor/disfavor with the orcs of 
  Montesser from TSS3-07 Osson’s Lance. It has an impact on 
  how the PCs are treated in the town. Despite wishes to 
  the contrary from the rulers of Ahlissa, Medegia is not 
  part of the United Kingdom of Ahlissa and as such any 
  wanted status or favors with organizations from that 
  country do not come into play unless specifically 
  mentioned otherwise. 
   
  INTRODUCTION 
  The adventure starts while the PCs are passengers aboard 
  the caravel “Era Lemna”, traveling along the coast of 
  Medegia. The captain is Azir Delrrii, an able, good-
  natured man, who hails from the Sea Barons. The exact 
  reason for the trip is up to the PCs, but most likely they 
  are on a trip from Ahlissa or Dullstrand to harbors to the 
  north (for example the Northern Kingdom, Ratik, Rel 
  Astra or the Sea Barons) or vice versa. 
   
  Your life as an adventurer takes you on many 
  journeys, visiting different regions all over the 
  Flanaess and even beyond. It is on one of these 
  journeys that you find yourself on the cog “Era 
  Lemna” sailing along the coast of Medegia. “Era 
  Lemna” is Old Oeridian and translates either as 
  Mistress of the Coin or Mistress of the Blade – a 
  somewhat odd choice of name. The captain of the 
  vessel is a boisterous, good-humored, middle-aged 
  man from the Sea Barons named Azir Delrrii. He 
  came highly recommended and, until now, he and 
  his crew have proven to be able sailors, honest men 
  and good company. Several other adventurer types 
  joined the vessel and, until now, it has definitely 
  been a pleasant trip as far as sea journeys go. 
   
  This is a good moment to allow the PCs to introduce 
  themselves to each other, as well as to the captain and the 
  Era Lemna. If you are running the adventure in a time 
  sensitive environment you should keep it brief, 
  otherwise you should be able to spend some more time 
  exploring the ship and her crew. Now would also be the 
  time to let the spellcasters prepare their spells. 
   
  ESA6-04 Gift of the Tempest 
   
  Page 3 
  
  � Azir Delrii: Male human (Suel) Exp4 (NG). 
   
  Appearance: Azir is a tall, broad-shouldered man with 
  long, blond hair and a beard that would make a dwarf 
  proud. He has bright, blue eyes, a broad nose and an 
  honest look. When he laughs, and he laughs a lot, it is 
  loud, showing his yellowed teeth that clearly have seen 
  better days. 
   
  Personality: Azir is a boisterous, out-going man with a 
  good sense of humor. He is a sailor first, and a merchant 
  second. He is an honest, honorable man, but he cares 
  about his ship and crew above anything and there is 
  much he will do to keep them safe. 
   
  The weather has been good up until now, but dark 
  clouds have been gathering since this morning and 
  the wind has increased steadily. There is a note of 
  concern in the faces of the crew, and it doesn’t 
  surprise you when captain Azir steps towards you 
  early in the afternoon. 
   
  “There is a storm coming, and while we could 
  probably ride it, I and my men prefer to wait it out at 
  a town nearby. The few days we might lose are just 
  not worth the risk of running aground. Before I sail 
  into the town’s harbor, I wanted to know whether 
  you have heard of Montesser?” 
   
  PCs that have been in Montesser before, obviously know 
  that it is an orc settlement, although an unusual one. Its 
  inhabitants are tired of war and are actually eking out a 
  living as farmers and fishers, their skills slowly 
  improving. They are still orcs though, and, as such, they 
  tend to be violent and hot-headed, especially towards 
  strangers. Most civilized people avoid the town. The orcs 
  do trade with a select few merchants that have earned 
  their trust. PCs that haven’t been to Montesser before 
  know this with a successful DC 15 Knowledge (the 
  Splintered Suns) or Knowledge (geography) check. If no 
  PC knows it, Azir gladly tells them the same. Once the 
  PCs are aware of the nature of Montesser, Azir proceeds: 
   
  “You are rightly concerned about sailing into an orc 
  town, but I am a cousin of a good friend of these orcs 
  and they will not hurt me or those under my 
  protection as long as you behave. My cousin owns a 
  compound at the harbor, and we will weather the 
  storm there. It is not a luxurious place, but it is dry, 
  warm and the food and drink is good.” 
   
  “Before we go into the town, I want a promise 
  from you that you will remain in my cousin’s 
  compound unless invited to do otherwise by the orc 
  leaders. If you do receive an invitation, please 
  behave. The orcs respect strength, and, if challenged, 
  you can kick some unconscious reasonably safely, 
  but please do not kill any, and show proper respect 
  to their leaders. I have no doubts you can fight your 
  way out, but I would like to keep using the harbor as 
  a safe haven, not to mention that my cousin will kill 
  me and my crew if my guests ruin his profitable 
  relation with these orcs.” 
   
  If the PCs promise to behave, Azir is visibly relieved, 
  otherwise he mumbles about being caught between a 
  rock and a hard place and warns the PCs that he and his 
  men will actively help the orcs if there is any violence 
  caused by the PCs’ actions. He does not like it, but he has 
  no choice but to seek shelter at Montesser’s harbor. If the 
  PCs point out that they have a quarrel with the orcs (they 
  earned a disfavor in TSS3-07 Osson’s Lance), he promises 
  them that, as long as they are his guests and remain at his 
  cousin’s compound, there should be no real problem. He 
  is quite certain he can keep this promise, although he 
  does suggest that the PCs are probably better off 
  disguising themselves and not drawing too much 
  attention. 
   
  If the PCs ask the name of his cousin, Azir 
  reluctantly tells them his name is Froznir Delrrii. PCs 
  recognize the name as belonging to a reasonably 
  honorable pirate (as far as those exist) from the Sea 
  Barons with a DC 20 Bardic Knowledge or Knowledge 
  (the Splintered Sun) or a DC 25 Knowledge (nobility and 
  royalty) or Profession (sailor) check. It should be clear 
  that Azir is not proud of what his cousin does for a living, 
  but there is very little Azir can do about it. 
   
  Development: What happens next depends on the PCs’ 
  choice. Don’t spend too much time on this discussion 
  though, since it ultimately is not very important for the 
  adventure. 
   
  If the PCs simply refuse to enter Montesser, Azir 
  becomes angry. As the captain he is the absolute master 
  aboard, and he does not take kindly to such mutiny. As a 
  last compromise he offers to drop the PCs off on the coast 
  at some dry caves near Montesser, together with the 
  launch, and to pick them up once the storm has passed. 
  He warns them, though, that when an orc patrol finds 
  them, chances of avoiding a fight are slim. If the PCs 
  accept this offer, the adventure proceeds as described, 
  except that the PCs witness the Kalandra running 
  aground near their campsite. You need to adapt the boxed 
  text descriptions in Encounter 1 and deal with the 
  absence of Captain Azir. 
   
  If the PCs decide to remain on board the ‘Era Lemna’, 
  proceed with Encounter 1 as normal. 
   
  Troubleshooting: There is a small chance that, at higher 
  APLs, the PCs have access to weather-controlling spells. 
  If they intend to use these spells, Azir advises against it. 
  He fears it might anger Procan, and that it will come back 
  to haunt him at a later date. Smart PCs realize that using a 
  spell like control weather only removes the storm in a 
  limited area (2 or 3 mile radius), keeping the ship locked 
  in that region anyway. The storm is also likely to outlast 
  the duration of the spell. Aziir doesn’t know these 
  limitations though, and, if the PCs press their plans 
  through, he eventually relents and keeps sailing. In that 
  case the storm eventually catches up, and they are forced 
  to land anyway. Proceed with the adventure as described, 
  ESA6-04 Gift of the Tempest 
   
  Page 4 
  
  except that now they are not in a town, and they cannot 
  expect any help when the Kalandra runs aground. 
   
   
  ENCOUNTER 1: WARM WINE 
  AND FISHERMEN’S TALES 
  If you run this scenario in a time sensitive environment, 
  such as at a convention, or you simply prefer a quick start, 
  you should use the short version of this encounter. If you 
  have the time, and like to role-play the PCs’ stay at 
  Froznir’s compound you should use the extended version 
  of this encounter. 
   
  SHORT VERSION 
  Read out aloud or paraphrase the following once the PCs 
  are ready to enter Montesser. 
   
  By the time you arrive at the harbor of Montesser, it 
  has started to rain and the strength of the wind has 
  increased considerably. Nearby hills provide some 
  cover against the coming storm, but whether it will 
  be enough remains to be seen.  
   
  Montesser looks a bit like a shanty-town, and 
  most of the buildings look like they have been built 
  with driftwood and whatever the orcs could 
  scrounge from nearby ruins. Several long, large, 
  wooden buildings of obviously better construction 
  dominate the town. Unlike the smaller huts, these 
  are decorated with crude woodcarvings of what look 
  to be skulls and monsters, different-colored banners 
  and old trophies, suggesting that these are the halls 
  of the chieftains of different clans. The whole town 
  is enclosed by thick, earthen ramparts and steep 
  stake-lined ditches. 
   
  The harbor lies inside the ramparts and all you 
  see are small fishing boats. Once docked, you and all 
  aboard are questioned by a large orc before you gain 
  permission to remain in Montesser during the 
  storm. Soon after, you enter a separate compound on 
  top of a low hill close to the harbor. The compound 
  is guarded by human mariners and seems to be 
  separate from the rest of the town. The mariners 
  welcome you, and soon you are drying yourself at a 
  roaring fire in a drinking hall with several sailors 
  looking curiously at you. 
   
  The PCs are staying at the mess hall in Froznir’s 
  Compound. They, and the crew of the Era Lemna, have 
  been provided with beds, but they have to pay the normal 
  prices for food and drink. Froznir is not present, and, 
  hence, there are not many people present at the 
  compound. The orcs of Montesser do not come here and 
  the PCs can spend their time here undisturbed by orcs. 
  The mariners guarding the compound, though, are 
  curious, wanting to hear about the world outside. 
   
  Ask the players how the PCs are spending the 
  coming night, and whether or not they spend the better 
  part of the evening at the drinking hall with Froznir’s 
  mariners. The mariners’ initial attitude towards the PCs is 
  Indifferent, but allow the PCs to change this with a 
  Diplomacy check as detailed in the Player’s Handbook. 
   
  The PCs gain the following bits of information if 
  they stay among the sailors and succeed at a DC 10 
  Gather Information check: 
  • 
  There is good profit to be made in the slave-trade 
  around Dullstrand City. After all, the refugees from 
  the war with the bullywugs in Sunndi are easy 
  victims. Most sailors present at the compound 
  though are glad Froznir keeps his distance from this 
  trade, it is repugnant and much too risky. 
  • 
  The United Kingdom of Ahlissa is slowly building a 
  massive fleet in the remains of Ponylver, but the 
  sailors are not very worried about it. Their opinion 
  on Ahlissan naval capabilities is not very high. A few 
  even speculate about a war between Ahlissa and Rel 
  Astra, seeing it is a good way to earn some cash as 
  privateers or mercenaries for one of the two sides 
  (mostly preferring Rel Astra). 
  • 
  More ships than usual have disappeared in the last 
  few weeks and the sailors wonder what has caused 
  these disappearances. There is talk about a monster 
  that can conjure up tornados which was released 
  from the Jungle of Lost Ships during the Ahlissan 
  expedition to that place two years ago. Others think 
  it is nothing out of the ordinary – storms, pirates, sea 
  monsters… ships have always disappeared and never 
  at a constant rate. 
   
  Once the PCs have settled for the night proceed with 
  Encounter 2. 
   
  EXTENDED VERSION 
  Read out aloud or paraphrase the following once the PCs 
  are ready to enter Montesser. 
   
  By the time you arrive at the harbor of Montesser, it 
  has started to rain and the strength of the wind has 
  increased considerably. Nearby hills provide some 
  cover against the coming storm, but whether it will 
  be enough remains to be seen.  
   
  Montesser looks a bit like a shanty-town, and 
  most of the buildings look like they have been built 
  with driftwood and whatever the orcs could 
  scrounge from nearby ruins. Several long, large, 
  wooden buildings of obviously better construction 
  dominate the town. Unlike the smaller huts, these 
  are decorated with crude woodcarvings of what look 
  to be skulls and monsters, different-colored banners 
  and old trophies, suggesting these are the halls of 
  the chieftains of different clans. The whole town is 
  enclosed by thick earthen ramparts and steep stake-
  lined ditches. 
   
  The harbor lies inside the ramparts. You see 
  several orcs frantically drawing several fishing boats 
  high up on the beach, but there is no large vessel in 
  the harbor. Before your ship has docked, several orc 
  soldiers, led by a large, shrewd-looking orc warrior, 
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  jump aboard, weapons drawn and ready for trouble. 
  A quick glance at the crew shows you that those that 
  can, quickly gather on deck clearly showing their 
  hands. The captain motions you to do the same, 
  while he steps forward, open hands clearly visible. 
   
  The large orc is Hargal, and his fellow orcs are simple 
  warriors. Hargal is the harbor master, and he takes that 
  job very seriously. He and his men are ready for 
  treachery, but, as long as the PCs do not draw any 
  weapons, make any unexpected movements or start 
  casting spells, they should be safe. As long as the PCs are 
  not aggressive or rude towards the guards, they should 
  have no problems gaining entry to Montesser, which is 
  used to dealing with merchants and travellers. 
   
  The orcs speak Common, albeit with a 
  strong accent. The orcs of Montesser are used to 
  dealing with humans, and so the majority speak at 
  least some guttural Common.  
   
  � Hargal: Male orc Rgr4 (LE). 
  � Orc Guards (5): Male orc Ftr1 (NE). 
   
  Note: In case the PCs do come to blows with these orcs 
  use the stats as provided in the Dungeon Master’s Guide 
  modified for the orcs. This is regular patrol and remains 
  the same at all APLs. 
   
  Development: If the PCs are stupid enough to want a 
  fight, that is what they get. The orcs show no mercy, and 
  assume the crew of the Era Lemna is part of the treachery, 
  killing them as well. If the PCs surrender, or are caught 
  alive they are thrown into pits in the town to await trial 
  when the weather is better. The PCs are probably strong 
  enough to overcome the orcs, but even they cannot face a 
  whole town and all they can do is retreat. Azir is furious, 
  but he has no choice. He quickly retreats and seeks 
  shelter at a cove nearby. In this case the PCs earn Azir’s 
  Disfavor as well as Montesser’s Disfavor. The adventure 
  then proceeds as discussed in the Introduction when the 
  PCs avoid Montesser. 
   
  If the PCs do as they are told, the captain and the orc 
  have a quick conversation. The details are difficult to 
  understand due to the noise of the storm, but they are 
  discussing the usual harbor costs. It only takes a few 
  moments before he and the captain come to an 
  agreement. Hargal orders two of his orcs to search the 
  ship, while he scans the crew for signs of treachery. He 
  does warn the people aboard to stay out of trouble, and 
  that leaving the compound is at their own risk. The 
  people of Montesser have no quarrel with the humans, 
  but their culture is different and he does not want people 
  to get hurt over misunderstandings. 
   
  If the PCs have the Favor of the Orcs of Montesser, 
  Hargal recognizes them, giving them a warm greeting 
  and inviting them to the halls of Shauntru. Afterwards, 
  he orders two orcs to remain at the ship, while he and the 
  rest return to the town. If the PCs have the Disfavor, and 
  are not disguised, he recognizes them as well. For a 
  moment he seems to want to attack them, but then 
  grunts to them that they should remain at the human 
  compound or else the promise of protection becomes 
  void for them. In this case, he and his fellow orcs remain 
  with the PCs until they enter the compound and he posts 
  several watch-posts around the compound clearly visible 
  for all to see.  
   
  Otherwise, he himself leaves the ship with one orc. 
  Two guards remain at the ship and the other two guide 
  the PCs and some of the crew (Azir remains behind to 
  secure the ship) to the compound. Note that if the PCs 
  succeed at a DC 25 Diplomacy check, they can spend the 
  evening at Shauntru’s Hall even without the favor, 
  although the orcs are noticeably less friendly, in which 
  case you need to adjust some of texts below. 
   
  The Compound 
  One the PCs approach the compound read out aloud, or 
  paraphrase, the following: 
   
  A stone-walled compound dominates the orcish 
  huts clustered about it. Set on a prominent piece of 
  high ground that runs down to the very waters of 
  the Aerdi Sea, this collection of buildings is easily 
  the most fortified part of the whole community that 
  you have seen so far. 
   
  A single, heavily-barred gate pierces the 
  battlemented outer wall. Two surly-looking human 
  guards stand without the walls, seeking shelter 
  against the wooden gate. The wall surrounding the 
  buildings within is only about fifteen feet high and 
  a walkway obviously runs all the way along both 
  walls. Inside the compound a cluster of buildings 
  squat around the central tower, which commands 
  views over the whole settlement. 
   
  The guards seem to recognize captain Azir, 
  politely greeting him, although they look warily at 
  you. After a short exchange, they open the gate and 
  allow you to enter. Captain Azir quickly guides you 
  to one of the bigger buildings near the tower, which 
  appears to be an inn of some sort. A big, roaring fire 
  provides heat, and a few rough-looking men are 
  eating and drinking around the tables, curiously 
  looking at you for a few moments before proceeding 
  with their conversations. 
   
  The kitchen is run by Dannal Welspa, an old, grizzled 
  sailor with a wooden leg. He is a surprisingly good cook, 
  as well as the quartermaster of the compound. He is a 
  good-natured curious man who has seen a lot of the 
  world and is always willing to share his stories (as well as 
  to listen to others telling them). The sailors and mariners 
  stationed at the compound help him in the kitchen and 
  there are no maids or waiters.  
   
  The PCs can dry themselves in front of the fire while 
  enjoying a drink and a hearty meal. The fare is simple, 
  but of a reasonable quality. With watered-down ale and 
  wine being the only drinks freely available, the selection 
  of drinks is small. Rum, whiskey and higher quality wine 
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  is kept under lock and key and is not brought out, even 
  for the PCs, although with a successful DC 15 Diplomacy 
  check they can get one cup of rum to help get warm 
  again. 
   
  Most of the people at the compound are suspicious 
  of strangers and rather curt and direct. They tend to keep 
  their distance, but a DC 15 Diplomacy check, or a bard 
  with the right skills, opens them up towards the PCs. 
  They love to play card and dice games as well as darts. 
  Usually the sailors go to bed early, but with the bad 
  weather they are open to a spontaneous celebration – 
  especially if the PCs offer entertainment. Throughout the 
  night the PCs can learn the same rumors as described 
  above in the short version of this encounter. 
   
  PCs more interested in a bed, get directed to a big 
  sleeping room with several bunks at the back of the 
  building. There are four private rooms, one of which is 
  reserved for captain Azir. The PCs can acquire the 
  remaining three with a successful DC 15 Diplomacy 
  check. 
   
  Shauntru’s Hall 
  Due to the weather, it is unlikely the PCs are going to 
  wander around Montesser. If they insist, they find all 
  doors closed, and that there is absolutely nothing to do. If 
  one or more of the PCs has a favor with the orcs of 
  Montesser though, they are invited eat dinner at 
  Shauntru’s Hall – an invitation they are expected to 
  accept. 
   
  Read out aloud or paraphrase the following once 
  they approach her halls: 
   
  The largest of the roundhouses appears to have been 
  built with more time and effort than others. The tall 
  walls are made of well-hewn stone. The huge doors 
  are closed, and are wide enough for an entire team of 
  oxen to be driven through. Two guards stand in 
  small niches on both sides of the door, looking 
  somewhat miserable. They bar your approach, but 
  once they learn who you are, they quickly allow you 
  to enter. 
   
  The roundhouse is packed with orcs. Many are 
  seated at trestles eating and drinking, set back in the 
  shadows. More orcs, mostly younger whelps, peer 
  down from upper balconies, leaning dangerously 
  over the edge or balancing on ladders. As you enter 
  all conversation stops and one figure stands, 
  throwing off an expensive fur cloak. You notice that 
  this orc is female. “Welcome friends. Eat, drink.” 
   
  The female orc is Shauntru, the leader of this community. 
  The PCs are her guests, together with a group of more 
  traditional orc chieftains (although they are less 
  aggressive and more controlled than traditional orcs). She 
  is curious about events in the world, sharing her 
  knowledge on events in Medegia in return. The food and 
  drink (only ale) is of surprisingly good quality, although 
  it does not compare to what would be served in the halls 
  of human rulers.  
   
  During the evening, the orc chieftains try to get the 
  PCs into accepting challenges of Strength even going so 
  far as to suggest a boxing match with their champion 
  Maggroz. Maggroz is an ogre Bbn1 – although they don’t 
  mention this until things have been set up. They are 
  disappointed if the PC wins, but show all the more 
  respect because of it. If the PCs refuse to be lured into 
  any of the challenges, they are treated with scorn by the 
  orcs. Elves and dwarves are the constant centre of jokes 
  and puns at their expense. The orcs, though, do not 
  initiate real violence, but they reply with equal force. 
  Note that any fight is greeted with cheers by the 
  audience and has no repercussions as long as no orc dies. 
  If an orc dies, the PCs must succeed at a DC 25 
  Diplomacy check to get out, otherwise they are arrested 
  and thrown in a pit (from which they are removed later 
  that night to get the cargo and sailors from the Kalandra – 
  see Encounter 2). 
   
  In addition to the rumors mentioned at the 
  Compound the PCs learn the following things during 
  their stay here: 
  • 
  Both Rel Astra and Ahlissa have sent envoys to 
  Montesser on several occasions, in the past couple of 
  years, each trying to form an alliance against the 
  other. The orcs do not understand all this talk, and 
  most assume there is going to be a fight between 
  these two sides soon. The orcs favor nobody, 
  preferring to be left alone, warning that anybody 
  that threatens their independence will face their 
  wrath.  
  • 
  The orcs are bored. They have not had a good fight in 
  ages. Even the undead that seem to plague most of 
  Medegia now-a-days avoid Montesser.  
   
  Development: Once things slow down, or time is 
  pressing, you should proceed with Encounter 2. 
   
  ENCOUNTER 2: ALARM BELLS 
  About one hour after midnight, the peace (as far as you 
  can speak of peace in the middle of a raging storm) of the 
  town is disturbed by the sounds of horns at the harbor, 
  quickly followed by horns in the village and a loud ship 
  bell at the compound. Within minutes all the people at 
  the compound know that a ship has been sighted on a 
  course towards the cliffs near Montesser.  
   
  If the PCs brave the wind (which at higher APLs 
  might be dangerous for Small-sized characters – see 
  Encounter 3) and climb on the earthen walls of the 
  compound, they can watch the tragedy unfold before 
  their eyes. Due to the darkness, rain and wind there is 
  little to see except for a few small dots of light coming 
  closer to the coast. During the occasional flash of 
  lightning, it can be seen that the main mast of the vessel 
  is broken, and that the sails at the two remains masts are 
  tattered. It is a caravel. The ship is too far away to see any 
  sailors on board and it is equally impossible to determine 
  under what flag the ship sails. 
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  Pushed forward by the storm, the ship soon crashes 
  on the rocks at the mouth of the bay. To everybody’s 
  surprise the ship is not shattered, and soon an SOS signal 
  can been seen coming from the ship. The mariners at the 
  compound immediately start discussing whether to help 
  those poor sailors. Most consider going out in this 
  weather near suicide, and they are certain no orc would 
  risk his skin for strangers (although they certainly might 
  for the cargo), assuming they would even have the skill to 
  navigate the waters in this weather. At the same time a 
  similar discussion is held at Shauntru’s Hall, although the 
  orcs are much quicker to conclude that the risks are not 
  worth the effort. They can recover whatever loot survives 
  the storm after the wind has died down, and they don’t 
  care about the sailors. 
   
  If the PCs show an interest in helping out, but need 
  a reward of some kind, both the orcs and mariners point 
  out that whomever they rescue is certainly going to be 
  grateful, and considering the quality of the ship, some of 
  those are very likely to be rich. Froznir’s men and the 
  orcs are also willing to pay a reasonable amount of coin 
  for any cargo they retrieve. They are also planning to ask 
  a ‘rescue fee’ (the orcs simply call it by its true name: 
  ransom) for any sailor they rescue from the trading 
  company that owns the ship. And the PCs gain 50% of 
  those coins (the PCs can negotiate up to 75%). They 
  cannot provide a specific number though since they do 
  not know the cargo, its owner or the amount of survivors 
  aboard. 
   
  If the PCs show no interest, or immediately rush out, 
  captain Azir approaches them. He is willing to brave the 
  storm to help those poor souls, but he needs help and his 
  men understandably do not want to. When they enquire 
  about a reward, Azir gives them the same information as 
  above, although he does not know for sure how the orcs 
  or his cousin’s men react. He fears they are just likely to 
  sell/use them as slaves, let them go or ask a ransom from 
  the owner of the ship. That though is of later concern, 
  since that ship is not going to remain in one piece for 
  long and if it shatters there is no need to worry about the 
  fate of any survivors. If the PCs want to know the risks, 
  Azir does not hide the fact that the rescue mission is 
  going to be dangerous, but he certain that with the PCs 
  help they can pull it off. 
   
  Azir’s intention is to use one of the keelboats on the 
  beach and row to the ship. He never even considered 
  going by land, climbing down the cliffs and swim or 
  jump the last few meters. He considers that route even 
  more dangerous, and he doubts it would allow them to 
  take any survivors let alone any cargo from the ship. So if 
  the PCs insist upon that route, he refuses to come along. 
  He does accept splitting up with him taking the keelboat 
  as long as two strong PCs agree to help row and a third 
  one to bail water. 
   
  Note: If the PCs were arrested by the orcs and thrown in 
  the pits, they think it is a fun game to let them recover 
  the loot and sailors from the wreck. If successful they 
  forgive them their crimes and let them go (although they 
  do NOT forget them – so they still get the disfavor). If 
  they fail, they die, which certainly satisfies them as well. 
  The PCs can always choose to flee, albeit after much 
  protests from captain Azir. The adventure is over in that 
  case. 
   
  Development: If the PCs agree to help, proceed to 
  Encounter 3, regardless of the route they follow. Since a 
  rescue mission requires a specific set of skills, it is 
  certainly possible some of the PCs refuse to join the 
  others. If this happens, Azir points out that since they 
  have no clue who is on board of that ship, and however 
  unlikely, they might very well be hostile. Or some might 
  be critically injured, requiring a healer as quickly as 
  possible. If there are still people that refuse, don’t force 
  them to join. The fights on board the Kalandra might be 
  considerably more difficult, but that was the PC’s choice. 
  Once they realize that this is no ordinary rescue mission, 
  they can decide how to react. PCs that are not present 
  during any of the fights, obviously do not gain any 
  experience for that particular encounter. 
   
  If the PCs do not help at all, the adventure is more or 
  less over. The ship soon shatters. The undead wash ashore 
  a couple of hours later. They attack the compound, 
  providing the PCs the opportunity to earn at least earn a 
  bit of coin and xp and showing that something odd 
  happened to that ship. When the storm quietens down, 
  they also learn her name. Evidence washes ashore that 
  proves the ship came from Ahlissa and belonged to 
  House Torquann. Little of the cargo survives intact (the 
  apes certainly died), several corpses of sailors end up on 
  the beach, all showing signs of having died in a fight. 
  Offering even more proof something odd went on aboard 
  the ship. A ghost now haunts the cape, but it is unlikely 
  the PCs learn this while at Montesser. Proceed with the 
  Conclusion section. 
   
  Troubleshooting: The wreck is not protected against 
  divination spells, but every minute counts. Captain Azir 
  is against any spell that takes more time to cast than 1 
  minute. The PCs also do not have clear sight on the 
  wreck further limiting the effectiveness of some 
  divinations. Otherwise they should work as normal. Use 
  the details described in Encounter 4 to check what the 
  PCs might learn. 
   
  ENCOUNTER 3: 
  CHALLENGING THE STORM 
  There are basically two routes open for the PCs to get at 
  the Kalandra: by land and by boat. Both of these routes 
  are dangerous, although each offers its own unique set of 
  challenges. Captain Azir greatly favors using a boat since 
  he is a much better sailor than climber, and because 
  having a boat makes transporting survivors and cargo all 
  that easier. It is up to the PCs to decide which to take and 
  each are detailed below in their own section. 
   
  The hills surrounding the bay give some measure of 
  protection against the real force of the wind. At APL 2 the 
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  force of the wind is severe, but at APL 4 and above has 
  reached windstorm levels. The Kalandra has run aground 
  in an area with even better cover and the power of the 
  storm is one category lower (strong at APL 2 and severe at 
  other APLs). More information on storms can be found 
  in the Dungeon Master’s Guide page 95.  
   
  Severe winds impose a –4 penalty on ranged attacks 
  and Listen checks, open flames are extinguished and 
  small creatures run the risk of being knocked down (DC 
  15 Fort Save). Using ranged weapons in a windstorm is 
  impossible, and Listen checks suffer a –8 penalty. 
  Medium creatures run the risk of being knocked down 
  and smaller creatures are blown away (DC 18 Fort save). 
  If a creature is blown away, they are knocked prone and 
  roll 1d4x10 feet, taking 1d4 nonlethal damage per 10 feet. 
  Flying creatures count as one size category smaller. If 
  checked, they are blown away 1d6x5 feet, if knocked 
  prone 1d6x10 feet and if blown away 2d6x10 feet (they 
  take 2d6 nonlethal damage instead of the 1d4 per 10 feet). 
   
  The storm is accompanied by severe rainfall, 
  imposing a –4 penalty on Spot and Search checks and 
  increasing Listen penalties by a similar amount (which 
  stacks with the effects of the wind). Visibility is halved, 
  although, due to the darkness that only affects creatures 
  with low-light vision. 
   
  Troubleshooting: At high APLs characters might be 
  able to reduce the power of the storm with control wind. 
  Doing so is not very effective when traveling towards the 
  ship by boat due to its small area of effect. If the PCs cast 
  it at the cliffs, though, getting down is much easier, 
  effectively disabling the trap (see below), and getting 
  aboard becomes somewhat easier as well. It has no impact 
  on the fights on the decks of the Kalandra since the area 
  is too small to affect the waves. Using the higher-level 
  spell control weather, on the other hand, is highly effective, 
  removing the threat of the storm. Traveling with 
  powerful spell casters can make life a lot easier 
  sometimes. 
   
  PCs might choose to increase the wind with control 
  wind with which they can certainly destroy the ship, and 
  all aboard, but that would mean the effective end of the 
  adventure and everything aboard is destroyed. Using this 
  effect while actually fighting the ghouls is not very wise 
  either. The caster might be able to keep his allies in the 
  calm of the wind, but it still destroys the ship, quickly 
  dumping the PCs in the raging water. 
   
  THE CLIFFS (EL 2) 
  Getting to the cliffs towering above the ship is not easy. 
  If the PCs cling to cover and are smart enough to tie the 
  smaller members of their group together, they should 
  reach the spot without serious incident. Once above the 
  ship, they have to get down to the wreck, which is where 
  the real challenge lies. Luckily the wind blows inland, so 
  there is no risk of being blown off the cliffs and into the 
  sea below while on top of the cliff. Climbing down, 
  though, is dangerous, since the wind direction becomes 
  unpredictable and the rocks are razor sharp – effectively 
  turning it into a trap. 
   
  The cliffs are 50 feet high, and without the storm a 
  simple DC 15 Climb check would suffice to get down at 
  one-quarter the character’s normal speed. The rain has, 
  however, made the surface slippery, increasing it to a DC 
  20 Climb check. The wind induces the same 
  circumstance penalty on Climb checks as on Listen 
  checks so at APL 2 the effective DC is 24 and at APL 4 
  and above: 28. Even creatures with a Climb speed would 
  think twice before climbing down without security in 
  the form of ropes. 
   
  Even climbing down with a rope is not easy. There 
  might not be the risk of falling down into the churning 
  ocean, but it can become extremely painful. A failed 
  Climb check results in being smashed against the sharp 
  rocks – 2d6 damage. If the check was 12 or higher, the 
  damage is halved. Those climbing down can try to 
  remove the sharper rocks by attacking that 5 foot section 
  (not particularly easy while dangling on a rope). Each 
  section worked this way deals only 1d6 nonlethal 
  damage. Each round the PC is climbing down he needs to 
  make this check. 
   
  PCs, who are simply lowered down, do not need a 
  Climb check to get down. They are lowered down in 1 
  round, and only need to make 1 check to see if they get 
  half or full damage (there is no chance of zero damage). A 
  similar result can be achieved with a feather fall or levitate 
  spell (although 2 rounds are required with a levitate spell). 
  Persons who can fly, and are tied to a rope, can make a 
  (APL 2) DC 15 or (APL 4+) DC 18 Fortitude save to get 
  down without damage. Failure results in being slammed 
  into the wall getting full damage. 
   
  ALL APLs 
  � Cliffside Climb: mechanical; automatic reset; DC 
  12 Climb* check half (2d6 slashing and bludgeoning 
  damage). 
   
  * Penalties due to the wind included. 
   
  � Sharp Rocks (5 feet section): natural stone; AC 12; 
  hardness 8; hp 5. 
   
  Development: The PCs end up in Area 1 (see DM’s Aid 1 
  and Encounter 4) of the Kalandra. Roll Listen and Spot 
  checks as normal for the undead in Area 5 to note the 
  arrival of the PCs – starting when the first character sets 
  foot aboard. Do not forget to apply the penalties for the 
  storm (which is also why the undead only note the PCs 
  once they are aboard the ship and not while still climbing 
  down). They were not expecting somebody to come from 
  this direction. The PCs can try to spot the undead as well 
  if they move to an area from where they can see Area 5. 
  More details can be found in Encounter 4. 
   
  Troubleshooting: It is assumed the PCs are smart 
  enough to use a rope while climbing or flying down. 
  Without such a rope a failed check would not only result 
  in damage, but also in falling down in the churning sea at 
  ESA6-04 Gift of the Tempest 
   
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  the foot of the cliffs. At lower APLs this is almost 
  guaranteed to be a death sentence. Besides the normal 
  damage for falling, it also requires a DC 20 Swim check 
  per round not to drown, and at the same time, failure also 
  results into being smashed into the rocks by the waves 
  dealing 1d6 damage. Two successful checks in a row are 
  required to get to the safety of the cliffs behind the 
  Kalandra (requiring the PCs to climb up the hull).  
   
  PCs can aid their companion with a rope, but getting 
  the rope at the victim is treated as securing a grappling 
  hook as described in the Use Rope skill (victim can try to 
  aid the thrower with a DC 10 Use Rope or Swim check). 
  Once secured, the victim can be pulled to the shore. A 
  failed Swim check does not result in drowning anymore, 
  but it still deals damage. 
   
  The distance between the cliff top and the wreck is 
  certainly within reach of spells like dimension door. Due to 
  the weather and darkness it is unlikely the PCs can 
  observe the deck of the wreck from the cliff top. Chances 
  are good that the PCs dimension door into a solid object. 
  Such an act would result in 1d6 damage and a shift to a 
  random location on a suitable surface somewhere within 
  100 feet of the original location. It means the PC(s) would 
  not end up in the middle of the bay (water is not a 
  suitable surface), but a spot somewhere on a ledge on the 
  cliff or a rock in the surf nearby (suitable just at that 
  moment) is certainly a possibility. If a PC is stupid 
  enough to dimension door without seeing where they are 
  going that is what they get. Do warn them before they 
  use the spell. If they actually have a clear view of the deck 
  (likely due to other magic), they should be able to safely 
  use the spell. Remember, though, that the decks are 
  cluttered with debris. Finding an open spot for two or 
  three people is doable, but more is impossible. 
   
  THE SEA (EL 2) 
  Captain Azir offers the PCs his launch, although if the 
  PCs are working for the orcs of Montesser the orcs offer 
  one of their fishing boats. The hills around the bay 
  provide cover against the brunt of the storm for the 
  bigger part of the trip – although the last few tens of feet 
  take the launch into the open. Even so, getting to the 
  stranded ship by sea requires seamanship, strength and a 
  good dose of luck. Captain Azir and one or two (depends 
  on how many PCs there are) of his sailors, who bravely 
  volunteer to come along, compensates any lack in 
  seamanship on the PCs’ side. If the PCs do have the skill, 
  they still need a full complement of 8 in this weather, 
  and, while the PCs are exploring the ship, at least two 
  people need to remain behind to prevent it being 
  shattered against the hull or cliffs. 
   
  � Launch: 
  Huge 
  vehicle; 
  Seaworthiness 
  +0; 
  Shiphandling +2; Speed oars 15 ft. (good); Overall AC 3; 
  Hull hp 50 (hardness 5); Ram 2d6; Space 15 ft. by 5 ft.; 
  Height 5 ft. (draft 1-1/2 ft.); Complement 8; Watch 1 plus 
  2 rowers; Cargo 4 tons. 
   
  Captain Azir has a +11 modifier on his Profession (sailor) 
  skill and, under his guidance, launching the ship and 
  steering it towards the stranded vessel is relatively easy, 
  even when completely in the open. Getting there in one 
  piece, though, requires full commitment from everybody 
  aboard (both rowing and bailing water) or the launch will 
  founder and sink.  
   
  Getting to the wreck takes roughly 20 minutes of 
  hard work. Once, during the trip, the captain needs to 
  make a DC 15 Profession (sailor) check. Those aboard can 
  assist as per the normal rules: those rowing assist by 
  making a DC 10 Profession (sailor) or Strength check. 
  Assume that Azir automatically succeeds with the aid of 
  his sailors. PCs stupid enough to challenge the sea in a 
  raging storm without the captain’s help, especially those 
  who are not equally skilled, should suffer the full 
  consequences. If the check fails, the launch founders and 
  quickly sinks, dumping the PCs in the water. PCs survive 
  the ordeal, and wash ashore near Montesser, but the 
  adventure is effectively over. Just make sure the players 
  realize the risks before they set out without Captain Azir 
  and his men. 
   
  During the trip the boat is also hit by 3 big waves. 
  When this happens, the captain of the vessel must make a 
  DC 25 Profession (sailor) check, as before the rowers can 
  try to assist in this check. If successful they maneuver the 
  boat out of harm’s way. If the check fails, the wave 
  crashes right over the boat. Each character aboard must 
  make a DC 12 Balance or Strength check to remain at 
  their seat. Failure results in 1d6 nonlethal damage by 
  being smashed against the side of the boat. Characters 
  standing upright at the time (highly unlikely) who fail 
  the initial Balance or Strength check must make a DC 17 
  Reflex save or they are washed overboard. See The Cliff 
  for details on swimming in the water – although the 
  damage is only gained near the cliffs and the hull. 
  Getting back into the launch without aid requires a DC 
  15 Climb check, but it is fairly easy if one or two people 
  offer their assistance. 
   
  Development: Getting to the ship is only the first step. 
  Due to a fortunate rock formation northeast of the 
  Kalandra she is spared the brunt of the storm, lowering 
  the power by 1 step as described at the start of this 
  encounter. The rock island also prevented the ship from 
  being shattered immediately, although it only a matter of 
  time until even that protection is not enough to save it. 
  With each wave that pounds against her hull, the 
  Kalandra groans loudly. 
   
  The PCs approach the wreck from the south, the 
  portside of the vessel. On the starboard side, the cliffs 
  tower 50 feet above it. Details on the Kalandra can be 
  found in DM’s Aid 1 and Encounter 4. Roll 2d4 the 
  moment the PCs arrive. The number rolled is the amount 
  of rounds the PCs have before a wave high enough to 
  wash over the railing of the Kalandra rushes in. A similar 
  big wave rushes in every 2d4 rounds afterwards. Since 
  the Kalandra tilts towards the cliffs, the railing of the ship 
  rises roughly 15 feet above sea-level. There are several 
  ESA6-04 Gift of the Tempest 
   
  Page 10 
  
  ropes dangling over the side of the hull – the remains of 
  the rigging after the mast broke. It remains eerily silent 
  on board. Prudent PCs might want to cast some spells 
  beforehand, but remember that doing so requires a DC 15 
  plus spell level Concentration check due to the violent 
  motion of the launch. 
   
  There are several things the PCs can do to get 
  aboard. Climbing the remains of the rigging requires a 
  DC 9 Climb check (base DC 5 modified for slipperiness). 
  As long as a climbing PC is not above the launch when a 
  wave rolls in there is no problem. If the PC is above the 
  launch, the PC must make a DC 12 Reflex save or take 
  1d6 points of damage. Regardless of the result the PC 
  ends up prone in the launch. PCs can also wait for such a 
  wave and try to step aboard. Doing so requires a DC 12 
  Balance check. If the check fails the character ends up 
  prone on board of the Kalandra. If the check fails by 5 or 
  more the character falls backwards into the launch, 
  taking 1d6 damage in the process. At higher APLs, spells 
  such as dimension door, fly and levitate should make it 
  relatively easy to get aboard, although casting them does 
  require a Concentration check as discussed above. 
   
  If the PCs wait for a wave or two they can get a clear 
  view of the main deck (area 5). The undead sailors are 
  hiding by now, and any such character should make a 
  Spot check opposed by the undeads’ Hide checks 
  (assume the undead have taken 10). The undead wait 
  until half of the group is aboard before attacking, afraid 
  that they will scare away their prey if they attack too 
  early. Proceed with Encounter 4 (area 5). 
   
  Captain Azir becomes agitated when the PCs discuss 
  retreating just because there are no apparent survivors. 
  He reminds the PCs that somebody signaled the SOS and 
  there might be survivors who are unconscious or 
  otherwise prevented from screaming for help. If that 
  does not help, he points out that there might be valuables 
  aboard (whether cargo or information on what happened) 
  and that if they return now they took all those risks for 
  nothing.  
   
  If the PCs still decide to retreat the undead become 
  desperate. Overcome by hunger they try to act as 
  desperate survivors, rushing towards the railing begging 
  for aid. Even if the PCs fail to spot that the sailors are not 
  quite human, it should not be too difficult to pierce their 
  Bluff since the sailors are terrible liars. If the PCs still 
  retreat, the undead try to jump into the launch, likely 
  requiring a DC 10 or 20 Jump check (depending on how 
  far away the launch is from the hull of the Kalandra), and 
  potentially making for a crowded combat. Undead that 
  miss the launch, try to swim towards the launch, and 
  than trying to Climb aboard (which requires a DC 15 
  Climb check) to get at their food. More information on 
  the undead can be found in at Encounter 4 in Area 5. 
   
  Troubleshooting: Flying from Montessor to the 
  Kalandra is not an option, since the PCs are going to be 
  blown inland quicker than they can move forward. If the 
  PCs choose this option, they should walk towards the 
  cliffs, and try flying from there. This is discussed above at 
  The Cliffs section. The churning water makes using 
  spells like water walk impractical as well (requiring DC 20 
  Balance checks to remain standing, not to mention the 
  constant battering of the waves) and while water breathing 
  would work reasonably well (although the swimmer does 
  face the risk of being smashed into the rocks or the hull) 
  it faces the big problem that carrying survivors and cargo 
  by that route is real difficult as well. A really effective 
  spell the PCs could use is standing wave from the Spell 
  Compendium, although the PC must have a caster level of 
  9 or higher to affect the launch (which is size Huge).  
   
  In the end you should use your judgment when 
  confronted with ingenious players. The idea of the 
  encounter is not to make it impossible to get to the 
  Kalandra, just to impress on them the difficulties such a 
  storm impose on the rescue mission. At higher APLs it 
  shouldn’t be too hard to overcome the challenges of the 
  weather with a few well-placed spells. 
   
  Finally, if the PCs have been hiding in some caves 
  near Montesser to avoid the orcs, they have no access to 
  captain Azir. The wreck on the other hand is much 
  closer. Even so, chances of the launch floundering are 
  equally high and PCs without a decent Profession (sailor) 
  skill are better off challenging the cliffs instead of the sea. 
   
  ENCOUNTER 4: THE 
  KALANDRA 
  The Kalandra is a typical caravel: a seaworthy, nimble 
  three master used for long sea journeys. The mid-mast is 
  broken and her rigging is heavily damaged due to both 
  the weather and the battle with the undead. The hull is in 
  surprisingly good condition, although it is taking a 
  heaving beating by the waves. The hull is unlikely to hold 
  for more than another hour at the most. The ship tilts, 
  and the starboard side (the cliff direction) is lower than 
  the portside. This list is not strong enough to effect 
  movement, but it does grant a +1 bonus on attack rolls to 
  those on higher ground.  
   
  The stairs on board of the ship are steep. Climbing 
  up the stairs costs double movement. Moving down 
  faster than at normal speed, requires a DC 10 Balance 
  check. Failure prevents a PC from running down, while 
  failing by 5 or more results in falling down the stairs take 
  1d6 non-lethal damage in the process. 
   
  After having searched the whole ship the PCs can 
  estimate that there used to be around 16 people aboard. 
  Including the various undead the PCs only have found, at 
  most, 8 corpses. Most of the corpses were taken by the 
  undead raiders to replenish their larder and soldiers. The 
  undead raiders left a few corpses behind, animating some 
  of them as a nasty surprise for anybody entering the ship. 
  The other corpses where left behind as food for their new 
  creations. 
   
  If the PCs examine the bow they find the name of 
  the ship in graceful golden letters: The Kalandra. PCs that 
  make a DC 25 Knowledge (the Splintered Suns) 
  recognize the ship as Ahlissan. It is owned by House 
  ESA6-04 Gift of the Tempest 
   
  Page 11 
  
  Torquann, and sails mostly between Ahlissa, Rel Astra 
  and the Sea Barons. Its captain has a good reputation. 
   
  Note: The Kalandra is wedged between the rocks 
  and is not rolling on the waves. Once aboard spellcasters 
  do NOT need to make Concentration checks due to 
  violent movement! 
   
  � Hull: 9 in. thick wood; hardness 5; hp 80; Break DC 
  35; Climb DC 21. 
   
  � Inner walls: 3 in. thick wood; hardness 5; hp 30; 
  Break DC 20. 
   
  � Typical door: 1 in. thick wood; hardness 5; hp 10; 
  Break DC 15. 
   
  1. QUARTERDECK 
  The quarterdeck is an open deck at the stern. The 
  ship’s wheel is here and is tied so that it cannot be 
  moved. There is a small davit for a ship’s boat, but 
  the boat is missing. 
   
  The deck is clean and there are no risks of slipping or 
  tripping, and, unlike the main deck (area 5), waves do not 
  wash over the deck here.  
   
  2. FORECASTLE DECK 
  This is a raised, open deck atop the forecastle. On 
  the starboard side is the hawsepipe and tackle for 
  the ship’s anchor. The ballista mounted here is too 
  damaged to be used. It is covered with scorch marks. 
   
  The scorch marks can be recognized as acid burns with a 
  DC 15 Craft (alchemy) check. A DC 23 Spellcraft check 
  identifies the damage as been done by a fireball energy 
  substituted with acid. If there had been any blood, it has 
  been washed off in the storm. There are no corpses, nor is 
  there anything of value. 
   
  The deck is cluttered with debris, but unlike the 
  main deck there are no waves here. Movement is halved 
  in most squares. Charging and running is possible, but 
  requires a DC 14 Balance check as per the normal rules. 
   
  3. MASTER’S CABIN 
  This lavishly decorated comfortable cabin is likely 
  the captain’s or for the use of important guests. The 
  furniture has been smashed and there is little that 
  remains of this once luxurious room. It is clear the 
  room has been ransacked and nothing of value 
  remains. 
   
  On the last trip it was used by the guest – see Area 8 and 
  Encounter 6. If the PCs succeed at a DC 15 Search check 
  they find the remains of heraldry which can be 
  recognized with a DC 15 Knowledge (nobility and 
  royalty) check as belonging to House Garesteth. House 
  Garesteth is one of the great noble houses of the Great 
  Kingdom, and it has a strong associating with arcane 
  magic and many of its scions are powerful wizards. 
   
  4. WARDROOM 
  The captain, officers, and passengers used to take their 
  meals here. It also served as a drawing room and parlor.  
   
  This room is dominated by a large table made out of 
  mahogany, and surrounded by the remains of once 
  comfortable-looking chairs. It is clear that the 
  furniture used to be luxurious, and the decoration 
  lav sh. Except for the table, everything has been 
  ripped from the walls and smashed to pieces. The 
  floor is covered with glass shards and wood 
  splinters. If there had been anything of value here, it 
  has either been destroyed or taken away. The 
  remains of two sailors lying on the table are difficult 
  to miss, although the corpses are heavily damaged, 
  almost as if something has been eating them. The 
  table is covered in blood. 
  i
   
  There is not as much blood as would be expected if they 
  had been killed here. Due to the damage it is difficult to 
  find out what killed them, but a DC 15 Heal check 
  reveals they have been killed with weapons, execution 
  style, and they have been dead for less than a day.  
    
  5. MAIN DECK 
  Under normal circumstances this open deck 
  featured a catapult and two large companionways 
  that descend to the lower deck. The portside 
  stairway is for the use of personnel and consists of 
  5ft.-high, cabin-like structure. The one on the 
  starboard side is for cargo, and is closed by two big 
  wooden hatches. Chicken coops, and pens for goats, 
  lambs, or other small livestock probably used to take 
  up any available space left on the deck, but not much 
  is left of it. The catapult is heavily damaged, and the 
  remains of the riggings lie everywhere. While most 
  of the mid-mast is gone, part of it lies with one end 
  on this deck and the second on the forecastle deck. 
   
  The battle with the undead raiders and storm caused 
  much havoc. The catapult has been damaged by similar 
  scorch marks to the ballista in Area 2. The storm washed 
  away any animals that might have survived the battle, 
  and, when the main mast broke, parts of the rigging came 
  crashing down on the deck. A large part is gone, washed 
  into the ocean, but one big piece forms a slippery beam 
  from the main deck up on the forecastle deck (Area 2).   
   
  Terrain: The following terrain features can be found on 
  the main deck: 
  • 
  A light surge of green washes regularly over the 
  deck. Such a surge lasts for 1 round and repeats every 
  2d4 rounds. A light surge is about 1 foot in depth. It 
  costs 2 squares of movement to enter a square of 
  light green water, and the DC of Tumble checks in 
  ESA6-04 Gift of the Tempest 
   
  Page 12 
  
  such a square increases by 2. Any creature that 
  begins its turn in or enters a square of light green 
  water must succeed on a DC 6 Strength of Balance 
  check, or fall prone. Characters who fall prone are 
  washed 1d4 squares in the direction of the surge; if 
  this would wash them over the side, they are entitled 
  to a DC 11 Reflex save to catch themselves at the rail 
  before going over. The surge moves in a starboard 
  direction (towards the cliffs – see Encounter 3 for 
  what happens if washed away). This happens at the 
  same time that the launch is raised to railing level 
  (and with each such wave water comes streaming 
  down into the hull if the hatches are open). 
  • 
  The squares that depict the catapult are considered 
  cluttered. It provides cover. 
  • 
  Large parts of the deck are slippery – it costs 2 
  squares of movement to enter a square of slippery 
  deck and the Balance and Tumble checks increases 
  by 5. A DC 12 Balance check is required to run or 
  charge over slippery deck. There are ropes 
  everywhere, and PCs can replace Balance by a Climb 
  check when charging or running (using the ropes to 
  swing around) but doing so requires a free hand. 
  • 
  A creature standing in the same square as a mast 
  gains a +2 bonus to AC and a +1 bonus to Reflex 
  saves (these bonuses don’t stack with cover bonuses 
  from other sources). The presence of a mast doesn’t 
  otherwise affect a creature’s fighting space, because 
  it is assumed that the creature is using the mast to its 
  advantage. It requires a DC 16 Balance check to walk 
  over the big piece of mast to area 1.  
  • 
  Both the forecastle deck (area 2) and the quarterdeck 
  (area 1) are 10 ft. high and Jumping down requires a 
  successful DC 19 Jump or Tumble check (modified 
  for obstruction and slipperiness). 
   
  More information on fighting on a ship’s deck can be 
  found in Stormwrack (page 20). 
   
  Creatures: The strong emotions of being brutally 
  murdered by the undead that raided their vessel 
  combined with the strong presence of necromantic 
  energy caused some of the sailors to rise as undead. They 
  are consumed by a hunger for the living, giving them an 
  unnatural cunning and predatory instinct. When they 
  realized the ship stranded near a sizable town, they 
  decided to lure townsmen to the ship by signaling for 
  help and ambush them far away from any potential help.  
   
  At higher APLs the undead raiders also created a 
  couple of zombies out of the dead sailors purely out of 
  spite. These are all covered with wounds made by claws 
  and spells. One, the captain, looks like he has been 
  tortured to death. 
   
  APL 2 (EL 4) 
  � Undead Sailors (3): Gravetouched Ghoul Rog1; hp 
  12 each; see Appendix 1. 
   
  APL 4 (EL 6) 
  � Undead 
  Chaplain: 
  Gravetouched 
  Ghoul 
  Rog1/Clr1; hp 18; see Appendix 1. 
  � Undead 
  Sailors 
  (2): 
  Gravetouched 
  Ghoul 
  Rog1/Ftr1; hp 18 each; see Appendix 1. 
   
  APL 6 (EL 8) 
  � Undead 
  Chaplain: 
  Gravetouched 
  Ghoul 
  Rog1/Clr2; hp 31; see Appendix 1. 
  � Undead 
  Sailors 
  (3): 
  Gravetouched 
  Ghoul 
  Rog2/Ftr1; hp 31 each; see Appendix 1. 
  � Zombies, human (2): hp 16 each; see Monster 
  Manual page 266. 
   
  APL 8 (EL 10) 
  � Undead 
  Chaplain: 
  Gravetouched 
  Ghoul 
  Rog2/Clr3; hp 48; see Appendix 1. 
  � Undead 
  Sailors 
  (3): 
  Gravetouched 
  Ghoul 
  Rog3/Ftr2; hp 48 each; see Appendix 1. 
  � Zombies, human (4): hp 16 each; see Monster 
  Manual page 266. 
   
  APL 10 (EL 12) 
  � Undead 
  Chaplain: 
  Gravetouched 
  Ghoul 
  Rog2/Clr5; hp 65; see Appendix 1. 
  � Undead 
  Sailors 
  (3): 
  Gravetouched 
  Ghoul 
  Rog5/Ftr2; hp 72 each; see Appendix 1. 
  � Zombies, human (6): hp 16 each; see Monster 
  Manual page 266. 
   
  Tactics: The undead are planning to ambush the PCs, 
  and to make that possible at APL 6+ they have herded the 
  zombies into area 6 (out of sight) with orders to come 
  forward once the door is opened.  
   
  As soon as half of the PCs are aboard the undead 
  spring their ambush. One opens the door to area 6 as its 
  first action, realizing that the additional undead would 
  form some protection against turning. The ghouls are 
  ravenous, but shrewd and highly intelligent. At first they 
  try to outflank lone opponents to get maximum 
  efficiency out of their sneak attacks. If outnumbered they 
  resort 
  to 
  hit-and-run 
  tactics, 
  patiently 
  fighting 
  defensively in an attempt to raise their AC. Remember 
  that their Balance, Climb, and Tumble skills are high, and 
  they use these to their advantage by using the whole 
  deck. They also have little fear of the green water, while 
  this might worry the PCs. 
   
  They do *not* try to bullrush people off the ship 
  since they want the corpses for dinner. When the PCs try 
  to do so, do not forget to apply a +4 bonus to resist due to 
  the railing of the ship. At first they leave paralyzed 
  opponents alone, but if the combat lasts long enough and 
  people recover, they start trying to kill paralyzed 
  opponents. 
   
  They fight to the death. 
   
  Treasure:  
  Looting the remains of the sailors 
  ESA6-04 Gift of the Tempest 
   
  Page 13 
  
   
  APL 2: Loot (25 gp); Coin (0 gp); Magic (0 gp). 
   
  APL 4: Loot (90 gp); Coin (0 gp); Magic (0 gp). 
   
  APL 6: Loot (90 gp); Coin (0 gp); Magic cloak of 
  resistance +1 (83 gp). 
   
  APL 8: Loot (90 gp); Coin (0 gp); Magic cloak of 
  resistance +1 (83 gp). 
   
  APL 10: Loot (90 gp); Coin (0 gp); Magic cloak of 
  resistance +1 (83 gp). 
   
  Detect magic results: Cloak of resistance +1 (Faint 
  Abjuration). 
   
  Development: Once the undead are defeated, the PCs 
  are free to explore the rest of the vessel. If they examine 
  the remains of the undead, they quickly realize all show 
  unhealed wounds, which in case of the zombies would 
  have been lethal. The ghouls where probably killed by 
  magic since none of their wounds would have been 
  lethal.  
   
  In the unlikely case the PCs manage to capture one 
  of the ghouls alive, you should remember that these are 
  driven by hunger and a hatred for the living. They are 
  willing to promise anything to get released, and they 
  might tell whatever they think the PCs want to hear. As 
  undead they are immune to being intimidated. The fact is 
  that they do not remember much of how they died or 
  even where they are. They vaguely remember their past 
  life as sailors in the service of House Torquann, but they 
  do not remember what the ship’s cargo is or who traveled 
  onboard. There is no corpse suitable for speak with dead 
  since they have either been animated or are too damaged 
  for the spell. 
   
  6. INSIDE THE FORECASTLE 
  The forecastle is clearly used as the sleeping 
  quarters for the majority of the ship’s crew. The 
  room holds a dozen cramped bunks as well as a 
  simple cabinet. The cabinet doors stand wide open 
  showing several sets of sailor’s clothing and some 
  personal items such as pipes, tobacco, partially 
  finished woodcarvings and the like.  
   
  There is nothing of intrinsic value to be found here.  
   
  7. GALLEY 
  This is clearly the ship’s galley. It has a small stove 
  and shelving for all kinds of foodstuffs. The shelves 
  have not been secured for the storm and the whole 
  room is covered in food, eating and cooking 
  utensils. There are two hammocks here. The door 
  has been bashed open, and there are signs of a 
  struggle in the form of several relatively fresh 
  bloodstains. There is no corpse. 
   
  There is nothing of intrinsic value to be found here. 
   
  8. CHAIN LOCKER 
  The door is closed and blocked by a heavy crate of the 
  cargo that fell down due to the storm. 
   
  The ship’s anchor chain is stored here. It passes 
  through the hawsepipe in the forecastle up to the 
  forecastle deck. It is a small, cramped, dark room 
  filled with the chain and its winding mechanism. 
   
  If the PCs open the door, they do not initially see the 
  hiding survivor, but if they give the place even a cursory 
  search they find him in catatonic state behind the chain 
  spool. More information on the survivor and his 
  reactions towards the PCs are detailed in Encounter 6. 
   
  The survivor has some equipment on him that might 
  be useful during the adventure, and he gladly hands it 
  over as a reward for his rescue to the PCs. He has a dagger 
  with him as well as a spell component pouch, writing 
  gear, 12 gold coins and a scroll case with the following 
  four spells: magic weapon (x2), comprehend languages and 
  wave blessing. There is no spell book. 
   
  All APLs: Loot (1 gp); Coin (12 gp); Magic scroll of 
  comprehend languages (2 gp), 2 scrolls of magic weapon (2 gp 
  each), scroll of wave blessing (2 gp). 
   
  Detect magic results: Scroll of comprehend languages 
  (Faint Divination), scroll of magic weapon (Faint 
  Transmutation), 
  scroll 
  of 
  wave 
  blessing 
  (Faint 
  Transmutation). 
   
  9. LOWER DECK 
  This space served as the first of the caravel’s cargo 
  holds, as well as the crew’s mess deck. The ship 
  apparently did not carry much cargo on its last trip, 
  or most was taken by whatever killed the crew, and, 
  as such, there is ample of space. There are signs that 
  the fight that took place on deck spilled down 
  below. Some of the cargo is damaged by sword 
  slashes and there are several bloodstains on the 
  floor and the crates. There are no v sible corpses 
  though. 
  i
   
  If the PCs take time to examine the cargo, they realize it 
  consists of luxurious furniture, carpets, tapestries and 
  even a couple of marble statues (Oeridian warriors and 
  women).  
  While the cargo is clearly valuable, it is 
  too big and unwieldy to transport in this weather. 
   
   
  Some PCs might rightly wonder why raiders would 
  leave this cargo, but take the gold from the payment 
  chest (area 13) or the silver cutlery from the wardroom 
  (area 4). The fact is that the undead cannot really use the 
  furniture, and do not want to go through the trouble of 
  selling it. Gold and silver they can use, and is much easier 
  to take along. If the PCs want to select a few truly 
  valuable pieces, let them make an Appraise check – using 
  the highest roll (remember that check can be made 
  untrained and the PCs can take 10, taking 20 is 
  impossible due to time issues). Depending on the result 
  they acquire the following amount of loot: 
   
  Result 
  Check DC 
  APL 2/4/6 
  APL 8 
  APL 10 
  ESA6-04 Gift of the Tempest 
   
  Page 14 
  
  0 
  25 
  125 
  100 
  10 
  50 
  150 
  200 
  15 
  75 
  175 
  300 
  20 
  100 
  200 
  400 
   
   
  10. & 11. OFFICER’S CABINS 
  This tiny cabin was likely the private room of one of 
  the ship’s officers. It contains a bunk, a cabinet, a 
  tiny desk and a stool.  
   
  One of the cabins was in use by the captain (the Master’s 
  Cabin was being used by the survivor – see area 8 and 
  Encounter 6) and the other by the steersman. The rooms 
  have been ransacked, but if the PCs succeed at a DC 20 
  Search check they find a sextant and 18 gp in a secret 
  drawer. 
   
  Treasure: 
  Selling the sextant 
   
  All APLs: Loot (21 gp); Coin (3 gp); Magic (0 gp). 
   
  12. MERCHANT’S CABINS 
  While slightly bigger than the other cabins on this 
  deck, it is not much different. In addition to the 
  same furniture as in the other cabins it also contains 
  a small shrine apparently dedicated to Zilchus. The 
  smell of incense is still strong. Somebody smashed 
  the statuette of Zilchus in great anger. 
   
  At APL 4 and up a great quantity of blood has been 
  poured over it – courtesy of the now undead chaplain 
  trying to appease Nerull. A DC 20 Heal or DC 15 Craft 
  (alchemy) check reveals the blood to be human and not 
  older than a day. Almost everything of value has been 
  taken from this room, but PCs that succeed at a DC 20 
  Search check find a scroll between the desk and the wall. 
  The scroll contains the spell sink. 
   
  Treasure: 
  Finding the scroll 
   
  All APLs: Loot (0 gp); Coin (0 gp); Magic scroll of sink 
  (31 gp). 
   
  Detect magic results: Scroll of sink (Faint 
  Transmutation). 
   
  13. SHIP’S OFFICE 
  All the ship’s paperwork used to be kept here, 
  including cargo manifests, pay records, and the 
  ship’s paychest (a sturdy, locked chest). It is clear 
  that somebody ransacked the place. Ink jars have 
  been smashed on the floor and hundreds of papers 
  are strewn all over the place. The paychest’s lock is 
  smashed and the chest is empty. 
   
  If the PCs take 10 minutes to search the place they realize 
  that all maps are missing, as well as the captain’s logs. The 
  cargo manifests, pay records and the like are still here. 
  These papers prove that the ship was owned by House 
  Torquann and sailed under the Ahlissan flag. Finding the 
  cargo manifest of what the Kalandra is carrying on this 
  trip and deciphering it takes a lot of time – time the PCs 
  do not have. 
   
  If the PCs succeed at a DC 25 Search check they find 
  a hidden drawer. In it they find a ledger written in short 
  hand Old Oeridian. The ledger suggests the ship had a 
  few hidden compartments in the lower hold which were 
  used to smuggle valuable items. It was used during the 
  last trip, apparently carrying forbidden books of some 
  kind. The ledger does not contain enough information to 
  determine the nature of these books. In the past the ship 
  smuggled gems, weapons, drugs and magical items. 
  While the information in the ledger is certainly 
  embarrassing for House Torquann, it is unlikely to cause 
  any big trouble. Still, both the Ahlissan authorities and 
  House Torquann would be willing to pay a small amount 
  of gold for its recovery. 
   
  Treasure: 
  Selling the secret ledger 
   
  All APLs: Loot: 0 gp; Coin: 25 gp; Magic: 0 gp. 
   
  14. SAIL LOCKER 
  The door to this room is closed, and locked with a simple 
  lock. 
   
  The room used to be some kind of storage room and 
  you see spare sails, canvas, sewing gear as well as 
  plenty of lines, hawsers, firewood, and heavy tools. 
   
  Creatures: Early during the attack, the beastmaster of 
  the apes hid under the spare sails in this room. Even 
  down here he could hear the screams of the sailors being 
  tortured so, when he heard the apes screaming out of 
  fear, he assumed the undead were coming for him. He 
  took his own life to prevent being tortured or turned into 
  an undead. The raiders were not very interested in the 
  mundane cargo, and having feasted on the sailors, they 
  were not interested in the live cargo either. After a quick 
  scan for anything worthwhile they quickly returned to 
  their own ship.  
   
  The beastmaster took his own life for no reason, and 
  this, combined with the strong necromantic energies 
  aboard the ship during his death and the intense fear he 
  felt, caused him to return as a ghost. While technically 
  able to speak, he is completely insane, thinking the PCs 
  are the undead coming to get him. He only finds rest 
  when people give his corpse a proper burial. 
   
  His corpse still lies hidden under the sails – a short 
  stocky Oeridian with curly, brown hair and tanned skin. 
  His clothes show that he wet his pants, and a DC 5 Heal 
  check reveals that he took his own life by slitting his 
  throat. 
   
  ESA6-04 Gift of the Tempest 
   
  Page 15 
  
  APL 2 (EL 3) 
  � The Beastmaster: Allip; hp 26; see Monster Manual 
  page 10 and Appendix 1. 
   
  APL 4 (EL 5) 
  � The Beastmaster: Male ghost Rgr3; hp 25; see 
  Appendix 1. 
   
  APL 6 (EL 7) 
  � The Beastmaster: Male ghost Rgr5; hp 38; see 
  Appendix 1. 
   
  APL 8 (EL 9) 
  � The Beastmaster: Male ghost Rgr7; hp 51; see 
  Appendix 1. 
   
  APL 10 (EL 11) 
  � The Beastmaster: Male ghost Rgr9; hp 73; see 
  Appendix 1. 
   
  Tactics: One round after the Beast Master becomes 
  aware of the presence of the PCs on the lower deck 
  (likely due to the fight in Area 15) he rushes forward to 
  attack the PCs. He is utterly convinced the PCs are the 
  undead that raided the Kalandra, and he’d rather die than 
  being caught alive. He just hopes that he takes as many of 
  his attackers with him as possible.  
   
  He thinks he is alive, but on an instinctive level he 
  still uses his ghost abilities to their maximum potential. 
  He is incorporeal, and unaffected by any water or cargo. 
  He does NOT go outside the lower deck, which the PCs 
  could use to their advantage. At APL 2 he doesn’t use any 
  tactics at all, but at APL 4 and higher he directs “his” apes 
  (see Area 15 below) while trying to disable spellcasters. 
  He is used to dealing with animals, and, when confronted 
  with them, he drains their Intelligence, otherwise he 
  focuses on Charisma. He does NOT drain Constitution 
  since he thinks his opponents are undead, and undead do 
  not have any Constitution. 
   
  Throughout the fight, the Beastmaster constantly 
  screams that he will not be caught alive to be tortured to 
  death or turned in an undead. He will destroy as many 
  foul undead abominations (clearly referring to the PCs) 
  as possible. He is not open for Diplomacy of any kind, 
  and he simply ignores any remarks made by the PCs. 
  Either he never hears them (mainly when pointing out 
  he is a ghost) or they are just lies to make him surrender. 
   
  Note that his ability to deal damage and drain 
  attributes at the same time is a special ability. 
   
  Treasure: 
  Looting the corpse of Beastmaster 
   
  APL 2: Loot (48 gp); Coin (10 gp); Magic potion of cure 
  light wounds (4 gp), 2 scrolls of speak with animals (2 gp 
  each), wand of charm animal (63 gp). 
   
  APL 4: Loot (48 gp); Coin (14 gp); Magic potion of cure 
  light wounds (4 gp), 2 scrolls of speak with animals (2 gp 
  each), vest of resistance +1 (83 gp), wand of charm animal (63 
  gp). 
   
  APL 6: Loot (48 gp); Coin (14 gp); Magic collar of 
  obedience (125 gp), potion of cure light wounds (4 gp), 2 scrolls 
  of speak with animals (2 gp each), vest of resistance +1 (83 gp), 
  wand of charm animal (63 gp). 
   
  APL 8: Loot (48 gp); Coin (14 gp); Magic brooch of 
  shielding (125 gp), collar of obedience (125 gp), 2 potions of 
  cure light wounds (4 gp), scroll of reduce animal (13 gp), 2 
  scrolls of speak with animals (2 gp each), vest of resistance +1 
  (83 gp), wand of charm animal (63 gp). 
   
  APL 10: Loot (27 gp); Coin (14 gp); Magic +1 chain 
  shirt (104 gp), brooch of shielding (125 gp), circlet of 
  persuasion (375 gp), collar of obedience (125 gp), 2 potions of 
  cure light wounds (4 gp), ring of sustenance (208 gp), scroll of 
  reduce animal (13 gp), 2 scrolls of speak with animals (2 gp 
  each), vest of resistance +1 (83 gp), wand of charm animal (63 
  gp). 
   
  Detect magic results: +1 chain shirt (Faint 
  Abjuration), brooch of shielding (Faint Abjuration), circlet of 
  persuasion (Faint Transmutation), collar of obedience (Faint 
  Enchantment), potion of cure light wounds (Faint 
  Conjuration), ring of sustenance (Faint Conjuration), scroll 
  of reduce animal (Faint Transmutation), scroll of speak with 
  animals (Faint Divination), vest of resistance +1 (Faint 
  Abjuration), wand of charm animal (Faint Enchantment). 
   
  Development: To permanently destroy the ghost of the 
  Beastmaster the PCs have to give him a proper burial. 
  Otherwise he comes back to haunt the remains of the 
  wreck. Doing either has little impact on the conclusion of 
  the adventure, but might impact future adventures in the 
  region. With a DC 15 Knowledge (religion) check the 
  PCs might realize a burial is probably necessary to 
  permanently destroy the ghost. 
   
  15. LOWER HOLD 
  Most of the ships cargo is stowed here, as well as 
  provisions (including many casks of fresh water). 
  The cargo consists mainly of big crates tied together. 
  There are 4 big sturdy cages which have been 
  smashed open by whatever they once held. A 
  shallow layer of murky salt water covers the floor. 
   
  The cages contained a couple of cave apes. At APL 2, two 
  of the albino apes have been killed by the others (and on 
  APL 8 one is dead). Their corpses are sprawled between 
  the crates. Water is slowly flooding into the cargo hold 
  through the slowly-growing cracks in the hull. At APLs 2 
  and 4, the water is not deep enough to affect movement. 
  At APL 6 and above it is one foot deep, and it is 
  considered difficult terrain. Moving into an affected 
  square costs double, and Tumble checks suffer a -2 
  circumstance penalty. Creatures with Climb speed can 
  cling to the crates without any hindrance from the water. 
   
  The crates contain the same type of cargo as the 
  Lower Deck (area 9). 
   
  Beneath the lower hold lies a small crawlspace where 
  heavy ballast stones help to stabilize the ship. The area is 
  completely filled with water. 
   
  ESA6-04 Gift of the Tempest 
   
  Page 16 
  
  Creatures: Part of the cargo consisted of the pets of the 
  rich passenger – a group of albino cave apes. These beasts 
  are in almost all regards similar to normal apes (or 
  girallons), except that they are all albino and trained to 
  fight in cramped spaces. The sturdy, hulking beasts are 
  trained as guard animals, and, even under ordinary 
  circumstances, they are highly aggressive towards 
  strangers. They all wear studded leather collars. 
   
  The presence of the undead, the storm and now the 
  sinking of the vessel has driven the beasts to madness. If 
  the PCs manage to remain undetected, the apes are 
  sulking in various corners, waiting for death to come. If 
  they are aware of the PCs, they are hiding, ready to 
  assault anybody entering the place. A DC 15 Sense 
  Motive check allows the PCs to realize these beasts are 
  overcome by panic, and might not be nearly as aggressive 
  under ordinary circumstances. It might be possible to 
  calm them down, although under the current 
  circumstances might be incredibly difficult. A DC 12 
  Knowledge (nature) check allows the PCs to realize that 
  apes cannot swim. 
   
  APL 2 (EL 3) 
  � Apes (2): hp 29 each; see Appendix 1. 
   
  APL 4 (EL 5) 
  � Apes (4): hp 29 each; see Appendix 1. 
   
  APL 6 (EL 7) 
  � Dire apes (4): hp 35 each; see Appendix 1. 
   
  APL 8 (EL 9) 
  � Girallons (3): hp 55 each; see Appendix 1. 
   
  APL 10 (EL 11) 
  � Fiendish girallons (4): hp 55 each; see Appendix 1. 
   
  Tactics: The apes operate much like a wolf pack, trying 
  to outflank their opponents, and working well together. 
  They are at their most effective when making full-round 
  attacks and, since they instinctively know this, it might 
  prevent them from manoeuvring into a position where 
  they can outflank their opponents. They are well trained, 
  and, unlike normal animals, they concentrate on one 
  opponent at a time, and they are not easily distracted. 
  They only switch targets if their chosen opponent proves 
  to be much less painful to them than others, or when the 
  target is nearly impossible to hit. They are still animals, 
  and do not easily recognize ranged threats. 
   
  The presence of the beastmaster (who appears 1 
  round after he becomes aware of the presence of the PCs 
  in area 15 – see Area 14) impacts on the apes’ tactics:  
  • 
  At APL 2, because they are just as much affected by 
  the babbling as the PCs. If they fail their saving 
  throw, they become hypnotized by it as well. If they 
  succeed, their first goal is to flee to the lower deck 
  and cower there. If approached, they defend 
  themselves wildly like any cornered wild animal. 
  The two apes try to stay together. 
  • 
   At APLs 4+, because the Beastmaster can actually 
  control them, the apes actually remain fighting the 
  PCs, recognizing their former master instinctively 
  despite his current condition. The beastmaster’s 
  former close connection with animals also prevents 
  any from fleeing from him if he chooses so. At these 
  levels the beastmaster tries to direct the apes to aid 
  him in defeating the PCs. Since, in the Beastmaster’s 
  mind, he and his apes are already doomed, he does 
  not think twice about sacrificing them if it means he 
  can take down an opponent by doing so. At these 
  levels, the apes have already been exposed to the 
  Beastmaster’s moans and they have become immune 
  to them. 
   
  At all APLs: Do not forget to apply the benefits of the 
  Tunnel Fighting feat. They are quite willing to squeeze, 
  unlike regular apes and they do not suffer nearly as much 
  from doing so. 
   
  Treasure: The apes have nothing of value, but some of 
  the cargo present is valuable. If the PCs want to find and 
  recognize the portable valuable pieces, they need to make 
  an Appraise check. Remember that the PCs can use this 
  skill untrained, and that they can take 10. Taking 20 is 
  impossible due to the time constraints. Depending on the 
  result they acquire the following amount of loot: 
   
  Result 
  Check DC 
  APL 2/4/6 
  APL 8 
  APL 10 
  0 
  25 
  125 
  100 
  10 
  50 
  150 
  200 
  15 
  75 
  175 
  300 
  20 
  100 
  200 
  400 
   
  Development:  The apes are ordinary animals, and, if 
  the PCs retreat, and leave the hatch open, the apes flee up 
  and desperately try to leave the ship by climbing the 
  cliffs.  
   
  The PCs can also try to calm them with a DC 25 Wild 
  Empathy check (don’t forget to include the -4 penalty at 
  APLs 8 and 10 due to the apes being magical beasts). 
  Although the apes still attack any other creature beyond 
  the person making the check, if the check was DC 35 or 
  higher the beasts become friendly and they do not attack 
  others. Getting them into the launch without magic, 
  requires a DC 20 Handle Animal check. Otherwise their 
  only chance of survival is the cliffs since apes cannot 
  swim. Note that, at APLs 4+, the beastmaster (see Area 14) 
  needs to be defeated before the PCs can befriend the 
  apes. If the PCs manage to befriend the apes, whether by 
  magic or mundane methods, and actually take them into 
  Montessor, the orcs are suitably impressed. They offer to 
  buy the beasts – more details can be found in the 
  Conclusion. Of course, spells such as calm animals and 
  charm animals are extremely useful as well preventing the 
  need for any check at all (assuming the Beastmaster has 
  been destroyed). 
  ESA6-04 Gift of the Tempest 
   
  Page 17 
  
   
  If the PCs never faced the apes in combat, but simply 
  retreated, they should get only half the experience for 
  this encounter. If they befriend the apes, on the other 
  hand, or use their resources to help them get off the ship 
  alive, they should get the normal amount of experience. 
   
  ENCOUNTER 5: PASSAGE OF 
  TIME 
  Stuck between the rocks at the foot of cliffs the Kalandra 
  is continually battered by waves. Each wave pushes it 
  against the rocks, and, while the hull seems to hold for 
  the moment, it is eventually going to shatter. To make 
  sure the PCs get a sense of urgency, the DM should use 
  the following events in sequence. The exact timing of 
  these events is up to the individual DM, but it should be 
  used when there is a lull in the action to speed things 
  along. The goal is not to directly challenge the PCs and as 
  such it should not endanger them. Just after ALL the PCs 
  leave the ship, they hear a loud cracking noise. The hull 
  snaps in two and it disintegrates before their eyes. 
   
  First Event 
  Note: Do NOT use this event during the fight with the 
  ghoul sailors! 
   
  A large wave crashes into the Kalandra. The wave itself is 
  roughly 2 feet deep on the main deck, forcing PCs in that 
  area to make a DC 12 Balance of Strength check to 
  prevent themselves falling prone. A character that falls 
  prone washes 1d4x5 feet away towards starboard (the 
  cliffs). When this pushes the PCs over the railing, they 
  can make a DC 17 Reflex save to catch hold of the railing. 
  Characters that remain standing, can try to grab fellow 
  characters with a similar save if they are in the direct path 
  or within 5 feet of the sliding PC. A PC who is not 
  secured to the deck, and who washes overboard takes 1d6 
  points of damage by being slammed into the rocks. There 
  is not much water between the hull and the cliffs, and 
  climbing back aboard follows the same rules as discussed 
  in Encounter 3 – The Sea. Each wave, though, requires a 
  DC 20 Swim check to prevent 1d6 points of damage and 
  the wave cannot be used to get aboard. 
   
  At the same time the hull shifts with a grinding 
  noise. Each PC must make a DC 12 Balance check or fall 
  prone. The partial mast lying on the main deck and the 
  forecastle deck comes crushing down. It shatters part of 
  the wall between areas 5 and 6. 
   
  Event 2 
  As in Event 1, a big wave crashes over the ship and, as in 
  Event 1, everybody must make a DC 12 Balance check 
  when the ship shifts. The shift is accompanied by a loud 
  grinding noise and the sound of snapping wood. 
  Afterwards the tilt is gone and all waves on the main deck 
  are considered deep waves instead of the light surge they 
  were before. Deep waves require checks similar to those 
  described at the first part of The First Event. 
   
  On starboard side several cracks appear in the hull of 
  the lower hold, and water starts to visibly flow into the 
  ship. While it might be a disquieting sight, the increase 
  of water inflow has no impact on the amount of water on 
  the lower deck, yet… At the same time, all doors inside 
  the ship that were closed at the time get stuck and 
  require a DC 13 Strength check to open. 
   
  ENCOUNTER 6: A LONE 
  SURVIVOR 
  At the time the Kalandra was attacked by the undead, it 
  was on its way to the village of Barrish on the coast of 
  Medegia. She was carrying an important passenger, a 
  young scion of House Garesteth named Jarin, and his 
  rather extensive possessions.  
   
  Early during the current storm the ship was attacked 
  by what at first glance appeared to be pirates, who quickly 
  lowered the distance. The captain was not particularly 
  worried, his crew were veterans and he had avoided and 
  defeated many a pirate. Once at close range, the first acid 
  ball incinerated the ballista and its crew at the bow. The 
  sailors now also saw the flag depicting the black tower 
  with a skull above it and two skeletal hands wielding a 
  scythe as well as noticing that the pirates consisted of 
  undead. [A DC 25 Knowledge (core) or Knowledge 
  (nobility and royalty) recognizes the heraldry as 
  belonging to Delglath the Undying – an immensely 
  powerful undead cleric of Nerull, once a prince of House 
  Torquann who is at perpetual war with House Torquann 
  in the Northern Kingdom about who should rule his fief. 
  The ruler of the Northern Kingdom supports House 
  Torquann, which is not too surprising since Delglath 
  wants to turn everybody in an undead. Delglath though is 
  not known to have a fleet.] This greatly worried the 
  captain, who ordered Jarin to go below decks. The captain 
  did not dare risk angering a powerful noble house by 
  getting one of their scions killed. Something in the 
  captain’s voice convinced Jarin that the the Kalandra was 
  doomed so he hid in the chain locker (Area 8), rightly 
  concluding nobody would look there.  
   
  He had expected that, once victorious, the pirates 
  would either sink the ship, giving him the opportunity to 
  build a raft (while risky it certainly had a higher chance 
  of survival than being captured by undead), or use it for 
  the fleet, allowing him to try and escape later or even 
  help the crew of the Kalandra. Instead, the undead simply 
  killed the common sailors, and tortured the officers for 
  information. Jarin could not hear the exact words, but the 
  screaming lasted for what felt like hours, only broken by 
  short breaks when the leader of the undead enquired 
  about something. Eventually the screaming stopped. By 
  that time the young, untried Jarin was already on the 
  brink of a breakdown, and, when an undead pirate did 
  open the door to the locker for a cursory glance, unable 
  to scream in terror, something inside Jarin snapped. He 
  retreated into himself, ending up in a catatonic state that 
  on the one hand saved him (the undead did not find 
  him), but would mean his end unless the PCs rescue him. 
  ESA6-04 Gift of the Tempest 
   
  Page 18 
  
   
  Creatures: The lone survivor is a scrawny young man 
  (early twenties) of average height with short white hair 
  and a sharp nose. He has a pale skin, and there are ink 
  stains on his fingers. He does not look like somebody 
  used to hard, physical labor. He has a beard of a couple of 
  days length and is wearing disheveled, expensive 
  clothing. He has a dark blue tunic, decorated with silver 
  embroidery, as well as dark trousers and heavy, leather 
  boots. 
   
  When the PCs first find him, he is catatonic, but 
  very much alive. He does not react to any stimuli, even 
  when touched or moved. A quick examination does not 
  reveal any visible wounds, but his green-brown eyes are 
  wide open, staring into the distance as if in perpetual fear. 
  They are bloodshot, and already damaged due to too little 
  blinking. His hair used to be brown, and appears to have 
  turned white overnight. Fear and horror have put him in 
  his current condition, and that should be overcome 
  before the PCs can learn anything. 
   
  � Lone survivor (Jarin Garesteth*): Male human 
  (Oeridian) Wiz3 (AL LN). 
  * Unless the PCs restore his sanity, they cannot learn his 
  name, but they can certainly conclude he is a member of 
  House Garesteth based on various clues aboard the vessel. 
   
  Development: PCs who are in a hurry, are likely to 
  simply drop Jarin in the launch before attempting to 
  revive him in a safer more comfortable area. They could 
  attempt to get some information from him at the wreck, 
  but doing so might have a contrary result to the one they 
  desire.  
   
  The origin of Jarin’s condition is non-magical, and 
  more like insanity than fear. Spells that suppress, or 
  remove, (magical) fear affects do not offer any aid. Spells 
  that remove insanity, such as heal and greater restoration, 
  instantly revive the man. In that case he proves to be a 
  matter-of-fact type of guy although the current ordeal has 
  left him scarred and lowered his self-esteem.  
   
  If on board when revived, he first tries to learn 
  where he is and who the PCs are. He does not tell them 
  that he is an actual scion of House Garesteth, saying he is 
  just a minor servant of its leaders. In a way is true, but if 
  the PCs succeed at a DC 12 Sense Motive check realize he 
  is withholding some information. He fears that if he does 
  give his name, the PCs might decide to ransom him to his 
  family, a fate he prefers to avoid if possible. His initial 
  attitude towards the PCs is unfriendly in this regard, but 
  if they manage to change it to Friendly he relents and 
  provides them with his real identity if they promise to 
  help him get home. They can also try to intimidate him as 
  per the standard rules, but in that case they do not earn 
  his favor once the adventure is over. The scions of Ahlissa 
  do not like to be forced to do something against their 
  will. 
   
  Regardless, he does quickly summarize events as 
  discussed above. If he realizes the ship is about to sink, he 
  wants to get off as quickly as possible. He is not a coward, 
  nor does he callously disregard life, but he assumes 
  everybody else is dead. He is willing to wait without 
  complaints if the PCs note that they have not searched 
  the whole ship and reassure him the hull is going to hold 
  for some time to come. On land, he is calmer, and he 
  gladly gives a detailed account of his ordeal (see above). 
   
  Without the aid of magic, the PCs have to resort to 
  talking. If attempted on the wreck, the PCs must make a 
  Diplomacy check to restore him to sanity, treating Jarin 
  as Hostile for the purpose of the checks. If the result is 20 
  or lower he certainly wakes out of his torpor, but he 
  panics. He tries to flee, jumping overboard when on the 
  ship, which is a death sentence for the already weakened 
  man. The only way to calm him is to knock him 
  unconscious and try it again in couple of hours. If the 
  result is 35 or higher he recovers somewhat and starts 
  sobbing uncontrollably, begging the PCs to make the 
  screaming stop, openly wondering why the captain 
  ordered him to go below decks, and if it would have 
  mattered if he had stayed and fought together with the 
  crew. After some more encouragement, he calms down 
  enough to be guided off the Kalandra, although at first he 
  is afraid to go outside, asking whether the monsters all 
  still there. 
   
  It is impossible to learn more from Jarin in such a 
  short time. On land, assuming they have free access to 
  him, they eventually manage to get the whole story. Full 
  mental recovery would take weeks though, and the scars 
  will be permanently there. More information on what 
  happens when the survivor is taken to land is discussed 
  in Encounter 6. If the PCs decide to return to land, use 
  the method with which they got here, but in reversed 
  order. If the PCs climb, they can tie Jarin to one of their 
  own, and prevent any damage to Jarin by keeping 
  themselves in between Jarin and the rock. Waiting until 
  the end of the storm is not an option since, by then, the 
  Kalandra is shattered on the rocks. 
   
  ENCOUNTER 7: BACK AT 
  MONTESSER 
  When confronted with a survivor from the wreck, the 
  orcs of Montesser see an opportunity for profit. They 
  hope to get a good ransom for him from his family or the 
  trading company he worked for. If not, they can always 
  sell him as a slave. Rescuing Jarin from the ship, and 
  returning safely to land is not the end of the adventure. If 
  the PCs intend to allow Jarin to return home without any 
  demands, they can either try to hide his existence from 
  the orcs or they can try to make a deal.  
   
  HIDING 
  If they take Jarin to Montesser, it is going to be very hard 
  to keep him hidden from the orcs. Even in this weather 
  there are guards at the various gates and walls, making it 
  very difficult to smuggle him into town unseen. 
  Furthermore, some of Froznir’s men gladly sell the PCs 
  out, making it important to keep Jarin’s presence hidden 
  ESA6-04 Gift of the Tempest 
   
  Page 19 
  
  from them as well. Allow the PCs to come up with a plan. 
  If it is a good plan they should succeed, otherwise they 
  are seen, and soon Shauntru’s soldiers are knocking on 
  their door demanding the prisoner be handed over, 
  forcing the PCs to make a deal (see below). Note that the 
  PCs also have to get Jarin *out* of Montessor undetected, 
  and that this is even more difficult. The weather is going 
  to be better, and the PCs and the ship are going to be 
  searched for contraband (cargo retrieved from the 
  Kalandra that the PCs did not report). 
   
  As an alternative, the PCs can bring Jarin to a nearby 
  cove, leaving one of their own behind as a guard and 
  return later with captain Azir when they proceed with 
  their trip. Azir has no objections to the plan. Shauntru, 
  the ruler of Montesser, does want a full report of the PCs 
  findings on board the Kalandra, so a successful Bluff 
  check opposed by Shauntru’s Sense Motive (+5 modifier) 
  is required for the ploy to be successful. Shauntru talks 
  with every PC. When suspicious she assumes the PCs did 
  rescue one or more people and tries to make a deal (see 
  below). The more the PCs deny it, the more she is 
  convinced she is right, and the richer she thinks the 
  survivor is (why else would the PCs risk the wrath of the 
  orcs of Montesser than for a large amount of coin?).  
   
  When convinced there were no survivors, she 
  dismisses the PCs and lets them go without much hassle. 
  If they return Jarin to his family they earn the family’s 
  gratitude as well as a small amount of gold. Proceed to the 
  Conclusion. 
   
  NEGOTIATIONS 
  As soon as the orcs of Montesser become aware of the 
  existence of a survivor, Shauntru demands a meeting 
  with the PCs. She politely requests to hand over the 
  survivor to her men, offering both her gratitude and a fair 
  share of the ransom (fair being open to negotiation – see 
  the Conclusion for the amount). If the PCs refuse, she 
  only allows them and Jarin to go if they pay the ransom. 
  The height of the ransom is dependent on two factors: 
  her attitude towards the PCs, and how wealthy and 
  influential she thinks the survivor is. The minimum 
  amount is noted below. She lets the PCs start with a bid, 
  and, if it is higher than she expected, she tries the PCs to 
  pay more, but quickly accepts. If it is lower, she asks a 
  price twice as high as her minimum and lets it go from 
  there.  
   
  Once she and the PCs have agreed on a price, she 
  wants to see the gold immediately. She accepts magical 
  items as payment at half their market value if they are 
  useful to her and the orcs of Montesser (especially items 
  such as armor and weapons). She is willing to give the 
  items back later on if the PCs do have the cash as long as 
  the PCs ask about it during the negotiations. If the PCs 
  don’t have that much gold at hand, the deal is off, and all 
  they can resort to is handing over the prisoner of fleeing 
  (see below). 
   
  If the PCs deliver Jarin to his family the grateful 
  relatives refund the ransom. If this is lower than the 
  reward the PCs would otherwise be granted (see the 
  Conclusion), they gain the difference. They also extend 
  their gratitude towards them.  
   
   
  Poor 
  Middleclass 
  Rich 
  Hostile 
  100 
  500 
  1000 
  Unfriendly 
  50 
  250 
  500 
  Indifferent 
  5 
  25 
  250 
  Friendly 
  0 
  5 
  25 
  Helpful 
  0 
  0 
  5 
   
  Notes on the table: Shauntru’s initial attitude is 
  considered Unfriendly. The PCs can try to change this as 
  per the normal rules for Diplomacy. Spending a favor 
  with her or Montesser provides a +5 circumstance 
  modifier. When one or more PCs have a favor with her or 
  Montesser her initial attitude is Indifferent. If even one 
  PC has a disfavor, her attitude becomes Hostile (although 
  she does not resort to violence, yet…).  
   
  Shauntru’s first assumption is that the survivor is 
  rich and powerful. Convincing her otherwise is very 
  difficult (+10 to the DC) unless the PCs actually show 
  him to her. If he is still insane, the PCs have an easier 
  time convincing her that he is not rich and they can 
  make their own checks. If sane, and present, Jarin has to 
  speak for himself (and he fails miserably). It requires a 
  DC 15 Bluff check to have Shauntru believe he is a 
  servant of a rich family or an employee of the trading 
  company (middleclass). A DC 25 Bluff check convinces 
  her he is poor, but she needs a plausible excuse for why 
  he wearing that expensive clothing. If the PCs replace his 
  clothing before anybody sees the expensive clothes, they 
  gain a +5 circumstance bonus on the Bluff check. 
   
  ESCAPING 
  At various points during the adventure, the PCs can come 
  into conflict with the orcs of Montesser. Depending on 
  the situation, they might even end up in the prison pits 
  (or need to free Jarin from one).  
   
  As long as they themselves are free to go as they 
  please, and it is only Jarin they want to get out, escaping 
  is relatively easy. If at least indifferent towards the PCs, 
  Captain Azir is willing to help. He suggests setting sail, 
  leaving the PCs and Jarin behind while the PCs buy time 
  in the negotiations. They can then flee sometime later to 
  one of the many nearby coves where he will pick them 
  up. He refuses to smuggle them out on his ship, since 
  then their escape is easier to pinpoint on him, and his 
  cousin would not like the results of that at all. He also 
  rightfully fears his ship is going to be searched 
  thoroughly before leaving. If the PCs accept his plan, 
  they should succeed – the inherently chaotic nature of 
  orcs makes it relatively easy to flee – although, if you 
  have the time, you can play it out. Any other plan that has 
  a reasonable chance of succeeding should work as well.  
   
  If the PCs themselves have been thrown into the pit, 
  escaping becomes much more problematic. If they acted 
  honorably enough towards Captain Azir, he helps them. 
  He sets sail, but he bribes one of Froznir’s men to free the 
  PCs (and, if necessary, Jarin) a couple of days later, with 
  ESA6-04 Gift of the Tempest 
   
  Page 20 
  
  instructions for them to go to a particular cove where he 
  will pick them up. This doesn’t cost additional TUs. If the 
  PCs have not made any friends (in which case they are 
  here because they attacked the orcs without a solid 
  reason, by orc standards), they can bribe their way out of 
  the pits by paying a price of 100 gp x APL at which this 
  adventure is played. This price is NOT deducted from the 
  treasure gained, and has to be removed from the gold 
  value owned by the PCs at the time, otherwise the PC is 
  assumed to escape after 16 TU, but without any of the 
  equipment they had with them. If this leaves them 
  without equipment, they can call upon the charity of 
  friends clause in the LGCS. 
   
  CONCLUSION 
  The adventure ends with the PCs setting sail from 
  Montesser to their destination. The remainder of the trip 
  is like any other uneventful sailing trip. 
   
  If the PCs have Jarin with them, and do not know 
  his identity, their best bet is to drop him at the nearest 
  Torquann compound. The people there quickly find out 
  who Jarin is, and they return him to his family with due 
  haste. House Torquann rewards them for their services, 
  and leaves it at that. The PCs do earn the Favor of House 
  Garesteth, but they do not get any additional money. If 
  the PCs know Jarin’s identity, they can drop him off at 
  his family directly, in which case they gain a monetary 
  reward just as high as House Torquann would have paid. 
  Of course, the PCs do still gain the favor of House 
  Garesteth. Remember that if the PCs paid the ransom 
  that gold is reimbursed in full, but the reward is lowered 
  by that same amount to a minimum amount of 0 gp. 
   
  Note that the heraldry of the pirates is not known by 
  the people they speak with, but even if it was, they would 
  not tell it. 
   
  Treasure: 
  Reward for returning Jarin alive, either to House 
  Torquann or House Garesteth: 
   
  APL 2: Loot (0 gp); Coin (100 gp); Magic (0 gp). 
   
  APL 4: Loot (0 gp); Coin (150 gp); Magic (0 gp). 
   
  APL 6: Loot (0 gp); Coin (200 gp); Magic (0 gp). 
   
  APL 8: Loot (0 gp); Coin (250 gp); Magic (0 gp). 
   
  APL 10: Loot (0 gp); Coin (300 gp); Magic (0 gp). 
   
  Favor of House Garesteth/Torquann: This favor 
  might have additional uses in future scenarios. You also 
  gain meta-regional access to 1 Adventure frequency item 
  that has previously expired. Note down the AR where it 
  came from and what item it is BEFORE the DM signs 
  this AR: _____________. 
   
  Finally you gain access to the items marked with ** 
  as noted below in the Item Access section depending on 
  the APL at which you played this adventure. 
   
  If the PCs end up leaving Jarin in Montessor, they gain 
  the same amount of gold which they would have earned 
  otherwise. They also earn the favor of Montesser, but 
  they do NOT gain the favor of House Garesteth. If at any 
  time during the adventure they attacked orcs without 
  provocation (by orcish standards), greatly angered 
  Shauntru to any other method (like escaping with Jarin – 
  assuming she is aware of his existence) they gain the 
  Disfavor of Montesser. If they left Jarin in Montesser, in 
  addition to angering the two Houses and Shauntru, the 
  PCs gain a small reward in gold, but neither the Favor nor 
  the Disfavor of the Houses or the Orcs of Montessor. 
   
  Treasure: 
  Reward for returning Jarin alive to the orcs of Montesser: 
   
  APL 2: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp. 
   
  APL 4: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp. 
   
  APL 8: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp. 
   
  APL 10: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp. 
   
  Favor of Montesser: The favor can be spent to remove 
  one disfavor with Montesser or Shauntru. It might have 
  additional effects in future scenarios. In addition, you can 
  change access of 1 of the items found in this adventure 
  into meta-regional access: _______________. 
   
  Disfavor of Montessor: You have made enemies in 
  Montesser. This may prove bad in future scenarios. 
   
  Finally, if the PCs risked their lives to get to the Kalandra 
  and rescue any survivor aboard, and kept captain Azir 
  alive, they earn his favor (and with it, the Favor of the 
  Delrii Family). On the other hand, if they are directly 
  responsible for his death (assuming there are witnesses) 
  or screwed up completely with the orcs of Montesser in a 
  way that he is blamed as well, they earn the Disfavor of 
  the Delrii Family. 
   
  Favor of Delrii Family: Besides possible uses in future 
  scenarios the above-mentioned PC gains access to the 
  Scarlet Corsair and Stormcaster prestige classes, as well as 
  the following feats: Expert Swimmer, Great Captain, Old 
  Salrt, Sailor’s Balance, Sea Legs and Ship’s Mage. All are 
  from Stormwrack. You gain meta-regional access to all 
  items marked with an * as well.  
   
  Disfavor of Delrii Family: The Delrii family has some 
  influence among the pirates of pirates along the east 
  coast. As long as you have this favor, the initial attitude of 
  any pirate in this region is one category worse, and in 
  case of capture they demand twice the amount of gold for 
  a ransom. It might have additional effects in future 
  scenarios. 
   
  CAMPAIGN  
  CONSEQUENCES 
  This scenario has "Campaign Consequences"; that is the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of 
  ESA6-04 Gift of the Tempest 
   
  Page 21 
  
  the questions below may seem trivial or pointless, but 
  because of the complex nature of the back story and 
  campaign all information requested is vital. 
   
  Please send your answers to rolspeel@planet.nl as soon as 
  possible. General comments about the module are also 
  welcomed at this address. 
  1. 
  What region where the characters from? 
  2. 
  What APL did you play? 
  3. 
  What happened to Jarin Garesteth? 
  4. 
  Did they give the Beastmaster a proper burial? 
  5. 
  How did they deal with the orcs of Montesser? 
  6. 
  How did they treat captain Azir? Did Azir 
  survive? 
   
  ESA6-04 Gift of the Tempest 
   
  Page 22 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  role-playing) to each character. 
   
  Encounter 3: Challenging the Storm 
  Getting aboard the Kalandra 
  APL 2  
  60 XP 
  APL 4  
  60 XP 
  APL 6  
  60 XP 
  APL 8  
  60 XP 
  APL 10 
  60 XP 
   
  Encounter 4 – Area 5 
  Defeating the undead sailors 
  APL 2  
  120 XP 
  APL 4  
  160 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10 
  300 XP 
   
  Encounter 4 – Area 14 
  Defeating the Beastmaster 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  330 XP 
   
  Encounter 4 – Area 15 
  Defeating the apes 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  330 XP 
   
  Story Award 
  Rescue Survivor: 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10 
  90 XP 
   
  Giving the Beastmaster a decent burial (and hence 
  permanently destroying him): 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10 
  90 XP 
   
  Discretionary role-playing award 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10 
  90 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 
   
  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. 
   
  Encounter 4:  Main Deck 
  Looting the sailors 
   
  APL 2: Loot: 25 gp; Coin: 0 gp; Magic: 0 gp. 
  ESA6-04 Gift of the Tempest 
   
  Page 23 
  
   
  APL 4: Loot: 90 gp; Coin: 0 gp; Magic 0 gp. 
   
  APL 6: Loot: 90 gp; Coin: 0 gp; Magic: cloak of 
  resistance +1 (83 gp). 
   
  APL 8: Loot: 90 gp; Coin: 0 gp; Magic: cloak of 
  resistance +1 (83 gp). 
   
  APL 10: Loot: 90 gp; Coin: 0 gp; Magic: cloak of 
  resistance +1 (83 gp). 
   
  Encounter 4: Chain Locker 
  Looting the survivor 
   
  All APLs: Loot: 1 gp; Coin: 12 gp; Magic scroll of 
  comprehend languages (2 gp), 2 scrolls of magic weapon (2 gp 
  each), scroll of wave blessing (2 gp). 
   
  Encounter 4: Lower Deck 
  Looting the cargo hold (exact amount depends on their 
  success, the table below assumes maximum success) 
   
  APL 2/4/6: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp. 
   
  APL 8: Loot 0 gp; Coin: 200 gp; Magic: 0 gp. 
   
  APL 10: Loot 0 gp; Coin: 400 gp; Magic: 0 gp. 
   
  Encounter 4: Officer’s Cabins 
  Looting the captain’s cabin 
   
  All APLs: Loot: 21 gp; Coin: 3 gp; Magic: 0 gp. 
   
  Encounter 4: Merchant’s Cabin 
  Finding the scroll 
   
  All APLs: Loot: 0 gp; Coin: 0 gp; Magic: scroll of sink 
  (31 gp). 
   
  Encounter 4: Ship’s Office 
  Selling the ledger 
   
  All APLs: Loot: 0 gp; Coin: 25 gp; Magic: 0 gp. 
   
  Encounter 4: Sails Locker 
  Looting the corpse of Beastmaster 
   
  APL 2: Loot: 48 gp; Coin: 10 gp; Magic: potion of cure 
  light wounds (4 gp), 2 scrolls of speak with animals (2 gp 
  each), wand of charm animal (63 gp). 
   
  APL 4: Loot: 48 gp; Coin: 14 gp; Magic: potion of cure 
  light wounds (4 gp), 2 scrolls of speak with animals (2 gp 
  each), vest of resistance +1 (83 gp), wand of charm animal (63 
  gp). 
   
  APL 6: Loot: 48 gp; Coin: 14 gp; Magic: collar of 
  obedience (125 gp), potion of cure light wounds (4 gp), 2 scrolls 
  of speak with animals (2 gp each), vest of resistance +1 (83 gp), 
  wand of charm animal (63 gp). 
   
  APL 8: Loot: 48 gp; Coin: 14 gp; Magic: brooch of 
  shielding (125 gp), collar of obedience (125 gp), 2 potions of 
  cure light wounds (4 gp), scroll of reduce animal (13 gp), 2 
  scrolls of speak with animals (2 gp each), vest of resistance +1 
  (83 gp), wand of charm animal (63 gp). 
   
  APL 10: Loot: 27 gp; Coin: 14 gp; Magic: +1 chain 
  shirt (104 gp), brooch of shielding (125 gp), circlet of 
  persuasion (375 gp), collar of obedience (125 gp), 2 potions of 
  cure light wounds (4 gp), ring of sustenance (208 gp), scroll of 
  reduce animal (13 gp), 2 scrolls of speak with animals (2 gp 
  each), vest of resistance +1 (83 gp), wand of charm animal (63 
  gp). 
   
  Encounter 4: Lower Hold 
  Looting the cargo hold (exact amount depends on their 
  success, the table below assumes maximum success) 
   
  APL 2/4/6: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp. 
   
  APL 8: Loot 0 gp; Coin: 200 gp; Magic: 0 gp. 
   
  APL 10: Loot 0 gp; Coin: 400 gp; Magic: 0 gp. 
   
  Conclusion 
  Reward for Jarin’s rescue, either from the orcs of 
  Montesser, or House Torquann/House Garesteth 
   
  APL 2: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp. 
   
  APL 4: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp. 
   
  APL 8: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp. 
   
  APL 10: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp. 
   
  Total Possible Treasure 
   
  APL 2: Loot: 95 gp; Coin: 350 gp; Magic: 110 gp; 
  Total: 555 gp (max 450 gp) 
   
  APL 4: Loot: 160 gp; Coin: 404 gp; Magic: 193 gp; 
  Total: 757 gp (max 650 gp) 
   
  APL 6: Loot: 160 gp; Coin: 454 gp; Magic: 401 gp; 
  Total: 1,015 gp (max 900 gp) 
   
  APL 8: Loot: 160 gp; Coin: 718 gp; Magic: 530 gp; 
  Total: 1,408 gp (max 1,300 gp) 
   
  APL 10: Loot: 139 gp; Coin: 1,154 gp; Magic: 1,117 
  gp; Total: 2,410 gp (max 2,300 gp) 
   
  Special 
  Favor of Montesser: The favor can be spent to remove 
  one disfavor with Montesser or Shauntru. It might have 
  additional effects in future scenarios. In addition, you can 
  change access of 1 of the items found in this adventure 
  into meta-regional access: _______________. 
   
  Disfavor of Montessor: You have made enemies in 
  Montesser. This may prove bad in future scenarios. 
   
  Favor of Delrii Family: Besides possible uses in future 
  scenarios the above-mentioned PC gains access to the 
  Scarlet Corsair and Stormcaster prestige classes, as well as 
  the following feats: Expert Swimmer, Great Captain, Old 
  Salt, Sailor’s Balance, Sea Legs and Ship’s Mage. All are 
  from Stormwrack. You gain (meta-regional) access to all 
  items marked with an * as well.  
   
  Disfavor of Delrii Family: The Delrii family has some 
  influence among the pirates of pirates along the east 
  coast. As long as you have this favor, the initial attitude of 
  any pirate in this region is one category worse, and in 
  case of capture they demand twice the amount of gold for 
  a ransom. It might have additional effects in future 
  scenarios. 
   
  Favor of House Garesteth/Torquann: This favor 
  might have additional uses in future scenarios. You also 
  gain meta-regional access to 1 Adventure frequency item 
  that has previously expired. Note down the AR where it 
  ESA6-04 Gift of the Tempest 
   
  Page 24 
  
  came from and what item it is BEFORE the DM signs 
  this AR: _____________. 
   
  Finally you gain access to the items marked with ** 
  as noted below in the Item Access section depending on 
  the APL at which you played this adventure. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  APL 2 
  � Buoyant armor enhancement (Meta-region; 
  Stormwrack)** 
  � Cutlass (Adventure; Stormwrack)* 
  � Oilskin suit (Adventure; Stormwrack)* 
  � Scroll of sink (Adventure; Spell Compendium) 
  � Scroll of wave blessing (Adventure; Stormwrack) 
  � Sextant (Adventure; Stormwrack)* 
  � Sharkskin armor (Adventure; Stormwrack)* 
  � Wand of charm animal (Adventure; DMG) 
   
  APL 4 (All of APL 2 plus the following) 
  � Gilled 
  armor enhancement (Meta-regional; 
  Stormwrack)** 
  � Masterwork cutlass (Adventure; Stormwrack)* 
  � Masterwork 
  sharkskin 
  armor 
  (Adventure; 
  Stormwrack)* 
  � Vest of resistance +1 (Adventure; CA) 
   
  APL 6 (All of APL 2-4 plus the following) 
  � Boat, folding (Meta-regional; DMG)** 
  � Collar of obedience (Adventure; CV) 
   
  APL 8 (All of APL 2-6 plus the following) 
  � Brooch of shielding (Adventure; DMG) 
  � Cloak of the manta ray (Meta-regional; DMG)** 
   
  APL 10 (All of APL 2-8 plus the following) 
  � Circlet of persuasion (Adventure; DMG) 
  � Pearl of the sirines (Meta-regional; DMG)** 
  � Ring of sustenance (Adventure; DMG) 
   
   
   
  ESA6-04 Gift of the Tempest 
   
  Page 25 
  
  APPENDIX 1: APL 2
  ENCOUNTER 4: THE KALANDRA 
   
  Main Deck 
  Undead Sailors (2): Gravetouched ghoul Rog1; CR 2; 
  Medium Undead (augmented humanoid); HD 1d12; 
  hp 12; Init +6; Spd 30 ft.; AC 19 (touch 15, flat-footed 
  14) [+2 armor, +5 Dex, +2 natural]; Base Atk +0; Grp +3; 
  Atk +3 melee (1d6+3 plus paralysis, bite) or +5 ranged 
  (1d8/19-20, light crossbow); Full Atk +3 melee (1d6+3 
  plus paralysis, bite) and +1/+1 melee (1d4+1 plus 
  paralysis, claw) or +5 ranged (1d8/19-20, light 
  crossbow); SA Ghoul fever, paralysis, sneak attack: 
  +1d6; SQ Darkvision 60 ft., turn resistance +6, undead 
  traits; AL CE; SV Fort +0, Ref +7, Will +2; Str 16, Dex 
  20, Con –, Int 15, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +11, Climb +7, Gather 
  Information +2, Hide +9, Jump +7, Knowledge (core) 
  +3, Knowledge (the Splintered Suns) +3, Listen +6, 
  Move Silently +9, Profession (sailor) +6, Spot +6, Swim 
  +7, 
  Tumble 
  +11; 
  Improved 
  Turn 
  Resistance, 
  MultiattackB, Sea Legs. 
   
  Languages: Common, Old Oeridian. 
   
  Ghoul Fever (Su): Disease–bite, DC 10 Fortitude 
  save, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
   
  Paralyses (Ex): Victims hit by a gravetouched 
  ghoul’s bite or claw attack must make a successful DC 
  10 Fortitude save or be paralyzed for 1d4+1 rounds. 
  Elves have immunity to this paralysis. 
   
  Possessions: Cutlass, dagger, light crossbow, 10 
  bolts, sharkskin armor, oilskin suit. 
   
  Sail Locker 
  The Beastmaster: Male allip; CR 3; Medium Undead 
  (Incorporeal); HD 4d12; hp 26 hp; Init +5; Spd Fly 30 
  ft. (perfect); AC 15 (touch 15, flat-footed 14) [+1 Dex, +4 
  deflection]; Base Atk +2; Grp —; Atk +3 melee touch 
  (1d4 Wisdom drain); Full Atk +3 melee touch (1d4 
  Wisdom drain); SA 
  Babble, madness, Wisdom 
  drain; SQ Darkvision 60 ft., incorporeal traits, +2 turn 
  resistance, undead traits; AL NE; SV Fort +1, Ref +4, 
  Will +4; Str –, Dex 12, Con –, Int 11, Wis 11, Cha 18. 
   
  Skills and Feats: Hide +8, Intimidate +7, Listen +7, 
  Search +4, Spot +7, Survival +0 (+2 following tracks); 
  Improved Initiative, Lightning Reflexes. 
   
  Babble (Su): An allip constantly mutters and 
  whines to itself, creating a hypnotic effect. All sane 
  creatures within 60 feet of the allip must succeed on a 
  DC 16 Will save or be affected as though by a 
  hypnotism spell for 2d4 rounds. This is a sonic mind-
  affecting compulsion effect. 
   
  Creatures that successfully save cannot be affected 
  by the same allip’s babble for 24 hours. The save DC is 
  Charisma-based. 
   
  Madness (Su): Anyone targeting an allip with 
  thought detection, mind control, or telepathic ability 
  makes direct contact with its tortured mind and takes 
  1d4 points of Wisdom damage. 
   
  Wisdom Drain (Su): An allip causes 1d4 points 
  of Wisdom drain each time it hits with its incorporeal 
  touch attack. On each such successful attack, it gains 5 
  temporary hit points. 
   
  Possessions: Masterwork short sword, longsword, 
  whip, masterwork chain shirt, wand of charm animal, 2 
  scrolls of speak with animals, potion of cure light wounds, 60 
  gp in various coins and jewelry. 
   
  Lower Hold 
  Apes (2): CR 2; Large Animal; HD 4d8+11; hp 29; Init 
  +2; Spd 30 ft., climb 30 ft.; AC 14 (touch 11, flat-footed 
  12) [-1 size, +2 Dex, +3 natural]; Base Atk +3; Grp +12; 
  Atk +7 melee (1d6+5, claw); Full Atk +7/+7 melee 
  (1d6+5, claw) and +2 melee (1d6+2, bite); Space/Reach 
  10 ft./10 ft.; SQ Low-light vision, scent; AL N; SV Fort 
  +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 
  12, Cha 7. 
   
  Skills and Feats: Climb +14, Listen +4, Spot +4; 
  Toughness, Tunnel Fighting. 
   
  Possessions: None. 
   
  ESA6-04 Gift of the Tempest 
   
  Page 26 
  
  APL 4 
   
  ENCOUNTER 4: THE KALANDRA 
   
  Main Deck 
  Undead chaplain: gravetouched ghoul Rog1/Clr1; 
  CR 3; Medium Undead (augmented humanoid); HD 
  2d12; hp 18; Init +3; Spd 30 ft.; AC 20 (touch 13, flat-
  footed 17) [+4 armor, +3 Dex, +2 natural, +1 shield]; 
  Base Atk +0; Grp +2; Atk +2 melee (1d6+2 plus 
  paralysis, bite); Full Atk +2 melee (1d6+2 plus paralysis, 
  bite) and +0 melee (1d4+1 plus paralysis, claw); SA 
  Ghoul fever, paralysis, sneak attack: +1d6; SQ 
  Darkvision 60 ft., rebuke undead, spontaneous inflict, 
  turn resistance +6, undead traits; AL CE; SV Fort +2, 
  Ref +5, Will +7; Str 15, Dex 16, Con –, Int 12, Wis 20, 
  Cha 16. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +6, 
  Climb 
  +5, 
  Concentration +5, Diplomacy +7, Hide +4, Jump +5, 
  Knowledge (religion) +2, Listen +7, Move Silently +4, 
  Profession (sailor) +9, Spot +7, Swim +5, Tumble +6, 
  Use Rope +7; Improved Turn Resistance, MultiattackB, 
  Skill Focus (concentration). 
   
  Languages: Common, Old Oeridian. 
   
  Ghoul Fever (Su): Disease–bite, DC 14 Fortitude 
  save, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
   
  Paralyses (Ex): Victims hit by a gravetouched 
  ghoul’s bite or claw attack must make a successful DC 
  14 Fortitude save or be paralyzed for 1d4+1 rounds. 
  Elves have immunity to this paralysis. 
   
  Rebuke Undead (Su): 6/day; 1d20+6; turning 
  damage 2d6+4.  
   
  Spells Prepared (4/3; base DC = 15 + spell level): 0—
  detect magic, mending, resistance; 1st—cause fear*, 
  command (2), shield of faith. 
   
  *Domain spell. Nerull; Domains: Death (death 
  touch 1/day, roll 1d6 if equal or higher than current hit 
  points victim, the victim dies); Trickery (Bluff, 
  Disguise and Hide are class skills). 
   
  Possessions: Light mace, dagger, light crossbow, 10 
  bolts, masterwork chain shirt, masterwork buckler, 
  wooden holy symbol of Nerull, spell component 
  pouch, oilskin suit. 
   
  Undead Sailors (2): Gravetouched Ghoul Rog1/Ftr1; 
  CR 3; Medium Undead (augmented humanoid); HD 
  2d12; hp 18; Init +6; Spd 30 ft.; AC 20 (touch 15, flat-
  footed 15) [+3 armor, +5 Dex, +2 natural]; Base Atk +1; 
  Grp +4; Atk +4 melee (1d6+3 plus paralysis, bite) or +6 
  ranged (1d8/19-20, light crossbow); Full Atk +4 melee 
  (1d6+3 plus paralysis, bite) and +2/+2 melee (1d4+1 
  plus paralysis, claw) or +6 ranged (1d8/19-20, light 
  crossbow); SA Ghoul fever, paralysis, sneak attack: 
  +1d6; SQ Darkvision 60 ft., turn resistance +6, undead 
  traits; AL CE; SV Fort +2, Ref +7, Will +2; Str 16, Dex 
  20, Con –, Int 15, Wis 14, Cha 12. 
   
  Skills and Feats: Balance +14, Climb +7, Gather 
  Information +2, Hide +9, Jump +10, Knowledge (core) 
  +3, Knowledge (the Splintered Suns) +3, Listen +6, 
  Move Silently +9, Profession (sailor) +6, Spot +6, Swim 
  +7, Tumble +14; Combat Expertise, Improved Turn 
  Resistance, MultiattackB, Sea Legs. 
   
  Languages: Common, Old Oeridian. 
   
  Ghoul Fever (Su): Disease–bite, DC 12 Fortitude 
  save, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
   
  Paralyses (Ex): Victims hit by a gravetouched 
  ghoul’s bite or claw attack must make a successful DC 
  12 Fortitude save or be paralyzed for 1d4+1 rounds. 
  Elves have immunity to this paralysis. 
   
  Possessions: Cutlass, dagger, light crossbow, 10 
  bolts, masterwork sharkskin armor, oilskin suit. 
   
  Sail Locker 
  The Beastmaster: Male Ghost Rgr3; CR 5; Medium 
  Undead (augmented humanoid, incorporeal); HD 
  3d12; hp 25; Init +3; Spd Fly 30 ft. (perfect); AC 16 
  (touch 16, flat-footed 13) [+3 deflection, +3 Dex]; Base 
  Atk +3; Grp –; Atk +6 melee touch (1d6 plus 1d4 ability 
  drain, touch); Full Atk +6 melee touch (1d6 plus 1d4 
  ability drain, touch); SA Favored enemy (humanoid – 
  human: +2); SA Corrupting touch, draining touch, 
  frightful moan, manifestation; SQ Darkvision 60 ft., 
  rejuvenation, turn resistance +4, undead traits, wild 
  empathy; AL CN; SV Fort +4, Ref +7, Will +3; Str 14, 
  Dex 16, Con –, Int 8, Wis 13, Cha 16. 
   
  Skills and Feats: Handle Animal +9, Hide +6, 
  Knowledge (nature) +4, Listen +3, Move Silently +6, 
  Ride +7, Spot +3, Search +4, Survival +9 (+11 when 
  Tracking); Animal Affinity, Dodge, EnduranceB, 
  Mobility, Two-Weapon FightingB, TrackB. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 
  points of damage. Against ethereal opponents, it adds 
  its Strength modifier to attack and damage rolls. 
  Against nonethereal opponents, it adds its Dexterity 
  modifier to attack rolls only. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a DC 14 Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Manifestation (Su): Every ghost has this ability. 
  A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  ESA6-04 Gift of the Tempest 
   
  Page 27 
  
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where is it not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
   
  Possessions: Masterwork short sword, longsword, 
  whip, masterwork chain shirt, vest of resistance +1, wand 
  of charm animal, 2 scrolls of speak with animals, potion of 
  cure light wounds, 82 gp in various coins and jewelry. 
   
  Lower Hold 
  Apes (4): CR 2; Large Animal; HD 4d8+11; hp 29; Init 
  +2; Spd 30 ft., climb 30 ft.; AC 14 (touch 11, flat-footed 
  12) [-1 size, +2 Dex, +3 natural]; Base Atk +3; Grp +12; 
  Atk +7 melee (1d6+5, claw); Full Atk +7/+7 melee 
  (1d6+5, claw) and +2 melee (1d6+2, bite); Space/Reach 
  10 ft./10 ft.; SQ Low-light vision, scent; AL N; SV Fort 
  +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 
  12, Cha 7. 
   
  Skills and Feats: Climb +14, Listen +4, Spot +4; 
  Toughness, Tunnel Fighting. 
   
  Possessions: None.  
   
   
  ESA6-04 Gift of the Tempest 
   
  Page 28 
  
  APL 6 
   
  ENCOUNTER 4: THE KALANDRA 
   
  Main Deck 
  Undead chaplain: Gravetouched ghoul Rog1/Clr2; 
  CR 4; Medium Undead (augmented humanoid); HD 
  3d12+6*; hp 31; Init +3; Spd 30 ft.; AC 20 (touch 13, flat-
  footed 17) [+4 armor, +3 Dex, +2 natural, +1 shield]; 
  Base Atk +1; Grp +5; Atk +5 melee (1d6+4 plus 
  paralysis, bite); Full Atk +5 melee (1d6+4 plus paralysis, 
  bite) and +3 melee (1d4+2 plus paralysis, claw); SA 
  Ghoul fever, paralysis, sneak attack: +1d6; SQ 
  Darkvision 60 ft., rebuke undead, spontaneous inflict, 
  turn resistance +6, undead traits; AL CE; SV Fort +6, 
  Ref +6, Will +9; Str 19*, Dex 16, Con –, Int 12, Wis 20, 
  Cha 16. 
   
  * Created by a caster with the Corpsecrafter feat. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +6, 
  Climb 
  +7, 
  Concentration +7, Diplomacy +7, Hide +4, Jump +7, 
  Knowledge (religion) +2, Listen +7, Move Silently +4, 
  Profession (sailor) +9, Spot +7, Swim +5, Tumble +7, 
  Use Rope +7; Great Fortitude, Improved Turn 
  Resistance, MultiattackB, Skill Focus (concentration). 
   
  Languages: Common, Old Oeridian. 
   
  Ghoul Fever (Su): Disease–bite, DC 14 Fortitude 
  save, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
   
  Paralyses (Ex): Victims hit by a gravetouched 
  ghoul’s bite or claw attack must make a successful DC 
  14 Fortitude save or be paralyzed for 1d4+1 rounds. 
  Elves have immunity to this paralysis. 
   
  Rebuke Undead (Su): 6/day; 1d20+4; turning 
  damage 2d6+5. 
   
  Spells Prepared (4/5; base DC = 15 + spell level): 0—
  detect magic, mending (2), resistance; 1st—bane, cause fear*, 
  command (2), shield of faith. 
   
  *Domain spell. Nerull; Domains: Death (death 
  touch 1/day, roll 2d6 if equal or higher than current hit 
  points victim, the victim dies); Trickery (Bluff, 
  Disguise and Hide are class skills). 
   
  Possessions: Light mace, dagger, light crossbow, 10 
  bolts, masterwork chain shirt, masterwork buckler, 
  cloak of resistance +1, wooden holy symbol of Nerull, 
  spell component pouch, oilskin suit. 
   
  Undead Sailors (3): Gravetouched Ghoul Rog2/Ftr1; 
  CR 4; Medium Undead (augmented humanoid); HD 
  3d12+6; hp 31; Init +6; Spd 30 ft.; AC 20 (touch 15, flat-
  footed 15) [+3 armor, +5 Dex, +2 natural]; Base Atk +2; 
  Grp +5; Atk +7 melee (1d6+5 plus paralysis, bite) or +7 
  ranged (1d8/19-20, light crossbow); Full Atk +7 melee 
  (1d6+5 plus paralysis, bite) and +5/+5 melee (1d4+2 
  plus paralysis, claw) or +7 ranged (1d8/19-20, light 
  crossbow); SA Ghoul fever, paralysis, sneak attack: 
  +1d6; SQ Darkvision 60 ft., evasion, turn resistance +6, 
  undead traits; AL CE; SV Fort +2, Ref +8, Will +2; Str 
  20*, Dex 20, Con –, Int 15, Wis 14, Cha 12. 
   
   
  * Created by a caster with the Corpsecrafter 
  feat. 
   
  Skills and Feats: Balance +14, Climb +10, Gather 
  Information +2, Hide +11, Jump +12, Knowledge (core) 
  +3, Knowledge (the Splintered Suns) +3, Listen +8, 
  Move Silently +11, Profession (sailor) +7, Spot +8, 
  Swim +7, Tumble +15; Ability Focus (paralyses), 
  Combat 
  Expertise, 
  Improved 
  Turn 
  Resistance, 
  MultiattackB, Sea Legs. 
   
  Languages: Common, Old Oeridian. 
   
  Ghoul Fever (Su): Disease–bite, DC 12 Fortitude 
  save, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
   
  Paralyses (Ex): Victims hit by a gravetouched 
  ghoul’s bite or claw attack must make a successful DC 
  14 Fortitude save or be paralyzed for 1d4+1 rounds. 
  Elves have immunity to this paralysis. 
   
  Possessions: Cutlass, dagger, light crossbow, 10 
  bolts, masterwork sharkskin armor, oilskin suit. 
   
  Sail Locker 
  The Beastmaster: Ghost Rgr5; CR 7; Medium Undead 
  (augmented humanoid, incorporeal); HD 5d12; hp 38; 
  Init +4; Spd Fly 30 ft. (perfect); AC 16 (touch 16, flat-
  footed 13) [+3 deflection, +3 Dex]; Base Atk +5; Grp –; 
  Atk +8 melee touch (1d6 plus 1d4 ability drain, touch); 
  Full Atk +8 melee touch (1d6 plus 1d4 ability drain, 
  touch); SA Favored enemy (humanoid – human: +4; 
  animal: +2); SA Corrupting touch, draining touch, 
  frightful moan, manifestation; SQ Darkvision 60 ft., 
  rejuvenation, turn resistance +4, undead traits, wild 
  empathy; AL CN; SV Fort +5, Ref +8, Will +4; Str 14, 
  Dex 16, Con –, Int 8, Wis 14, Cha 16. 
   
  Skills and Feats: Handle Animal +11, Hide +8, 
  Knowledge (nature) +4, Listen +6, Move Silently +8, 
  Ride +7, Spot +6, Search +4, Survival +12 (+14 when 
  Tracking); Animal Affinity, Dodge, EnduranceB, 
  Mobility, Two-Weapon FightingB, TrackB. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage. Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a DC 15 Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  ESA6-04 Gift of the Tempest 
   
  Page 29 
  
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Manifestation (Su): Every ghost has this ability. 
  A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where is it not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
   
  Spells Prepared (1; Base DC = 12 + spell level): 1st–
  charm animal. 
   
  Possessions: Masterwork short sword, longsword, 
  whip, masterwork chain shirt, collar of obedience, vest of 
  resistance +1, wand of charm animal, 2 scrolls of speak with 
  animals, potion of cure light wounds, 82 gp in various coins 
  and jewelry. 
   
  Lower Hold 
  Dire apes (4): CR 3; Large Animal; HD 5d8+13; hp 35; 
  Init +2; Spd 30 ft., climb 15 ft.; AC 15 (touch 11, flat-
  footed 13) [-1 size, +2 Dex, +4 natural]; Base Atk +3; Grp 
  +13; Atk +8 melee (1d6+6, claw); Full Atk +8/+8 melee 
  (1d6+6, claw) and +3 melee (1d8+3, bite); Space/Reach 
  10 ft./10 ft.; SA Rend 2d6+9; SQ Low-light vision, 
  scent; AL N; SV Fort +6, Ref +6, Will +5; Str 22, Dex 15, 
  Con 14, Int 2, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +14, Listen +3, Move 
  Silently +4, Spot +4; Toughness, Tunnel Fighting. 
   
  Rend (Ex): A dire ape that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 2d6+9 
  points of damage. 
   
  Possessions: None. 
   
  ESA6-04 Gift of the Tempest 
   
  Page 30 
  
  APL 8 
   
  ENCOUNTER 4: THE KALANDRA 
   
  Main Deck 
  Undead chaplain: Gravetouched ghoul Rog2/Clr3; 
  CR 6; Medium Undead (augmented humanoid); HD 
  5d12+10*; hp 48; Init +4; Spd 30 ft.; AC 22 (touch 14, 
  flat-footed 19) [+4 armor, +4 Dex, +4 natural*, +1 
  shield]; Base Atk +3; Grp +7; Atk +7 melee (1d6+4 plus 
  paralysis, bite); Full Atk +7 melee (1d6+4 plus paralysis, 
  bite) and +5 melee (1d4+2 plus paralysis, claw); SA 
  Ghoul fever, paralysis, sneak attack: +1d6; SQ 
  Darkvision 60 ft., evasion, rebuke undead, spontaneous 
  inflict, turn resistance +6, undead traits; AL CE; SV 
  Fort +6, Ref +9, Will +9; Str 19*, Dex 18, Con –, Int 12, 
  Wis 20, Cha 18. 
   
  * Created by a caster with the Corpsecrafter and 
  Hardened Flesh feat. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +11, 
  Climb 
  +7, 
  Concentration +9, Diplomacy +7, Hide +7, Jump +10, 
  Knowledge (religion) +4, Listen +7, Move Silently +7, 
  Profession (sailor) +10, Spot +7, Swim +7, Tumble +12, 
  Use Rope +8; Great Fortitude, Improved Turn 
  Resistance, MultiattackB, Skill Focus (concentration). 
   
  Languages: Common, Old Oeridian. 
   
  Ghoul Fever (Su): Disease–bite, DC 16 Fortitude 
  save, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
   
  Paralyses (Ex): Victims hit by a gravetouched 
  ghoul’s bite or claw attack must make a successful DC 
  16 Fortitude save or be paralyzed for 1d4+1 rounds. 
  Elves have immunity to this paralysis. 
   
  Rebuke Undead (Su): 7/day; 1d20+4; turning 
  damage 2d6+7. 
   
  Spells Prepared (4/5/3; base DC = 15 + spell level): 
  0—detect magic, mending (2), resistance; 1st—bane, cause 
  fear*, command (2), shield of faith; 2nd–death knell*, hold 
  person, wave of grief. 
   
  *Domain spell. Nerull; Domains: Death (death 
  touch 1/day, roll 3d6 if equal or higher than current hit 
  points victim, the victim dies); Trickery (Bluff, 
  Disguise and Hide are class skills). 
   
  Possessions: Light mace, dagger, light crossbow, 10 
  bolts, masterwork chain shirt, masterwork buckler, 
  cloak of resistance +1, wooden holy symbol of Nerull, 
  spell component pouch, oilskin suit. 
   
  Undead Sailors (3): Gravetouched Ghoul Rog3/Ftr2; 
  CR 6; Medium Undead (augmented humanoid); HD 
  5d12+10*; hp 48; Init +6; Spd 30 ft.; AC 22 (touch 15, 
  flat-footed 17) [+3 armor, +5 Dex, +4* natural]; Base Atk 
  +4; Grp +9; Atk +9 melee (1d6+5 plus paralysis, bite) or 
  +9 ranged (1d8/19-20, light crossbow); Full Atk +9 
  melee (1d6+5 plus paralysis, bite) and +7/+7 melee 
  (1d4+2 plus paralysis, claw) or +9 ranged (1d8/19-20, 
  light crossbow); SA Ghoul fever, paralysis, sneak attack: 
  +2d6; SQ Darkvision 60 ft., evasion, turn resistance +6, 
  undead traits; AL CE; SV Fort +4, Ref +8, Will +5; Str 
  20, Dex 21, Con –, Int 15, Wis 14, Cha 12. 
   
  * Created by a caster with the Corpsecrafter and 
  Hardened Flesh feat. 
   
  Skills and Feats: Balance +16, Climb +12, Gather 
  Information +4, Hide +12, Jump +14, Knowledge (core) 
  +4, Knowledge (the Splintered Suns) +4, Listen +9, 
  Move Silently +12, Profession (sailor) +7, Spot +9, 
  Swim +9, Tumble +17; Ability Focus (paralyses), 
  Combat Expertise, Improved Turn Resistance, Iron 
  Will, MultiattackB, Sea Legs. 
   
  Languages: Common, Old Oeridian. 
   
  Ghoul Fever (Su): Disease–bite, DC 13 Fortitude 
  save, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
   
  Paralyses (Ex): Victims hit by a gravetouched 
  ghoul’s bite or claw attack must make a successful DC 
  15 Fortitude save or be paralyzed for 1d4+1 rounds. 
  Elves have immunity to this paralysis. 
   
  Possessions: Cutlass, dagger, light crossbow, 10 
  bolts, 
  masterwork 
  sharkskin 
  armor. 
   
  Sail Locker 
  The Beastmaster: Ghost Rgr7; CR 9; Medium Undead 
  (augmented humanoid, incorporeal); HD 7d12; hp 51; 
  Init +3; Spd Fly 30 ft. (perfect); AC 16 (touch 16, flat-
  footed 13) [+3 deflection, +3 Dex]; Base Atk +7; Grp –; 
  Atk +10 melee touch (1d6 plus 1d4 ability drain, touch) 
  or +6 ranged touch (1d6 plus 1d4 ability drain, whip); 
  Full Atk +10 melee touch (1d6 plus 1d4 ability drain, 
  touch) or +6 ranged touch (1d6 plus 1d4 ability drain, 
  whip); Space/Reach 5 ft./5 ft. (15 ft. with whip); SA 
  Favored enemy (humanoid – human: +4; animal: +2); 
  SA Corrupting touch, draining touch, frightful moan, 
  manifestation; SQ Darkvision 60 ft., rejuvenation, turn 
  resistance +4, undead traits, wild empathy, woodland 
  stride; AL CN; SV Fort +6, Ref +9, Will +5; Str 14, Dex 
  16, Con –, Int 8, Wis 14, Cha 16. 
   
  Skills and Feats: Handle Animal +13, Hide +10, 
  Knowledge (nature) +4, Listen +8, Move Silently +10, 
  Ride +7, Spot +8, Search +4, Survival +14 (+16 when 
  Tracking); Animal Affinity, Dodge, EnduranceB, 
  Improved Two-Weapon FightingB, Mobility, Spring 
  Attack, Two-Weapon FightingB, TrackB. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage. Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  ESA6-04 Gift of the Tempest 
   
  Page 31 
  
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a DC 16 Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Manifestation (Su): Every ghost has this ability. 
  A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where is it not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
   
  Spells Prepared (2; Base DC = 12 + spell level): 1st–
  charm animal, resist energy. 
   
  Possessions: Masterwork short sword, longsword, 
  whip*, masterwork chain shirt, brooch of shielding*, collar 
  of obedience, vest of resistance +1*, wand of charm animal, 
  scroll of reduce animal, 2 scrolls of speak with animals, 2 
  potions of cure light wounds, 86 gp in various coins and 
  jewelry. 
   
  * Due to a special connection with these items, he 
  can actually use them despite they are lying at his body. 
   
  Lower Hold 
  Girallons (3): CR 6; Large Magical Beast; HD 7d10+17; 
  hp 55; Init +3; Spd 40 ft., climb 40 ft.; AC 16 (touch 12, 
  flat-footed 15) [-1 size, +3 Dex, +4 natural]; Base Atk +7; 
  Grp +17; Atk +12 melee (1d4+6, claw); Full Atk 
  +12/+12/+12/+12 melee (1d4+6, claw) and +7 melee 
  (1d8+3, bite); Space/Reach 10 ft./10 ft.; SA Rend 2d4+9; 
  SQ Darkvision 60 ft., low-light vision, scent; AL N; SV 
  Fort +7, Ref +8, Will +5; Str 22, Dex 17, Con 14, Int 2, 
  Wis 12, Cha 7. 
   
  Skills and Feats: Climb +14, Move Silently +8, Spot 
  +6; Iron Will, Toughness, Tunnel Fighting. 
   
  Rend (Ex): A girallon that hits with two or more 
  claw attacks latches onto the opponent’s body and tears 
  the flesh. This attack automatically deals an extra 2d4+9 
  points of damage. 
   
  Possessions: None. 
   
   
  ESA6-04 Gift of the Tempest 
   
  Page 32 
  
  APL 10 
  ENCOUNTER 4: THE KALANDRA 
   
  Main Deck 
  Undead chaplain: gravetouched ghoul Rog2/Clr5; CR 
  8; Medium Undead (augmented humanoid); HD 
  7d12+14*; hp 65; Init +4; Spd 30 ft.; AC 23 (touch 14, 
  flat-footed 19) [+4 armor, +4 Dex, +4* natural, +1 
  shield]; Base Atk +4; Grp +8; Atk +8 melee (1d6+4 plus 
  paralysis, bite); Full Atk +8 melee (1d6+4 plus paralysis, 
  bite) and +6 melee (1d4+2 plus paralysis, claw); SA 
  Ghoul fever, paralysis, sneak attack: +1d6; SQ 
  Darkvision 60 ft., evasion, rebuke undead, spontaneous 
  inflict, turn resistance +10*, undead traits; AL CE; SV 
  Fort +7, Ref +9, Will +10; Str 19*, Dex 18, Con –, Int 12, 
  Wis 20, Cha 18. 
   
  * Created by a caster with the Bolster Resistance, 
  Corpsecrafter and Hardened Flesh feat. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +11, 
  Climb 
  +7, 
  Concentration +13, Diplomacy +9, Hide +7, Jump +10, 
  Knowledge (religion) +6, Listen +7, Move Silently +7, 
  Profession (sailor) +10, Spot +7, Swim +7, Tumble +12, 
  Use Rope +8; Great Fortitude, Improved Turn 
  Resistance, MultiattackB, Profane Vigor, Skill Focus 
  (concentration). 
   
  Languages: Common, Old Oeridian. 
   
  Ghoul Fever (Su): Disease–bite, DC 16 Fortitude 
  save, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
   
  Paralyses (Ex): Victims hit by a gravetouched 
  ghoul’s bite or claw attack must make a successful DC 
  16 Fortitude save or be paralyzed for 1d4+1 rounds. 
  Elves have immunity to this paralysis. 
   
  Rebuke Undead (Su): 7/day; 1d20+4; turning 
  damage 2d6+9. 
   
  Spells Prepared (5/6/4/3; base DC = 15 + spell level): 
  0—detect magic, guidance, mending (2), resistance; 1st—
  bane, cause fear*, command (2), divine favor, shield of faith; 
  2nd–death knell*, hold person, resist energy, wave of grief; 
  3rd–invisibility 
  purge, 
  magic 
  circle 
  against 
  good, 
  nondetection*. 
   
  *Domain spell. Nerull; Domains: Death (death 
  touch 1/day, roll 5d6 if equal or higher than current hit 
  points victim, the victim dies); Trickery (Bluff, 
  Disguise and Hide are class skills). 
   
  Possessions: Light mace, dagger, light crossbow, 10 
  bolts, masterwork chain shirt, masterwork buckler, 
  cloak of resistance +1, wooden holy symbol of Nerull, 
  spell component pouch, oilskin suit. 
   
  Undead Sailors (3): gravetouched ghoul Rog5/Ftr2; 
  CR 8; Medium Undead (augmented humanoid); HD 
  7d12+21; hp 72; Init +7; Spd 30 ft.; AC 22 (touch 15, 
  flat-footed 17) [+3 armor, +5 Dex, +4* natural]; Base Atk 
  +5; Grp +12; Atk +10 melee (1d6+5 plus paralysis, bite) 
  or +11 ranged (1d8/19-20, light crossbow); Full Atk +10 
  melee (1d6+5 plus paralysis, bite) and +8/+8 melee 
  (1d4+2 plus paralysis, claw) or +11 ranged (1d8/19-20, 
  light crossbow); SA Ghoul fever, paralysis, sneak attack: 
  +3d6; SQ Darkvision 60 ft., evasion, turn resistance 
  +10*, uncanny dodge, undead traits; AL CE; SV Fort +4, 
  Ref +10, Will +5; Str 20*, Dex 22, Con –, Int 15, Wis 14, 
  Cha 12. 
   
  * Created by a caster with the Bolster Resistance, 
  Corpsecrafter and Hardened Flesh feat. 
   
  Skills and Feats: Balance +19, Climb +14, Gather 
  Information +6, Hide +15, Jump +16, Knowledge (core) 
  +5, Knowledge (the Splintered Suns) +5, Listen +11, 
  Move Silently +15, Profession (sailor) +7, Spot +11, 
  Swim +11, Tumble +20; Ability Focus (paralyses), 
  Combat Expertise, Improved Toughness, Improved 
  Turn Resistance, Iron Will, MultiattackB, Sea Legs. 
   
  Languages: Common, Old Oeridian. 
   
  Ghoul Fever (Su): Disease–bite, DC 14 Fortitude 
  save, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
   
  Paralyses (Ex): Victims hit by a gravetouched 
  ghoul’s bite or claw attack must make a successful DC 
  16 Fortitude save or be paralyzed for 1d4+1 rounds. 
  Elves have immunity to this paralysis. 
   
  Possessions: Cutlass, dagger, light crossbow, 10 
  bolts, masterwork sharkskin armor, oilskin suit. 
   
  Sail Locker 
  The Beastmaster: Ghost Rgr9; CR 11; Medium 
  Undead (augmented humanoid, incorporeal); HD 
  9d12+9; hp 73; Init +4; Spd Fly 30 ft. (perfect); AC 17 
  (touch 17, flat-footed 13) [+3 deflection, +4 Dex]; Base 
  Atk +9; Grp –; Atk +12 melee touch (1d6 plus 1d4 
  ability drain, touch) or +8 ranged touch (1d6 plus 1d4 
  ability drain, whip); Full Atk +12 melee touch (1d6 plus 
  1d4 ability drain, touch) or +8 ranged touch (1d6 plus 
  1d4 ability drain, whip); Space/Reach 5 ft./5 ft. (15 ft. 
  with whip);; SA Favored enemy (humanoid – human: 
  +4; animal: +2); SA Corrupting touch, draining touch, 
  evasion, frightful moan, manifestation; SQ Darkvision 
  60 ft., rejuvenation, swift tracker, turn resistance +4, 
  undead traits, wild empathy, woodland stride; AL CN; 
  SV Fort +7, Ref +11, Will +6; Str 14, Dex 18, Con –, Int 
  8, Wis 14, Cha 16. 
   
  Skills and Feats: Handle Animal +18, Hide +13, 
  Knowledge (nature) +4, Listen +10, Move Silently +13, 
  Ride +8, Spot +10, Search +4, Survival +16 (+18 when 
  Tracking); Animal Affinity, Dodge, EnduranceB, 
  Improved 
  Toughness, 
  Improved 
  Two-Weapon 
  FightingB, Mobility, Spring Attack, Two-Weapon 
  FightingB, TrackB. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage. Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  ESA6-04 Gift of the Tempest 
   
  Page 33 
  
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a DC 16 Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Manifestation (Su): Every ghost has this ability. 
  A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where is it not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
   
  Spells Prepared (2/1; Base DC = 12 + spell level): 1st–
  charm animal, resist energy; 2nd–protection from energy.  
   
  Possessions: Masterwork short sword, longsword, 
  whip*, +1 chain shirt, brooch of shielding*, circlet of 
  persuasion, collar of obedience, ring of sustenance, vest of 
  resistance +1*, wand of charm animal, scroll of reduce 
  animal, 2 scrolls of speak with animals, 2 potions of cure light 
  wounds, 86 gp in various coins and jewelry. 
   
  * Due to a special connection with these items, he 
  can actually use them despite they are lying at his body. 
   
  Lower Hold 
  Fiendish girallons (4): CR 7; Large Magical Beast 
  (extraplanar); HD 7d10+17; hp 55; Init +3; Spd 40 ft., 
  climb 40 ft.; AC 16 (touch 12, flat-footed 15) [-1 size, +3 
  Dex, +4 natural]; Base Atk +7; Grp +17; Atk +12 melee 
  (1d4+6, claw); Full Atk +12/+12/+12/+12 melee (1d4+6, 
  claw) and +7 melee (1d8+3, bite); Space/Reach 10 ft./10 
  ft.; SA Rend 2d4+9, smite good 1/day (+7 damage); SQ 
  Darkvision 60 ft., DR 5/magic, low-light vision, 
  resistance cold and fire 5, scent, SR 12; AL NE; SV Fort 
  +7, Ref +8, Will +5; Str 22, Dex 17, Con 14, Int 3, Wis 
  12, Cha 7. 
   
  Skills and Feats: Climb +14, Move Silently +8, Spot 
  +6; Iron Will, Toughness, Tunnel Fighting. 
   
  Rend (Ex): A girallon that hits with two or more 
  claw attacks latches onto the opponent’s body and tears 
  the flesh. This attack automatically deals an extra 2d4+9 
  points of damage. 
   
  Possessions: None. 
  ESA6-04 Gift of the Tempest 
   
  Page 34 
  
  APPENDIX 2:  
  MONTESSER AT A GLANCE
  [Written by Creighton Broadhurst] 
   
  � Montesser 
  (Large 
  Town): 
  Conventional 
  (Theocracy); AL LE (LN); 5,000 gp limit; Assets 617,500 
  gp; Population 2,469; Mixed (orc 1654, half-orc 324, 
  human [So] 243, orogs 247. 
   
  Authority Figures: Bhargeval (LE [LN] male half-orc 
  Rgr8/Clr3 - Bahgtru), commander of town’s defenses; 
  Shauntru  (LE [LN] female orc Clr9- Luthic), matriarch 
  of Montesser. 
   
  Important Figures: Froznir Delrrii (LE male human 
  Rog7), Sea Baron merchant and pirate. 
   
  Ten years ago the settlement of Montessor didn’t exist. 
  Established and led by a charismatic priestess of Luthic 
  (lesser NE orcish goddess of fertility, medicine, 
  healing, servitude, caves and home) the orcs settling 
  here simply tired of war, instead electing to carve out a 
  home for themselves on the Solnor Coast. Despite 
  these decidedly unorcish ideals, life in Montesser is 
  brutal and disciplined. Wrongdoers are dealt with in 
  typical orcish fashion and society is organized along 
  martial lines. 
   
  The original settlers were deserters from the 
  imperial forces responsible for the sack of Mentrey but 
  since the settlement’s founding numbers of both orcs 
  and half-orcs have increased dramatically. A number of 
  orogs have also been reported to be amongst the 
  population. Roughly 1,600 orcs and 300 half-orcs now 
  dwell within the town. Small outlying settlements 
  (often of less than 20 individuals) dot the hills 
  surrounding Montesser, raising the total population to 
  around 3,500. Several different tribes are represented 
  within Montesser including the Bloodied Eye, Ragged 
  Banner and Red Bones.  
   
  The original settlement was little more than a 
  shantytown built of wood looted from other nearby 
  abandoned or destroyed villages. The inhabitants 
  planted crops haphazardly on the fertile banks of the 
  minor river that gives this place its name. Goats were 
  grazed in the surrounding hills and limited fishing was 
  even attempted in a couple of (stolen) battered but 
  serviceable fishing boats. 
   
  In the intervening years the settlement has 
  expanded several times and is now enclosed by thick 
  earthen ramparts and steep stake-lined ditches. Several 
  important buildings within the town are now of stone 
  construction and the orcs now operate a small fleet of 
  fishing vessels. Learning from their earlier mistakes, 
  the orc’s farming and fishing skills are steadily 
  improving.  
   
  One feature of note within the town is the walled 
  compound of Froznir Delrrii (LE male human Rog7), a 
  native of the Sea Barons. A consummate mariner and 
  trader, Froznir first discovered Montesser in early 586. 
  Although initial contact between the two groups was 
  violent, subsequent (cautious) negotiations resulted in 
  a mutually profitable exchange of trade and 
  information. Thanks to his efforts the orcs of 
  Montesser are much better equipped than they were a 
  decade ago. In exchange, the orcs allow Froznir safe 
  anchorage and his men are able to move freely about 
  the town. He is keenly interested in the power 
  struggles within old Medegia and the orcs share all 
  they learn with him. 
   
  Although not territorially ambitious the orcs of 
  Montesser have fought off several assaults by 
  determined bands of sellswords, mercenaries and 
  bandits intent on looting the settlement. Typically the 
  orcs have wrested much equipment from their 
  defeated foes, chief amongst which are several score of 
  warhorses, the riding of which they have long since 
  mastered. They are ever vigilant to further assaults; 
  approaching 
  this 
  settlement 
  surreptitiously 
  is 
  incredibly dangerous.  
   
  Montesser is a theocracy ruled by Shauntru (LE 
  [LN] female orc Clr9- Luthic) a now elderly but wise 
  matriarch. Single-minded in her desire to protect the 
  young of Montesser, Shauntru can nevertheless be an 
  implacable enemy to those earning her ire. Bhargeval 
  (LE [LN] male half-orc Rgr8/Clr3 - Bahgtru) a 
  monstrously strong warrior devotedly assists Shauntru 
  in the defense of the town. The closest thing the town 
  has to a general, Bhargeval directs the town’s defenders 
  in times of both peace and war. 
  ESA6-04 Gift of the Tempest 
   
  Page 35 
  
  APPENDIX 3:  
  NEW RULE ITEMS 
  MONSTERS  
   
   
   
   
  Gravetouched ghoul  
  (Source: Libris Mortis, page 103) 
  “Gravetouched ghoul” is an acquired template that can 
  be added to any corporeal aberration, fey, giant, 
  humanoid, or monstrous humanoid with Intelligence 
  and Charisma scores of 3 or higher (referred to 
  hereafter as the base creature). 
   
  A gravetouched ghoul speaks all the languages it 
  spoke in life (usually Common). It has all the base 
  creature’s statistics and special abilities except as noted 
  here. 
   
  Size and Type: The creature’s type changes to 
  undead and it gains the augmented subtype. Do not 
  recalculate base attack bonus, saves, or skill points. Size 
  is unchanged. 
   
  Hit Dice: Increase to d12. 
   
  Armor Class: The base creature’s natural armor 
  bonus improved by 2. 
   
  Attack: A gravetouched ghoul retains all the 
  attacks of the base creature and also gains a bit and two 
  claw attacks if it didn’t already have them. If the base 
  creature uses weapons, the gravetouched ghoul retains 
  this ability. A creature with natural weapons retains 
  those natural weapons. A gravetouched ghoul fighting 
  without weapons uses its bite attack. A gravetouched 
  ghoul armed with a weapon uses its bit or weapon as it 
  desires. 
   
  Full Attack: A gravetouched ghoul fighting 
  without weapons uses its bit and two claws to attack, If 
  armed with a weapon, it chooses whether to use the 
  weapon or use its natural attacks. 
   
  Damage: Gravetouched ghouls have bite and claw 
  attacks. If the base creature does not have this attack 
  form, use the appropriate damage value from the table 
  below according to the gravetouched ghoul’s size. 
  Creatures that have other kinds of natural weapons 
  retain their old damage values or use the appropriate 
  value from the table below, whichever is better. 
   
  Size 
  Bite Damage 
  Claw Damage 
  Fine 
  1 
  – 
  Diminutive 
  1d2 
  1 
  Tiny 
  1d3 
  1d2 
  Small 
  1d4 
  1d3 
  Medium 
  1d6 
  1d4 
  Large 
  1d8 
  1d6 
  Huge 
  2d6 
  1d8 
  Gargantuan 
  2d8 
  2d6 
  Colossal 
  4d6 
  2d8 
   
   
  Special Attacks: A gravetouched ghoul retains all 
  the special attacks of the base creature and gains those 
  described below. Saves have a DC of 10 + 1/2 the 
  gravetouched ghoul’s HD + gravetouched ghoul’s Cha 
  modifier unless otherwise noted. 
   
  Ghoul Fever (Su): Disease–bite, Fortitude save, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
   
  An afflicted humanoid who dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 HD or higher rises as a ghast, rather 
  than a ghoul. 
   
  Paralysis (Ex): Victims hit by a gravetouched 
  ghoul’s bite or claw attack must make a successful 
  Fortitude save or be paralyzed for 1d4+1 rounds. Elves 
  have immunity to this paralysis. 
   
  Special Qualities: A gravetouched ghoul retains 
  all the special qualities of the base creature and gains 
  those described below. 
   
  Turn Resistance (Ex): A gravetouched ghoul has +2 
  turn resistance. 
   
  Diet Dependent: Gravetouched ghouls are diet 
  dependent upon flesh. 
   
  Abilities: Increase from the base creature as 
  follows: Str +2, Dex +4, Int +2, Wis +4, Cha +2. As an 
  undead creature, a gravetouched ghoul has no 
  Constitution score. 
   
  Feats: A gravetouched ghoul retains all its feats, 
  and it gains Multiattack as a bonus feat. 
   
  Environment: Any, usually same as base creature. 
   
  Organization: Solitary, gang (2–4 ghouls plus 1 
  gravetouched ghoul), or pack (7–12 ghouls plus 1–4 
  gravetouched ghouls). 
   
  Challenge Rating: Same as the base creature +1. 
   
  Alignment: Base creature’s alignment changes to 
  chaotic evil. 
   
  Level Adjustment: Same as base creature +2. 
   
  FEATS  
   
   
   
   
   
  Bolster Resistance [General] 
  (Source: Libris Mortis, page 25) 
  Undead you raise or create are more resisting to 
  turning than normal. 
   
  Prerequisite: Corpsecrafter 
   
  Benefit: Each undead you raise or create with any 
  necromancy spell gains +4 turn resistance. 
   
  Corpsecrafter [General] 
  (Source: Libris Mortis, page 25) 
  Undead you raise or create are tougher than normal. 
   
  Benefit: Each undead you raise or create with any 
  necromancy spell gains a +4 enhancement bonus to 
  Strength and +2 hit points per Hit Dice. 
   
  ESA6-04 Gift of the Tempest 
   
  Page 36 
  
  Hardened Flesh [General] 
  (Source: Libris Mortis, page 27) 
  Undead you raise or create are can better handle 
  themselves in a fight. 
   
  Prerequisite: Corpsecrafter 
   
  Benefit: Each undead you raise or create with any 
  necromancy spell gains a +2 natural armor bonus to 
  Armor Class. 
   
  Improved Toughness [General]  
  (Source: Complete Warrior, page 101) 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefits: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level) you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
   
  Improved Turn Resistance  
  (Source: Libris Mortis, page 27) 
  You have a better than normal chance to resist turning. 
   
  Prerequisite: Undead type. 
   
  Benefits: You are less easily affected by clerics or 
  paladins than you normally would be (see Turn or 
  Rebuke Undead, page 159 of the Player’s Handbook). 
  When resolving a turn, rebuke, command, or bolster 
  attempt, add +4 to your character level (monster Hit 
  Dice plus class levels) to determine your Hit Dive for 
  turn, rebuke, command, and bolster attempts. For 
  example, a 4 HD wight with this feat is treated as an 8 
  HD undead for the purpose of turn, rebuke, command, 
  and bolster attempts, even though it is a 4 HD creature 
  for any other purpose. A vampire that already has +4 
  turn resistance adds an additional +4 with this feat, for 
  a total of +8. 
   
  Profane Vigor [Divine] 
  (Source: Libris Mortis, page 29) 
  You can channel negative energy to heal nearby 
  undead allies of physical damage. 
   
  Prerequisite: Cha 11, ability to rebuke undead. 
   
  Benefit: As a standard action, you can spend on of 
  your rebuke attempts to heal one undead ally within 60 
  feet 2 hit points of damage per cleric level. This healing 
  does not allow the affected undead to exceed their full 
  normal hit point totals. 
   
  Sea Legs  
  (Source: Stormwrack, page 93) 
  You are accustomed to the rolling motion on board a 
  ship and can use this motion to your advantage. 
   
  Benefit: As long as you are on board a ship, you 
  get a +2 bonus on Balance and Tumble checks, and a +1 
  bonus on initiative checks. 
   
  Tunnel Fighting 
  (Source: Races of Stone, page 145) 
  You are adept at maneuvering and fighting in tight 
  spaces and underground passages. 
   
  Prerequisites: Base attack bonus +1. 
   
  Benefit: You do not take a penalty on your attack 
  rolls or to Armor Class when squeezing into or though 
  a tight space. 
   
  Normal: Each movement into or through a 
  narrow space counts as if it were 2 squares, and while 
  squeezed in a narrow space a character takes a –4 
  penalty on attack rolls and a –4 penalty to AC. See page 
  148 of the Player’ Handbook for more information on 
  squeezing through tight spaces. 
   
  Special: A fighter may select Tunnel Fighting as 
  one his fighter bonus feats (see page 38 of the Player’s 
  Handbook). 
   
  SPELLS 
   
   
   
   
   
  Wave of Grief 
  (Source: Spell Compendium, page236) 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 2, blackguard 2, cleric 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes. 
  All within the cone when the spell is cast take a –3 
  penalty on attack rolls, saving throws, ability checks, 
  and skill checks. 
   
  Material Component: Three tears. 
   
  ESA6-04 Gift of the Tempest 
   
  Page 37 
  
  DM’S AID 1: MAP KALANDRA (UPPER DECK) 
  (Source: Stormwrack, page98) 
   
   
  1 Sq = 5ft. 
   
  MAP ICONS 
   
   
  ESA6-04 Gift of the Tempest 
   
  Page 38 
  
  DM’S AID 2: MAP KALANDRA (LOWER DECK) 
   
  1 Sq = 5ft 
   
   
   
  ESA6-04 Gift of the Tempest 
   
  Page 39 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Splintered Suns/596/Normal Scenarios/ESA6-04 - Gift of the Tempest (APL 2-10)/ESA6-04 - Gift of the Tempest.pdf