TEXT: IUZ5-07 
   
   
   
   
   
   
   
   
   
   
  Tides of War 
   
  A Two-Round D&D LIVING GREYHAWK
  ®  
  Iuz’s Border States Metaregional Adventure 
  Version 1.0 
   
  by Rob Little 
  Reviewed by Chris Tulach 
   
   
  The Armies of the Old One march on the gates of the Black Aerie as Iuz prepares for his final confrontation with the 
  Demon Prince Pazrael to claim control of Torremor.  Can he be stopped or will heroes step forward to turn back the 
  tide?  The Final Link of the Confluence Chain for APL’s 10-18. 
  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 and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your metaregion, please e-mail your point of contact (POC) at 
  dragotha@gmail.com; for LIVING GREYHAWK campaign questions email rpgahq@wizards.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 one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  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 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.  
   
  Along with this adventure you’ll find a RPGA Table 
  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. Animals with 
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or animals), 
  and add 2 (drop fractions). This result is the effective 
  character level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type.  
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  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-
  Tides of War 
   
  Page 2 
  
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-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 one-round metaregional adventure, set 
  in Iuz’s Border States.  Characters native to Iuz’s Border 
  States pay one Time Unit per round; all others pay two 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp 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 scenario. 
   
  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 Survival 
  check (DC 20), 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 Old One, Iuz, eternally hungers for power.  
  Although the Treaty of Greyhawk stymied his attempts 
  to expand his Empire in the corporeal realm, his agents 
  have long prepared for his latest machinations to come to 
  fruition. 
   
  Through careful planning, Iuz released an ether 
  threat upon Oerth as he used heroic pawns to acquire the 
  Codex of Infinite Planes, an artifact that grants its wielder 
  incredible power over outsiders and the portals to the 
  realms of the Great Wheel.  Under the watchful eyes of 
  his Boneheart, new soldiers were created to bolster his 
  armies – the powerful demundead and the durable cold-
  iron golems, both designed to attack demonic enemies. 
   
  With these tools at his disposal, he began 
  construction on blood gates, Abyssal portals scattered 
  throughout his Empire.  Although discovered by the 
  forces of good and feared as a means for which the Old 
  One could bring forth an army from beyond, the truth 
  was discovered earlier in 595 CY as the Imperial Armies 
  marched through the gates and began an invasion of the 
  Abyssal Skies - Torremor, ruled over by the Demon 
  Prince Pazrael. 
   
  The eyes of both the gods and men have turned to 
  the events in the Abyss.  Wee Jas, the Mistress of Death 
  provided a band of heroes with a warning of the 
  consequences of Iuz’s success – should he capture 
  Torremor, the Old One will rise in power to that of an 
  Intermediate deity and no longer be able to be killed in 
  the Prime Material.  Other deities whose domains and 
  people are threatened by the Old One’s ascension are 
  watching carefully, and some few are sending their 
  agents to intervene. 
   
  Prince Zeech of Redhand serves as the lord of 
  Alhaster, a small Principality within the Empire.  
  Although he has sworn his service to Iuz and performed 
  his duties admirably, his true allegiance is to his deity, 
  Hextor, and to the Demon Prince Pazrael.  Aware that the 
  Old One’s success would ultimately result in his demise, 
  Zeech began taking steps to stymie Iuz’s plans.  First, he 
  managed to make contact with the Drinkers of the Cup 
  of Midnight, an anti-Iuz organization that had seen some 
  success against the Old One.  While the war raged in the 
  Abyss, Zeech passed information on to the Drinkers from 
  his masters in order to hamper Iuz’s efforts at home, 
  while gathering more information to use against the 
  Empire. 
   
  Several weeks into the invasion, Iuz’s forces marked 
  a critical victory – capture of Onstrakker’s Nest and the 
  Tides of War 
   
  Page 3 
  
  Nabassu nursemother, Keekaku.  With the Nursemother 
  under his control, the Old One was able to take 
  command of the Nabassu and turn them against the 
  Abyssal Lord’s armies.  His forces bolstered, Iuz began 
  the march to capture Pazrael’s seats of power. 
   
  Now the war is in its final days.  Pazrael’s final seat of 
  power, the Black Aerie is under siege.  Desperate, Pazrael 
  sends forth his agent to the Drinkers one last time… 
   
  Adventure Summary 
  The heroes are approached by an agent of the Drinkers, 
  who asks them to make a rendezvous at sea.  Although 
  they are not certain of the nature of the meeting, they are 
  certain as to its importance. 
   
  Traveling by a Rhenee galley, the PCs venture into 
  the Nyr Dyv during an autumn storm that is unnaturally 
  strong.  The meeting takes place at sea, where two other 
  ships join the galley – another caravel and a war galley of 
  the Principality of Redhand. 
   
  Taking a launch to the war galley, the heroes are met 
  by the beautiful leader of the Drinkers, the Shade, as well 
  as the galley’s beast of a captain, Captain Warrick.  Using 
  a ring that allows Prince Zeech to remotely control his 
  body, Warrick, the Shade, and a visiting Imp explain that 
  Iuz’s success in the Abyss is imminent and they require 
  the heroes’ aid in order to prevent it.  By means of a blood 
  gate, Zeech asks the heroes to travel to Torremor and 
  sneak into Onstrakker’s nest to free Keekaku and send 
  the Old One’s armies into disarray as the Nabassu turn 
  against him.  The Shade provides a scroll of plane shift for 
  the PC’s return trip and Zeech provides an armband that 
  will allow the heroes to communicate with one of 
  Pazrael’s generals – the marilith Avehovna. 
   
  Breaking from the meeting, the heroes head back to 
  the Rhenee ship to prepare for the trip north.  At APL16-
  18, the Shade sends the heroes a message informing them 
  that the success of the mission can be accomplished with 
  Keekaku’s death as well, striking against both Pazrael and 
  the Old One. 
   
  As the heroes’ launch closes with the Rhenee vessel, 
  an Imperial vessel arrives out of the storm and moves to 
  attack the Rhenee.  The Shade communicates to the 
  heroes that if they abandon the Rhenee and come to her 
  ship, they will have time to make their escape while the 
  Imperial navy secures the Rhenee ship.  Otherwise, the 
  PCs can attempt to repel the boarders and save the 
  Rhenee. 
   
  Heading to Critwall, the heroes travel north into the 
  Empire and make their way to the Burning Cliffs.  
  Heading into the cavern indicated by the Shade’s maps, 
  the PCs must deal with a geyser blast and elemental 
  guardians before they gain access to the Old One’s Blood 
  Gate. 
   
  Sacrificing blood to the portal, the heroes can pass 
  through the gate and into the Abyss.  On the far side, 
  another guardian (a greater dispel magic trap) threatens 
  the party before they are able to follow the trail of Iuz’s 
  armies skyward towards Onstrakker’s Nest. 
   
  The bearer of the armband during this time comes 
  into contact with Avehovna, who expresses her 
  dissatisfaction with the timing of the heroes and her 
  urging for them to hurry.  She provides to her bondmate 
  a mental image of Onstakker’s Nest and a hidden tunnel 
  located there that leads to the Nursemother’s den. 
   
  Following the columns into the Abyssal skies, the 
  party is overtaken by a flock of Vrocks serving as scouts 
  for the Old One around the Nest.  Defeating the demons, 
  the heroes are able to make the rest of the trip to the Nest 
  uneventfully, locating the hidden tunnel without 
  difficulty. 
   
  Once inside the tunnel, the party is noticed by the 
  quasit familiar of Keekaku’s wardens.  Scouting the party, 
  the quasit gathers information on the heroes while the 
  wardens prepare for battle.  Once ready, the wardens 
  teleport into combat with the PCs, launching a pre-
  emptive strike. 
   
  After defeating the wardens, the heroes have to 
  travel only a little farther to locate Keekaku’s prison.  
  Trapped within a permanent force cage, the PCs can free 
  her with a disintegrate spell.  Once freed, Keekaku warns 
  the heroes to flee before she plane shifts away to lead her 
  children against the Old One.  At APL 16-18, the heroes 
  have the opportunity to attack her before she leaves, 
  killing her in her den. 
   
  Once Keekaku is dealt with, the heroes can return to 
  the Prime Material.  Using the plane shift scroll, the spell 
  accidentally drops the PCs into the Nyr Dyv, in the midst 
  of aquatic predators.  If the heroes successfully saved the 
  Rhenee during the beginning of the scenario, their ship 
  is nearby and comes to the party’ aid.  Otherwise, the 
  heroes are on their own until a ship arrives a little while 
  later. 
   
  Following the raid into the Abyss, the heroes are 
  rewarded by the Drinkers (and possibly the Rhenee), and 
  Oerth has to deal with the consequences of their success 
  (or failure). 
    
  Preparation for Play 
  Note in advance if any PCs possess the Dark Taint from 
  IUZ3-06 Every Passing Breeze or any debts to Zezaxittaz 
  (from IUZ3-06 or IUZ4-08).  It will be important for 
  determining which PC Zeech decides to give the 
  Armband of Demonic Will in Encounter One. 
  Tides of War 
   
  Page 4 
  
   
  In addition, it will be important for several 
  encounters that the players are carefully tracking any 
  spell effects on their characters.  DMs may want to make 
  sure that players are documenting the spell and caster 
  levels of spell effects cast on the PCs. 
  Introduction 
  The rocking motion of the Illyana Preska as she cuts 
  her way thru the Nyr Dyv counter-syncs the rhythm 
  of a billet club smacking against the mast to which it 
  is lashed.  You’ve spent the better part of the last 
  forty-eight hours at sea since setting sail from the 
  newly recaptured port at Admundfort.  The vessel you 
  are on, one of the few Rhenee galleys that ply the Sea 
  of Unknown Depths, was chartered for you by your 
  contacts, agents of the organization known as the 
  Drinkers of the Cup of Midnight.  The initial meeting 
  with the Drinkers was an illicit affair, held in the 
  cellar of one of the taverns where you were told that 
  the organization wished to secure the services of 
  yourself and your companions – also passengers on 
  the Illyana Preska.  However, due to the nature of the 
  mission and its implied importance, the details o the 
  quest could not be delivered to you in port.  Instead, 
  you were requested to take passage upon the Rhenee 
  vessel and make your way into the deep sea where 
  you would meet with your employers. 
   
  f 
   
   
  f
   
   
   
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  l
  The Illyana Preska is a caravel (see DM’s Aid #2 for a 
  map).  Besides the PCs, there are 20 adult Rhenee (male 
  and female) who serve as the crew of the vessel, 4 elders, 
  6 children (below the age of 10), the captain (Vasily), and 
  the veth (Anya).  The PCs can bring animal companions 
  and mounts, that are large size or smaller, so long as they 
  keep them below decks, provide food, and guarantee the 
  safety of the crew from the animals. If possible spend at 
  least a little time with the PCs interacting with the crew.  
  It provides an opportunity for character introductions for 
  the players, as well as give the PCs an emotional tie to the 
  Rhenee for the events of Encounter Two. 
   
  In general, the Rhenee are friendly and open with 
  the party and have no secrets to speak of.  The crew 
  tolerates passengers on deck so long as they mind 
  instructions and welcomes the assistance of those who 
  have skill at sailing.  The children look forward to 
  passengers and troubles them for stories and to 
  participate in their games. The captain, Vasily, readily 
  admits that he was well paid in advance to deliver the 
  heroes to their destination, a mid-sea rendezvous with a 
  ship flying the colors of the Principality of Redhand.  The 
  Veth (Rhenee sorceress), Anya, is also open with the 
  heroes, to the point that she mentions that she has an ill-
  feeling regarding them and she is uncertain if she is 
  comfortable having them on her ship.  Other than her 
  feeling of unease, she otherwise has no issues with the 
  heroes and is as pleasant to them as earned. 
  The first day of the voyage was uneventful, with the 
  skies mostly cloudy and the sea relatively calm.  The 
  crew, a mix o  six or seven Rhenee families, busied 
  themselves with the task of sailing the ship, with the 
  younger children helping the eldest with the meals 
  and chores about the ship.  Beginning shortly before 
  dawn of this day, the weather has become 
  increasingly more severe with the ship regularly 
  cresting sizable waves and occasional washes of green 
  water spraying across the deck.  The ship’s Veth, a 
  beautiful Rhenee with ebon-black hair, only barely 
  starting to show streaks of silver over the temples, has 
  attempted to calm the storm thru magic, but her 
  efforts have been short-lived, on y providing a few 
  minutes of calmer seas.  The once playful children, 
  who dashed around the deck playing hide-and-seek 
  and tag, now huddle below deck fearful of the coming 
  storm. 
   
  The storm is not entirely natural, which is why Anya has 
  not been able to affect it.  If PCs attempt to change the 
  weather (via control weather or similar spells), the 
  weather starts to change, but reverse about halfway thru 
  the change until it returns to its previous status (for 
  example, the winds might start to slow and the cloud 
  cover would begin to break apart before the clouds move 
  back in and the winds pick up). 
   
  F nally, as the skies have begun to darken signaling 
  nightfall, the Rhenee in the crow’s nest calls down 
  from his perch in his native tongue whi e he gestures 
  off the port side of the ship.  Following his gaze, you 
  can barely make out the masts of two vessels, their 
  sails lashed down. One vessel flies no colors, but the 
  other proudly flies a red and black flag. 
   
  A Spot check (DC 20) recognizes the flag as a red tower 
  on a black field.  A Knowledge (Nobility) check (DC 15) 
  recognizes the heraldry as that of the Principality of 
  Redhand and Prince Zeech of Alhaster. 
   
  Vasi y cal s out orders to his men and they begin to 
  steer the Illyana Preska towards the anchored vessels. 
   One of the men brings out a hooded lantern from 
  below deck and runs to the forecastle of the ship, 
  leaning against the railing to get a secure position.  
  Once secure, he begins raising and lowering the hood 
  in what seems to be a random fashion, before 
  stopping and looking out across the water at the 
  rapidly approaching ships.  For a moment there is 
  Tides of War 
   
  Page 5 
  
  nothing, but then a series of simi ar l ghts shine out 
  from the crow’s nest of the flagged ship. 
  l
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  .
   
  l. 
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  “It’s the one, cap’n,” the crewman calls down the 
  deck. 
   
  Vasi y nods and turns to another pair of Rhenee.  
  “Close in and ready the launches.  Our passengers 
  have a meeting to attend.” 
  Troubleshooting: 
  Not too much can go wrong here.  If there are players 
  who are demanding to know about payment or who 
  claim that they wouldn’t have gotten on the ship without 
  promises of reward, tell them that their contact in 
  Admundfort couldn’t provide payment up front, but that 
  they promised that if the PCs were successful in 
  whatever the Drinkers have planned for them at sea, 
  they’ll have it “made in the Shade”. 
   
  Encounter One: 
  The Truth of the Matter 
  As the Illyana Preska closes with the other two ships, 
  you can see activity on the decks of both.  The 
  unflagged ship has black clad sailors in its rigging, 
  some of whom have crossbows and bows casually 
  pointed towards the deck of the other vessel   The 
  flagged ship, is a war galley of some fashion, with 
  sailors and marines at the ready, many of them 
  standing behind ballistae – loaded ballistae. A ship’s 
  launch is tied to the rails of the war galley and rocks 
  in the waves, with two black-clad sailors pushing 
  against the galley with their oars to keep the smaller 
  vessel from smashing against its hul
   
  Meanwhile, the Rhenee have overturned one of 
  their launches and have begun lowering it into the 
  sea below.  Looking at you, Vasi y motions to the 
  launch “M’boys will take you over and wait for yer 
  return.  Y’ best make yer meeting quick, tho.  Anya is 
  fearing that there is more to come with this storm.” 
   
  The launch is big enough for eight human-sized 
  occupants.  While the Nyr Dyv is very active, with 2-3 
  foot ocean swells at the present, the Rhenee manning the 
  oars are skilled sailors and see them to the war galley 
  safely.  If the PCs are particularly frightened of traveling 
  by the launch and choose to travel by other means 
  (dimension door to the other ship, fly, water walk) they 
  may do so freely. 
   
  Once the heroes are boarding the war galley, 
  continue with the text below: 
   
  Arriving on the deck of the galley, you can see that 
  the crew is a mix of human and hobgoblin sailors, all 
  of them looking at you and your Rhenee companions 
  with disgust and hatred.  However, none seem eager 
  to pursue their animosity, especially as a huge bear of 
  a human ascends from below decks. 
   
  “Avast, bilge rats.  Return to yer posts if ye don’t 
  want me to take the scourge to ye!!”  Turning to face 
  you, the bear of a captain sneers and smiles.  
  “Welcome to the Merciless, me hearties.  If you’ll be 
  following me this way, we’ll take ye below deck fer 
  your tea and cakes.”  With that he makes a sweeping 
  gesture towards the stairs he came from. 
   
  Captain Warrick “War” Mason is an archetypal pirate, 
  never missing a chance to say “arr!”  He is a giant of a 
  human (6’6” 270 lb) who has in his day likely destroyed 
  many china shops.  Nothing about him should give the 
  impression of grace or subtlety (which is important 
  during the later part of this encounter). 
   
  Descending below deck, the captain leads you back to 
  his quarters.  Passing thru the doorway, you see a 
  beautiful brunette woman sitting at ease upon the 
  bunk, while several barrels with folded blankets on 
  them have been posit oned about the room. 
   
  The woman (for those who have met her before) is the 
  Shade, the leader of the Drinkers of the Cup of Midnight. 
   A Spot check (DC 25) notice that there seems to be a fine 
  green dust spread over the room (noticing the jade dust 
  and making a DC 20 Spellcraft check leads the PC to 
  believe that false vision has been cast on the room). 
   
  The woman rises and gestures to the barrels.  “Please 
  enter, friends, and sit.  We have much to discuss and 
  little time to discuss it.”  With that the captain ushers 
  you into the room and seals the door behind him 
  before moving to the far side of the room and 
  drawing closed the curtains over the aft window, then 
  sitting on the sill. 
  “I appreciate you coming here, especially with so 
  little information.  I assure you, that once you hear 
  what we have to say, you will understand the care and 
  urgency with which we are pursuing this.  As some of 
  you may be aware, the Old One has instigated a war 
  with Pazrael, the Demon Prince of Torremor, one of 
  the hundreds of layers of the Abyss.  In this effort, he 
  has been greatly successful.  Several months ago, he 
  captured Onstrakker’s Nest, the heart of the Nabassu 
  demons and used their Nursemother, Keekaku, as a 
  hostage to bolster h s armies while stealing forces 
  away from Pazrael.  With his own demons, the 
  nabassu, demundead, golems, and his mortal minions, 
  Tides of War 
   
  Page 6 
  
  Old Wicked has been able to plow thru the Pazrael’s 
  defenses.  Only one bastion remains – the Black 
  Aerie.  Should it fall, Pazrael will be cast from 
  Torremor and the Old One will take control, 
  increasing his power immensely.” 
       
  During the Shade’s speech, have the PCs make a DC 12 
  Spot check.  Those who succeed notice that the Captain 
  has placed a platinum ring with an onyx stone on his 
  finger.   
   
  The ring is part of a matched set of magical rings that 
  allows the wearer of the master ring (in this case, Prince 
  Zeech) to take bodily control of a willing target (Captain 
  Warrick) over a sizable distance.  Once controlled, 
  Warrick / Zeech begins exhibiting Zeech’s mannerisms 
  and speaking patterns.  In general, Zeech should be 
  played as a very effete noble, limp wrists and all.  
  However, do not mistake his mannerisms for weakness.  
  He is a very dangerous individual and can go from 
  pleasant to murderous in an instant if provoked. 
   
  Zeech does not bother to introduce himself once he 
  “arrives”, however, if interrupted or asked, he identifies 
  himself and the means by which he is communicating to 
  the heroes.  He did dare not openly meet with the PCs 
  and expose the plan to the Old One’s minions, nor risk 
  himself to agents of the Shield Lands who might seek to 
  remove him from power (and the corporeal realm). 
   
  The PCs may be familiar with Prince Zeech from the 
  events of IUZ5-02 Playing Both Sides or from several 
  Bandit Kingdoms scenarios.  The Principality of Redhand 
  is an autonomous region of the Empire of Iuz, ruled over 
  by a former lord of the Shield Lands, Prince Zeech.  
  While he has loyally served the Old One for the last 
  decade, Iuz’s latest plans have put him into a precarious 
  position, as his true loyalties lie with Iuz’s target – 
  Pazrael.   
   
  “And that, my friends, cannot be al owed to happen.” 
  Standing from his seat along the windowsill, the 
  captain casual y points at your group while speaking. 
  “Regardless of the ands you call home, you al  know 
  the danger that the Old One presents should he gain 
  further power.  He was barely turned back in the 
  Vesve and Perrenland and even now his plague 
  stretches into the Shield Lands.  His agents have not 
  been still in Furyondy and he has noticed the little 
  insurrections within the parts of his Empire called 
  the Bandit Kingdoms.  When he claims Torremor, he 
  will be able to focus his energies back on Oerth and 
  he will do so as a more powerful deity than he 
  currently is, with a whole layer of the Abyss from 
  which to draw demons to serve him.  His Boneheart 
  will march forth from the Blood Gates leading a 
  horde of demons out onto Oerth and no pathetic 
  treaty will stop h m. 
  l
   
   
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  ” 
  i
   
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  “And that,” the woman continues, “ is where you 
  come in.  Right now, Old Wicked’s gaze is locked on 
  one thing – the Aerie.  His armies have massed to lay 
  siege to it and, make no mistake my friends, it will 
  fall.  That is, unless we manage to cripp e the Old 
  One’s forces.” 
   
  “In Torremor, there is a city of sorts called 
  Onstakker’s Nest.  Deep within the bowels of the city 
  is the den of the Nursemother, matron of the 
  Nabassu.  While she is held by the Old One, the 
  nabassu will serve and fight for h s banner.  However, 
  if she were freed…
   
  There s a sudden popping noise as a small 
  devilish creature appears in the middle of the room. 
  The imp smiles down at you, his small wings beating 
  casually.  “If she were freed, the nabassu would turn 
  on Iuz’s forces and his armies would crumble from 
  the inside, leaving Pazrael the opening he needs to 
  crush the invaders.  Hello, fleshbags!” 
   
  Warrick grimaces at the imp.  “What are you 
  doing here, Zezaxittaz?  I expected you to be with 
  your masters.” 
   
  “My sires are otherwise preoccupied at the 
  moment and quite frankly this seems the place to be 
  at the moment,” the imp smi es as he ooks over your 
  party. 
   
  The captain sighs, “Very well.  Just please be 
  quiet.” 
   
  “No problem, Zeech. I’ll be as quiet as the dead.” 
  And with that, the imp hovers in space quietly 
  looking down at everyone with his fanged smile. 
  Zezaxittaz is an imp that has appeared in several previous 
  scenarios (including IUZ3-04 Burning Cliffs, IUZ3-06 
  Every Passing Breeze, and IUZ4-08 Shattered Reflections 
  of a Frozen Twilight).  Over the last two years, he has 
  been 
  gathering 
  information 
  on 
  the 
  Old 
  One’s 
  machinations to barter for a promotion from his masters 
  in the Hells.  Now, with both Iuz and Pazrael at a critical 
  point, Zezaxittaz is attempting to make a play to “pad his 
  resume” by helping to weaken both Abyssal powers 
  leaving them open to attack by his Infernal masters.  
  “Ah, where was I?” Warrick ponders for a moment.  
  “Ah, yes.  Your mission, and I do not think there is 
  any question as to whether you will accept it or not, is 
  to make your way to Onstrakker’s Nest and free the 
  Nursemother.  To aid you in this quest, we have made 
  some preparations.” 
   
  “First, we have located one of the Old One’s 
  blood gates that is not heavi y guarded.  The reasons 
  for this are plentiful…it is located in the Burning 
  Tides of War 
   
  Page 7 
  
  Cliffs near the Ashen Pit, with  the gate itself in a 
  volcanic cavern below ground.  We have a map 
  indicating the location of the cavern and it should 
  come as no surprise to you that the gate requires 
  blood from a sentient creature to open, however not a 
  sizable amount.  The amount could safely be drawn 
  from four or five human sized creatures without 
  serious harm. 
   
  Second, you will need a means to commun cate 
  with Pazrael’s agents to let them know when the time 
  to strike is nigh.  For that purpose, Pazrael has created 
  an armband.  It will link the wearer to Pazrael’s 
  chosen agent, with the strength of the connection 
  dependant upon the blood of the wearer.”
  i
   
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  If there is a PC with the Dark Taint from IUZ3-07 Every 
  Passing Breeze, Warrick / Zeech turns to them.  If 
  multiple PCs possess the taint, he chooses the PC with an 
  alignment the fewest steps from Chaotic Evil, then a 
  more martial PC (such as a fighter or barbarian).    If there 
  is still a tie, choose randomly between the PCs. 
   
  “Fortunately, Pazrael’s foresight has created the 
  necessary blood for the armband’s magic to work.” 
  Reaching into a small jewelry box, Warrick gently 
  draws forth a black iron band several inches across.  
  He offers it to (the chosen PC), pressing it into their 
  palm whi e gently cradling their hand in his own. 
   
  If none of the PCs have the Dark Taint, Warrick frowns 
  and looks uncertain.  In this case, Zezaxittaz chooses the 
  bearer, based upon those who owe a debt to the imp.  He 
  first chooses a PC who has an unpaid debt, then the PC 
  with an alignment the fewest steps from Chaotic Evil, 
  then the most martial class. (Note that his selection 
  doesn’t affect the debt at all – as far as he’s concerned, 
  they still owe him.) 
   
  Warrick begins to speak.  “Unfortunately, it seems 
  that your group does not posses…”
   
  “H m.” The mp points (at the chosen PC).  “He 
  gets to wear the amulet.” 
  “I beg your pardon?” Warrick fumes slightly as he
  turns to face the devil. 
   
  “He owes me.  None of these other meatbags are 
  worth a toss, so he gets to wear it.” 
  Warrick sighs.  “Very well.” Reaching into a small 
  jewelry box, Warrick gently draws forth a black iron 
  band several inches across.  He offers it to (the 
  chosen PC), pressing it into their palm whi e gently 
  cradl ng their hand in his own. 
   
  If none of the PCs have the taint or owe Zezaxittaz a debt, 
  Warrick / Zeech chooses the bearer based first on the 
  character with the alignment the fewest steps from 
  Chaotic Evil, then the most martial class.  If there is a tie, 
  choose randomly. 
   
  Warrick begins to speak.  “Unfortunately, it seems 
  that your group does not possess the blood necessary 
  to bind the amulet as ful y as we might hope.  
  However, I bel eve that you (looking at the chosen 
  PC) might survive and best be able to use the 
  armband to its best potential.” Reaching into a small 
  jewelry box, Warrick gently draws forth a black iron 
  band several inches across.  He offers it to (the 
  chosen PC), pressing it into their palm whi e gently 
  cradl ng their hand in his own. 
  Once Warrick / Zeech has chosen the armbands bearer 
  continue: 
   
  Warrick releases his grip on your hand.  “The 
  armbands will require time to bond with the wearer 
  in order to work, roughly twenty-four hours.  I 
  suggest you don it now to allow the bond time to 
  mature. 
   
  Unl ke many demonic creations, the nature of 
  the magic in this armband is largely benign.  It draws 
  an insignificant amount of life essence from the 
  bearer, and in exchange transfers a trivial amount of 
  demonic essence.  This essence will allow you to 
  establish a bond with a single demon – Avehovna, 
  Pazrael’s general.” 
   
  If the bearer has the Dark Taint: 
  “The bond with Avehovna will allow you to 
  communicate telepathically with the marilith, as 
  though you were speaking to her face to face, so long 
  as you are on the same plane of existence.  In 
  addition  you will find that the bond will prove useful 
  in other ways as well.” 
   
  If the bearer does not have the Dark Taint: 
  “The bond with Avehovna will allow you to 
  communicate empathically with the marilith, as long 
  as you are on the same plane of existence, expressing 
  emotion and urgency, but not detai ed messages.  As 
  well, she will only be able to commun cate with you 
  in the most basic means.” 
   
  Continue with the following: 
  The Shade rises from her seat on the edge of the bunk 
  and draws out a scroll tube from her cloak.  “Finally, if 
  you do not already have one, I have acquired a planar 
  key for Oerth, as well as scrolls to enable a priest or 
  wizard to return your party to this plane of existence. 
   I am doubtful that if you are successful in your 
  Tides of War 
   
  Page 8 
  
  mission, you will simply be able to walk out of the 
  Abyss.” 
   
   
  i
   
  “Do you have any questions?” 
   
  Answering Questions: 
  Between the Shade and Zeech, they have pretty much 
  laid out all of their cards to the heroes.  If the PCs are 
  suspicious, any Sense Motive check greater than 5 does 
  not detect any ill will or hidden motives.  A Sense Motive 
  check less than 5 gets a false read, and the PC will have 
  false suspicions regarding the plan. 
   
  Regarding the rest of the plan, paraphrase what you 
  need from the information below.  Both the Shade and 
  Zeech are similarly informed and can corroborate the 
  information provided. 
   
  The Blood Gate: 
  The Blood Gate in question was chosen because of its 
  isolation from most of the Old One’s forces on the 
  material plane and because it is one of the few Blood 
  Gates that the Shade was able to pinpoint the exit 
  location in the Abyss.  While the exit is not in Torremor, 
  it is near one of the staircases that ascend from one of the 
  other layers of the Abyss into the Aerial Realm and it 
  offers a clear path to Onstrakker’s Nest.  Using a plane 
  shift to simply travel to the Abyss would work, but the 
  location on the Abyss would be utterly unknown. 
   
  Torremor: 
  The Abyssal skies are home to a large number of demonic 
  creatures, chief among them winged tanar’ri such as the 
  nabassu and vrocks.  Feel free to paraphrase information 
  regarding the layer from Appendix Six: Torremor. 
   
  Keekaku: 
  Keekaku is a monstrous demon, standing nearly twelve 
  feet tall and one of Pazrael’s greater servants, leading her 
  brood, the Nabassu.  However, with her capture, the Old 
  One has directed her to order the nabassu to assist his 
  armies.  He could not simply slay her, as then the 
  Nabassu would simply fight amongst themselves until 
  one of them gained the power to rise to become the new 
  Nursemother. 
   
  The Nursemother’s Wardens: 
  Neither the Shade nor Zeech are aware of the nature of 
  any warden’s who hold Keekaku captive.  They both 
  believe that Onstrakker’s Nest to be largely vacant as the 
  Old One will have emptied the city in order to bolster his 
  forces for the final march on the Black Aerie. 
   
  Rewards: 
  The Shade is indignant that so-called “heroes” would 
  require a reward to pursue what is obviously a task of 
  worldly importance. 
   
  Troubleshooting 
  At this point, the heroes should likely be roped into the 
  quest.  The biggest sticking points will be the disposition 
  of the armband and strongly aligned PCs who have 
  difficulty with partnering with an evil priest and an imp. 
   
  Zeech gives the heroes the armband, but he cannot 
  force them to wear it.  Later in the scenario, it is very 
  important in order to locate the Nursemother’s den and 
  to contact Avehovna, but it is possible for the party to 
  complete the scenario without using it (through spells 
  like find the path).  A PC other than the one it was given 
  to may wear it (and have it noted on their AR), however, 
  if a good-aligned divine caster (such as a priest or paladin) 
  allows it to bond, they require an atonement before they 
  are granted spells again. 
   
  Paladins and other good-aligned characters may have 
  difficulty taking a mission from a Priest of Hextor.  The 
  nature of the quest does not associate the heroes with 
  Zeech (which the Prince would very much prefer as well) 
  and the quest definitely serves the greater good.  In this 
  case, Zeech can take the moral high ground in order to 
  persuade the party to undertake the task set before them. 
   
  Encounter Two: 
  Strum and Drang 
  Concluding your meeting, you return to the deck of 
  the Merciless, greeted by howling wind and thick 
  sheets of rain.  The hobgoblin sailors brace their arms 
  across their foreheads to keep their vision clear as 
  they fight with the lashed sails.  Making your way to 
  the rails, you lower yourself into the launch as it 
  rocks on the waves, the Rhenee struggling to steady 
  the boat on the water.  Nearby you see the Shade 
  carefully descend into her own launch, the black clad 
  sailors pushing away from the Merciless and into the 
  storm churned sea. 
  At APL16-18 ONLY: 
  Barely above the howling of the wind, you hear a 
  feminine vo ce whisper in your ear.  Looking towards 
  the other launch, you can barely make out the Shade’s 
  moving lips, while you can clearly hear her voice: 
  “Freeing Keekaku will be sufficient to halt the Old 
  One’s forces; however, should you be tempted, know 
  that her death will accomplish the same.” 
  All APLs: 
  Tides of War 
   
  Page 9 
  
  Closing with the Illyana Preska, you lose sight of the 
  other ships in the rain.  Eventually, you arrive at the 
  galley as two of the sailors throw down the ropes to 
  pul  the launch up onto the deck.  Suddenly, there is a 
  shout from the crow’s nest and a loud splash off to 
  one side, followed by the crash of a catapult shot into 
  the nearby railing. 
  l
   
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  Beyond the Rhenee ship you can see that a black 
  sailed vessel flying the red skul  of the Empire has 
  closed nearly to boarding range.  In your ear, you hear 
  the Shade’s voice “Abandon them and flee to my ship. 
   By the time they fin sh with the drifters, we will be 
  safely away and on to your mission.” 
   
  At this point, the party can choose to help the Rhenee 
  repel the boarders or to flee with to the Shade’s vessel.  If 
  the party decides to flee, they can push the launch away 
  from the Illyana Preska leaving the two sailors on the 
  ropes and make their way to the Shade’s ship (with some 
  difficulty if none of the characters are skilled sailors).  
  Doing so earns the heroes no experience or treasure, but 
  it avoids the fight.  However, leaving the Rhenee to their 
  fate likely challenges the code of conduct of some PCs 
  who may need to atone for their deed. 
   
  If the party decides to assist the Rhenee, use the map 
  in DM’s Aid #1 to represent the Illyana Preska, with the 
  PCs in a launch off one side of the ship (20 feet below the 
  deck at water level).  The enemy ship (also a caravel) 
  starts at 30 feet away from the other side of the ship, 
  coming in at an angle to pull alongside the Illyana Preska 
  during the surprise round. 
   
  This fight is not intended to be a ship-to-ship 
  combat; rather it is simply a fight between boarders and 
  defenders on the deck.  While attacking and damaging 
  the enemy ship and its sailors can be done, it’s outside the 
  scope of this encounter and should be reserved for role 
  playing flavor.  In addition, while the Rhenee are on deck 
  and attempting to keep the caravel steady, they do not 
  attempt to participate in the fight, counting on the heroes 
  to protect them.  However, if the PCs are recklessly 
  throwing about area of effect spells on deck, there is a 
  good likelihood they will take out some of their allies. 
   
  During this fight, there are several special rules that 
  should be observed to reflect the circumstances of the 
  fight.  First, the combat is taking place during the middle 
  of strong winds and rain (DMG p.93 – visibility cut to 1/2 
  normal, -4 penalty to Spot, Listen, and Search checks and 
  ranged weapon attacks).  Second, the sea is churning 
  strongly (Swim DC 20 should a PC be knocked into the 
  water), causing the ship to roll with the waves.  Use the 
  rules for heavy rolls and green water from Appendix Five: 
  Fighting on a Ship’s Deck (if you roll doubles on the 2d4 
  check for surges, the next surge is a heavy surge). 
   
  Inexperienced DM’s or DM’s running this scenario 
  during a convention may wish to ignore heavy rolls / 
  green water rules to streamline the combat and make it 
  run quicker. 
   
  APL10 [EL 12] 
  Manheim: Male Human Drd9; hp 62; see Appendix 
  One. 
  Imperial Marines (4): Hobgoblin Swash6/EWM1; hp 
  57; see Appendix One. 
  APL12 [EL 14] 
  Manheim: Male Human Drd11; hp 75; see Appendix 
  One. 
  Imperial Marines (4): Hobgoblin Swash8/EWM1; hp 
  90; see Appendix One. 
  APL14 [EL 16] 
  Manheim: Male Human Drd13; hp 88; see Appendix 
  One. 
  Imperial Marines (4): Hobgoblin Swash10/EWM1; 
  hp 109; see Appendix One. 
  APL16 [EL 18] 
  Manheim: Male Human Drd14; hp 94; see Appendix 
  One. 
  Imperial Marines (4): Hobgoblin Swash11/EWM1; 
  hp 118; see Appendix One. 
  Captain Ss’kranth: Malenti (Sahuagin) Rog6 / Dread 
  Pirate 7; hp 95; see Appendix One. 
  APL18 [EL 20] 
  Manheim: Male Human Drd16: hp 62; see Appendix 
  One. 
  Imperial Marines (4): Hobgoblin Swash12/EWM2; 
  hp 137; see Appendix One. 
  Captain Ss’kranth: Malenti (Sahuagin) Rog6 / Dread 
  Pirate 9; hp 108; see Appendix One. 
   
  Tactics: During the surprise round, the Imperial ship 
  pulls alongside the Illyana Preska and the marines 
  prepare to board.  Normally, the PCs wouldn’t get a 
  chance to act during the surprise round, however, if a PC 
  has the Feign Surprise player reward card allow them to 
  take their action before the ship closes to boarding range. 
   
  The marines leap across to the Rhenee ship during 
  the first round, taking positions to attack any defenders.  
  They take advantage of their maneuverability, reach, and 
  special abilities to control of as much of the deck as 
  possible.  Once the marines are on board, the ship pulls 
  away and either flees (if the marines are defeated) or 
  comes back to secure the vessel (if the ship is captured). 
   
  The druid is air walking and attempts to use his call 
  lightning spell to maximum effect, targeting PCs that are 
  flying or otherwise not threatened by the marines on 
  deck.  As he is air walking, he is technically not flying 
  and not subject to being blown back.  If he needs to 
  move, he uses control winds to create an area of calmer 
  Tides of War 
   
  Page 10 
  
  air around himself.  His animal companion is largely 
  removed from the fight, unless someone falls into the 
  water, in which case it attacks. 
   
  If an NPC falls into the water unconscious or dead, 
  allow the party one round to attempt to recover the body 
  and its items before it is washed beneath the waves and 
  lost.  However, if a PC falls in, give the party the benefit 
  of the doubt in recovering their companion’s. 
   
   
  Resolution 
  If the heroes came to the Rhenee’s aid, Vasily thanks the 
  party profusely as he and the other sailors make 
  preparations to deliver the party to Critwall.  He 
  promises that he and his crew will do what they can to 
  repay the heroes in the future. 
   
  If the party fled with the Shade, her ship readily 
  escapes from the Imperial vessel and makes its way to the 
  coast near Willip (in Furyondy).  From there, the PCs are 
  free to continue north towards the Burning Cliffs. 
   
  Troubleshooting 
  The main problem here is if the party decides to teleport 
  to the mainland before they have a chance to get back to 
  the Illyana Preska.  Unfortunately, sometimes that’s just 
  how Ralishaz works things and the Rhenee meet their 
  fate without the party’s intervention. 
   
  Encounter Three: 
  Hot Blooded 
  Leaving from the coast, the PCs can determine how they 
  want to make their way north to the Burning Cliffs.  
  Depending on the abilities and level of the party, they 
  may choose to teleport, wind walk, or maybe just ride to 
  their destination (roughly 900 miles distant).  The party is 
  under some time constraints (Iuz could capture the Black 
  Aerie at any time) and resting for too long could cost the 
  battle and the war.  Basically, as long as the party is 
  attempting to make the trip as quickly as reasonably 
  possible (not resting for a full day, for example), they 
  arrive in time. 
   
  Characters who participated in the scenario IUZ3-04 
  Burning Cliffs could conceivably teleport to the Ashen 
  Pit fairly easily.  If they do so, make sure that the 
  remaining travel to the Blood Gate takes at least 24 hours 
  to allow time for the armband to bond to a PC if worn. 
   
  Traveling overland, the party can easily choose to 
  avoid conflicts with the Old One’s forces or the few 
  patrols they cannot escape are too weak to challenge the 
  party. 
   
  Once the party has arrived in the Burning Cliffs, read the 
  following: 
  Fol owing the directions on the Shade’s map, you 
  trace a path along the southern edge of the Burning 
  Cliffs, the warm stench of sulfur carrying across the 
  breeze.  Turning north, you head into the wastes 
  themselves, walking a path along a dry bed of lava. 
  l
   
  ,
   
  After a half day, you arrive at a large natural rent 
  in the wall of a narrow canyon.  Indicated by your 
  map, this is the pathway to the Blood Gate. 
   
  Past the rent, the tunnel evens out into a 10’ wide, 10’ tall 
  passage that descends into the ground roughly 200 feet 
  over the course of a half mile.  As the party travels, the 
  temperature and humidity of the tunnel increases, until 
  their skin and armor is slick with moisture. 
   
  Characters with the Stonecunning racial ability or 
  succeeding on a Knowledge (Dungeoneering) check (DC 
  15) can tell that the tunnel may be part of a geyser or hot 
  spring network.  Shortly after this discovery (within 5 
  minutes, allowing the party to react based on the 
  information above), there is a strong tremor that all of the 
  PCs can feel.  Ask each player what their character does 
  (one full round).  The following round, a seam in the wall 
  bursts spraying the tunnel with a blast of scalding water 
  and steam. 
   
  All APLs [EL10] 
  Geyser: CR 10; mechanical; location trigger; no reset; 
  geyser (8d6 to all in area, scalding water, no miss) and 
  (8d6 bludgeoning damage, water pressure, Reflex save 
  DC 25 for half damage; Search DC 20. 
   
  If a PC took their full action to move from their location 
  and moved at least 30 feet, they can move out of the area 
  of the geyser.  Otherwise, they suffer the above effects.  
  Note that the damage from the scalding water can be 
  reduced with fire resistance, but cannot be otherwise 
  avoided (no save, cannot miss). 
   
  Once the PCs make it past the geyser, the heat 
  begins to increase dramatically (getting to over 110° F 
  quickly), requiring a single Fortitude save (DC 15) to 
  avoid heat effects (see DMG p. 303) before they arrive at 
  the gate chamber. 
   
  Descending deeper down the tunnel  the heat 
  continues to increase while a dim red glow begins to 
  illuminate your surroundings.  Looking ahead you 
  can see that the tunnel opens up into a larger 
  chamber, with a rocky path across the molten floor to 
  a platform upon which a large dark stone ring rests. 
   
  Refer to DM’s Aid #2: Volcanic Gate Map for the layout of 
  the room.  The magma itself is about 10 feet deep and the 
  Tides of War 
   
  Page 11 
  
  ceiling of the chamber 25 feet above the magma and 
  platform.  If a PC falls into or is submerged in the lava, be 
  aware of the effects listed in the DMG (p. 304). 
   
  The gate itself is roughly 15 feet in circumference, 
  resting on a platform that holds it vertical.  To each side 
  of the gate are small stone fonts, which sit empty except 
  for a trace amount of reddish-brown dust. 
   
  Beneath the magma (one in the northwest corner of 
  the chamber, the other in the southeast), two magma 
  paraelementals lay in hiding (with total cover due to the 
  magma).  When a living creature approaches within 20 
  feet of the gate, the elementals rise from beneath the 
  magma (as a move action on the surprise round).  Players 
  using the Feign Surprise card may act immediately 
  following the elementals during the surprise round, as if 
  they had delayed their action. 
   
  APL 10 [EL 11] 
  Greater Magma Paraelemental (2): hp 199 each; see 
  Appendix One. 
  APL 12 [EL 14] 
  Elder Magma Paraelemental, Advanced (2): hp 294 
  each; see Appendix One. 
  APL 14 [EL 16] 
  Elder Magma Paraelemental, Advanced (2): hp 378 
  each; see Appendix One. 
  APL 16 [EL 18] 
  Elder Magma Paraelemental, Advanced (2): hp 506 
  each; see Appendix One. 
  APL 18 [EL 20] 
  Elder Magma Paraelemental, Advanced (2): hp 598 
  each; see Appendix One. 
   
  Tactics: Once the elementals are up, they concentrate 
  their attacks on the PCs closest to the gate.  Due to their 
  high attack bonus, they are fairly generous in their 
  application of the Power Attack feat, especially during 
  the first rounds of the fight before they have had a 
  chance to gauge the difficulty of hitting their foes. 
   
   
  Resolution 
  Once the elementals are defeated, the PCs can attempt to 
  open the gate.  The two fonts are the keys to opening the 
  portal to the Abyss, by feeding the gate blood from 
  sentient creatures.  However, the gate is also a trap for 
  those who do not know its secret. 
   
  To safely open the gate, two creatures must 
  simultaneously sacrifice a small amount of blood into 
  each of the fonts (1 hp each).  Once sacrificed, the 
  following round the remaining blood necessary for the 
  gate is magically drawn from the wound in a torrent, 
  inflicting an additional 27 points of damage.  If more 
  than one creature attempts to sacrifice blood into a single 
  font, the font randomly chooses one to accept and draw 
  the sacrifice from. 
   
  If a single creature sacrifices blood to the fonts, the 
  round after the initial sacrifice the entire blood amount is 
  drawn from that creature (Inflicting 55 points of damage 
  and requiring the character to make a Fortitude save (DC 
  15) against massive damage due to the shock of having so 
  much blood rapidly drawn from their body. 
   
  Once the fonts have the requisite blood, a dark red 
  film forms in the ring and the portal opens to the Abyss. 
   
  Troubleshooting 
  Between the geyser, the combat, and the blood sacrifice, 
  it is possible that some parties have exhausted a fair 
  amount of their resources (especially at the lower APLs of 
  the scenario).  If the heroes require a day for healing and 
  to recover spells at this point, do not penalize them for it 
  (they can still rescue/slay Keekaku in time). 
   
  l
   
  Encounter Four: Arrival 
  Passing thru the portal, you feel a wave of heat 
  burning thru you, the flesh on your arms and face 
  blackening and flaking away leaving the bare muscle 
  and bone beneath.  Overcome by the heat, you 
  struggle to close your eyes but find that your lids have 
  been burnt away and your vision turns to black as the 
  pain becomes too much to stand. 
   
  A stagnant breeze blows over you, your skin 
  intact and your eyes whole as you stare at the grey 
  plain you have fal en on to, your eyes locked on the 
  ashen grains of sand mixed with the regurgitated 
  remains of your earlier meal.  As the pain fades into 
  memory and you recover your sense of self, you look 
  up and catch your first glimpse of the Abyss. 
   
  The flat, featureless expanse is only broken by 
  the hovering red portal that hangs in midair around 
  which your companions lay, kneel, and sit and 
  further away by a collection of massive columns and 
  pillars that stretch skyward, the tops lost in the low 
  hanging 
  clouds 
  that 
  stretch 
  over 
  the 
  entire 
  countryside.  While the plains are dimly illuminated 
  by some source, you are hard pressed to pick out a sun 
  through the cloud cover. 
   
  Nearby, you can see a pedestal, only a few dozen 
  yards away upon which rests a floating orb of stone. 
  The orb rotates slowly, and you can make out the 
  stylized image of an eye on its form. 
   
  The eye is the source of a greater dispel magic trap.  As 
  long as there is at least one living creature within 20 feet 
  of the gate’s location, the trap goes off (until disarmed).  
  Tides of War 
   
  Page 12 
  
  The orb itself is located 250 feet away from the party 
  across open, unobstructed plain. 
   
  All APLs [EL10] 
  Chain Greater Dispel Magic Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (chain greater dispel magic (as a 9
  th level spell), 17
  th 
  level wizard; targeted dispel on target nearest center of 
  trigger area plus targeted dispel to each of up to 
  seventeen secondary targets, +17 dispel check); Search 
  DC 34; Disable Device DC 34. 
   
  The purpose of the trap is to strip off most of the long 
  term spells that PCs may be using (particularly as they 
  quite likely had several days of traveling to load up with 
  extended versions of some spells).  If the players 
  complain, point out that at least it’s not Mordenkainen’s 
  Disjunction. 
   
  Resolution 
  Avehovna: If a PC is wearing the armband, they receive 
  their first communication with Avehovna at this point.  
  Characters without the Dark Taint only get flashes of 
  emotion – rage, anger, impatience, and urgency.  PCs 
  with the Dark Taint receive a more direct telepathic 
  communication from the marilith. 
   
  If the party is roughly on schedule (hasn’t taken 
  unnecessary delays in arriving in the Abyss), she 
  chastises the PC for taking their time and expressing that 
  they need to hurry in their quest.  She cannot spare much 
  time at the present, as the Old One has managed to 
  teleport saboteurs into the Black Aerie and her attention 
  is required to slay them before they can cause too much 
  damage. 
   
  If the party is running behind, she angrily berates 
  them and her voice is tinged with both panic and pain.  
  The Old One’s forces have successfully breached the 
  walls of the Aerie in several places and while Pazrael’s 
  forces are holding for now, their defeat is only hours 
  away.  She cuts off communication at this point as the PC 
  gets a mental image of the marilith springing away from a 
  wall as a massive cold-iron golem pounds through the 
  fortification. 
   
  Ascending to Torremor: The columns and pillars near 
  the gate are the heroes’ means of ascension to Torremor.  
  Within the structural mass (which spreads over several 
  acres, with most of the columns well over 40 feet thick), 
  are the ruins and remains of a great number of demons 
  and constructs.  Littered on the ground are the corpses of 
  scores of vrocks, chasme, varrangoin, nabassu, and 
  crianca demundead, as well as a dozen or so ruined hulks 
  of fallen golems.  All of the bodies are severely damaged 
  from combat, although many show signs of damage due 
  to impact from a long fall. 
   
  Wrapping around the center-most column in the 
  mass is a wide staircase that stretches skyward.  The 
  column itself is 50 feet square, with a 20 foot wide 
  staircase.  The length of the walkway is littered with 
  corpses and while the stairs show some structural damage 
  (both due to combat and age), they are sound enough for 
  travel. 
   
  Encounter Five:  
  Long Way Down 
  You scale the staircase for wel  over an hour, long 
  since osing sight of the ground through the cloud 
  cover.  The clouds themselves seem to cling to the 
  column, making it difficult to see very far ahead or 
  above you, leav ng you no idea how long unti  you 
  arrive at any destination at all. 
  l
  l
  i
  l
   
  i
   
  , 
  f
  t
   
  i
   
  l
  l
  l
  l
  As you wind around the column, you can see that 
  the stairs have started to become steeper, with the 
  surface of the stair sloping downwards.  Pressing 
  forward, you expect to have difficulty keeping your 
  footing on the steps, but find that it is not difficult at 
  all and that the slope makes the path less and less 
  steep.  Within 100 feet, you are no longer walk ng on 
  the stairwell at all, but simply walking up – no along, 
  the column itself, your eet finding purchase and 
  gravity along its length.   
   
  Still you con inue to see signs of the Old One’s 
  passage, with corpses occasionally piled along the 
  pathway, some even clinging to the underside of the 
  column.  In time, the mists even break apart and for 
  the first time you are able to see the vista of 
  Torremor. 
  The skies around you are filled with a madden ng
  mesh of structures that cross the void at all angles 
  with no sense of gravity or ogic.  A red glow radiates 
  from the p ane itself, lending illumination while a 
  strong wind blows across your face. 
   
  In the distance, you can make out what appears 
  to be a waterfall, plummeting out of some unseen 
  river far above and into the unknowing depths.  
  Strangely, the waterfal  occasional y shifts direction, 
  spilling to one side or another before returning to its 
  original course. 
   
  The effect the PCs are witnessing on the waterfall is the 
  result of Pazrael taking control of the plane’s natural 
  gravity in an attempt to hamper the effectiveness of the 
  Old One’s flyers.  While this effect doesn’t affect anyone 
  standing on a large object or relying on magical flight, 
  Tides of War 
   
  Page 13 
  
  natural flyers have their maneuverability reduced by one 
  as they have to constantly compensate for the shifting 
  gravity. 
   
  After several hours, the party has actually made good 
  progress on arriving at Onstrakker’s Nest.  They have, in 
  fact, closed enough distance that they are in range of one 
  of the patrols that Iuz stationed to protect the city.  Allow 
  the PCs to make Listen (DC 45) and Spot checks (DC 41; 
  the patrol are taking 10 to hide, distance of 200 feet) to 
  notice the demons hiding behind a column.  If 
  unnoticed, the vrocks use the surprise round to close the 
  distance with the party. 
   
  The column the PCs are walking on is 50 wide and 
  deep.  A PC can transition to walking on a side or bottom 
  of the column treating the edge of the column as difficult 
  terrain.  The vrocks begin 200 feet from the party flying 
  towards them with open terrain between the two groups. 
   The 
  vrocks 
  are 
  natural 
  flyers 
  and 
  suffer 
  the 
  maneuverability penalty mentioned above. 
   
  APL 10 [EL 13] 
  Vrocks (4): hp 115 each; see Monster Manual p. 48. 
  APL 12 [EL 15] 
  Vrocks (8): hp 115 each; see Monster Manual p. 48. 
  APL 14 [EL 17] 
  Vrocks, Advanced (10): hp 138 each; see Appendix 
  One. 
  APL 16 [EL 19] 
  Vrocks, Advanced (10): hp 206 each; see Appendix 
  One. 
  APL 18 [EL 21] 
  Vrocks, Advanced (10): hp 246 each; see Appendix 
  One. 
   
   
  Tactics: At APL14+, each vrock is carrying a satchel 
  with a dozen large sling bullets.  As they approach (120 ft 
  away), they empty their satchels (as a move-equivalent 
  action) and use their telekinesis ability to spray the sling 
  bullets thru the party.  Atk +15 (+17 with heroism) 
  ranged (1d6, 12 bullets).  The vrocks only use this tactic 
  once, preferring to wade into melee or use their dance of 
  ruin ability instead. 
   
  At the lower APL’s the vrocks simply close into 
  melee.  At the higher APL’s, two close into melee 
  attempting to hold the PCs off while the remaining eight 
  begin a single dance of ruin (requiring the PCs to stop 6 
  of them to stop the dance). 
   
  Note that the PC wearing the armband is not subject 
  to the vrock’s dance of ruin, due to the demonic nature of 
  the item. 
   
  Resolution 
  Once the vrocks have been defeated, the PCs have a 
  straight shot towards the Nest.  At this point, Avehovna 
  contacts the bonded PC to confirm their status (either 
  empathically with feelings of curiosity and impatience, or 
  telepathically with direct conversation).   
   
  Once she is aware of their location, she sends an 
  image to the PC – in their mind they see a mountain 
  suspended within Torremor, broken stone towers and 
  keeps covering its surface, with dozens of fires burning 
  around the largest of these.  The image shifts and moves 
  along one of the paths leading to the mountain and 
  descends to the “underside” of Onstrakker’s Nest where 
  one of the pillars is driven into the rock, the stone 
  cracked for yards in every direction.  The image shifts 
  again and descends into one of the cracks, disappearing 
  into darkness.  Through these images, Avehovna is 
  directing the heroes towards a secret means of gaining 
  access to the Nursemother’s Den. 
   
  Encounter Six:  
  Pretty Hate Machine 
  Continuing along the column for another hour, you 
  eventually catch sight of something new – what 
  appears to be an island of stone suspended within the 
  beams of the plane.  The surface of the island is 
  littered with ruined structures and towers, trails of 
  smoke crawling away from the buildings signaling 
  that the rock is occupied.  Looking more closely, you 
  can make out rings of flying creatures circling several 
  of the towers, demonic winged forms dipping 
  occasionally in response to the constantly shifting 
  gravity. 
   
   
  At this point, the bonded PC has enough of a point of 
  reference in order to locate the path to the fissure in the 
  Nest, indicated by Avehovna.  Traveling directly there, 
  the PCs are able to avoid detection by the Old One’s 
  patrols, as they are unaware of the “secret” tunnel to the 
  Den and are protecting the main entrance from 
  intruders. 
   
  The crack itself is barely 5 feet wide and large 
  creatures have to squeeze in order to get in (huge or 
  larger creatures, such as animal companions, require 
  magical aid in order to enter the tunnel).  It continues for 
  about 100 feet before opening into a larger chamber.  The 
  tunnel is located 40 feet above the floor of the room and 
  is blocked from line of sight with most of the chamber by 
  a large stalactite. 
   
  Descending into the room, the PCs discover that the 
  room is filled with mushrooms and large bulbous worms 
  Tides of War 
   
  Page 14 
  
  that are feeding on the fungi.  What the PCs aren’t likely 
  to notice is that there is another inhabitant – Git, a quasit 
  familiar belonging to Gorak, one of the wardens guarding 
  the Nursemother.  Git slipped down to this cavern in 
  order to hunt for a snack and likely noticed / heard the 
  heroes descend from the tunnel.  As he was hunting, he 
  was invisible, hiding, and moving silently. 
   
  Once in the chamber, the heroes can locate a rough 
  worked passage leading away.  As they move down the 
  passage, Git alerts his master then follows them at a 
  distance of 60 feet, close enough to use his detect good 
  and detect magic abilities.  Note that Git uses his master’s 
  skill ranks, so he has ranks in Spellcraft in order to 
  identify auras.  In addition, he listens to any conversation 
  between the PCs in order to establish any hierarchy in 
  the party and passes all information gained to his master 
  via his empathic link (the information isn’t detailed due 
  to the nature of the link. However, Gorak at the least 
  learns the number of opponents, which are good aligned, 
  and which have the most spell effects on them. 
   
  Once Gorak has sufficient information or if 
  communication with Git is cut off (likely if the familiar is 
  killed), he warns his companions who begin to use their 
  spells and abilities to prepare for combat (using the spells 
  listed in their Power-Up Block).  Once Tarrick is ready, 
  the ogre waits for Git’s signal and transports himself and 
  the demons to the PCs area during the surprise round – 
  at APL 10 via dimension door, and via teleport at the 
  higher APLs, while the incubus uses his greater teleport 
  ability.  At APL 18, Gorak use his metamagic rod of 
  quicken to speed up the teleport and cast another spell on 
  arrival (usually chain bands of steel).  If a PC plays the 
  “Feign Surprise” player reward card, they may act in the 
  surprise round AFTER the enemy arrives (as though they 
  delayed). 
   
  APL 10 [EL 13] 
  Tarrik: Male Incubus Blkgd3 of Iuz; hp 75; see 
  Appendix One. 
  Gorak: Male Skullcrusher Ogre Wiz8; hp 146; see 
  Appendix One. 
  Babau, Advanced (2): hp 106 each; see Appendix One. 
  APL 12 [EL 15] 
  Tarrik: Male Incubus Blkgd5 of Iuz; hp 90; see 
  Appendix One. 
  Gorak: Male Skullcrusher Ogre Wiz8/EldKn2; hp 165; 
  see Appendix One. 
  Babau, Advanced (2): hp 127 each; see Appendix One. 
  APL 14 [EL 17] 
  Tarrik: Male Incubus Blkgd7 of Iuz; hp 105; see 
  Appendix One. 
  Gorak: Male Skullcrusher Ogre Wiz9/EldKn3; hp 182; 
  see Appendix One. 
  Bebilith, Advanced (2): hp 185 each; see Appendix 
  One. 
  APL 16 [EL 19] 
  Tarrik: Male Incubus Blkgd7 of Iuz; hp 125; see 
  Appendix One. 
  Gorak: Male Skullcrusher Ogre Wiz9/EldKn4/AcM1; 
  hp 199; see Appendix One. 
  Bebilith, Advanced (2): hp 225 each; see Appendix 
  One. 
  APL 18 [EL 21] 
  Tarrik: Male Incubus Blkgd9 of Iuz; hp 167; see 
  Appendix One. 
  Gorak: 
  Male 
  Skullcrusher 
  Ogre 
  Wiz10/EldKn5/AcM1; hp 206; see Appendix One. 
  Bebilith, Advanced (2): hp 330 each; see Appendix 
  One. 
   
  Tactics: When the wardens teleport in, they do so when 
  the party has arrived in a larger, worked cavern roughtly 
  100 feet in diameter with two passages leading to and 
  from the cave.  The floor of the chamber is clear of 
  obstructions, while the ceiling opens up to 40 feet.   
   
  When the enemy arrives, Gorak places the demons 
  (babau or bebiliths) between himself and the PCs.  Each 
  round, he tries to hit as many PC’s as he can with spell 
  effects (using his chained spells, usually followed up by a 
  quickened spell if possible).  He reserves the use of his 
  dismissal spell for a particularly troublesome fighter.  At 
  most APL’s, Git remains in hiding, however, at the higher 
  levels, he will use his imbued spells to counter or dispel 
  effects that the PCs cast.  Note that while Gorak is 
  carrying a disintegrate scroll, he has not taken the time to 
  decipher it. 
   
  The demons engage in melee with the PCs, focusing 
  on fighters and clerics.  The bebiliths initially charge, 
  then attempt to web their opponents, backing off to use 
  their reach.  Use their rend armor ability freely (the 
  Drinkers will help the PCs repair magical armor 
  following the scenario). 
   
  Tarrick focuses on wizards and sorcerers initially.  
  His high saves, spell resistance, and magebane weapon 
  should readily tear thru them.  Once casters have been 
  eliminated, he shifts to warriors. 
   
  Resolution 
  Once the warden’s are defeated, the heroes can press on.  
  The disintegrate scroll that Gorak is carrying can provide 
  a means for the party to free Keekaku from 
  imprisonment in the next encounter. 
   
  Tides of War 
   
  Page 15 
  
  Encounter Seven: Freedom 
  Pressing on through the tunnel, you travel not much 
  further before your arrive in a nexus, where dozens of 
  tunnels and corridors meet in a large chamber.  On 
  the far side, you can see that one of the passages 
  opens into a large cavern lit by a sickly green glow. 
   
  Cautiously looking into the chamber, you see 
  that the walls of the room are littered with corpses, 
  many of gargoylish forms that have been torn asunder 
  and thrown aside as waste.  In the center of the room, 
  a large cage rests, with grey stone pillars marking the 
  four corners and the walls made of shimmering fields 
  of green energy.  Contained within, you can make out 
  the hunched form of a monstrous creature, sitting on 
  the floor, its hideous face cradled in the palms of 
  black taloned hands. 
   
   
   
   
  Contained within the cage is Keekaku, Nursemother of 
  the Nabassu.  She is imprisioned within a permanent 
  widened force cage (windowless cell) that also contains a 
  dimensional anchor that prevents her from plane shifting 
  out or calling her children to rescue her.  She cannot hear 
  outside the force cage and does not notice the PCs unless 
  they enter the chamber.  
   
  Once the PCs enter, they can get a better look at the 
  demon.  Keekaku would stand about 12 foot tall, except it 
  her bulky mass keeps her hunched over.  Vestigial wings 
  poke out from her back and black scarred arms end in 
  long vicious claws.  If she sees the PCs, she raises her 
  head and watches them carefully, gauging their 
  intentions (using Sense Motive – at APL 14 or lower, use 
  a +17 skill modifier against the PC with the worst Bluff 
  check).  If she believes that the party is hostile, she 
  prepares to use her blasphemy spell-like ability if the 
  barrier is dropped (at low APLs) or to call her children to 
  defend her (at APLs 16-18). 
   
  Note: As the DM, you should have a pretty good idea 
  if the party is hostile – they are making plans on what 
  they intend to do, they have cast additional spells to 
  prepare for a fight, etc.  When you make the Sense 
  Motive check, its about noticing the one PC that is 
  getting twitchy and ignoring the ones that are putting on 
  a calm façade. 
  Ideally, the PC with the armband should contact 
  Avehovna at this point to warn her that Keekaku is about 
  to be freed.  The marilith quickly acknowledges the 
  message, before cutting communication. 
   
  All the PCs have to do to free her is disintegrate the 
  force cage (using their own spell or the scroll from Gorak 
  in the previous encounter) and back away.  If the heroes 
  show no indication of being hostile, Keekaku shambles 
  out of the cage and smiles wickedly at the heroes, 
  thanking them.  “However, my gratitude is fleeting.  If 
  you remain in my lair when I return, it will be spent and 
  your lives forfeit.”  With that she plane shifts away. 
   
  If the PCs are hostile, at low APL’s she simply uses 
  her blasphemy ability to paralyze the heroes before plane 
  shifting away (she has bigger issues to deal with than a 
  bunch of meddling heroes).  At APLs 16-18, the party can 
  engage Keekaku in combat (continue to Encounter 
  Seven: Treachery). 
  Resolution 
   
  With Keekaku gone, the heroes’ mission is a success. 
   With no other objectives in the Abyss, the party is free to 
  plane shift safely home (or perhaps not – continue to 
  Encounter Eight: No, I’m Not Kidding). 
   
   
  Encounter Eight: 
  Treachery (Optional) 
  Note: This encounter is only for APLs 16-18 and costs an 
  additional 1 TU for Iuz Metaregional characters and 2 TU 
  for other characters. 
   
  Lead into a combat with the Nursemother with a 
  standard round (no surprise round).  At the top of the 
  round, before any one acts, one or two (roll randomly) 
  greater nabassu are called into the chamber between the 
  PCs and the Nursemother. 
   
  APL 16 [EL 19] 
  Keekaku: hp 379 each; see Appendix One. 
  Greater Nabassu (1-2): hp 115; see Appendix One. 
  APL 18 [EL 21] 
  Keekaku: hp 445 each; see Appendix One. 
  Greater Nabassu (1-2): hp 115; see Appendix One. 
   
  Tactics: Pretty much a straight up fight using the map in 
  DM’s Aid #3.  Once the force cage is down, the 
  dimensional anchor goes with it and she is able to call 
  nabassu normally (the two that show up at the beginning 
  of the first round count as her first use of the ability). 
   
  Note that she calls nabassu, rather than summon.  
  They are not subject to dismissal or dispelling, and are 
  capable of summoning other demons of their own. 
   
  During the fight, Avehovna becomes aware of the 
  PCs actions through the armband.  She attempts to 
  psychically assault the PC through the armband in order 
  to prevent them from killing the Nursemother.  The 
  bearer of the Armband must make a Will save every 
  round (DC 21) or be dazed for one round. 
   
  Resolution 
   
  With Keekaku gone, the heroes’ mission is a success. 
   With no other objectives in the Abyss, the party is free to 
  Tides of War 
   
  Page 16 
  
  plane shift safely home (or perhaps not – continue to 
  Encounter Eight: No, I’m Not Kidding). 
   
  Encounter Eight: 
  No, I’m Not Kidding 
  When the PCs plane shift back to the Material Plane, 
  they suffer one of the annoying side effects of the 
  spell…a large interpretation of where on the plane to 
  land.  In this case, it drops the PCs in the middle of the 
  Nyr Dyv (actually, 20 feet above the Nyr Dyv resulting in 
  2d6 nonlethal damage, less if the characters have abilities 
  to offset falling damage). 
   
  The weather has calmed considerably since the days 
  previous and the water is relatively calm (DC 10 Swim 
  checks).  Unfortunately, the heroes dropped into the 
  vicinity of predators… 
   
  APL 10 [EL 9] 
  Giant Squid: hp 72; see Monster Manual p. 281. 
  APL 12 [EL 9] 
  Giant Squid: hp 72; see Monster Manual p. 281. 
  APL 14 [EL 11] 
  Giant Squid (2): hp 72 each; see Monster Manual p. 
  281. 
  APL 16 [EL 14] 
  Kraken (2): hp 290 each; see Monster Manual p.162. 
  APL 18 [EL 18] 
  Kraken, Advanced (2): hp 464 each; see Appendix 
  One. 
   
  If the PCs saved the Rhenee in the earlier encounter, the 
  heroes are blessed with good fortune as the Illyana Preska 
  is passing only a few score feet away when the PCs arrive 
  (about 90 feet).  The watch sees the heroes pop into 
  existence and calls down to the captain who orders the 
  ship to turn and assist the party (arriving in three 
  rounds).  If the PCs manage to all get safely on board the 
  ship, the predators wander off in search of easier prey. 
   
  If the PCs didn’t save the Rhenee, they are on their 
  own.  However, once they have fought off the predators 
  they can cling to the corpses until a passing merchant 
  vessel rescues them a few hours later. 
   
  Conclusion 
  Note: If any of the PCs armor was destroyed by the 
  bebiliths, the Drinkers arrange for it to be repaired and 
  re-enchanted for the crafting cost of the enchantments 
  (for example, if a PC had a +1 ghost touch mithral chain 
  shirt worth 20,250gp, it would cost the PC 8,000 gp to get 
  it re-enchanted).  This gold CAN come from the over-the-
  cap gold for the scenario.  The Drinkers can only make 
  this repair available immediately after this scenario.  
  Armors that are not / cannot be repaired must be noted as 
  such on the AR and MIL. 
   
  A) Heroes freed Keekaku: 
  Returned from the Abyss, you have heard little from 
  the Drinkers for several weeks.  However, in that 
  time you have found that lstus has blessed you as time 
  and again you find your meals and room paid for by 
  anonymous patrons.  You are uncertain as to the true 
  success of your mission – did the release of the 
  Nursemother spell doom for the Old One’s forces?  
  Or was it too little too late and you have only to wait 
  for the march of the Empire of Iuz’s armies from the 
  gates of Dorakaa? 
   
   
   
   
  • 
  PCs that saved the Rhenee ship receive Gift of the 
  Waves. 
  • 
  For successful completing the mission, the heroes 
  also receive Made in the Shade. 
  • 
  The PC who wore the Armband of Demonic Will 
  receives the special AR (cross off Avehovna’s Fury). 
   
  B) Heroes slew Keekaku: 
  Returned from the Abyss, you have heard little from 
  the Drinkers for several weeks.  However, in that 
  time you have found that lstus has blessed you as time 
  and again you find your meals and room paid for by 
  anonymous patrons.  You are uncertain as to the true 
  success of your mission – did the death of the 
  Nursemother spell doom for the Old One’s forces?  
  Or was it too little too late and you have only to wait 
  for the march of the Empire of Iuz’s armies from the 
  gates of Dorakaa? 
   
  • 
  PCs that saved the Rhenee ship receive Gift of the 
  Waves. 
  • 
  For successful completing the mission, the heroes 
  also receive Made in the Shade. 
  • 
  The PC who wore the Armband of Demonic Will 
  receives the special AR and suffers the effects of 
  Avehovna’s Fury. 
   
  C) Heroes failed to free Keekaku (assuming any 
  are left alive): 
  Returned from the Abyss, you have heard nothing 
  from the Drinkers for several weeks.  You are 
  uncertain as to the consequences of your failure – was 
  Pazrael able to hold out against the Old One’s forces? 
  Or is it only a matter of time before you hear the 
  march of the Iuz’s armies from the gates of Dorakaa? 
   
  Tides of War 
   
  Page 17 
  
  • 
  PCs that saved the Rhenee ship receive Gift of the 
  Waves. 
  • 
  The PC who wore the Armband of Demonic Will 
  receives the special AR (cross off Avehovna’s Fury). 
   
  D) Heroes attempted to slay Keekaku and failed 
  (assuming any are left alive): 
  Returned from the Abyss, you have heard nothing 
  from the Drinkers for several weeks.  You are 
  uncertain as to the consequences of your failure – was 
  Pazrael able to hold out against the Old One’s forces? 
  Or is it only a matter of time before you hear the 
  march of the Iuz’s armies from the gates of Dorakaa? 
   
   
  • 
  PCs that saved the Rhenee ship receive Gift of the 
  Waves. 
  • 
  The PC who wore the Armband of Demonic Will 
  receives the special AR and suffers the effects of 
  Avehovna’s Fury. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
  Defeat the boarders 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  APL14 480 xp 
   
  APL16 540 xp 
   
  APL18 600 xp 
  Encounter Three 
  Survive the eruption 
   
  All APLs 300 xp 
  Defeat the paraelementals 
   
  APL10 330 xp 
   
  APL12 420 xp 
   
  APL14 480 xp 
   
  APL16 540 xp 
   
  APL18 600 xp 
  Encounter Four 
  Survive the trap 
   
  All APLs 300 xp 
  Encounter Five 
  Defeat the vrocks 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  APL14 510 xp 
   
  APL16 570 xp 
   
  APL18 630 xp 
  Encounter Six 
  Defeat the wardens 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  APL14 510 xp 
   
  APL16 570 xp 
   
  APL18 630 xp 
  Encounter Eight (Bonus) 
  Slay the Nursemother 
   
  APL16 570 xp 
   
  APL18 630 xp 
  Encounter Nine 
  Defeat the Squid/Kraken(s) 
   
  APL10 270 xp 
   
  APL12 270 xp 
   
  APL14 330 xp 
   
  APL16 420 xp 
   
  APL18 540 xp 
  Conclusion 
  Story Bonus – Defeat the Nursemother 
   
  APL16 140 xp 
   
  APL18 155 xp 
  Discretionary Roleplaying Award 
   
  APL10 525 xp 
   
  APL12 630 xp 
   
  APL14 720 xp 
   
  APL16 810 xp 
   
  APL18 900 xp 
  Total possible experience: 
   
  APL10 2,625 xp 
   
  APL12 3,150 xp 
   
  APL14 3,600 xp 
   
  APL16 4,050 xp 
   
  APL18 4,500 xp 
  Total possible experience (with bonus) 
   
  APL16 4,760 xp 
   
  APL18 5,285 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 
  Tides of War 
   
  Page 18 
  
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Two:   
   
  APL 10: L: 0 gp; C: 0 gp; M: 3,815 gp - +1 dragonhide 
  breastplate (141 gp), +1 large wooden shield (96 gp), +1 
  club (108 gp), periapt of wisdom +4 (1,333 gp), +1 chain 
  shirt (3 @ 104 each), +1 spiked chain (3 @ 193 gp each), 
  cloak of resistance +2 (333 gp), cloak of resistance +1 (3 @ 
  83 gp each), ring of protection +1 (4 @ 166 gp each). 
   
  APL 12: L: 0 gp; C: 40 gp; M: 6,193 gp - +2 dragonhide 
  breastplate (391 gp), +2 large wooden shield (346 gp), 
  cloak of resistance +2 (333 gp), +1 club (108 gp), periapt of 
  wisdom +4 (1,333 gp), +1 chain shirt (4 @ 104 each), +1 
  spiked chain (4 @ 193 gp each), cloak of resistance +1 (4 
  @ 83 gp each), amulet of health +2 (4 @ 333 gp), ring of 
  protection +1 (5 @ 166 gp each). 
   
  APL 14: L: 0 gp; C: 40 gp; M: 8,193 gp - +2 dragonhide 
  breastplate (391 gp), +2 large wooden shield (346 gp), 
  cloak of resistance +2 (5 @ 333 gp), +1 club (108 gp), 
  periapt of wisdom +4 (1,333 gp), +2 chain shirt (4 @ 354 
  each), +1 spiked chain (4 @ 193 gp each), amulet of health 
  +2 (4 @ 333 gp), ring of protection +1 (5 @ 166 gp each). 
   
  APL 16: L: 0 gp; C: 40 gp; M: 16,016 gp - +2 
  dragonhide breastplate (391 gp), +2 large wooden shield 
  (346 gp), ring of protection +2 (666 gp), gloves of 
  dexterity +2 (333 gp), cloak of resistance +2 (5 @ 333 gp), 
  +1 club (108 gp), periapt of wisdom +4 (1,333 gp), +2 
  chain shirt (4 @ 354 each), +2 spiked chain (4 @ 693 gp 
  each), amulet of health +2 (4 @ 333 gp), ring of protection 
  +1 (4 @ 166 gp each), Rogue blade (3,693 gp), +1 rapier 
  (193 gp), +1 chain shirt (104 gp), boots of speed (1,000 gp) 
   
  APL 18: L: 0 gp; C: 40 gp; M: 26,066 gp - +3 
  dragonhide breastplate (807 gp), +3 large wooden shield 
  (762 gp), ring of protection +2 (5 @ 666 gp each), gloves 
  of dexterity +2 (2 @ 333 gp), cloak of resistance +3 (5 @ 
  750 gp each), +1 club (108 gp), periapt of wisdom +6 
  (3,000 gp), +3 chain shirt (4 @ 770 gp each), +2 spiked 
  chain (4 @ 693 gp each), amulet of health +2 (4 @ 333 gp 
  each), Rogue blade (3,693 gp), +1 rapier of deadly 
  precision (1,526 gp), +1 chain shirt (104 gp), belt of giant 
  strength +4 (1,333 gp), boots of speed (1,000 gp), cloak of 
  resistance +2 (333 gp) 
  Encounter Six:   
   
  APL 10: L: 2 gp; C: 0 gp; M: 1,904 gp – +1 mithral 
  breastplate (516 gp), +1 heavy adamantine shield (514 gp), 
  +1 cold iron longsword (192 gp), +1 Large bashing heavy 
  steel shield (349 gp), headband of intellect +2 (333 gp) 
   
  APL 12: L: 2 gp; C: 0 gp; M: 3,244 gp – +1 light 
  fortification mithral breastplate (766 gp), +1 animated 
  heavy adamantine shield (1,180 gp), +1 magebane 
  pitspawned cold iron greatsword (616 gp), +1 Large 
  bashing heavy steel shield (349 gp), headband of intellect 
  +2 (333 gp) 
   
  APL 14: L: 2 gp; C: 0 gp; M: 6,927 gp – +1 moderate 
  fortification mithral breastplate (1,766 gp), +2 magebane 
  pitspawned cold iron greatsword (1,033 gp), +1 animated 
  heavy adamantine shield (1,180 gp), +1 Large bashing 
  heavy steel shield (349 gp), headband of intellect +2 (333 
  gp), lesser metamagic rod of chaining (2,266 gp) 
   
  APL 16: L: 2 gp; C: 0 gp; M: 11,427 gp – +1 heavy 
  fortification mithral breastplate (3,433 gp), +2 animated 
  heavy adamantine shield (1,764 gp), +3 magebane 
  pitspawned cold iron greatsword (1,616 gp), +1 Large 
  bashing heavy steel shield (349 gp), casting glove (1,666 
  gp), headband of intellect +2 (333 gp), lesser metamagic 
  rod of chaining (2,266 gp) 
   
  APL 18: L: 2 gp; C: 0 gp; M: 23,785 gp – +1 heavy 
  fortification mithral breastplate (3,433 gp), +3 magebane 
  pitspawned cold iron greatsword (1,616 gp), +3 animated 
  heavy adamantine shield (2,514 gp), amulet of health +4 
  (1,333 gp), ring of evasion (2,083 gp), ring of protection 
  +3 (1,500 gp), +1 Large bashing heavy steel shield (349 
  gp), headband of intellect +6 (3,000 gp), casting glove 
  (1,666 gp), metamagic rod of quicken (6,291 gp) 
   
  Tides of War 
   
  Page 19 
  
  Total Possible Treasure 
  APL 10: L: 2 gp; C: 0 gp; M: 5,719 gp  - Total: 4,600 gp 
  APL 12: L: 2 gp; C: 40 gp; M: 9,537 gp  - Total: 6,600 gp 
  APL 14: L: 2 gp; C: 40 gp; M: 15,120 gp  - Total: 13,200 gp 
  APL 16: L: 2 gp; C: 40 gp; M: 27,443 gp  - Total: 19,800 gp 
  APL 18: L: 2 gp; C: 40 gp; M: 49,851 gp  - Total: 34,000 gp 
  Total Possible Treasure (with Bonus)* 
  APL 16: L: 2 gp; C: 40 gp; M: 27,443 gp  - Total: 24,750 gp 
  APL 18: L: 2 gp; C: 40 gp; M: 49,851 gp  - Total: 42,500 gp 
  *With the bonus encounter, no additional gold is 
  awarded, however, the gold cap increases allowing the 
  PCs to keep more of the gold earned. 
   
  Special 
  Gift of the Waves: For your assistance in saving the crew 
  of the Illyana Preska, the Rhenee have seen fit to reward 
  you as best as they can.  While they cannot afford much, 
  they can offer you some of the wisdom and knowledge of 
  their people. 
  You gain access to the following (all Stormwrack): 
  • 
  Feats: Aquatic Shot, Curling Wave Strike, Steam 
  Magic 
  • 
  Spells: steed of the seas, wave blessing 
   
  Made in the Shade:  Word of the hero’s actions has 
  spread throughout the Drinkers organization.  Characters 
  with the Leadership feat gain a +2 Great Renown bonus 
  to their Leadership score for the purpose of attracting 
  non-Lawful standard cohorts and followers only (does 
  not apply to special or other certed cohorts). 
   
  Over the next year, the PC finds that unknown 
  benefactors have covered their bills at inns and taverns 
  throughout the northern Flanaess.  For one calendar year, 
  the PC is entitled to free Rich lifestyle during 
  metaregional and regional scenarios located within the 
  Iuz Border States metaregion. 
   
  Last, the Drinkers store two items for later purchase. 
   Circle two items below to be Frequency: Metaregional. 
   
  Pitspawned Weapons: Pitspawned weapons are dark in 
  color and have a blood-red cast when viewed at the 
  proper angle.  A good creature that wields a pitspawned 
  weapon takes a -1 penalty on attack rolls because it finds 
  the innate vileness of the item uncomfortable and 
  distracting. 
   
  Cost: The pitspawned template adds 1,000 gp to the 
  other costs associated with creating a given weapon.  In 
  addition, if the owner later has the keen special ability 
  placed on the weapon, the enchantment cost is reduced 
  by 10%   
   
  Special: A pitspawned weapon is more likely to deal 
  grievous injuries than its normal counterparts.  The 
  wielder gains a +2 bonus on rolls made to confirm critical 
  hits with this weapon. 
   
  (Note: The pitspawned greatsword in this scenario 
  cannot be crafted.) 
   
  Rogue Blade: This +2 rapier provides the effect of the 
  blink spell as cast by a 6
  th-level wizard when wielded.  
  Because blink denies opponents their Dexterity bonuses 
  to Armor Class, a rogue wielding a rogue blade always 
  gets to add her sneak attack damage (provided her 
  opponent is susceptible to such). 
   
  Moderate transmutation; CL 6
  th; Craft Magic Arms 
  and Armor, blink; Price: 44,320 gp. 
   
  Special (Special AR) 
  Armband of Demonic Will: This black iron armband is 
  pitted and marked with crudely carved glyphs in Abyssal. 
   Black metal tendrils embed themselves in the wearer’s 
  flesh and bone, bonding the item to the character and 
  cannot be removed by any means short of a wish (the 
  armband will reform on the arm if it is severed and 
  regenerated).  Anyone wearing the armband is treated as 
  if they had the tanar’ri subtype for the purpose of spells 
  and effects (for example, the wearer is not susceptible to a 
  vrock’s dance of ruin and can be targeted by a succubi’s 
  telepathy), but he does not gain any other benefits of the 
  subtype (such as resistances or darkvision). 
   
  In addition, the wearer gains the ability to 
  communicate empathically with the marilith, Avehovna, 
  as long as the wearer is on the same plane as the demon.  
  For the near future, Avehovna does not return to the 
  Material Plane, but she may contact the PC again in the 
  future. 
   
  The bonded character (not the item) radiates evil 
  equivalent to an evil outsider equal to their racial HD (1 
  HD for most PCs) and the armband occupies the 
  bracer/bracelet slot while it is bound to the PC. 
   
  Avehovna’s Fury: With the destruction of the 
  Nursemother Keekaku, you have raised the fury of one of 
  Pazrael’s most powerful agents.  With the chaos currently 
  reigning throughout Torremor, she cannot spare the time 
  to pursue her revenge against you, but she will do what 
  she can. 
   
  Every night the PC rests, there is a 15% chance that 
  Avehovna will use her bond to the hero to subject them 
  to nightmares and the murmurings of revenge (resulting 
  in the PC being fatigued in the morning and unable to 
  prepare spells). 
   
  If the PC faces a demon that successfully uses a 
  summon tanar’ri ability equivalent to a 5
  th level spell or 
  greater, there is a 50% chance that a marilith (p.44 
  Tides of War 
   
  Page 20 
  
  Monster Manual) is summoned instead of the intended 
  demons, aiding the PC’s attackers. 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 10:  
  +1 dragonhide breastplate (Adv.; DMG) 
  +1 large bashing heavy steel shield (Adv., DMG) 
  +1 mithral breastplate (Adventure; DMG) 
   
  APL 12 (all of APL 10 plus the following): 
  +1 animated heavy adamantine shield (Adv.; DMG) 
  +1 magebane pitspawned cold iron greatsword (Adv.; CA 
  and above; 7,400 gp) 
  +2 dragonhide breastplate (Adventure, DMG) 
   
  APL 14 (all of APLs 10-14 plus the following): 
  +1 moderate fort. mithral breastplate (Adventure; DMG) 
  +2 magebane pitspawned cold iron greatsword (Adv.; CA 
  and above; 12,400 gp) 
  Lesser metamagic rod of chaining (Adv.; CA) 
   
  APL 16 (all of APLs 10-14 plus the following): 
  +3 magebane pitspawned cold iron greatsword (Adv.; CA 
  and above; 19,400 gp) 
  Boots of speed (Adventure, DMG) 
  Rogue blade (Adventure, see above) 
   
  APL 18 (all of APL 10-16 plus the following): 
  +1 rapier of deadly precision (Adv., CV) 
  Headband of intellect +6 (Adventure, DMG) 
  Metamagic rod of quicken (Adventure, DMG) 
  Periapt of wisdom +6 (Adventure, DMG) 
  Ring of evasion (Adventure, DMG) 
   
  Tides of War 
   
  Page 21 
  
  Appendix One – APL 10 
   
  Encounter Two 
   
   
   
   
  Manheim, Male Human Drd9: CR 9; Medium 
  Humanoid (human); HD 9d8+18; hp 62; Init -1 (-1 
  Dex); Spd 20 ft.; AC 19 (touch 10, flat-footed 19)[[-1 
  Dex, +6 armor, +3 shield, +1 deflection]; BA/G +6/+7; 
  Atk +8 melee (1d6+2, +1 club); Full Att +8/+3 melee 
  (1d6+2, +1 club); SA Spells; SQ animal companion 
  (shark), animal companion benefits, immunity to 
  poison, resist nature’s lure, trackless step, wild empathy 
  +12, wild shape 3/day (large), woodland stride; AL NE; 
  SV Fort +9, Ref +3, Will +11; Str 13, Dex 8, Con 14, Int 
  10, Wis 17 (21), Cha 12. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic), Concentration +14, Handle Animal +10, 
  Knowledge (nature) +10, Profession (sailor) +9, 
  Spellcraft +12, Survival +10, Swim +3; Combat Casting, 
  Dodge, Greater Spell Focus (Evocation), Natural Spell, 
  Spell Focus (Evocation). 
   
  Animal Companion (Ex): Manheim has a shark 
  named Barrage as an animal companion. 
  Barrage: Shark animal companion; Cr -; Large 
  Animal; HD 11d8+11; hp 64; Init +7, Spd -, swim 
  60 ft.; AC 20 (touch 12, flat-footed 17)[[-1 size, +3 
  Dex, +8 natural]]; BA/G +8/+16; Atk +13 melee 
  (2d6+8*, bite); Full Att +13 melee (2d6+8*, bite); 
  Space / Reach 10 ft. / 5 ft.; SQ Blindsense, keen 
  sense; AL N; SV Fort +10, Ref +10, Will +4; Str 19, 
  Dex 17, Con 13, Int 1, Wis 12, Cha 2. 
  * Attack bonus and damage includes +2 
  enhancement bonus from greater magic fang. 
   
  Skills and Feats: Listen +8, Spot +8, Swim +12; 
  Alertness, Great Fortitude, Improved Initiative, 
  Improved Natural Attack (bite). 
   
  Blindsense (Ex): A shark can locate creatures 
  underwater within a 30-foot radius.  This ability 
  works only when the shark is underwater. 
   
  Devotion (Ex): Barrage gains a +4 morale 
  bonus on Will saves against enchantment spells 
  and effects. 
   
  Evasion (Ex): If Barrage is subjected to an 
  attack that normally allows a Reflex saving throw 
  for half damage, it takes no damage on a successful 
  saving throw. 
   
  Keen Scent (Ex): A shark can notice creatures 
  by scent in a 180-foot radius and detect blood in 
  the water at ranges of up to a mile. 
   
  Skills: A shark has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard.  It can always choose to take 10 on 
  a Swim check, even if distracted or endangered.  It 
  can use the run action while swimming, provided 
  it swims in a straight line. 
   
  Animal Companion Benefits: Manheim and 
  Barrage enjoy the link and share spells special qualities. 
   
  Link (Ex): Manheim can handle Barrage as a free 
  action.  He also gains a +4 circumstance bonus on all 
  wild empathy and Handle animal checks made 
  regarding his shark. 
   
  Share Spells (Ex): Manheim can have any spell he 
  casts on himself also affect his animal companion if the 
  latter is within 5 feet at the time.  He can also cast a 
  spell with a target of “You” on his shark. 
   
  Resist Nature’s Lure (Ex): Manheim gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Trackless Step (Ex): Manheim leaves no trail in 
  natural surroundings and cannot be tracked. 
   
  Wild Shape (Su): Manheim can change into a 
  Small, Medium, or Large animal and back again, as per 
  the polymorph spell.  This ability lasts 9 nine hours or 
  until he changes back. 
   
  Woodlands Stride (Ex): Manheim can move 
  through natural thorns, briars, overgrown areas, and 
  similar terrain at his normal speed and without damage 
  or impairment.  However, thorns, briars, and 
  overgrown areas that are magically manipulated to 
  impede motion still affect him. 
   
  Spells prepared (6/6/5/4/3/2) 0-level – cure minor 
  wounds x3, detect magic, mending, read magic; 1
  st – 
  cure light wounds x3, faerie fire x2, obscuring mists; 2
  nd 
  – barkskin, bear’s endurance, chill metal (DC 17), resist 
  energy, warp wood (DC 17); 3
  rd – cure moderate 
  wounds x2, greater magic fang, protection from 
  energy; 4
  th – air walk, arc of lightning (DC 19), dispel 
  magic; 5
  th – call lightning storm (DC 22), control 
  winds. 
   
  Possessions: +1 dragonhide breastplate, +1 large 
  wooden shield, +1 club, periapt of wisdom +4, cloak of 
  resistance +2, ring of protection +1, mistletoe and 
  holly, spell component pouch. 
   
  Power-Up Suite (air walk, barkskin, resist energy 
  (electricity)): AC 23 (touch 10, flat-footed 23)[[-1 Dex, 
  +6 armor, +3 shield, +1 deflection, +4 natural]; SQ Air 
  walk (walk on air as solid ground), resist energy 
  (electricity - 20). 
   
  Imperial Marines (3), Hobgoblin Swashbuckler 7 / 
  Exotic Weapon Master 1: CR 8; Medium Humanoid 
  Tides of War 
   
  Page 22 
  
  (Goblinoid); HD 8d10+24; hp 73; Init +4 (+4 Dex); Spd 
  30 ft.; AC 20 (touch 15, flat-footed 16)[[+4 Dex, +5 
  armor, +1 deflection]]; BA/G +8/+10; Atk +14 melee 
  (2d4+5 [19-20/x2], +1 spiked chain); Full Att +14/+9 
  melee (2d4+5 [19-20/x2], +1 spiked chain); SA 
  Acrobatic charge, exotic reach, insightful strike; SQ 
  Darkvision 60 ft., dodge bonus, grace; AL NE; SV Fort 
  +10, Ref +8, Will +3; Str 14, Dex 18, Con 16, Int 12, Wis 
  10, Cha 8. 
   
  Skills and Feats: Speak Languages (Goblin, 
  Common, Sahuagin), Balance +12, Climb +8 (+10 to 
  climb ropes), Craft (weaponsmithing) +4, Jump +10, 
  Move Silently +7, Profession (sailor) +10, Swim +6, 
  Tumble +12, Use Rope +10; Exotic Weapon Proficiency 
  (spiked chain), Sailor’s Balance, Weapon Finesse, 
  Weapon Focus (spiked chain). 
   
  Acrobatic Charge (Ex): A swashbuckler can 
  charge over difficult terrain that normally slows 
  movement or allies blocking his path. 
   
  Exotic Reach (Ex): When wielding a spiked 
  chain, the marine may make an attack of opportunity 
  against a foe that provokes such an attack even if the 
  foe has cover (but not total cover). 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3
  rd 
  level, 
  a 
  swashbuckler may apply his Intelligence bonus (if any) 
  as a bonus on damage rolls (in addition to any Strength 
  bonus he may have) with any light weapon, as well as 
  any other weapon that can be used with Weapon 
  Finesse, such as a rapier, whip, or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune to 
  the swashbuckler’s insightful strike.  A swashbuckler 
  cannot use this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains 
  a 
  +1 
  competence bonus on Reflex saves at 2
  nd level 
  (included above).  A swashbuckler loses this bonus 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Dodge Bonus (Ex): During his action, he may 
  designate an opponent and receive a +1 dodge bonus to 
  Armor Class against melee attacks from that opponent. 
   He can select a new opponent on any action.  A 
  swashbuckler loses this bonus when wearing medium 
  or heavy armor or carrying a medium or heavy load. 
   
  Possessions: +1 chain shirt, +1 spiked chain, cloak 
  of resistance +1, ring of protection +1, potion of fox’s 
  cunning, potion of bull’s strength, potion of cat’s grace. 
   
  Power-Up Suite (bull’s strength, cat’s grace, fox’s 
  cunning): Init +6 (+6 Dex); AC 22 (touch 17, flat-
  footed 16)[[+6 Dex, +5 armor, +1 deflection]]; BA/G 
  +8/+12; Atk +16 melee (2d4+10 [19-20/x2], +1 spiked 
  chain); Full Att +16/+11 melee (2d4+10 [19-20/x2], +1 
  spiked chain); SV Ref +10; Str 18, Dex 22, Int 16. 
   
  Encounter Three 
   
   
   
   
  Greater Magma Paraelemental (2): CR 9; Huge 
  Elemental (Earth, Fire, Extraplanar); HD 21d8+105; hp 
  199; Init -1; Spd 30 ft.; AC 19 (touch 7, flat-footed 19)[[-
  2 size, -1 Dex, +12 natural]]; BA/G +15/+33; Atk +23 
  melee (2d10+10 [19-20/x2], slam); Full Att +23 melee 
  (2d10+10 [19-20/x2], 2 slams); Space / Reach: 15 ft. / 15 
  ft.; SA Burn (DC 27); SQ Damage reduction 10/-, 
  darkvision 60 ft., elemental traits, immunity to fire, 
  vulnerability to cold; AL N; SV Fort +17, Ref +6, Will 
  +7; Str 31, Dex 8, Con 21, Int 6, Wis 11, Cha 11. 
   
  Skills and Feats: Speak Language (Ignan, Terran), 
  Listen +12, Spot +12; Ability Focus (burn), Cleave, 
  Great Cleave, Improved Bull Rush, Improved Critical 
  (slam), Improved Overrun, Improved Sunder, Power 
  Attack. 
   
  Burn (Ex): Those grappled by a magma 
  paraelemental or hit by its slam attack must succeed at 
  a Reflex save or catch fire.  The fire burns for 1d4 
  rounds.  A burning creature can take a move-equivalent 
  action to put out the flame.  The save DC is 
  Constitution-based. 
   
  Creatures hitting a magma paraelemental with 
  natural weapons or unarmed attacks must likewise 
  make a Reflex save to avoid catching fire. 
   
  Encounter Six 
   
   
   
   
  Tarrik, Male Incubus Blkgd3 of Iuz: CR 11; Medium 
  Outsider (Chaotic, Evil, Tanar’ri); HD 8d8+3d10+22; hp 
  75; Init +3 (+3 Dex); Spd 30 ft., fly 50 ft. (average); AC 
  31 (touch 13, flat-footed 28)[[+3 Dex, +6 armor, +3 
  shield, +9 natural]]; BA/G +11/+15; Atk +16 melee 
  (1d8+5 [19-20/x2], +1 cold-iron longsword); Full Att 
  +16/+11/+6 melee (1d8+5 [19-20/x2], +1 cold iron 
  longsword); SA Aura of despair, command undead, 
  energy drain, poison use, smite good 1/day, spell-like 
  abilities, summon tanar’ri; SQ Aura of evil, damage 
  reduction 10/cold iron or good, dark blessing, 
  darkvision 60 ft., immunity to electricity and poison, 
  resistance to acid 10, cold 10, and fire 10, spell 
  resistance 14, telepathy 100 ft., tongues; AL CE; SV 
  Fort +21, Ref +20, Will +21; Str 18, Dex 16, Con 14, Int 
  14, Wis 18, Cha 30. 
   
  Skills and Feats: Speak Languages (Abyssal, 
  Celestial, Draconic), Bluff +21, Concentration +16, 
  Diplomacy +28, Disguise +21 (+23 when acting), 
  Escape Artist +3, Handle Animal +15, Hide +10, 
  Intimidate +21, Knowledge (religion) +10, Listen +20, 
  Move Silently +10, Ride +4, Sense Motive +9, Spot +20; 
  Cleave, Divine Shield, Improved Sunder, Power 
  Attack. 
  Tides of War 
   
  Page 23 
  
   
  Aura of Evil (Su): Tarrik’s aura of evil (see detect 
  evil spell) is strong. 
   
  Aura of Despair (Su): Enemies within 10 feet 
  take a -2 penalty on all saving throws. 
   
  Command Undead (Su): 13/day - Turning check 
  +10, as a 1
  st level cleric. 
   
  Dark Blessing (Su): Tarrick applies his Charisma 
  modifier (+10) as a bonus to all saving throws. 
  Energy Drain (Su): Tarrik drains energy from a 
  mortal it lures into some act of passion, or by simply 
  planting a kiss on the victim. If the target is not willing 
  to be kissed, Tarrik must start a grapple, which 
  provokes an attack of opportunity. Tarrik’s kiss or 
  embrace bestows one negative level. The kiss also has 
  the effect of a suggestion spell, asking the victim to 
  accept another kiss from him. The victim must succeed 
  on a DC 24 Will save to negate the effect of the 
  suggestion. The DC is 24 for the Fortitude save to 
  remove a negative level. These save DCs are Charisma-
  based. 
  Poison Use: Tarrik is skilled in the use of poison 
  and never risks accidentally poisoning himself when 
  applying poison to a blade. 
   
  Smite good (Su): 1/day – May add +10 to attack 
  roll and deal 3 extra damage with a melee attack. 
   
  Spell-like Abilities: At will – charm monster (DC 
  24), detect good, detect thoughts (DC 22), ethereal 
  jaunt (self plus 50 pounds of objects only), polymorph 
  (humanoid form only, no limit on duration), 
  suggestion (DC 23), greater teleport (self plus 50 
  pounds of objects only).  Caster level 8
  th.  The save DCs 
  are Charisma-based. 
   
  Spells prepared (2/1; save DC 14 + spell level) 1
  st – 
  corrupt weapon x2; 2
  nd – bull’s strength. 
   
  Summon Tanar’ri (Sp): Once per day Tarrik can 
  attempt to summon 1 vrock with a 30% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
   
  Tongues (Su): Tarrik has a permanent tongues 
  ability (as the spell, caster level 16
  th).  Incubi usually use 
  verbal communication with mortals. 
   
  Possessions: +1 mithral breastplate, +1 heavy 
  adamantine shield, +1 cold iron longsword, iron holy 
  symbol of Iuz, spell component pouch. (Weight: 39 lb.) 
   
  Power-Up Suite (bull’s strength, corrupt weapon, 
  divine shield, protection from good): AC 41 (43 vs 
  good)(touch 13 (15 vs good), flat-footed 38 (40 vs 
  good))[[+3 Dex, +6 armor, +13 shield, +9 natural], +2 
  deflection vs good]; BA/G +11/+17; Atk +18 melee 
  (1d8+7 [19-20/x2], +1 cold iron longsword); Full Att 
  +18/+13/+8 melee (1d8+7 [19-20/x2], +1 cold iron 
  longsword); 
  SQ 
  corrupt 
  weapon 
  (automatically 
  confirm crits against good foes), protection from good 
  (hedge out summoned creatures, protect against mind 
  control); SV Fort +21 (+23 vs good), Ref +20 (+22 vs 
  good), Will +21 (+23 vs good); Str 22. 
   
  Gorak, Male Skullcrusher Ogre Wiz8: CR 9; Large 
  Giant (Extraplanar); HD 8d8+8d4+80; hp 146; Init +2 
  (+2 Dex); Spd 40 ft.; AC 13 (touch 11, flat-footed 11)[[-1 
  size, +2 Dex, +2 natural]; BA/G +10/+25; Atk +16 melee 
  (2d6+8, +1 bashing heavy shield); Full Att +16/+11 
  melee (2d6+8, +1 bashing heavy shield); Space / Reach 
  10 ft. / 10 ft.; SA Rock throwing, spells; SQ Darkvision 
  60 ft., low-light vision; AL NE; SV Fort +13, Ref +6, 
  Will +9; Str 24, Dex 14, Con 20, Int 18 (20), Wis 12, Cha 
  6. 
   
  Skills and Feats: Speak Language (Abyssal, 
  Common, 
  Draconic, 
  Dwarven, 
  Giant, 
  Terran), 
  Concentration 
  +20, 
  Intimidate 
  +10, 
  Hide 
  +4, 
  Knowledge (Arcana) +16, Move Silently +4, Spellcraft 
  +23; Combat Casting, Improved Familiar, Improved 
  Grapple
  B, Improved Shield Bash, Practiced Spellcaster 
  (wizard), Scribe Scroll, Shielded Casting, Spell Focus 
  (Conjuration), Two-Weapon Fighting
  B. 
   
  Improved Familiar:  Gorak’s familiar is a quasit 
  named Git.  The familiar uses the better of its own and 
  Gorak’s base save bonuses.  The creature’s abilities and 
  characteristics are summarized below. 
  Git: Quasit familiar; Cr -; Tiny outsider (Chaotic, 
  Evil); HD 16; hp 73; Init +7, Spd 20 ft., fly 50 ft. 
  (perfect); AC 22 (touch 15, flat-footed 19)[[+2 size, 
  +3 Dex, +7 natural]]; BA/G +3/-6; Atk +8 melee 
  (1d3-1 plus poison, claw); Full Att +8 melee (1d3-1 
  plus poison, 2 claws) and +3 melee (1d4-1, bite); 
  Space / Reach 2 ½ ft. / 0 ft.; SA Poison, spell-like 
  abilities; SQ Alternate form, darkvision 60 ft., 
  deliver touch spells, damage reduction 5 / cold 
  iron or good, fast healing 2, immunity to poison, 
  improved evasion, resistance to fire 10, speak with 
  master, granted abilities; AL CE; SV Fort +8, Ref 
  +7, Will +9; Str 8, Dex 17, Con 10, Int 10, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Bluff +6, Diplomacy +2, 
  Disguise +0 (+2 when acting), Hide +17, 
  Intimidate +2 (+12 using Gorak’s skill ranks), 
  Knowledge (The Planes) +6, Listen +7, Move 
  Silently +9, Search +6, Spellcraft +6 (+16 using 
  Gorak’s skill ranks), Spot +6; Improved Initiative, 
  Weapon Finesse. 
   
  Deliver Touch Spells (Su): Git can deliver 
  touch spells for Gorak (see Familiars, page 52 of 
  the PLAYER’S HANDBOOK). 
   
  Improved Evasion (Ex): If Git is exposed to 
  any effect that normally allows it to attempt a 
  Reflex saving throw for half damage, it takes no 
  Tides of War 
   
  Page 24 
  
  damage with a successful saving throw and half 
  damage if the saving throw fails. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Speak with Master (Ex): Git can communicate 
  verbally with Gorak.  Other creatures do not 
  understand the communication without magical 
  help. 
   
  Spell-Like Abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day – 
  cause fear (as the spell, but 30-foot radius; save DC 
  11).  Caster level 6
  th.  Once per week, a quasit can 
  use commune to ask six questions (otherwise as 
  the spell cast by a 12
  th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster 
  level 12
  th, except that Git can only assume the form 
  of a bat or wolf. 
   
  Familiar Benefits: Gorak gains special benefits 
  from having a familiar. 
   
  Alertness (Ex): Git grants its master Alertness as 
  long as it is within 5 feet. 
   
  Empathic Link (Su): Gorak can communicate 
  telepathically with his familiar up to a distance of up to 
  1 mile.  The master has the same connection to an item 
  or a place that the familiar does. 
   
  Share Spells (Su): Gorak may have any spell he 
  casts on himself also affect his familiar if the latter is 
  within 5 feet at the time.  He may also cast a spell with 
  a target of “You” on his familiar. 
   
  Spells prepared (4/6/4/4/3) 0-level - detect magic, 
  message, prestidigitation, ray of frost; 1
  st – expeditious 
  retreat, magic missle x 2, protection from good, ray of 
  enfeeblement (DC 16), true strike; 2
  nd – false life, 
  glitterdust x2 (DC 18), scorching ray; 3
  rd – dispel magic, 
  displacement, protection from energy, slow (DC 18); 4
  th 
  – dimension door, enervation, greater invisibility.  
  Caster level 12
  th. 
   
  Possessions: +1 Large bashing heavy steel shield, 
  headband of intellect +2, spell component pouches (2), 
  scroll of disintegrate (CL 11; unprepared).  
   
  Power-Up Suite (displacement, false life, greater 
  invisibility): HP 146 (+15 temporary hp from false 
  life); SQ displacement (50% miss chance), greater 
  invisibility (total concealment). 
   
  Babau, Advanced (2): CR 7; Large Outsider (Chaotic, 
  Evil, Tanar’ri); HD 8d8+56; hp 91; Init +0; Spd 30 ft.; 
  AC 19 (touch 9, flat-footed 19)[[-1 size, +10 natural]]; 
  BA/G +9/+23; Atk +18 melee (1d8+10, claw); Full Att 
  +18 melee (1d8+10, 2 claws) and +16 melee (1d8+5, 
  bite); Space / Reach: 10 ft. / 10 ft.; SA Sneak attack 
  +2d6, spell-like abilities, summon tanar’ri; SQ Damage 
  reduction 10/cold iron or good, darkvision 60 ft., 
  immunity to electricity and poison, protective slime, 
  resistance to acid 10, cold 10, and fire 10, spell 
  resistance 14, telepathy 100 ft.; AL CE; SV Fort +13, Ref 
  +6, Will +7; Str 30, Dex 10, Con 24, Int 14, Wis 13, Cha 
  16. 
   
  Skills and Feats: Climb +21, Disable Device +13, 
  Disguise +14, Escape Artist +11, Hide +15, Listen +20, 
  Move Silently +19, Open Lock +11, Search +21, Sleight 
  of Hand +11, Survival +1 (+3 following tracks), Use 
  Rope +0 (+2 with bindings); Cleave, Multiattack, Power 
  Attack. 
   
  A babau’s natural weapons, as well as any weapons 
  it wields are treated as chaotic-aligned and evil aligned 
  for the purpose of overcoming damage reduction. 
   
  Protective Slime (Su): A slimy red jelly coats the 
  babau’s skin.  Any weapon that touches it takes 1d8 
  points of acid damage from the corrosive goo, and the 
  weapon’s hardness does not reduce the damage.  A 
  magic weapon may attempt a DC 21 Reflex save to 
  avoid taking this damage.  A creature who strikes the 
  babau with an unarmed attack, unarmed strike, touch 
  spell, or natural weapon takes this damage as well but 
  can negate the damage with a DC 21 Reflex save.  The 
  save DCs are Constitution-based. 
   
  Spell-like Abilities: At will – darkness, dispel 
  magic, see invisibility, greater teleport (self plus 50 
  pounds of objects only).  Caster level 8
  th. 
   
  Summon Tanar’ri (Sp): Once per day a babau can 
  attempt to summon 1 babau with a 40% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
  Tides of War 
   
  Page 25 
  
  Appendix One – APL 12 
   
  Encounter Two 
   
   
   
   
  Manheim, Male Human Drd11: CR 11; Medium 
  Humanoid (human); HD 11d8+22; hp 75; Init -1 (-1 
  Dex); Spd 20 ft.; AC 21 (touch 10, flat-footed 21)[[-1 
  Dex, +7 armor, +4 shield, +1 deflection]; BA/G +8/+9; 
  Atk +10 melee (1d6+2, +1 club); Full Att +10/+5 melee 
  (1d6+2, +1 club); SA Spells; SQ animal companion 
  (shark), animal companion benefits, immunity to 
  poison, resist nature’s lure, trackless step, wild empathy 
  +12, wild shape 4/day (large, tiny), woodland stride; AL 
  NE; SV Fort +11, Ref +4, Will +13; Str 13, Dex 8, Con 
  14, Int 10, Wis 17 (21), Cha 12. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic), Concentration +16, Handle Animal +10, 
  Listen +11, Knowledge (nature) +10, Profession (sailor) 
  +10, Spellcraft +12, Survival +11, Swim +3; Combat 
  Casting, Dodge, Greater Spell Focus (Evocation), 
  Natural Spell, Spell Focus (Evocation). 
   
  Animal Companion (Ex): Manheim has a shark 
  named Barrage as an animal companion. 
  Barrage: Shark animal companion; Cr -; Large 
  Animal; HD 11d8+11; hp 64; Init +7, Spd -, swim 
  60 ft.; AC 20 (touch 12, flat-footed 17)[[-1 size, +3 
  Dex, +8 natural]]; BA/G +8/+16; Atk +13 melee 
  (2d6+8*, bite); Full Att +13 melee (2d6+8*, bite); 
  Space / Reach 10 ft. / 5 ft.; SQ Blindsense, keen 
  sense; AL N; SV Fort +10, Ref +10, Will +4; Str 19, 
  Dex 17, Con 13, Int 1, Wis 12, Cha 2.  * Attack and 
  damage includes +2 enhancement bonus from 
  greater magic fang. 
   
  Skills and Feats: Listen +8, Spot +8, Swim +12; 
  Alertness, Great Fortitude, Improved Initiative, 
  Improved Natural Attack (bite). 
   
  Blindsense (Ex): A shark can locate creatures 
  underwater within a 30-foot radius.  This ability 
  works only when the shark is underwater. 
   
  Devotion (Ex): Barrage gains a +4 morale 
  bonus on Will saves against enchantment spells 
  and effects. 
   
  Evasion (Ex): If Barrage is subjected to an 
  attack that normally allows a Reflex saving throw 
  for half damage, it takes no damage on a successful 
  saving throw. 
   
  Keen Scent (Ex): A shark can notice creatures 
  by scent in a 180-foot radius and detect blood in 
  the water at ranges of up to a mile. 
   
  Skills: A shark has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard.  It can always choose to take 10 on 
  a Swim check, even if distracted or endangered.  It 
  can use the run action while swimming, provided 
  it swims in a straight line. 
   
  Animal Companion Benefits: Manheim and 
  Barrage enjoy the link and share spells special qualities. 
   
  Link (Ex): Manheim can handle Barrage as a free 
  action.  He also gains a +4 circumstance bonus on all 
  wild empathy and Handle animal checks made 
  regarding his shark. 
   
  Share Spells (Ex): Manheim can have any spell he 
  casts on himself also affect his animal companion if the 
  latter is within 5 feet at the time.  He can also cast a 
  spell with a target of “You” on his shark. 
   
  Resist Nature’s Lure (Ex): Manheim gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Trackless Step (Ex): Manheim leaves no trail in 
  natural surroundings and cannot be tracked. 
   
  Wild Shape (Su): Manheim can change into a 
  Tiny, Small, Medium, or Large animal and back again, 
  as per the polymorph spell.  This ability 11 nine hours 
  or until he changes back. 
   
  Woodlands Stride (Ex): Manheim can move 
  through natural thorns, briars, overgrown areas, and 
  similar terrain at his normal speed and without damage 
  or impairment.  However, thorns, briars, and 
  overgrown areas that are magically manipulated to 
  impede motion still affect him. 
   
  Spells prepared (6/7/5/5/4/3/1) 0-level – cure 
  minor wounds x3, detect magic, mending, read magic; 
  1
  st – cure light wounds x3, faerie fire x2, obscuring 
  mists x2; 2
  nd – barkskin, bear’s endurance, chill metal 
  (DC 17), resist energy, warp wood (DC 17); 3
  rd – call 
  lightning (DC 20), cure moderate wounds x2, greater 
  magic fang, protection from energy; 4
  th – air walk, arc 
  of lightning (DC 19), dispel magic x2; 5
  th – call 
  lightning storm (DC 22), control winds, stoneskin; 6
  th – 
  tidal surge (DC 23). 
   
  Possessions: +2 dragonhide breastplate, +2 large 
  wooden shield, +1 club, periapt of wisdom +4, cloak of 
  resistance +2, ring of protection +1, mistletoe and 
  holly, spell component pouch, pouch w/ 250 gp worth 
  of diamond dust (component for stoneskin). 
   
  Power-Up Suite (air walk, barkskin, resist energy 
  (electricity)): AC 25 (touch 10, flat-footed 25)[[-1 Dex, 
  +7 armor, +4 shield, +1 deflection, +4 natural]; SQ Air 
  walk (walk on air as solid ground), resist energy 
  (electricity - 30). 
   
  Tides of War 
   
  Page 26 
  
  Imperial Marines (4), Hobgoblin Swashbuckler 8 / 
  Exotic Weapon Master 1: CR 9; Medium Humanoid 
  (Goblinoid); HD 9d10+36; hp 90; Init +4 (+4 Dex); Spd 
  30 ft.; AC 19 (touch 14, flat-footed 16)[[+4 Dex, +5 
  armor, +1 deflection]]; BA/G +9/+11; Atk +15 melee 
  (2d4+5 [19-20/x2], +1 spiked chain); Full Att +15/+10 
  melee (2d4+5 [19-20/x2], +1 spiked chain); SA 
  Acrobatic charge, exotic reach, improved flanking, 
  insightful strike; SQ Darkvision 60 ft., dodge bonus, 
  grace; AL NE; SV Fort +11, Ref +9, Will +3; Str 14, Dex 
  18, Con 16 (18), Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Speak Languages (Goblin, 
  Common, Sahuagin), Balance +11, Climb +7 (+9 to 
  climb ropes), Craft (weaponsmithing) +4, Jump +10, 
  Move Silently +7, Profession (sailor) +10, Swim +10, 
  Tumble +15, Use Rope +10; Combat Reflexes, Exotic 
  Weapon Proficiency (spiked chain), Sailor’s Balance, 
  Weapon Finesse, Weapon Focus (spiked chain). 
   
  Acrobatic Charge (Ex): A swashbuckler can 
  charge over difficult terrain that normally slows 
  movement or allies blocking his path. 
   
  Exotic Reach (Ex): When wielding a spiked 
  chain, the marine may make an attack of opportunity 
  against a foe that provokes such an attack even if the 
  foe has cover (but not total cover). 
   
  Improved Flanking (Ex): A swashbuckler who is 
  flanking an opponent gains a +4 bonus on attacks 
  instead of a +2 bonus on attacks.  (Other characters 
  flanking with the swashbuckler don’t gain this 
  increased bonus.) 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3
  rd 
  level, 
  a 
  swashbuckler may apply his Intelligence bonus (if any) 
  as a bonus on damage rolls (in addition to any Strength 
  bonus he may have) with any light weapon, as well as 
  any other weapon that can be used with Weapon 
  Finesse, such as a rapier, whip, or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune to 
  the swashbuckler’s insightful strike.  A swashbuckler 
  cannot use this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains 
  a 
  +1 
  competence bonus on Reflex saves at 2
  nd level 
  (included above).  A swashbuckler loses this bonus 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Dodge Bonus (Ex): During his action, he may 
  designate an opponent and receive a +1 dodge bonus to 
  Armor Class against melee attacks from that opponent. 
   He can select a new opponent on any action.  A 
  swashbuckler loses this bonus when wearing medium 
  or heavy armor or carrying a medium or heavy load. 
   
  Possessions: +1 chain shirt, +1 spiked chain, cloak 
  of resistance +1, ring of protection +1, amulet of health 
  +2, potion of fox’s cunning, potion of bull’s strength, 
  potion of cat’s grace. 
   
  Power-Up Suite (bull’s strength, cat’s grace, fox’s 
  cunning): Init +6 (+6 Dex); AC 22 (touch 17, flat-
  footed 16)[[+6 Dex, +5 armor, +1 deflection]]; BA/G 
  +9/+13; Atk +17 melee (2d4+10 [19-20/x2], +1 spiked 
  chain); Full Att +17/+12 melee (2d4+10 [19-20/x2], +1 
  spiked chain); SV Ref +10; Str 18, Dex 22, Int 16. 
   
  Encounter Three 
   
   
   
   
  Advanced Elder Magma Paraelemental (2): CR 12; 
  Huge Elemental (Earth, Fire, Extraplanar); HD 
  28d8+168; hp 294; Init -1; Spd 30 ft.; AC 22 (touch 7, 
  flat-footed 22)[[-2 size, -1 Dex, +15 natural]]; BA/G 
  +21/+40; Atk +30 melee (4d8+11 [19-20/x2], slam); Full 
  Att +30 melee (4d8+11 [19-20/x2], 2 slams); Space / 
  Reach: 15 ft. / 15 ft.; SA Burn (DC 32); SQ Damage 
  reduction 10/-, darkvision 60 ft., elemental traits, 
  immunity to fire, vulnerability to cold; AL N; SV Fort 
  +22, Ref +8, Will +9; Str 33, Dex 8, Con 22, Int 6, Wis 
  11, Cha 11. 
   
  Skills and Feats: Speak Language (Ignan, Terran), 
  Listen +15, Spot +16; Ability Focus (burn), Cleave, 
  Great Cleave, Improved Bull Rush, Improved Critical 
  (slam), Improved Natural Armor, Improved Natural 
  Attack (slam), Improved Overrun, Improved Sunder, 
  Power Attack. 
   
  Burn (Ex): Those grappled by a magma 
  paraelemental or hit by its slam attack must succeed at 
  a Reflex save or catch fire.  The fire burns for 1d4 
  rounds.  A burning creature can take a move-equivalent 
  action to put out the flame.  The save DC is 
  Constitution-based. 
   
  Creatures hitting a magma paraelemental with 
  natural weapons or unarmed attacks must likewise 
  make a Reflex save to avoid catching fire. 
   
  Encounter Six 
   
   
   
   
  Tarrik, Male Incubus Blkgd5 of Iuz: CR 11; Medium 
  Outsider (Chaotic, Evil, Tanar’ri); HD 8d8+5d10+26; hp 
  90; Init +3 (+3 Dex); Spd 30 ft., fly 50 ft. (average); AC 
  31 (touch 13, flat-footed 28)[[+3 Dex, +6 armor, +3 
  shield, +9 natural]]; BA/G +13/+17; Atk +18 melee 
  (2d6+7 [19-20/x2], +1 magebane pitspawned cold iron 
  greatsword); Full Att +18/+13/+8 melee (2d6+7 [19-
  20/x2], +1 magebane pitspawned cold iron greatsword); 
  SA Aura of despair, command undead, energy drain, 
  poison use, smite good 2/day, sneak attack +1d6, spell-
  like abilities, summon tanar’ri; SQ Aura of evil, damage 
  reduction 10/cold iron or good, dark blessing, 
  darkvision 60 ft., immunity to electricity and poison, 
  Tides of War 
   
  Page 27 
  
  resistance to acid 10, cold 10, and fire 10, spell 
  resistance 14, telepathy 100 ft., tongues; AL CE; SV 
  Fort +22, Ref +20, Will +21; Str 19, Dex 16, Con 14, Int 
  14, Wis 18, Cha 30. 
   
  Skills and Feats: Speak Languages (Abyssal, 
  Celestial, Draconic), Bluff +21, Concentration +16, 
  Diplomacy +30, Disguise +21 (+23 when acting), 
  Escape Artist +3, Handle Animal +15, Hide +10, 
  Intimidate +24, Knowledge (religion) +10, Listen +20, 
  Move Silently +10, Ride +5, Sense Motive +10, Spot 
  +20; Cleave, Divine Might, Divine Shield, Improved 
  Sunder, Power Attack. 
   
  Aura of Evil (Su): Tarrik’s aura of evil (see detect 
  evil spell) is strong. 
   
  Aura of Despair (Su): Enemies within 10 feet 
  take a -2 penalty on all saving throws. 
   
  Command Undead (Su): 13/day - Turning check 
  +10, as a 3
  rd level cleric. 
   
  Dark Blessing (Su): Tarrick applies his Charisma 
  modifier (+10) as a bonus to all saving throws. 
  Energy Drain (Su): Tarrik drains energy from a 
  mortal it lures into some act of passion, or by simply 
  planting a kiss on the victim. If the target is not willing 
  to be kissed, Tarrik must start a grapple, which 
  provokes an attack of opportunity. Tarrik’s kiss or 
  embrace bestows one negative level. The kiss also has 
  the effect of a suggestion spell, asking the victim to 
  accept another kiss from him. The victim must succeed 
  on a DC 24 Will save to negate the effect of the 
  suggestion. The DC is 24 for the Fortitude save to 
  remove a negative level. These save DCs are Charisma-
  based. 
  Poison Use: Tarrik is skilled in the use of poison 
  and never risks accidentally poisoning himself when 
  applying poison to a blade. 
   
  Smite good (Su): 2/day – May add +10 to attack 
  roll and deal 5 extra damage with a melee attack. 
   
  Spell-like Abilities: At will – charm monster (DC 
  24), detect good, detect thoughts (DC 22), ethereal 
  jaunt (self plus 50 pounds of objects only), polymorph 
  (humanoid form only, no limit on duration), 
  suggestion (DC 23), greater teleport (self plus 50 
  pounds of objects only).  Caster level 8
  th.  The save DCs 
  are Charisma-based. 
   
  Spells prepared (2/2/1; save DC 14 + spell level) 1
  st 
  – corrupt weapon x2; 2
  nd – bull’s strength, eagle’s 
  splendor; 3
  rd – protection from energy. 
   
  Summon Tanar’ri (Sp): Once per day Tarrik can 
  attempt to summon 1 vrock with a 30% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
   
  Tongues (Su): Tarrik has a permanent tongues 
  ability (as the spell, caster level 16
  th).  Incubi usually use 
  verbal communication with mortals. 
   
  Possessions: 
  +1 
  light 
  fortification 
  mithral 
  breastplate, +1 animated heavy adamantine shield, +1 
  magebane pitspawned cold iron greatsword, iron holy 
  symbol of Iuz, spell component pouch. (Weight: 42 lb.) 
   
  Power-Up Suite (bull’s strength, corrupt weapon, 
  divine shield, eagle’s splendor, protection from 
  energy (sonic), protection from good): AC 43 (45 vs 
  good) (touch 13 (15 vs good), flat-footed 40 (42 vs 
  good))[[+3 Dex, +6 armor, +15 shield, +9 natural, +2 
  deflection (vs good)]]; BA/G +13/+19; Atk +20 melee 
  (2d6+10 [19-20/x2], +1 magebane pitspawned cold iron 
  greatsword); Full Att +20/+15/+10 melee (2d6+10 [19-
  20/x2], +1 magebane pitspawned cold iron greatsword); 
  SQ Corrupt weapon (automatically confirm crits 
  against good creatures), protection from energy 
  (sonic)(60 points of sonic resistance), protection from 
  good (hedge out summoned creatures, protect against 
  mind control); SV Fort +24 (+26 vs good), Ref +22 (+24 
  vs good), Will +23 (+25 vs good); Str 23, Cha 34.  DCs 
  for Energy Drain and Spell-like abilities increase by 2. 
   
  Gorak, Male Skullcrusher Ogre Wiz8/EldKn2: CR 
  11; Large Giant (Extraplanar); HD 8d8+8d4+2d8+90; hp 
  165; Init +2 (+2 Dex); Spd 40 ft.; AC 13 (touch 11, flat-
  footed 11)[[-1 size, +2 Dex, +2 natural]; BA/G +12/+27; 
  Atk +18 melee (2d6+8, +1 bashing heavy shield); Full 
  Att +18/+13/+8 melee (2d6+8, +1 bashing heavy 
  shield); Space / Reach 10 ft. / 10 ft.; SA Rock throwing, 
  spells; SQ Darkvision 60 ft., low-light vision; AL NE; 
  SV Fort +16, Ref +6, Will +9;  Str 24, Dex 14, Con 20, 
  Int 18 (20), Wis 12, Cha 6. 
   
  Skills and Feats: Speak Language (Abyssal, 
  Common, 
  Draconic, 
  Dwarven, 
  Giant, 
  Terran), 
  Concentration 
  +22, 
  Intimidate 
  +10, 
  Hide 
  +7, 
  Knowledge (Arcana) +18, Move Silently +4, Spellcraft 
  +25; Chain Spell, Combat Casting, Greater Spell Focus 
  (Conjuration), Improved Familiar, Improved Grapple
  B, 
  Improved Shield Bash, Practiced Spellcaster (wizard), 
  Scribe 
  Scroll, 
  Shielded 
  Casting, 
  Spell 
  Focus 
  (Conjuration), Two-Weapon Fighting
  B. 
   
  Improved Familiar:  Gorak’s familiar is a quasit 
  named Git.  The familiar uses the better of its own and 
  Gorak’s base save bonuses.  The creature’s abilities and 
  characteristics are summarized below. 
  Git: Quasit familiar; Cr -; Tiny outsider (Chaotic, 
  Evil); HD 18; hp 82; Init +7, Spd 20 ft., fly 50 ft. 
  (perfect); AC 22 (touch 15, flat-footed 19)[[+2 size, 
  +3 Dex, +7 natural]]; BA/G +3/-6; Atk +8 melee 
  (1d3-1 plus poison, claw); Full Att +8 melee (1d3-1 
  plus poison, 2 claws) and +3 melee (1d4-1, bite); 
  Space / Reach 2 ½ ft. / 0 ft.; SA Poison, spell-like 
  abilities; SQ Alternate form, darkvision 60 ft., 
  deliver touch spells, damage reduction 5 / cold 
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  iron or good, fast healing 2, immunity to poison, 
  improved evasion, resistance to fire 10, speak with 
  master, granted abilities; AL CE; SV Fort +11, Ref 
  +7, Will +9; Str 8, Dex 17, Con 10, Int 10, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Bluff +6, Diplomacy +2, 
  Disguise +0 (+2 when acting), Hide +17 (+21 using 
  Gorak’s skill ranks), Intimidate +2 (+12 using 
  Gorak’s skill ranks), Knowledge (The Planes) +6, 
  Listen +7, Move Silently +9, Search +6, Spellcraft 
  +6 (+18 using Gorak’s skill ranks), Spot +6; 
  Improved Initiative, Weapon Finesse. 
   
  Deliver Touch Spells (Su): Git can deliver 
  touch spells for Gorak (see Familiars, page 52 of 
  the PLAYER’S HANDBOOK). 
   
  Improved Evasion (Ex): If Git is exposed to 
  any effect that normally allows it to attempt a 
  Reflex saving throw for half damage, it takes no 
  damage with a successful saving throw and half 
  damage if the saving throw fails. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Speak with Master (Ex): Git can communicate 
  verbally with Gorak.  Other creatures do not 
  understand the communication without magical 
  help. 
   
  Spell-Like Abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day – 
  cause fear (as the spell, but 30-foot radius; save DC 
  11).  Caster level 6
  th.  Once per week, a quasit can 
  use commune to ask six questions (otherwise as 
  the spell cast by a 12
  th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster 
  level 12
  th, except that Git can only assume the form 
  of a bat or wolf. 
   
  Familiar Benefits: Gorak gains special benefits 
  from having a familiar. 
   
  Alertness (Ex): Git grants its master Alertness as 
  long as it is within 5 feet. 
   
  Empathic Link (Su): Gorak can communicate 
  telepathically with his familiar up to a distance of up to 
  1 mile.  The master has the same connection to an item 
  or a place that the familiar does. 
   
  Share Spells (Su): Gorak may have any spell he 
  casts on himself also affect his familiar if the latter is 
  within 5 feet at the time.  He may also cast a spell with 
  a target of “You” on his familiar. 
   
  Spells prepared (4/6/5/4/3/2) 0-level - detect 
  magic, message, prestidigitation, ray of frost; 1
  st – 
  expeditious retreat, magic missle x 2, protection from 
  good, ray of enfeeblement (DC 16), true strike; 2
  nd – 
  false life, bear’s endurance, glitterdust x2 (DC 19), 
  scorching ray; 3
  rd – dispel magic, displacement, 
  protection from energy, slow (DC 18); 4
  th – chain ray of 
  enfeeblement (DC 16), enervation, greater invisibility; 
  5
  th – dismissal, teleport.  Caster level 13
  th. 
   
  Possessions: +1 Large bashing heavy steel shield, 
  headband of intellect +2, spell component pouches (2), 
  scroll of disintegrate (CL 11; unprepared). 
   
  Power-Up Suite (displacement, false life, greater 
  invisibility): HP 165 (+15 temporary hp from false 
  life); SQ displacement (50% miss chance), greater 
  invisibility (total concealment). 
   
  Babau, Advanced (2): CR 9; Large Outsider (Chaotic, 
  Evil, Tanar’ri); HD 11d8+77; hp 127; Init +0; Spd 30 ft.; 
  AC 19 (touch 9, flat-footed 19)[[-1 size, +10 natural]]; 
  BA/G +11/+25; Atk +21 melee (2d6+10, claw); Full Att 
  +21 melee (2d6+10, 2 claws) and +19 melee (1d8+5, 
  bite); Space / Reach: 10 ft. / 10 ft.; SA Sneak attack 
  +2d6, spell-like abilities, summon tanar’ri; SQ Damage 
  reduction 10/cold iron or good, darkvision 60 ft., 
  immunity to electricity and poison, protective slime, 
  resistance to acid 10, cold 10, and fire 10, spell 
  resistance 14, telepathy 100 ft.; AL CE; SV Fort +14, Ref 
  +7, Will +8; Str 30, Dex 10, Con 24, Int 14, Wis 13, Cha 
  16. 
   
  Skills and Feats: Climb +24, Disable Device +16, 
  Disguise +17, Escape Artist +14, Hide +18, Listen +23, 
  Move Silently +22, Open Lock +14, Search +24, Sleight 
  of Hand +14, Survival +1 (+3 following tracks), Use 
  Rope +0 (+2 with bindings); Cleave, Improved Natural 
  Attack (claws), Multiattack, Power Attack. 
   
  A babau’s natural weapons, as well as any weapons 
  it wields are treated as chaotic-aligned and evil aligned 
  for the purpose of overcoming damage reduction. 
   
  Protective Slime (Su): A slimy red jelly coats the 
  babau’s skin.  Any weapon that touches it takes 1d8 
  points of acid damage from the corrosive goo, and the 
  weapon’s hardness does not reduce the damage.  A 
  magic weapon may attempt a DC 22 Reflex save to 
  avoid taking this damage.  A creature who strikes the 
  babau with an unarmed attack, unarmed strike, touch 
  spell, or natural weapon takes this damage as well but 
  can negate the damage with a DC 22 Reflex save.  The 
  save DCs are Constitution-based. 
   
  Spell-like Abilities: At will – darkness, dispel 
  magic, see invisibility, greater teleport (self plus 50 
  pounds of objects only).  Caster level 8
  th. 
   
  Summon Tanar’ri (Sp): Once per day a babau can 
  attempt to summon 1 babau with a 40% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
  Tides of War 
   
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  Appendix One – APL 14
  Encounter Two 
   
   
   
   
  Manheim, Male Human Drd13: CR 13; Medium 
  Humanoid (human); HD 13d8+26; hp 88; Init +3 (-1 
  Dex, +4 Imp. Init.); Spd 20 ft.; AC 21 (touch 10, flat-
  footed 21)[[-1 Dex, +7 armor, +4 shield, +1 deflection]; 
  BA/G +9/+10; Atk +11 melee (1d6+2, +1 club); Full Att 
  +11/+6 melee (1d6+2, +1 club); SA Spells; SQ animal 
  companion (shark), animal companion benefits, a 
  thousand faces, immunity to poison, resist nature’s 
  lure, trackless step, wild empathy +12, wild shape 
  4/day (large, tiny), woodland stride; AL NE; SV Fort 
  +12, Ref +5, Will +14; Str 13, Dex 8, Con 14, Int 10, Wis 
  18 (22), Cha 12. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic), Concentration +18, Handle Animal +10, 
  Listen +14, Knowledge (nature) +10, Profession (sailor) 
  +11, Spellcraft +12, Survival +13, Swim +8; Combat 
  Casting, Dodge, Greater Spell Focus (Evocation), 
  Improved Initiative, Natural Spell, Spell Focus 
  (Evocation). 
   
  Animal Companion (Ex): Manheim has a shark 
  named Barrage as an animal companion. 
  Barrage: Shark animal companion; Cr -; Huge 
  Animal; HD 12d8+24; hp 78; Init +7, Spd -, swim 
  60 ft.; AC 18 (touch 11, flat-footed 15)[[-2 size, +3 
  Dex, +7 natural]]; BA/G +9/+22; Atk +16 melee 
  (3d6+12*, bite); Full Att +16 melee (3d6+12*, bite); 
  Space / Reach 15 ft. / 10 ft.; SQ Blindsense, keen 
  sense; AL N; SV Fort +12, Ref +10, Will +5; Str 22, 
  Dex 16, Con 15, Int 1, Wis 12, Cha 2.  * Attack and 
  damage includes +3 enhancement bonus from 
  greater magic fang. 
   
  Skills and Feats: Listen +10, Spot +11, Swim 
  +14; 
  Alertness, 
  Great 
  Fortitude, 
  Improved 
  Initiative, Improved Natural Attack (bite), Iron 
  Will. 
   
  Blindsense (Ex): A shark can locate creatures 
  underwater within a 30-foot radius.  This ability 
  works only when the shark is underwater. 
   
  Evasion (Ex): If Barrage is subjected to an 
  attack that normally allows a Reflex saving throw 
  for half damage, it takes no damage on a successful 
  saving throw. 
   
  Keen Scent (Ex): A shark can notice creatures 
  by scent in a 180-foot radius and detect blood in 
  the water at ranges of up to a mile. 
   
  Skills: A shark has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard.  It can always choose to take 10 on 
  a Swim check, even if distracted or endangered.  It 
  can use the run action while swimming, provided 
  it swims in a straight line. 
   
  Animal Companion Benefits: Manheim and 
  Barrage enjoy the link and share spells special qualities. 
   
  Link (Ex): Manheim can handle Barrage as a free 
  action.  He also gains a +4 circumstance bonus on all 
  wild empathy and Handle animal checks made 
  regarding his shark. 
   
  Share Spells (Ex): Manheim can have any spell he 
  casts on himself also affect his animal companion if the 
  latter is within 5 feet at the time.  He can also cast a 
  spell with a target of “You” on his shark. 
   
  A Thousand Faces (Su): Manheim can change his 
  appearance at will, as if using the alter self spell, but 
  only while in his normal form. 
   
  Resist Nature’s Lure (Ex): Manheim gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Trackless Step (Ex): Manheim leaves no trail in 
  natural surroundings and cannot be tracked. 
   
  Wild Shape (Su): Manheim can change into a 
  Tiny, Small, Medium, or Large animal or plant and 
  back again, as per the polymorph spell.  This ability 13 
  nine hours or until he changes back. 
   
  Woodlands Stride (Ex): Manheim can move 
  through natural thorns, briars, overgrown areas, and 
  similar terrain at his normal speed and without damage 
  or impairment.  However, thorns, briars, and 
  overgrown areas that are magically manipulated to 
  impede motion still affect him. 
   
  Spells prepared (6/7/7/5/5/4/3/1) 0-level – cure 
  minor wounds x3, detect magic, mending, read magic; 
  1
  st – cure light wounds x3, faerie fire x2, obscuring 
  mists x2; 2
  nd – barkskin, bear’s endurance, cat’s grace, 
  chill metal (DC 18), resist energy x2, warp wood (DC 
  18); 3
  rd – call lightning (DC 21), cure moderate wounds 
  x2, greater magic fang, protection from energy; 4
  th – air 
  walk, arc of lightning (DC 20), dispel magic, flame 
  strike (DC 22), ice storm; 5
  th – call lightning storm (DC 
  23), control winds, death ward, stoneskin; 6
  th – greater 
  dispel magic, mass bull’s strength, tidal surge (DC 24); 
  7
  th – brilliant aura. 
   
  Possessions: +2 dragonhide breastplate, +2 large 
  wooden shield, +1 club, periapt of wisdom +4, cloak of 
  resistance +2, ring of protection +1, mistletoe and 
  holly, spell component pouch, pouch w/ 250 gp worth 
  of diamond dust (component for stoneskin). 
   
  Power-Up Suite (air walk, barkskin, resist energy 
  (electricity), resist energy (fire)): AC 26 (touch 10, 
  flat-footed 26)[[-1 Dex, +7 armor, +4 shield, +1 
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  deflection, +5 natural]; SQ Air walk (walk on air as 
  solid ground), resist energy (electricity - 30), resist 
  energy (fire – 30). 
   
  Imperial Marines (4), Hobgoblin Swashbuckler 10 / 
  Exotic Weapon Master 1: CR 11; Medium Humanoid 
  (Goblinoid); HD 11d10+44; hp 109; Init +4 (+4 Dex); 
  Spd 30 ft.; AC 21 (touch 15, flat-footed 17)[[+4 Dex, +6 
  armor, +1 deflection]]; BA/G +11/+13; Atk +17 melee 
  (2d4+5 [19-20/x2], +1 spiked chain); Full Att 
  +17/+12/+7 melee (2d4+5 [19-20/x2], +1 spiked chain); 
  SA Acrobatic charge, exotic reach, improved flanking, 
  insightful strike; SQ Darkvision 60 ft., dodge bonus, 
  grace; AL NE; SV Fort +14, Ref +10, Will +5; Str 14, Dex 
  18, Con 16 (18), Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Speak Languages (Goblin, 
  Common, Sahuagin), Balance +15, Climb +10 (+12 to 
  climb ropes), Craft (weaponsmithing) +4, Jump +10, 
  Move Silently +7, Profession (sailor) +10, Swim +10, 
  Tumble +18, Use Rope +10; Combat Reflexes, Exotic 
  Weapon Proficiency (spiked chain), Sailor’s Balance, 
  Weapon Finesse, Weapon Focus (spiked chain). 
   
  Acrobatic Charge (Ex): A swashbuckler can 
  charge over difficult terrain that normally slows 
  movement or allies blocking his path. 
   
  Exotic Reach (Ex): When wielding a spiked 
  chain, the marine may make an attack of opportunity 
  against a foe that provokes such an attack even if the 
  foe has cover (but not total cover). 
   
  Improved Flanking (Ex): A swashbuckler who is 
  flanking an opponent gains a +4 bonus on attacks 
  instead of a +2 bonus on attacks.  (Other characters 
  flanking with the swashbuckler don’t gain this 
  increased bonus.) 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3
  rd 
  level, 
  a 
  swashbuckler may apply his Intelligence bonus (if any) 
  as a bonus on damage rolls (in addition to any Strength 
  bonus he may have) with any light weapon, as well as 
  any other weapon that can be used with Weapon 
  Finesse, such as a rapier, whip, or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune to 
  the swashbuckler’s insightful strike.  A swashbuckler 
  cannot use this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains 
  a 
  +1 
  competence bonus on Reflex saves at 2
  nd level 
  (included above).  A swashbuckler loses this bonus 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Dodge Bonus (Ex): During his action, he may 
  designate an opponent and receive a +2 dodge bonus to 
  Armor Class against melee attacks from that opponent. 
   He can select a new opponent on any action.  A 
  swashbuckler loses this bonus when wearing medium 
  or heavy armor or carrying a medium or heavy load. 
   
  Possessions: +2 chain shirt, +1 spiked chain, cloak 
  of resistance +2, ring of protection +1, amulet of health 
  +2, potion of fox’s cunning, potion of bull’s strength, 
  potion of cat’s grace. 
   
  Power-Up Suite (bull’s strength, cat’s grace, fox’s 
  cunning): Init +6 (+6 Dex); AC 23 (touch 17, flat-
  footed 17)[[+6 Dex, +6 armor, +1 deflection]]; BA/G 
  +11/+15; Atk +19 melee (2d4+10 [19-20/x2], +1 spiked 
  chain); Full Att +19/+14/+9 melee (2d4+10 [19-20/x2], 
  +1 spiked chain); SV Ref +12; Str 18, Dex 22, Int 16. 
   
  Encounter Three 
   
   
   
   
  Advanced Elder Magma Paraelemental (2): CR 14; 
  Huge Elemental (Earth, Fire, Extraplanar); HD 
  36d8+216; hp 378; Init -1; Spd 30 ft.; AC 25 (touch 7, 
  flat-footed 25)[[-2 size, -1 Dex, +18 natural]]; BA/G 
  +27/+47; Atk +37 melee (4d8+12 [19-20/x2], slam); Full 
  Att +37 melee (4d8+12 [19-20/x2], 2 slams); Space / 
  Reach: 15 ft. / 15 ft.; SA Burn (DC 36); SQ Damage 
  reduction 10/-, darkvision 60 ft., elemental traits, 
  immunity to fire, vulnerability to cold; AL N; SV Fort 
  +26, Ref +11, Will +12; Str 34, Dex 8, Con 23, Int 6, Wis 
  11, Cha 11. 
   
  Skills and Feats: Speak Language (Ignan, Terran), 
  Listen +19, Spot +20; Ability Focus (burn), Cleave, 
  Great Cleave, Improved Bull Rush, Improved Critical 
  (slam), Improved Natural Armor (x4), Improved 
  Natural Attack (slam), Improved Overrun, Improved 
  Sunder, Power Attack. 
   
  Burn (Ex): Those grappled by a magma 
  paraelemental or hit by its slam attack must succeed at 
  a Reflex save or catch fire.  The fire burns for 1d4 
  rounds.  A burning creature can take a move-equivalent 
  action to put out the flame.  The save DC is 
  Constitution-based. 
   
  Creatures hitting a magma paraelemental with 
  natural weapons or unarmed attacks must likewise 
  make a Reflex save to avoid catching fire. 
   
  Encounter Five 
   
   
   
   
  Vrock, Advanced (10): CR 10; Large Outsider 
  (Chaotic, Evil, Tanar’ri); HD 12d8+84; hp 138; Init +2; 
  Spd 30 ft., fly 50 ft. (good); AC 26 (touch 11, flat-footed 
  24)[[-1 size, +2 Dex, +4 armor, +11 natural]]; BA/G 
  +12/+23; Atk +18 melee (2d6+6, claw); Full Att +18 
  melee (2d6+6, 2 claws) and +16 melee (1d8+3, bite) and 
  +16 melee (1d6+3, 2 talons); Space / Reach: 10 ft. / 10 
  ft.; SA Dance of ruin, spell-like abilities, spores, 
  stunning screech, summon tanar’ri; SQ Damage 
  Tides of War 
   
  Page 31 
  
  reduction 10/good, darkvision 60 ft., immunity to 
  electricity and poison, protective slime, resistance to 
  acid 10, cold 10, and fire 10, spell resistance 17, 
  telepathy 100 ft.; AL CE; SV Fort +15, Ref +10, Will 
  +11; Str 24, Dex 15, Con 25, Int 14, Wis 16, Cha 16. 
   
  Skills and Feats: Speak Language (Abyssal, 
  Celestial, Draconic), Concentration +22, Diplomacy +5, 
  Hide +12, Intimidate +18, Knowledge (The Planes) +17, 
  Listen +26, Move Silently +16, Search +17, Sense 
  Motive +18, Spellcraft +17, Spot +26, Survival +3 (+5 
  following tracks); Cleave, Combat Reflexes, Improved 
  Flight, Multiattack, Power Attack. 
   
  A vrocks’s natural weapons, as well as any weapons 
  it wields are treated as chaotic-aligned and evil aligned 
  for the purpose of overcoming damage reduction. 
   
  Dance of Ruin (Su): To use this ability, a group of 
  at least three vrocks must join hands and circle, 
  dancing wildly and chanting.  At the end of 3 rounds of 
  dancing, a wave of crackling energy flashes outward in 
  a 100-foot radius.  All creatures except for demons 
  within the radius take 20d6 points of damage (Reflex 
  DC 19 half).  Stunning, paralyzing, or slaying one of 
  the vrocks stops the dance.  The save DC is Charisma-
  based. 
   
  Spores (Ex): A vrock can release masses of spores 
  from its body once every 3 rounds as a free action.  The 
  spores automatically deal 1d8 points of damage to all 
  creatures adjacent to the vrock.  They then penetrate 
  the skin and grow, dealing an additional 1d4 points 
  each round for 10 rounds.  At the end of this time, the 
  victim is covered with a tangle of tiny growths.  (The 
  vines are harmless and wither away in 1d4 days.)  A 
  delay poison spell stops the spores’ growth for its 
  duration.  Bless, neutralize poison, or remove disease 
  kills the spores, as does sprinkling the victim with a 
  vial of holy water. 
   
  Stunning Screech (Su): Once per hour a vrock 
  can emit a piercing screech.  All creatures except for 
  demons within a 30-foot radius must succeed on a DC 
  23 Fortitude save or be stunned for 1 round.  The save 
  DC is Constitution-based. 
   
  Spell-like Abilities: At will – mirror image, 
  telekinesis (DC 18), greater teleport (self plus 50 
  pounds of objects only); 1/day - heroism.  Caster level 
  12
  th. 
   
  Summon Tanar’ri (Sp): Once per day a vrock can 
  attempt to summon 2d10 dretches or another vrock 
  with a 35% chance of success. This ability is the 
  equivalent of a 3rd-level spell. 
   
  Skills: Vrocks have a +8 racial bonus on Listen and 
  Spot checks. 
   
  Possessions: Large masterwork chain shirt, satchel 
  with large sling bullets (12). 
   
  Note: The vrocks can use their greater teleport 
  ability without losing their armor (as it weighs 50 lb.). 
   
  Power-Up Suite (heroism): Atk +20 melee (2d6+6, 
  claw); Full Att +20 melee (2d6+6, 2 claws) and +18 
  melee (1d8+3, bite) and +18 melee (1d6+3, 2 talons); SV 
  Fort +17, Ref +12, Will +13. 
   
  Encounter Six 
   
   
   
   
  Tarrik, Male Incubus Blkgd7 of Iuz: CR 15; Medium 
  Outsider (Chaotic, Evil, Tanar’ri); HD 8d8+7d10+30; hp 
  105; Init +3 (+3 Dex); Spd 30 ft., fly 50 ft. (average); AC 
  31 (touch 13, flat-footed 28)[[+3 Dex, +6 armor, +3 
  shield, +9 natural]]; BA/G +15/+19; Atk +21 melee 
  (2d6+8 [19-20/x2], +2 magebane pitspawned cold iron 
  greatsword); Full Att +21/+16/+11 melee (2d6+8 [19-
  20/x2], +2 magebane pitspawned cold iron greatsword); 
  SA Aura of despair, command undead, energy drain, 
  poison use, smite good 4/day, sneak attack +2d6, spell-
  like abilities, summon tanar’ri; SQ Aura of evil, damage 
  reduction 10/cold iron or good, dark blessing, 
  darkvision 60 ft., immunity to electricity and poison, 
  resistance to acid 10, cold 10, and fire 10, spell 
  resistance 14, telepathy 100 ft., tongues; AL CE; SV 
  Fort +23, Ref +21, Will +22; Str 19, Dex 16, Con 14, Int 
  14, Wis 18, Cha 30. 
   
  Skills and Feats: Speak Languages (Abyssal, 
  Celestial, Draconic), Bluff +21, Concentration +20, 
  Diplomacy +30, Disguise +21 (+23 when acting), 
  Escape Artist +3, Handle Animal +15, Hide +10, 
  Intimidate +24, Knowledge (religion) +10, Listen +20, 
  Move Silently +10, Ride +9, Sense Motive +10, Spot 
  +20; Cleave, Divine Might, Divine Shield, Extra 
  Smiting, Improved Sunder, Power Attack. 
   
  Aura of Evil (Su): Tarrik’s aura of evil (see detect 
  evil spell) is strong. 
   
  Aura of Despair (Su): Enemies within 10 feet 
  take a -2 penalty on all saving throws. 
   
  Command Undead (Su): 13/day - Turning check 
  +10, as a 5
  th level cleric. 
   
  Dark Blessing (Su): Tarrick applies his Charisma 
  modifier (+10) as a bonus to all saving throws. 
  Energy Drain (Su): Tarrik drains energy from a 
  mortal it lures into some act of passion, or by simply 
  planting a kiss on the victim. If the target is not willing 
  to be kissed, Tarrik must start a grapple, which 
  provokes an attack of opportunity. Tarrik’s kiss or 
  embrace bestows one negative level. The kiss also has 
  the effect of a suggestion spell, asking the victim to 
  accept another kiss from him. The victim must succeed 
  on a DC 24 Will save to negate the effect of the 
  suggestion. The DC is 24 for the Fortitude save to 
  Tides of War 
   
  Page 32 
  
  remove a negative level. These save DCs are Charisma-
  based. 
  Poison Use: Tarrik is skilled in the use of poison 
  and never risks accidentally poisoning himself when 
  applying poison to a blade. 
   
  Smite good (Su): 4/day – May add +10 to attack 
  roll and deal 7 extra damage with a melee attack. 
   
  Spell-like Abilities: At will – charm monster (DC 
  24), detect good, detect thoughts (DC 22), ethereal 
  jaunt (self plus 50 pounds of objects only), polymorph 
  (humanoid form only, no limit on duration), 
  suggestion (DC 23), greater teleport (self plus 50 
  pounds of objects only).  Caster level 8
  th.  The save DCs 
  are Charisma-based. 
   
  Spells prepared (3/2/2/1; save DC 14 + spell level) 
  1
  st – corrupt weapon x2, cure light wounds; 2
  nd – bull’s 
  strength, eagle’s splendor; 3
  rd – protection from energy 
  x2; 4
  th – freedom of movement. 
   
  Summon Tanar’ri (Sp): Once per day Tarrik can 
  attempt to summon 1 vrock with a 30% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
   
  Tongues (Su): Tarrik has a permanent tongues 
  ability (as the spell, caster level 16
  th).  Incubi usually use 
  verbal communication with mortals. 
   
  Possessions: +1 medium fortification mithral 
  breastplate, +2 magebane pitspawned cold iron 
  greatsword, +1 animated heavy adamantine shield, iron 
  holy symbol of Iuz, spell component pouch. (Weight: 
  42 lb.) 
   
  Power-Up Suite (bull’s strength, corrupt weapon, 
  divine 
  shield, 
  eagle’s 
  splendor, 
  freedom 
  of 
  movement, 
  protection 
  from 
  energy 
  (sonic), 
  protection from good): AC 43 (45 vs good)(touch 13 
  (15 vs good), flat-footed 40 (42 vs good))[[+3 Dex, +6 
  armor, +15 shield, +9 natural, +2 deflection (vs good)]]; 
  BA/G +15/+21; Atk +23 melee (2d6+11 [19-20/x2], +2 
  magebane pitspawned cold iron greatsword); Full Att 
  +23/+18/+13 melee (2d6+11 [19-20/x2], +2 magebane 
  pitspawned cold iron greatsword); SQ corrupt weapon 
  (automatically confirm crits against good creatures), 
  freedom of movement, protection from energy (84 
  points of sonic resistance), protection from good 
  (hedge out summoned creatures, protection from mind 
  control); SV Fort +25 (+27 vs good), Ref +23 (+25 vs 
  good), Will +24 (+26 vs good); Str 23, Cha 34.  DCs for 
  Energy Drain and Spell-like abilities increase by 2. 
   
  Gorak, Male Skullcrusher Ogre Wiz9/EldKn3: CR 
  13; Large Giant (Extraplanar); HD 8d8+9d4+3d8+100; 
  hp 182; Init +2 (+2 Dex); Spd 40 ft.; AC 13 (touch 11, 
  flat-footed 11)[[-1 size, +2 Dex, +2 natural]; BA/G 
  +13/+28; Atk +19 melee (2d6+8, +1 bashing heavy 
  shield); Full Att +19/+14/+9 melee (2d6+8, +1 bashing 
  heavy shield); Space / Reach 10 ft. / 10 ft.; SA Rock 
  throwing, spells; SQ Darkvision 60 ft., low-light vision; 
  AL NE; SV Fort +17, Ref +8, Will +10;  Str 24, Dex 14, 
  Con 20, Int 19 (21), Wis 12, Cha 6. 
   
  Skills and Feats: Speak Language (Abyssal, 
  Common, 
  Draconic, 
  Dwarven, 
  Giant, 
  Terran), 
  Concentration 
  +24, 
  Intimidate 
  +10, 
  Hide 
  +9, 
  Knowledge (Arcana) +20, Move Silently +5, Spellcraft 
  +27; Chain Spell, Combat Casting, Greater Spell Focus 
  (Conjuration), Improved Familiar, Improved Grapple
  B, 
  Improved Shield Bash, Practiced Spellcaster (wizard), 
  Scribe 
  Scroll, 
  Shielded 
  Casting, 
  Spell 
  Focus 
  (Conjuration), Two-Weapon Fighting
  B. 
   
  Improved Familiar:  Gorak’s familiar is a quasit 
  named Git.  The familiar uses the better of its own and 
  Gorak’s base save bonuses.  The creature’s abilities and 
  characteristics are summarized below. 
  Git: Quasit familiar; Cr -; Tiny outsider (Chaotic, 
  Evil); HD 20; hp 91; Init +7, Spd 20 ft., fly 50 ft. 
  (perfect); AC 23 (touch 15, flat-footed 20)[[+2 size, 
  +3 Dex, +8 natural]]; BA/G +3/-6; Atk +8 melee 
  (1d3-1 plus poison, claw); Full Att +8 melee (1d3-1 
  plus poison, 2 claws) and +3 melee (1d4-1, bite); 
  Space / Reach 2 ½ ft. / 0 ft.; SA Poison, spell-like 
  abilities; SQ Alternate form, darkvision 60 ft., 
  deliver touch spells, damage reduction 5 / cold 
  iron or good, fast healing 2, immunity to poison, 
  improved evasion, resistance to fire 10, speak with 
  master, granted abilities; AL CE; SV Fort +12, Ref 
  +9, Will +10; Str 8, Dex 17, Con 10, Int 10, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Bluff +6, Diplomacy +2, 
  Disguise +0 (+2 when acting), Hide +17 (+22 using 
  Gorak’s skill ranks), Intimidate +2 (+12 using 
  Gorak’s skill ranks), Knowledge (The Planes) +6, 
  Listen +7, Move Silently +9, Search +6, Spellcraft 
  +6 (+20 using Gorak’s skill ranks), Spot +6; 
  Improved Initiative, Weapon Finesse. 
   
  Deliver Touch Spells (Su): Git can deliver 
  touch spells for Gorak (see Familiars, page 52 of 
  the PLAYER’S HANDBOOK). 
   
  Improved Evasion (Ex): If Git is exposed to 
  any effect that normally allows it to attempt a 
  Reflex saving throw for half damage, it takes no 
  damage with a successful saving throw and half 
  damage if the saving throw fails. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Speak with Master (Ex): Git can communicate 
  verbally with Gorak.  Other creatures do not 
  understand the communication without magical 
  help. 
  Tides of War 
   
  Page 33 
  
   
  Spell-Like Abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day – 
  cause fear (as the spell, but 30-foot radius; save DC 
  11).  Caster level 6
  th.  Once per week, a quasit can 
  use commune to ask six questions (otherwise as 
  the spell cast by a 12
  th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster 
  level 12
  th, except that Git can only assume the form 
  of a bat or wolf. 
   
  Familiar Benefits: Gorak gains special benefits 
  from having a familiar. 
   
  Alertness (Ex): Git grants its master Alertness as 
  long as it is within 5 feet. 
   
  Empathic Link (Su): Gorak can communicate 
  telepathically with his familiar up to a distance of up to 
  1 mile.  The master has the same connection to an item 
  or a place that the familiar does. 
   
  Share Spells (Su): Gorak may have any spell he 
  casts on himself also affect his familiar if the latter is 
  within 5 feet at the time.  He may also cast a spell with 
  a target of “You” on his familiar. 
   
  Spells prepared (4/6/5/5/4/3/1) 0-level - detect 
  magic, message, prestidigitation, ray of frost; 1
  st – 
  expeditious retreat, protection from good, magic missle 
  x 2, ray of enfeeblement (DC 16), true strike; 2
  nd – false 
  life, bear’s endurance, glitterdust x2 (DC 19), scorching 
  ray; 3
  rd – bands of steel  (DC 20), displacement, fly, 
  protection from energy, slow (DC 18); 4
  th – chain ray of 
  enfeeblement (DC 16), enervation, greater invisibility, 
  stoneskin; 5
  th – dismissal, teleport, wall of stone; 6
  th – 
  greater dispel magic.  Caster level 15
  th. 
   
  Possessions: +1 Large bashing heavy steel shield, 
  headband of intellect +2, lesser metamagic rod of 
  chaining, spell component pouches (2), scroll of 
  disintegrate (CL 11; unprepared). 
   
  Power-Up Suite (bear’s endurance, displacement, 
  false life, greater invisibility, stoneskin): hp 222 (+15 
  temporary hp from false life); SQ displacement (50% 
  miss chance), greater invisibility (total concealment), 
  stoneskin (DR 10/adamantine until 150 points 
  resisted); SV Fort +19; Con 24. 
   
  Bebilith, Advanced (2): CR 11; Huge Outsider 
  (Chaotic, Evil, Tanar’ri); HD 14d8+116; hp 179; Init +5 
  (+1 Dex, +4 Imp. Init); Spd 40 ft., climb 20 ft.; AC 22 
  (touch 9, flat-footed 21)[[-2 size, +1 Dex, +13 natural]]; 
  BA/G +14/+31; Atk +21 melee (2d6+9 plus poison, bite) 
  or +13 ranged (web); Full Att +21 melee (2d6+9 plus 
  poison, bite) and +16 melee (2d4+4, 2 claws) or +13 
  ranged (web); Space / Reach: 15 ft. / 10 ft.; SA Poison, 
  rend armor, web; SQ Damage reduction 10/good, 
  darkvision 60 ft., immunity to electricity and poison, 
  plane shift, scent resistance to acid 10, cold 10, and fire 
  10, telepathy 100 ft.; AL CE; SV Fort +16, Ref +9, Will 
  +9; Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13. 
   
  Skills and Feats: Climb +26, Diplomacy +5, Hide 
  +18, Jump +28, Listen +18, Move Silently +18, Search 
  +17, Sense Motive +18, Spot +18, Survival +1 (+3 
  following 
  tracks); 
  Cleave, 
  Improved 
  Initiative, 
  Improved Grapple, Power Attack, Track. 
   
  A bebilith’s natural weapons, as well as any 
  weapons it wields are treated as chaotic-aligned and 
  evil aligned for the purpose of overcoming damage 
  reduction. 
   
  Poison (Ex): Injury, Fortitude DC 25, initial 
  damage 1d6 Con, secondary damage 2d6 Con.  The save 
  DC is Constitution-based. 
   
  Rend Armor (Ex): If a bebilith hits with both 
  claw attacks, it pulls apart the armor worn by its foe.  
  This attack deals 4d6 points of damage to the 
  opponent’s armor.  Creatures not wearing armor are 
  unaffected by this special attack.  Armor reduced to 0 
  hit points is destroyed.  Damaged armor may be 
  repaired with a successful Craft (armorsmithing) 
  check. 
   
  Web (Ex): A bebilith can throw a web up to four 
  times per day.  This is similar to an attack with a net, 
  but has a maximum range of 30 feet, with a range 
  increment of 10 feet.  This attack is effective against 
  targets of up to Gargantuan size.  The web anchors the 
  target in place, allowing no movement. 
   
  An entangled creature can escape with a DC 25 
  Escape Artist check or burst the web with a DC 25 
  Strength check.  The check DCs are Constitution-
  based.  The web has 14 hit points and hardness 0.  
  There is a 75% chance that the webbing will not burn if 
  any sort of fire is applied to it (check each round). 
   
  Plane Shift (Su):   This ability affects only the 
  bebilith.  It is otherwise similar to the spell (caster level 
  14
  th). 
  Tides of War 
   
  Page 34 
  
  Appendix One – APL 16 
   
  Encounter Two 
   
   
   
   
  Manheim, Male Human Drd14: CR 14; Medium 
  Humanoid (human); HD 14d8+28; hp 94; Init +4 (+4 
  Imp. Init.); Spd 20 ft.; AC 23 (touch 12, flat-footed 
  23)[[+7 armor, +4 shield, +2 deflection]; BA/G +10/+11; 
  Atk +12 melee (1d6+2, +1 club); Full Att +12/+7 melee 
  (1d6+2, +1 club); SA Spells; SQ animal companion 
  (shark), animal companion benefits, a thousand faces, 
  immunity to poison, resist nature’s lure, trackless step, 
  wild empathy +12, wild shape 5/day (large, tiny), 
  woodland stride; AL NE; SV Fort +13, Ref +6, Will +15; 
  Str 13, Dex 8 (10), Con 14, Int 10, Wis 18 (22), Cha 12. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic), Concentration +19, Handle Animal +10, 
  Listen +15, Knowledge (nature) +10, Profession (sailor) 
  +11, Spellcraft +12, Survival +13, Swim +13; Combat 
  Casting, Dodge, Greater Spell Focus (Evocation), 
  Improved Initiative, Natural Spell, Spell Focus 
  (Evocation). 
   
  Animal Companion (Ex): Manheim has a shark 
  named Barrage as an animal companion. 
  Barrage: Shark animal companion; Cr -; Huge 
  Animal; HD 12d8+24; hp 78; Init +7, Spd -, swim 
  60 ft.; AC 18 (touch 11, flat-footed 15)[[-2 size, +3 
  Dex, +7 natural]]; BA/G +9/+22; Atk +16 melee 
  (3d6+9, bite); Full Att +16 melee (3d6+9, bite); 
  Space / Reach 15 ft. / 10 ft.; SQ Blindsense, keen 
  sense; AL N; SV Fort +12, Ref +10, Will +5; Str 22, 
  Dex 16, Con 15, Int 1, Wis 12, Cha 2.  *Attack and 
  damage includes +3 enhancement bonus from 
  greater magic fang. 
   
  Skills and Feats: Listen +10, Spot +11, Swim 
  +14; 
  Alertness, 
  Great 
  Fortitude, 
  Improved 
  Initiative, Improved Natural Attack (bite), Iron 
  Will. 
   
  Blindsense (Ex): A shark can locate creatures 
  underwater within a 30-foot radius.  This ability 
  works only when the shark is underwater. 
   
  Evasion (Ex): If Barrage is subjected to an 
  attack that normally allows a Reflex saving throw 
  for half damage, it takes no damage on a successful 
  saving throw. 
   
  Keen Scent (Ex): A shark can notice creatures 
  by scent in a 180-foot radius and detect blood in 
  the water at ranges of up to a mile. 
   
  Skills: A shark has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard.  It can always choose to take 10 on 
  a Swim check, even if distracted or endangered.  It 
  can use the run action while swimming, provided 
  it swims in a straight line. 
   
  Animal Companion Benefits: Manheim and 
  Barrage enjoy the link and share spells special qualities. 
   
  Link (Ex): Manheim can handle Barrage as a free 
  action.  He also gains a +4 circumstance bonus on all 
  wild empathy and Handle animal checks made 
  regarding his shark. 
   
  Share Spells (Ex): Manheim can have any spell he 
  casts on himself also affect his animal companion if the 
  latter is within 5 feet at the time.  He can also cast a 
  spell with a target of “You” on his shark. 
   
  A Thousand Faces (Su): Manheim can change his 
  appearance at will, as if using the alter self spell, but 
  only while in his normal form. 
   
  Resist Nature’s Lure (Ex): Manheim gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Trackless Step (Ex): Manheim leaves no trail in 
  natural surroundings and cannot be tracked. 
   
  Wild Shape (Su): Manheim can change into a 
  Tiny, Small, Medium, or Large animal or plant and 
  back again, as per the polymorph spell.  This ability 14 
  nine hours or until he changes back. 
   
  Woodlands Stride (Ex): Manheim can move 
  through natural thorns, briars, overgrown areas, and 
  similar terrain at his normal speed and without damage 
  or impairment.  However, thorns, briars, and 
  overgrown areas that are magically manipulated to 
  impede motion still affect him. 
   
  Spells prepared (6/7/7/5/5/4/4/2) 0-level – cure 
  minor wounds x3, detect magic, mending, read magic; 
  1
  st – cure light wounds x3, faerie fire x2, obscuring 
  mists x2; 2
  nd – barkskin, bear’s endurance, cat’s grace, 
  chill metal (DC 18), resist energy x2, warp wood (DC 
  18); 3
  rd – call lightning (DC 21), cure moderate wounds 
  x2, greater magic fang, protection from energy; 4
  th – air 
  walk, arc of lightning (DC 20), dispel magic, flame 
  strike (DC 22), ice storm; 5
  th – call lightning storm (DC 
  23), control winds, death ward, stoneskin; 6
  th – anti-life 
  shell, greater dispel magic, mass bull’s strength, tidal 
  surge (DC 24); 7
  th – brilliant aura, heal. 
   
  Possessions: +2 dragonhide breastplate, +2 large 
  wooden shield, +1 club, gloves of dexterity +2, periapt 
  of wisdom +4, cloak of resistance +2, ring of protection 
  +2, mistletoe and holly, spell component pouch, pouch 
  w/ 250 gp worth of diamond dust (component for 
  stoneskin). 
   
  Tides of War 
   
  Page 35 
  
  Power-Up Suite (air walk, barkskin, mass bull’s 
  strength, resist energy (electricity)): AC 27 (touch 
  11, flat-footed 27)[[+7 armor, +4 shield, +1 deflection, 
  +5 natural]; Atk +14 melee (1d6+4, +1 club); Full Att 
  +14/+9 melee (1d6+4, +1 club); SQ Air walk (walk on 
  air as solid ground), resist energy (electricity - 30), 
  resist energy (fire – 30).  Str 17. 
   
  Imperial Marines (4), Hobgoblin Swashbuckler 11 / 
  Exotic Weapon Master 1: CR 12; Medium Humanoid 
  (Goblinoid); HD 12d10+48; hp 118; Init +4 (+4 Dex); 
  Spd 30 ft.; AC 21 (touch 15, flat-footed 17)[[+4 Dex, +6 
  armor, +1 deflection]]; BA/G +12/+14; Atk +19 melee 
  (2d4+6 [19-20/x2], +2 spiked chain); Full Att 
  +19/+14/+9 melee (2d4+6 [19-20/x2], +2 spiked chain); 
  SA Acrobatic charge, exotic reach, improved flanking, 
  insightful strike; SQ Darkvision 60 ft., dodge bonus, 
  grace, lucky; AL NE; SV Fort +15, Ref +11, Will +7; Str 
  14, Dex 18, Con 16 (18), Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Speak Languages (Goblin, 
  Common, Sahuagin), Balance +15, Climb +10 (+12 to 
  climb ropes), Craft (weaponsmithing) +4, Jump +10, 
  Move Silently +7, Profession (sailor) +10, Swim +10, 
  Tumble +20, Use Rope +10; Combat Reflexes, Exotic 
  Weapon Proficiency (spiked chain), Iron Will, Sailor’s 
  Balance, Weapon Finesse, Weapon Focus (spiked 
  chain). 
   
  Acrobatic Charge (Ex): A swashbuckler can 
  charge over difficult terrain that normally slows 
  movement or allies blocking his path. 
   
  Exotic Reach (Ex): When wielding a spiked 
  chain, the marine may make an attack of opportunity 
  against a foe that provokes such an attack even if the 
  foe has cover (but not total cover). 
   
  Improved Flanking (Ex): A swashbuckler who is 
  flanking an opponent gains a +4 bonus on attacks 
  instead of a +2 bonus on attacks.  (Other characters 
  flanking with the swashbuckler don’t gain this 
  increased bonus.) 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3
  rd 
  level, 
  a 
  swashbuckler may apply his Intelligence bonus (if any) 
  as a bonus on damage rolls (in addition to any Strength 
  bonus he may have) with any light weapon, as well as 
  any other weapon that can be used with Weapon 
  Finesse, such as a rapier, whip, or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune to 
  the swashbuckler’s insightful strike.  A swashbuckler 
  cannot use this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains 
  a 
  +2 
  competence bonus on Reflex saves at 2
  nd level 
  (included above).  A swashbuckler loses this bonus 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Lucky (Ex): Once per day, a swashbuckler may 
  reroll any failed attack roll, skill check, ability check, or 
  saving throw.  The character must take the result of the 
  reroll, even if its worse than the original roll. 
   
  Dodge Bonus (Ex): During his action, he may 
  designate an opponent and receive a +2 dodge bonus to 
  Armor Class against melee attacks from that opponent. 
   He can select a new opponent on any action.  A 
  swashbuckler loses this bonus when wearing medium 
  or heavy armor or carrying a medium or heavy load. 
   
  Possessions: +2 chain shirt, +2 spiked chain, cloak 
  of resistance +2, ring of protection +1, amulet of health 
  +2, potion of fox’s cunning, potion of cat’s grace. 
   
  Power-Up Suite (mass bull’s strength, cat’s grace, 
  fox’s cunning): Init +6 (+6 Dex); AC 23 (touch 17, flat-
  footed 17)[[+6 Dex, +6 armor, +1 deflection]]; BA/G 
  +12/+16; Atk +21 melee (2d4+11 [19-20/x2], +2 spiked 
  chain); Full Att +21/+16/+12 melee (2d4+11 [19-20/x2], 
  +2 spiked chain); SV Ref +13; Str 18, Dex 22, Int 17. 
   
  Captain Ss’kranth, Malenti (Sahuagin) Rogue 6 / 
  Dread Pirate 7: CR 15; Medium Monstrous Humanoid 
  (Aquatic); HD 2d8+6d6+7d8+30; hp 95; Init +3 (+3 
  Dex); Spd 30 ft., swim 40 ft.; AC 24 (touch 13, flat-
  footed 21)[[+3 Dex, +5 armor, +5 natural, +1 shield]]; 
  BA/G +13/+17; Atk +20 melee (1d6+6 [18-20/x2], rogue 
  blade); Full Att +18/+13/+8 melee (1d6+6 [18-20/x2], 
  rogue blade) and +17 melee (1d6+3 [18-20/x2], +1 
  rapier); SA Acrobatic charge, blood frenzy, scourge of 
  the seas, sneak attack +5d6; SQ Blindsense 30 ft., 
  darkvision 60 ft., evasion, fearsome reputation +4, 
  freshwater sensitivity, light sensitivity, seamanship, 
  speak with sharks, steady stance, trapfinding, trap 
  sense +2, uncanny dodge, water dependant; AL NE; SV 
  Fort +6, Ref +15, Will +6; Str 19, Dex 16, Con 14, Int 14, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Speak Languages (Aquan, 
  Common, Sahuagin), Appraise +10, Balance +8, Climb 
  +7, Gather Information +11, Handle Animal +7, Hide 
  +7, Intimidate +20, Jump +9, Knowledge (geography) 
  +11, Listen +11, Profession (hunter) +1, Profession 
  (sailor) +18, Ride +4, Spot +14, Survival +5, Swim +6, 
  Tumble +10, Use Rope +7; Combat Reflexes, Deft 
  Strike, Quick Draw, Staggering Strike, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (rapier). 
   
  Acrobatic Charge (Ex): Ss’kranth can charge over 
  difficult terrain that normally slows movement or 
  allies blocking his path. 
   
  Blood Frenzy: Once per day a sahuagin that takes 
  damage in combat can fly into a frenzy in the following 
  round, until either it or its opponent is dead.  It gains 
  +2 Constitution and +2 Strength and takes a -2 penalty 
  Tides of War 
   
  Page 36 
  
  to Armor Class.  A sahuagin cannot end its frenzy 
  voluntarily. 
   
  Scourge of the Seas (Ex): When Ss’kranth uses 
  Intimidate to demoralize foes, the attempt affects all 
  enemies within 30 feet who can see and hear him and 
  the effect lasts for a number of rounds equal to his 
  Charisma modifier (minimum 1 round).  Multiple uses 
  of this ability don’t stack.  This is a mind-affecting 
  ability. 
   
  Blindsense (Ex): A sahuagin can locate creatures 
  underwater within a 30-foot radius.  This ability only 
  works when the sahuagin is underwater. 
   
  Fearsome Reputation (Ex): Ss’kranth gains a +4 
  circumstance bonus on Intimidate checks. 
   
  Freshwater Sensitivity (Ex): A sahuagin fully 
  immersed in fresh water must succeed on a DC 15 
  Fortitude save or become fatigued.  Even on a success, 
  it must repeat the save attempt every 10 minutes it 
  remains immersed. 
   
  Light Sensitivity (Ex):  Malenti are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Seamanship (Ex): A dread pirate adds his class 
  level as an insight bonus on all Profession (sailor) 
  checks.  Allies within sight or hearing of a dread pirate 
  add an insight bonus equal to half this number on their 
  Profession (sailor checks). 
   
  Steady Stance: Ss’kranth is not considered flat-
  footed when balancing or climbing, and he gains a +4 
  bonus on Balance or Climb checks to remain balancing 
  or climbing when he takes damage. 
   
  Water Dependant (Ex): Malenti can survive out 
  of the water for 1 hour per point of Constitution (after 
  that, refer to the drowning rules on page 304 of the 
  DUNGEON MASTER’S GUIDE). 
   
  Skills: A sahuagin has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  *Underwater, a sahuagin has a +4 racial bonus on 
  Hide, Listen, and Spot checks. 
   
  *A sahuagin has a +4 racial bonus on Handle 
  Animal checks when working with sharks. 
   
  Possessions: Rogue blade, +1 rapier, +1 chain shirt, 
  boots of speed, potion of cat’s grace. 
   
  Power-Up Suite (mass bull’s strength, cat’s grace): 
  Init +6 (+6 Dex); AC 26 (touch 15, flat-footed 21)[[+5 
  Dex, +5 armor, +5 natural, +1 shield]]; BA/G +13/+19; 
  Atk +22 melee (1d6+8 [18-20/x2], rogue blade); Full Att 
  +20/+15/+10 melee (1d6+8 [18-20/x2], rogue blade) 
  and +19 melee (1d6+4 [18-20/x2], +1 rapier); SV Ref 
  +17; Str 23, Dex 20. 
   
  Encounter Three 
   
   
   
   
  Advanced Elder Magma Paraelemental (2): CR 16; 
  Huge Elemental (Earth, Fire, Extraplanar); HD 
  44d8+308; hp 506; Init -1; Spd 30 ft.; AC 26 (touch 7, 
  flat-footed 26)[[-2 size, -1 Dex, +19 natural]]; BA/G 
  +33/+53; Atk +43 melee (4d8+12 [19-20/x2], slam); Full 
  Att +43 melee (4d8+12 [19-20/x2], 2 slams); Space / 
  Reach: 15 ft. / 15 ft.; SA Burn (DC 41); SQ Damage 
  reduction 10/-, darkvision 60 ft., elemental traits, 
  immunity to fire, vulnerability to cold; AL N; SV Fort 
  +31, Ref +13, Will +16; Str 35, Dex 8, Con 24, Int 6, Wis 
  11, Cha 11. 
   
  Skills and Feats: Speak Language (Ignan, Terran), 
  Listen +23, Spot +24; Ability Focus (burn), Cleave, 
  Great Cleave, Improved Bull Rush, Improved Critical 
  (slam), Improved Natural Armor (x5), Improved 
  Natural Attack (slam), Improved Overrun, Improved 
  Sunder, Iron Will, Power Attack. 
   
  Burn (Ex): Those grappled by a magma 
  paraelemental or hit by its slam attack must succeed at 
  a Reflex save or catch fire.  The fire burns for 1d4 
  rounds.  A burning creature can take a move-equivalent 
  action to put out the flame.  The save DC is 
  Constitution-based. 
   
  Creatures hitting a magma paraelemental with 
  natural weapons or unarmed attacks must likewise 
  make a Reflex save to avoid catching fire. 
   
  Encounter Five 
   
   
   
   
  Vrock, Advanced (10): CR 12; Huge Outsider 
  (Chaotic, Evil, Tanar’ri); HD 15d8+135; hp 206; Init +1; 
  Spd 30 ft., fly 50 ft. (good); AC 27 (touch 9, flat-footed 
  26)[[-2 size, +1 Dex, +4 armor, +14 natural]]; BA/G 
  +15/+34; Atk +24 melee (3d6+11, claw); Full Att +24 
  melee (3d6+11, 2 claws) and +22 melee (2d6+5, bite) 
  and +22 melee (1d8+5, 2 talons); Space / Reach: 15 ft. / 
  15 ft.; SA Dance of ruin, spell-like abilities, spores, 
  stunning screech, summon tanar’ri; SQ Damage 
  reduction 10/good, darkvision 60 ft., immunity to 
  electricity and poison, protective slime, resistance to 
  acid 10, cold 10, and fire 10, spell resistance 19, 
  telepathy 100 ft.; AL CE; SV Fort +18, Ref +10, Will 
  +12; Str 32, Dex 13, Con 29, Int 14, Wis 16, Cha 16. 
   
  Skills and Feats: Speak Language (Abyssal, 
  Celestial, Draconic), Concentration +27, Diplomacy +5, 
  Hide +10, Intimidate +21, Knowledge (The Planes) +20, 
  Listen +29, Move Silently +18, Search +20, Sense 
  Motive +21, Spellcraft +20, Spot +29, Survival +3 (+5 
  following tracks); Ability Focus (Stunning Screech), 
  Cleave, 
  Combat 
  Reflexes, 
  Improved 
  Flight, 
  Multiattack, Power Attack. 
  Tides of War 
   
  Page 37 
  
   
  A vrocks’s natural weapons, as well as any weapons 
  it wields are treated as chaotic-aligned and evil aligned 
  for the purpose of overcoming damage reduction. 
   
  Dance of Ruin (Su): To use this ability, a group of 
  at least three vrocks must join hands and circle, 
  dancing wildly and chanting.  At the end of 3 rounds of 
  dancing, a wave of crackling energy flashes outward in 
  a 100-foot radius.  All creatures except for demons 
  within the radius take 20d6 points of damage (Reflex 
  DC 20 half).  Stunning, paralyzing, or slaying one of 
  the vrocks stops the dance.  The save DC is Charisma-
  based. 
   
  Spores (Ex): A vrock can release masses of spores 
  from its body once every 3 rounds as a free action.  The 
  spores automatically deal 1d8 points of damage to all 
  creatures adjacent to the vrock.  They then penetrate 
  the skin and grow, dealing an additional 1d4 points 
  each round for 10 rounds.  At the end of this time, the 
  victim is covered with a tangle of tiny growths.  (The 
  vines are harmless and wither away in 1d4 days.)  A 
  delay poison spell stops the spores’ growth for its 
  duration.  Bless, neutralize poison, or remove disease 
  kills the spores, as does sprinkling the victim with a 
  vial of holy water. 
   
  Stunning Screech (Su): Once per hour a vrock 
  can emit a piercing screech.  All creatures except for 
  demons within a 30-foot radius must succeed on a DC 
  28 Fortitude save or be stunned for 1 round.  The save 
  DC is Constitution-based. 
   
  Spell-like Abilities: At will – mirror image, 
  telekinesis (DC 18), greater teleport (self plus 50 
  pounds of objects only); 1/day - heroism.  Caster level 
  12
  th. 
   
  Summon Tanar’ri (Sp): Once per day a vrock can 
  attempt to summon 2d10 dretches or another vrock 
  with a 35% chance of success. This ability is the 
  equivalent of a 3rd-level spell. 
   
  Skills: Vrocks have a +8 racial bonus on Listen and 
  Spot checks. 
   
  Possessions: Huge masterwork chain shirt, satchel 
  with large sling bullets (12). 
   
  Note: The vrocks cannot use their greater teleport 
  ability without losing their armor (as it weighs 125 lb.). 
   
  Power-Up Suite (heroism): Atk +26 melee (3d6+11, 
  claw); Full Att +26 melee (3d6+11, 2 claws) and +24 
  melee (2d6+5, bite) and +24 melee (1d8+5, 2 talons); SV 
  Fort +20, Ref +12, Will +14. 
   
  Encounter Six 
   
   
   
   
  Tarrik, Male Incubus Blkgd7 of Iuz: CR 17; Medium 
  Outsider (Chaotic, Evil, Tanar’ri); HD 10d8+7d10+36; 
  hp 125; Init +3 (+3 Dex); Spd 30 ft., fly 50 ft. (average); 
  AC 32 (touch 13, flat-footed 29)[[+3 Dex, +6 armor, +4 
  shield, +9 natural]]; BA/G +17/+22; Atk +25 melee 
  (2d6+10 [19-20/x2], +3 magebane pitspawned cold iron 
  greatsword); Full Att +25/+20/+15/+10 melee (2d6+10 
  [19-20/x2], +3 magebane pitspawned cold iron 
  greatsword); SA Aura of despair, command undead, 
  energy drain, poison use, smite good 2/day, sneak 
  attack +2d6, spell-like abilities, summon tanar’ri; SQ 
  Aura of evil, damage reduction 10/cold iron or good, 
  dark blessing, darkvision 60 ft., immunity to electricity 
  and poison, resistance to acid 10, cold 10, and fire 10, 
  spell resistance 16, telepathy 100 ft., tongues; AL CE; 
  SV Fort +24, Ref +22, Will +23; Str 20, Dex 16, Con 14, 
  Int 14, Wis 18, Cha 30. 
   
  Skills and Feats: Speak Languages (Abyssal, 
  Celestial, Draconic), Bluff +30, Concentration +22, 
  Diplomacy +35, Disguise +25 (+27 when acting), 
  Escape Artist +5, Handle Animal +15, Hide +10, 
  Intimidate +25, Knowledge (religion) +15, Listen +20, 
  Move Silently +10, Ride +10, Sense Motive +15, Spot 
  +20; Cleave, Divine Might, Divine Shield, Extra 
  Smiting, Improved Sunder, Power Attack. 
   
  Aura of Evil (Su): Tarrik’s aura of evil (see detect 
  evil spell) is strong. 
   
  Aura of Despair (Su): Enemies within 10 feet 
  take a -2 penalty on all saving throws. 
   
  Command Undead (Su): 13/day - Turning check 
  +10, as a 5
  th level cleric. 
   
  Dark Blessing (Su): Tarrick applies his Charisma 
  modifier (+10) as a bonus to all saving throws. 
  Energy Drain (Su): Tarrik drains energy from a 
  mortal it lures into some act of passion, or by simply 
  planting a kiss on the victim. If the target is not willing 
  to be kissed, Tarrik must start a grapple, which 
  provokes an attack of opportunity. Tarrik’s kiss or 
  embrace bestows one negative level. The kiss also has 
  the effect of a suggestion spell, asking the victim to 
  accept another kiss from him. The victim must succeed 
  on a DC 25 Will save to negate the effect of the 
  suggestion. The DC is 25 for the Fortitude save to 
  remove a negative level. These save DCs are Charisma-
  based. 
  Poison Use: Tarrik is skilled in the use of poison 
  and never risks accidentally poisoning himself when 
  applying poison to a blade. 
   
  Smite good (Su): 4/day – May add +10 to attack 
  roll and deal 7 extra damage with a melee attack. 
   
  Spell-like Abilities: At will – charm monster (DC 
  24), detect good, detect thoughts (DC 22), ethereal 
  jaunt (self plus 50 pounds of objects only), polymorph 
  (humanoid form only, no limit on duration), 
  suggestion (DC 23), greater teleport (self plus 50 
  pounds of objects only).  Caster level 10
  th.  The save 
  DCs are Charisma-based. 
  Tides of War 
   
  Page 38 
  
   
  Spells prepared (3/2/2/2; save DC 14 + spell level) 
  1
  st – corrupt weapon x2, cure light wounds; 2
  nd – bull’s 
  strength, eagle’s splendor; 3
  rd – protection from 
  elements x2; 4
  th – cure critical wounds, freedom of 
  movement. 
   
  Summon Tanar’ri (Sp): Once per day Tarrik can 
  attempt to summon 1 vrock with a 30% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
   
  Tongues (Su): Tarrik has a permanent tongues 
  ability (as the spell, caster level 16
  th).  Incubi usually use 
  verbal communication with mortals. 
   
  Possessions: 
  +1 
  heavy 
  fortification 
  mithral 
  breastplate, +2 animated heavy adamantine shield, +3 
  magebane pitspawned cold iron greatsword, iron holy 
  symbol of Iuz, spell component pouch. 
   
  Power-Up Suite (bull’s strength, corrupt weapon, 
  divine 
  shield, 
  eagle’s 
  splendor, 
  freedom 
  of 
  movement, 
  protection 
  from 
  energy 
  (sonic), 
  protection from good): AC 44 (46 vs good) (touch 13 
  (15 vs good), flat-footed 41 (43 vs good))[[+3 Dex, +6 
  armor, +16 shield, +9 natural,  +2 deflection (vs good)]]; 
  BA/G +18/+25; Atk +28 melee (2d6+13 [19-20/x2], +3 
  magebane pitspawned cold iron greatsword); Full Att 
  +28/+23/+18/+13 
  melee 
  (2d6+13 
  [19-20/x2], 
  +3 
  magebane pitspawned cold iron greatsword); SQ 
  Corrupt weapon (automatically confirm crits against 
  good creatures), freedom of movement, protection 
  from energy (sonic)(84 points of sonic resistance), 
  protection from good (hedge out summoned creatures, 
  protect against mind control); SV Fort +26 (+28 vs 
  good), Ref +23 (+25 vs good), Will +24 (+26 vs good); 
  Str 24, Cha 34.  DCs for Energy Drain and Spell-like 
  abilities increase by 2. 
   
  Gorak, 
  Male 
  Skullcrusher 
  Ogre 
  Wiz9/EldKn4/AcM1: 
  CR 
  13; 
  Large 
  Giant 
  (Extraplanar); HD 8d8+9d4+4d8+1d4+110; hp 199; Init 
  +2 (+2 Dex); Spd 40 ft.; AC 13 (touch 11, flat-footed 
  11)[[-1 size, +2 Dex, +2 natural]; BA/G +14/+29; Atk +20 
  melee (2d6+8, +1 bashing heavy shield); Full Att 
  +20/+15/+10 melee (2d6+8, +1 bashing heavy shield); 
  Space / Reach 10 ft. / 10 ft.; SA Rock throwing, spells; 
  SQ Darkvision 60 ft., low-light vision, spell power +1; 
  AL NE; SV Fort +18, Ref +8, Will +12; Str 24, Dex 14, 
  Con 20, Int 19 (21), Wis 12, Cha 6. 
   
  Skills and Feats: Speak Language (Abyssal, 
  Common, 
  Draconic, 
  Dwarven, 
  Giant, 
  Terran), 
  Concentration +26, Intimidate +10, Hide +10, 
  Knowledge (Arcana) +22, Move Silently +7, Spellcraft 
  +32; Chain Spell, Combat Casting, Greater Spell Focus 
  (Conjuration), Improved Familiar, Improved Grapple
  B, 
  Improved Shield Bash, Practiced Spellcaster (wizard), 
  Scribe Scroll, Skill Focus (Spellcraft), Spell Focus 
  (Conjuration), Spell Focus (Evocation), Two-Weapon 
  Fighting
  B. 
   
  Improved Familiar:  Gorak’s familiar is a quasit 
  named Git.  The familiar uses the better of its own and 
  Gorak’s base save bonuses.  The creature’s abilities and 
  characteristics are summarized below. 
  Git: Quasit familiar; Cr -; Tiny outsider (Chaotic, 
  Evil); HD 22; hp 99; Init +7, Spd 20 ft., fly 50 ft. 
  (perfect); AC 23 (touch 15, flat-footed 20)[[+2 size, 
  +3 Dex, +8 natural]]; BA/G +3/-6; Atk +8 melee 
  (1d3-1 plus poison, claw); Full Att +8 melee (1d3-1 
  plus poison, 2 claws) and +3 melee (1d4-1, bite); 
  Space / Reach 2 ½ ft. / 0 ft.; SA Poison, spell-like 
  abilities; SQ Alternate form, darkvision 60 ft., 
  deliver touch spells, damage reduction 5 / cold 
  iron or good, fast healing 2, immunity to poison, 
  improved evasion, resistance to fire 10, speak with 
  master, granted abilities; AL CE; SV Fort +13, Ref 
  +9, Will +12; Str 8, Dex 17, Con 10, Int 10, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Bluff +6, Diplomacy +2, 
  Disguise +0 (+2 when acting), Hide +17 (+23 using 
  Gorak’s skill ranks), Intimidate +2 (+12 using 
  Gorak’s skill ranks), Knowledge (The Planes) +6, 
  Listen +7, Move Silently +9, Search +6, Spellcraft 
  +6 (+22 using Gorak’s skill ranks), Spot +6; 
  Improved Initiative, Weapon Finesse. 
   
  Deliver Touch Spells (Su): Git can deliver 
  touch spells for Gorak (see Familiars, page 52 of 
  the PLAYER’S HANDBOOK). 
   
  Improved Evasion (Ex): If Git is exposed to 
  any effect that normally allows it to attempt a 
  Reflex saving throw for half damage, it takes no 
  damage with a successful saving throw and half 
  damage if the saving throw fails. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Speak with Master (Ex): Git can communicate 
  verbally with Gorak.  Other creatures do not 
  understand the communication without magical 
  help. 
   
  Spell-Like Abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day – 
  cause fear (as the spell, but 30-foot radius; save DC 
  11).  Caster level 6
  th.  Once per week, a quasit can 
  use commune to ask six questions (otherwise as 
  the spell cast by a 12
  th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster 
  level 12
  th, except that Git can only assume the form 
  of a bat or wolf. 
   
  Imbued Spells (Sp): Gorak has imbued Git 
  with the ability to cast the following spells: 3
  rd – 
  Tides of War 
   
  Page 39 
  
  dispel magic x2, slow (DC 18); 4
  th – greater 
  invisibility.   Caster Level: 18
  th. 
   
  Familiar Benefits: Gorak gains special benefits 
  from having a familiar. 
   
  Alertness (Ex): Git grants its master Alertness as 
  long as it is within 5 feet. 
   
  Empathic Link (Su): Gorak can communicate 
  telepathically with his familiar up to a distance of up to 
  1 mile.  The master has the same connection to an item 
  or a place that the familiar does. 
   
  Share Spells (Su): Gorak may have any spell he 
  casts on himself also affect his familiar if the latter is 
  within 5 feet at the time.  He may also cast a spell with 
  a target of “You” on his familiar. 
   
  Spells prepared (4/6/5/5/5/4/2/1) 0-level - detect 
  magic, message, prestidigitation, ray of frost; 1
  st – 
  expeditious retreat, feather fall, magic missle x 2, ray of 
  enfeeblement (DC 16), true strike; 2
  nd – false life, bear’s 
  endurance, glitterdust x2 (DC 18), scorching ray; 3
  rd – 
  dispel magic x2, displacement, protection from energy, 
  slow; 4
  th – chain ray of enfeeblement (DC 16), 
  enervation, greater invisibility x2, stoneskin; 5
  th – 
  dismissal, quickened magic missle, teleport, wall of 
  stone; 6
  th - chained bands of steel (DC 19), imbue 
  familiar with spell ability; 7
  th – chain enervation.  
  Caster level 18
  th. 
   
  Possessions: +1 Large bashing heavy steel shield, 
  casting glove, headband of intellect +2, lesser 
  metamagic rod of chaining, spell component pouches 
  (2), scroll of disintegrate (CL 11; unprepared). 
   
  Power-Up Suite (bear’s endurance, displacement, 
  false life, greater invisibility, stoneskin): hp 243 (+15 
  temporary hp from false life); SQ displacement (50% 
  miss chance), greater invisibility (total concealment), 
  stoneskin (DR 10/adamantine until 150 points 
  resisted); SV Fort +20; Con 24. 
   
  Bebilith, Advanced (2): CR 13; Huge Outsider 
  (Chaotic, Evil, Tanar’ri); HD 18d8+144; hp 225; Init +5 
  (+1 Dex, +4 Imp. Init); Spd 40 ft., climb 20 ft.; AC 22 
  (touch 9, flat-footed 21)[[-2 size, +1 Dex, +13 natural]]; 
  BA/G +18/+35; Atk +25 melee (2d6+9 plus poison, bite) 
  or +15 ranged (web); Full Att +25 melee (2d6+9 plus 
  poison, bite) and +20 melee (2d4+4, 2 claws) or +17 
  ranged (web); Space / Reach: 15 ft. / 10 ft.; SA Poison, 
  rend armor, web; SQ Damage reduction 10/good, 
  darkvision 60 ft., immunity to electricity and poison, 
  plane shift, scent resistance to acid 10, cold 10, and fire 
  10, telepathy 100 ft.; AL CE; SV Fort +19, Ref +12, Will 
  +12; Str 28, Dex 12, Con 27, Int 11, Wis 13, Cha 13. 
   
  Skills and Feats: Climb +30, Diplomacy +5, Hide 
  +22, Jump +32, Listen +22, Move Silently +22, Search 
  +21, Sense Motive +22, Spot +22, Survival +1 (+3 
  following tracks); Improved Bull Rush, Cleave, Combat 
  Reflexes, Improved Initiative, Improved Grapple, 
  Power Attack, Track. 
   
  A bebilith’s natural weapons, as well as any 
  weapons it wields are treated as chaotic-aligned and 
  evil aligned for the purpose of overcoming damage 
  reduction. 
   
  Poison (Ex): Injury, Fortitude DC 27, initial 
  damage 1d6 Con, secondary damage 2d6 Con.  The save 
  DC is Constitution-based. 
   
  Rend Armor (Ex): If a bebilith hits with both 
  claw attacks, it pulls apart the armor worn by its foe.  
  This attack deals 4d6 points of damage to the 
  opponent’s armor.  Creatures not wearing armor are 
  unaffected by this special attack.  Armor reduced to 0 
  hit points is destroyed.  Damaged armor may be 
  repaired with a successful Craft (armorsmithing) 
  check. 
   
  Web (Ex): A bebilith can throw a web up to four 
  times per day.  This is similar to an attack with a net, 
  but has a maximum range of 30 feet, with a range 
  increment of 10 feet.  This attack is effective against 
  targets of up to Gargantuan size.  The web anchors the 
  target in place, allowing no movement. 
   
  An entangled creature can escape with a DC 27 
  Escape Artist check or burst the web with a DC 27 
  Strength check.  The check DCs are Constitution-
  based.  The web has 14 hit points and hardness 0.  
  There is a 75% chance that the webbing will not burn if 
  any sort of fire is applied to it (check each round). 
   
  Plane Shift (Su):   This ability affects only the 
  bebilith.  It is otherwise similar to the spell (caster level 
  14
  th). 
   
  Encounter Eight 
   
   
   
   
  Keekaku, Nursemother of the Nabassu: CR 19; Huge 
  Outsider (Chaotic, Evil, Tanar’ri); HD 23d8+276; hp 
  379; Init +8 (+4 Dex, +4 Imp. Init.); Spd 30 ft., fly 30 ft. 
  (average); AC 27 (touch 12, flat-footed 23)[[-2 size, +4 
  Dex, +15 natural]]; BA/G +23/+48; Atk +38 melee 
  (1d8+17 plus energy drain, claw); Full Att +38 melee 
  (1d8+17 plus energy drain, 2 claws) and +36 melee 
  (3d6+8, bite); Space / Reach: 15 ft. / 15 ft.; SA Call 
  nabassu, death gaze, paralyzing aura, spell-like abilities,; 
  SQ Damage reduction 10/cold iron or good, immune 
  to electricity and poison, resistance to acid 10, cold 10, 
  and fire 10, SR 33, telepathy 100 ft., true seeing; AL CE; 
  SV Fort +25, Ref +17, Will +19; Str 44, Dex 18, Con 34, 
  Int 22, Wis 19, Cha 20. 
   
  Skills and Feats: Speak Languages (Abyssal, Auran, 
  Celestial, Common, Draconic, Infernal), Appraise +16, 
  Bluff +31, Concentration +38, Diplomacy +37, Gather 
  Information +15, Intimidate +33, Hide +0, Knowledge 
  Tides of War 
   
  Page 40 
  
  (Arcana) +16, Knowledge (Nobility) +19, Knowledge 
  (Planes) +32, Listen +38, Move Silently +0, Search +32, 
  Sense Motive +17, Spellcraft +34, Spot +38, Use Magic 
  Device +15; Ability Focus (paralyzing aura), Cleave, 
  Improved Initiative, Improved Natural Armor, Iron 
  Will, Multiattack, Power Attack, Violate Spell-Like 
  Ability. 
   
  Keekaku’s natural weapons, as well as any weapons 
  it wields are treated as chaotic-aligned and evil aligned 
  for the purpose of overcoming damage reduction. 
   
  Call Nabassu (Sp): Every 1d4 rounds, Keekaku 
  can attempt to call 1d3 nabassu or 1-2 greater nabassu 
  as a standard action with a 90% chance of success.  This 
  is the equivalent of a 9th-level spell. 
   
  Death Gaze (Sp): Death, range 30 ft, Fortitude DC 
  26 negates. Humanoids that die from this attack are 
  transformed into ghasts 24 hours later.  The save DC is 
  Charisma-based. Energy Drain (Su): Living creatures 
  hit by a Keekaku’s claws gain two negative levels.  The 
  DC is 26 for the Fortitude save to remove a negative 
  level.  The save DC is Charisma-based.  For each such 
  negative level bestowed, Keekaku gains 5 temporary 
  hit points. 
   
  Paralyzing Aura (Su): Any living creature coming 
  within 20 ft. of Keekaku must succeed on a Fortitude 
  save (DC 28) or be paralyzed for 1d10 rounds.  A 
  creature that succeeds is immune to Keekaku’s 
  paralyzing aura for 24 hours.  The save DC is Charisma-
  based. 
   
  Spell-Like Abilities:  At will – darkness, silence, 
  vampiric touch; 1/day – blasphemy, contagion (DC 18), 
  desecrate, finger of death (DC 22), horrid wilting (DC 
  23), summon monster IX, unhallow, unholy blight (DC 
  19); 2/day – plane shift (self plus 50 pounds of objects 
  only), 3/day – poison (DC 18), unholy aura.  Caster 
  level 20th. 
   
  True Seeing (Su): Keekaku has a continuous true 
  seeing ability as the spell (caster level 20
  th). 
   
  Skills: Keekaku has a +8 racial bonus on Listen 
  and Spot checks. 
   
  Greater Nabassu (2): CR 11; Medium Outsider 
  (Chaotic, Evil, Extraplanar, Tanar’ri); HD 11d8+66; hp 
  115; Init +4; Spd 30 ft., fly 60 ft. (average); AC 23 (touch 
  14, flat-footed 16) [+4 Dex, +9 Natural]; BA/G +11/+17; 
  Atk +17 melee (1d4+6 plus energy drain, claw); Full 
  Atk +17 melee (1d4+6 plus energy drain, 2 claws), +15 
  melee (1d8+3, bite); Face/Reach 5 ft./5 ft.; SA Death 
  gaze, energy drain, feed, paralyzing aura, sneak attack 
  +2d6, spell-like abilities, summon tanar’ri; SQ Damage 
  reduction 10/cold iron or good, immune to electricity 
  and poison, resistance to acid 10, cold 10, and fire 10, 
  telepathy 100 ft.; SR 21; AL CE; SV Fort +13, Ref +11, 
  Will +11; Str 23, Dex 18, Con 23, Int 18, Wis 18, Cha 
  18. 
   
  Skills and Feats: Bluff +14, Concentration +20, 
  Diplomacy +19, Escape Artist +12, Intimidate +12, 
  Hide +18, Knowledge (Local: Iuz’s Border States) +15, 
  Knowledge (Planes) +15, Listen +26, Move Silently 
  +18, Search +18, Spellcraft +11, Spot +26, Survival +12 
  (+14 following tracks), Use Rope +12 (+14 with 
  bindings); Ability Focus (paralyzing aura), Multiattack, 
  Power Attack, Track. 
   
  Death Gaze (Sp): 1/day - Death, range 30 ft., 
  Fortitude DC 19 negates.  Once per day, a greater 
  nabassu can make a targeted gaze attack against one 
  target.  Humanoids that die from their attack are 
  transformed into ghasts 24 hours later.  The save DC is 
  Charisma-based. 
   
  Energy Drain (Su): Living creatures hit by a 
  greater nabassu’s claws gain two negative levels.  The 
  DC is 19 for the Fortitude save to remove a negative 
  level.  The save DC is Charisma-based.  For each such 
  negative level bestowed, the greater nabassu gains 5 
  temporary hit points. 
   
  Feed (Su): When a nabassu slays a humanoid 
  opponent on a plane other than the Abyss, it can feed 
  on the corpse, devouring both flesh and life force, as a 
  full round action.  Feeding destroys the victim’s body 
  and prevents any form of raising or resurrection that 
  requires part of the corpse.  There is a 50% chance that 
  a wish, miracle, or true resurrection spell can restore a 
  devoured victim to life.  Check once for each destroyed 
  creature.  If the check fails, the creature cannot be 
  brought back to life by mortal magic. 
   
  A nabassu advances in Hit Dice by consuming 
  corpses in this fashion.  For every four suitable corpses 
  a nabassu devours, it gains 1 Hit Die and its Strength, 
  Constitution, and natural armor increase by 1.  Its 
  attack bonus and saves improve as normal for an 
  outsider of its Hit Dice and it gains skill points, feats, 
  and ability score improvements normally.  The nabassu 
  only advances by consuming the corpses of creatures 
  whose Hit Dice are equal to or greater than its own 
  current total.  A nabassu that reaches 11 Hit Dice 
  through feeding becomes a greater nabassu upon 
  completion of the act.  A greater nabassu can reach a 
  maximum of 21 Hit Dice through feeding. 
   
  Paralyzing Aura (Su): Any living creature coming 
  within 10 ft. of a greater nabassu must succeed on a 
  Fortitude save (DC 21) or be paralyzed for 1d10 rounds. 
   A creature that succeeds is immune to that same 
  greater nabassu’s paralyzing aura for 24 hours.  The save 
  DC is Charisma-based. 
   
  Spell-like Abilities: At will – darkness, silence, 
  vampiric touch.  2/day – ethereal jaunt (self plus 50 
  Tides of War 
   
  Page 41 
  
  pounds of objects only).  Caster level equals the greater 
  nabassu’s HD. 
   
  Summon Tanar’ri (Sp): Three times per day a 
  greater nabassu can attempt to summon 2d6 dretches 
  or 1 greater nabassu with a 35% chance of success.  This 
  is the equivalent of a 3
  rd-level spell. 
   
  Skills: Greater nabassu have a +8 racial bonus on 
  Listen and Spot checks. 
   
   
   
  Tides of War 
   
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  Appendix One – APL 18 
   
  Encounter Two 
   
   
   
   
  Manheim, Male Human Drd16: CR 16; Medium 
  Humanoid (human); HD 16d8+32; hp 107; Init +4 (+4 
  Imp. Init); Spd 20 ft.; AC 25 (touch 12, flat-footed 25)[[ 
  +8 armor, +5 shield, +2 deflection]; BA/G +12/+14; Atk 
  +15 melee (1d6+3, +1 club); Full Att +15/+10 melee 
  (1d6+3, +1 club); SA Spells; SQ animal companion (dire 
  shark), animal companion benefits, a thousand faces, 
  immunity to poison, resist nature’s lure, timeless body, 
  trackless step, wild empathy +12, wild shape 5/day 
  (large, tiny), woodland stride; AL NE; SV Fort +15, Ref 
  +10, Will +18; Str 14, Dex 8 (10), Con 14, Int 10, Wis 18 
  (24), Cha 12. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic), Concentration +21, Handle Animal +10, 
  Listen +16, Knowledge (nature) +10, Profession (sailor) 
  +12, Spellcraft +12, Spot +12, Survival +16, Swim +15; 
  Combat 
  Casting, 
  Dodge, 
  Greater 
  Spell 
  Focus 
  (Evocation), Improved Initiative, Lightning Reflexes, 
  Natural Spell, Spell Focus (Evocation). 
   
  Animal Companion (Ex): Manheim has a dire 
  shark named Barrage as an animal companion. 
  Barrage: Dire shark animal companion; Cr -; Huge 
  Animal (aquatic); HD 18d8+66; hp 147; Init +2, 
  Spd -, swim 60 ft.; AC 17 (touch 10, flat-footed 
  15)[[-2 size, +2 Dex, +7 natural]]; BA/G +13/+27; 
  Atk +18 melee (2d8+9, bite); Full Att +18 melee 
  (2d8+9, bite); Space / Reach 15 ft. / 10 ft.; SA 
  Improved grab, swallow whole; SQ keen sense; AL 
  N; SV Fort +14, Ref +13, Will +12; Str 23, Dex 15, 
  Con 17, Int 1, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +12, Spot +11, Swim 
  +14; Improved Natural Attack (bite), Toughness 
  (4), Weapon Focus (bite). 
   
   
  Improved Grab (Ex): To use this ability, a dire 
  shark must hit with its bite attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check, it establishes a hold and can try to 
  swallow the foe in the following round. 
   
  Swallow Whole (Ex): A dire shark can try to 
  swallow a grabbed opponent of up to one size 
  smaller by making a successful grapple check.  
  Once inside, the opponent takes 2d6+6 points of 
  bludgeoning damage plus 1d8+4 points of acid 
  damage per round from the shark’s digestive 
  juices.  A swallowed creature can cut its way out 
  using a light slashing or piercing weapon by 
  dealing 25 points of damage to the shark’s 
  digestive tract (AC 13).  Once the creature exits, 
  muscular 
  action 
  closes 
  the 
  hole; 
  another 
  swallowed opponent must cut its own way out. 
   
  A Huge dire shark’s gullet can hold 2 Large, 8 
  Medium or Small, 32 Tiny, 128 Diminutive, or 512 
  Fine or smaller opponents. 
  Keen Scent (Ex): A shark can notice creatures 
  by scent in a 180-foot radius and detect blood in 
  the water at ranges of up to a mile. 
   
  Skills: A shark has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard.  It can always choose to take 10 on 
  a Swim check, even if distracted or endangered.  It 
  can use the run action while swimming, provided 
  it swims in a straight line. 
   
  Animal Companion Benefits: Manheim and 
  Barrage enjoy the link and share spells special qualities. 
   
  Link (Ex): Manheim can handle Barrage as a free 
  action.  He also gains a +4 circumstance bonus on all 
  wild empathy and Handle animal checks made 
  regarding his shark. 
   
  Share Spells (Ex): Manheim can have any spell he 
  casts on himself also affect his animal companion if the 
  latter is within 5 feet at the time.  He can also cast a 
  spell with a target of “You” on his shark. 
   
  A Thousand Faces (Su): Manheim can change his 
  appearance at will, as if using the alter self spell, but 
  only while in his normal form. 
   
  Resist Nature’s Lure (Ex): Manheim gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Trackless Step (Ex): Manheim leaves no trail in 
  natural surroundings and cannot be tracked. 
   
  Wild Shape (Su): Manheim can change into a 
  Tiny, Small, Medium, Large, or Huge animal or plant 
  and back again, as per the polymorph spell.  This ability 
  16 nine hours or until he changes back. 
   
  Once per day, Manheim can change into a Small, 
  Medium, or Large elemental.  In addition to the 
  normal effects of wild shape, Manheim gains all the 
  elemental’s extraordinary, supernatural, and spell-like 
  abilities.  He also gains the elemental’s feats for as long 
  as he maintains the wild shape, but he retains his own 
  type (Humanoid). 
   
  Woodlands Stride (Ex): Manheim can move 
  through natural thorns, briars, overgrown areas, and 
  similar terrain at his normal speed and without damage 
  or impairment.  However, thorns, briars, and 
  overgrown areas that are magically manipulated to 
  impede motion still affect him. 
  Tides of War 
   
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  Spells prepared (6/7/7/7/5/5/4/4/2) 0-level – cure 
  minor wounds x3, detect magic, mending, read magic; 
  1
  st – cure light wounds x3, faerie fire x2, obscuring 
  mists x2; 2
  nd – barkskin, bear’s endurance, cat’s grace, 
  chill metal (DC 19), resist energy x2, warp wood (DC 
  19); 3
  rd – call lightning (DC 22), cure moderate wounds 
  x3, greater magic fang, protection from energy x2; 4
  th – 
  air walk, arc of lightning (DC 21), dispel magic, flame 
  strike (DC 23), ice storm; 5
  th – animal growth, call 
  lightning storm (DC 24), control winds, death ward, 
  stoneskin; 6
  th – anti-life shell, greater dispel magic, 
  mass bull’s strength, tidal surge (DC 24); 7
  th – brilliant 
  aura, fire storm (DC 26), heal, true seeing; 8
  th – 
  whirlwind (DC 27), word of recall. 
   
  Possessions: +3 dragonhide breastplate, +3 large 
  wooden shield, +1 club, gloves of dexterity +2, periapt 
  of wisdom +6, cloak of resistance +3, ring of protection 
  +2, mistletoe and holly, spell component pouch pouch 
  w/ 250 gp worth of diamond dust (component for 
  stoneskin). 
   
  Power-Up Suite (air walk, barkskin, mass bull’s 
  strength, resist energy (electricity), true seeing): AC 
  28 (touch 11, flat-footed 28)[[+8 armor, +4 shield, +1 
  deflection, +5 natural]; Atk +17 melee (1d6+5, +1 club); 
  Full Att +17/+12 melee (1d6+5, +1 club); SQ Air walk 
  (walk on air as solid ground), resist energy (electricity - 
  30), resist energy (fire – 30), true seeing.  Str 18. 
   
  Imperial Marines (4), Hobgoblin Swashbuckler 12 / 
  Exotic Weapon Master 2: CR 14; Medium Humanoid 
  (Goblinoid); HD 14d10+56; hp 137; Init +4 (+4 Dex); 
  Spd 30 ft.; AC 23 (touch 16, flat-footed 19)[[+4 Dex, +7 
  armor, +2 deflection]]; BA/G +14/+16; Atk +21 melee 
  (2d4+6 [19-20/x2], +2 spiked chain); Full Att 
  +19/+19/+14/+9 melee (2d4+6 [19-20/x2], +2 spiked 
  chain); SA Acrobatic charge, exotic reach, flurry of 
  strikes, improved flanking, insightful strike; SQ 
  Darkvision 60 ft., dodge bonus, grace, lucky; AL NE; 
  SV Fort +18, Ref +13, Will +9; Str 14, Dex 18, Con 16 
  (18), Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Speak Languages (Goblin, 
  Common, Sahuagin), Balance +15, Climb +10 (+12 to 
  climb ropes), Craft (weaponsmithing) +5, Jump +10, 
  Move Silently +7, Profession (sailor) +15, Swim +10, 
  Tumble +22, Use Rope +10; Combat Reflexes, Exotic 
  Weapon Proficiency (spiked chain), Iron Will, Sailor’s 
  Balance, Weapon Finesse, Weapon Focus (spiked 
  chain). 
   
  Acrobatic Charge (Ex): A swashbuckler can 
  charge over difficult terrain that normally slows 
  movement or allies blocking his path. 
   
  Exotic Reach (Ex): When wielding a spiked 
  chain, the marine may make an attack of opportunity 
  against a foe that provokes such an attack even if the 
  foe has cover (but not total cover). 
   
  Flurry of Strikes (Ex): When wielding a spiked 
  chain, the marine can elect to use a full attack action to 
  make a flurry of strikes.  When doing so, he may make 
  one extra attack in the round at his full base attack 
  bonus, but this attack takes a -2 penalty, as does each 
  other attack made in that round and until the marine’s 
  next turn (Stat block assumes flurry of strikes during 
  all full attack actions). 
   
  Improved Flanking (Ex): A swashbuckler who is 
  flanking an opponent gains a +4 bonus on attacks 
  instead of a +2 bonus on attacks.  (Other characters 
  flanking with the swashbuckler don’t gain this 
  increased bonus.) 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3
  rd 
  level, 
  a 
  swashbuckler may apply his Intelligence bonus (if any) 
  as a bonus on damage rolls (in addition to any Strength 
  bonus he may have) with any light weapon, as well as 
  any other weapon that can be used with Weapon 
  Finesse, such as a rapier, whip, or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune to 
  the swashbuckler’s insightful strike.  A swashbuckler 
  cannot use this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains 
  a 
  +2 
  competence bonus on Reflex saves at 2
  nd level 
  (included above).  A swashbuckler loses this bonus 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Lucky (Ex): Once per day, a swashbuckler may 
  reroll any failed attack roll, skill check, ability check, or 
  saving throw.  The character must take the result of the 
  reroll, even if its worse than the original roll. 
   
  Dodge Bonus (Ex): During his action, he may 
  designate an opponent and receive a +2 dodge bonus to 
  Armor Class against melee attacks from that opponent. 
   He can select a new opponent on any action.  A 
  swashbuckler loses this bonus when wearing medium 
  or heavy armor or carrying a medium or heavy load. 
   
  Possessions: +3 chain shirt, +2 spiked chain, cloak 
  of resistance +3, ring of protection +2, amulet of health 
  +2, potion of fox’s cunning, potion of cat’s grace. 
   
  Power-Up Suite (mass bull’s strength, cat’s grace, 
  fox’s cunning): Init +6 (+6 Dex); AC 25 (touch 18, flat-
  footed 19)[[+6 Dex, +7 armor, +2 deflection]]; BA/G 
  +14/+18; Atk +23 melee (2d4+11 [19-20/x2], +2 spiked 
  chain); Full Att +21/+21/+16/+11 melee (2d4+11 [19-
  20/x2], +1 spiked chain); SV Ref +15; Str 18, Dex 22, Int 
  17. 
   
  Captain Ss’kranth, Malenti (Sahuagin) Rogue 6 / 
  Dread Pirate 9: CR 17; Medium Monstrous Humanoid 
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  (Aquatic); HD 2d8+6d6+9d8+34; hp 108; Init +4 (+4 
  Dex); Spd 30 ft., swim 40 ft.; AC 25 (touch 14, flat-
  footed 21)[[+4 Dex, +5 armor, +5 natural, +1 shield]]; 
  BA/G +15/+22; Atk +23 melee (1d6+8 [18-20/x2], +1 
  rapier of deadly precision); Full Att +21/+16/+11 melee 
  (1d6+8 [18-20/x2], +1 rapier of deadly precision) and 
  +22 melee (1d6+5 [18-20/x2], rogue blade]; SA 
  Acrobatic charge, blood frenzy, scourge of the seas, 
  sneak attack +5d6; SQ Blindsense 30 ft., darkvision 60 
  ft., evasion, fearsome reputation +4, freshwater 
  sensitivity, light sensitivity, motivate the scum, 
  seamanship, skill mastery, speak with sharks, steady 
  stance, trapfinding, trap sense +2, uncanny dodge, 
  water dependant; AL NE; SV Fort +9, Ref +19, Will +9; 
  Str 20 (24), Dex 16 (18), Con 14, Int 14, Wis 10, Cha 14. 
   
  Skills and Feats: Speak Languages (Aquan, 
  Common, Sahuagin), Appraise +10, Balance +9, Climb 
  +10, Gather Information +10, Handle Animal +7, Hide 
  +8, Intimidate +24, Jump +12, Knowledge (geography) 
  +11, Listen +15, Profession (hunter) +1, Profession 
  (sailor) +29, Ride +5, Spot +15, Survival +5, Swim +13, 
  Tumble +15, Use Rope +7; Combat Expertise, Deft 
  Strike, Quick Draw, Staggering Strike, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (rapier). 
   
  Acrobatic Charge (Ex): Ss’kranth can charge over 
  difficult terrain that normally slows movement or 
  allies blocking his path. 
   
  Blood Frenzy: Once per day a sahuagin that takes 
  damage in combat can fly into a frenzy in the following 
  round, until either it or its opponent is dead.  It gains 
  +2 Constitution and +2 Strength and takes a -2 penalty 
  to Armor Class.  A sahuagin cannot end its frenzy 
  voluntarily. 
   
  Scourge of the Seas (Ex): When Ss’kranth uses 
  Intimidate to demoralize foes, the attempt affects all 
  enemies within 30 feet who can see and hear him and 
  the effect lasts for a number of rounds equal to his 
  Charisma modifier (minimum 1 round).  Multiple uses 
  of this ability don’t stack.  This is a mind-affecting 
  ability. 
   
  Blindsense (Ex): A sahuagin can locate creatures 
  underwater within a 30-foot radius.  This ability only 
  works when the sahuagin is underwater. 
   
  Fearsome Reputation (Ex): Ss’kranth gains a +4 
  circumstance bonus on Intimidate checks (included 
  above). 
   
  Freshwater Sensitivity (Ex): A sahuagin fully 
  immersed in fresh water must succeed on a DC 15 
  Fortitude save or become fatigued.  Even on a success, 
  it must repeat the save attempt every 10 minutes it 
  remains immersed. 
   
  Light Sensitivity (Ex):  Malenti are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Motivate the Scum (Ex): Once per day, Ss’kranth 
  can motivate his allies by killing a helpless individual.  
  All allies who see the act gain a +2 morale bonus on 
  damage rolls for 24 hours. 
   
  If the slain individual is one of Ss’kranth’s crew, 
  the morale bonus improves to +4, but the allies also 
  take a -2 penalty on Will saves for the duration of the 
  effect. 
   
  Seamanship (Ex): A dread pirate adds his class 
  level as an insight bonus on all Profession (sailor) 
  checks.  Allies within sight or hearing of a dread pirate 
  add an insight bonus equal to half this number on their 
  Profession (sailor checks). 
   
  Skill Mastery (Ex): The dread pirate can take 10 
  on Balance, Climb, Jump, and Tumble checks, even 
  under stress. 
   
  Steady Stance: Ss’kranth is not considered flat-
  footed when balancing or climbing, and he gains a +4 
  bonus on Balance or Climb checks to remain balancing 
  or climbing when he takes damage. 
   
  Water Dependant (Ex): Malenti can survive out 
  of the water for 1 hour per point of Constitution (after 
  that, refer to the drowning rules on page 304 of the 
  DUNGEON MASTER’S GUIDE). 
   
  Skills: A sahuagin has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  *Underwater, a sahuagin has a +4 racial bonus on 
  Hide, Listen, and Spot checks. 
   
  *A sahuagin has a +4 racial bonus on Handle 
  Animal checks when working with sharks. 
   
  Possessions: Rogue blade, +1 rapier of deadly 
  precision, +1 chain shirt, belt of giant strength +4, 
  gloves of dexterity +2, boots of speed, cloak of 
  resistance +2. 
  Encounter Three 
   
   
   
   
  Advanced Elder Magma Paraelemental (2): CR 18; 
  Huge Elemental (Earth, Fire, Extraplanar); HD 
  52d8+364; hp 598; Init -1; Spd 30 ft.; AC 29 (touch 7, 
  flat-footed 29)[[-2 size, -1 Dex, +22 natural]]; BA/G 
  +39/+60; Atk +50 melee (4d8+13 [19-20/x2], slam); Full 
  Att +50 melee (4d8+13 [19-20/x2], 2 slams); Space / 
  Reach: 15 ft. / 15 ft.; SA Burn (DC 45); SQ Damage 
  reduction 10/-, darkvision 60 ft., elemental traits, 
  immunity to fire, vulnerability to cold; AL N; SV Fort 
  +35, Ref +16, Will +19; Str 36, Dex 8, Con 25, Int 6, Wis 
  11, Cha 11. 
   
  Skills and Feats: Speak Language (Ignan, Terran), 
  Listen +27, Spot +28; Ability Focus (burn), Cleave, 
  Great Cleave, Improved Bull Rush, Improved Critical 
  Tides of War 
   
  Page 45 
  
  (slam), Improved Natural Armor (x8), Improved 
  Natural Attack (slam), Improved Overrun, Improved 
  Sunder, Iron Will, Power Attack. 
   
  Burn (Ex): Those grappled by a magma 
  paraelemental or hit by its slam attack must succeed at 
  a Reflex save or catch fire.  The fire burns for 1d4 
  rounds.  A burning creature can take a move-equivalent 
  action to put out the flame.  The save DC is 
  Constitution-based. 
   
  Creatures hitting a magma paraelemental with 
  natural weapons or unarmed attacks must likewise 
  make a Reflex save to avoid catching fire. 
   
  Encounter Five 
   
   
   
   
  Vrock, Advanced (10): CR 14; Huge Outsider 
  (Chaotic, Evil, Tanar’ri); HD 18d8+162; hp 246; Init +2; 
  Spd 30 ft., fly 50 ft. (average); AC 28 (touch 10, flat-
  footed 26)[[-2 size, +2 Dex, +4 armor, +14 natural]]; 
  BA/G +18/+37; Atk +27 melee (3d6+11, claw); Full Att 
  +27 melee (3d6+11, 2 claws) and +25 melee (2d6+5, 
  bite) and +25 melee (1d8+5, 2 talons); Space / Reach: 15 
  ft. / 15 ft.; SA Dance of ruin, spell-like abilities, spores, 
  stunning screech, summon tanar’ri; SQ Damage 
  reduction 10/good, darkvision 60 ft., immunity to 
  electricity and poison, protective slime, resistance to 
  acid 10, cold 10, and fire 10, spell resistance 21, 
  telepathy 100 ft.; AL CE; SV Fort +18, Ref +10, Will 
  +12; Str 32, Dex 14, Con 29, Int 14, Wis 16, Cha 16. 
   
  Skills and Feats: Speak Language (Abyssal, 
  Celestial, Draconic), Concentration +30, Diplomacy +5, 
  Hide +14, Intimidate +24, Knowledge (The Planes) +23, 
  Listen +32, Move Silently +21, Search +23, Sense 
  Motive +24, Spellcraft +23, Spot +32, Survival +3 (+5 
  following tracks); Ability Focus (Stunning Screech), 
  Cleave, 
  Combat 
  Reflexes, 
  Improved 
  Flight, 
  Multiattack, Power Attack, Quicken Spell-Like Ability 
  (mirror image 3/day). 
   
  A vrocks’s natural weapons, as well as any weapons 
  it wields are treated as chaotic-aligned and evil aligned 
  for the purpose of overcoming damage reduction. 
   
  Dance of Ruin (Su): To use this ability, a group of 
  at least three vrocks must join hands and circle, 
  dancing wildly and chanting.  At the end of 3 rounds of 
  dancing, a wave of crackling energy flashes outward in 
  a 100-foot radius.  All creatures except for demons 
  within the radius take 20d6 points of damage (Reflex 
  DC 22 half).  Stunning, paralyzing, or slaying one of 
  the vrocks stops the dance.  The save DC is Charisma-
  based. 
   
  Spores (Ex): A vrock can release masses of spores 
  from its body once every 3 rounds as a free action.  The 
  spores automatically deal 1d8 points of damage to all 
  creatures adjacent to the vrock.  They then penetrate 
  the skin and grow, dealing an additional 1d4 points 
  each round for 10 rounds.  At the end of this time, the 
  victim is covered with a tangle of tiny growths.  (The 
  vines are harmless and wither away in 1d4 days.)  A 
  delay poison spell stops the spores’ growth for its 
  duration.  Bless, neutralize poison, or remove disease 
  kills the spores, as does sprinkling the victim with a 
  vial of holy water. 
   
  Stunning Screech (Su): Once per hour a vrock 
  can emit a piercing screech.  All creatures except for 
  demons within a 30-foot radius must succeed on a DC 
  30 Fortitude save or be stunned for 1 round.  The save 
  DC is Constitution-based. 
   
  Spell-like Abilities: At will – mirror image, 
  telekinesis (DC 18), greater teleport (self plus 50 
  pounds of objects only); 1/day - heroism.  Caster level 
  12
  th. 
   
  Summon Tanar’ri (Sp): Once per day a vrock can 
  attempt to summon 2d10 dretches or another vrock 
  with a 35% chance of success. This ability is the 
  equivalent of a 3rd-level spell. 
   
  Skills: Vrocks have a +8 racial bonus on Listen and 
  Spot checks. 
   
  Possessions: Huge masterwork chain shirt, satchel 
  with large sling bullets (12). 
   
  Note: The vrocks cannot use their greater teleport 
  ability without losing their armor (as it weighs 125 lb.). 
   
  Power-Up Suite (heroism): Atk +29 melee (3d6+11, 
  claw); Full Att +29 melee (3d6+11, 2 claws) and +27 
  melee (2d6+5, bite) and +27 melee (1d8+5, 2 talons); SV 
  Fort +20, Ref +12, Will +14. 
   
  Encounter Six 
   
   
   
   
  Tarrik, Male Incubus BkG9 of Iuz: CR 19; Medium 
  Outsider (Chaotic, Evil, Tanar’ri); HD 12d8+9d10+42 
  (+42); hp 146 (167); Init +3 (+3 Dex); Spd 30 ft., fly 50 ft. 
  (average); AC 36 (touch 21, flat-footed 33)[[+3 Dex, +6 
  armor, +5 shield, +3 deflection, +9 natural]]; BA/G 
  +21/+26; Atk +29 melee (2d6+10 [19-20/x2], +3 
  magebane pitspawned cold iron greatsword); Full Att 
  +29/+24/+19/+14 
  melee 
  (2d6+10 
  [19-20/x2], 
  +3 
  magebane pitspawned cold iron greatsword; SA Aura 
  of despair, command undead, energy drain, poison use, 
  smite good 4/day, sneak attack +2d6, spell-like abilities, 
  summon tanar’ri; SQ Aura of evil, damage reduction 
  10/cold iron or good, dark blessing, darkvision 60 ft., 
  immunity to electricity and poison, resistance to acid 
  10, cold 10, and fire 10, spell resistance 18, telepathy 
  100 ft., tongues; AL CE; SV Fort +25 (+27), Ref +23, 
  Will +24; Str 21, Dex 16, Con 14 (18), Int 14, Wis 18, 
  Cha 30. 
  Tides of War 
   
  Page 46 
  
   
  Skills and Feats: Bluff +20, Concentration +14, 
  Diplomacy +37, Disguise +18 (+20 when acting), 
  Escape Artist +3, Hide +5, Intimidate +35, Knowledge 
  (Religion) +5, Knowledge (The Planes) +10, Listen +30, 
  Search +10, Sense Motive +10, Spot +30, Survival +19 
  (+21 on other planes), Use Rope +9; Cleave, Combat 
  Expertise, Divine Might, Divine Shield, Extra Smiting, 
  Improved Sunder, Parrying Shield, Power Attack. 
   
  Tarrik’s natural weapons, as well as any weapons 
  he wields, are treated as chaotic-aligned and evil-
  aligned for the purpose of overcoming damage 
  reduction. 
   
  Aura of Evil (Su):  Tarrik’s aura of evil (see detect 
  evil spell) is overwhelming. 
   
  Aura of Despair (Su): Enemies within 10 feet 
  take a -2 penalty on all saving throws. 
   
  Command Undead (Su): 13/day - Turning check 
  +10, as an 7
  th level cleric. 
   
  Dark Blessing (Su): Tarrick applies his Charisma 
  modifier (+10) as a bonus to all saving throws. 
  Energy Drain (Su): Tarrik drains energy from a 
  mortal it lures into some act of passion, or by simply 
  planting a kiss on the victim. If the target is not willing 
  to be kissed, Tarrik must start a grapple, which 
  provokes an attack of opportunity. Tarrik’s kiss or 
  embrace bestows one negative level. The kiss also has 
  the effect of a suggestion spell, asking the victim to 
  accept another kiss from him. The victim must succeed 
  on a DC 26 Will save to negate the effect of the 
  suggestion. The DC is 26 for the Fortitude save to 
  remove a negative level. These save DCs are Charisma-
  based. 
  Poison Use: Tarrik is skilled in the use of poison 
  and never risks accidentally poisoning himself when 
  applying poison to a blade. 
   
  Smite good (Su): 4/day – May add +10 to attack 
  roll and deal 9 extra damage with a melee attack. 
   
  Spell-like Abilities: At will – charm monster (DC 
  24), detect good, detect thoughts (DC 22), ethereal 
  jaunt (self plus 50 pounds of objects only), polymorph 
  (humanoid form only, no limit on duration), 
  suggestion (DC 23), greater teleport (self plus 50 
  pounds of objects only).  Caster level 15
  th.  The save 
  DCs are Charisma-based. 
   
  Spells prepared (3/2/2/2; save DC 14 + spell level) 
  1
  st – corrupt weapon x2, cure light wounds; 2
  nd – bull’s 
  strength, eagle’s splendor; 3
  rd – protection from energy 
  x2; 4
  th – cure critical wounds, freedom of movement.  
  Caster level 8
  th. 
   
  Summon Tanar’ri (Sp): Once per day Tarrik can 
  attempt to summon 1 vrock with a 30% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
   
  Tongues (Su): Tarrik has a permanent tongues 
  ability (as the spell, caster level 14
  th).  Incubi usually use 
  verbal communication with mortals. 
   
  Possessions: 
  +1 
  heavy 
  fortification 
  mithral 
  breastplate, +3 magebane pitspawned cold iron 
  greatsword, +3 animated heavy adamantine shield, 
  amulet of health +4, ring of evasion, ring of protection 
  +3, iron holy symbol of Iuz, spell component pouch. 
  (Weight: 43 lb.) 
   
  Power-Up Suite (bull’s strength, corrupt weapon, 
  divine 
  shield, 
  eagle’s 
  splendor, 
  freedom 
  of 
  movement, 
  protection 
  from 
  energy 
  (sonic), 
  protection from good): AC 47 (touch 32, flat-footed 
  44)[[+3 Dex, +6 armor, +16 shield, +3 deflection, +9 
  natural]]; BA/G +21/+28; Atk +31 melee (2d6+13 [19-
  20/x2], +3 magebane pitspawned cold iron greatsword); 
  Full Att +31/+26/+21/+16 melee (2d6+13 [19-20/x2], +3 
  magebane pitspawned cold iron greatsword); SQ 
  Corrupt weapon (automatically confirm crits against 
  good creatures), freedom of movement, protection 
  from energy (sonic) (108 points of sonic resistance), 
  protection from good (hedge out summoned creatures, 
  protect against mind control); SV Fort +29 (+31 vs 
  good), Ref +25 (+27 vs good), Will +26 (+28 vs good); 
  Str 25, Cha 34.  DCs for Energy Drain and Spell-like 
  abilities increase by 2. 
   
  Gorak, 
  Male 
  Skullcrusher 
  Ogre 
  Wiz10/EldKn5/AcM1: 
  CR 
  17; 
  Large 
  Giant 
  (Extraplanar); HD 8d8+10d4+5d8+1d4+120; hp 206; 
  Init +2 (+2 Dex); Spd 40 ft.; AC 13 (touch 11, flat-footed 
  11)[[-1 size, +2 Dex, +2 natural]; BA/G +16/+31; Atk +22 
  melee (2d6+8, +1 bashing heavy shield); Full Att 
  +22/+17/+12 melee (2d6+8, +1 bashing heavy shield); 
  Space / Reach 10 ft. / 10 ft.; SA Rock throwing, spells; 
  SQ Darkvision 60 ft., low-light vision, spell power +1; 
  AL NE; SV Fort +18, Ref +8, Will +13; Str 24, Dex 14, 
  Con 20, Int 20 (26), Wis 12, Cha 6. 
   
  Skills and Feats: Speak Language (Abyssal, 
  Common, 
  Draconic, 
  Dwarven, 
  Giant, 
  Terran), 
  Concentration +27, Intimidate +10, Hide +11, 
  Knowledge (Arcana) +26, Move Silently +9, Spellcraft 
  +38; Chain Spell, Combat Casting, Greater Spell Focus 
  (Conjuration), Improved Familiar, Improved Grapple
  B, 
  Improved Shield Bash, Obtain Familiar, Practiced 
  Spellcaster (wizard), Quicken Spell, Scribe Scroll, 
  Shielded Casting, Skill Focus (Spellcraft), Spell Focus 
  (Conjuration), Two-Weapon Fighting
  B. 
   
  Improved Familiar:  Gorak’s familiar is a quasit 
  named Git.  The familiar uses the better of its own and 
  Gorak’s base save bonuses.  The creature’s abilities and 
  characteristics are summarized below. 
  Tides of War 
   
  Page 47 
  
  Git: Quasit familiar; Cr -; Tiny outsider (chaotic, 
  evil, extraplanar); HD 24; hp 103; Init +7, Spd 20 
  ft., fly 50 ft. (perfect); AC 26 (touch 15, flat-footed 
  23)[[+2 size, +3 Dex, +11 natural]]; BA/G +3/-6; Atk 
  +8 melee (1d3-1 plus poison, claw); Full Att +8 
  melee (1d3-1 plus poison, 2 claws) and +3 melee 
  (1d4-1, bite); Space / Reach 2 ½ ft. / 0 ft.; SA 
  Poison, spell-like abilities; SQ Alternate form, 
  darkvision 60 ft., deliver touch spells, damage 
  reduction 5 / cold iron or good, fast healing 2, 
  immunity to poison, improved evasion, resistance 
  to fire 10, speak with master, granted abilities; SR 
  21; AL CE; SV Fort +13, Ref +9, Will +13; Str 8, 
  Dex 17, Con 10, Int 13, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +6, Diplomacy +2, 
  Disguise +0 (+2 when acting), Hide +17 (+24 using 
  Gorak’s skill ranks), Intimidate +2 (+12 using 
  Gorak’s skill ranks), Knowledge (The Planes) +6, 
  Listen +7, Move Silently +9 (+10 using Gorak’s 
  skill ranks), Search +7, Spellcraft +7 (+26 using 
  Gorak’s skill ranks), Spot +6; Improved Initiative, 
  Weapon Finesse. 
   
  Deliver Touch Spells (Su): Git can deliver 
  touch spells for Gorak (see Familiars, page 52 of 
  the PLAYER’S HANDBOOK). 
   
  Improved Evasion (Ex): If Git is exposed to 
  any effect that normally allows it to attempt a 
  Reflex saving throw for half damage, it takes no 
  damage with a successful saving throw and half 
  damage if the saving throw fails. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Speak with Master (Ex): Git can communicate 
  verbally with Gorak.  Other creatures do not 
  understand the communication without magical 
  help. 
   
  Spell-Like Abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day – 
  cause fear (as the spell, but 30-foot radius; save DC 
  11).  Caster level 6
  th.  Once per week, a quasit can 
  use commune to ask six questions (otherwise as 
  the spell cast by a 12
  th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster 
  level 12
  th, except that Git can only assume the form 
  of a bat or wolf. 
   
  Imbued Spells (Sp): Gorak has imbued Git 
  with the ability to cast the following spells: 3
  rd – 
  dispel magic x2, slow (DC 21); 4
  th – greater 
  invisibility.   Caster Level: 20
  th. 
   
  Familiar Benefits: Gorak gains special benefits 
  from having a familiar. 
   
  Alertness (Ex): Git grants its master Alertness as 
  long as it is within 5 feet. 
   
  Empathic Link (Su): Gorak can communicate 
  telepathically with his familiar up to a distance of up to 
  1 mile.  The master has the same connection to an item 
  or a place that the familiar does. 
   
  Share Spells (Su): Gorak may have any spell he 
  casts on himself also affect his familiar if the latter is 
  within 5 feet at the time.  He may also cast a spell with 
  a target of “You” on his familiar. 
   
  Spells prepared (4/6/6/6/6/4/4/3/2) 0-level – 
  detect magic, message, prestidigitation, ray of frost; 1
  st 
  – expeditious retreat, magic missle x 2, protection from 
  good, ray of enfeeblement (DC 19), true strike; 2
  nd – 
  false life, bear’s endurance, glitterdust x2 (DC 22), 
  scorching ray x2; 3
  rd – dispel magic x2, displacement, 
  fly, protection from energy, slow (DC 21); 4
  th – chain 
  ray of enfeeblement (DC 19), crushing despair (DC 22), 
  enervation, greater invisibility x2, stoneskin; 5
  th – 
  dismissal, quickened magic missle, teleport, wall of 
  stone; 6
  th - chained bands of steel (DC 23), imbue 
  familiar with spell ability, quickened scorching ray, 
  true seeing; 7
  th – banishment (DC Special), chained 
  enervation, quicken dispel magic; 8
  th – mind blank, 
  moment of prescience. Caster level 20
  th. 
   
  Possessions: +1 Large bashing heavy steel shield, 
  headband of intellect +6, casting glove, metamagic rod 
  of quicken, spell component pouches (2), scroll of 
  disintegrate (CL 11; unprepared). 
   
  Power-Up Suite (bear’s endurance, displacement, 
  false life, greater invisibility, mind blank, moment 
  of prescience, stoneskin, true seeing): hp 254 (+15 
  temporary hp from false life); SQ displacement (50% 
  miss chance), greater invisibility (total concealment), 
  mind blank (protection from detection and mind 
  control), moment of prescience (+20 to a single check), 
  stoneskin (DR 10/adamantine until 150 points 
  resisted); SV Fort +20; Con 24. 
   
  Bebilith, Advanced (2): CR 15; Gargantuan Outsider 
  (Chaotic, Evil, Tanar’ri); HD 22d8+231; hp 330; Init +5 
  (+1 Dex, +4 Imp. Init); Spd 40 ft., climb 20 ft.; AC 24 
  (touch 7, flat-footed 23)[[-4 size, +1 Dex, +17 natural]]; 
  BA/G +22/+47; Atk +31 melee (3d6+19 plus poison, 
  bite) or +19 ranged (web); Full Att +31 melee (3d6+19 
  plus poison, bite) and +26 melee (2d6+6, 2 claws) or +19 
  ranged (web); Space / Reach: 20 ft. / 15 ft.; SA Poison, 
  rend armor, web; SQ Damage reduction 10/good, 
  darkvision 60 ft., immunity to electricity and poison, 
  plane shift, scent resistance to acid 10, cold 10, and fire 
  10, telepathy 100 ft.; AL CE; SV Fort +24, Ref +14, Will 
  +14; Str 36, Dex 12, Con 32, Int 11, Wis 13, Cha 13. 
   
  Skills and Feats: Climb +38, Diplomacy +5, Hide 
  +22, Jump +40, Listen +26, Move Silently +26, Search 
  +25, Sense Motive +26, Spot +26, Survival +1 (+3 
  Tides of War 
   
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  following tracks); Improved Bull Rush, Cleave, Combat 
  Reflexes, Improved Initiative, Improved Grapple, 
  Power Attack, Shock Trooper, Track. 
   
  A bebilith’s natural weapons, as well as any 
  weapons it wields are treated as chaotic-aligned and 
  evil aligned for the purpose of overcoming damage 
  reduction. 
   
  Poison (Ex): Injury, Fortitude DC 32, initial 
  damage 1d6 Con, secondary damage 2d6 Con.  The save 
  DC is Constitution-based. 
   
  Rend Armor (Ex): If a bebilith hits with both 
  claw attacks, it pulls apart the armor worn by its foe.  
  This attack deals 6d6 points of damage to the 
  opponent’s armor.  Creatures not wearing armor are 
  unaffected by this special attack.  Armor reduced to 0 
  hit points is destroyed.  Damaged armor may be 
  repaired with a successful Craft (armorsmithing) 
  check. 
   
  Web (Ex): A bebilith can throw a web up to four 
  times per day.  This is similar to an attack with a net, 
  but has a maximum range of 30 feet, with a range 
  increment of 10 feet.  This attack is effective against 
  targets of up to Gargantuan size.  The web anchors the 
  target in place, allowing no movement. 
   
  An entangled creature can escape with a DC 32 
  Escape Artist check or burst the web with a DC 32 
  Strength check.  The check DCs are Constitution-
  based.  The web has 14 hit points and hardness 0.  
  There is a 75% chance that the webbing will not burn if 
  any sort of fire is applied to it (check each round). 
   
  Plane Shift (Su):   This ability affects only the 
  bebilith.  It is otherwise similar to the spell (caster level 
  20
  th). 
   
  Encounter Eight 
   
   
   
   
  Keekaku, Nursemother of the Nabassu: CR 21; Huge 
  Outsider (Chaotic, Evil, Tanar’ri); HD 27d8+324; hp 
  445; Init +8 (+4 Dex, +4 Imp. Init.); Spd 30 ft., fly 30 ft. 
  (average); AC 31 (touch 12, flat-footed 23)[[-2 size, +4 
  Dex, +19 natural]]; BA/G +27/+52; Atk +42 melee 
  (1d8+17 plus energy drain, claw); Full Att +42 melee 
  (1d8+17 plus energy drain, 2 claws) and +40 melee 
  (3d6+8, bite); Space / Reach: 15 ft. / 15 ft.; SA Call 
  nabassu, death gaze, paralyzing aura, spell-like abilities; 
  SQ Damage reduction 10/cold iron and good, immune 
  to electricity and poison, resistance to acid 10, cold 10, 
  and fire 10, SR 35, telepathy 100 ft., true seeing; AL CE; 
  SV Fort +27, Ref +19, Will +22; Str 44, Dex 18, Con 34, 
  Int 22, Wis 20, Cha 20. 
   
  Skills and Feats: Speak Languages (Abyssal, Auran, 
  Celestial, Common, Draconic, Infernal), Appraise +20, 
  Bluff +35, Concentration +42, Diplomacy +41, Gather 
  Information +17, Intimidate +37, Hide +0, Knowledge 
  (Arcana) +18, Knowledge (Nobility) +23, Knowledge 
  (Planes) +36, Listen +43, Move Silently +0, Search +36, 
  Sense Motive +20, Spellcraft +38, Spot +43, Use Magic 
  Device +15; Ability Focus (paralyzing aura), Cleave, 
  Improved Initiative, Improved Natural Armor (x3), 
  Iron Will, Multiattack, Power Attack, Violate Spell-
  Like Ability. 
   
  Keekaku’s natural weapons, as well as any weapons 
  it wields are treated as chaotic-aligned and evil aligned 
  for the purpose of overcoming damage reduction. 
   
  Call Nabassu (Sp): Every 1d4 rounds, Keekaku 
  can attempt to call 1d3 nabassu or 1-2 greater nabassu 
  as a standard action with a 90% chance of success.  This 
  is the equivalent of a 9th-level spell. 
   
  Death Gaze (Sp): Death, range 30 ft, Fortitude DC 
  28 negates. Humanoids that die from this attack are 
  transformed into ghasts 24 hours later.  The save DC is 
  Charisma-based. 
   
  Energy Drain (Su): Living creatures hit by a 
  Keekaku’s claws gain two negative levels.  The DC is 28 
  for the Fortitude save to remove a negative level.  The 
  save DC is Charisma-based.  For each such negative 
  level bestowed, Keekaku gains 5 temporary hit points. 
   
  Paralyzing Aura (Su): Any living creature coming 
  within 20 ft. of Keekaku must succeed on a Fortitude 
  save (DC 30) or be paralyzed for 1d10 rounds.  A 
  creature that succeeds is immune to Keekaku’s 
  paralyzing aura for 24 hours.  The save DC is Charisma-
  based. 
   
  Spell-Like Abilities:  At will – darkness, silence, 
  vampiric touch; 1/day – blasphemy, contagion (DC 18), 
  desecrate, finger of death (DC 22), horrid wilting (DC 
  23), summon monster IX, unhallow, unholy blight (DC 
  19); 2/day – plane shift (self plus 50 pounds of objects 
  only), 3/day – poison (DC 18), unholy aura.  Caster 
  level 21
  st. 
   
  True Seeing (Su): Keekaku has a continuous true 
  seeing ability as the spell (caster level 21
  st). 
   
  Skills: Keekaku has a +8 racial bonus on Listen 
  and Spot checks. 
   
  Greater Nabassu (2): CR 11; Medium Outsider 
  (Chaotic, Evil, Extraplanar, Tanar’ri); HD 11d8+66; hp 
  115; Init +4; Spd 30 ft., fly 60 ft. (average); AC 23 (touch 
  14, flat-footed 16) [+4 Dex, +9 Natural]; BA/G +11/+17; 
  Atk +17 melee (1d4+6 plus energy drain, claw); Full 
  Atk +17 melee (1d4+6 plus energy drain, 2 claws), +15 
  melee (1d8+3, bite); Face/Reach 5 ft./5 ft.; SA Death 
  gaze, energy drain, feed, paralyzing aura, sneak attack 
  +2d6, spell-like abilities, summon tanar’ri; SQ Damage 
  reduction 10/cold iron or good, immune to electricity 
  and poison, resistance to acid 10, cold 10, and fire 10, 
  telepathy 100 ft.; SR 21; AL CE; SV Fort +13, Ref +11, 
  Tides of War 
   
  Page 49 
  
  Will +11; Str 23, Dex 18, Con 23, Int 18, Wis 18, Cha 
  18. 
   
  Skills and Feats: Bluff +14, Concentration +20, 
  Diplomacy +19, Escape Artist +12, Intimidate +12, 
  Hide +18, Knowledge (Local: Iuz’s Border States) +15, 
  Knowledge (Planes) +15, Listen +26, Move Silently 
  +18, Search +18, Spellcraft +11, Spot +26, Survival +12 
  (+14 following tracks), Use Rope +12 (+14 with 
  bindings); Ability Focus (paralyzing aura), Multiattack, 
  Power Attack, Track. 
   
  Death Gaze (Sp): 1/day - Death, range 30 ft., 
  Fortitude DC 19 negates.  Once per day, a greater 
  nabassu can make a targeted gaze attack against one 
  target.  Humanoids that die from their attack are 
  transformed into ghasts 24 hours later.  The save DC is 
  Charisma-based. 
   
  Energy Drain (Su): Living creatures hit by a 
  greater nabassu’s claws gain two negative levels.  The 
  DC is 19 for the Fortitude save to remove a negative 
  level.  The save DC is Charisma-based.  For each such 
  negative level bestowed, the greater nabassu gains 5 
  temporary hit points. 
   
  Feed (Su): When a nabassu slays a humanoid 
  opponent on a plane other than the Abyss, it can feed 
  on the corpse, devouring both flesh and life force, as a 
  full round action.  Feeding destroys the victim’s body 
  and prevents any form of raising or resurrection that 
  requires part of the corpse.  There is a 50% chance that 
  a wish, miracle, or true resurrection spell can restore a 
  devoured victim to life.  Check once for each destroyed 
  creature.  If the check fails, the creature cannot be 
  brought back to life by mortal magic. 
   
  A nabassu advances in Hit Dice by consuming 
  corpses in this fashion.  For every four suitable corpses 
  a nabassu devours, it gains 1 Hit Die and its Strength, 
  Constitution, and natural armor increase by 1.  Its 
  attack bonus and saves improve as normal for an 
  outsider of its Hit Dice and it gains skill points, feats, 
  and ability score improvements normally.  The nabassu 
  only advances by consuming the corpses of creatures 
  whose Hit Dice are equal to or greater than its own 
  current total.  A nabassu that reaches 11 Hit Dice 
  through feeding becomes a greater nabassu upon 
  completion of the act.  A greater nabassu can reach a 
  maximum of 21 Hit Dice through feeding. 
   
  Paralyzing Aura (Su): Any living creature coming 
  within 10 ft. of a greater nabassu must succeed on a 
  Fortitude save (DC 21) or be paralyzed for 1d10 rounds. 
   A creature that succeeds is immune to that same 
  greater nabassu’s paralyzing aura for 24 hours.  The save 
  DC is Charisma-based. 
   
  Spell-like Abilities: At will – darkness, silence, 
  vampiric touch.  2/day – ethereal jaunt (self plus 50 
  pounds of objects only).  Caster level equals the greater 
  nabassu’s HD. 
   
  Summon Tanar’ri (Sp): Three times per day a 
  greater nabassu can attempt to summon 2d6 dretches 
  or 1 greater nabassu with a 35% chance of success.  This 
  is the equivalent of a 3
  rd-level spell. 
   
  Skills: Greater nabassu have a +8 racial bonus on 
  Listen and Spot checks. 
   
  Encounter Nine 
   
   
   
   
  Kraken, Advanced (2): CR 16; Gargantuan Magical 
  Beast (Aquatic); HD 32d8+320; hp 464; Init +5 (+5 Imp. 
  Init); Spd Swim 40 ft.; AC 21 (touch 7, flat-footed 20)[[-
  4 size, +1 Dex, +14 natural]]; BA/G +32/+56; Atk +40 
  melee (2d8+12 [19-20/x2], tentacle); Full Att +40 melee 
  (2d8+13 [19-20/x2], 2 tentacles) and +38 melee (1d8+6, 
  6 arms) and +38 melee (4d6+6, bite); Space / Reach: 20 
  ft. / 15 ft. (60 ft. with tentacle, 30 ft. with arm); SA 
  Improved grab, constrict 2d8+12 or 1d8+6; SQ 
  Darkvision 60 ft., ink cloud, jet, low-light vision, spell-
  like abilities; AL NE; SV Fort +28, Ref +19, Will +17; Str 
  34, Dex 12, Con 30, Int 21, Wis 20, Cha 20. 
   
  Skills and Feats: Speak Languages (Aquan, 
  Common, Draconic, Elven, Sahuagin), Concentration 
  +26, Diplomacy +11, Hide +9, Intimidate +21, 
  Knowledge (geography) +21, Knowledge (nature) +20, 
  Listen +42, Search +40, Sense Motive +21, Spot +42, 
  Survival +10 (+12 following tracks), Swim +20, Use 
  Magic Device +20; Alertness, Blind-Fight, Combat 
  Expertise, Improved Critical (tentacle), Improved 
  Initiative, Improved Natural Attack (arms), Improved 
  Trip, Iron Will, Multiattack, Rapid Swimming, Swim-
  By Attack. 
   
  An opponent can make sunder attempts against a 
  kraken’s tentacles or arms as if they were weapons.  A 
  kraken’s tentacles have 20 hit points, and its arms have 
  10 hit points.  If a kraken is currently grappling a target 
  with one tentacle or arm, it usually uses another limb 
  to make its attack of opportunity against the sunder 
  attempt.  Severing a kraken’s tentacle or arm deals 
  damage to the kraken equal to half the limb’s full 
  normal hit points.  A kraken usually withdraws from 
  combat if it loses both tentacles or three of its arms.  A 
  kraken regrows severed limbs in 1d10+10 days. 
   
  Improved Grab (Ex): To use this ability, the 
  kraken must hit with an arm or tentacle attack.  It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Constrict (Ex): A kraken deals automatic arm or 
  tentacle damage with a successful grapple check. 
   
  Jet (Ex): A kraken can jet backward once per 
  round as a full round action, at a speed of 280 feet.  It 
  Tides of War 
   
  Page 50 
  
  must move in a straight line, but does not provoke 
  attacks of opportunity while jetting. 
   
  Ink Cloud (Ex): A kraken can emit a cloud of jet 
  black ink in an 80-foot spread once per minute as a free 
  action.  The cloud provides total concealment, which 
  the kraken normally uses to escape a fight that is going 
  badly.  Creatures within the cloud are considered to be 
  in darkness. 
   
  Spell-Like Abilities: 1/day – control weather, 
  control winds, dominate animal (DC 18), resist energy. 
   CL 9
  th.  The save DC is Charisma-based. 
   
  Skills: A kraken has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
   It can always choose to take 10 on a Swim check, even 
  if distracted or endangered.  It can use the run action 
  while swimming, provided it swims in a straight line. 
   
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  Appendix Two – New Feats, Spells, and Items 
   
  NEW FEATS 
  CHAIN SPELL [METAMAGIC] 
  You can cast spells that arc to other targets in addition to 
  the primary target. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Any spell that specifies a single target and 
  has a range greater than touch can be chained so as to 
  affect that primary target normally, then arc to a number 
  of secondary targets equal to your caster level (maximum 
  20).  Each arc affects one secondary target chosen by you, 
  all of which must be within 30 feet of the primary target, 
  and none of which can be affected more than once.  You 
  can choose to affect fewer secondary targets than the 
  maximum. 
   
  If the chained spell deals damage, the secondary 
  targets each take half as much damage as the primary 
  target (rounded down) and can attempt Reflex saving 
  throws for half damage (whether the spell allows a save or 
  not).  For spells that don’t deal damage, the save DCs 
  against arcing effects are reduced by 4.  For example, if a 
  10
  th-level wizard normally casts cause fear at DC 14, a 
  chained cause fear could target a goblin chieftain at DC 
  14 and up to ten of his nearby guards at DC 10. 
   
  A chained spell uses up a spell slot three levels 
  higher than the spell’s actual level. 
   
  (Source: Complete Arcane p. 76) 
   
  DEFT STRIKE 
  You can place attacks at weak points in your opponent’s 
  defenses. 
   
  Prerequisites: Int 13, Combat Expertise, Spot 10 
  ranks, sneak attack. 
   
  Benefit: As a standard action, you can attempt to 
  find a weak point in a visible target’s armor.  This requires 
  a Spot check against a DC equal to your target’s Armor 
  Class.  If you succeed, your next attack against that target 
  (which must be made no later than your next turn) 
  ignores the target’s armor bonus and natural armor bonus 
  to AC (including any enhancement bonuses to armor or 
  natural armor).  Other AC bonuses still apply normally. 
   
  If you use a ranged weapon to deliver the attack, 
  your opponent must be within 30 feet of you in order for 
  you to benefit from this feat. 
   
  (Source: Complete Adventurer p. 107) 
   
  DIVINE MIGHT [DIVINE] 
  You can channel energy to increase the damage you deal 
  in combat. 
   
  Prerequisites: Str 13, turn or rebuke undead ability, 
  Power Attack. 
   
  Benefit: As a free action, spend one of your turn or 
  rebuke undead attempts to add your Charisma bonus to 
  your weapons damage for 1 full round. 
   
  (Source: Complete Warrior p. 106) 
   
  DIVINE SHIELD [DIVINE] 
  You can channel energy to make your shield more 
  effective for either offense or defense. 
   
  Prerequisites: Turn or rebuke undead ability, 
  proficiency with a shield. 
   
  Benefit: As a standard action, spend one of your turn 
  / rebuke undead attempts to channel energy into your 
  shield, granting it a sacred bonus equal to your Charisma 
  modifier.  This bonus applies to the shield’s bonus to 
  Armor Class and lasts for a number of rounds equal to 
  half your character level. 
   
  (Source: Complete Warrior p. 106) 
   
  EXTRA SMITING 
  You can make more smite attacks. 
   
  Prerequisites: Smite ability, base attack bonus +4 
   
  Benefit: When you take this feat, you gain two extra 
  attempts to smite per day.  Use whatever smite ability you 
  have (the paladin’s smite evil ability or the hunter of the 
  dead’s ability to smite undead, for example). 
   
  Special: You can take this feat multiple times.  Its 
  effects stack. 
   
  (Source: Complete Warrior p. 98) 
   
  IMPROVED FLIGHT 
  You gain greater maneuverability when flying than you 
  would normally have. 
   
  Prerequisite: Ability to fly (naturally, magically, or 
  through shapechanging). 
   
  Benefit: Your maneuverability class while flying 
  improves by one step – clumsy to poor, poor to average, 
  average to good, or good to perfect. 
   
  (Source: Complete Adventurer p. 110) 
   
  OBTAIN FAMILIAR 
  You gain a familiar. 
   
  Prerequisites: Knowledge (arcane) 4 ranks, arcane 
  caster level 3
  rd. 
   
  Benefit: You can obtain a familiar in the same 
  manner as a sorcerer or wizard (see sorcerer class 
  description and the accompanying sidebar, page 52 of the 
  PLAYER’S HANDBOOK).  As with a sorcerer or wizard, 
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  obtaining a familiar takes 24 hours and uses up magic 
  materials worth 100 gp. 
   
  For the purpose of determining familiar abilities that 
  depend on your arcane caster class level, you levels in all 
  classes that allow you to cast arcane spells stack. 
   
  (Source: Complete Arcane p. 81) 
   
  PARRYING SHIELD 
  You have studied advanced techniques for battling foes 
  whose attacks normally bypass armor. You use your 
  shield to block or deflect rays and other touch attacks. 
   
  Prerequisite: Shield proficiency. 
   
  Benefit: You gain your shield bonus (and the 
  shield’s enhancement bonus, if any) as an addition to 
  your touch AC. 
      Special: A fighter can select Parrying Shield as one of 
  his fighter bonus feats (see PLAYER’S HANDBOOK page 38). 
   
  (Source: Lords of Madness: The Book of Aberrations 
  p. 181) 
   
  PRACTICED SPELLCASTER 
  Choose a spellcasting class that you possess.  Your spells 
  cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen spellcasting 
  class increases by 4.  This benefit can’t increase your 
  caster level to higher than your Hit Dice.  However, even 
  if you can’t benefit from the full bonus immediately, if 
  you later gain Hit Dice in levels of nonspellcasting 
  classes, you might be able to apply the rest of the bonus. 
   
  For example, a human 5
  th-level sorcerer/3
  rd-level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5
  th to 8
  th (since he has 8 Hit Dice).  If he 
  later gained a fighter level, he would gain the remainder 
  of the bonus and his sorcerer caster level would become 
  9
  th (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must choose 
  which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or spells 
  known.  It increases your caster level only, which would 
  help you penetrate spell resistance and increase the 
  duration and other effects of your spells. 
   
  Special: You may select this feat multiple times.  
  Each time you choose it, you must apply it to a different 
  spellcasting class.  For instance, a 4
  th-level cleric / 5
  th-level 
  wizard who had selected this feat twice would cast cleric 
  spells as an 8
  th-level caster and wizard spells as a 9
  th-level 
  caster. 
   
  (Source: Complete Arcane p. 82) 
   
  RAPID SWIMMING 
  You are one with the water. 
   
  Prerequisite: Natural swim speed, base Fortitude 
  save +2. 
   
  Benefit: Your swim speed increases by 20 feet. 
   
  (Source: Stormwrack p.93) 
   
  SAILOR’S BALANCE 
  You are experienced with the rolling decks of the ship 
  and maintain strong footing, even in a terrible storm. 
   
  Prerequisites: Profession (sailor) 4 ranks. 
   
  Benefit: You gain +5 competence bonus on Balance 
  checks made while on the deck or in the rigging of a 
  ship. 
   
  You can move across a slippery deck at your normal 
  speed. 
   
  Normal: Without this feat, each square of 
  movement across a slippery deck costs 2 squares of 
  movement. 
   
  (Source: Stormwrack p. 93) 
   
  SHIELDED CASTING 
  You are skilled at covering yourself with your shield 
  when casting spells in combat. 
   
  Prerequisites: Concentration 5 ranks, Combat 
  Casting, Shield Proficiency. 
   
  Benefits: As long as you have a light shield, heavy 
  shield, or tower shield ready, you do not provoke attacks 
  of opportunity for casting spells in combat. 
   
  (Source: Races of Stone p. 144) 
   
  SHOCK TROOPER [TACTICAL] 
  You are adept at breaking up formations of soldiers when 
  you rush into battle. 
   
  Prerequisites: Improved Bull Rush, Power Attack, 
  base attack bonus +6. 
   
  Benefit: The Shock Trooper feat enables the use of 
  three tactical maneuvers. 
   
  Directed Bull Rush:  To use this maneuver, you must 
  make a successful bull rush attempt as part of a charge.  
  For every square you push your foe back, you may also 
  push that foe one square to the left or right. 
   
  Domino Rush: To use this maneuver, you must make 
  a successful bull rush attempt that forces a foe into the 
  same square as another foe.  You may make a free trip 
  attempt against both foes at the same time, and neither 
  foe gets a chance to trip you if your attempt fails. 
   
  Heedless Charge: To use this maneuver, you must 
  charge and make the attack at the end of the charge using 
  your Power Attack feat.  The penalty you take on your 
  attack roll must be -5 or worse.  In addition to normal 
  charge modifiers (which give you a -2 penalty to AC and a 
  +2 bonus on the attack roll), you can assign any portion of 
  the attack roll penalty from your Power Attack to your 
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  Armor Class instead, up to a maximum equal to your base 
  attack bonus. 
   
  Special: A fighter may select Shock Trooper as one 
  of his fighter bonus feats. 
   
  (Source: Complete Warrior p. 112) 
   
  STAGGERING STRIKE 
  You can deliver a wound that hampers an opponent’s 
  movement. 
   
  Prerequisite: Base attack bonus +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wound that limits your foe’s 
  mobility.  For 1 round (or until the target is the 
  beneficiary of a DC 15 Heal check or any magical healing 
  that restores at least 1 hit point, whichever comes first), 
  your target is treated as if it were staggered, even if its 
  nonlethal damage doesn’t exactly equal its current hit 
  points.  A target can resist this effect by making a 
  successful Fortitude save (DC equal to the damage dealt). 
   Multiple staggering strikes on the same creature do not 
  stack.  This feat has no effect on creatures not subject to 
  sneak attack damage. 
   
  (Source: Complete Adventurer p. 112) 
   
  SWIM-BY ATTACK 
  You can attack in the middle of a fast pass by your 
  opponent. 
   
  Prerequisite: Swim speed. 
   
  Benefit: When swimming, you can take a move 
  action and another standard action (such as an attack) at 
  any point during the move.  You cannot take a second 
  move action during a round when you make a swim-by 
  attack. 
   
  Normal: Without this feat, you take a standard 
  action either before or after your move, but not in the 
  middle of your move. 
   
  (Source: Stormwrack p. 94) 
   
  VIOLATE SPELL-LIKE ABILITY 
  The creature’s spell-like abilities are particularly tainted 
  with evil. 
   
  Benefit: This feat adds the evil descriptor to a spell-
  like ability.  Furthermore, if the spell-like ability deals 
  damage, half of that damage (rounded down) is vile 
  damage (see below).  For example, if a violated lightning 
  bolt from a cornugon deals a total of 35 points of damage, 
  half of that amount (18 points) is electricity damage and 
  the other half (17 points) is vile damage.  Creatures 
  immune to electricity take no damage from a violated 
  lighting bolt. 
   
  Each of a creature’s spell like abilities can be violated 
  twice per day, though the feat does not allow the creature 
  to exceed its normal usage limit for any ability.  Thus if a 
  cornugon chooses to violate its lightning bolt ability, it 
  can use a violated lightning bolt up to two times that day. 
   Thereafter, it could use its lightning bolt ability again 
  normally once (since it can use lightning bolt three times 
  per day), or it could violate another of its spell-like 
  abilities such as fireball. 
   
  Special: This feat can be taken multiple times.  Each 
  time it is taken, the creature can apply it to each of its 
  spell like abilities two additional times per day. 
   
  (Source: Book of Vile Darkness p. 50) 
   
  Vile Damage 
  Vile damage, like regular damage, results in the loss of hit 
  points or ability score points.  Unlike regular damage, 
  vile damage can only be healed by magic cast within the 
  area of a consecrate or hallow spell.  Vile damage 
  represents such an evil violation to a character’s body or 
  soul that only in a holy place can healing magic repair the 
  damage. 
   
  (Source: Book of Vile Darkness p. 34) 
   
  NEW SPELLS 
  ARC OF LIGHTNING 
  Conjuration (Creation)[Electricity] 
  Level: Druid 4, sorcerer/wizard 5, warmage 5, wu jen 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
  You create natural conductivity between two creatures, 
  and a bolt of electricity arcs between them.  This bolt 
  deals 1d6 points of electricity damage per caster level 
  (maximum 15d6) to both creatures and to anything in the 
  line between them. 
   
  Both creatures must be in range, and you must be 
  able to target them (as if this spell had them as targets).  
  Draw the line from any corner in one creature’s space to 
  any corner in the other’s space. 
   
  Arcane Material Component: Two small iron rods. 
   
  (Source: Complete Arcane  p. 97) 
   
  BANDS OF STEEL 
  Conjuration (Creation) 
  Level: Sorcerer / wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Target: One creature 
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  Duration: 1 round / level 
  Saving Throw: Reflex partial 
  Spell Resistance: No 
  You conjure a number of shining metallic bands out of 
  thin air, encircling a Medium or smaller creature.  The 
  victim must succeed on a Reflex save or be immobilized 
  (helpless).  If the saving throw succeeds, the victim is 
  only partially trapped by the bands (treat as entangled). 
   
  A creature immobilized by the bands can attempt to 
  escape as a full-round action, either by bursting free 
  (Strength DC 18) or wriggling out (Escape Artist DC 18). 
   An entangled creature can use a full-round action to 
  break or disentangle itself with a DC 13 Strength check 
  or a DC 13 Escape Artist check.  Large or larger creatures 
  are too big to be captured or impeded by the bands. 
   
  Material Component: Three small silver hoops, 
  interlocked. 
   
  (Source: Complete Arcane p. 99) 
   
  BRILLIANT AURA 
  Transmutation 
  Level: Druid 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Targets: 1 person per 2 levels, all of who must be within 
  30 ft. of each other 
  Duration: 1 round / level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You limn your allies in a glowing nimbus, transforming 
  their attacks into brilliant energy. 
   
  Each person affected by this aura gives off light as a 
  torch (20-foot radius).  Their weapon attacks (melee or 
  ranged) function as if their weapons were brilliant energy 
  weapons: they ignore nonliving matter and armor and 
  enchancement AC bonuses do not count against them.  
  The attacks cannot harm undead, constructs, or objects.  
  In addition, all attacks gain an enhancement bonus on 
  damage equal to one half the caster’s level (maximum 
  +10). 
   
  (Source: Complete Divine p. 157) 
   
  IMBUE FAMILIAR WITH SPELL ABILITY 
  Universal 
  Level: Sorcerer / wizard 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Familiar touched 
  Duration: 1 hour / level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell allows you to transfer a number of your spells 
  and the ability to cast them into your familiar.  
  Spontaneous spellcasters, such as sorcerers, can imbue a 
  familiar with any spells they know how to cast.  Arcanists 
  who prepare spells, such as wizards, can imbue a familiar 
  with any spell they have currently prepared.  In either 
  case, you can imbue one spell per three caster levels, with 
  a maximum number of one-third your caster level, 
  rounded down (maximum 5
  th level).  Multiple castings of 
  imbue familiar with spell ability have no effect on these 
  limits. 
   
  The transferred spell’s variable characteristics (range, 
  duration, area, and so on) function according to your 
  level.  Once you cast imbue familiar with spell ability on 
  your familiar, both the spell and the spell slots of the 
  transferred spells remain unavailable for the preparation 
  or casting of new spells until the familiar uses the 
  transferred spells or imbue familiar with spell ability 
  expires. 
   
  The spell can be dispelled, if this spell fails, the spells 
  transferred are lost as if the familiar had cast them.  In an 
  antimagic field, the familiar loses the ability to cast the 
  imbued spells, but regains it again if it leaves the field (so 
  long as the spell’s duration hasn’t expired). 
   
  If any transferred spell requires a focus or material 
  component, you must have it on your person when the 
  spells are cast (components are consumed as normal 
  without requiring you to bring them to hand).  Any XP 
  costs from a transferred spell are deducted from your 
  total when the familiar casts the spell. 
   
  (Source: Complete Arcane p. 112) 
   
  TIDAL SURGE 
  Evocation [Water] 
  Level: Druid 6, Ocean 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Targets: One or more creatures in a 20-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  When you cast this spell, you create a huge wave of water 
  that slams into one or more targets within range.  If there 
  is no large, natural source of water (a river, lake, or ocean) 
  within the spell range, you can affect only one target.  If 
  such a source of water exists within the range of the spell, 
  the spell creates a burst centered on a location you 
  designate.  In either case, the water deals 1d8 points of 
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  damage per two caster levels (maximum 7d8) to the target 
  or to creatures within the area. 
   
  In addition, all affected creatures suffer a bull rush 
  attack, forcing them to make opposed Strength checks 
  against the wave of water.  The water has an effective 
  Strength of 16 and is considered Medium size (or 
  Strength 20 and Large if cast near a source of water).  You 
  designate the direction the wave pushes when you cast 
  the spell; creatures who lose the opposed Strength check 
  are pushed back 5 feet, plus an additional 5 feet for every 
  5 points by which the wave beats their Strength checks, 
  in that direction.  It is possible for a wave arising from a 
  body of water to push characters into the water. 
   
  The wave puts out torches, campfires, exposed 
  lanterns, and other open flames if they are carried by the 
  targets or located within the area and they are Large size 
  or smaller.  If the wave hits a magical fire, those flames 
  are targeted by a dispel magic effect as if you had cast the 
  spell. 
   
  (Source: Complete Divine p. 184) 
   
  NEW ITEMS 
  CASTING GLOVE 
  A casting glove is a spellcaster’s best friend.  Like a glove 
  of storing, a casting glove stores one item weighing up to 
  20 pounds.  However, the wearer can make use of a stored 
  potion, rod, scroll, staff, or wand without retrieving it.  
  The major reason that adventurers prefer to channel the 
  magic of stored items is that doing so does not provoke 
  attacks of opportunity. 
   
  Description: A casting glove is a black leather 
  gauntlet with small silver and gold runes around the tip 
  of each finger.  Because the magic used in its creation 
  smoothes out any imperfections in the leather and 
  eliminates any seams, the glove feels smooth to the 
  touch.  When the wearer snaps her fingers, the runes on 
  the fingertips flash briefly.  When she uses the glove to 
  summon or store an item, arcane energy crackles 
  between her fingers. 
   
  Activation: A casting glove has two functions.  
  Storing or retrieving an item requires a command word 
  but is a free action.  Using a magic item without first 
  retrieving it requires a standard action. 
   
  Effect: On the wearer’s command, one item held in 
  the hand wearing the glove disappears and is stored in it, 
  as with a glove of storing.  The item can weigh no more 
  than 20 pounds, and the wearer must be able to hold it in 
  one hand.  The item is actually shrunk down so small that 
  it cannot be seen and is held in stasis within the glove.  
  While thus stored, the item has negligible weight. 
   
  By snapping the fingers of the hand wearing the 
  glove, the wearer causes the item to reappear.  A glove 
  stores only one item at a time.  Spell durations are not 
  arrested; any active spell effects continue to run 
  normally.  If an effect is suppressed or dispelled, the 
  stored item reappears instantly. 
   
  The effect that distinguishes a casting glove from a 
  glove of storing is the former’s ability to channel the 
  magic of certain items without retrieving them.  Once 
  per round, the wearer of a casting glove can call upon one 
  effect of a stored potion, rod, wand, scroll, or staff as if he 
  were holding the item in his hand.  Potions function as if 
  the wearer had drunk them, and scrolls function as if the 
  wearer had read them.  (Later, when the wearer retrieves 
  these items, the scroll page is blank, and the potion vial is 
  empty).  Channelling the power of a rod, staff, or wand in 
  this way expends charges from it normally, and the effect 
  is generated as if the wearer were holding the item.  If the 
  item has multiple functions, the wearer chooses one in 
  the normal fashion.  
   
  Aura / Caster Level: Moderate transmutation; CL 
  11
  th. 
   
  Construction: Craft Wondrous Item, shrink item, 
  10,000 gp, 800 XP, 20 days. 
   
  Weight: -. 
   
  Price: 20,000 gp. 
   
  (Source: Dungeon Master’s Guide II p. 266) 
   
  DEADLY PRECISION 
  A deadly precision weapon deals an extra 2d6 points of 
  damage when its wielder makes a successful sneak attack. 
   This ability does not bestow the ability to make sneak 
  attacks upon a user who does not already have it. 
   
  Moderate transmutation; CL 12th; Craft Magic Arms 
  and Armor, keen edge; Price +2 bonus. 
   
  (Source: Complete Adventurer p. 127) 
   
  MAGEBANE 
  Weapons crafted with the magebane property are rightly 
  feared by all arcane spellcasters.  Against any creature 
  with arcane spells currently prepared or spell slots 
  available to cast arcane spells without preparation, or 
  against creatures with the ability to use arcane spell-like 
  abilities, a magebane weapon’s effective enhancement 
  bonus is 2 better than normal (so that a +1 longsword 
  becomes a +3 longsword when wielded against arcane 
  spellcasters) and deals an extra 2d6 points of damage.  
  Magebane bows, crossbows, and slings bestow this ability 
  upon their ammunition. 
   
  Moderate conjuration; CL 8
  th; Craft Magic Arms and 
  Armor, dispel magic; Price +1 bonus. 
   
  (Source: Complete Arcane p. 144) 
   
  PITSPAWNED TEMPLATE 
  The pitspawned template can be added to any suit of 
  armor, shield, or weapon crafted on the Infinite Layers of 
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  the Abyss by a smith native to that plane.  Mariliths 
  sometimes take the necessary ranks in the relevant Craft 
  skill to make such items, although half-fiends of various 
  kinds also slave away in the dark forges of the Abyss.  Evil 
  titans and fiendish yuan-ti that call the Abyss home also 
  create pitspawned gear occasionally. 
   
  A pitspawned suit of armor or weapon has all the 
  base statistics of the normal item except as noted here.  A 
  good creature that wears pitspawned armor or wields a 
  pitspawned weapon takes a -1 penalty on attack rolls 
  because it finds the innate vileness of the item 
  uncomfortable and distracting. 
   
  Requirements 
  The creator of a pitspawned item must be native to the 
  Infinite Plains of the Abyss and must make the item on 
  that plane. 
   
  Pitspawned Weapons 
  Like pitspawned armor and shields, pitspawned weapons 
  are dark in color and have a blood-red cast when viewed 
  at the proper angle.  These weapons tend to reflect the 
  demonic combat philosophy of overwhelming foes with 
  massive damage. 
   
  Cost: The pitspawned template adds 1,000 gp to the 
  other costs associated with creating a given weapon. 
   
  Affinity: Keen (special ability); sword of life stealing 
  (specific weapon).  A pitspawned weapon is constructed 
  especially to deal tremendous amounts of damage, or 
  even to destroy a creature’s life force.  
   
  Special: A pitspawned weapon is more likely to deal 
  grievous injuries than its normal counterparts.  The 
  wielder gains a +2 bonus on rolls made to confirm critical 
  hits with this weapon. 
   
  (Source: Dungeon Master’s Guide II p. 278) 
   
  ROGUE BLADE 
  This +2 rapier provides the effect of the blink spell as cast 
  by a 6
  th-level wizard when wielded.  Because blink denies 
  opponents their Dexterity bonuses to Armor Class, a 
  rogue wielding a rogue blade always gets to add her sneak 
  attack damage (provided her opponent is susceptible to 
  such). 
   
  Moderate transmutation; CL 6
  th; Craft Magic Arms 
  and Armor, blink; Price: 44,320 gp. 
   
  (Source: Savage Species  p. 51) 
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  Appendix Three – New Prestige Classes 
   
  DREAD PIRATE (DISHONORABLE) 
  Thugs and cutthroats in every port lay claim to the title 
  “pirate,” but actually making a fortune through piracy is 
  no easy task.  A dread pirate, however, has mastered every 
  aspect of larceny on the high seas.  His network of 
  contacts tells him when a particularly valuable cargo is 
  shipping out.  After a flawless ambush at sea, he swings 
  aboard the target ship on a rope, rapier in hand.  Once he 
  and his shipmates have overpowered the prize vessel’s 
  crew, they liberate the cargo and make their escape.  
  Later, the dread pirate meets representatives from the 
  black market in an isolated cove and sells his newly 
  acquired cargo for a handsome profit. 
   
  Some dread pirates accomplish their goals through 
  fear, killing indiscriminately and ruling their ships at 
  rapier-point.  Others minimize bloodshed and exhibit a 
  curious sort of chivalry, perhaps realizing that the captain 
  and crew of a prize ship are more likely to surrender if 
  they belive they will live to see port again.  Now and then 
  a dread pirate takes his chivalric streak a step farther and 
  preys only on the ships of enemy nations – or even solely 
  on other pirates. 
   
  A dread pirate’s lifestyle is ideal for most rogues, 
  because the job requires a number of skills that other 
  classes don’t have the time or inclination to learn.  
  However, the class also attracts some spellcasters, who 
  can use magic to conceal their ships or incapacitate a 
  prize vessel’s crew. 
   
  Hit Die: d8 
   
  Requirements 
  To qualify to become a dread pirate, a character must 
  fulfill all of the following criteria. 
   
  Alignment: Any nonlawful. 
   
  Base Attack Bonus: +4 
   
  Skills: Appraise 8 ranks, Profession (sailor) 8 ranks, 
  Swim 4 ranks, Use Rope 4 ranks. 
   
  Feats: Quick Draw, Weapon Finesse. 
   
  Special: The character must own a ship worth at 
  least 10,000 gp.  The method of acquisition – purchase, 
  force of arms, or skullduggery – makes no difference, as 
  long as he can freely operate it on the high seas. 
   
  Class Skills 
  The dread pirate’s class skills (and the key ability for each 
  skill) are Appraise (Int), Balance (Dex), Bluff (Cha), 
  Climb (Str), Craft (Int), Gather Information (Cha), 
  Intimidate (Cha), Jump (Str), Listen (Wis), Perform 
  (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), 
  Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble 
  (Dex), and Use Rope (Dex). 
   
  Skill Points at Each Level: 6 + Int modifier. 
   
  Class Features 
  All of the following are class features of the dread pirate 
  prestige class. 
   
  Weapon and Armor Proficiency: Dread pirates are 
  proficient with all simple weapons, with light martial 
  weapons, and with the rapier.  Dread pirates are 
  proficient with light armor but not with shields. 
   
  Seamanship (Ex): A dread pirate adds his class level 
  as an insight bonus on all Profession (sailor) checks.  
  Allies within sight or hearing of a dread pirate add an 
  insight bonus equal to half this number on their 
  profession (sailor) checks. 
   
  Two-Weapon Fighting: A dread pirate wearing 
  light or no armor is treated as having the Two-Weapon 
  Fighting feat, even if he does not have the prerequisites 
  for the feat. 
   
  Fearsome Reputation (Ex): By the time he attains 
  2
  nd level, a dread pirate has developed a reputation on the 
  high seas.  At this point, he must choose whether to 
  Table 3-1: Dread Pirate (Dishonorable) 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st
  +1 
  +0 
  +2 
  +0 
  Seamanship, two-weapon fighting 
  2
  nd
  +2 
  +0 
  +3 
  +0 
  Fearsome reputation +2 
  3
  rd
  +3 
  +1 
  +3 
  +1 
  Sneak attack +1d6 
  4
  th
  +4 
  +1 
  +4 
  +1 
  Acrobatic charge, steady stance 
  5
  th
  +5 
  +1 
  +4 
  +1 
  Scourge of the Seas 
  6
  th
  +6 
  +2 
  +5 
  +2 
  Fearsome reputation +4 
  7
  th
  +7 
  +2 
  +5 
  +2 
  Sneak attack +2d6 
  8
  th
  +8 
  +2 
  +6 
  +2 
  Skill mastery 
  9
  th
  +9 
  +3 
  +6 
  +3 
  Motivate the scum 
  10
  th
  +10
  +3
  +7
  +3
  Fearsome reputation +6, pirate king
  Tides of War 
   
  Page 58 
  
  cultivate a reputation as an honorable pirate (avoiding 
  undue bloodshed, honoring flags of truce, and the like) 
  or as a disreputable pirate (favoring mayhem and dire 
  treatment of prisoners). 
   
  A dread pirate’s actual activities or alignment need 
  not match his reputation.  However, a radical shift away 
  from his reputation might negate or even reverse that 
  reputation at the DM’s option.  Also, a dread pirate in 
  disguise does not gain any effect granted by his 
  reputation (including the special abilities described 
  below that depend on the dread pirate’s reputation). 
   
  Sneak Attack (Ex): Beginning at 3
  rd level, a 
  dishonorable dread pirate deals an extra 1d6 points of 
  damage when flanking an opponent or at any time when 
  the target would be denied its Dexterity bonus.  This 
  extra damage applies to ranged attack sonly if the target is 
  within 30 feet.  See the rogue class feature, page 50 of the 
  PLAYER’S HANDBOOK.  The amount of extra damage dealt 
  increases to 2d6 at 7
  th level.  If a dishonorable dread pirate 
  gets a sneak attack bonus from another source (such as 
  levels of rogue), the bonuses on damage stack. 
   
  Acrobatic Charge (Ex): A dread pirate of 4
  th level or 
  higher can charge over difficult terrain that normally 
  slows movement or through squares occupied by allies 
  blocking his path.  This ability enables him to charge 
  across a cluttered ship’s deck, leap down from a higher 
  deck, or swing between two adjacent ships to get to his 
  target.  Depending on the circumstances, he might still 
  need to make appropriate checks (such as Jump, Tumble, 
  or Use Rope checks to successfully move over the terrain. 
   
  Steady Stance (Ex): At 4
  th level and higher, a dread 
  pirate remains stable on his feat when others have 
  difficulty standing.  He is not considered flat-footed 
  while balancing or climbing, and he adds his class level as 
  a bonus on Balance or Climb checks to remain balancing 
  or climbing when he takes damage. 
   
  Scourge of the Seas (Ex):  Starting at 5
  th level, a 
  dishonorable dread pirate can instill fear into his 
  enemies.  When the character uses Intimidate to 
  demoralize foes, the attempt affects all enemies within 30 
  feet who can see and hear him, and the effect lasts for a 
  number of rounds equal to his Charisma modifier 
  (minimum 1 round).  Multiple uses of this ability don’t 
  stack.  This is a mind-affecting ability. 
   
  Skill Mastery (Ex): At 8
  th level, a dread pirate 
  becomes supremely confident of his mobility.  He has 
  mastered the skills Balance, Climb, Jump, and Tumble to 
  the extent that he can take 10 with them even under 
  stress. 
   
  Motivate the Scum (Ex): Once per day, a 
  dishonorable dread pirate of 9
  th level or higher can 
  motivate his allies by killing a helpless individual.  All 
  allies of the dread pirate who see the act gain a +2 morale 
  bonus on damage rolls.  This effect lasts for 24 hours. 
   
  Most dishonorable dread pirates don’t care whether 
  the victim is a prisioner or one of their own crew.  In fact, 
  if the slain individual is one of the dread pirate’s crew, the 
  morale bonus on damage rolls improves to +4, but the 
  allies also take a -2 penalty on Will saves for the duration 
  of the effect. 
   
  Pirate King (Ex): A 10
  th-level dread pirate’s exploits 
  have become so legendary that great numbers of able 
  sailors are willing to sign on as his crew for no 
  compensation other than a share of the booty.  Treat this 
  ability as the equivalent of the Leadership feat, except 
  that only followers (and no cohorts) are gained. 
   
  (Excerpted from Complete Adventurer p. 39) 
   
  EXOTIC WEAPON MASTER 
  Characters of any race or background can become exotic 
  weapon 
  masters; 
  the 
  only 
  real 
  requirement 
  is 
  commitment and perseverance.  Nevertheless, most 
  exotic weapon masters are human, because members of 
  that race have the most exposure to new cultures and 
  thus the most opportunity to take up exotic weapons. 
   
  NPC exotic weapon masters often open training 
  arenas or schools for those interested in learning to fight 
  with unusual weapons or tactics.  They often take levels 
  in other prestige classes and can be found as champions 
  or leaders among bands of warriors. 
   
  Hit Die: d10 
   
  Requirements 
  To become an exotic weapon master, a character must 
  fulfill the following criteria. 
   
  Base Attack Bonus: +6 
   
  Skills: Craft (weaponsmithing) 3 ranks 
   
  Feats: Exotic Weapon Proficiency (any exotic 
  weapon), Weapon Focus (any exotic weapon). 
   
  Special: Races that have familiarity with an exotic 
  weapon (such as the dwarf’s familiarity with the dwarven 
  waraxe and the dwarven urgosh) are considered to have 
  the Exotic Weapon Proficiency feat for the purpose of 
  Table 3-2: The Exotic Weapon Master 
  Level 
  Base 
  Attack Bonus 
  Fort 
  Save
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st
  +1 
  +2 
  +0 
  +0 
  Exotic weapon stunt 
  2
  nd
  +2 
  +3 
  +0 
  +0 
  Exotic weapon stunt 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Exotic weapon stunt 
  Tides of War 
   
  Page 59 
  
  meeting the requirements for this class. 
   
  Class Skills 
  The exotic weapon master’s class skills (and the key 
  ability for each skill) are Craft (Int), Intimidate (Cha), and 
  Profession (Wis). 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the exotic 
  weapon master prestige class. 
   
  Weapon and Armor Proficiency: Exotic weapon 
  masters gain no proficiency with any weapon or armor. 
   
  Exotic Weapon Stunt (Ex): At each level, an exotic 
  weapon master learns a special trick that he can use with 
  any exotic weapon for which he has the Weapon Focus 
  feat.  He must select the trick learned when he gains the 
  level, and once selected the choice cannot later be 
  changed.  He can’t select the same stunt more than once. 
   
  Exotic Reach: When wielding an exotic weapon with 
  reach, the character may make an attack of opportunity 
  against a foe that provokes such an attack even if the foe 
  has cover (but not total cover). 
   
  Flurry of Strikes: When wielding an exotic double 
  weapon or a spiked chain with both hands, the character 
  can elect to use a full attack action to make a flurry of 
  strikes.  When doing so, he may make one extra attack in 
  the round at his full base attack bonus, but this attack 
  takes a -2 penalty, as does any other attack made in that 
  round and until the exotic weapon master’s next turn.  
  The extra attack may be with either end of the double 
  weapon. 
   
  (Excerpted from Complete Warrior p. 30) 
  Tides of War 
   
  Page 60 
  
  Appendix Four – New Monsters 
   
  NABASSU 
  Medium 
  Outsider 
  (Chaotic, 
  Evil, 
  Extraplanar, 
  Tanar’ri) 
  Hit Dice: 7d8+28 (59 hp) 
  Initiative: +4 
  Speed: 30 ft., fly 60 ft. (average)  
  AC: 19 (+5 natural, +4 Dex), touch 14, flat-footed 13 
  Base Attack/Grapple: +7/+11 
  Attack: Claw +11 melee (1d4+4) 
  Full Attack: 2 claws +11 melee (1d6+4) and bite +9 melee 
  (1d8+2) 
  Space/Reach: 5 ft./ 5 ft. 
  Special Attacks: Death gaze, feed, sneak attack +2d6, 
  spell-like abilities 
  Special Qualities: Damage reduction 10/cold iron or 
  good, immune to electricity and poison, resistance to 
  acid 10, cold 10, and fire 10, SR 17, telepathy 100 ft. 
  Saves: Fort +9, Ref +9, Will +7 
  Abilities: Str 19, Dex 18, Con 19, Int 14, Wis 14, Cha 14 
  Skills: Bluff +7, Concentration +10, Diplomacy +4, 
  Escape Artist +10, Intimidate +8, Hide +14, 
  Knowledge (Local)(Any one) +7, Knowledge (Planes) 
  +7, Listen +20, Move Silently +14, Search +12, 
  Spellcraft +7, Spot +20, Survival +8 (+10 following 
  tracks), Use Rope +10 (+12 with bindings). 
  Feats: Multiattack, Power Attack, Track 
  Climate/Terrain: 
  Infinite 
  Layers 
  of 
  the 
  Abyss 
  (Torremor) 
  Organization: Solitary or gang (3-5) 
  Challenge Rating: 6 
  Treasure: Standard 
  Alignment: Always chaotic evil 
  Advancement: Special (see below) 
   
  Nabassu are creatures spawned in the Abyss but nurtured 
  on other planes, where they grow and gain power by 
  slaying and devouring humans. 
   
  Nabassu, unmistakably fiends, are gargoylish in 
  appearance, standing 7 feet tall.  They are gaunt with 
  leathery skin and wings, tightly corded muscles, long 
  claws on hands and feet, steely grey eyes, and a wide 
  mouth lined with sharp fangs. 
   
  Nabassu are a scourge of humanity.  They are the 
  only fiends that live a part of their lives on a foreign 
  plane.  Unlike other tanar’ri, nabassu seem to have no 
  place in the Blood War.  Once they return to the Abyss 
  from their tour of carnage on the Prime Material, they 
  will reside in one of the fortresses of the Abyss for the 
  rest of their immortal existence. 
  Combat 
   
  A nabassu’s natural weapons, as well as any weapons 
  it wields, are treated as chaotic-aligned and evil-aligned 
  for the purpose of overcoming damage reduction.  Its 
  natural weapons are treated as magic weapons for the 
  purpose of overcoming damage reduction. 
   
  Death Gaze (Sp): 1/day - Death, range 30 ft, 
  Fortitude DC 15 negates.  Once per day, a nabassu can 
  make a targeted gaze attack against one target.  
  Humanoids that die from the attack are transformed into 
  ghasts 24 hours later.  The save DC is Charisma-based. 
   
  Sneak Attack (Ex): A nabassu can make a sneak 
  attack like a rogue, dealing an extra 2d6 points of damage 
  whenever a foe is denied his or her Dexterity bonus or 
  when the nabassu is flanking. 
   
  Feed (Su): When a nabassu slays a humanoid 
  opponent on a plane other than the Abyss, it can feed on 
  the corpse, devouring both flesh and life force, as a full 
  round action.  Feeding destroys the victim’s body and 
  prevents any form of raising or resurrection that requires 
  part of the corpse.  There is a 50% chance that a wish, 
  miracle, or true resurrection spell can restore a devoured 
  victim to life.  Check once for each destroyed creature.  If 
  the check fails, the creature cannot be brought back to 
  life by mortal magic. 
   
  A nabassu advances in Hit Dice by consuming 
  corpses in this fashion.   For every four suitable corpses a 
  nabassu devours, it gains 1 Hit Die, and its Strength, 
  Constitution, and natural armor increase by +1.  Its attack 
  bonus and saves improve as normal for an outsider of its 
  Hit Dice, and it gains skill points, feats, and ability score 
  improvements normally.  The nabassu only advances by 
  consuming the corpses of creatures whose Hit Dice are 
  equal to or greater than its own current total.  A nabassu 
  who reaches 11 Hit Dice though feeding becomes a 
  Greater Nabassu upon completion of the act. 
   
  Spell-like Abilities: At will – darkness.  Caster level 
  7
  th. 
   
  Skills: Nabassu have a +8 racial bonus on Listen and 
  Spot checks. 
   
  Source: Planescape - Monstrous Compendium (TSR 
  2602), converted to D&D 3.5 from 2
  nd Edition 
   
  NABASSU, GREATER 
  Medium 
  Outsider 
  (Chaotic, 
  Evil, 
  Extraplanar, 
  Tanar’ri) 
  Hit Dice: 11d8+66 (115 hp) 
  Initiative: +4 
  Speed: 30 ft., fly 60 ft. (average)  
  Tides of War 
   
  Page 61 
  
  AC: 23 (+9 natural, +4 Dex), touch 14, flat-footed 16 
  Base Attack/Grapple: +11/+17 
  Attack: Claw +17 melee (1d4+6 plus energy drain) 
  Full Attack: 2 claws +17 melee (1d6+6 plus energy drain) 
  and bite +15 melee (1d8+3) 
  Space/Reach: 5 ft./ 5 ft. 
  Special Attacks: Death gaze, feed, paralyzing aura, sneak 
  attack +2d6, spell-like abilities, summon tanar’ri 
  Special Qualities: Damage reduction 10/cold iron or 
  good, immune to electricity and poison, resistance to 
  acid 10, cold 10, and fire 10, SR 21, telepathy 100 ft. 
  Saves: Fort +13, Ref +11, Will +11 
  Abilities: Str 23, Dex 18, Con 23, Int 18, Wis 18, Cha 18 
  Skills: Bluff +14, Concentration +20, Diplomacy +19, 
  Escape Artist +12, Intimidate +12, Hide +18, 
  Knowledge (Local)(Any one) +15, Knowledge 
  (Planes) +15, Listen +26, Move Silently +18, Search 
  +18, Spellcraft +11, Spot +26, Survival +12 (+14 
  following tracks), Use Rope +12 (+14 with bindings). 
  Feats: Ability Focus (paralyzing aura), Multiattack, Power 
  Attack, Track 
  Climate/Terrain: 
  Infinite 
  Layers 
  of 
  the 
  Abyss 
  (Torremor) 
  Organization: Solitary 
  Challenge Rating: 10 
  Treasure: Standard 
  Alignment: Always chaotic evil 
  Advancement: Special (see below) 
   
  A nabassu that reaches 11 Hit Dice through feeding 
  becomes a greater nabassu.  A greater nabassu can reach a 
  maximum of 21 Hit Dice through feeding. 
   
  Death Gaze (Sp): 1/day - Death, range 30 ft, 
  Fortitude DC 19 negates.  Once per day, a greater nabassu 
  can make a targeted gaze attack against one target.  
  Humanoids that die from the attack are transformed into 
  ghasts 24 hours later.  The save DC is Charisma-based. 
   
  Energy Drain (Su): Living creatures hit by a greater 
  nabassu’s claws gain two negative levels.  The DC is 19 for 
  the Fortitude save to remove a negative level.  The save 
  DC is Charisma-based.  For each such negative level 
  bestowed, the greater nabassu gains 5 temporary hit 
  points. 
   
  Feed (Su): A greater nabassu can feed, as a nabassu.  
  A greater nabassu can reach a maximum of 21 Hit Dice 
  through feeding. 
   
  Paralyzing Aura (Su): Any living creature coming 
  within 10 ft. of a greater nabassu must succeed on a 
  Fortitude save (DC 21) or be paralyzed for 1d10 rounds.  
  A creature that succeeds is immune to that same greater 
  nabassu’s paralyzing aura for 24 hours.  The save DC is 
  Charisma-based. 
   
  Spell-Like Abilities:  At will – darkness, silence, 
  vampiric touch; 2/day – ethereal jaunt (self plus 50 
  pounds of objects only).  Caster level equals the greater 
  nabassu’s HD. 
   
  Summon Tanar’ri (Sp): Three times per day a 
  greater nabassu can attempt to summon 2d6 dretches or 1 
  greater nabassu with a 35% chance of success.  This is the 
  equivalent of a 3
  rd-level spell. 
   
  Skills: Greater nabassu have a +8 racial bonus on 
  Listen and Spot checks. 
   
  Source: Planescape - Monstrous Compendium (TSR 
  2602), converted to D&D 3.5 from 2
  nd Edition 
   
  OGRE, SKULLCRUSHER 
  Large Giant 
  Hit Dice: 8d8+24 (60 hp) 
  Initiative: +0 
  Speed: 30 ft. in spiked half-plate (6 squares); base 40 ft. 
  Armor Class: 20 (-1 size, +2 natural, +7 spiked half-plate, 
  +2 spiked heavy shield), touch 9, flatfooted 20 
  Base Attack / Grapple: +6/+21 
  Attack: Morningstar +12 melee (2d6+7) or shield spike 
  +12 melee (1d8+3) or rock +6 ranged (2d6+7) 
  Full Attack: Morningstar +8/+3 melee (2d6+7) and 
  shield spike +8 melee (1d8+3) or rock +6 ranged 
  (2d6+7) 
  Space/Reach: 10 ft. / 10 ft. 
  Special Attacks: Rock throwing 
  Special Qualities: Darkvision 60 ft., low-light vision 
  Saves: Fort +9, Ref +2, Will +2 
  Abilities: Str 25, Dex 11, Con 17, Int 10, Wis 10, Cha 9 
  Skills: Craft (armorsmithing or weaponsmithing) +5, 
  Handle Animal +4, Intimidate +1, Knowledge 
  (architecture and engineering) +5, Ride +7, Search 
  +0 (+2 secret doors) 
  Feats: Improved Grapple
  B, Improved Shield Bash, 
  Mounted Combat, Power Attack, Two-Weapon 
  Fighting
  B 
  Environment: Warm hills 
  Organization: Gang (4-9), warband (10-24 plus 1-2 3
  rd 
  level sergeants mounted on trained war elephants 
  and 
  1-4 
  ogres), 
  or 
  tribe 
  (30-60 
  plus 
  50% 
  noncombatants plus 1 3
  rd level sergeant per 10 adults, 
  1 or 2 lieutenants of 4
  th or 5
  th level, 1 leader of 6
  th-8
  th 
  level, 4-16 ogres, and 10-30 trained war elephants) 
  Challenge Rating: 5 
  Treasure: Standard 
  Alignment: Usually neutral evil 
  Advancement: By character class 
  Level Adjustment: +3 
   
  This 8-foot tall brute resembles an ogre but looks to be 
  more intelligent, and it stands more erect.  Its armor and 
  shield are covered in spikes, and it carries a vicious-
  looking morningstar. 
  Tides of War 
   
  Page 62 
  
   
  Skullcrusher ogres are an offshoot of the ogre stock bred 
  for war.  Shorter and less brutish than typical ogres, 
  skullcrusher ogres are nevertheless stronger and more 
  dangerous. 
   
  Thuggish and sadistic, bellicose and rowdy, 
  skullcrusher ogres enjoy bullying weaker creatures.  
  Tribes often keep slaves, which in many cases are normal 
  ogres. 
   
  Created long ago to serve as soldiers, skullcrusher 
  ogres have naturally centered their culture on warfare, 
  and their villages are arrayed like military encampments. 
   Skullcrusher ogres build siege walls and other structures 
  to defend their homes, and they train elephants for 
  mounted combat. 
   
  An adult skullcrusher ogre stands 8 to 9 feet tall and 
  weighs 550 to 600 pounds.  The creatures’ skin color 
  ranges from pale yellow to pale brown, and their hair 
  tends to be black.  Skullcrusher ogres wear armor during 
  their waking hours and little clothing when sleeping. 
   
  Skullcrusher ogres speak Giant and Common. 
   
  Combat 
  Skullcrusher ogres are born fighters.  They love the 
  clango and calamity of battle. 
   
  A skullcrusher ogre gleefully charges into combat 
  and strikes at foes with both its Morningstar and spiked 
  shield.  A skullcrusher ogre especially enjoys grappling 
  foes and crushing them on his spiked armor.  (A 
  successful grapple check to deal damage causes 1d4+7 
  points of nonlethal damage plus 1d8 points of piercing 
  damage.) 
   
  Rock Throwing (Ex): Like giants, skullcrusher ogres 
  are accomplished rock throwers and gain a +1 racial 
  bonus on attack rolls when throwing rocks.  A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (Small objects) up to five range increments.  The range 
  increment is 100 feet for a skullcrusher ogre’s rocks. 
   
  Society 
  Although they are as ill-tempered as their ogre brethren, 
  skullcrusher ogres understand the importance of 
  discipline within their fighting squads.  The warband 
  becomes their family, of sorts.  Their swords and shields 
  become their trusted companions.  While lesser ogres 
  allow fatigue, hunger, and petty greed to get the better of 
  them, skullcrushers tirelessly rehearse battle tactics, 
  sharpen their blades, and survey the terrain of the lands 
  they 
  intend 
  to 
  conquer, 
  looking 
  for 
  tactically 
  advantageous ground on which to fight. 
   
  A strict hierarchy governs each skullcrusher 
  warband.  The smartest and mightiest skullcrusher leads 
  the warband until the day he falls in battle, at which 
  point his chosen successor takes command, often 
  claiming the weapons and trophies of her fallen 
  predecessor.  A skullcrusher must fight for her place in 
  the chain of command, and all challenges among 
  members of the warband are resolved through nonlethal 
  combat.  Although incapable of feeling deep love for a 
  comrade-in-arms, a skullcrusher knows better than to 
  take the life of an ally and wouldn’t think to deprive 
  another skullcrusher of the chance to die a glorious death 
  on the battlefield. 
   
  PARAELEMENTAL, MAGMA 
  Magma Paraelemental, Greater 
  Huge Elemental (Earth, Fire, Extraplanar) 
  Hit Dice: 21d8+105 (199 hp) 
  Initiative: -1 
  Speed: 30 ft. 
  Armor Class: 19 (-2 size, -1 Dex, +12 natural), touch 7, 
  flatfooted 19 
  Base Attack / Grapple: +15/+33 
  Attack: Slam +23 melee (2d10+10/19-20) 
  Full Attack: 2 Slams +23 melee (2d10+10/19-20) 
  Space/Reach: 15 ft. / 15 ft. 
  Special Attacks: Burn (DC 27) 
  Special Qualities: Damage reduction 10/-, darkvision 60 
  ft., elemental traits, immunity to fire, vulnerability to 
  cold 
  Saves: Fort +17, Ref +6, Will +7 
  Abilities: Str 31, Dex 8, Con 21, Int 6, Wis 11, Cha 11 
  Skills: Listen +12, Spot +12 
  Feats: Ability Focus (burn), Cleave, Great Cleave, 
  Improved Bull Rush, Improved Critical (slam), 
  Improved Overrun, Improved Sunder, Power Attack 
   
  Magma Paraelemental, Elder 
  Huge Elemental (Earth, Fire, Extraplanar) 
  Hit Dice: 24d8+120 (228 hp) 
  Initiative: -1 
  Speed: 30 ft. 
  Armor Class: 22 (-2 size, -1 Dex, +15 natural), touch 7, 
  flatfooted 21 
  Base Attack / Grapple: +18/+37 
  Attack: Slam +27 melee (2d10+11/19-20) 
  Full Attack: 2 Slams +27 melee (2d10+11/19-20) 
  Space/Reach: 15 ft. / 15 ft. 
  Special Attacks: Burn (DC 29) 
  Special Qualities: Damage reduction 10/-, darkvision 60 
  ft., elemental traits, immunity to fire, vulnerability to 
  cold 
  Saves: Fort +19, Ref +7, Will +8 
  Abilities: Str 33, Dex 8, Con 21, Int 6, Wis 11, Cha 11 
  Skills: Listen +13, Spot +14 
  Tides of War 
   
  Page 63 
  
  Feats: Ability Focus (burn), Cleave, Great Cleave, 
  Improved Bull Rush, Improved Critical (slam), 
  Improved Natural Armor, Improved Overrun, 
  Improved Sunder, Power Attack 
   
  Environment: Elemental Planes of Earth and Fire 
  Organization: Solitary 
  Challenge Rating: Greater 9; elder 11. 
  Treasure: None 
  Alignment: Usually neutral 
  Advancement: Greater 22-23 (Huge); elder 25+ HD 
  (Huge) 
  Level Adjustment: - 
   
  Birthed in the heart of extraplanar volcanoes, magma 
  paraelementals can erupt into violence without warning. 
   
  A magma paraelemental is a hulking, humanoid 
  figure composed entirely of lava.  It is rock-colored across 
  the chest, arms, and legs, where the lava has cooled 
  somewhat, while the hands and feet are still fiery red.  
  Two glowing embers sit where the eyes should be, and 
  the mouth is a gaping maw of flame. 
   
  Magma elementals live on the Elemental Planes of 
  Fire and Earth.  Accordingly, they speak both Ignan and 
  Terran in low, rumbling voices. 
   
  Combat 
  Magma paraelementals love to charge into melee combat. 
   Given a chance, they’ll grapple foes smaller than they 
  are. 
   
  Burn 
  (Ex): 
  Those 
  grappled 
  by 
  a 
  magma 
  paraelemental or hit by its slam attack must succeed at a 
  Reflex save or catch fire.  The fire burns for 1d4 rounds 
  (see Catching on Fire, page 303 of the DUNGEON 
  MASTER’S GUIDE).  The save DC varies with the 
  paraelemental’s size.  A burning creature can take a move-
  equivalent action to put out the flame.  The save DC is 
  Constitution-based. 
   
  Creatures hitting a magma paraelemental with 
  natural weapons or unarmed attacks must likewise make 
  a Reflex save to avoid catching fire. 
   
  (Source: Manual of the Planes p. 182 and D&D 3.5 
  Update) 
   
   
  Appendix Five – Ship’s Deck Environment 
  (Excerpted from Stormwrack p. 19) 
   
  Many fights in which player characters are involved take 
  place on the decks of a ship – their own, or one they’ve 
  succeeded in boarding.  A ship’s decks tend to be 
  cluttered and can be rendered slippery by blood or 
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  seawater, but since ships are essentially designed to be 
  places where humans and humanoids can move about 
  and work, they make for comparatively safe and secure 
  footing. 
   
  A fight on board a ship can be drastically altered by 
  the current weather conditions.  These conditions apply 
  to the whole ship, not just a few squares of it. 
   
  Heeling or Listing: A ship can list from running 
  aground or from flooding below decks.  A heeling ship is 
  a ship that is listing to one side from the effects of its 
  maneuvers – a rapid turn at high speed, or a sailing ship 
  lying somewhat on its side as it runs across or before a 
  strong wind.  A mild list has the same effect as a gradual 
  slope; there is no effect on movement, but characters gain 
  a +1 bonus on melee attacks against foes downhill from 
  them.  A severe list is the same a steep slope.  Characters 
  must spend 2 squares of movement for each square of 
  steep slope.  Characters running or charging downhill 
  must succeed on a DC 10 Balance check upon entering 
  the first steep slope square.  Characters who fail this 
  check stumble and must end their movement 1d2x5 feet 
  later.  Characters who fail by 5 or more fall prone in the 
  square where they end their movement.  A severe heel or 
  list increases the DC of Tumble checks by 2. 
   
  Heavy Rolls: Ships in heavy weather can take 
  violent rolls, rocking precipitously from side to side.  
  Heavy rolls have the same effect as a severe list, except 
  from round to round the high side and low side reverse, 
  with a round of level deck in between (round 1: starboard 
  high; round 2: even; round 3: starboard low; round 4: 
  even; round 5: starboard high again, and so on). 
   
  Green Water: Ships in heavy seas can take green 
  water over the bows or sides – powerful rushes of surf 
  that wash across the deck, threatening to knock down or 
  carry away anyone on deck. 
   
  A light surge of green water 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 green water, and the DC of Tumble checks in 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 check or 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 raid before going over. 
   
  A heavy surge consists of violently surging water 
  about 4 feet in depth.  It costs 4 squares of movement to 
  enter a square of heavy surge.  Tumbling is impossible in 
  a heavy surge.  Any creature that begins its turn in or 
  enters a square of heavy surge must succeed on a DC 12 
  Strength check or Balance check, or fall prone.  
  Characters who fall prone are washed 2d6 squares in the 
  direction of the surge; if this would wash them over the 
  side, they are entitled to a DC 17 Reflex save to catch the 
  rail before going over. 
   
  Deck, Cluttered: Any square obstructed with 
  various nautical gear – capstans, coils of line or chain, 
  casks, cargo, small boats, stays, or rigging is considered 
  cluttered.  Cluttered deck provides cover and increases 
  the DC of Tumble and Move Silently checks by 2. 
   
  Deck, Slippery: A deck wet from ocean spray, ice, 
  blood, or for some other reason becomes slippery.  It 
  costs 2 squares of movement to enter a square of slippery 
  deck and the DC of Balance and Tumble checks increases 
  by 5.  A DC 10 Balance check is required to run or charge 
  over slippery deck. 
   
  Mast: A ships mast is anywhere from 1 to 3 feet 
  thick at the deck level, depending on the size of the ship. 
   A creature standing in the same square as a mast gains a 
  +2 bonus to AC and a +1 bonus on Reflex saves (these 
  bonuses don’t stack with cover bonuses from other 
  sources).  The presence of a mast doesn’t otherwise affect 
  a creatures fighting space, because it’s assumed that the 
  creature is using the mast to its advantage.  A typical mast 
  has AC 4, hardness 5, and 150 hp.  A DC 20 Climb check 
  is needed to climb a mast. 
   
  Water: Any square that isn’t actually part of the ship 
  is water. Colossal vessels have decks 15 to 25 feet above 
  the water. 
   
  Stealth and Detection on Deck: Characters on the 
  deck of a ship automatically spot other characters unless 
  the other character is hiding.  The deck of a ship provides 
  plenty of both cover and concealment, so hiding is not all 
  that difficult.  Characters encountering creatures in the 
  water are entitled to Spot checks to notice the presence 
  of creatures at or near the surface at a distance of 3d6x10 
  feet (although very large creatures can be spotted 
  considerably farther away). 
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  Appendix Six – Torremor (Abyssal Layer) 
  (Excerpted from Planescape: Planes of Chaos – Book of Chaos) 
   
  Character: Anything that can’t support itself deserves 
  to die.  Snatch what’s offered, hide and horde wealth, 
  and smash the rest.  Strike for the eyes, the blind can’t 
  fly.  Let enemies hate, so long as they fear.  The young 
  must fly or fall. 
   
  Power: Pazrael, the Abyssal lord who rules this layer, 
  has no great hall or temple, and he spends most of his 
  time pursuing power elsewhere.  His attitude to his 
  realm is best described as jealous neglect: He doesn’t 
  want to spend time here, but as soon as his proxies 
  bring him even a hint that another Abyssal lord is 
  moving against him he gathers his strength and lays 
  plans to hold what he has. 
   
  Description:  The 503rd plane of pillars, ramps, and 
  connected beams and perches is the home of flocks of 
  nabassu, vrock, chasme, and succubi as well as 
  perytons, 
  harpies, 
  gargoyles, 
  and 
  varrangoin.  
  Inhabited regions are often connected by staircases or 
  ladders, constructed for visiting Abyssal lords and then 
  abandoned.  There seems to be no bottom to the plane: 
  those who slip and fall simply continue falling until 
  they strike a beam or platform.  Offal and waterfalls 
  continue falling indefinitely, eventually dissolving into 
  dust or mist.  Oddly enough, the plummeting water 
  creates continuous rainbows along its length, a sight of 
  beauty unrivaled anywhere else in the Abyss.  Tanar’ri 
  from other layers consider this a source of much 
  amusement and ridicule. 
   
  Principal Towns:  The most important gathering place 
  on the plane is Onstrakker’s Nest, an ever-growing 
  collection of timber, bones, earthbergs, and pillars.  Its 
  tunnels extend deep into the center of the nest, and its 
  outer ramparts are the nesting grounds of many of the 
  plane’s nabassu.  These winged fiends bring material to 
  extend the nest, layering stone, wood, excrement, and 
  eggshells on top of one another and gradually 
  increasing the size of the whole.  The queen remains 
  buried at the center. 
   
  The chasme gather in the lower reaches of the 
  layer during the rainy season, where they mate and lay 
  their eggs in the rotting flesh of creatures that have 
  fallen from above.  This orgy buzzes like a hive for 
  about a month, during which time the chasme 
  exchange courtship gifts of gold and magic, mate, lay 
  their eggs, watch them hatch, and then depart.  
  Thereafter, the area is deserted.  Some scavengers 
  haunt the area during the rest of the year, gathering the 
  trinkets dropped during the chasme courtship. 
   
  Special Conditions: Objects in the plane all have central 
  gravity: No matter what surface a creature lands on, gravity 
  is toward the center of the object.  However, the layer itself 
  has a down direction which shifts abruptly from time to 
  time due to Pazrael’s desires; creatures must fly up and 
  down, but they can land on top of or beneath any perch. 
   
  Principal Nonplayer Characters:  The Wire-stringers are a 
  strange cult of petitioners and a few lesser tanar’ri who 
  belive that the weak must be weeded out of Torremor by 
  stringing wires, pendulums, nets, and other obstacles from 
  the pillars.  Pazrael has neither condoned nor destroyed the 
  ‘Stringers, so they continue on their way, leaving trapped 
  and crippled fliers in their wake.  They are hunted by the 
  greater tanar’ri and most other fliers, who consider them a 
  threat. 
   
  Many tieflings here have learned to survive by relaying 
  messages using enormous drums.  Each drum has a 
  distinctive sound and name on the network, and each can 
  be heard for many miles.  These tieflings are called, in 
  typically direct tanar’ri fashion, the Drummers.  The 
  Drummers earn their daily rations by charging for the 
  messages they pass along; those who attack, threaten, or 
  extort them find that their messages are garbled, lost, or 
  misdirected, and usually give in quickly – tanar’ri all have 
  secrets they’d rather not share with their fellows.  The 
  leader of the Drummers is Atlor Raithgarra (Male Githzerai 
  Rog17; AL CE), a thin and haunted-looking exile from 
  Limbo. 
   
  The Onstrakker Nest is the province of Keekaku, the 
  nabassu Nursemother.  Bloated and enormous, she squats at 
  the center of the nest, rearing her brood just long enough to 
  kick them out, then demanding obedience when they 
  return from the Prime.  Most cutters think she’s planning 
  to move up in the hierarchy of tanar’ri and shove Pazrael 
  aside, but he seems unconcerned by the possibility. 
   
  Services:  Ain’t no thing in Torremor, cutter.  A basher 
  should consider herself lucky if she ain’t served to a nest of 
  nabassu.  The only service a basher gets from the creatures 
  of Torremor is what she can force out of them. 
   
  Torremor Planar Traits (3rd Edition): 
  • 
  Objective Directional Gravity.  Objects in the plane all 
  have central gravity: No matter what surface a creature 
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  lands on, gravity is toward the center of the object. 
   However, the layer itself has a down direction 
  which shifts abruptly from time to time due to 
  Pazrael’s desires; creatures must fly up and down, 
  but they can land on top of or beneath any perch. 
  • 
  Normal Time. Time flows at the same rate in 
  Torremor as on the Material Plane. 
  • 
  Divinely morphic.  The Demon Prince in control 
  of the Plane, Pazrael can alter this layer of the 
  Abyss.  Less powerful creatures find Torremor 
  indistinguishable from a normal Material Plane 
  (the alterable morphic trait) in that the plane can 
  be changed by spells and physical effort. 
  • 
  Air-dominant. 
  • 
  Mildly chaos-aligned and mildly evil-aligned.
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  DM’s Aid #1: Caravel Map 
  (Source: Stormwrack p.98) 
   
   
   
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  DM’s Aid #2: Volcanic Gate Map 
   
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  DM’s Aid #3: The Nursemother’s Chamber 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/595/Normal Scenarios/IUZ5-07 Tides of War (APL 10-18)/IUZ5-07 - Tides of War.pdf