TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
   
  NAE6-01 
    
   
   
   
   
   
   
   
  Danour 
   
  A One-Round D&D LIVING GREYHAWK®  
  Principality of Naerie Regional Adventure 
  Version 1.8 
   
  Round 1 
   
  By Warren Banks 
  Circle Reviewer: Pieter Sleijpen 
  Naerie Triad Reviewer: Paul Bendall 
  Editor: Pierre van Rooden 
  Playtesters: Robert Hambly, Adam Cowan, Andrew Cowan, Richard Smart, Gavin Schultz,  
  Steve Daniels, Martin Low.  
  Thanks to: Sampo Haarlaa for comments and Jonas Lehtonen for typing up Naval Combat rules. 
   
  The future of Naerie is endangered when an old enemy appears amongst the waves of a raging storm. An adventure 
  designed for stealthy adventurers of character levels 1-13 (APL 2-10), with a possible optional encounter.  
   
  Meta-organisations featured: Privateer, Navy of Naerie, Royal Guild of Merchants of Aerdy. 
   
   
   
   
   
   
   
   
  
  RPGA® Sanctioned Play 
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  LIVING GREYHAWK campaign—a worldwide, ongoing 
  D&D® campaign set in the GREYHAWK setting—you must 
  sanction it as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a group of 
  friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back to 
  the RPGA in a timely manner. The person who runs the 
  game is called the table Dungeon Master (or usually just 
  DM). Sometimes (and almost all the time in the cases of 
  home events) the senior gamemaster is also the table DM. 
  You don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING GREYHAWK 
  character. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA website 
  at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for the 
  DM only. If you read farther than this section, you’ll know 
  too much about its challenges, which kills the fun. Also, if 
  you’re playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes you 
  ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1. For your convenience, 
  that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA Session 
  Tracking sheet. If you’re playing this adventure as part of an 
  RPGA-sanctioned event, complete and turn in this sheet to 
  your senior GM directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK Levels of 
  Play 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of the 
  PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or the 
  warhorse of a character with the Mounted Combat 
  feat, use the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round 
  up to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. Based 
  on their choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  NAE6-01 Danour 
   
  Page 2 
  
  character is three character levels or more either higher or 
  lower than the APL at which this adventure is being played, 
  that character receives only one-half of the experience 
  points and gold for the adventure. This simulates the fact 
  that either the PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach the 
  objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 2 
  and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances of 
  success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  Time Units and Upkeep 
  This is a standard 1-round Regional adventure, set in 
  Naerie. Characters from Naerie pay 1 Time Unit per round, 
  all other characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer other 
  in-game penalties (or possibly gain in-game benefits) as 
  may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability damage as if 
  he or she paid for Standard Upkeep, may refill spell 
  component pouches and healer’s kits, and may restock up 
  to 20 arrows or bolts if the character has at least four ranks 
  in Craft (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 3 
  of the Living Greyhawk Campaign Sourcebook. 
   
  Travel In The  
  United Kingdom Of Ahlissa 
  In 593 CY, PCs adventuring in the Splintered Sun had 
  several opportunities to receive AR entries that could help 
  or hinder their movement through the United Kingdom of 
  Ahlissa.  
   
  For the DM’s convenience these are replicated below. 
   
  Free Travel Throughout the Kingdom of Ahlissa: The 
  bearer of this document is entitled to travel freely 
  throughout the Kingdom of Ahlissa without molestation. It 
  is signed by Garlann of Naelax. 
   
  Wanted! The PCs are known to have slain one or more 
  nobles of The Kingdom of Ahlissa. As such the authorities 
  are actively searching for them.  
   
  Wanted In Ahlissa: This PC is wanted in connection with 
  the slaying of several Ahlissan soldiers. This status is in 
  effect in all parts of Ahlissa including the occupied portions 
  of Medegia and the Principalities of Naerie and Innspa but 
  not in the Adri Forest. PCs instantly lose any travel 
  privileges within Ahlissa including the Free Travel 
  Throughout the Kingdom of Ahlissa. At the beginning of a 
  session taking place in Ahlissa the DM should make a 
  secret d20 roll. On a 1 or 2 (a DC 20 Disguise check reduces 
  this to 1) the PC will be captured and must pay total bribes 
  of 100 gp x APL at which the scenario was played to prevent 
  their execution. One favor with a high ranked Ahlissan 
  NPC or powerful organization might be spent instead of 
  the bribes.  
   
  Once this bribe is paid, score through this entry. The 
  PC is free to continue the adventure in which he was 
  caught. 
   
  Adventure Background 
  The Scarlet Brotherhood’s eyes are upon Naerie once again. 
  Since losing control of Onnwal, it has become more 
  imperative the Brotherhood keeps the strength of Ahlissa 
  in check to prevent the loss of naval superiority on the 
  Azure Sea. The Scarlet Brotherhood has recently begun 
  construction of a secret base within Naerie, near Spine 
  Ridge & Menowood. This is to be the first step towards 
  reclaiming the country and placing it back under Scarlet 
  Brotherhood 
  control. 
  The construction is nearing 
  completion. The final preparations are being made and 
  soon the base is operational.  
   
  Currently on route to the base is the Danour, a Scarlet 
  Brotherhood ship. Disguised as a merchant ship from 
  Hardby, the Danour is carrying a bizarre alien creature key 
  to the base’s defense.  
   
  The Danour would have gone undetected had it not 
  been for chance circumstances. There is a small village in 
  the Barony of Monne called Stormhaven. The town is 
  comprised of just over 100 people, all of whom belong to a 
  group of Procan worshippers called the Stormseekers. The 
  Stormseekers believe that to feel close to their deity, they 
  must be able to feel his anger. Therefore, whenever a storm 
  blows in the Azure Sea, they set sail as an act of worship. 
  The leader of the Stormseekers, a man named Braiqem, 
  spotted the ship in the storm and recognized one of its 
  passengers: Ker Nasek. 
   
  Ker Nasek is a powerful sorcerer working for the 
  Scarlet Brotherhood. He originally arrived as envoy to Idee 
  nearly twenty years ago and worked as hidden operative for 
  the Brotherhood. When Idee was conquered, he used 
  captives for horrible experiments and later (when Idee was 
  conquered by Ahlissa), Ker Nasek continued his 
  experiments in fearsome Obelstone Keep of Onnwal.  
   
  Unfortunately, for the crew of the Danour, a storm 
  overcame them and caused substantial damage to the ship: 
  NAE6-01 Danour 
   
  Page 3 
  
  freeing the creature and forcing the boat to weigh anchor 
  to make repairs. To further complicate the matters, Braiqem 
  has managed to learn the location of the Danour and is 
  attempting to send a team of adventurers to put an end to 
  her journey. 
   
  Adventure Summary  
  The PCs start the adventure in a small village called 
  Stormhaven. A storm is coming and the PCs head to the 
  closest shelter to get out of the rain: the Undertow Inn.  
   
  The PCs can make contact with the Stormseekers and 
  head out into the storm or they can remain in the inn and 
  stay dry. No matter what course of action they take, the PCs 
  are eventually contacted by one of the locals (Elgin) and 
  asked to meet with Braiqem, head of the Stormseekers. 
   
  The PCs are brought to Braiqem at the temple of 
  Procan. He tells the PCs that he spotted a ship out in the 
  storm. The ship was carrying Ker Nasek, a sorcerer who was 
  known to work for the Scarlet Brotherhood and conducted 
  terrible experiments on living beings during the 
  occupation of Idee. Another cleric of Procan has divined 
  the location of the ship and Braiqem wants the PCs to find 
  out what Ker Nasek is doing here. Some PCs may have 
  recovered Nasek’s notes in NAE5-03 Heart of the Wood. 
   
  The PCs arrive at the location of the ship. One way or 
  another, the ship needs to be taken out. The PCs have a 
  limited time frame in which to act before the ship is 
  repaired and moves on. 
   
  At this point, the PC’s actions largely dictate the flow 
  of the adventure. Unless the crew of the ship detects the 
  PCs, they continue to carry out the repairs and go about 
  daily routines. The PCs can use many different methods to 
  get aboard the ship and defeat the Scarlet Brotherhood. 
  How and when the PCs act is up to them. 
   
  The PCs ideally board the ship (and possibly capture 
  it), locate the papers detailing the Scarlet Brotherhood base 
  and some of its defenses, then return to Stormhaven to 
  report to Braiqem. If the PCs do this successfully, they are 
  justly rewarded. If time permits, the PCs may also choose to 
  do an optional encounter involving the escaped creature. 
   
  Preparation for Play 
  There are a number of rules that the DM should review in 
  order to prepare for this adventure. 
   
  First, the adventure involves the PCs boarding a ship 
  that is anchored off shore. There is a good chance that the 
  PCs end up in the water. Therefore, the DM should review 
  Water Dangers and Drowning on page 304 of the Dungeon 
  Master’s Guide. The DM should also review the Stealth and 
  Detection Underwater and the Underwater Combat rules 
  on page 93. If the DM has Stormwrack, the DM may also 
  wish to review page 21 for further clarification on 
  underwater combat. 
   
  Second, there is a good chance that the PCs may try to 
  use stealth to bypass some or all of the encounters. The DM 
  should review the Hide, Listen, Move Silently, and Spot 
  skill. The adventure takes place over a few days and nights 
  and PCs may use darkness to cover their approach. The DM 
  may wish to review Vision and Light as well. The DM 
  should be prepared for PCs that attempt to use invisibility, 
  darkness, concealment or cover to sneak up on the enemy. 
  The DM should be familiar with the NPCs relevant skills 
  and the penalties and/or bonuses that the PCs/NPCs may 
  face under certain circumstances. 
   
  Third, some PCs might own a boat and wish to sail 
  their boat to the location of the Scarlet Brotherhood ship. 
  They should be allowed to do so if they own a ship and it is 
  anchored in Stormhaven. DMs should ask PCs if they own 
  a boat before the introduction of this adventure and ask if 
  they want to bring it along. If a PC owns a boat and 
  everyone agrees, the DM and the players may wish to act 
  out a ship to ship battle. The rules for these types of battles 
  can be found in the Arms and Equipment Guide, Stormwrack 
  or in Appendix 8, along with other notes usable for this 
  module. 
   
  Fourth, some of the locations have various terrain 
  features that could affect combat. The DM and players are 
  encouraged to make use of the terrain features. Maps are 
  provided but the DM should review the information given 
  in the adventure so as not to forget to apply it to the PC and 
  NPC actions. Several squares of the ship have barrels and 
  cargo as well, which can be used as cover. The DM may also 
  freely place ropes, buckets of water, etc. to hinder both PCs 
  and NPCs. 
   
  Finally, the NPCs in this adventure do not sit still 
  waiting for the PCs to come to them. They actively go about 
  their duties, react to alarms, sleep, etc. During the course of 
  the adventure, the NPCs may be required to move about 
  the various locations provided in this adventure. An 
  overview of NPC activity and motivation is provided 
  throughout the adventure. Also a Crewmember Tracking 
  sheet is provided as DM’s Aid 4 so you may keep track of 
  crew movement.  
   
  If the DM does not wish to use the guidelines 
  provided for NPC activity, he/she is welcome to adjust the 
  NPC’s actions as he/she sees fit. However, to give the 
  players the impression that they are in a fluid environment 
  and to present them with different play options, it is 
  recommended that the DM follow most, if not all, of the 
  presented material.  
   
  Because of the nature of this adventure, DM should 
  urge caution to any player that wishes to bring along a 
  centaur or Asherati character as they are not well suited for 
  this adventure. 
   
  Introduction 
  Stormhaven 
  The PCs find themselves in the small hamlet of 
  Stormhaven. Any PC making a DC 15 Knowledge 
  (Splintered Suns) or a DC 20 Knowledge (religion) or 
  Bardic Knowledge check knows the following. [Any 
  character who is a resident of Naerie and either has a home 
  in Stormhaven or is a divine spellcaster of Procan knows 
  these things automatically.] 
  • 
  Stormhaven is located along the coast approximately 
  20 miles southwest of Gorner’s Cove.  
  NAE6-01 Danour 
   
  Page 4 
  
  • 
  The community trades very little with the outside 
  world, lacking resources or people to compete with 
  surrounding areas. However, the area is a popular 
  breeding ground of sea crabs, considered a great 
  delicacy by nobles of Naerie, and this resource allows 
  the community to continue its existence.  
  • 
  A community of Aquatic Elves dwells nearby. 
  • 
  All of the citizens of Stormhaven are worshippers of 
  Procan 
  � Stormhaven (Hamlet): Conventional (Braiqem); AL 
  CN; 100gp limit; Assets 540gp; Population 108; Isolated 
  (Humans o/s (104), Half-orc (2), Half-elf (2). Authority 
  figures: Braiqem (CN male Rng13), leader of the 
  Stormseekers. 
   
  Read or paraphrase the following to the players: 
  Dark clouds blotted out the sun and brought with it 
  strong winds. A smattering of rain begins to fall. 
  Fortunately, shelter is not far off. In the distance, a 
  small village looks to offer a warm respite from the 
  approaching storm. 
   
  PCs could be approaching Stormhaven by land or by sea. 
  Anyone making a DC 10 Survival check knows this storm 
  is going to be a big one and that it would be best to seek 
  shelter. If the PCs wish to carry on in the storm, it is their 
  option but the DM should make sure the PCs are aware of 
  the danger and that their ship runs a good chance of 
  sinking if they are not skilled enough in Profession (sailor). 
  See Encounter 1 under the subsection “The Storm” for 
  more details about sailing in the storm.  
   
  When the PCs head into town, read or paraphrase the 
  following:  
  Large dollops of rain slap against the windows of a 
  squat two-story building that is the local inn. The 
  place is called the ‘The Undertow’ and looks as good a 
  place as any to wait out the storm.  
   
  Incredibly, some of the locals seem to be 
  undeterred. From the warm shelter of the Undertow, 
  you can see over two dozen men and women boarding 
  vessels preparing to head out onto the raging Azure 
  Sea. 
   
  The Undertow 
  Whether the PCs were traveling by boat or overland, a 
  powerful storm has forced the PCs to take refuge in the 
  local inn, the Undertow, named after the magical trident 
  wielded by the god Procan. 
   
  Paten Ahress, a Suel man and his daughter Ziya run 
  the inn. Paten is a widower and relies on his daughter to 
  help him keep things running smoothly. He enjoys music 
  and likes to perform for the guests when the opportunity 
  arises. Paten is a very social man and invites any one of the 
  PCs to join him in his performances. 
   
  � Paten Ahress: male Suel Human Exp1; Perform (sing) 
  +5 
   
  The PCs arrived in Stormhaven in whatever capacity they 
  see fit. Paten socializes with the PCs, offering them drinks 
  in exchange for tales of their adventures. He recognizes any 
  PC originating from Stormhaven and mentions that the PC 
  has been missed.  
   
  Occasionally, when Paten hears a PC’s story, he states 
  that it reminds him of a song. He asks the PCs if they play 
  an instrument or sing. If they do, he asks them to help him 
  perform a song. Even if they do not, he suggests now is a 
  good time to learn. 
   
  If any of the PCs ask Paten about the people apparently 
  heading out into the storm, he states:  
   
  “Each and every town member is a worshipper of 
  Procan and believes that to feel close to their deity, 
  they must be able to feel his anger. Therefore, 
  whenever a storm blows in the Azure Sea, they set sail 
  as an act of worship.” 
   
  Paten does not venture out into the storms to worship very 
  often. He would like to but someone has to stay ashore and 
  look after things.  
   
  PCs making a DC 10 Bardic Knowledge or Knowledge 
  (Religion) check know that Procan is the god of the seas 
  and father of the Oeridian wind gods. A trident over a 
  cresting wave is his holy symbol. 
   
  If the PCs ask to participate in the worship, Paten 
  mentions that the ritual is meant only for the town folk. 
  Paten suggests that if the PCs are serious about heading 
  into the storm with the townfolk, they should move to 
  Stormhaven and take up the worship of Procan. 
   
  If any PC actually worships Procan and is not from 
  Stormhaven, he encourages that PC to move to 
  Stormhaven. Paten also offers to introduce that PC to 
  Braiqem when he gets back to town. Paten does not stop 
  the PCs if they insist on speaking with the Stormseekers 
  but does think it is poor form to interrupt them in the 
  middle of their holy rites. If Paten knows that another PC 
  worships Procan but is not from Stormhaven, he suggests 
  that it is likely ok for that PC to join in but respectfully. 
   
  Any PC from Stormhaven is welcome to join the 
  Stormseekers. 
   
  Paten can give the PCs the following information 
  about Braiqem: 
   
  • 
  Braiqem came to Naerie from Onnwal in 585 CY, 
  sometime after Onnwal fell to Scarlet Brotherhood. 
  • 
  He traveled to Onnwal after Idee was liberated and did 
  not return until a year later, not talking about his time 
  there. (DM info: he was actually captured and 
  experimented on by Nasek in Obelstone) 
  • 
  Braiqem helped found Stormhaven as a place for those 
  who worship Procan. 
  NAE6-01 Danour 
   
  Page 5 
  
  • 
  Braiqem is the head of The Stormseekers, a group that 
  venerates storms as the divine wrath of Procan and 
  who sail into those storms as an act of worship. 
  • 
  Braiqem can usually be found at the local temple 
  dedicated to Procan. 
  • 
  With the fall of Scant, he might move back to Onnwal. 
  If any of the PCs leave the inn and try to talk to the 
  Stormseekers, move to Encounter 1.  
   
  Development: If all of the PCs remain in the inn, move to 
  Encounter 3. 
    
  Encounter 1:  
  It Was a Dark & Stormy Night 
  The Stormseekers 
  The PCs may attempt to leave the Undertow and speak 
  with The Stormseekers as they board their ships to head 
  out into the storming Azure Sea. The storm is nearing full 
  intensity and the PCs have to speak loudly to be heard. 
   
  At the docks, the group will be met by Elgin (CN Clr1 
  of Procan/Exp1), a local man who assists Braiqem in 
  organising the Stormseekers in their acts of worship. Elgin 
  is a Suel with long red hair and in his early twenties. He is 
  here making sure everyone gets onto a boat. Elgin, like his 
  god of worship, is a bit temperamental and excitable. He 
  speaks very loudly. 
   
  Elgin greets the PCs and tells them to head back to the 
  inn. He keeps conversation brief. Now is a time of worship 
  and he wants to get out into the storm as soon as possible. 
  Any PC from Stormhaven is automatically recognized by 
  Elgin and welcomed to join the journey into the storm. 
   
  If the PCs ask what Elgin and the others are doing, he 
  tells them that they are sailing into the storm as an act of 
  worship for their god Procan. PCs making a DC 10 Bardic 
  Knowledge or Knowledge (Religion) check know that 
  Procan is the god of the seas and father of the Oeridian 
  wind gods. A trident over a cresting wave is his holy 
  symbol. 
   
  Joining the Stormseekers 
  If the PCs ask to join Elgin and the others, he tells them 
  that the act of worship is only for those that truly believe in 
  the power of Procan. If any of the PCs actively worship 
  Procan (have a prominent holy symbol or are divine 
  spellcasters of Procan), he allows them to join the townfolk 
  on one of the ships. Any PCs that do not worship Procan 
  but persist in coming along can make a DC 15 Diplomacy 
  check to shift his attitude from Indifferent to Friendly. If 
  the PC succeeds, he relents and allows that PC to come 
  along. Elgin warns the PCs that the storm is going to be 
  quite strong and recommends PCs coming to remove any 
  armor they may be wearing. 
   
  PCs that fail the Diplomacy check or do not actively 
  press to join the Stormseekers must remain behind. He 
  does not allow the PCs on any of the boats.  
   
  PCs with boats are welcome to follow but at their own 
  risk. Be certain to make clear that the player knows this is 
  dangerous and that the PC’s ship runs a good chance of 
  sinking if they are not skilled enough in Profession (sailor). 
   
  The Storm 
  Any PCs that join the Stormseekers in worship must 
  contend with the raging sea and the rocking ship. The idea 
  is to give the PCs a taste of what it is like to be on a ship in a 
  storm. This should be a brief occurrence so as not to bore 
  the other PCs who could not or did not want to join the 
  worship of Procan. It should not truly endanger the PCs 
  that do come along but should illustrate the potential 
  hazards of a storming sea. 
   
  Some things that could happen while the ship is at sea: 
  • 
  Green water washes over the deck of the ship every 
  1d4 rounds. Any PC failing a DC 8 Balance or Strength 
  check is knocked prone. Any PC prone when green 
  water hits must make a DC 10 Reflex save or be 
  washed overboard. Any PC washed over board is 
  rescued by Elgin, who dives in with a rope tied to his 
  waist. However, the PCs should be forced to make a 
  DC 20 Swim check. If the PC fails, the PC should be 
  made to think they are drowning. Then have Elgin (or 
  another crew member) rescue the PC. 
  • 
  The ship rocks dramatically. This rocking happens 
  continuously. Each round, a PC remaining on deck 
  must make a DC 10 Balance check or fall prone. 
  Failure by 5 or more results in tumbling overboard (see 
  above for what happens then). 
  • 
  A PC is asked to steer the ship by Elgin while he 
  attempts to fasten down a loose hatch. The PC must 
  make a DC 15 Profession (Sailor) check or the ship 
  steers away from pointing into the waves, possibly 
  endangering the ship. Elgin notices this quickly 
  enough to correct the ship’s course but the PC should 
  make a DC 10 Balance check or be washed overboard 
  as mentioned above. 
  Any PC that fails one of these rolls is chastised by Elgin. He 
  questions how Procan could allow someone so unskilled on 
  a boat to follow him and tells the PC to wait inside the ship. 
  If the PCs really screw up (go overboard, steer the ship 
  incorrectly) he has the PCs wait inside until the ship 
  returns to Stormhaven. He does not take no for an answer. 
  The Stormseekers are here to worship, not to babysit 
  curious onlookers. 
   
  PCs sailing their own craft must make a DC 15 
  Profession (sailor) check once when the storm hits. If they 
  fail, their ship turns and becomes swamped on its side by 
  waves. Anyone on the boat is at risk of being swept into the 
  sea (see storm happenings earlier in this section). If the PC 
  cannot correct the ship’s course with a successful DC 15 
  Profession (sailor) check, the ship is in trouble of capsizing. 
  The PC must then make a DC 20 Profession (sailor) check 
  or the ship capsizes and starts sinking. Any PCs on deck are 
  sent overboard.  
  NAE6-01 Danour 
   
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  Elgin or another stormseeker should come to the 
  scene in 1d4+2 rounds to assist the PCs. If PCs fall 
  overboard and fail their swim checks, there is certainly a 
  possibility of drowning here if Elgin does not arrive on 
  time. With Elgin’s assistance the ship can be prevented 
  from sinking further, and is towed to Stormhaven. It is 
  however heavily damaged and requires 10% of the gp worth 
  to be repaired. It is useless for the remainder of the 
  adventure. 
   
  The Mysterious Ship 
  If the PCs are in the storm, with or without the 
  Stormseekers, allow them to make a DC 35 Spot check after 
  an hour or two. If they succeed, they notice a ship being 
  buffeted by the storm in the distance and can make out a 
  man casting magic to protect the ship. The PCs cannot 
  make out any more details. The PCs on their own ship are 
  not able to get near the mysterious ship due to wind and 
  wave. It is all they can do to keep the ship afloat. PCs with 
  the Stormseekers are told by Elgin that he will see what he 
  can do.  
   
  A few rounds later have the PCs make a DC 15 Spot 
  check. If they make this check, they notice a ship signaling 
  Elgin using flashing lights. If the PCs are with the 
  Stormseekers, Elgin tells the PCs that it is Braiqem, the 
  head of the Stormseekers signaling the other ships and 
  telling them to return to port in Stormhaven. Frustrated, 
  the crew steer the ship back without assisting the 
  mysterious ship. If the PCs are not with the Stormseekers, 
  the flashing light is a signal to head ashore. Any PC making 
  a DC 10 Profession (sailor) check understands it as a code 
  for dangerous waters – go ashore. Any PC making a DC 15 
  Intelligence check can guess that the signal light is trying 
  to lead the ship ashore. 
   
  Encounter 2: 
  Any Port in the Storm 
  If any of the PCs joined the Stormseekers out at sea or were 
  out there on their own, their boat eventually returns to 
  port. If the PCs came ashore on their own boat, they are 
  met by Elgin (see Encounter 1). Elgin instructs the PCs to 
  return to the inn for a hot drink and dry clothes. He offers 
  to join them later. If the PCs noticed the troubled ship 
  while at sea, they also notice that the ship is not at port 
  now.  
   
  Allow the PCs to return to the inn and give them time 
  to speak of their travels to Paten and the PCs that couldn’t 
  attend worship. Paten makes a point of asking the PCs to 
  describe the experience. He doesn’t worship at sea much 
  anymore and lives vicariously through the tales of others. 
   
  After the PCs have had a chance to discuss the storm 
  OR if none of the PCs actually braved the storm, read or 
  paraphrase the following: 
   
  Inside the inviting comfort of the local inn, it is easy 
  to forget the violent storm that rages outside. That is 
  until the door to the inn slams loudly behind a young 
  Suel man, his clothes sagging heavy with water and 
  his long red hair pasted to his pale face. 
   
  The Suel man is Elgin. If the PCs went down to the docks 
  and spoke with The Stormseekers, they have already met 
  him. 
   
  Elgin orders a hot drink at the bar and then approaches 
  the PCs. If the PCs made the journey with Elgin into the 
  storm, he addresses the PCs that went with him by name 
  and ask for introductions. If the PCs have not yet made 
  acquaintance with Elgin, he introduces himself (see 
  Encounter 1 for more details on Elgin) and asks for the PCs 
  names. 
   
  Once formalities have been completed, Elgin gets to 
  business: 
   
  “I have been sent here by our leader Braiqem. Tonight 
  in the storm, he saw something that troubles him. He 
  wishes an audience with you to discuss this matter 
  further. When you are ready, I shall take you to see 
  him.”  
   
  Elgin expects that the PCs follow him since Braiqem is the 
  most important person in town and what he says goes. Any 
  PC from Stormhaven knows how important Braiqem is and 
  how seldom he seeks help from others. This is an important 
  occasion. 
   
  The PCs are free to decline Braiqem’s offer. However, 
  if they do, Elgin becomes outraged and loudly chastises the 
  PCs. He is quite vocal, stating that the PCs have been 
  honored with chance to speak with Braiqem and that 
  rejection of such an offer is not an option. The PCs may 
  calm Elgin down at any time by agreeing to accompany 
  him to see Braiqem. 
   
  After a few rounds of continued rejection, Elgin 
  finishes his drink, spits on the floor in disgust and leaves. 
  The PCs are then approached by Paten and told that they 
  should rethink their choice. Paten tells the PCs that 
  Braiqem seldom involves himself with strangers and that if 
  Braiqem has requested to speak with the PCs personally, 
  then it must be a matter of importance. Paten directs the 
  PCs to the temple of Procan in town. That is where Braiqem 
  can usually be found. 
   
  If the PCs still refuse to meet with Braiqem, he 
  contacts them one more time the next day (see Encounter 
  3). If they still refuse, he recruits some of his followers to 
  track the ship, and the adventure is over. 
   
  The Temple of Procan 
  When the PCs head to the temple of Procan, read aloud or 
  paraphrase the following: 
   
  The temple of Procan is a small building not far from 
  the pier. The temple has white washed walls, a 
  shingled roof and a simple brass symbol of Procan 
  fastened over the entrance. 
   
  Inside, the majority of the building is a dedicated 
  area of worship. Long rows of pews made out of 
  driftwood and unfinished lumber lead up to a raised 
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  area adorned with a large altar comprised of colored 
  stones, sea shells, driftwood and other sea born items. 
  Near the altar, a tall Oeridian man with a wild beard is 
  speaking to a smaller, older man with weathered skin. 
  Both are wearing oilskin clothing and look as though 
  they just came in from the storm themselves. 
   
  The taller man is Braiqem. He is an Oeridian male in his 
  late 30s. He is tall and strong and sports a full beard and 
  bushy eyebrows.  
   
  The man he is speaking to is Maridin, the head of the 
  temple of Procan. He is in his late 50’s but still carries 
  himself with grace and energy. He is vital and looks as 
  though he has spent most of his life in the outdoors. 
   
  � Braiqem: Male Human Rgr13; AL CN. 
   
  � Maridin: Male Human Clr7 of Procan; see Appendix 
  6. 
   
  Elgin approaches Braiqem and introduces the PCs. Both 
  Braiqem and Maridin instantly recognize any PCs from 
  Stormhaven and welcome them home. Braiqem greets the 
  PCs then gets right to business. Read aloud or paraphrase 
  the following: 
   
  “As you may or may not know, the village of 
  Stormhaven is a unique settlement. I helped found 
  this town many years ago with the idea of providing a 
  place for those that revere Procan in a unique way. To 
  truly be touched by Procan’s divinity one must be able 
  to feel his divine wrath. Therefore, whenever a storm 
  blows in the Azure Sea, we sail into the storm as an act 
  of worship. Some call this madness but the people of 
  Stormhaven consider it the ultimate act of devotion 
  and respect. I have journeyed often into the storms to 
  commune with Procan. Tonight was no different than 
  any other nights except in one respect. Tonight Procan 
  gave me payment for my devotion. 
   
  Before I came to Naerie, I called Onnwal my 
  home. In Onnwal, the Scarlet Brotherhood had taken 
  control and non-Suel humans and other humanoids 
  were now considered second-class citizens. Many were 
  killed, sold into slavery or worse, much like in Naerie. 
   
  One particularly cruel agent of the Scarlet 
  Brotherhood was a sorcerer by the name of Ker Nasek. 
  He captured many Onnwalian citizens and conducted 
  horrifying experiments upon them. Many rather took 
  their own lives than be captured by his minions and 
  be subjected to such tortures. Some say that he 
  learned his skills in Idee but that he retreated before 
  the Ahlissan invasion. Tonight in the storm, I spotted 
  a ship. On that ship I spotted a man. That man was Ker 
  Nasek. 
   
  I have been consulting with Maridin, priest of 
  this temple. We have sought our lord’s council and he 
  has blessed us with his wisdom. Nasek’s ship has been 
  waylaid. It is helpless in Procan’s fury and needs many 
  repairs before it is fit to sail again. Procan has 
  indicated that the tides and currents have deposited 
  the ship somewhere along the coast near Stormhaven. 
  The ship has to stay there for at least several days. We 
  are currently working to divine the exact location. 
   
  Your skills are greater than those of my people. 
  Therefore I am asking for your assistance. I would like 
  you to locate the ship, and discover what Ker Nasek 
  and the Scarlet Brotherhood’s are doing here in 
  Naerie.“ 
   
  Characters who have played NAE5-03 Heart of the Wood 
  might remember recovering some notes, which were 
  written by Nasek. Braiqem knows nothing of those notes 
  but is interested in hearing about them. 
   
  A DC 15 Sense Motive check alerts a PC to the fact that 
  Braiqem is angry and holding back part of the story. The 
  PCs also notice that Braiqem is in some amount of pain as 
  he keeps rubbing his temples. If the PCs confront him 
  about these facts, he does not speak about it and tells the 
  PCs to mind their own business. Braiqem would like to 
  keep his past in the past and nothing can change his mind. 
   
  Reading Braiqem’s Mind 
  PCs attempting to read Braiqem’s thoughts automatically 
  succeed but are in for a very unwelcome surprise. They 
  receive disturbing flashes of a bizarre alien consciousness, 
  graphic scenes of vivisections and overwhelming waves of 
  pain and terror. A gaunt Suel man with many cruel looking 
  blades and hooks is featured prominently. 
   
  If the PC fails a DC 16 Will save, these visions leave 
  the PC shaken until he has 8 hours of uninterrupted rest. 
  Shaken PCs have a –2 to attack rolls, saving throws, skill 
  checks and ability checks. 
   
   Paladins with the Aura of Courage ability are immune 
  to this effect. Magical spells or effects that suppress fear 
  effects suppress the shaken status for the length of the spell 
  while remove fear suppresses the effect for ten minutes. The 
  World Weary regional feat allows the character to ignore 
  this effect. 
   
  Questioning Braiqem 
  The PCs likely have questions for Braiqem. He tries to 
  answer them to the best of his ability using the information 
  provided in the box text and below: 
   
  • 
  Stormhaven is not a rich place and he himself has no 
  money to offer the PCs. However, if they succeed in 
  capturing the ship the Ahlissans probably reward them 
  handsomely. Braiqem does have influence with 
  temples of Procan in Ahlissa & Onnwal and is willing 
  to use what influence he has to assist the PCs with 
  future endeavors. 
  • 
  He and Maridin are heading back out into the storm to 
  commune further with Procan. They hope to have 
  more answers for the PCs by the morning. 
  • 
  He can supply the PCs with horses if they do not have 
  any as well as any water or rations the PCs need for the 
  trip. The village does not have a ‘local store’ but some 
  NAE6-01 Danour 
   
  Page 8 
  
  basic adventuring gear (Items from the Adventurering 
  Gear table on page 128 of the Player’s Handbook) could 
  be scrounged up. 
  • 
  He cannot supply the PCs with a boat. He would 
  prefer the PCs traveled by land to retain the element of 
  surprise. 
  • 
  He can ferry the PCs down the coast to an area close to 
  Nasek’s ship but can’t commit to an exact location 
  since he currently has no idea where he wind up. The 
  PCs are forced to walk from the drop point since the 
  boat cannot transport horses or other large animals. 
  Assuming the PCs agree to take on the mission, Braiqem 
  and Maridin tell the PCs to return to the inn and get some 
  rest once the PCs have finished asking questions. Braiqem 
  speaks with the PCs in the morning after he has learned 
  more about the location of Ker Nasek.  
   
  Preparation 
  The PCs may wish to use the time between now and the 
  morning to prepare themselves. The following section 
  outlines some of the ways PCs may try to prepare and the 
  results. 
   
  Equipment 
  The hamlet of Stormhaven is not equipped to supply the 
  PCs. The PCs are not able to buy any mundane equipment. 
  As noted, Braiqem can help the PCs scrounge up certain 
  items, but only in limited quantity. However, PCs making a 
  DC 20 Gather Information check may locate one item from 
  the Special Substances and Items table on page 128 of the 
  Player’s Handbook. 
   
  Magic and spell casting 
  Maridin and the temple of Procan can provide the PCs with 
  spells of fourth level or lower. However, currently Maridin 
  has very few useful spells he can provide the PCs before 
  they leave on their mission. The DM may allow Maridin to 
  have common spells to be prepared if the PCs show a real 
  need; otherwise the PCs are out of luck for pre-adventure 
  spell casting. Furthermore, the temple has no potions or 
  scrolls to sell to the PCs. 
   
  Divinations 
  PCs may wish to cast Divination before they leave. Here are 
  some answers to likely questions: 
   
  What is the biggest threat? 
  Water and her servants try to close on all sides. 
  (Indicating that most of the encounters rely on flanking to 
  get sneak attack damage as well as the possibility of 
  drowning.) 
   
  What can we do to best prepare for this mission? 
  Place trust in whispers and friends, not possessions. 
  (Indicating that players should protect against flanking and 
  be stealthy. Also that carrying too much weight and/or 
  wearing armor might cause a PC to drown.) 
   
  How can we discover the Scarlet Brotherhood/Ker 
  Nasek’s plans?/ What is the Scarlet Brotherhood/Ker 
  Nasek doing here? 
  The answer is beside the waves and on the waves. 
  (Indicating that the Scarlet Brotherhood’s new base lies on 
  the coast of Naerie and that the location of that base and 
  the notes for Ker Nasek’s experiments reside on the ship.) 
   
  Once the PCs are done attempting to prepare, proceed to 
  Encounter 3. 
   
  Encounter 3: 
  Dawn’s Early Light 
  Come morning, an exhausted Braiqem calls the PCs back to 
  the temple of Procan. He and Maridin have been up all 
  night attempting to commune with Procan. Their efforts 
  have been rewarded. They have learned of the location of 
  Ker Nasek and his ship. 
   
  If the PCs rejected Braiqem’s request, he asks them one 
  more time to help. He hopes the latest pieces of 
  information he and Maridin were able to uncover convince 
  the PCs to lend their aid. 
   
  When the PCs head back to the temple, read aloud or 
  paraphrase the following: 
   
  Braiqem and Maridin stand near the altar conferring 
  over a yellowing parchment unrolled in Braiqem’s 
  large hands. Braiqem looks over the top of the 
  parchment at the sound of your footsteps and speaks. 
   
  “Procan be praised! Last night we were blessed 
  with a vision. Maridin’s spirit was lifted from his body 
  by the winds and taken to a location not far from here. 
  There, high upon a cliff, he saw a broken ship 
  anchored not far from a stony beach. Then he was 
  carried back to his body. We have been studying maps 
  of the area and have been able to pin point a location. 
  It is approximately 20 miles west of here along the 
  coast. 
   
  If you ride along the coast you should be able to 
  reach the location a few hours before nightfall. A 
  sailing ship would be quicker but Nasek and his men 
  would easily spot an approaching ship, giving them 
  time to prepare. If you have a ship you are welcome to 
  attack by sea but it will be difficult. 
   
  Our boats could not withstand an attack so we 
  will not directly engage Ker Nasek and his ship. 
  However, we can take you about five miles from the 
  ship’s location. You’d have to walk from there.” 
   
  Ships of the Stormseekers are not large enough to carry 
  large creatures. Braiqem answers any questions the PCs 
  have to the best of his ability using the information 
  provided in Encounter 2 as well as the summary provided 
  here: 
   
  NAE6-01 Danour 
   
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  • 
  According to divinations, the ship leaves in the 
  afternoon of the third day from today so characters 
  have ample time to observe the ship and make plans 
  for taking it out. You should be careful to mention this 
  so characters understand that they do have time to 
  finish the mission without too much rushing.  
  • 
  The cliff mentioned is a strange rock formation known 
  as the Finger of Procan. See Encounter 5 for more 
  details. 
  • 
  Braiqem cannot pay the PCs money but tries to return 
  the favor at a future date. The PCs are welcome to keep 
  any items they find. 
  • 
  If the PCs capture any prisoners, they may hand the 
  prisoners over to the Ahlissan military, possibly for a 
  reward. 
  • 
  If the PCs capture the ship, the Ahlissan military likely 
  wants to take possession to help bolster their navy. 
  Perhaps, if the PCs capture a prisoner or find 
  important information, they could arrange a deal for 
  the ship. 
  • 
  Braiqem provides the PCs with horses, food and water. 
  He can also provide them with a map to follow. He 
  may be able to scrounge up some basic adventuring 
  gear but little else. 
  • 
  Maridin cannot provide potions or scrolls and is 
  currently out of most useful spells since he has not 
  prayed this morning. 
  • 
  Ker Nasek is a powerful sorcerer that works for the 
  Scarlet Brotherhood. The Scarlet Brotherhood may 
  have other agents on board as well.  
  • 
  Braiqem and Maridin cannot accompany the PCs. They 
  are exhausted and need rest. Maridin also states that 
  Braiqem is not feeling well. Braiqem denies this 
  statement but a DC 10 Sense Motive check indicates 
  that Braiqem is suffering from some pain. A DC 15 
  Spot check also reveals that he looks a bit pale. 
  • 
  Braiqem urges the PCs to leave as soon as possible. The 
  PCs have a limited amount of time in which to act.  
  • 
  The ship Maridin saw had the coat of arms of Hardby 
  on its prow. 
  • 
  If the PCs mention the Navy, Braiqem suggests 
  strongly that the PCs not involve the Navy as it might 
  take time for Navy to get here and by that time, the 
  ship could be gone. Braiqem does not stop the PCs 
  from fetching the Navy if they insist. 
  Once the PCs are done talking with Braiqem, he wishes the 
  PCs good luck and to return safely. He then retires to his 
  home to sleep. If the PCs are going to attack Ker Nasek by 
  boat or by air proceed to Encounter 4. If the PCs are going 
  to approach Ker Nasek on land proceed to Encounter 5. 
   
  Troubleshooting: But what about the Navy? Can we go 
  and fetch them from Gornor’s Cove? Unfortunately, it takes 
  almost a day to reach Gornor’s Cove (without magical 
  means) as there is a lack of proper roads leading between 
  Gornor’s Cove and Stormhaven. If the PCs do fetch the 
  Navy, it sends a squadron of caravels after Danour and get to 
  Nasek’s ship just when it is leaving. Ultimately, the 
  Ahlissans catch up to the Danour and sink the ship. All 
  crewmembers drown with the ship but Nasek teleports to 
  safety with the maps and notes of the secret naval base. You 
  may award half experience for combats in this case but no 
  treasure or favors. Note that the creature is still at large. 
  Unless the PCs return to Stormhaven, the creature takes 
  Braiqem with him at a later moment in time. 
   
  Encounter 4: 
  Attacking by Sea or Air 
  Attack by Sea 
  The most direct route is for the PCs who own a boat to sail 
  straight in and attack. This could go poorly for the PCs 
  given the fact that the opposing ship contains a powerful 
  sorcerer. Unless the PCs have a way of hiding their 
  approach, the Scarlet Brotherhood crew spots the PCs 
  approach. The beach crew is alerted. They row back to ship 
  and all of the crewmembers are prepared for battle. 
   
  This should create an appropriately epic battle so you 
  should not use Ker Nasek too much to hurt players (a few 
  summoned creatures appropriate for APL are fine, as well as 
  buff spells for the sailors) before he teleports away, taking his 
  notes with him. On APL 2 Ker uses summon monster I, on 
  APL 4 summon monster II etc. IN NO CASE DOES HE 
  UNLEASH HIS FULL MAGICAL POWERS ON THE 
  PARTY. Instead he retreats as detailed elsewhere. His 
  purpose here is to signal a return of old menace, not to kill 
  the party. Note that creatures summoned by Ker Nasek are 
  under effect of the Augment Summoning feat. 
   
  Optional rules for naval combat are provided in 
  Appendix 8.  
   
  Attack by Air 
  At higher levels, it is possible that the PCs approach by air. 
  Unless they are using magic to hide their approach, they 
  can be spotted by the ship’s lookout (Spot +10). If the PCs 
  are not spotted, then it is likely the beach crew is not able to 
  make it back to the ship in time but they prefer not to be 
  left behind if the ship decides to leave, and try to make it 
  back to the boat if possible. Ker Nasek summons an 
  appropriate flying creature with an appropriate summon 
  monster spell for the APL. He also targets as many PCs as he 
  can with an area effect dispel magic, cast at 11th level. He 
  then gathers his notes, buffs his monk bodyguards and 
  teleports away. 
    
  Crew Tactics 
  The Scarlet Brotherhood crewmembers are not stupid. 
  They do not allow themselves to be picked off by PC 
  NAE6-01 Danour 
   
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  archers or spell casters. If the PCs are coming by ship, this 
  gives the beach crew enough time to get back to the 
  Danour. If the PCs ship pulls up within 10 feet, the enemy 
  NPCs attempt to grapple the PCs ship with hooks and 
  ropes to board the PCs ship. Some of the crew hold up 
  tower shields (located on the main deck) to provide cover 
  from missile fire while two others operate the ballista and 
  lay down cover fire. The rest try to board the PCs ship or 
  attack with ranged weapons. 
   
  If the PCs are attacking by air and swoop down upon 
  the ship with suprise, the crew does their best to attack the 
  PCs in the air. They seek cover from missile attacks using 
  tower shields or elements of the ship to protect them. The 
  monks try to draw fire, using their Deflect Arrows feat (and 
  mind over magic ability at higher levels) to knock back 
  missile fire. They even ready actions to move in front of 
  missile fire to knock it away. They use their mind over 
  magic ability when appropriate, preferring to deflect 
  damage spells over other types of magic. 
   
  Battle Tactics 
  The beach crew comes aboard to support the ship crew. The 
  ship’s crew set up two ballistae to use against the PCs and 
  their ship. Ballistae have a range increment of 120 feet, do 
  3d8 damage and threaten on a roll of 19-20. Medium 
  creatures take a –4 penalty when trying to aim the 
  unwieldy weapon. See siege engines on page 100 of the 
  Dungeon Master’s Guide for more details on ballista.  
   
  The monks join the battle and use their Deflect Arrows 
  feat to the best of their ability, readying actions to step in 
  front of anyone close by that is going to be hit by an arrow 
  while attempting to move into melee combat. At higher 
  APLs, they can also use their mind over magic ability 
  waiting to deflect spells that do damage.  
   
  The Captain immediately casts inspirational boost and 
  then sings, giving everyone a +2 to hit and damage. He 
  takes full cover behind a tower shield if the PCs have 
  archers doing considerable damage; otherwise he stands tall 
  to inspire his crew. Once the PCs enter witin range for 
  melee combat he leaps aboard their ship and engages in 
  melee combat, while continuing singing.  
   
  The First Mate attempts to work with the Captain or 
  other crew to flank PCs. He also boards the PCs ship as 
  soon as possible. Otherwise, he tries to maintain full cover 
  from missile attacks until such time as he can close for 
  melee combat. 
   
  Ker Nasek summons a creature to attack the PCs ship. 
  Since he can do this safely inside the ship, he does not 
  come on deck. He then collects his notes and teleports 
  away.  
   
  For more information about the ship and its crew 
  proceed to Encounter 5. 
   
  Encounter 5: 
  On Solid Ground 
  It is assumed the majority of PCs approaches by land. 
  Approaching by land gives the PCs the option of surprise, 
  something that they would not likely get when attacking 
  by boat. 
   
  PCs travelling south can follow the trail along the coast 
  up to a cliff top overlooking the area where the ship is 
  anchored. When the PCs get to this area, give them Player’s 
  Handout 1. 
   
  The Beach 
  The beach is 20 feet from water to woods and comprised of 
  loose rubble. This difficult footing adds +2 to the DC of 
  Tumble and Balance checks. It also produces more noise 
  and adds a +4 to the DC of Move Silently checks. 
   
  Some of the ship’s crew have made camp on the beach 
  and stay there during the night. There are three tents for 
  the five crewmembers that are camping. One tent is for 
  First Mate Aurne. The two other tents are for the remaining 
  four crewmembers.  
   
  The strange cliff on the beach is known as the Finger 
  of Procan. It is 20 ft. high at its peak. It counts as difficult 
  terrain for movement. One can run or charge up or down it 
  with a DC 15 Balance check. Failure indicates that the 
  character cannot run or charge. Failing by 5 or more means 
  the runner/charger falls prone to the first square he 
  entered into. The cliff is mainly here as interesting terrain 
  feature but it does offer a good position to observe 
  movements in the ship itself. If characters come up with 
  good uses for it during the course of the adventure, feel free 
  to allow it. 
   
  Unless the beach crew has been ordered back to the 
  ship or a general alarm has been sounded, there will be at 
  least one longboat on the beach. One person can row the 
  longboat with difficulty. 
   
  � Long boat: 1 1/2 inch thick. Hardness 5; Hit points 20; 
  AC 5; Break DC 25, speed 20ft (10ft with only one rower). 
  Longboats can carry 6 medium creatures. 
   
  Creatures: During the day, First Mate Aurne oversees the 
  manufacturing of a new mast for the ship. He and some of 
  the other crewmembers shape the fallen tree into a 
  workable replacement for the mast that broke in the storm. 
  Occasionally, Aurne sends the beach crew out to collect 
  supplies (see The PCs and Patrols for more details). 
   
  During the night, the crew builds a large bon fire, 
  which provides light in a 40-foot radius from the fire and 
  shadowy illumination for another 40 feet. Two of the crew 
  stand guard. Midway through the night (1 am), the two on 
  guard go to sleep and the other two crewmembers take over 
  guard duty. Aurne sleeps through the night unless woken 
  by an alarm, combat or other unexpected noises. 
  Crewmembers have light armor so they wear it while 
  sleeping. 
   
  APL 2 (EL3) 
  � Crew members (4): male Suel human War1; hp 9; see 
  Appendix 1. 
  � First Mate Aurne: male Suel human Exp1/Ftr1; hp 
  11; see Appendix 1. 
   
  NAE6-01 Danour 
   
  Page 11 
  
  APL 4 (EL5) 
  � Crew members (4): male Suel human War1/Rog1; hp 
  13; see Appendix 2. 
  � First Mate Aurne: male Suel human Exp1/Ftr2/Rog1; 
  hp 26; see Appendix 2. 
   
  APL 6: (EL7) 
  � Crew 
  members 
  (4): 
  male 
  Suel 
  human 
  War1/Rog1/Ftr1; hp 24; see Appendix 3. 
  � First Mate Aurne: male Suel human Exp1/Ftr4/Rog1; 
  hp 40; see Appendix 3. 
   
  APL 8: (EL9) 
  � Crew 
  members 
  (4): 
  male 
  Suel 
  human 
  War1/Rog2/Ftr2; hp 40; see Appendix 4. 
  � First Mate Aurne: male Suel human Exp1/Ftr1/Rog3; 
  hp 49; see Appendix 4. 
   
  APL 10: (EL11) 
  � Crew 
  members 
  (4): 
  male 
  Suel 
  human 
  War1/Rog3/Ftr3; hp 56; see Appendix 5. 
  � First Mate Aurne: male Suel human Exp1/Ftr4/Rog5; 
  hp 58; see Appendix 5. 
   
  Tactics: First Mate Aurne is a skilled dagger fighter and has 
  been teaching the crew a thing or two about dagger 
  fighting. He’s even gone so far as to get them all their own 
  daggers. He and the beach crew work as a team to flank PCs 
  and try to make the most of their sneak attacks. They 
  concentrate on easy to hit targets first (obvious spellcasters 
  or those wearing little or no armor). 
   
  The crew and First Mate are dressed appropriately for 
  sea travel. This means they are not well armored. The First 
  Mate and crew are likely to fight defensively to increase 
  their AC, especially since at most APLs the crew and First 
  Mate have at least 5 ranks in Tumble which provides more 
  AC bonus. First Mate Aurne also has Combat Expertise, 
  which he uses to keep his AC high especially if one of the 
  PCs is a power attacking fighter. 
   
  If it looks bad for First Mate Aurne, and he’s the only 
  beach crewmember left, he attempts to flee. If he cannot 
  flee or is very low on hit points, he surrenders. He 
  cooperates and bargains with the PCs to let him go. If the 
  PCs do not let him go, he cooperates until he finds a time 
  where he can attempt to signal the ship. He tries to use his 
  Sleight of Hand to palm his signal whistle without the PCs 
  noticing. He sounds an alert with the whistle if given a 
  chance. 
   
  Make sure to read the expanded rules on the use of of 
  the barbed dagger in Appendix 7, specifically the use in 
  sneak attacks. 
   
  Signal Whistles: Since a whistle carries better than a 
  voice, each crewmember has been equipped with a signal 
  whistle. The penalties to Listen checks due to distance 
  involving a signal whistle are halved. To hear a whistle, 
  crewmembers aboard the Danour must succeed in a DC 10 
  Listen check. To hear a battle at the beach, the DC is 10 as 
  well (-10 for battle, +20 for range).  
   
  When the beach crew wishes to come aboard the ship, 
  they blow a signal whistle twice quickly. The ship’s cook 
  dumps garbage and chum into the water on the far side of 
  the ship to lure the sharks away and the crew rows to the 
  ship unhindered. Rowing from ship to shore takes ten 
  rounds on full speed (20 ft. a round). 
   
  Three short blasts indicate that the beach crew needs 
  some of the ship’s crew to come ashore. The ship’s cook 
  again lures the sharks to the far side of the boat with 
  garbage and chum and a group of four crewmembers rows 
  ashore in a longboat. When this occurs, there are two 
  longboats ashore. Rowing from ship to shore takes ten 
  rounds. 
   
  A long blast on the signal whistle indicates a general 
  alarm. The beach crew is instructed to round up all 
  available beach crew and immediately come aboard the ship 
  in the case of an alarm. 
   
  Treasure: Each individual crewmember carries the 
  following. To determine total treasure, multiply values by 
  four, unless items were somehow lost or destroyed. 
   
  Crew member: 
   
  APL 2: Loot (18 gp); Coin (0 gp); Magic: (0 gp) 
   
  APL 4: Loot (18 gp); Coin (0 gp); Magic: (0 gp) 
   
  APL 6: Loot (18 gp); Coin (0 gp); Magic: potion of cure 
  moderate wounds (25 gp). 
   
  APL 8: Loot (55 gp); Coin (0 gp); Magic: +1 leather 
  armor- (97 gp), potion of cure moderate wounds- (25 gp) 
   
  APL 10: Loot (30 gp); Coin (0 gp); Magic: +1 barbed 
  dagger (195 gp), +1 leather armor (97 gp), potion of cure 
  moderate wounds- (25 gp). 
   
   
  First Mate: 
   
  APL 2: Loot (82 gp); Coin (0 gp); Magic: (0 gp) 
   
  APL 4: Loot (61 gp); Coin (0 gp); Magic: +1 mihtral 
  chain shirt (188 gp). 
   
  APL 6: Loot (61 gp); Coin (0 gp); Magic: +1 mihtral 
  chain shirt (188 gp), gloves of dexterity +- (333 gp). 
   
  APL 8: Loot (33 gp); Coin (0 gp); Magic: +1 barbed 
  dagger (195 gp), +1 mihtral chain shirt (188 gp) , gloves of 
  dexterity +2 (333 gp). 
   
  APL 10: Loot (33 gp); Coin (0 gp); Magic: +1 barbed 
  dagger (195 gp), +1 mihtral chain shirt (188 gp), gloves of 
  dexterity +2 (333 gp), ring of protection +1 (167 gp), amulet of 
  natural armor +1 (167 gp), potion of resist energy electricity 30 
  (92 gp). 
   
  Detect Magic Results: +1 barbed dagger (Faint 
  Evocation), +1 leather armor (Faint Abjuration), +1 mihtral 
  chain shirt (Faint Abjuration), gloves of dexterity +2 (Moderate 
  Transmutation), ring of protection +1 (Faint Abjuration), 
  amulet of natural armor +1 (Faint Transmutation), potion of 
  resist energy electricity (CL 11) (Moderate Abjuration), potion 
  of cure moderate wounds (Faint Conjuration).  
   
  The Woods 
  Just off the rocky beach is a large wooded area. Trees and 
  bush provide a home to many small animals that can be 
  hunted as a source of food. It also provides full 
  concealment for any PC in the woods more than 5 feet 
  NAE6-01 Danour 
   
  Page 12 
  
  from the edge. The thick brush near the beach is 
  considered difficult terrain. PCs must move at half speed 
  and cannot charge through it. PCs with appropriate abilities 
  such as Woodland Stride can ignore these penalties. 
   
  PCs and the Patrols 
  Every 1d4 hours, a patrol heads into the woods to gather 
  supplies for the ship. A patrol is comprised of four 
  crewmembers. The patrol works for one hour then returns 
  to the beach with wood, water and meat for the rest of the 
  crew. After three patrols in a single day, no more patrols are 
  sent to gather supplies. You can have a patrol return to the 
  beach when the PCs arrive, with a few rabbits, mushrooms 
  and other edibles. A DC 10 Survival check (rangers & 
  druids get +2 circumstance bonus to this roll) reveals that it 
  will only be enough for the beach patrol and most likely 
  they go back later to the woods to gather some more. You 
  can even have a crew member present do some fishing. 
   
  While the patrol is out in the woods, the PCs could 
  overpower the patrol. In this case you should generate a 
  suitable forest terrain using the medium forest terrain chart 
  in Dungeon Master’s Guide. The encounter distance is 2d8x10 
  ft. The patrol is not missed for at least two hours after the 
  patrol left camp. After two hours, First Mate Aurne 
  becomes suspicious. He sends word back to the ship that 
  the patrol has not reported back yet. The Captain sends 
  some men to help him transport the mast to the boat and 
  pulls the crew from the beach. He cannot afford to lose any 
  more crewmembers. The Captain also posts double the 
  number of guards on watch at night. 
   
  The PCs could take the crew’s uniforms and pose as the 
  crew to try and sneak aboard the ship. All crew are Suel 
  humans so smaller races have trouble fitting the uniforms 
  properly (see the Disguise skill description for what 
  penalties this incurs). First Mate Aurne and Captain Rhosh 
  are quite familiar with each and every crewmember. They 
  recognize a crewmember on sight and gain a +4 to Spot 
  checks to see through a disguise. 
   
  Ship Crew  
  Every 1d4+2 hours, First Mate Aurne signals the ship to 
  send some crew ashore to help carry supplies back to the 
  boat. He makes three short blasts with his signal whistle to 
  indicate he needs crew. In ten rounds the crew arrives on 
  shore. They remain on shore for 1d6+2x10 (30 to 80) 
  minutes and then head back.  
   
  If PCs attack with the beach and ship crew present, 
  they could be in for quite a fight. However, if the PCs 
  figure out the signal patterns and have not set off any 
  alarms, the PCs could lure the ship crew away from the 
  support of the Captain and the monks for an easier fight. 
   
  Encounter 6: 
  Jaws of the Deep 
  The Captain has set up an additional defense in the waters 
  around his ship. He has been dumping chum and garbage 
  into the waters to lure a shark(s) to his boat.  
   
  The seawater is warm and clear, only requiring a DC 10 
  Swim check. The water provides improved cover against 
  the people on the Scarlet Brotherhood ship (+10 bonus to 
  hide checks), as they do not count as land based opponents 
  and thus can see and fire into water. Being submerged 
  provides +4 bonus to armor class and ranged attacks take 
  the usual -2 penalty to hit for every 5 ft. they travel 
  underwater.  
   
  Depth of water is as follows: 
   
  Distance from the beach 
  Depth 
  0 – 15 ft. 
  Waist high 
  20 – 40 ft. 
  5 ft. 
  45 – 60 ft. 
  10 ft. 
  65 – 80 ft. 
  15 ft. 
  85 – 110 ft. 
  20 ft. 
  115 – 150 ft. 
  25 ft. 
  155 – 300 ft. 
  30 ft. 
   
  Any PCs watching the water around the boat may make DC 
  20 Spot checks to notice the occasional shark fin breeching 
  the surface. The above Spot check has been adjusted for 
  distance and the DC is reduced if characters get any closer. 
  Remember that the shark has improved cover against 
  attacks from the beach. Sharks do not come closer than 20 
  ft. of the beach (where it cannot effectively swim since the 
  water is so shallow). 
   
  The shark(s) attack(s) anyone (including Brotherhood 
  troops) who enter the waters surrounding the ship unless 
  there is a good amount of blood and chum to distract them 
  (clever PCs could some up with other possible distractions 
  like a summon spell, etc.). Unless lured away or distracted, 
  the shark(s) ram(s) the long boats, which counts as a bull 
  rush that can trigger attacks of opportunity from the PCs. 
  Long Boats roll a d20 + number of people aboard to oppose 
  the bull rush.  
   
  Anyone sitting in the boat when it is rammed must 
  make a DC 5 Balance or Strength check or fall out of the 
  boat. Anyone standing when the boat is rammed must 
  make a DC 10 Balance check or fall out of the boat. Any PC 
  with ranks in Profession (sailor) skill receives a +2 bonus to 
  these checks. If the shark actually does a successful bull 
  rush, the longboat capsizes, dumping anyone in the 
  longboat into the water. 
   
  The sounds of the boat being rammed alert the ship’s 
  crew to the trouble. The ship’s crew sounds the alarm if 
  they can see the longboat being attacked. If the ship’s crew 
  knows the PCs are in the longboat (when the PCs aren’t 
  disguised), they fire their crossbows and ballista at the PCs. 
   
  At APL 6 and higher, there are more sharks. Since at 
  that point the sharks are likely not much of a threat to a 
  well-prepared party, the EL is rated significantly lower than 
  the CR of a shark would normally indicate. 
   
  APL 2-6 (EL1) 
  � Shark, medium: hp 16; see Monster Manual page 279. 
   
  NAE6-01 Danour 
   
  Page 13 
  
  APL 6-8 (EL1) 
  � Shark, medium (2): hp 16; see Monster Manual page 
  279. 
   
  APL 10 (EL1) 
  � Shark, medium (3): hp 16; see Monster Manual page 
  279. 
   
  Treasure: The sharks carry no treasure. 
   
  Encounter 7: 
  The Ship 
  The Scarlet Brotherhood ship, the Danour, was on route to 
  the location of a new military base when it was caught in a 
  sudden storm. Unable to seek safety in a Jarlstun Estuary 
  for fear of discovery, the Captain was forced to ride out the 
  storm.  
   
  The ship suffered major damage including the loss of 
  the foremast. Many of the ship’s crew received severe 
  injuries when the ship’s secret cargo broke free from its 
  bonds. The ship needs to make repairs before it can safely 
  proceed.  
   
  The Captain located a safe area to weigh anchor and 
  complete repairs. He sent his First Mate ashore to begin 
  construction on a new foremast and to oversee the 
  collection of supplies.  
   
  Creatures: During the day, the ship is buzzing with 
  activity. The Captain and four crewmembers are 
  performing repairs and other such duties topside. One of 
  the lightly injured men is placed in the crow’s nest as look 
  out (Spot +10) and listener (Listen +6)  
   
  � Yonar the lookout: male LE Suel Human Exp2; hp 8.  
   
  If forced to fight, Yonar uses a club (+1 to hit, 1d6 damage). 
   
  Below decks, Ker Nasek remains in his cabin waiting 
  for repairs to be made so the ship can depart. Two Scarlet 
  Brotherhood monks remain near him at all times.  
   
  Occasionally, First Mate Aurne signals from shore that 
  he needs more men to assist him or that he is sending men 
  to the ship (see Signal Whistles in Encounter 5 for details). 
  In these situations, the ship’s cook comes topside and 
  dumps chum and garbage on the far side of the boat. After a 
  few rounds, he heads below to continue preparing meals. 
   
  At night, the Captain posts two crewmembers topside 
  as guards (who place sunrods to each end of the ship for 
  illumination). Midway through the night, the two guards 
  switch with two other crewmembers that act as guards 
  until morning. Everyone else on the ship is asleep. If First 
  Mate Aurne noticed that the beach supply patrol went 
  missing and made it back to the boat, the four ship 
  crewmembers are standing guard duty all night. 
   
  Every 1d4+2 hours, First Mate Aurne signals the ship 
  to send some crew ashore to help carry supplies back to the 
  boat. He makes three short blasts with his signal whistle to 
  indicate he needs crew. In ten rounds, the crew arrives on 
  shore. They remain on shore for 1d6+2x10 (30 to 80) 
  minutes then head back. During this time, the PCs could 
  attack the ship and only have to face the Captain and the 
  two monks. 
   
  If at any time the alarm is sounded, the Captain and all 
  available crew prepare for battle topside. If the crew has 
  time to assess the situation, two operate ballista and two 
  ready crossbows while the Captain gives orders. If the PCs 
  are already on board, the crew works to repel invaders to 
  the best of their ability (see Tactics). 
   
  APL 2 (EL4) 
  � Crew members (4): male Suel human War1; hp 9; see 
  Appendix 1. 
  � Captain Rhosh: male Suel human Exp1/Brd2; hp 12; 
  see Appendix 1. 
   
  APL 4 (EL6) 
  � Crew members (4): male Suel human War1/Rog1; hp 
  13; see Appendix 2. 
  � Captain Rhosh: male Suel human Exp1/Brd2/Ftr2; 
  hp 26; see Appendix 2. 
   
  APL 6 (EL8) 
  � Crew 
  members 
  (4): 
  male 
  Suel 
  human 
  War1/Rog1/Ftr1; hp 24; see Appendix 3. 
  � Captain 
  Rhosh: 
  male 
  Suel 
  human 
  Exp1/Brd2/Ftr2/Rog2; hp 34; see Appendix 3. 
   
  APL 8 (EL10) 
  � Crew 
  members 
  (4): 
  male 
  Suel 
  human 
  War1/Rog2/Ftr2; hp 40; see Appendix 4. 
  � Captain 
  Rhosh: 
  male 
  Suel 
  human 
  Exp1/Brd2/Ftr2/Rog3; hp 49; see Appendix 4. 
   
  APL 10 (EL12) 
  � Crew 
  members 
  (4): 
  male 
  Suel 
  human 
  War1/Rog3/Ftr3; hp 56; see Appendix 5. 
  � Captain 
  Rhosh: 
  male 
  Suel 
  human 
  Exp1/Brd3/Ftr4/Rog3; hp 62; see Appendix 5. 
   
  Tactics: The Captain sings to inspire, first casting 
  inspirational boost as a swift action to give his crew +2 to 
  attack and damage rolls. He then continues to sing as he 
  enters the fight. He and his crew have fought many battles 
  together and work together to provide flanks, draw attacks 
  of opportunity, disarm opponents so others may attempt 
  bull rushes, etc. 
   
  At APL 10, the Captain uses his ring of the ram to push 
  PCs overboard. At lower APLs, he and his crew bull rush 
  anyone who they suspect cannot take an attack of 
  opportunity like archers and spell casters with no obvious 
  weapons. Otherwise, the Captain and crew move to flank, 
  targeting the easiest looking PC.  
   
  Captain Rhosh submits to the PCs if the rest of his 
  crew has been killed and he is below 10 hit points. He 
  attempts to parley with the PCs, offering to give up some 
  important maps (see Players’ Handout 2) if the PCs let him 
  NAE6-01 Danour 
   
  Page 14 
  
  go. If they agree, he asks for a long boat and some supplies. 
  He tells the PCs everything once he’s in his long boat on 
  the water. He sticks to his code if the PCs let him go. He 
  then rows ashore and flees into the woods.  
   
  Treasure: Each individual crewmember carries the 
  following. To determine total treasure, multiply values by 
  four, unless items were somehow lost or destroyed. 
   
  Crew member: 
   
  APL 2: Loot (18 gp); Coin (0 gp); Magic: (0 gp) 
   
  APL 4: Loot (18 gp); Coin (0 gp); Magic: (0 gp) 
   
  APL 6: Loot (18 gp); Coin (0 gp); Magic: potion of cure 
  moderate wounds (25 gp) 
   
  APL 8: Loot (55 gp); Coin (0 gp); Magic: +1 leather 
  armor (97 gp), potion of cure moderate wounds- (25 gp) 
   
  APL 10: Loot (30 gp); Coin (0 gp); Magic: +1 barbed 
  dagger (195 gp), +1 leather armor (97 gp), potion of cure 
  moderate wounds- (25 gp) 
   
   
  Captain: 
   
  APL 2: Loot (139 gp); Coin (0 gp); Magic: (0 gp) 
   
  APL 4: Loot (108 gp); Coin (0 gp); Magic: +1 quickblade 
  rapier (188 gp) 
   
  APL 6: Loot (108 gp); Coin (0 gp); Magic: +1 quickblade 
  rapier (188 gp), ring of protection +1 (167 gp) 
   
  APL 8: Loot (108 gp); Coin (0 gp); Magic: +1 quickblade 
  rapier (188 gp), +1 amulet of natural armor (167 gp), ring of 
  protection +1 (167 gp) 
   
  APL 10: Loot (108 gp); Coin (0 gp); Magic: +1 
  quickblade rapier (188 gp), +1 amulet of natural armor (167 gp), 
  ring of protection +1 (167 gp), ring of the ram (717 gp) 
   
  Detect Magic Results: +1 barbed dagger (Faint 
  Evocation), +1 leather armor (Faint Abjuration), +1 quickblade 
  rapier (Faint Evocation), +1 amulet of natural armor (Faint 
  Transmutation), ring of protection +1 (Faint Abjuration), ring 
  of the ram (Moderate Transmutation), potion of cure moderate 
  wounds (Faint Conjuration).  
   
  Creatures: If the alarm sounds, the monks come topside 5 
  rounds rounds later, having received buff spells from 
  Nasek. Otherwise, the monks are encountered below 
  decks. 
   
  APL 2 (EL4) 
  � Xanthan & Yyrkon: male Suel human Mnk2; hp 13; 
  see Appendix 1 
   
  APL 4 (EL6) 
  � Xanthan & Yyrkon: male Suel human Mnk4; hp 23; 
  see Appendix 2. 
   
  APL 6 (EL8) 
  � Xanthan & Yyrkon: male Suel human Mnk6; hp 33; 
  see Appendix 3. 
   
  APL 8 (EL10) 
  � Xanthan 
  & 
  Yyrkon: 
  male 
  Suel 
  human 
  Mnk7/OccultSlayer1; hp 43; see Appendix 4. 
   
  APL 10 (EL12) 
  � Xanthan 
  & 
  Yyrkon: 
  male 
  Suel 
  human 
  Mnk7/OccultSlayer3; hp 53; see Appendix 5. 
   
  Tactics: The monks move into combat, targeting spell 
  casters above all else. They work in unison to take out any 
  spell caster they can reach.  
   
  At lower APLs (2 to 4), if the monks cannot reach the 
  spell casters, they use their Combat Expertise, fight 
  defensively and try and tie up the big fighters to keep them 
  from attacking the rest of the crew. 
   
  At higher APLs (6 to 10), if the monks cannot reach 
  spell casters, they work on big fighter types using their 
  disarm abilities to take weapons from the PCs (a standard 
  action) and throw them overboard (a move action) and 
  apply their Weakening Touch feat to the strongest looking 
  PCs. The monks fully utilize their Combat Expertise and 
  fight defensively if the PCs are having an easy time hitting 
  the monks. They also have the ability to deflect spells 
  (mind over magic ability) and arrows (Deflect Arrows feat) 
  so do not forget to utilize these abilities. The monks fight to 
  the death. They know that failure is unacceptable and that 
  they would be better off dead than captured.  
   
  Make sure to read the expanded rules on the use of of 
  the barbed dagger and quickblade rapier in Appendix 7, 
  specifically the use in sneak attacks. 
   
  Treasure: Each individual monk carries the following. To 
  determine total treasure, multiply values by four, unless 
  items were somehow lost or destroyed. 
   
  APL 2: Loot (50 gp); Coin (0 gp); Magic: bracers of armor 
  +1 (25 gp) 
   
  APL 4: Loot (50 gp); Coin (0 gp); Magic: bracers of armor 
  +1 (25 gp), ring of jumping (208 gp) 
   
  APL 6: Loot (50 gp); Coin (0 gp); Magic: bracers of armor 
  +1 (25 gp), ring of jumping (208 gp), periapt of wisdom +2 (333 
  gp) 
   
  APL 8: Loot (50 gp); Coin (0 gp); Magic: bracers of armor 
  +2 (333 gp), ring of jumping (208 gp), periapt of wisdom +2 (333 
  gp) 
   
  APL 10: Loot (50 gp); Coin (0 gp); Magic: bracers of 
  armor +3 (750 gp), ring of jumping (208 gp), periapt of wisdom 
  +2 (333 gp) 
   
  Detect Magic Results: bracers of armor +1, +2 and +3 
  (Moderate 
  Conjuration), 
  ring 
  of 
  jumping 
  (Faint 
  Transmutation), 
  periapt 
  of 
  wisdom 
  +2 
  (Moderate 
  Transmutation). 
   
  Any items that were tossed overboard can be found by 
  searching the sea floor unless this happened during a 
  moving naval battle. In such case assume that items thrown 
  overboard sink too deep to be recovered. Scrolls and other 
  such items that are vulnerable to water are automatically 
  destroyed unless in waterproof containers.  
   
  General Ship Information 
  The Danour is a caravel. It has an AC of 3. It is comprised of 
  24 sections. Each section has 80 hit points. If six hull 
  sections are destroyed, the ship sinks. The ship requires a 
  NAE6-01 Danour 
   
  Page 15 
  
  minimum of seven crewmembers to sail. It can hold up to 
  thirty people. 
   
  The long boats pull up beside the ship. The 
  crewmembers aboard the ship drop a rope ladder down for 
  the crew in the long boat to use to climb aboard. A rope and 
  pulley system is used to load large or heavy items from the 
  long boat aboard the ship. This is also how the crew loads 
  the long boats back onto the ship. One is hauled into the 
  ship into the Lower Decks, while the other hangs off the 
  back of the boat at the Quarter Deck. 
   
  If the PCs try to sneak aboard the ship from the water, 
  they have to climb the side of the ship or the anchor chain. 
  A DC 5 Climb check lets a PC climb up the anchor chain 
  and aboard the ship. A DC 20 Climb check lets the PC 
  climb up the ship’s hull and aboard the ship. The PCs must 
  climb 10 feet to reach the main deck. They must climb up 
  20 feet to reach the quarterdeck or forecastle deck.  
   
  PCs may sneak into the Captain’s Cabin or Wardroom 
  by climbing up the side of the ship and in through one of 
  the windows that look into these rooms. A DC 20 Open 
  Lock check is required to open the window without 
  breaking it. 
   
  Swimming underwater offers a way to sneak onboard 
  without being seen (see Encounter 6 for details). 
  Remember the possibility of sneaking during the night. 
  Any PC with darkvision is at a definite advantage over the 
  crew.  
   
  The ship is quite a tight place to move and fighting 
  within is not easy. Any two handed weapons (except spear 
  or longspear) used inside the ship suffer a –2 penalty on 
  attack due to the lower ceilings and narrow passageways. 
  For sake of simplicity, a PC or NPC may occupy a partial 
  square of the ship such as back corner of the Quarterdeck 
  without penalties.  
   
  Areas of the Ship 
   
  1. Quarter Deck 
  This is one of two raised decks (the other being the 
  forecastle deck). It is an open deck at the rear of the ship 
  and the ship’s wheel is located here along with a mount for 
  a ballista. The crew can attach the ballista to the mount in 
  one round. The Quarter Deck is 20 feet from the surface of 
  the water. PCs may climb up here on the ship’s hull with a 
  DC 20 Climb check. 
   
  2. Forecastle Deck 
  This is the other raised deck (the other being the quarter 
  deck). It is an open deck at the front of the ship and a 
  mounted ballista is located here as well as the foremast, 
  which was broken in the storm. On the starboard side is the 
  hawsepipe and tackle for the ship’s anchor. The Forecastle 
  Deck is 20 feet from the surface of the water. PCs may 
  climb up here by using the anchor chain (DC 5 Climb) or 
  the ships hull (DC 20 Climb). 
   
  3. Captain’s Cabin 
  This is Captain Rhosh’s cabin. His bed, footlocker and desk 
  take up most of the room. PCs making a DC 25 Search 
  check can uncover a secret compartment in his footlocker. 
  Inside is a set of nautical maps indicating the ship’s final 
  destination in Naerie. See Players’ Handout 2. There are two 
  windows into this cabin. A successful DC 20 Open Lock 
  check allows the PCs to open the window from the outside.  
   
  4. Wardroom 
  The Captain, officers and guests take their meals here. It 
  also serves as a parlor for officers and passengers. There are 
  several books here (mostly poetry) as well as a set of playing 
  cards and various simple instruments such as a flute, a lyre 
  and a drum. There are two windows into this cabin. A 
  successful DC 20 Open Lock check allows the PCs to open 
  the window from the outside. 
   
  5. Main Deck 
  This open deck shows signs of damage. One of the cargo 
  hatches was destroyed when the creature below decks 
  emerged topside. The mast here shows signs of abuse. PCs 
  making a DC 10 Spot check notice strange burns on the 
  deck and mast. It is obvious that there was some kind of 
  attack here recently though it is impossible to say what was 
  responsible. 
   
  6. Forecastle 
  Most of the ship’s crew sleeps here. There are a dozen 
  cramped bunks. Any sleeping crewmembers are found 
  here. 
   
  7. Galley 
  This room has a small stove and shelving for all kinds of 
  foodstuffs. There is also a large barrel used here used to 
  store chum and other fish parts. On the Captain’s orders, 
  the cook scoops this into the water to attract sharks.  
   
  Creatures: The ship’s cook, Cannor, and his young son 
  Yeran sleep here. Both are Suel. Cannor prepares the meals 
  and looks after the foodstuffs aboard the ship. He does not 
  attack the PCs and attempts to get the PCs to take him with 
  them when they leave. Cannor does not like it aboard this 
  ship and was brought here against his will (he is from 
  Onnwal). 
   
  Cannor has no weapons. If the PCs give him a weapon, 
  he has +1 base attack bonus, STR 10 and is proficient with 
  simple weapons. If the PCs attack, he defends himself and 
  his son using a frying pan (makeshift weapon: -4 to hit & 
  1d6 damage). Under no circumstances does Yeran fight 
  with PCs. 
   
  If the PCs ask Cannor or Yeran about what attacked 
  the ship, Cannor cannot give the PCs much information, as 
  he was knocked unconscious by a loose piece of cargo. 
  Yeran refuses to speak of what he saw. If pressed, he begins 
  sobbing uncontrollably. 
   
  � Cannor: male Suel Human Exp2; hp 8; AL N. 
   
  � Yeran: male Suel Human Exp1; hp 3; AL N. 
   
  NAE6-01 Danour 
   
  Page 16 
  
  8. Chain Locker 
  The ship’s anchor chain is stored here. It passes through the 
  hawsepipe in the forecastle up to the forecastle deck. 
   
  9. Lower Deck 
  This space normally serves as a cargo hold and the crew’s 
  mess deck. Now it has been converted into a makeshift 
  hospital.  
   
  Creatures: The ship’s healer, a Suel woman by the 
  name of Gerta tends to the injured here. Gerta is a pacifist 
  and her only concern is the safety of the sick. She sounds 
  the alarm if alerted to the PCs presence. The PCs may 
  attempt to convince her not to sound the alarm by agreeing 
  to not harm the men in any way. The PCs must make a DC 
  25 Diplomacy check to win her over or they can Intimidate 
  (opposed check, she rolls 1d20+2) her into obedience by 
  threatening the lives of her patients. She is very lawful 
  (servant of Bralm) and keeps her word once given. Of 
  course, the noise made when talking with her might alert 
  the crew anyway.  
   
  There are four injured men here. None of the men are 
  in any shape to move and waver in and out of 
  consciousness. A DC 15 Heal check shows that the men 
  have received terrible chemical burns and that the wounds 
  are being treated with some strange paste. A DC 15 
  Profession (herbalism) check reveals that the herbal 
  remedy is used to prevent infection and ease pain. 
   
  � Brotherhood 
  Sailors 
  (Non-Combatants): 
  Suel 
  human Exp1; hp 4 (with -1d8 due to damage), see Appendix 
  6.  
   
  If the PCs ask what happened to these men, Gerta tells the 
  PCs that the ship was carrying some creature. It broke loose 
  in the storm. The crew forced it off the boat before it could 
  destroy the ship and everyone on board. It was responsible 
  for the crew’s injuries. She describes the creature as having 
  no form, able to destroy anything it touched, including the 
  weapons the crew used to fight it. 
   
  If the PCs try to harm any of the sick men, Gerta tries 
  to stop the PCs by grappling them (+0 to Grapple check). 
   
  10. Xanthan’s Cabin 
  Xanthan and Yyrkon have been assigned as bodyguards to 
  Ker Nasek. They are also acting as spies for the Scarlet 
  Brotherhood. Given Nasek‘s chaotic tendencies, the Scarlet 
  Brotherhood has instructed the two monks Xanthan and 
  Yyrkon to make sure Nasek does nothing to compromise 
  this mission. They are instructed to eliminate Ker Nasek if 
  necessary. 
   
  This is a simple cabin with a bed and a footlocker and 
  little else. Fortunately, Xanthan is a monk and needs very 
  little. Xanthan can be found here meditating when not 
  needed. If the alarm is sounded, the Xanthan heads 
  immediately to Ker Nasek’s room to make sure he is ok. If 
  possible, Xanthan waits for spells to be cast on him by Ker 
  Nasek before heading into battle (see 13. Ker Nasek’s Cabin 
  for details).  
   
  11. Yyrkon’s Cabin 
  This is a simple cabin with a bed and a footlocker and little 
  else. Fortunately, Yyrkon is a monk and needs very little. 
  Yyrkon can be found here meditating when not needed. 
   
  If the alarm is sounded, Yyrkon heads immediately to 
  Ker Nasek’s room to make sure he is ok. If possible, Yyrkon 
  waits for spells to be cast on him by Ker Nasek before 
  heading into battle (see 13. Ker Nasek’s Cabin for details). 
   
  12. First Mate Aurne’s Room 
  This is a simple room. Inside is a bed, a footlocker 
  containing two changes of clothing, some ship’s 
  navigational instruments and a set of oilskin clothing for 
  use in the rain. One wall has multiple gash marks in it from 
  Aurne’s constant dagger throwing. 
   
  13. Ker Nasek’s Cabin 
  Ker Nasek waits here for the ship repairs to be completed. 
  With the escape of his latest experiment, he is making 
  arrangements to replace the creature. Ker Nasek’s cabin is 
  always warded by an alarm spell that gives a mental alarm to 
  Nasek.  
   
  Creatures: If the PCs manage to get the drop on Ker 
  Nasek and the rest of the ship, he panics and teleports away 
  without his notes. If given plenty of time to act (the PCs 
  approach by ship and are spotted for example), Ker Nasek 
  calmly gathers his notes then teleports away. He tries to cast 
  spells on the monks before he leaves but if pressed for time, 
  he simply flees. 
   
  Ker Nasek has an anticipate teleport spell on his person 
  at all times. If anyone tries to teleport within 60 feet of him, 
  he is instantly aware of it. The individuals teleporting in are 
  delayed from appearing for one round. In that round, Ker 
  Nasek alerts the crew and teleports away.  
   
  Do not let the PCs fight Nasek. At best they can rush 
  into his cabin just in time to see him teleport away. 
   
  � Ker Nasek: male Suel human Sor11; hp 57; see 
  Appendix 6. 
    
   
  If PCs succesfully recover his notes, they gain access to 
  the Notes on the AR.  
   
  The monks Xanthan and Yyrkon report to Zhesh’s 
  cabin at the sound of battle or an alarm. Ker Nasek casts 
  cat’s grace, bear’s endurance and haste on the monks before 
  sending them off to battle. In some cases, the monks may 
  not receive the benefit of such spells.  
   
  There is nothing of note in the cabin other than Ker 
  Nasek’s notes, a simple bed and an empty footlocker. 
   
  If the PCs question any of the crew about Ker Nasek, 
  they tell the PCs that there was something not right about 
  that man. He had a way of looking right through you. 
  Thankfully, he kept to himself.  
   
  See Appendix 6 for statistics for crew members. 
   
  14. Sail Locker 
  This room contains spare sails, canvas and sewing gear as 
  well as plenty of lines, hawsers, firewood and heavy tools. 
   
  NAE6-01 Danour 
   
  Page 17 
  
  15. Lower Hold 
  Most of the ship’s cargo is stored here. This was where the 
  ship’s secret cargo was being held until it was released 
  during the storm. On the floor is a marred magic circle and 
  the shattered remains of a large porcelain container. The 
  container and the circle radiate a strong aura of abjuration 
  magic. Any PC making a DC 20 Knowledge (arcana) check 
  knows that the magic circle is not a typical circle for 
  binding outsiders but has some other purpose. The PCs are 
  not familiar with the circle as it is Ker Nasek’s own 
  creation. 
   
  This is where the creature was being held until some 
  crates broke loose in the storm; disrupting the binding 
  circle 
  and 
  damaging 
  the 
  container 
  allowing 
  the 
  otherworldly creature to break free from its magical prison. 
  The creature made its way topside, injuring many crew on 
  route. It would have likely destroyed the ship had a large 
  wave not swept the creature overboard. The creature is now 
  at large (see Encounter 8). 
   
  Failed Attacks 
  There is the chance that the PCs might not be able to board 
  the ship on their first attempt. If the PCs attack and fail, the 
  Captain wants to get the repairs done and leave as soon as 
  possible. There is a good chance that by the time the PCs 
  regroup, the ship will be gone. 
   
  The ship could limp away as early as the evening of the 
  first day. The foremast is not properly repaired but the 
  working sails are enough to allow the ship to move at ½ 
  speed. The damage to the hull is fixed enough to keep her 
  watertight. It is still possible that PCs could catch the ship 
  somehow at this stage if they come up with a reasonable 
  tactic.  
   
  By the afternoon/early evening of the second day, the 
  replacement foremast could be installed and the ship could 
  leave at full speed. She would still be a bit shaky but the 
  ship would hold up long enough to get away from Naerie. 
  If PCs have killed too many crew for the ship to set sail, the 
  remaining crew scuttle the ship and row ashore to combat 
  the PCs. If they cannot find PCs, they head west and try to 
  make their way to the Jagged Hills in the barony of 
  Schwente. 
   
  Encounter 8: 
  Optional Encounter 
  After the PCs have completed the initial mission they have 
  the option of taking on an additional encounter, time 
  permitting. Whether or not the PCs take on the encounter 
  is up to the players. Playing the optional encounter costs an 
  additional TU for characters whose home region is Naerie. 
  For other characters it costs 2 TU.  
   
  If the players decide to do the optional encounter, the 
  PCs have remained in Stormhaven. A few days after the 
  PCs assaulted the Scarlet Brotherhood’s ship, the PCs are 
  contacted by Elgin. He asks the PCs to come quick because 
  something has happened to Braiqem.  
   
  Elgin leads the PCs to the temple of Procan where 
  Maridin greets the PCs. He has just placed Braiqem in bed 
  in a small room just off from the main area of worship. This 
  is Maridin’s quarters. 
  Read aloud or paraphrase the following: 
   
  “Thank you for coming.” Maridin says quietly, “I’m not 
  sure what happened to Braiqem. He came to me 
  complaining of terrible headaches since he returned 
  from the storm. They had apparently been getting 
  worse the past few days. I made an herbal remedy for 
  Braiqem and it seemed to help. He came to me for 
  another does of the remedy. I went into the back to 
  fetch it and heard him cry out. I rushed back to find 
  him lying on the floor, unconscious. I have done all I 
  can for him but it does not seem to be helping. 
  Perhaps you can be of some assistance?” 
   
  The PCs are lead into the bedroom where Braiqem is 
  resting. He is unconscious. PCs can make a DC 20 Heal 
  check to realize that Braiqem is catatonic. His mind has 
  apparently shut down for some reason. His pupils do not 
  respond to changes in light and he does not react to 
  external stimuli or to any healing magic. 
   
  Allow the PCs some time to discuss the problem with 
  Maridin (feel free to add descriptions on how Braiqem 
  hallucinated about ‘a formless horror’, ‘coldness of the void’ 
  etc.). After this, read the following: 
   
  Suddenly, Braiqem’s knuckles whiten and his tense 
  hands grip the blankets tightly. He gasps the same 
  phrase over and over, “It is here.” 
   
  From outside, you hear a young girl’s scream. 
   
  Braiqem is sensitive to the presence of Ker Nasek’s escaped 
  creation. In return, the creature can sense Braiqem. It has 
  been moving along the ocean’s floor towards Stormhaven 
  since it was washed overboard from the Danour several 
  nights ago. The creature has finally arrived in Stormhaven. 
  It is up to the PCs to stop it before it is too late. 
   
  When the PCs head outside or look through window, 
  read the following: 
   
  An undulating transparent bag of protoplasm slides 
  up the shore with a wet slurping, a burning trail of 
  grass and scorched rock trailing behind it. Dozens of 
  ropey tendrils grasp wildly at the world around. 
   
   
  A small girl stands immobile, screaming in terror. 
  Her dog stands in front of the girl, fur raised and teeth 
  bared. 
  Clear orbs with thousands of tiny feelers begin to 
  glow with an otherworldly violet light from within 
  the clear sac. A thick column of liquid rolls from the 
  creature’s bizarre form and up the hill towards the 
  girl, pulling the heavy blob slowly after it. 
   
  Creatures: The creature is a horror from another 
  dimension bound into a physical form on to this world. In 
  game terms, the creature is an advanced gray ooze but 
  NAE6-01 Danour 
   
  Page 18 
  
  should be played up as something completely unnatural 
  and alien to this plane. The girl and dog have a +0 Initiative 
  bonus and both flee as their first action. Since the ooze is so 
  slow, there should be no real danger to either but if for 
  some reason the ooze reaches them, assume that both are 
  killed. 
   
  At APL 8 and 10, the creature splits into separate blobs 
  as it rolls ashore. Their objective remains the same: to get 
  Braiqem. 
   
  APL 2 (EL4) 
  � Creature from the Far Realm: medium ooze; hp 31; 
  see Monster Manual page 202 (gray ooze) and Appendix 1. 
   
  APL 4 (EL6) 
  � Creature from the Far Realm: medium ooze; hp 85; 
  see Appendix 2. 
   
  APL 6 (EL8) 
  � Creature from the Far Realm: large ooze; hp 107; see 
  Appendix 3. 
   
  APL 8 (EL10) 
  � Creature from the Far Realm (2): large ooze; hp 107 
  each; see Appendix 4. 
   
  APL 10 (EL12) 
  � Creature from the Far Realm (3): large ooze; hp 144 
  each; see Appendix 5. 
   
  Tactics: The Creature is mindless and lashes out wildly at 
  anyone around it. It heads up the shore towards the temple 
  of Procan, trying to reach Braiqem. If the Creature reaches 
  the temple, it attempts to enter the building and make its 
  way to Braiqem. If it the creature is not stopped, it envelops 
  Braiqem (as part of an attack action using improved grab), 
  taking him prisoner. It then attempts to head back into the 
  sea. What the creature intends to do with Braiqem is 
  unknown. Oddly enough, the creature is doing no damage 
  to Braiqem and he appears immune to its acidic touch. 
  However, he counts as grappled and is subject to usual rules 
  such a condition causes, such as possibly being hit by 
  ranged attacks. Note that the ooze is not hampered by the 
  grapple, as Braiqem is not resisting. Therefore, it takes a –20 
  on its grapple checks, which allows it to take attacks of 
  opportunity, etc. 
   
  NOTE: At all APLs, the ooze lacks the transparent 
  ability.  
   
  Braiqem: His statistics are irrelevant for this combat. 
  However, it is important to know that his hit points are 
  currently at 81 (normally they are 93 but this takes into 
  account his reduced health). He counts as unconsious and 
  his saving throws for this combat are Fort +7, Ref +3, Will –
  1 to account for ability drain and the helpless condition. 
  Note that even though Braiqem has the evasion special 
  ability, he cannot use it in combat because he is helpless. 
  Braiqem carries no equipment. 
   
  Maridin: The cleric assists the PCs in combat (see 
  Appendix 6 for his statistics). His actions in combat are 
  always as follows: 
   
  1st round: Cast bless on the PCs and move to his room. 
   
  2nd round: Collect his weapon (a full round action). 
   
  3rd round: Cast protection from evil on Braiqem before 
  moving out of the temple. 
   
  4th round and beyond: assist the PCs by casting spells. 
  When Maridin runs out of spells, he stays back from 
  combat, assisting the PCs by stabilising those who have 
  gone down. If the PCs do not act, and the creature captures 
  Braiqem and tries to leave, Maridin enters melee combat 
  with the creature. 
   
  Fighting the creature: It is possible that players are 
  hesitant to approach the creature because its acid can 
  destroy equipment. Feel free to point out that there are 
  several improvised weapons in or near the temple of Procan 
  that could be used to combat the creature instead of regular 
  weapons. You can place these wherever you wish on the 
  battlemap: Table leg (1d4), Oar (1d6), Table (1d8), Barrel 
  (2d6). All these weapons deal bludgeoning damage. Note 
  that a creature normaly takes a –4 penalty when fighting 
  with improvised weapons. 
   
  Treasure: If the PCs defeat the creature, it collapses 
  into a pool of stagnant liquid filled with dozens of 
  wonderous shapes. Those shapes were once living creatures 
  brought to this plane from another world and bound into 
  this form. Any PC that makes a DC 15 Knowledge (arcana), 
  Bardic Knowledge or Intelligence check realises that this 
  creature’s remains are one of a kind and could fetch a high 
  price from the right customer.  
   
  PCs may make a Profession (merchant), Profession 
  (smuggler), Bardic Knowledge or Knowledge (local – 
  Splintered Suns) check to track down a buyer. If PC have 
  no ranks in any of these skills, they may instead make a 
  Wisdom check. Each player in the group may roll. The 
  highest roll is the group’s result.  
   
  Result 
  10 or less: 50% of maximum worth 
  11 to 15: 60% of maximum worth 
  16 to 20: 70% of maximum worth 
  21 to 25: 80% of maximum worth 
  26 to 30: 90% of maximum worth 
  31 or higher: 100% of maximum worth 
   
  The maximum worth of the alien parts is dependent on the 
  APL.  
   
  APL 2: maximum worth 225 gp 
  APL 4: maximum worth 325 gp 
  APL 6: maximum worth 450 gp 
  APL 8: maximum worth 650 gp 
  APL 10: maximum worth 1,150 gp 
   
  The PCs may expend a favor from an appropriate Naerie 
  source to increase the result of the roll by five (cross off 
  favor), even if the benefits from the favor no longer apply. 
  For each additional favor spent, the roll continues to 
  NAE6-01 Danour 
   
  Page 19 
  
  increase by five. Any PC may spend a favor to contribute to 
  increasing to the roll result. The following favors can be 
  used: 
   
  NAEI3-01: Favor of Breddol the Sage 
  NAE4-02: Niruc, local hero of Greenrock. 
  NAE4-02: Favor of House Drien. 
  NAE4-03: Favor of Euronymos 
  NAE5-01: Sargh 
  NAE5-02: Favor of Breddol the Sage 
  NAE5-03: Treachery Covered 
  NAE5-01: Favor of Captain Eryn. 
  NAEI5-02: The Gratitude of Falrik Solan 
    
  Development: After the creature is dead, Braiqem returns 
  to normal in a few days. 
   
  Conclusion: 
  The PCs need to get aboard the Scarlet Brotherhood ship 
  and recover the maps revealing the location of their new 
  secret base in Naerie (in the Captain’s cabin). If the PCs are 
  careful, they may also catch Ker Nasek unaware and force 
  him to flee without his papers that outline his latest 
  experiments.  
   
  PCs that return with the maps for the secret base earn 
  the gratitude of Stormhaven. PCs might also be set up with a 
  contact in the Royal Guild of Merchants (Partners in Trade). 
  If still present, Braiqem instructs the PCs to turn the maps 
  over to them. 
   
  PCs that storm the ship and defeat the crew may 
  temporarily assume control of the boat. Word of their 
  deeds reach members of the Ahlissan military who seek out 
  the PCs and instruct them to turn over the ship as well as 
  any prisoners they may have taken. The representative sent 
  is Gemalen (see below). You may roleplay this encounter if 
  time allows. The PCs are praised and as a reward are offered 
  the opportunity to refurbish and purchase the Danour from 
  the Ahlissan Navy over time.  
   
  If the PCs fail to recover the plans and defeat the 
  Scarlet Brotherhood before they escape, they receive no 
  favors. Braiqem thanks the PCs for their attempt but is 
  disappointed that the PCs were unable to discover what Ker 
  Nasek was doing here. 
   
  If the PCs did the optional encounter and defeat the 
  creature, they can collect the parts and attempt to sell them 
  for gold. If they do not have the gratitude of Stormhaven at 
  this point, they may earn it by saving Braiqem from the 
  Creature from the Far Realms. 
   
  Read the following box text if any character is in 
  position to immediately receive the favor of the Royal 
  Guild of Merchants (i.e. is a member of an appropriate 
  meta-organisation, and has a ship). 
   
  “Sometime after the incident with Danour, you 
  receive a letter from Royal Guild of Merchants of 
  Aerdy, instructing you to come to Guildmasters 
  Chapel in Naerie City. You are quicly directed to the 
  office of Towrin Ghan, head of the guild. He is 
  accompanied by a man named Gemalen, an assistant 
  to Admiral Aente.  
   
  “Do sit down. I heard you assisted the Nightingale 
  throne considerably in this Danour incident. The 
  Overking is more than happy to to reward his loyal 
  subjects for their efforts.” 
   
  Towrin Ghan is calm and courteous toward the PC. The 
  reward he is talking about is the partial ownership of a trade 
  route extending from Naerie City to Hardby. It will trade 
  in miscallenous items that are not easy to come by in 
  Hardby such as magically preserved fruits and foodstuffs, 
  wine, shipbuilding materials like tar (production has 
  recently started near Naerie City) that Hardby cannot easily 
  supply itself and so on. 
   
  Gemalen is here mainly to convey thanks of the Navy. 
   
  � Towrin Ghan: Male Oeridian human Ftr5/Exp3; AL 
  LN. 
   
  � Gemalen: Male Suel human Rog2/Ran3; AL LE. 
   
  Campaign  
  Consequences 
  This scenario will have an effect on future adventures. 
  Please send answers to the following questions to 
  sampo@haarlaa.fi
   
  Comments about the module can be sent to the author at: 
  darkest@uniserve.com
   
  1. Did the PCs recover the documents? 
   
  2. Did any of the named Scarlet Brotherhood NPCs 
  survive? If yes, who? 
   
  3. Did the creature from the Far Realms manage to take 
  Braiqem with him?  
   
  The End 
   
   
   
  NAE6-01 Danour 
   
  Page 20 
  
  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 5: On Solid Ground 
  Defeat or bypass the beach crew: 
  APL2 
  90 XP  
  APL4 
  150 XP  
  APL6 
  210 XP  
  APL8 
  270 XP 
  APL10 
  330 XP 
   
  Encounter 6: Jaws of the Deep 
  Defeat or bypass the shark: 
  ALL APLs 
  30 XP  
   
  Encounter 7: The Ship 
  A) Defeat or bypass the Captain and crew: 
  APL2 
  120 XP  
  APL4 
  180 XP  
  APL6 
  240 XP  
  APL8 
  300 XP 
  APL10 
  360 XP 
   
  B) Defeat or bypass the monks: 
  APL2 
  120 XP  
  APL4 
  180 XP  
  APL6 
  240 XP  
  APL8 
  300 XP  
  APL10 
  360 XP  
   
  Story Award 
  Recover the map to the secret base: 
  ALL APLs 
  30 XP  
   
  Discretionary Role-playing Award 
  APL2 
  60 XP  
  APL4 
  105 XP  
  APL6 
  150 XP  
  APL8 
  195 XP 
  APL10 
  240 XP 
   
  Total Possible Experience:  
   
  APL2 
  450 XP  
  APL4 
  675 XP  
  APL6 
  900 XP  
  APL8 
  1125 XP 
  APL10 
  1375 XP 
   
  Encounter 8: Optional Encounter: 
  APL2 
  120 XP 
  APL4 
  180 XP 
  APL6 
  240 XP 
  APL8 
  300 XP 
  APL10 
  360 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. Many 
  times characters must cast identify, analyze dweomer or similar 
  spell to determine what the item does and how to activate it. 
  Other times they may attempt to use the item blindly. If the 
  magic item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 5: Crewmembers & First Mate 
   
  Note: Each individual crewmember carries this. In most 
  cases multiply values by four for total amount unless items 
  were somehow lost of destroyed. 
  APL 2: L: 18 gp; C: 0 gp; M: 0 gp 
  APL 4: L: 18 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 18 gp; C: 0 gp; M: 25 gp - potion of cure moderate 
  wounds (25 gp each) 
  APL 8: L: 55 gp; C: 0 gp; M: 122 gp - +1 leather armor (97 gp 
  each), potion of cure moderate wounds (25 gp each) 
  APL 10: L: 30 gp; C: 0 gp; M: 317 gp - +1 leather armor (97 
  gp each), potion of cure moderate wounds (25 gp each), +1 
  barbed dagger (195 gp each) 
   
  NAE6-01 Danour 
   
  Page 21 
  
  First Mate: 
  APL 2: L: 82 gp; C: C: 0 gp; M: 0 gp 
  APL 4: L: 61 gp; C: 0 gp; M: 188 gp – +1 mithral chain shirt 
  (188 gp each)  
  APL 6: L: 61 gp; C: 0 gp; M: 521 gp – +1 mithral chain shirt 
  (188 gp each), +2 gloves of dexterity (333 gp each) 
  APL 8: L: 33 gp; C: 0 gp; M: 716 gp – +1 mithral chain shirt 
  (188 gp each), +2 gloves of dexterity (333 gp each), +1 
  barbed dagger (195 gp each) 
  APL 10: L: 33 gp; C: 0 gp; M: 1,042 gp – +1 mithral chain 
  shirt (188 gp each), +2 gloves of dexterity (333 gp each), +1 
  barbed dagger (195 gp each), +1 ring of protection (167 gp 
  each), +1 amulet of natural armor (167 gp each), potion of 
  resist energy 30 (92 gp each) 
   
  Encounter 7 A: Crew and Captain 
  Note: Each individual crewmember carries this. In most 
  cases multiply values by four for total amount, unless items 
  were somehow lost or destroyed. 
  APL 2: L: 18 gp; C: 0 gp; M: 0 gp 
  APL 4: L: 18 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 18 gp; C: 0 gp; M: 25 gp - potion of cure moderate 
  wounds (25 gp each) 
  APL 8: L: 55 gp; C: 0 gp; M: 122 gp - +1 leather armor (97 gp 
  each), potion of cure moderate wounds (25 gp each) 
  APL 10: L: 30 gp; C: 0 gp; M: 317 gp - +1 leather armor (97 
  gp each), potion of cure moderate wounds (25 gp each), +1 
  barbed dagger (195 gp each) 
   
  Captain: 
  APL 2: L: 139 gp; C: 0 gp; M: 0 gp 
  APL 4: L: 108 gp; C: 0 gp; M: 188 gp - +1 quickblade rapier 
  (188 gp each) 
  APL 6: L: 108 gp; C: 0 gp; M: 355 gp - +1 quickblade rapier 
  (188 gp each), +1 ring of protection (167 gp each) 
  APL 8: L: 108 gp; C: 0 gp; M: 522 gp - +1 quickblade rapier 
  (188 gp each), +1 ring of protection (167 gp each), +1 amulet 
  of natural armor (167 gp each) 
  APL 10: L: 108 gp; C: 0 gp; M: 1239 gp - +1 quickblade rapier 
  (188 gp each), +1 ring of protection (167 gp each), +1 amulet 
  of natural armor (167 gp each), ring of the ram (717 gp 
  each) 
   
  Encounter 7 B: Monks 
  Note: Each individual monk carries this. In most cases 
  multiply values by two for total amount, unless items were 
  somehow lost or destroyed. 
  APL 2: L: 50 gp; C: 0 gp; M: 83 gp - +1 bracers of armor (83 
  gp each) 
  APL 4: L: 50 gp; C: 0 gp; M: 291 gp - +1 bracers of armor (83 
  gp each), ring of jumping (208 gp each) 
  APL 6: L: 50 gp; C: 0 gp; M: 624 gp - +1 bracers of armor (83 
  gp each), ring of jumping (208 gp each), +2 periapt of 
  wisdom (333 gp each) 
  APL 8: L: 50 gp; C: 0 gp; M: 874 gp - +2 bracers of armor (333 
  gp each), ring of jumping (208 gp each), +2 periapt of 
  wisdom (333 gp each) 
  APL 10: L: 50 gp; C: 0 gp; M: 1291 gp - +3 bracers of armor 
  (750 gp each), ring of jumping (208 gp each), +2 periapt of 
  wisdom (333 gp each) 
   
  Total Possible Treasure 
  APL 2: L: 565 gp; C: 0 gp; M: 166 gp - Total: 731 gp 
  APL 4: L: 413 gp; C: 0 gp; M: 958 gp - Total: 1,371 gp 
  APL 6: L: 713 gp; C: 0 gp; M: 2,324 gp - Total: 3,037 gp 
  APL 8: L: 681 gp; C: 0 gp; M: 3,962 gp - Total: 4,643 gp 
  APL 10: L: 481 gp; C: 0 gp; M: 7,399 gp - Total: 7,880 gp 
   
  Maximum Gold Allowable 
  APL 2: 450 gp  
  APL 4: 650 gp 
  APL 6: 900 gp 
  APL 8: 1,300 gp 
  APL 10: 2,300 gp 
   
  Optional Encounter Maximum Gold 
  APL 2: 225 gp  
  APL 4: 325 gp 
  APL 6: 450 gp 
  APL 8: 650 gp 
  APL 10: 1,150 gp 
   
  Items for the Adventure Record 
  Partners in Trade: The PC has been placed in contact with 
  the Royal Merchant’s Guild. Any member of the Privateer, 
  Navy or Royal Guild of Merchants of Aerdy meta-
  organisations who owns a seaworthy ship worth at least 
  4,000 gp may become partner in a new trade route. After 
  any adventure set in or beginning in Naerie, the PC may 
  roll on the following chart to determine current success: 
   
  1-2: Pirate activity! Spend 200 gp or lose this favor. 
  3-12: Trade route breaks even. 
  13-17: Profit: earn 100 gp. 
  18-19: Good business: earn 200 gp. 
  20: Doing very well: earn 500 gp but lose 1TU. 
   
  PC became partner on AR #___ 
   
  The Danour: The caravel known as the Danour is not 
  seaworthy and is placed in dry dock by the Ahlissan 
  military. The PC is offered a chance to purchase control of 
  the ship from Ahlissa. After any adventure set in Naerie, 
  the PC may spend one TU as well as up to 1,000 gp 
  repairing the Danour. After the PC has spent at least 5 TUs 
  and 5,000 gp on repairs, the ship is considered seaworthy 
  and can be sailed. However, once per year the PC must 
  spend 2 TUs volunteering for the Ahlissan navy. PCs may 
  expend a favor with an Ahlissan noble house or pay a bribe 
  of 500 gp to avoid their voluntary service for that year. 
   
  Once seaworthy, the PC is, for all purposes, considered 
  the owner of a 10,000 gp caravel. The caravel can be sold 
  back to the Navy again for the amount of 5,000 gp. 
    
  NAE6-01 Danour 
   
  Page 22 
  
  Gratitude of Stormhaven: Your deeds in Stormhaven 
  grant you influence with the church of Procan. You gain 
  one-time access to ONE of the following items: Ring of 
  Four 
  Winds 
  (Stormwrack), 
  Stormrider 
  Cloak 
  (Stormwrack), Shocking weapon enhancement, Shocking 
  Burst weapon enhancement, Electricity Resistance armor 
  enhancement. 
   
  Nasek’s notes: These grant access to Alienist Prestige class 
   
  Item Access 
   
  APL 2  
  � Masterwork Barbed Dagger (Adventure; CV; 335 
  gp) 
  � Mithral Chain Shirt (Adventure; DMG; 1,250 gp) 
  � Masterwork Quickblade Rapier (Adventure; CV; 
  375 gp) 
   
  APL 4 (All of APL 2 plus the following) 
  � Ring of Jumping (Adventure; DMG; 2,500 gp) 
  � +1 mithral chainshirt (Adventure: DMG, 2250 gp) 
  � +1 Quickblade Rapier (Adventure; CV; 2,375 gp) 
   
  APL 6 (All of APLs 2-4 plus the following) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  � +1 Barbed Dagger (Adventure; CV; 2,335 gp) 
  � +2 Bracers of Armor (Adventure, DMG; 4,000 gp) 
   
  APL 10 (All of APLs 2-8 plus the following) 
  � +3 Bracers of Armor (Adventure, DMG; 4,000 gp) 
  � Potion of Resist Energy 30 (Adventure, DMG, 
  1,1100gp) 
  � Ring of the Ram (Adventure, DMG, 8,600gp) 
   
   
   
   
   
   
  NAE6-01 Danour 
   
  Page 23 
  
  Appendix 1: 
  APL 2 
  Encounter 5: On Solid Ground 
   
   
  Crewmember: male human (Suel) War1; medium 
  humanoid (Suel human); CR ½; HD 1d8+1 plus 3; hp 9; 
  Init +0; Spd 30; AC 13 (touch 10, flat-footed 13); Base 
  Atk +1; Grp +2; Atk +3 melee (1d4+1/19-20, dagger) or 
  +2 melee (1d6+1/18-20, scimitar) or +1 ranged (1d8/19-
  20, light crossbow); Full Atk +3 melee (1d4+1/19-20, 
  dagger) or +2 melee (1d6+1/18-20, scimitar) or +1 
  ranged (1d8/19-20, light crossbow); AL LN; SV Fort +3, 
  Ref +0, Will -1; Str 12, Dex 11, Con 13, Int 10, Wis 8, 
  Cha 9.   
   
  Skills and Feats: Climb +4, Profession (Sailor) +1, 
  Swim +3; Toughness, Weapon Focus (dagger). 
   
  Possessions: dagger x2, scimitar, light crossbow, 20 
  bolts, masterwork leather armor, signal whistle, light 
  wooden shield. 
   
  First Mate Aurne: male human (Suel) Exp1/Ftr1; 
  medium humanoid (Suel human); CR 1; HD 1d6+1 
  plus 1d10+1; hp 11; Init +2; Spd 30; AC 16 (touch 12, 
  flat-footed 14); Base Atk +1; Grp +2; Atk +4 melee 
  (1d4+1/19-20, masterwork barbed dagger) or +2 melee 
  (1d6+1/18-20, scimitar) or +3 ranged (1d8/19-20, light 
  crossbow); 
  Full 
  Atk 
  +4 
  melee 
  (1d4+1/19-20, 
  masterwork barbed dagger) or +2 melee (1d6+1/18-20, 
  scimitar) or +3 ranged (1d8/19-20, light crossbow); AL 
  LN; SV Fort +3, Ref +2, Will +1; Str 12, Dex 15, Con 12, 
  Int 13, Wis 8, Cha 11. 
   
  Skills and Feats: Balance +7, Bluff +4, Climb +4, 
  Jump +7, Profession (Sailor) +3, Sleight of Hand +5, 
  Swim +4, Tumble +8; Combat Expertise, Exotic 
  Weapon Proficiency (barbed dagger), Weapon Focus 
  (dagger). 
   
  Possessions: 
  masterwork 
  barbed 
  dagger* 
  x2, 
  scimitar, light crossbow, 20 bolts, masterwork chain 
  shirt, signal whistle. 
   
  * see Appendix 7 – Expanded Rules 
   
  Encounter 7: The Ship 
   
   
   
  Captain 
  Gantin 
  Rhosh: 
  male 
  human 
  (Suel) 
  Exp1/Brd2; medium humanoid (Suel human); CR 2; 
  HD 1d6 plus 2d6; hp 12; Init +2; Spd 30; AC 16 (touch 
  12, flat-footed 14); Base Atk +1; Grp +2; Atk +4 melee 
  (1d6+1/18-20, masterwork quickblade rapier) or +2 
  melee (1d4+1/19-20, dagger) or +3 ranged (1d8, light 
  crossbow/19-20); Full Atk +4 melee (1d6+1/18-20, 
  masterwork quickblade rapier) or +2 melee (1d4+1/19-
  20, dagger) or +3 ranged (1d8, light crossbow/19-20); 
  SA Fascinate; SQ Bardic music, bardic knowledge, 
  countersong, inspire courage +1; AL CN; SV Fort +0, 
  Ref +5, Will +4; Str 13, Dex 14, Con 11, Int 13, Wis 8, 
  Cha 14.  
   
  Skills and Feats: Balance +8, Bluff +7, Climb +3, 
  Concentration +5, Diplomacy +10, Intimidate +4, 
  Knowledge (Geography) +5, Knowledge (Local – 
  Splintered Suns) +5, Perform (Singing) +6, Profession 
  (Sailor) +3, Sense Motive +4, Swim +3, Tumble +7; 
  Combat 
  Expertise, 
  Exotic 
  Weapon 
  Proficiency 
  (quickblade rapier), Weapon Focus (rapier). 
   
  Spells Known (3/1; base DC = 12 + spell level): 0—
  daze, detect magic, know direction, mage hand, mending; 
  1st—animate rope, inspirational boost*. 
   
  Possessions: masterwork mithral chain shirt, dagger 
  x2, light crossbow, 20 bolts, signal whistle, masterwork 
  quickblade rapier* 
   
  * see Appendix 7 – Expanded Rules 
   
  Xanthan & Yyrkon – Scarlet Brotherhood Monks: 
  male human (Suel) Mnk2; medium humanoid 
  (human); CR 2; HD plus 2d8; hp 13; Init +6; Spd 30; AC 
  15 (touch 14, flat-footed 13); Base Atk +1; Grp +2; Atk 
  +3 melee (1d6+1, masterwork quarterstaff) or +2 melee 
  (1d4+1, sai) or +2 melee (1d6+1, fist) or +3 ranged 
  (1d4+1, sling); Full Atk +3 melee (1d6+1, masterwork 
  quarterstaff) or +2/+2 melee (1d6+1, flurry w/ 
  masterwork quarterstaff) or +2 melee (1d4+1, sai) or +2 
  melee (1d6+1, fist) or +3 ranged (1d4+1, sling); SA 
  Flurry of blows, stunning fist (DC 13); SQ Evasion; AL 
  LE; SV Fort +3, Ref +5, Will +5; Str 12, Dex 14, Con 10, 
  Int 13, Wis 15, Cha 8.  
   
  Skills and Feats: Balance +9, Climb +2, Jump +8, 
  Knowledge (Arcana) +5, Spellcraft +4, Swim +3, 
  Tumble +9; Combat Expertise, Deflect Arrows, 
  Improved Initiative, Improved Unarmed Strike, 
  Stunning Fist. 
   
  Possessions: masterwork quarterstaff (both ends), 
  sai, sling, 10 bullets, bracers of armor +1. 
   
  Note: The above stat block does not reflect any 
  spells that Ker Nasek may cast on the monks. 
  Depending on the amount of time the monks have 
  before entering combat, they receive cat’s grace, bear’s 
  endurance and haste. 
   
  Cat’s grace: +4 to Dexterity. Add +2 to Reflex saves, 
  regular and touch AC, Balance and Tumble & 
  Initiative. 
   
  Bear’s endurance: +4 to Constitution. Add +2 to 
  Fortitude saves, and +2 hit points per hit die (APL 2: 6 
  extra hit points). 
   
  Haste: one extra attack on a full attack action. Add 
  +1 to AC, Reflex save, and Attack. Add 30 feet to 
  normal movement rates. 
   
  Encounter 8: Optional Encounter  
  Creature from the Far Realm: Gray Ooze; medium 
  ooze; CR 4; HD 3d10+15; hp 31; Init -5; Spd 10; AC 5, 
  (touch 5, flat-footed 5); Base Atk +2; Grp +3; Atk +3 
  melee (1d6+1, slam plus 1d6 acid); Full Atk +3 melee 
  (1d6+1, slam plus 1d6 acid); Space/Reach 5ft./5ft.; SA 
  Acid, constrict, improved grab; AL N; SV Fort +6, Ref -
  4, Will -4; Str 12, Dex 1, Con 21, Int 0, Wis 1, Cha 1.  
  NAE6-01 Danour 
   
  Page 24 
  
   
  Acid (Ex): A gray ooze secretes a digestive acid 
  that quickly dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals acid 
  damage. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds on a DC 16 
  Reflex save. A metal or wooden weapon that strikes a 
  gray ooze also dissolves immediately unless it succeeds 
  on a DC 16 Reflex save. The save DCs are Constitution 
  based.  
  The ooze’s acidic touch deals 16 points of damage per 
  round to wooden or metal objects, but the ooze must 
  remain in contact with the object for 1 full round to 
  deal this damage. 
   
  Constrict (Ex): A gray ooze deals automatic slam 
  and acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a –4 penalty on 
  Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a gray 
  ooze must hit with its slam 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. 
   
  Note: The gray ooze in this adventure does not 
  have the Transparent ability. 
   
   
   
  NAE6-01 Danour 
   
  Page 25 
  
  Appendix 2: 
  APL 4
  Encounter 5: On Solid Ground 
   
   
  Crewmember: male human (Suel) War1/Rog1; 
  medium humanoid (Suel human); CR 1; HD 1d8+1 
  plus 1d6+1 plus 3; hp 13; Init +1; Spd 30; AC 14 (touch 
  11, flat-footed 13); Base Atk +1; Grp +3; Atk +4 melee 
  (1d4+2/19-20, dagger) or +3 melee (1d6+2/18-20, 
  scimitar) or +2 ranged (1d8/19-20, light crossbow); Full 
  Atk +4 melee (1d4+2/19-20, dagger) or +3 melee 
  (1d6+2/18-20, scimitar) or +2 ranged (1d8/19-20, light 
  crossbow); SA Sneak attack +1d6; SQ Trapfinding; AL 
  LN; SV Fort +3, Ref +3, Will -1; Str 14, Dex 12, Con 13, 
  Int 10, Wis 8, Cha 9.  
   
  Skills and Feats: Climb +5, Profession (Sailor) +1, 
  Sleight of Hand +4, Swim +3, Tumble +5; Toughness, 
  Weapon Focus (dagger). 
   
  Possessions: dagger x2, scimitar, light crossbow, 20 
  bolts, masterwork leather armor, signal whistle, light 
  wooden shield. 
   
  First 
  Mate 
  Aurne: 
  male 
  human 
  (Suel) 
  Exp1/Ftr2/Rog1; medium humanoid (Suel human); 
  CR 3; HD 1d6+1 plus 2d10+2 plus 1d6+1; hp 26; Init +3; 
  Spd 30; AC 18 (touch 13, flat-footed 15); Base Atk +2; 
  Grp +3; Atk +7 melee (1d4+1/19-20, masterwork barbed 
  dagger) or +5 melee (1d6+1/18-20, rapier) or +5 ranged 
  (1d8/19-20, light crossbow); Full Atk +7 melee 
  (1d4+1/19-20, masterwork barbed dagger) or +5 melee 
  (1d6+1/19-20, shortsword) or +5 ranged (1d8/19-20, 
  light crossbow); SA Sneak attack +1d6; SQ Trapfinding; 
  AL LN; SV Fort +4, Ref +5, Will +1; Str 12, Dex 16, Con 
  12, Int 13, Wis 8, Cha 11. 
   
  Skills and Feats: Balance +9, Bluff +6, Climb +5, 
  Craft (Carpentry) +3, Jump +8, Profession (Sailor) +4, 
  Sleight of Hand +9, Spot +3, Swim +8, Tumble +11; 
  Combat Expertise, Exotic Weapon Proficiency (barbed 
  dagger), Improved Feint, Weapon Finesse, Weapon 
  Focus (dagger). 
   
  Possessions: masterwork barbed dagger* x2, rapier, 
  light crossbow, 20 bolts, signal whistle, +1 mithral chain 
  shirt. 
   
  *Appendix 7 – Expanded Rules 
   
  Encounter 7: The Ship 
   
   
   
  Captain 
  Gantin 
  Rhosh: 
  male 
  human 
  (Suel) 
  Exp1/Brd2/Ftr2; medium humanoid (Suel human); CR 
  4; HD 1d6 plus 2d6 plus 2d10; hp 26; Init +2; Spd 30; 
  AC 16 (touch 12, flat-footed 14); Base Atk +3; Grp +5; 
  Atk +7 melee (1d6+2/18-20, masterwork quickblade 
  rapier) or +5 melee (1d4+2/19-20, dagger) or +5 ranged 
  (1d8, light crossbow/19-20); Full Atk +7 melee 
  (1d6+2/18-20, masterwork quickblade rapier) or +5 
  melee (1d4+2/19-20, dagger) or +5 ranged (1d8, light 
  crossbow/19-20); SA Fascinate; SQ Bardic music, bardic 
  knowledge, countersong, inspire courage +1; AL CN; 
  SV Fort +3, Ref +5, Will +4; Str 14, Dex 14, Con 11, Int 
  13, Wis 8, Cha 14. 
   
  Skills and Feats: Balance +8, Bluff +7, Climb +5, 
  Concentration +5, Diplomacy +12, Intimidate +4, 
  Knowledge (Geography) +5, Knowledge (Local – 
  Splintered Suns) +5, Perform (Singing) +7, Profession 
  (Sailor) +4, Sense Motive +4, Swim +5, Tumble +7; 
  Combat 
  Expertise, 
  Exotic 
  Weapon 
  Proficiency 
  (quickblade rapier), Improved Disarm, Improved Feint, 
  Weapon Focus (rapier). 
   
  Spells Known (3/1; base DC = 12 + spell level): 0—
  daze, detect magic, know direction, mage hand, mending; 
  1st—animate rope, inspirational Boost*. 
   
  Possessions: masterwork mithral chain shirt, dagger 
  x2, light crossbow, 20 bolts, signal whistle, +1 quickblade 
  rapier*. 
   
  *Appendix 7 – Expanded Rules 
   
  Xanthan & Yyrkon – Scarlet Brotherhood Monks: 
  male human (Suel) Mnk4; medium humanoid (Suel 
  human); CR 4; HD 4d8; hp 23; Init +6; Spd 40; AC 16 
  (touch 15, flat-footed 14); Base Atk +3; Grp +4; Atk +6 
  melee (1d6+1, masterwork quarterstaff) or +4 melee 
  (1d4+1, sai) or +4 melee (1d8+1, fist) or +5 ranged 
  (1d4+1, sling); Full Atk +6 melee (1d6+1, masterwork 
  quarterstaff) or +4/+4 melee (1d6+1, flurry w/ 
  masterwork quarterstaff) or +4 melee (1d4+1, sai) or +4 
  melee (1d6+1, fist) or +5 ranged (1d4+1, sling); SA 
  Flurry of blows, stunning fist (DC 15), Ki strike 
  (magic); SQ Evasion, slow fall 20ft., still mind; AL LE; 
  SV Fort +4, Ref +6, Will +7; Str 12, Dex 14, Con 10, Int 
  13, Wis 16, Cha 8.  
   
  Skills and Feats: Balance +9, Climb +4, Jump +12, 
  Knowledge (Arcana) +5, Sense motive +8, Spellcraft +4, 
  Swim +6, Tumble +11; Combat Expertise, Deflect 
  Arrows, Improved Initiative, Improved Unarmed 
  Strike, Stunning Fist, Weapon Focus (quarterstaff). 
   
  Possessions: masterwork quarterstaff (both ends), 
  sai, sling, 10 bullets, bracers of armor +1, ring of jumping. 
   
  Note: The above stat block does not reflect any 
  spells that Ker Nasek may cast on the monks. 
  Depending on the amount of time the monks have 
  before entering combat, they receive cat’s grace, bear’s 
  endurance and haste. 
   
  Cat’s grace: +4 to Dexterity. Add +2 to Reflex saves, 
  regular and touch AC, Balance and Tumble & 
  Initiative. 
   
  Bear’s endurance: +4 to Constitution. Add +2 to 
  Fortitude saves, and +2 hit points per hit die (APL 4: 12 
  extra hit points). 
   
  Haste: one extra attack on a full attack action. Add 
  +1 to AC, Reflex save, and Attack. Add 30 feet to 
  normal movement rates. 
   
  NAE6-01 Danour 
   
  Page 26 
  
  Encounter 8: Optional Encounter  
  Creature from the Far Realm: Gray Ooze; medium 
  ooze; CR 6; HD 6d10+49; hp 85; Init -5; Spd 10; AC 5, 
  (touch 5, flat-footed 5); Base Atk +4; Grp +5; Atk +6 
  melee (1d6+2, slam plus 1d6 acid); Full Atk +6 melee 
  (1d6+2, slam plus 1d6 acid); Space/Reach 5ft./5ft.; SA 
  Acid, constrict, improved grab; AL N; SV Fort +9, Ref -
  3, Will -2; Str 14, Dex 1, Con 25, Int 0, Wis 3, Cha 3.  
   
  Acid (Ex): A gray ooze secretes a digestive acid 
  that quickly dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals acid 
  damage. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds on a DC 20 
  Reflex save. A metal or wooden weapon that strikes a 
  gray ooze also dissolves immediately unless it succeeds 
  on a DC 20 Reflex save. The save DCs are Constitution 
  based.  
  The ooze’s acidic touch deals 16 points of damage per 
  round to wooden or metal objects, but the ooze must 
  remain in contact with the object for 1 full round to 
  deal this damage. 
   
  Constrict (Ex): A gray ooze deals automatic slam 
  and acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a –4 penalty on 
  Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a gray 
  ooze must hit with its slam 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. 
   
  Note: The gray ooze in this adventure does not 
  have the Transparent ability. 
   
   
   
   
  NAE6-01 Danour 
   
  Page 27 
  
  Appendix 3: 
  APL 6
  Encounter 5: On Solid Ground 
   
   
  Crewmember: male human (Suel) War1/Rog1/Ftr1; 
  medium humanoid (Suel human); CR 2; HD 1d8+2 
  plus 1d6+2 plus 1d10+2 plus 3; hp 24; Init +2; Spd 30; 
  AC 15 (touch 12, flat-footed 13); Base Atk +2; Grp +4; 
  Atk +5 melee (1d4+2/19-20, barbed dagger) or +4 melee 
  (1d6+2/18-20, scimitar) or +3 ranged (1d8/19-20, light 
  crossbow); Full Atk +5 melee (1d4+2/19-20, barbed 
  dagger) or +4 melee (1d6+2/18-20, scimitar) or +3 
  ranged (1d8/19-20, light crossbow); SA Sneak attack 
  +1d6; SQ Trapfinding; AL LN; SV Fort +6, Ref +4, Will -
  1; Str 14, Dex 14, Con 14, Int 10, Wis 8, Cha 9.  
   
  Skills and Feats: Climb +5, Craft (Carpenter) +1, 
  Profession (Sailor) +2, Sleight of Hand +6, Swim +4, 
  Tumble +6; Blind-Fight, Exotic Weapon Proficiency 
  (barbed dagger), Improved Toughness*, Weapon Focus 
  (dagger). 
   
  Possessions: barbed dagger* x2, scimitar, light 
  crossbow, 20 bolts, masterwork leather armor, signal 
  whistle, light wooden shield, potion of cure moderate 
  wounds. 
   
  *Appendix 7 – Expanded Rules 
   
  First 
  Mate 
  Aurne: 
  male 
  human 
  (Suel) 
  Exp1/Ftr4/Rog1; medium humanoid (Suel human); 
  CR 5; HD 1d6+1 plus 4d10+4 plus 1d6+1; hp 40; Init +4; 
  Spd 30; AC 19 (touch 14, flat-footed 15); Base Atk +4; 
  Grp +5; Atk +10 melee (1d4+3/19-20, masterwork 
  barbed dagger) or +8 melee (1d6+1/18-20, rapier) or +8 
  ranged (1d8/19-20, light crossbow); Full Atk +10 melee 
  (1d4+3/19-20, masterwork barbed dagger) or +8 melee 
  (1d6+1/19-20, shortsword) or +8 ranged (1d8/19-20, 
  light crossbow); SA Sneak attack +1d6; SQ Trapfinding; 
  AL LN; SV Fort +5, Ref +7, Will +2; Str 12, Dex 18, Con 
  12, Int 13, Wis 8, Cha 11. 
   
  Skills and Feats: Balance +10, Bluff +6, Climb +7, 
  Craft (Carpentry) +5, Jump +8, Profession (Sailor) +6, 
  Sleight of Hand +10, Spot +3, Swim +8, Tumble +12; 
  Combat Expertise, Exotic Weapon Proficiency (barbed 
  dagger), Improved Feint, Quick Draw, Weapon 
  Finesse, 
  Weapon 
  Focus 
  (dagger), 
  Weapon 
  Specialisation (dagger). 
   
   
  Possessions: masterwork barbed dagger* x2, rapier, 
  light crossbow, 20 bolts, signal whistle, +1 mithral chain 
  shirt, gloves of dexterity +2. 
   
  *Appendix 7 – Expanded Rules 
   
  Encounter 7: The Ship 
   
   
   
  Captain 
  Gantin 
  Rhosh: 
  male 
  human 
  (Suel) 
  Exp1/Brd2/Ftr2/Rog2; 
  medium 
  humanoid 
  (Suel 
  human); CR 6; HD 1d6 plus 2d6 plus 2d10 plus 2d6; hp 
  34; Init +6; Spd 30; AC 17 (touch 13, flat-footed 15); 
  Base Atk +4; Grp +6; Atk +8 melee (1d6+3/18-20, +1 
  quickblade rapier) or +6 melee (1d4+2/19-20, dagger) or 
  +6 ranged (1d8, light crossbow/19-20); Full Atk +8 
  melee (1d6+3/18-20, +1 quickblade rapier) or +6 melee 
  (1d4+2/19-20, dagger) or +6 ranged (1d8, light 
  crossbow/19-20); SA Fascinate, sneak attack +1d6; SQ 
  Bardic music, bardic knowledge, countersong, evasion, 
  inspire courage +1, trapfinding; AL CN; SV Fort +3, Ref 
  +8, Will +4; Str 14, Dex 14, Con 11, Int 13, Wis 8, Cha 
  14.  
   
  Skills and Feats: Balance +8, Bluff +12, Climb +7, 
  Concentration +10, Diplomacy +12, Intimidate +4, 
  Knowledge (Geography) +5, Knowledge (Local – 
  Splintered Suns) +5, Perform (Singing) +7, Profession 
  (Sailor) +5, Sense Motive +4, Swim +7, Tumble +12; 
  Combat 
  Expertise, 
  Exotic 
  Weapon 
  Proficiency 
  (quickblade rapier), Improved Disarm, Improved Feint, 
  Improved Initiative, Weapon Focus (rapier). 
   
  Spells Known (3/1; base DC = 12 + spell level): 0—
  daze, detect magic, know direction, mage hand, mending; 
  1st—animate rope, inspirational boost*. 
   
  Possessions: masterwork mithral chain shirt, dagger 
  x2, light crossbow, 20 bolts, signal whistle, +1 quickblade 
  rapier*, ring of protection +1. 
   
  *Appendix 7 – Expanded Rules 
   
  Xanthan & Yyrkon – Scarlet Brotherhood Monks: 
  male human (Suel) Mnk6; medium humanoid (Suel 
  human); CR 6; HD 6d8; hp 33; Init +6; Spd 50; AC 18 
  (touch 17, flat-footed 16); Base Atk +4; Grp +5; Atk +7 
  melee (1d6+1, masterwork quarterstaff) or +5 melee 
  (1d4+1, sai) or +5 melee (1d8+1, fist) or +6 ranged 
  (1d4+1, sling); Full Atk +7 melee (1d6+1, masterwork 
  quarterstaff) or +6/+6 melee (1d6+1, flurry w/ 
  masterwork quarterstaff) or +5 melee (1d4+1, sai) or +5 
  melee (1d6+1, fist) or +7 ranged (1d4+1, sling); SA 
  Flurry of blows, stunning fist (DC 18), Ki strike 
  (magic); SQ Evasion, purity of body, still mind, slow 
  fall 30ft.; AL LE; SV Fort +5, Ref +7, Will +8; Str 12, Dex 
  14, Con 10, Int 13, Wis 18, Cha 8.  
   
  Skills and Feats: Balance +11, Climb +8, Jump +16, 
  Knowledge (Arcana) +5, Sense motive +11, Spellcraft 
  +4, Swim +8, Tumble +13; Combat Expertise, Deflect 
  Arrows, Improved Initiative, Improved Unarmed 
  Strike, Stunning Fist, Weakening Touch, Weapon 
  Focus (quarterstaff). 
   
  Possessions: masterwork quarterstaff (both ends), 
  sai, sling, 10 bullets, bracers of armor +1, ring of jumping, 
  periapt of wisdom +2. 
   
  Note: The above stat block does not reflect any 
  spells that Ker Nasek may cast on the monks. 
  NAE6-01 Danour 
   
  Page 28 
  
  Depending on the amount of time the monks have 
  before entering combat, they receive cat’s grace, bear’s 
  endurance and haste. 
   
  Cat’s grace: +4 to Dexterity. Add +2 to Reflex saves, 
  regular and touch AC, Balance and Tumble & 
  Initiative. 
   
  Bear’s endurance: +4 to Constitution. Add +2 to 
  Fortitude saves, and +2 hit points per hit die (APL 6: 18 
  extra hit points). 
   
  Haste: one extra attack on a full attack action. Add 
  +1 to AC, Reflex save, and Attack. Add 30 feet to 
  normal movement rates. 
   
  Encounter 8: Optional Encounter  
  Creature from the Far Realm: Gray Ooze; large ooze; 
  CR 8; HD 7d10+63; hp 107; Init -5; Spd 10; AC 4, 
  (touch 4, flat-footed 4); Base Atk +5; Grp +6; Atk +10 
  melee (1d8+6, slam plus 1d8 acid); Full Atk +10 melee 
  (1d8+6, slam plus 1d8 acid); Space/Reach 10ft./10ft.; 
  SA Acid, constrict, improved grab; AL N; SV Fort +11, 
  Ref -3, Will -2; Str 22, Dex 1, Con 29, Int 0, Wis 3, Cha 
  3.  
   
  Acid (Ex): A gray ooze secretes a digestive acid 
  that quickly dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals acid 
  damage. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds on a DC 22 
  Reflex save. A metal or wooden weapon that strikes a 
  gray ooze also dissolves immediately unless it succeeds 
  on a DC 22 Reflex save. The save DCs are Constitution 
  based.  
  The ooze’s acidic touch deals 16 points of damage per 
  round to wooden or metal objects, but the ooze must 
  remain in contact with the object for 1 full round to 
  deal this damage. 
   
  Constrict (Ex): A gray ooze deals automatic slam 
  and acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a –4 penalty on 
  Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a gray 
  ooze must hit with its slam 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. 
   
  Note: The gray ooze in this adventure does not 
  have the Transparent ability. 
   
  NAE6-01 Danour 
   
  Page 29 
  
  Appendix 4: 
  APL 8
  Encounter 5: On Solid Ground 
   
  Crewmember: male human (Suel) War1/Rog2/Ftr2; 
  medium humanoid (Suel human); CR 4; HD 1d8+2 
  plus 2d6+4 plus 2d10+4 plus 5; hp 40; Init +2; Spd 30; 
  AC 16 (touch 12, flat-footed 14); Base Atk +4; Grp +6; 
  Atk +8 melee (1d4+2/19-20, masterwork barbed 
  dagger) or +6 melee (1d6+2/18-20, scimitar) or +5 
  ranged (1d8/19-20, light crossbow); Full Atk +8 melee 
  (1d4+2/19-20, masterwork barbed dagger) or +6 melee 
  (1d6+2/18-20, scimitar) or +5 ranged (1d8/19-20, light 
  crossbow); SA Sneak attack +1d6; SQ Evasion, 
  trapfinding; AL LN; SV Fort +7, Ref +5, Will -1; Str 14, 
  Dex 14, Con 14, Int 10, Wis 8, Cha 9.  
   
  Skills and Feats: Balance +6, Climb +5, Craft 
  (Carpenter) +2, Jump +2, Profession (Sailor) +3, Sleight 
  of Hand +8, Swim +4, Tumble +9; Blind Fight, Exotic 
  Weapon Proficiency (barbed dagger), Improved 
  Iniatiative, Improved Toughness*, Weapon Focus 
  (dagger). 
   
  Possessions: 
  masterwork 
  barbed 
  dagger* 
  x2, 
  scimitar, light crossbow, 20 bolts, signal whistle, light 
  wooden shield, +1 leather armor, potion of cure moderate 
  wounds. 
   
  *Appendix 7 – Expanded Rules 
   
  First 
  Mate 
  Aurne: 
  male 
  human 
  (Suel) 
  Exp1/Ftr4/Rog3; medium humanoid (Suel human); 
  CR 7; HD 1d6+1 plus 4d10+4 plus 3d6+3; hp 49; Init +4; 
  Spd 30; AC 17 (touch 12, flat-footed 15); Base Atk 
  +6/+1; Grp +7; Atk +12 melee (1d4+4/19-20, +1 barbed 
  dagger) or +10 melee (1d6+1/18-20, rapier) or +10 
  ranged (1d8/19-20, light crossbow); Full Atk +12/+7 
  melee (1d4+4/19-20, +1 barbed dagger) or +10/+5 melee 
  (1d6+1/19-20, shortsword) or +10 ranged (1d8/19-20, 
  light crossbow); SA Sneak attack +2d6; SQ Evasion, 
  trapfinding, trapsense +1; AL LN; SV Fort +6, Ref +8, 
  Will +3; Str 12, Dex 19, Con 12, Int 13, Wis 8, Cha 11. 
   
  Skills and Feats: Balance +10, Bluff +10, Climb +7, 
  Craft (Carpentry) +5, Jump +8, Profession (Sailor) +6, 
  Sleight of Hand +15, Spot +9, Swim +8, Tumble +17; 
  Combat Expertise, Exotic Weapon Proficiency (barbed 
  dagger), Improved Feint, Quick Draw, Weapon 
  Finesse, 
  Weapon 
  Focus 
  (dagger), 
  Weapon 
  Specialisation (dagger). 
   
   
  Possessions: masterwork barbed dagger*, rapier, 
  light crossbow, 20 bolts, signal whistle, +1 barbed 
  dagger*, +1 mithral chain shirt, gloves of dexterity +1. 
   
  *Appendix 7 – Expanded Rules 
   
  Encounter 7: The Ship 
   
   
  Captain 
  Gantin 
  Rhosh: 
  male 
  human 
  (Suel) 
  Exp1/Brd3/Ftr2/Rog3; 
  medium 
  humanoid 
  (Suel 
  human); CR 6; HD 1d6+1 plus 3d6+3 plus 2d10+2 plus 
  3d6+3; hp 48; Init +6; Spd 30; AC 18 (touch 13, flat-
  footed 16); Base Atk +6/+1; Grp +8; Atk +10 melee 
  (1d6+3/18-20, +1 quickblade rapier) or +8 melee 
  (1d4+2/19-20, dagger) or +8 ranged (1d8, light 
  crossbow/19-20); Full Atk +10/+5 melee (1d6+3/18-20, 
  +1 quickblade rapier) or +8/+3 melee (1d4+2/19-20, 
  dagger) or +8 ranged (1d8, light crossbow/19-20); SA 
  Fascinate, sneak attack +2d6; SQ Bardic music, bardic 
  knowledge, countersong, evasion, inspire competence, 
  inspire courage +1, trapfinding, trapsense +1; AL CN; 
  SV Fort +6, Ref +8, Will +5; Str 14, Dex 14, Con 12, Int 
  13, Wis 8, Cha 14.  
   
  Skills and Feats: Balance +8, Bluff +14, Climb +7, 
  Concentration +13, Diplomacy +14, Intimidate +4, 
  Knowledge (Geography) +5, Knowledge (Local – 
  Splintered Suns) +5, Perform (Singing) +14, Profession 
  (Sailor) +5, Sense Motive +6, Swim +7, Tumble +14; 
  Combat 
  Expertise, 
  Exotic 
  Weapon 
  Proficiency 
  (quickblade rapier), Improved Disarm, Improved Feint, 
  Improved Initiative, Staggering Strike, Weapon Focus 
  (rapier). 
   
  Spells Known (3/2; base DC = 12 + spell level): 0—
  daze, detect magic, know direction, light, mage hand, 
  mending; 1st—animate rope, feather fall, inspirational 
  boost*. 
   
  Possessions: masterwork mithral chain shirt, dagger 
  x2, light crossbow, 20 bolts, signal whistle, +1 quickblade 
  rapier*, ring of protection +1, amulet of natural armor +1. 
   
  *Appendix 7 – Expanded Rules 
   
  Xanthan & Yyrkon – Scarlet Brotherhood Monks: 
  male human (Suel) Mnk7/Occult Slayer1; medium 
  humanoid (Suel human); CR 8; HD 7d8 plus 1d8; hp 
  53; Init +6; Spd 50; AC 19 (touch 17, flat-footed 17); 
  Base Atk +6/+1; Grp +7; Atk +9 melee (1d6+1, 
  masterwork quarterstaff) or +7 melee (1d4+1, sai) or +7 
  melee (1d8+1, fist) or +8 ranged (1d4+1, sling); Full Atk 
  +9/+4 melee (1d6+1, masterwork quarterstaff) or 
  +8/+8/+3 melee (1d6+1, flurry w/ masterwork 
  quarterstaff) or +7/+2 melee (1d4+1, sai) or +7/+2 melee 
  (1d6+1, fist) or +8/+3 ranged (1d4+1, sling); SA Flurry 
  of blows, stunning fist (DC 18), Ki strike (magic); SQ 
  Evasion, magical defense +1, purity of body, still mind, 
  slow fall 30ft., weapon bond (quarterstaff), wholeness 
  of body (14hp); AL LE; SV Fort +5, Ref +7, Will +10; Str 
  12, Dex 14, Con 10, Int 13, Wis 18, Cha 8. 
   
  Skills and Feats: Balance +11, Climb +8, Jump +16, 
  Knowledge (Arcana) +5, Move Silently +9, Sense 
  motive +11, Spellcraft +4, Swim +8, Tumble +14; 
  Combat 
  Expertise, 
  Deflect 
  Arrows, 
  Improved 
  Initiative, Improved Unarmed Strike, Stunning Fist, 
  Weakening Touch, Weapon Focus (quarterstaff). 
   
  Possessions: masterwork quarterstaff (both ends), 
  sai, sling, 10 bullets, bracers of armor +2, ring of jumping, 
  periapt of wisdom +2. 
  NAE6-01 Danour 
   
  Page 30 
  
   
  Note: The above stat block does not reflect any 
  spells that Ker Nasek may cast on the monks. 
  Depending on the amount of time the monks have 
  before entering combat, they receive cat’s grace, bear’s 
  endurance and haste. 
   
  Cat’s grace: +4 to Dexterity. Add +2 to Reflex saves, 
  regular and touch AC, Balance and Tumble & 
  Initiative. 
   
  Bear’s endurance: +4 to Constitution. Add +2 to 
  Fortitude saves, and +2 hit points per hit die (APL 8: 24 
  extra hit points). 
   
  Haste: one extra attack on a full attack action. Add 
  +1 to AC, Reflex save, and Attack. Add 30 feet to 
  normal movement rates. 
   
  Encounter 8: Optional Encounter 
  Creature from the Far Realm (2): Gray Ooze; large 
  ooze; CR 8; HD 7d10+63; hp 107; Init -5; Spd 10; AC 4, 
  (touch 4, flat-footed 4); Base Atk +5; Grp +6; Atk +10 
  melee (1d8+6, slam plus 1d8 acid); Full Atk +10 melee 
  (1d8+6, slam plus 1d8 acid); Space/Reach 10ft./10ft.; 
  SA Acid, constrict, improved grab; AL N; SV Fort +11, 
  Ref -3, Will -2; Str 22, Dex 1, Con 29, Int 0, Wis 3, Cha 
  3.  
   
  Acid (Ex): A gray ooze secretes a digestive acid 
  that quickly dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals acid 
  damage. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds on a DC 22 
  Reflex save. A metal or wooden weapon that strikes a 
  gray ooze also dissolves immediately unless it succeeds 
  on a DC 22 Reflex save. The save DCs are Constitution 
  based.  
  The ooze’s acidic touch deals 16 points of damage per 
  round to wooden or metal objects, but the ooze must 
  remain in contact with the object for 1 full round to 
  deal this damage. 
   
  Constrict (Ex): A gray ooze deals automatic slam 
  and acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a –4 penalty on 
  Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a gray 
  ooze must hit with its slam 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. 
   
  Note: The gray ooze in this adventure does not 
  have the Transparent ability. 
   
   
  NAE6-01 Danour 
   
  Page 31 
  
   Appendix 5: 
  APL 10
  Encounter 5: On Solid Ground 
   
   
  Crewmember: male human (Suel) War1/Rog3/Ftr3; 
  medium humanoid (Suel human); CR 6; HD 1d8+2 
  plus 3d6+6 plus 3d10+6 plus 7; hp 56; Init +6; Spd 30; 
  AC 16 (touch 12, flat-footed 14); Base Atk +6/+1; Grp 
  +8; Atk +10 melee (1d4+3/19-20, +1 barbed dagger) or +8 
  melee (1d6+2/18-20, scimitar) or +8 ranged (1d8/19-20, 
  light crossbow); Full Atk +10 melee (1d4+3/19-20, +1 
  barbed dagger) or +8 melee (1d6+2/18-20, scimitar) or +8 
  ranged (1d8/19-20, light crossbow);; SA Sneak attack 
  +2d6; SQ Evasion, trapfinding; AL LN; SV Fort +8, Ref 
  +6, Will +1; Str 14, Dex 14, Con 14, Int 10, Wis 8, Cha 9.  
   
  Skills and Feats: Balance +6, Climb +8, Craft 
  (Carpenter) +4, Jump +2, Profession (Sailor) +3, Sleight 
  of Hand +10, Swim +7, Tumble +11; Blind Fight, Exotic 
  Weapon Proficiency (barbed dagger), Improved 
  Initiative, Improved Toughness*, Weapon Focus 
  (dagger). 
   
  Possessions: masterwork barbed dagger, scimitar, 
  light crossbow, 20 bolts, signal whistle, light wooden 
  shield, +1 barbed dagger*, +1 leather armor, potion of cure 
  moderate wounds. 
   
  *Appendix 7 – Expanded Rules 
   
  First 
  Mate 
  Aurne: 
  male 
  human 
  (Suel) 
  Exp1/Ftr4/Rog5; medium humanoid (Suel human); 
  CR 9; HD 1d6+1 plus 4d10+4 plus 5d6+5; hp 58; Init +3; 
  Spd 30; AC 21 (touch 15, flat-footed 21); Base Atk 
  +7/+2; Grp +8; Atk +13 melee (1d4+4/19-20, +1 barbed 
  dagger) or +11 melee (1d6+1/18-20, rapier) or +11 
  ranged (1d8/19-20, light crossbow); Full Atk +13/+8 
  melee (1d4+4/19-20, +1 barbed dagger) or +11/+6 melee 
  (1d6+1/19-20, shortsword) or +11 ranged (1d8/19-20, 
  light crossbow); SA Sneak attack +3d6; SQ Evasion, 
  trapfinding, trapsense +1, uncanny dodge; AL LN; SV 
  Fort +6, Ref +8, Will +3; Str 12, Dex 19, Con 12, Int 13, 
  Wis 8, Cha 11. 
   
  Skills and Feats: Balance +14, Bluff +13, Climb +9, 
  Craft (Carpentry) +7, Jump +8, Profession (Sailor) +8, 
  Sleight of Hand +17, Spot +11, Swim +9, Tumble +17; 
  Combat Expertise, Exotic Weapon Proficiency (barbed 
  dagger), Flick of the Wrist, Improved Feint, Quick 
  Draw, Weapon Finesse, Weapon Focus (dagger), 
  Weapon Specialisation (dagger). 
   
  Possessions: masterwork barbed dagger**, rapier, 
  light crossbow, 20 bolts, signal whistle, +1 barbed 
  dagger*, +1 mithral chain shirt, gloves of dexterity +2, ring of 
  protection +1, amulet of natural armor +1, potion of resist 
  energy electricity 30. 
   
  *Appendix 7 – Expanded Rules 
   
  Encounter 7: The Ship 
   
   
   
  Captain 
  Gantin 
  Rhosh: 
  male 
  human 
  (Suel) 
  Exp1/Brd3/Ftr4/Rog3; 
  medium 
  humanoid 
  (Suel 
  human); CR 6; HD 1d6+1 plus 3d6+3 plus 4d10+4 plus 
  3d6+3; hp 62; Init +6; Spd 30; AC 18 (touch 13, flat-
  footed 16); Base Atk +8/+3; Grp +10; Atk +12 melee 
  (1d6+5/18-20, +1 quickblade rapier) or +10 melee 
  (1d4+4/19-20, dagger) or +10 ranged (1d8, light 
  crossbow/19-20); Full Atk +12/+7 melee (1d6+5/18-20, 
  +1 quickblade rapier) or +10/+5 melee (1d4+4/19-20, 
  dagger) or +10 ranged (1d8, light crossbow/19-20); SA 
  Fascinate, sneak attack +2d6; SQ Bardic music, bardic 
  knowledge, countersong, evasion, inspire competence, 
  inspire courage +1, trapfinding, trapsense +1; AL CN; 
  SV Fort +6, Ref +8, Will +5; Str 14, Dex 14, Con 12, Int 
  13, Wis 8, Cha 14.  
   
  Skills and Feats: Balance +8, Bluff +14, Climb +9, 
  Concentration +14, Diplomacy +14, Intimidate +4, 
  Knowledge (Geography) +5, Knowledge (Local – 
  Splintered Suns) +5, Perform (Singing) +14, Profession 
  (Sailor) +5, Sense Motive +7, Swim +9, Tumble +14; 
  Combat 
  Expertise, 
  Exotic 
  Weapon 
  Proficiency 
  (quickblade rapier), Improved Disarm, Improved Feint, 
  Improved Initiative, Staggering Strike, Weapon Focus 
  (rapier), Weapon Specialisation (rapier). 
   
  Spells Known (3/2; base DC = 12 + spell level): 0—
  daze, detect magic, know direction, light, mage hand, 
  mending; 1st—animate rope, feather fall, inspirational 
  boost*. 
   
  Possessions: masterwork mithral chain shirt, dagger 
  x2, light crossbow, 20 bolts, signal whistle, +1 quickblade 
  rapier*, ring of protection +1, amulet of natural armor +1, 
  ring of the ram. 
   
  *Appendix 7 – Expanded Rules 
   
  Xanthan & Yyrkon – Scarlet Brotherhood Monks: 
  male human (Suel) Mnk7/Occult Slayer3; medium 
  humanoid (Suel human); CR 10; HD 7d8 plus 3d8; hp 
  53; Init +6; Spd 50; AC 19 (touch 17, flat-footed 17); 
  Base Atk +8; Grp +9; Atk +11 melee (1d6+1, 
  masterwork quarterstaff) or +9 melee (1d4+1, sai) or +9 
  melee (1d8+1, fist) or +10 ranged (1d4+1, sling); Full 
  Atk +11/+6 melee (1d6+1, masterwork quarterstaff) or 
  +10/+10/+5 melee (1d6+1, flurry w/ masterwork 
  quarterstaff) or +9/+4 melee (1d4+1, sai) or +9/+4 melee 
  (1d6+1, fist) or +10/+5 ranged (1d4+1, sling); SA Flurry 
  of blows, stunning fist (DC 18), Ki strike (magic), 
  vicious strike; SQ Evasion, magical defense +1, mind 
  over magic 1/day, purity of body, still mind, slow fall 
  30ft., weapon bond (quarterstaff), wholeness of body 
  NAE6-01 Danour 
   
  Page 32 
  
  (14hp); AL LE; SV Fort +6, Ref +10, Will +11; Str 12, 
  Dex 14, Con 10, Int 13, Wis 18, Cha 8.  
   
  Skills and Feats: Balance +11, Climb +8, Jump +16, 
  Knowledge (Arcana) +7, Move Silently +9, Sense 
  Motive +16, Spellcraft +5, Swim +8, Tumble +14; 
  Combat 
  Expertise, 
  Deflect 
  Arrows, 
  Improved 
  Initiative, Improved Unarmed Strike, Stunning Fist, 
  Weakening Touch, Weapon Focus (quarterstaff).  
   
  Combat Expertise, Deflect Arrows, Improved 
  Initiative, Lightning Reflexes, Improved Unarmed 
  Strike, Stunning Fist, Weakening Touch, Weapon 
  Focus (quarterstaff). 
   
  Possessions: masterwork quarterstaff (both ends), 
  sai, sling, 10 bullets, bracers of armor +3, ring of jumping, 
  periapt of wisdom +2. 
   
  Note: The above stat block does not reflect any 
  spells that Ker Nasek may cast on the monks. 
  Depending on the amount of time the monks have 
  before entering combat, they receive cat’s grace, bear’s 
  endurance and haste. 
   
  Cat’s grace: +4 to Dexterity. Add +2 to Reflex saves, 
  regular and touch AC, Balance and Tumble & 
  Initiative. 
   
  Bear’s endurance: +4 to Constitution. Add +2 to 
  Fortitude saves, and +2 hit points per hit die (APL 10: 
  30 extra hit points). 
   
  Haste: one extra attack on a full attack action. Add 
  +1 to AC, Reflex save, and Attack. Add 30 feet to 
  normal movement rates. 
   
  Encounter 8: Optional Encounter  
  Creature from the Far Realm (3): Gray Ooze; large 
  ooze; CR 9; HD 9d10+90; hp 144; Init -5; Spd 10; AC 4, 
  (touch 4, flat-footed 4); Base Atk +5; Grp +6; Atk +11 
  melee (1d8+6, slam plus 1d8 acid); Full Atk +11 melee 
  (1d8+6, slam plus 1d8 acid); Space/Reach 10ft./10ft.; 
  SA Acid, constrict, improved grab; AL N; SV Fort +13, 
  Ref -2, Will -1; Str 22, Dex 1, Con 30, Int 0, Wis 3, Cha 
  3.  
   
  Acid (Ex): A gray ooze secretes a digestive acid 
  that quickly dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals acid 
  damage. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds on a DC 24 
  Reflex save. A metal or wooden weapon that strikes a 
  gray ooze also dissolves immediately unless it succeeds 
  on a DC 24 Reflex save. The save DCs are Constitution 
  based.  
   
  The ooze’s acidic touch deals 16 points of damage 
  per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full round 
  to deal this damage. 
   
  Constrict (Ex): A gray ooze deals automatic slam 
  and acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a –4 penalty on 
  Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a gray 
  ooze must hit with its slam 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. 
   
  Note: The gray ooze in this adventure does not 
  have the Transparent ability. 
   
  NAE6-01 Danour 
   
  Page 33 
  
  Appendix 6: 
  NPCs 
  Ker Nasek: male human (Suel) Sor11: CR 11; Medium 
  Humanoid (Human); HD 11d4+28; HP 57; Init +6; Spd 
  30; AC 16 (touch 13, flat-footed 14); Base Atk +5; Grp 
  +5; Atk: +6 melee (1d6+1, +1 shortspear); Full Atk: +6 
  melee (1d6+1, +1 shortspear); SA: Spells; SQ: Summon 
  familiar; AL NE; SV Fort +5, Ref +4, Will +7; Str 11, 
  Dex 13, Con 14, Int 12, Wis 10, Cha 18  
   
  Languages: 
  Ancient 
  Suel, 
  Auran, 
  Common, 
  Draconic   
   
  Skills and Feats: Bluff +14, Concentration +12 (+16 
  when casting Defensive), Knowledge (Arcana) +6, 
  Knowledge (Planes) +6. Knowledge (Splintered Suns) 
  +4, Spellcraft +14; Augment Summoning, Combat 
  Casting, Improved Initiative, Quicken Spell, Spell 
  Focus (Conjuration); 
   
  Sorcerer Spells Known (6/7/7/7/7/4, base DC = 
  14+spell level): 0—acid splash*, arcane mark, detect magic, 
  light, mage hand, mending, message, prestidigitation, read 
  magic; 1st –  alarm, magic missile, shield, protection from 
  chaos, summon monster I*; 2nd — acid arrow*, bear’s 
  endurance, bull’s strength, mirror image, summon monster 
  II* 3rd – anticipate teleportation, dispel magic, haste, 
  summon monster III*; 4th — lesser globe of invulnerability, 
  greater invisibility, summon monster IV*; 5th — summon 
  monster V*, teleport. 
   
  *) Conjuration spell, base DC = 15+spell level 
   
  Possessions: +1 shortspear, bracers of armor +3, gauntlets 
  of ogre power, ring of protection +2, cloak of charisma +2, bag 
  of holding type II, wand of magic missiles (CL 3rd, 30 charges) 
   
  Maridin: male human (Oeridian) Clr7; CR 7; Medium 
  Humanoid (Human); HD 7d8; hp 38; Init -1; Spd 30ft.; 
  AC 12 (touch 9, flat-footed 12); Base Atk +5; Grp +7; 
  Atk +8 melee (1d8+3, trident) or +4 ranged (1d8/19-20, 
  light crossbow): Full Atk +8 melee (1d6+3, trident) or 
  +4 ranged (1d8/19-20, light crossbow): SA spells; AL 
  CN; SV Fort +6, Ref +2, Will +12; Str 14, Dex 9, Con 10, 
  Int 13, Wis 15, Cha 12. 
   
  Skills and Feats: Balance +3, Concentration +8, 
  Diplomacy +7, Knowledge (History) +2, Knowledge 
  (Religion) +7, Profession (Sailor) +12, Swim +8; 
  Improved turning, Iron Will, Martial Weapon 
  Profiency (trident), Skill Focus (Profession). 
   
  Possessions: +1 trident, ring of swimming, holy symbol 
  of Procan, masterwork studded leather armor, potion of 
  cure moderate wounds, cloak of resistance +1. 
   
  Spells prepared (6/5+1/4+1/2+1/1+1; base DC = 12 + 
  spell level): 0 – create water, detect magic, guidance, read 
  magic, resistance, virtue; 1st – bless, obscuring mist*, 
  protection from evil, magic weapon, shield of faith; 2nd – aid*, 
  bear’s endurance, bull’s strength, lesser restoration, make 
  whole; 3rd – dispel magic, protection from energy*, water 
  breathing; 4th – freedom of movement*, neutralise poison.  
   
  *Domain spell. Domains: Luck (reroll one roll 
  1/day), Water (turn fire creatures or rebuke water 
  creatures 4/day). 
   
  Brotherhood Sailor (Non-Combatant): Human 
  (Suel) male/female Exp1; CR 1/2; Medium Humanoid 
  (Human); HD 1d6; hp 4; Init +1; Spd 30ft.; AC 14 
  (touch 11, flat-footed 13); Base Atk +0; Grp +1; Atk +1 
  melee (1d6+1, club) or +1 ranged (1d4+1/19-20, 
  dagger): Full Atk +1 melee (1d6+1, club) or +1 ranged 
  (1d4+1/19-20, dagger); AL (varies from LN to LE); SV 
  Fort +0, Ref +1, Will +2; Str 12, Dex 13, Con 11, Int 9, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Balance +5, Climb +5, Profession 
  (Sailor) +7, Swim +5, Tumble +5, Use Rope +5; Shield 
  Profiency, Skill Focus (Profession). 
   
  Possessions: Club, dagger, buckler, leather armor. 
   
  NAE6-01 Danour 
   
  Page 34 
  
  Appendix 7: 
  Expanded rules
  Flick of the Wrist [General] 
  With a single motion, you can draw a light weapon and 
  make a devastating attack. 
   
  Prerequisites: Dex 17, Sleight of Hand 5 ranks, 
  Quick Draw. 
   
  Benefit: If you draw a light weapon and make a 
  melee attack with it in the same round, you catch your 
  opponent flat-footed (for the purpose of this attack 
  only). You may use this feat only once per round and 
  once per opponent during any single combat 
  encounter. 
   
  Source: Complete Warrior – page 99 
   
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain one additional hit point. 
  If you lose HD (such as losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one his bonus feats. 
   
  Source: Complete Warrior, page 101. 
   
  Pureblooded Suel [General] 
  Undiluted Suloise blood flows through your veins, 
  hearkening back to ancient empires and making you 
  an attractive potential associate for pro-Suel Scarlet 
  Brotherhood racists. 
   
  Benefit: Your notoriously short temper grants you 
  a +1 bonus on Intimidate checks, while the resolve and 
  magical aptitude of your ancestors grants you a +1 
  bonus on all saving throws against spells and spell-like 
  effects. You also gain a +2 bonus on Charisma-based 
  skills against members of the Scarlet Brotherhood. 
   
  Special: You may only select this feat at 1st level. 
   
  Availability: Human (Pure Suel). 
   
  Source: Dragon Magazine 315. 
   
  Staggering Strike 
  You can deliver a wound that hampers an opponent’s 
  movement. 
   
  Prerequisites: 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 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 – page 112. 
   
  Weakening Touch 
  You can temporarily weaken an opponent with your 
  unarmed strike. 
   
  Prerequisites: Wis 17, Improved Unarmed 
  Strike, Stunning Fist, Base Attack Bonus +2. 
  Benefit: Declare that you are using this feat before you 
  make your attack roll (thus, a missed attack roll ruins 
  the attempt). You can make an unarmed attack that 
  deals no damage, but instead applies a –6 penalty to the 
  target’s Strength score for 1 minute. Multiple 
  weakening touches delivered on the same target are 
  not cumulative. Each attempt to deliver a weakening 
  touch counts as one of your Stunning Fist attacks for 
  the day. Creatures with immunity to stun effects 
  cannot be affected by this feat. 
   
  Special: A fighter may select Weakening Touch as 
  one of his fighter bonus feats. 
   
  Source: Complete Warrior – page 106 
   
  Anticipate Teleportation 
  Abjuration 
  Level: Sorcerer/Wizard 3 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: One willing creature touched 
  Area: 5ft./level emanation from touched creature. 
  Duration: 24 hours. 
  Saving Throw: None 
  Spell Resistance: No 
   
  The subject of the spell is surrounded by an invisible 
  aura that anticipates and delays teleportation of any 
  creature into spell’s area. Any teleportation spell or 
  effect 
  (including 
  all 
  spells 
  with 
  teleportation 
  description) can be anticipated, making the spells 
  recipient instantly aware of exact location where 
  teleporting creature will arrive (subject to restrictions 
  below), the creatures size and how many other 
  creatures (and their size) are arriving with it. The spell 
  also delays the arrival of teleporting creature by 1 
  round, so it arrives on its own initiative count 
  immediately before its next turn, generally giving the 
  recipient of the spell and anyone else made aware of 
  the information 1 round to act or ready weapons. The 
  teleporting creature(s) do not perceive this delay.  
   
  Since teleporting creature does not necessarily 
  arrive at precise location it intends, this spell affects a 
  creature arriving in range, even if its original 
  destination was elsewhere. For a creature that intends 
  to teleport into range but inadvertently arrives outside 
  the spell’s area, the spell gives recipient awareness that 
  NAE6-01 Danour 
   
  Page 35 
  
  a creature has attempted to teleport into range and 
  delays the creature as normal, but doesn’t give any 
  awareness as to the actual location of it’s imminent 
  arrival. The spell has no effect on creatures attempting 
  to teleport away from the spell’s area, though if their 
  destination is within the area, the spell will affect re-
  entry as normal. 
   
  Focus: A tiny hourglass of platinum and crystal 
  costing 500 gp, which must be carried or worn by the 
  spell’s recipient while spell is in effect. 
   
  Source: Spell Compendium – page 13 
   
  Inspirational Boost 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Targets: You 
  Duration: 1 round or special; see text 
   
  While this spell is in effect, the morale bonus granted 
  by your inspire courage bardic music increases by 1. 
   
  The effect lasts until your inspire courage effect 
  ends. If you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the 
  spell’s effect ends. 
   
  Source: Spell Compendium – page 124 
   
  Dagger, Barbed 
  Barbed daggers, as their name implies, look like normal 
  daggers with long barbs covering the blade. The design 
  makes the weapon more difficult to wield properly 
  than a normal dagger, but it allows those skilled in the 
  weapon’s use to deal more damage with a well-placed 
  attack. 
   
  If you have 5 or more ranks in Sleight of Hand and 
  use a barbed dagger, you gain a +2 bonus on damage 
  rolls on any successful sneak attack made with the 
  weapon as it twists in the wound. This bonus also 
  applies (and is therefore doubled) on successful critical 
  hits with the weapon.  
   
  Characters proficient with the barbed dagger can 
  treat it as a dagger for the prupose of any of the 
  following feats: Greater Weapon Focus, Greater 
  Weapon Sepcialization, Improved Critical, Weapon 
  Focus, and Weapon Specialization. 
   
  Source: Complete Adventurer – page 115 
   
  Rapier, Quickblade 
  Quickblade rapiers are longer and thinner than normal 
  rapiers, with specially tapered blades and carefully 
  balanced pommels. The design makes the weapon 
  more difficult to wield properly than a normal rapier, 
  but it allows those skilled in the weapons’ use to disarm 
  opponents more easily and to feint more effectively in 
  combat. Most quickblade rapiers are at least 
  masterwork in quality. 
   
  If you are proficient with the quickblade rapier, 
  you gain a +2 bonus on opposed attack rolls made to 
  disarm an enemy (including the roll to avoid being 
  disarmed if such an attempt fails). You alos gain a +2 
  circumstance bonus on Bluff checks made to feint in 
  combat. 
   
  You can use the Weapon Finesse feat (see page 102 
  of the Player’s Handbook) to apply your Dexterity 
  modifier instead of your Strength modifier to attack 
  rolls with a quickblade rapier sized for you. You can’t 
  use a quickblade rapier in two hands to apply 1 ½ times 
  your Strength modifier to damage.  
   
  Characters proficient with the quickblade rapier 
  can treat it as a rapier for the prupose of any of the 
  following feats: Greater Weapon Focus, Greater 
  Weapon Sepcialization, Improved Critical, Weapon 
  Focus, and Weapon Specialization. 
   
  Source: Complete Adventurer – page 116 
  NAE6-01 Danour 
   
  Page 36 
  
  Occult Slayer 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st
  +1 
  +0 
  +0 
  +2 
  Magical defense +1, weapon bond 
  2nd
  +2 
  +0 
  +0 
  +3 
  Vicious strike, mind over magic 1/day 
  3rd
  +3 
  +1 
  +1 
  +3 
  Auravision, magical defense +2 
  4th
  +4 
  +1 
  +1 
  +4 
  Mind over magic 2/day, nondection cloak 
  5th
  +5 
  +1 
  +1 
  +4 
  Blank thoughts, magical defense +3 
   
  Hit Dice: d8 
  Requirements: Base Attack Bonus: +5, Knowledge 
  (arcana) 4 ranks, Spellcraft 3 ranks: Improved 
  Initiative, Weapon Focus (any weapon) 
  Class Skills: The Occult Slayer’s class skills (and the 
  key ability for each skill) are Bluff (Cha), Craft (Int), 
  Gather Information (Cha), Knowledge (arcana) (Int), 
  Profession (Wis), Sense Motive (Wis), Spellcraft (Int). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features: Weapon and Armor Proficiency: 
  Occult Slayers are proficient with all simple and 
  martial weapons and with all armor and shields. 
   
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell-like abilities. This bonus is +1 at 1st level, and it 
  increases to +2 at 3rd level and to +3 at 5th level. 
  Weapon Bond (Su): An occult slayer must choose a 
  particular weapon of at least masterwork quality as the 
  focus of her power. Upon making her selection, she 
  immediately forms a bond with the chosen weapon 
  that imbues it with the force of her hatred for 
  spellcasters. Thereafter, any successful attack she 
  makes with that weapon against a spellcaster or a 
  creature with spell-like abilities deals an extra 1d6 
  points of damage. If this particular weapon is lost or 
  destroyed, the occult slayer loses the ability to deal the 
  extra damage until she acquires and bonds with 
  another weapon of the same kind of at least 
  masterwork quality. The occult slayer must spend one 
  day per character level practicing with the replacement 
  weapon (and doing very little else – no adventuring) to 
  create a new weapon bond. 
  Mind over Magic (Su): Starting at 2nd level, an occult 
  slayer can cause a spell or spell-like ability targeted 
  against her to rebound onto the originator as a free 
  action. This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s occult 
  slayer level + 5). An occult slayer can use this ability 
  once per day at 2nd level and twice per day at 4th level. 
  Vicious Strike (Ex): At 2nd level and higher, an occult 
  slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits. 
  Auravision (Su): At 3rd level, an occult slayer gains the 
  ability to see magical auras at a range of up to 60 feet as 
  a free action. This ability otherwise functions as the 
  detect magic spell. The character cannot use this ability 
  to determine anything but the number of magical auras 
  present. 
  Nondetection Cloak (Su): Upon reaching 4th level, an 
  occult slayer (and any gear she wears or carries) 
  becomes more difficult to locate through divinations 
  such as clairaudience/ clairvoyance, locate object, and other 
  detection spells. The occult slayer gains magical 
  protection from divinations equivalent to a nondetection 
  spell (caster level equals the character’s occult slayer 
  level), except that it affects only the occult slayer and 
  her possessions. 
  Blank Thoughts (Ex): At 5th level, an occult slayer can 
  induce within herself a state of mental absence, 
  thereby becoming immune to mind-affecting effects 
  (charms, compulsions, patterns, phantasms, and morale 
  effects). She can suppress or resume this ability as a 
  free action. 
   
  NAE6-01 Danour 
   
  Page 37 
  
  Appendix 8: 
  Narrative Naval Combat Rules 
  Inititiative and advantage 
  In a narrative combat, you determine initiative 
  normally. However, ships don't move on the turns of 
  specific characters in the initiative order - instead, at 
  the end of each round you will update the ships' 
  positions relative to each other. In effect, you can 
  assume that over a single round the character (or 
  characters) 
  engaged 
  in 
  steering 
  or 
  otherwise 
  controlling a ship perform numerous small tasks and 
  adjustments that have a cumulative effect tallied at the 
  end of the round.  
   
  The movement step at the end of the round 
  follows all character actions for the round, and consists 
  of the following steps: 
   
  5. 
  Check for advantage, if necessary. 
  6. 
  Opposing ship declares heading and speed. 
  7. 
  Advantaged ship declares heading and speed. 
  8. 
  Ships Move. Adjust the ships' range based on the 
  declared headings. 
  9. 
  Opposing ship resolves special maneuvers, if any. 
  10. Advantaged ship resolves special maneuvers, if 
  any. 
  11. Round ends. 
   
  The Advantage 
  During any naval battle, one vessel or the other 
  possesses the advantage. The advantage might reflect a 
  ship in a superior sailing position (upwind of its foe, for 
  example), a nimble ship that enjoys more room to 
  maneuver in restricted waters, or simply a vessel 
  handled by a more experienced captain.  
   
  Determining Advantage: At the beginning of a 
  naval encounter, the commanders of each vessel 
  involves make opposed advantage checks to determine 
  who holds the advantage at the outset of the battle. An 
  advantage check is a Profession (sailor) check, 
  modified by the vessel's shiphandling bonus.  
   
  Keeping Advantage;Once advantage has been 
  established, it remains with the winner until one of the 
  following events takes place, at which point a new 
  advantage check is made. 
   
  • 
  The commander with advantage does not spend a 
  standard action to actively command his vessel. 
  • 
  The vessel with the advantage is holed. 
  • 
  The vessel with the advantage has a rigging 
  section destroyed. 
  • 
  The vessel without the advantage succesfully 
  performs the come about maneuver. 
  • 
  The vessel with the advantage fails on an attempt 
  to perform a grapple, ram, or shear special 
  maneuver. 
   
  Holding the advantage means that you get to choose 
  your maneuvers in response to your adversary's 
  movements. You are also more effective at closing or 
  opening the range.  
   
  Actions 
  Most of the characters on board a ship in a fight are 
  free to act as they choose. They can move about the 
  decks, cast spells, make missile attacks, wait for an 
  opportunity to board, or do whatever they think best 
  during their turn each round. However, some 
  individuals on board a ship must devote some amount 
  of their actions each round toward controlling the ship. 
   
  Captain, 
  Master, 
  or 
  Commander: 
  The 
  individual in command of the vessel must use a 
  standard action each round to direct the actions of the 
  crew rand observe the enemy's actions. No specific 
  skill check is necessary. If the commander fails to use 
  at least one standard action in the course of the round 
  to direct the ship's movement, he cannot direct the 
  helmsman to change heading to rhe watch to change 
  speed, or order the ship to perform any special 
  maneuvers. In addition, if he currently holds the 
  advantage, his failure to command means that the 
  opposing captain gains a new advantage check in the 
  movement step at the end of the round(as long as the 
  opposing captain did use a standard action to 
  command).  
   
  Helmsman: The individual in charge of steering 
  the vessel must use a standard action each round to 
  make course changes as directed by the commander. If 
  the helmsman fails to use a standard action to steer, the 
  ship cannot make heading changes in the movement 
  step following the current round. 
   
  Oarsmen: A ship being rowed requires that the 
  oarsmen use full-round actions to man the oars. If the 
  minimum number of rowers necessary do not spend 
  their rounds rowing, the ship's speed falls to zero and it 
  cannot make heading changes in the movement step 
  following the current round. 
   
  The Watch: Every vessel has some number of 
  sailors who must spend a standard action each round 
  operating the vessel - keeping the sails in trim and 
  adjusting the rigginf. If the minimum number of crew 
  needed on watch do not use standard actions to attend 
  to the ship, the vessel cannot make speed changes in 
  the movement step following the current round. 
   
  NAE6-01 Danour 
   
  Page 38 
  
  Maneuvering 
  Your ship's position relative to the enemy vessel has 
  only five significant components: the range between 
  your ships, your heading, your speed, the enemy's 
  heading, and the enemy's speed. 
   
  Range 
  The range between two ships dueling at sea is crucially 
  important in determining what spells, weapons and 
  tactics they can use against each other. Thrown spears 
  or close-range spells pose little threat to enemy 
  crewmen on a ship 500 feet away. Determining just 
  how close you want to get to an enemy ship (and how 
  close you want to let them get to you) is a complicated 
  challenge for any captain. 
   
  At the end of each round of combat, update the 
  range based on each ship's heading and speed. Two 
  ships closing on each other at a combined speed of 60 
  feet per round will naturally reduce the range by 60 
  feet each round until they collide or pass each other, at 
  which point they'll open the range by 60 feet each 
  round unless one or the other decides to come about.  
   
  Opening Range: If you don't know what range to 
  set for the beginning of the battle based on the 
  circumstances of the encounter, you can assume a 
  typical battle begins at a range of (2d6+2) x 100 feet. 
   
  Heading 
  Basically, there are three directions a ship can be facing 
  relative to the enemy vessel: closing, holding or 
  opening.  
   
  Closing: The ship is generally pointed at the 
  enemy vessel and is trying to get closer. Weapons that 
  bear forward can be fired at the enemy. Enemy attacks 
  target the bow of the ship.  
   
  Holding: The ship is maintaining its position. It 
  might be drifting in the water or sailing along some 
  course that doesn't really close or open the range, 
  simply maneuvering at a relatively constant distance 
  from the enemy ship.You can choose whether your 
  bow, stern, port side or starboard side faces the other 
  vessel. Weapons that bear in that direction can fire at 
  the enemy, and enemy attacks target that part of your 
  ship. 
   
  Opening: The ship is pointed away from the 
  enemy and is trying to open the range between the two 
  vessels. Weapons that bear aft can be fired at the 
  enemy. Enemy attacks target your ship's stern. 
   
  Speed 
  You can set your ship's speed at any value up to your 
  ship's maximum speed based on the current 
  conditions. Oared vessels can assume any speed they 
  like from round to round, limited only by their 
  maximum speed, provided there are sufficient rowers 
  to move the vessel.  
   
  Sailing ships do not accelerate or with the same 
  ease. A sailing vessel can only change its speed by 10ft 
  per turn (up to its maximum current speed based on 
  the wind and current). It musy have a sufficient 
  number of sailors on watch who use actions to help 
  adjust rigging, raise or furl sails, and attend to other 
  such tasks. A sailing ship's maximum speed is based on 
  its movement rate and the strength of the wind and 
  current.  
   
  Sprinting: The rowers of a vessel can pick up the 
  pace for a quick sprint but risk exhaustion soon 
  afterwards. An oared vessel can add 50% to its speed for 
  up to 10 rounds, but after such a sprint the rowers are 
  fatigued and the ship is reduced to half speed for as 
  long as the rowers are fatigued. 
   
  Movement 
  In the narrative combat system, ship movement is 
  simply a set of declarations at the end of each combat 
  round: Do you want to get closer to the enemy, and 
  which way do you want to be facing?  
   
  If you hold the advantage, your opponent must 
  declare his heading first (closing, holding or opening). 
  You then declare your heading after you have observed 
  your opponent's heading. 
   
  After both ships have declared their heading, 
  adjust the current range between ships accordingly: 
   
  Advantage heading 
   
   
  Opponent heading 
   
  Close 
  Hold 
  Open 
  Close 
  Minus Sum 
  Minus Adv. 
  Speed 
  +/-Difference 
  Hold 
  Minus 1/2  
  Opp. Speed 
  No Change 
  Plus 1/2 
  Opp. Speed 
  Open 
  +/-
  Difference 
  Plus Adv. 
  Speed 
  Plus Sum 
   
   
  Minus Sum: Add the speeds of the two ships 
  together and reduce the range by this much. 
   
  Minus Adv. Speed: Reduce the raneg by the 
  speed of the ship holding the advantage. 
   
  +/- Difference: Change the range by the 
  difference in the two ship's speed, as the situation 
  warrants. If the faster ship is closing on a slower ship, 
  reduce the range; if the faster ship is opening on a 
  slower ship, increase the range. 
   
  Minus 1/2 Opp. Speed: Reduce the range by 1/2 
  of the speed of the ship that does not currently hold 
  the advantage. 
   
  Plus 1/2 Opp. Speed: Increase the range by 1/2 
  of the speed of the ship that does not currently hold 
  the advantage. 
   
  Plus Adv. Speed: Increase the range by the speed 
  of the ship holding the advantage. 
   
  Plus Sum: Add the speeds of the two ships 
  together and increase the range by this much. 
   
  It's possible that you can wind up reducing the range to 
  0 or less. When this happens, the ship with the 
  advantage has the opportunity to attempt a ram, 
  grapple or shear; See Special Maneuvers, below. If the 
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  ship with advantage chooses not to ram, then any 
  negative range indicates that the faster vessel passes 
  the other (an ideal opportunity for grappling and 
  boarding; see below). If the negative distance is larger 
  than the length of the ships, then the active ship is now 
  past the other by the appropriate distance. Whichever 
  ship was previously closing (possibly both) is now 
  opening; if one ship was previously opening when it 
  was overtaken, it is now closing. 
   
  For example, two ships begin the round 40 feet 
  apart. Both are closing, one at a speed of 20 feet, the 
  other at a speed of 40 feet. The sum of those speeds is 
  60 feet, so at the end of the round, the distance has 
  been reduced to -20 feet. If both ships were only 10 feet 
  long, this means the ships have gone past each other by 
  10 feet, and since both were closing before, both are 
  opening now - they're stern-on each other and drawing 
  apart. If at least one ship is 20 or more feet long, the 
  ships end that turn alongside each other. 
   
  Special maneuvers 
  You can order your ship to attempt a special maneuver 
  in the movement step. You can attempt to come about, 
  grapple, escape a grapple, ram, or shear. A ship can 
  attempt only one special maneuver per round.  
   
  Come About: You put the helm hard over and try 
  to change your course quickly. Reduce your speed by 
  10 feet and choose a new heading. If you do not 
  currently hold the advantage, you can attempt a DC 15 
  Profession(sailor) check to force an immediate 
  advantage check against your opponent.  
   
  Grapple: If you have the advantage and close to 
  within 20 feet of your adversary (or have actually gone 
  past your adversary but are still within 20 feet) you can 
  attempt to grapple. If the opposing captain accepts the 
  grapple, the attempt is automatically succesful. If the 
  opposing captain does not want to be grappled, you 
  make an opposed Profession(sailor) check modified by 
  your ship's shiphandling bonus. If you equal or beat 
  your opponent's check, the two ships are grappled.  
   
  Grappled ships fall to zero speed. During the next 
  movement step, your ships will be adjacent to each 
  other (enthusiastic boarders can try to swing, swim or 
  jump the gap between the vessels in the round before 
  the ships are adjacent). 
   
  Escape a Grapple: You can attemp to free your 
  ship of a grappling ship and get underway again. You 
  must succeed on an opposed Profession(sailor) check 
  against the opposing captain, but the captain 
  attempting to maintain the grapple gains a +4 bonus on 
  her check, and the captain trying to escape takes a -4 
  penalty on his check. If the escape attempt succeeds, 
  the escaping ship's speed increases by 10 feet, assumes 
  the heading the captain has chosen, and is no longer 
  grappled. 
   
  Ram: If you have the advantage and close to 
  within 0 feet of your adversary you can attempt to ram. 
  If your opponent wants to accept the ram, your attempt 
  is automatically succesful. Otherwise, you must equal 
  or beat his Profession(sailor) check, modified by each 
  ship's shiphandling bonus.  
   
  If the ramming attempt is succesful, you deal 
  ramming damage as appropriate for your ship and 
  speed. For example, if your ship deals 3d6 points of 
  damage per 10 feet of speed and is traveling at a speed 
  of 30 feet when you strike, you deal 9d6 points of 
  damage. If the ship you ram has an opening heading, 
  reduce the damage you deal and take by 50% (you were 
  overtaking your foe from the rear, and have less 
  relative speed at the moment of collision). 
   
  If your ship is equipped with a ram, you take half 
  the damage you deal with your ramming attempt; 
  otherwise you take the same damage you deal. Both 
  ships drop to zero speed and are now grappled. 
   
  Shear: If you have the advantage and close to 
  within 10 feet of your adversary(or actually go past 
  your opponent), you can attempt to shear off her oars, 
  if she has any. If your opponent wants to accept the 
  shear, your attempt is automatically succesful. If she 
  doesn't, you must equal or beat her Profession (sailor) 
  check, modified by the ship's respective shiphandling 
  bonuses. 
   
  If you succesfully shear your opponent's oars, her 
  speed is reduced ot zero, and she cannot change speed 
  until she puts out new oars, which takes three full 
  rounds. The ship can still change heading, but it is 
  spinning in place and not making any headway. 
   
  Attacking 
  The most effective way to bring the fight to the enemy 
  is to get alongside and board his ship. However, 
  circumstances might dictate that you try to defeat him 
  at a distance with magic, artillery, or missile fire. At the 
  very least, yor ranged attacks can kill or injure enough 
  of the enemy crew that your ensuing boarding action 
  will be easier than it otherwise would be.  
   
  A ship is composed of a number of hull sections and 
  a number of rigging sections. When you attack a ship, 
  you attack a section at a time. A ship section is an 
  inanimate object. Its AC is usually very low, but it has 
  hardness and is also protected by the fact that many 
  weapons and forms of attack deal only partial damage 
  to objects.  
   
  Targeting the Ship: If you don't particularly care 
  which section of the ship you can hit, you can fire at 
  the ship using its overall AC. A ship's overall AC is 
  normally 2 or 6 points worse than its section AC, 
  depending on the ship's size. If you score a hit, you hit 
  a randomly determined section. Against a large ship, 
  you'll find it difficult to accumulate enough damage to 
  one section to hole it, because you'll be scattering your 
  damage over a number of random sections. 
   
  Targeting a Section: To target a particular 
  section, you fire at the enemy ship using that section's 
  AC. The ship's section AC is better than its overall AC, 
  but you have the advantage of concentrating your 
  damage on one section at a time, which can hole the 
  enemy vessel more swiftly.  
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  Attack Form 
  Damage 
  Melee weapon, piercing 
  full 
  Melee weapon, other 
  full 
  Ranged weapon, Small or Medium 
  none 
  Ranged weapon, Large 
  half 
  Siege engine, ballista 
  half 
  Siege engine, other 
  full 
  Acid 
  half 
  Cold 
  quarter 
  Electricity 
  half 
  Fire 
  half 
  Force 
  full 
  Sonic 
  full 
   
  Ranged weapons 
  Most missile weapons are not effective against 
  shipboard sections. You can't shoot through a ship's 
  hull by peppering it with arrows or sling bullets. 
  However, ranged weapons of size Large or greater are 
  effective enough to deal half damage to a ship. 
   
  Siege Engines 
  Siege weapons are described on pages 99-100 of the 
  Dungeon Master's Guuide. In general, they're not terribly 
  effective against other vessels; it's hard to score a hir 
  against a moving opponent unless you are armed with 
  ballistae, bombards or other direct-fire weapons. If you 
  want to defeat another ship in a hurry, use powerful 
  magic or ram and board them. 
   
  Siege engines cannot be fired if a ship is taking 
  heavy rolls or water over the decks. Direct fire: You 
  make ranged attack rolls and fire directly at the entire 
  enemy ship, a specific section, or a specific creature on 
  board, as you choose. If your attack misses, you hit 
  nothing. 
   
  Indirect fire: You make a special attack to fire an 
  indirect fire weapon. The DC of the check is 
  15+target's AC(overall or section, depending on what 
  you are targeting), +5 if the firing platform is moving, 
  +5 is the target is moving. For most ship-to-ship battles, 
  the DC is 22.  
   
  Your check is a d20 roll modified by your base 
  attack bonus, Intelligence modifier, the range 
  increment, and the cumulative bonus for previous 
  shoys, as described on page 100 of the Dungeon Master's 
  Guide. Maneuvers on the part of either the target ship 
  or the firing ship (any change of heading or speed) 
  interrupt the bonus for successive shots at the same 
  target. After any maneuver, you must begin again with 
  no bonus for previous shots.  
   
  If the check succeeds, you hit the section you were 
  aiming at (or a randomly determined hull section if 
  you were firing at the overall ship).  
   
  If the check fails, you might or might not miss 
  altogether. If you were firing at the overall AC, you 
  miss outright. If you were firing at a specific hull 
  section, you miss that hull section. If your check result 
  couldn't hit the ship's overall AC, you miss outright. If 
  your check was good enough to hit the ship's overall 
  AC but not the section AC, your shot can still hit. Roll 
  1d8 to determine the direction of the miss; a 1 falls 
  short(back toward the firing weapon), with 2 through 8 
  counting clockwise around the target square (a square 
  in the target hull section). Count 1d4 squares away 
  from the target square for every range increment of the 
  attack. 
   
  Magic 
  When you attack a ship with magic, you can choose 
  which hull section you will hit. You must be able to see 
  the hull section to target it; for example, you can't 
  attack the bow of a ship that has an opening heading, 
  because it's pointed away from you.  
   
  Vessels count as unattended objects, even if 
  they're occupied by someone. They never make saving 
  throws, however; their save bonuses are equal to 2+1/2 
  the caster level. 
   
  Damaging spells affect all hull sections in the area. 
  Spells with unusual or noteworthy effects in naval 
  combat include the following: 
   
  Acid Fog: If you cast this on an enemy ship, the 
  cloud does not move with the ship. However, the solid 
  fog effect reduces the ship's speed to 5 feet per round 
  as long as any part of the ship remains within the fog.  
   
  Animate Objects: An animated vessel can't attack 
  characters who are on board, but it otherwise moves as 
  the caster directs. 
   
  Animate Rope: Ships have plenty of rope at hand. 
  You can use this spell to much around with an enemy's 
  rigging, which reduces the enemy vessel's speed by 5 
  feet for the spell's duration. 
   
  Cloudkill: The cloud does not move with the 
  enemy ship, unless the ship is opening at a speed of 10 
  feet per round (in which case the vapors are moving 
  away from you at the same speed that the enemy ship is 
  moving away from you). 
   
  Control Water: The enemy ship cannot move for as 
  long as the spell lasts. The ship must succeed on a 
  seaworthiness check (DC equal to your caster level) or 
  founder. 
   
  Control Winds:The area is stationary once created, 
  so it does not move with an enemy ship (although it 
  might very well prevent an enemy ship from moving). 
  The spell does not persist long enough to raise the 
  waves a long-lasting wind raises and therefore does not 
  force the enemy vessel to make a foundering check. 
   
  Earthquake: This spell has no effect in open waters. 
   
  Evard's Black Tentacles: The tentacles do not attack 
  ships, but they can attack crewmembers on ships that 
  pass within reach 
   
  Fire Seeds: The acorn grenades can start a fire. 
   
  Fire Storm: This spell does not start fires- 
   
  Fireball: The fireball can start a fire. 
   
  Flame Arrow: A flame arrow can start a fire. 
   
  Flame Blade: If you attavk the ship with the blade, 
  you can start a fire. 
   
  Flame Strike: This spell does not start fires. 
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  Flaming Sphere: The spell can start a fire. If you 
  attempt to direct it across open water, you must 
  succeed on a DC 22 Spellcraft check or the sphere is 
  extinguished. 
   
  Fog cloud: The cloud does not move with the 
  enemy ship. 
   
  Gate: Ships of Colossal size are too big to pass 
  through the gate created by this spell. 
   
  Gust of Wind: You can direct the gust at your own 
  ship to increase your speed, in which case the wind is 
  considered Severe (a x3 modifier to your ship's sailing 
  speed, if the master succeeds on a DC 15 Profession 
  (sailor) check) for the next two movement steps. You 
  can direct the gust at an enemy vessel, creating a 
  headwind it can't sail against for the next two 
  movement steps. The gust does not persist long 
  enough to raise the waves a long-lasting severe wind 
  raises and therefore does not force the enemy vessel to 
  make a foundering check. 
   
  Heat Metal: This spell can start fires in rounds 3-5 
  of the spell. 
   
  Incendiary Cloud: See cloudkill. This spell does not 
  start fires. 
   
  Invisibility sphere: You can cast this spell on a vessel 
  of Huge size or smaller to conceal the vessel and all on 
  board. 
   
  Ironwood: Any boat is far too large to be created 
  with this spell. 
   
  Lightning Bolt: The bolt can start a fire. 
   
  Magic Missile: This spell cannot damage objects. 
   
  Meteor Swarm: This spell can start a fire. 
   
  Mind Fog: The cloud does not move with the target 
  ship. 
   
  Obscuring Mist: The cloud does not move with you. 
   
  Otiluke's Freezing Sphere: If you create ice that 
  touches the enemy vessel's hull along at least 50% of its 
  length on one side (or surrounds the ship altogether), 
  its speed falls to zero for the duration of the spell. 
   
  Passwall: You hole one section of the enemy ship. 
  The section counts as destroyed (as if destroyed by 
  damage), but when the spell ends it is restored to 
  normal condition. 
   
  Polymorph any Object: Any vessel of Huge size or 
  larger is too big to be affected by this spell. 
   
  Prismatic Spray: The energy damage dealt by this 
  spell does not start fires. 
   
  Produce Flame: The flames can start a fire. 
   
  Pyrotechnics: The smoke cloud does not move with 
  the ship. 
   
  Quench: This spell is useful for putting out fires, of 
  course. 
   
  Repel Wood: A ship you are standing on is not 
  affected, but any wooden vessel approaching within 60 
  feet of you is. 
   
  Reverse Gravity: A vessel does not fall out of the 
  water unless you can completely enclose it in the 
  spell's area, although people and loose objects on board 
  might fall off the decks. If you can affect a whole 
  vessel, the ship must make a foundering check (DC 
  equal to 10+2 per 10 feet it "falls") or founder when it 
  comes back down. 
   
  Rusting Grasp: This spell holes one hull section of 
  an iron-hulled vessel. 
   
  Scorching Ray: This spell does not start fires. 
   
  Shatter: You can't damage a vessel with this spell. 
   
  Solid Fog: See acid fog. 
   
  Stinking Cloud: See fog cloud. 
   
  Storm of Vengeance: The storm does not move with 
  the target vessel (although a target vessel can require 
  some number of rounds to sail out from under it due to 
  the spell's large area). 
   
  Sympathetic Vibration: You attack one section at a 
  time with this spell. 
   
  Wall of Fire: This spell does not start fires. 
   
  Wall of Force: A ship that runs into a wall of force is 
  reduced to zero speed and takes damage as if it had 
  been in a collision. 
   
  Warp Wood: You can't damage a ship with this 
  spell; the area affected is too small. 
   
  Attacks on the crew 
  Many spells are directed at an enemy crew and affect 
  the rest of the ship as an afterthought. Fireball is 
  perhaps the best example of this - the real point of a 
  fireball is to kill or incapacitate a number of enemy 
  crewmen quickly; if it damages some hull sections and 
  sets the ship on fire, all the better. 
   
  On the main deck, the gunwales provide cover(+4 
  bonus to AC, and +2 bonus on Reflex saves) against 
  attacks originating from outside. Characters inside the 
  sterncastle or forecastle, or fighting through a port, 
  hatch or window, enjoy improved cover (+8 bonus to 
  AC, and +4 bonus on Reflex saves) against attack from 
  outside. 
   
  Crew Losses: Losing able-bodied crew members 
  makes it more difficult to handle a ship, depending on 
  their assigned tasks. 
   
  Rowers: If an oared vessel falls below the minimum 
  number of rowers needed to man the oars, reduce its 
  speed by one-half. If the vessel falls below half of the 
  minimum number of rowers needed, reduce its speed 
  to 5 feet per round. 
   
  Watch: If a sailing ship falls below the minimum 
  number of sailors on watch, its shiphandling modifier 
  is reduced by -4. If the vessel falls below half the 
  minimum number of rowers needed, its shiphandling 
  bonus is reduced by -8 and it can no longer change 
  speed. If the ship changes heading, its speed is reduced 
  by 10 feet per heading change - without sailors to 
  adjust the sails and rigging, the ship is no longer sailing 
  in an efficient trim. 
   
  Fires 
  Wooden ships are not floating tinderboxes (at least, not 
  until the introduction of powder magazines). Fires can 
  and do destroy ships, but it usually takes more than a 
  single flaming sphere to start an unstoppable fire. When 
  a ship is exposed to an effect that can start a fire (a fire 
  spell of the right type, alchemist's fire, etc.) make a fire 
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  check. This is an unmodified d20 roll; the DC is 
  determined as shown below. Spells that cause an 
  instantaneous blast of fire usually don't set inanimate 
  objects on fire, whereas fire spells that burn for 
  multiple rounds are more likely to start a shipboard 
  fire. 
   
  DC  
  Fire Check Cause 
  5 
   
  Struck by a flaming arrow 
  8?  
  Struck by alchemist's fire or a firebomb 
  15  
  Struck by a firespout 
  10+spell level 
  Attacked by ongoing fire spell or 
  effect 
  Save DC Attacked by monster with a fire aura, breath 
  weapon or similar fire ability 
   
  If the affected ship equals or betters the DC, it is not on 
  fire by the attack. Ships prepared for battle (sails and 
  lines wet down, buckets of sand and water close at 
  hand) gain a +4 bonus on this check. 
   
  When a ship catches fire, half of the squares 
  exposed to the attack (minimum 1 aquare) ignite. A 
  burning square is on fire, dealin 2d6 points of damage 
  per round to any character who enters the square. Each 
  round that the fire burns, roll d%: 1-10, 1 square of the 
  fire dies out; 11-75, no change; 76-100, the fire spreads 
  to 1 adjacent square (a fire typically spreads to 1 new 
  square for each 4 squares currently burning).  
   
  As a full-round action, a character can attempt to 
  extinguish a fire in an adjacent square by beating it out, 
  stomping it, scattering burning materials, dousing the 
  flames with sand or water, and similar efforts. A DC 10 
  Strength check extinguishes 1 square; a DC 20 check 
  extinguishes 2 squares. A create water spell extinguishes 
  1 burning square per 4 gallons created (minimum 1 
  square). Quench extinguishes all burning squares in its 
  area. 
   
  Damage, Sinking and Repair 
  Damaging a ship means damaging one or more of its 
  hull sections or rigging sections. A ship can accumulate 
  several different states of damage, as shown below: 
   
  Damaged: One hull section is reduced to 50% of 
  its hit points or less. A ship that is damaged loses 5 feet 
  from its base speed. 
   
  Severely Damaged: Two or more hull sections 
  are reduced to 50% of their hit points or less. A ship 
  that is severely damaged loses 10 feet from its base 
  speed (this is not cumulative with the speed lost from 
  being damaged). 
   
  Holed: One hull section is destroyed (reduced to 
  0 hit points). When a hull section is destroyed, all hull 
  sections adjacent to that section are weakened, and 
  immediately reduced to 50% of their normal hit points 
  in the following round. This collateral damage can 
  cascade across a ship from round to round and section 
  to section, possibly destroying more sections in 
  succession if they were sufficiently damaged to begin 
  with. 
   
  A holed ship is severely damaged (see above), 
  since the destruction of a section and the damage dealt 
  to the neighboring sections meet the criteria for that 
  condition as well. Each time a ship is holed, it must 
  make a sinking check (see below). 
   
  A vessel with at least 25% of its sections destroyed 
  has been demolished, and sinks immediately. 
   
  Rigging Damaged: If a section of the ship's 
  riggin is reduced to 50% of its hit points or less, the 
  rigging is damaged. The ship loses 5 feet from its base 
  speed.  
   
  If two or mote sections of rigging are damaged, 
  the wind is treated as one category lighter than its 
  actual strength; the ship can't capture the wind as well 
  as it should. 
   
  Dismasted: If a rigging section is destroyed, the 
  ship is dismasted. Unlike hull damage, rigging damage 
  does not spread to adjacent sections. If the vessel 
  possesses only one mast, it can no longer sail. If it 
  possesses two or three masts, its base sailing speed is 
  reduced by 10 feet (this is not cumulative with the 
  penalty for damaged rigging). A dismasted ship takes a 
  -4 penalty on shiphandling checks if it is missing 1 out 
  of 3 masts, or a -8 penalty if it is missing 1 out of 2 or 2 
  out of 3 masts. 
   
  A sailing ship that has been completely demasted 
  typically becomes a derelict. 
   
  Sinking 
  When a ship is holed (a hull section is destroyed), it is 
  at risk of sinking. Minor damage to the hull can 
  produce leaks and a fair amount of nonthreatening 
  flooding, but a destoyed section represents a mortal 
  threat to a ship.  
   
  Each time a ship is holed, the commander must 
  make a sinking check. This is a Profession(sailor) check 
  modified by the ship's seaworthiness rating. The DC is 
  15, +4 for each hole after the first. For example, the 
  sinking check DC for a ship holed for the third time is 
  23. 
   
  On a succesful check, the ship is not in immediate 
  danger of going down. However, the captain must 
  make a new sinking check 1 hour later, and once per 
  hour after that until the damage is repaired or the ship 
  sinks.. Some captains deliberately ground their ships in 
  such straits, given the opportunity, ot else use the time 
  to launch the lifeboats.  
   
  On a failed sinking check, the ship begins to sink 
  (see Sinking and Shipwreck, page 12). A ship normally 
  requires d% minutes to sink, but if the ship lost 25% or 
  more of its hull sections, reduce this to 1d6 minutes. 
   
  Repairs 
  Controlling damage and patching or repairing 
  damaged hull sections is a crucial task on board any 
  ship. 
   
  Repairing a Damaged Section: Repairing a 
  damaged section requires a Craft check (carpentry for 
  wooden ships, armorsmithing for metal ships, or 
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  sailmaking for rigging) and 1 minute of uninterrupted 
  work. For every point by which the check result 
  exceeds 19, 1 hit point is restored to the damaged 
  section. Only the character leading the repairs makes a 
  skill check, any other people assisting use the aid 
  another action to increase his or her Craft check result. 
  Normally, a crew of three to five carpenters and 
  assistants tackles any minor damage of this sort. 
   
  Shoring a Weakened Section: A section that has 
  lost hit points due to the destruction of an adjacent 
  section can be shored up. Shoring requires 1 minute of 
  uninterrupted work and a DC 25 Craft check. If 
  succesful, half the hit points lost due to the destruction 
  of the adjacent section are repaired. For example, if a 
  ship has 60 hit points per hull section, a weakened 
  section loses 30 hit points when the section next to it is 
  destroyed. A succesful shoring effort repairs 15 hit 
  points, restoring it to 45 points. From that point on, it 
  must be repaired normally. 
   
  Repairing a Destroyed Section: A section that 
  has been destroyed is more difficult to repair, requiring 
  time and money. The cost of the repairs in gold pieces 
  are equal to the number of sections divided by the total 
  number of sections times half the ship's cost. Each 
  repair crew makes a DC 20 Craft check once per day; 
  on a succesful check, the crew repairs 100 gp worth of 
  damage. The crew repairs 200 gp worth of damage if 
  they have access to a dock or small repair shop, or 500 
  hp worth of damage is the vessel is in a large shipyard. 
   
  Statistics for ships 
  Size: The size of the vehicle, using the same size 
  categories as creatures do. 
   
  Seaworthiness: The ship's overall sturdiness. 
  This modifier is applied to any Profession (sailor) 
  checks the captain or master makes in order to avoid 
  foundering, sinking, and hazards that large, well-built 
  vessels avoid more easily than small and frail ones.  
   
  Shiphandling: 
  The 
  ship's 
  agility 
  and 
  nimbleness.This modifier is applies to all Profession 
  (sailor) checks the captain or master makes in order to 
  avoid collisions, come about, sail close to the wind, and 
  other situations that small, swift vessels avoid more 
  easily than large and clumsy ones.  
   
  Speed: The ship's speed and its nautical 
  maneuverability rating. 
  Wind: Sailing vessels have a base speed, which is then 
  modified by wind strength. For example, a ship with a 
  speed of "wind x 15 feet" has a speed of 15 feet if the 
  wind speed modifier is x1, 30 feet if the modifier is x2, 
  or 45 feet if the modifier is x3. See Wind and Weather, 
  page 22. 
  Oars: The ship's speed while being rowed. 
   
  Overall AC: The AC of the ship as a whole. Ships 
  of Huge size or larger rarely use this, since an attacker 
  targets a single hull section at a time when attacking a 
  Huge or larger ship. 
   
  Hull Sections: The number of hull sections the 
  ship possesses. 
   
  Sink: The number of destroyed hull sections 
  necessary to sink the ship outright. A ship can sink 
  from the destruction of a single hull section, but it is 
  not automatic. 
   
  Section hp: The number of hit points and the 
  hardness of each hull section. 
   
  Section AC: The Armor Class of each hull section. 
   
  Rigging Sections: The number of rigging 
  sections the ship possesses. Generally, each rigging 
  section is equal to one mast.  
   
  Rigging hp: The number of hit points and the 
  hardness of each rigging section. 
   
  Ram: The damage dealt by the vehicle per 10 feet 
  of speed it currently possesses if it rams another object. 
  For example, a ship with a base ram damage of 3d6 deal 
  3d6 points of damage if moving at a speed of 10 feet, 
  6d6 at a speed of 20 feet, 9d6 at a speed of 30 feet, and 
  so on. 
   
  Mounts: The number of weapons the ship can 
  mount. A light mount is suitable for a ballista; a heavy 
  mount is suitable for a catapult. 
   
  Space: The length and width of the area taken up 
  by the ship.  
   
  Height: The height of the main deck above the 
  waterline. Most large vessels will have deckhouses, 
  forecastles, or sterncastles that are above this level. 
   
  Watch: The number of crewmembers necessary to 
  make course changes, adjust for wind changes, and 
  generally handle the ship. Usually the watch consists 
  of a helmsman, a lookout or two, and a small number of 
  deckhands who can go aloft to change the set of the 
  sails as necessary. On an oar-powered vessel, the watch 
  includes the number of rowers necessary for the ship 
  to make use of its full oared speed. 
   
  Complement: The number of crewmembers, 
  passengers, and soldiers who can be carried by the 
  vessel for extended voyaging. For a short voyage (a day 
  or less) a ship might be able to cram two or three times 
  this number of people on board. 
   
  Cargo: The capacity of the vehicle's hold, in tons 
  (1 ton = 2000 pounds). Most ships are slowed to 3/4 
  normal speed if carrying half this load or more. 
   
  Cost: The vehicle's cost in gold pieces. 
   
  Caravel (Sailing Ship) 
  A caravel is a typical sailing ship and Danour is one as 
  well. If the characters own any ships, it will most likely 
  be a sailing ship. This information is included here for 
  reference. Other ship information can be found in 
  Stormwrack and Arms & Equipment Guide. 
   
  The caravel is a seaworthy, nimble ship that can 
  handle long ocean crossings. It has a small forecastle 
  and sterncastle, and three masts. A caravel is a smooth-
  hulled, full-decked vessel built on a strong internal 
  frame. It is a relatively advanced design, and not every 
  seafaring people have the skills and knowledge to build 
  one. 
   
  The sailing ship mentioned under Transport in 
  Chapter 7 of the Player's Handbook is a caravel. 
  NAE6-01 Danour 
   
  Page 44 
  
   
  Caravel: 
  Colossal 
  vehicle; 
  Seaworthiness 
  +4; 
  Shiphandling +2; Speed wind x 30ft . (average); Overall 
  AC -3; Hull sections 24 (sink 6 sections); Section hp 80 
  (hardness 5); Section AC 3; Rigging Sections 3; Rigging 
  hp 80( hardness 0),AC 1; Ram 4d6; Mounts 2 lights and 
  1 heavy; Space 60ft. by 20ft.; Height 10ft. (draft 10ft.); 
  Complement 30; Watch 7; Cargo 120 tons (Speed win x 
  15ft. if 60 tons or more); Cost 10,000 gp. 
   
  Regional rules 
  Sailors: In case the PCs have their own ship, they are 
  going to have sailors onboard it. Unless they have 
  campaign documentation indicating otherwise, use the 
  following statistics. All sailors speak Common unless 
  the PC owning the ship decides otherwise. Any ship 
  that PCs bring along will have twice the number of 
  watch of sailors present (for example, a Caravel has 14).  
   
  Sailor: Human (Oeridian/Suel) male/female Exp2; CR 
  1; Medium Humanoid (Human); HD 2d6; hp 8; Init +1; 
  Spd 30ft.; AC 14 (touch 11, flat-footed 13); Base Atk +1; 
  Grp +2; Atk +2 melee (1d6+1, club) or +2 ranged 
  (1d8/19-20, light crossbow): Full Atk +2 melee (1d6+1, 
  club) or +2 ranged (1d8/19-20, light crossbow); AL N; 
  SV Fort +0, Ref +1, Will +3; Str 12, Dex 13, Con 11, Int 
  9, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +8, Climb +6 (+8 with 
  rope), Jump +3, Profession (Sailor) +8, Swim +5, 
  Tumble +6, Use Rope +6; Shield Profiency, Skill Focus 
  (Profession). 
   
  Possessions: Club, dagger, buckler, light crossbow, 
  10 bolts, leather armor. 
   
   
   
  NAE6-01 Danour 
   
  Page 45 
  
  Players’ Handout 1: 
  Map of the Beach 
   
   
   
  Notes about the map: 1 square is 5ft x 5ft. The ship’s position and distance have been indicated as text rather than 
  drawing a full size map. The cliff is 20ft high on top. 
  The beach continues in both directions.  
   
   
   NAE6-01 Danour 
   
  Page 46 
   
  
  Player’s Handout 2: 
  Documents of Gantin Rhosh 
   
  The document is dated Coldeven 6111 of the Suel Calendar (596 of Common Year)  
   
  ----------------------------------------------------------------- 
   
  Shar, brother Rhosh. 
   
  As you must be well aware, the Kingdom of Shar has suffered a terrible setback in 
  the Obedient State of Onnwal. Local rabble and servants of the Nightingale Throne 
  forces defeated our forces in Scant. Even our mutual friend Maranafel Toktot was slain. Should the 
  persons responsible be encountered, they are to be executed immediately. 
   
  I d gress  my apolog es for that. The rabb e of Onnwa  is of no concern  Most l ke y they w
  fa l 
  upon each other now, fighting over the ruins of Scant, and should not be considered a threat at 
  least for several years. However, the Nightingale Throne has repeatedly demonstrated its powers 
  in naval actions against our Pomarji allies and even against ships of the Shar and Duxchan.  
  i
  ,
  i
  l
  l
  .
  i
  l
  ill 
  l
  j
   
  This increased presence near the homelands of the Shar is simply intolerable. We are taking 
  measures against this to increase our holdings near the Obedient State of Idee (as it should rightly 
  be known) with a naval base near the border of Idee and Spine Ridge. The location is show below. 
   
  Ker Nasek (you might have heard of his accomplishments in Idee and Onnwal) managed to evacuate 
  from Onnwal and flee to the Pomar . Your mission is to take him to our naval base. He might be able 
  to get there through magical means but he has managed to acquire a creature of great strength 
  while in Pomarj and he is needed to keep it under control. 
   
  Your sister ship Ilmana will deliver more hochebii 
  troops into the naval base, along with slave workers 
  and supplies. I am not sure how the situation here in 
  the Pomarj will develop now that the slave lords have 
  returned. Hopefully the Empire of Shar will find a 
  willing ally here. 
   
  I apologise for not being able to deliver this message 
  to you in person. An important mission  
  in the Drachensgrab hills requires my attention.  
   
  Brother Farrid 
   
   
   
   
   NAE6-01 Danour 
   
  Page 47 
   
  
  DM’s Aid 1 
  Map 1: Danour − Hold & Lower Deck 
   
   
  1 Sq = 5ft 
   
   
   
   
  MAP ICONS 
   
   
   
   
   
   NAE6-01 Danour 
   
  Page 48 
   
  
   
  DM’s Aid 2: 
  Map 2:  Danour - Main Deck, Forecastle & Quarterdeck 
   
   
  1 Sq = 5ft. 
   
  MAP ICONS 
   
   NAE6-01 Danour 
   
  Page 49 
   
  
  DM’s Aid 3: 
  Map 3: Optional Encounter − Stormhaven 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   NAE6-01 Danour 
   
  Page 50 
   
  
  DM Aid 4: 
  NPC Tracking Sheet 
  Beach Crew 
  The four crewmembers on the beach with First Mate Aurne head off into the bush in search of supplies every 1d4 
  hours. They leave a maximum of three times a day. If the beach crew supply patrol is waylaid, First Mate Aurne takes 
  notice 2 hours from the time of their departure. The crew rises at dawn (7 am) and works until dinner time (5 pm). Then 
  they stop working, eat, build a large campfire and sleep until it is time for guard duty. 
   
  Day One 
  Supply Patrol #1 Departure:______ 
   
  Supply Patrol #1 Return:______ 
   
  Waylaid:_____ 
  Supply Patrol #2 Departure:______ 
   
  Supply Patrol #2 Return:______ 
   
  Waylaid:_____ 
  Supply Patrol #3 Departure:______ 
   
  Supply Patrol #3 Return:______ 
   
  Waylaid:_____ 
   
  Day Two 
  Supply Patrol #1 Departure:______ 
   
  Supply Patrol #1 Return:______ 
  Supply Patrol #2 Departure:______ 
   
  Supply Patrol #2 Return:______ 
  Supply Patrol #3 Departure:______ 
   
  Supply Patrol #3 Return:______ 
   
  At night, two of the beach crewmembers take turns working four hour guard duty shifts starting at 9pm. At 1 am, the 
  two current guards wake the two sleeping beach crewmembers and they switch. 
   
  Ship Crew 
  The four crewmembers on the ship head ashore every 1d4+2 hours. They go ashore a maximum of three times a day. 
  Once ashore, they remain there for 1d6+2 * 10 minutes before returning to the ship. The ship crew rises at dawn (7 am) 
  and works until dinner time (5 pm). Then they stop working, eat, revel and sleep until it is time for guard duty. 
   
  Day One 
  Gone Ashore #1 Departure:______ 
   
  Return to Boat #1 Return:______ 
  Gone Ashore #2 Departure:______ 
   
  Return to Boat #2 Return:______ 
  Gone Ashore #3 Departure:______ 
   
  Return to Boat #3 Return:______ 
   
  Day Two 
  Gone Ashore #1 Departure:______ 
   
  Return to Boat #1 Return:______ 
  Gone Ashore #2 Departure:______ 
   
  Return to Boat #2 Return:______ 
  Gone Ashore #3 Departure:______ 
   
  Return to Boat #3 Return:______ 
   
  At night, two of the beach crewmembers take turns working four hour guard duty shifts starting at 9pm. At 1 am, the 
  two current guards wake the two sleeping beach crewmembers and they switch. If First Mate Aurne detects a missing 
  beach supply patrol and returns to the ship, Captain Rhosh posts four men on guard duty at night. 
   
  Double Guard Duty:_____ 
   NAE6-01 Danour 
   
  Page 51 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/596/Normal Scenarios/NAE6-01 - Danour (APL 2-10)/NAE6-01 - Danour.pdf