TEXT: PER5-05 
   
   
   
   
   
  Black Blood 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
  Version 1.0 
  by Brendan Robertson 
  With Patrick Williamson and Bruce Paris 
  Reviewed by Chris Tulach 
   
   
  After the excitement of last year's election of a new Voormann, Schwartzenbruin has settled down to its role as the 
  premier trade port of Perrenland.  There are dark clouds on the horizon for this majestic city.  The lake and river trade is 
  dominated by the Meerijder clan, but their divisiveness weakens the whole.  Within the docks there are dark secrets 
  and a darker past.  What will your decision be?  Part One of the Heart of the Black Bear series.  A Perrenland Regional 
  Adventure for APLs 2-10. 
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  baparis@ozemail.com.au; for LIVING GREYHAWK campaign questions, email rpgahq@wizards.com.   
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat 
  feat, 
  use the sidebar 
  chart 
  to 
  determine the 
  number 
  of 
  levels you add to the sum of step one. Add each 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  PER5-05 Black Blood 
   
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  character’s 
  animals 
  separately. 
  Animals 
  with 
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or animals), 
  and add 2 (drop fractions). This result is the effective 
  character level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type.  
  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 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round; all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  In 295 CY, the Meerijder clan fractured when a new 
  Pfalzgraf could not be chosen due to the murky line of 
  secession within the clan.  This disagreement persists to 
  the current day and thus the Oostmeer and Vestmeer 
  septs barely talk to each other. 
   
  With their love of boating, the Meerrijder’s casual 
  piracy had always been a part of their history, and raiding 
  shipping with no affiliation to either clan (although 
  illegal) was difficult to prosecute when their where no 
  survivors.  With the division within the clan stories soon 
  began to emerge that certain Osstmeer and Vestmeer 
  captains had turned black-blooded pirates against their 
  own kin.  Whenever a ship failed to reach port, whispers 
  of piracy could be heard, often with no evidence at all to 
  support the claim. This further increased clan division to 
  the point where, today, it is all but permanently 
  sundered.   
   
  Only one “pirate” has ever been charged and found 
  guilty by a Rechter of Perrenland.  This was Uthor 
  Oostmeer and his crew of outcasts. In the end, although 
  believed to be guilty, he was banished from Perrenland 
  and cast out of his clan – rather than cast from the Paleen 
  rock as would normally have been his fate.  His 
  banishment, to many Oostmeer, was taken as an 
  indication that the charges where at best fabricated and, 
  to many of them, Uthor remains a kind of hero.  
  PER5-05 Black Blood 
   
  Page 3 
  
   
  Unfortunately, Uthor is indeed a black-blooded 
  pirate of the worst sort, who flew the “Sombre Cyrol” (the 
  Perrender version of the “Jolly Roger”) from his masthead 
  whenever a Vestmeer ship was in sight and could be run 
  down. Uthor, already evil upon his banishment, became 
  even more vengeful and full of hate for the Vestmeer 
  Sept that had him humiliated with banishment and lost 
  him his ship. Recently, using his semi-legendary 
  reputation amongst the Oostmeer, he has covertly 
  returned to Perrenland and Oostmeer territory.  Many of 
  the Oostmeer are well aware of his return, by have turned 
  a blind eye to this defilement of his banishment and the 
  law – some of them even re-supplying his ship in hidden 
  coves.   
   
  Unbeknown to his Oostmeer supporters, however, 
  the reason for Uthor’s return is to simply do evil.  Last 
  year, whilst brewing on his banishment in the city of 
  Greyhawk, he was offered a deal he simply could not 
  refuse, by a mysterious benefactor.  In return for a supply 
  of fresh corpses from his activities, along with supplies of 
  captured weapons, Uthor would be given a ship, crew 
  and a safe port to operate out of in Perrenland itself – 
  Riberlund.   
   
  Mystified how this could be so, Uthor decided that it 
  was worth the risk, even if it was simply to get a deck 
  back under his feet.  Sailing his new ship (with a hand 
  picked crew of pirate scum Ootlanders), from Greyhawk 
  to Lake Quag, took a few months (with some piracy along 
  the way). But upon arrival, he soon found out that 
  Riberlund had fallen to the witch Queen, Iggwilv.  In 
  little doubt now for whom he was working, Uthor gave 
  up any last vestiges of humanity and threw his lot in with 
  Iggwilv. 
   
  With the country in confusion, Uthor easily slipped 
  past the authorities (posing as a Pax vessel) and began 
  raiding Vestmeer shipping and villages on the West 
  Coast.  When the PCs finally meet him he has just 
  returned from delivering his first macabre cargo to 
  Riberlund and is sailing back out of the river mouth of 
  the Vesterflow.   
   
  This adventure folds together several tangled threads 
  that will lead towards the real threat.  Uthor’s destruction 
  (by the PCs in this adventure) uncovers a plot to keep the 
  Meerijder clan destabilized – or perhaps to even destroy 
  it.  Concurrent to this, several “benefactors” (other 
  agents) have finally gathered enough resources to 
  attempt to steal the latest ship to be built for the Zee 
  Auszug: the warship, “Bruin’s Bite”.  This one event leads 
  to the other, just in time to intervene.  This is a happy 
  circumstance that will have an affect upon how the story 
  will finish.  Just what the “plot” actually is, will not be 
  revealed in this adventure. 
  Adventure Summary 
  Timeline: 
  • 
  Earthday, 20 Wealsun 595 CY: PCs depart Hugelrote. 
  • 
  Freeday, 21 Wealsun 595CY: Basmor Nagaron 
  creates skeletons on Paleen Rock. 
  • 
  Starday, 22 Wealsun 595CY: Basmor creates zombies 
  on Paleen Rock. 
  • 
  Sunday, 23 Wealsun 595CY, after dawn: PCs are 
  attacked by the Black Reaper. 
  • 
  Sunday, 23 Wealsun 595CY, mid afternoon: PCs 
  arrive in Schwartzenbruin. They go to the Dockside 
  tavern called the Gutted Fish. Low level PCs (APL 2-
  6) cannot get a boat across to the Paleen Rock until 
  tomorrow afternoon. This lets them stay at the 
  Gutted Fish and re-learn spells, heal up, etc. Higher 
  level PCs (APL 8-10) must leave straight away. 
  • 
  Late Afternoon (day depends on APL): PCs travel 
  cross the harbour to The Shore and investigate. 
  • 
  Just before midnight (day depends on APL): Basmor 
  Nagaron attempts to take the Bruin’s Bite. 
  • 
  Early next morning (day depends on APL): 
  conclusion of this adventure. 
  • 
  Earthday, 27 Wealsun 595CY; Uthor Oostmeer was 
  supposed to meet J. and get ship he stole (if 
  everything had gone to plan). 
  Encounter One Involves a pirate, Uthor Oostmeer, who 
  wants to capture the ship upon which the PCs travel.  He 
  wants the ship, Deep Thunder, for both its cargo and the 
  bounty he has been offered for fresh bodies, but above all 
  he want it because it is Vestmeer.  This is a major combat 
  that will take some time to resolve due to the conditions.  
  It does, however, set the tone for the entire series, as 
  clues begin to surface as a result of the skirmish.  DM’s 
  Aid #1 give deck plans for use in the combat. 
  Encounter Two is a transition to the capital city of 
  Schwartzenbruin, and subtly gives several options for 
  investigation and role-play.  From here, the PCs could 
  wind up at any of the following encounters, but should 
  be moving towards Encounter Four or Five. 
  Encounter Three should only be used if the players are 
  completely lost and have no idea of what to do.  It can 
  also be used if the PCs feel they must report to someone 
  in authority. 
  Encounter Four involves the PCs arranging passage 
  across to The Shore from the Old Dockside.  This is a 
  PER5-05 Black Blood 
   
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  major encounter for the series and hopefully the PCs will 
  talk to all the captains.  Once passage has been acquired, 
  the ship will be attacked en-route, as the PCs were 
  noticed when they brought the pirate ship, Black Reaver, 
  back into harbour after the skirmish.  At this point, they 
  were assessed as a possible threat.  If you have a limited 
  amount of time to play, make Captain Gersiten the 
  cheapest and most appealing, so you can lead the PCs 
  directly into Encounter Six.  Low level PCs (APL 2-6) 
  cannot get a boat across to the Paleen Rock until the 
  following afternoon. This lets them stay at the Gutted 
  Fish overnight and re-learn spells, heal up, etc. Higher 
  level PCs (APL 8-10) must leave straight away. 
  Encounter Five substitutes a trap for the possibly 
  lengthy combat of Encounter Four.  This can easily shave 
  30 minutes off the play time, if needed.  However, be 
  advised that it can be deadlier if there are a lot of failed 
  saving throws. 
  Encounter Six gives plenty of opportunity for the DM to 
  improvise around some Gather Information checks.  
  DM’s Aid #2 and #3 gives some extra information to help 
  with locations.  From here, the PCs should find out that 
  the Bruin’s Bite is the target ship and that someone has 
  been using the Paleen Rock to create undead.  The most 
  important piece of information is the timeline of the 
  cleric’s attack. 
  Encounter Seven is the final battle.  Some clerics of 
  Nerull reveal themselves as they attempt to take the 
  Bruin’s Bite for their own ends.  If they meet stiff 
  opposition, the clerics will order their skeletons to burn 
  the ship with their alchemist fire, “suicide vest”.  The PCs 
  also find more information on a nefarious plot to destroy 
  the Meerijder clan.  This serves as a cliff-hanger to the 
  next adventure. DM’s Aid #5 maps the battlefield. 
  Which conclusion the PCs play depends on their actions. 
   Success will give them Ending A, where all is happy and 
  right with their world.  Ending B occurs if the players 
  make wrong decisions or a major disaster occurs.  Ending 
  C will occur if the clerics are losing the fight and their 
  skeletons successfully reach the Bruin’s Bite and burn it. 
  Preparation for Play 
  IMPORTANT DM's NOTE: There are many special 
  effects in play within the nation of Perrenland at this 
  time.  These include a huge smoke cloud over the Yatil 
  Mountains and many Divination spells going awry at the 
  instigation of Iuz.  There is also a special effect 
  preventing dimensional travel within the city of 
  Schwartzenbruin as well. 
   
  See DM’s Aid #1 for details. 
  Introduction 
  Date: Earthday, 20 Wealsun 595CY, around dawn. 
   
  Departing 
  by 
  ship 
  from 
  Hugelrote 
  for 
  Schwartzenbruin was not an unusual decision, 
  considering the fact that armies of undead seem to be 
  roaming throughout Nederboden at the moment.  It 
  seemed the safest (and fastest) means of travel to 
  Perrenland’s capitol city. 
   
  With your mounts safely stowed below the deck 
  of the sailing ship “Deep Thunder”, the three day 
  journey would have been pleasant if not for the 
  gloom that hangs over everything due to the eruption 
  of Mt Helspaar far to the east.  Now everything is 
  covered in a fine layer of ash, and it is this ash that 
  keeps the small crew of a dozen sailors busy 
  scrubbing, rescrubbing and then scrubbing some 
  more at the increasingly annoying berating of the 
  illogical bosun’s mate, Hvard Bralvermeer.  Yet, 
  luckily, Captain Hunvold Vestmeer keeps a fine table 
  for guests, so the food is good. 
  DM's note: At APLs 8 or higher the PCs are honoured 
  guests and are treated with great respect. At lower APLs 
  the Captain sees them at best as being equals.  This means 
  that (at APL 8) the Captain will do what the PCs suggest 
  if it seems like good advise. At lower APLs he requires 
  convincing (Diplomacy etc). 
   
  Let the PCs introduce themselves here if they have 
  not previously met before.  Let them give their name, 
  race, description and what they see as their party role. 
  Then continue: 
   
  l
  Of course, no voyage would be complete without 
  at east one storm, pirate or sea-monster to threaten 
  your very existence.  But the storm doesn’t eventuate, 
  and no sea monster tears the bottom out of your hull. 
   Yet as you stretch last night’s sleep from your limbs 
  and peer into the think morning mist, you can clearly 
  hear the rise fall and splash of oars, many of them, 
  from somewhere behind you. 
  The morning mist and smoke on the lake has reduced 
  visibility to, at best, 60 feet to 100 feet.  Even within 100 
  feet, to make out specific details is difficult and requires a 
  Spot check DC 15, as the mist and smoke swirls on the 
  lake.  Yet sound is carrying very clearly, and Listen 
  checks (if the ship the PCs are on can be silenced) reveals 
  more.  PCs who manage to get the crew to be silent with a 
  successful Listen check, pick out the following sounds 
  depending on the DC: 
  DC 15: A low but steady boom, boom, boom of a drum 
  beat. 
  PER5-05 Black Blood 
   
  Page 5 
  
  DC 20: That the sound is off the starboard aft quarter. 
  DC 25+: A snatch sound like an arrows in flight followed 
  by a small splash maybe 200 feet away. 
        The PCs are hearing the subtle approach under oars of 
  the pirate ship “Swartzer Reaper”, which is trying to find 
  them.  A flaming arrow is being fired by a crew member 
  to see if it hits anything.  This is a fact that will soon be 
  revealed to the PCs. 
  Deep Thunder (Sailing Vessel) 
  Captain Hunvold Vestmeer: Male human (Flan) 
  Rog2/Exp5 (Profession: Sailor +15). 
     Sailing Ship: Colossal vehicle; Profession (sailor) +4; 
  Spd wind x 20 ft (nautical average); Overall AC -3; 10 
  sections; Section hp 50 (hardness 5); Section AC 3; 
  Rigging 80 hp (hardness 0), AC 1; Ram 6d6; Face 50 ft 
  by 20 ft; Height 10 ft (draft 10 ft); Crew 20; Cargo 150 
  tons; Cost 10,000 gp.  No weapons. 
        Once the PCs are well aware that another ship is out 
  there in the fog, proceed to Encounter One. 
  Encounter One: Pirates off the 
  Aft Quarter 
  Date: Sunday, 23 Wealsun 595CY, after dawn. 
   
  The ship on an intercept course is a pirate longship.  
  It is 200 feet from the PC’s ship when it is first heard 
  bearing down on the starboard aft quarter.  It is under 
  both oars and sail, and is closing the range at 
  approximately 20 feet per round.  This gives the pirate 
  ship 5 rounds before it looms out of the mist at 100ft at 
  which point, with a frantic pulling of oars it covers the 
  remaining distance in 2 rounds leading to a collision and 
  a boarding attempt of the PC ship, Deep Thunder. 
   
  PCs may take ready actions before the appearance of 
  the ship, but see the tactics section for the reaction of the 
  Schwartzer Reaper’s wizard against spellcasting PCs. 
        The mist will remain thick throughout this encounter. 
  It is the equivalent of an obscuring mist spell, but 
  replaces all ranges within the spell with 30 feet instead. 
  For example, creatures 30 feet away have concealment, 
  creatures (but not large objects) more than 60ft away have 
  total concealment. 
   
  At higher APLs, the flying wizard from the 
  Schwartzer Reaper keeps the PCs busy enough to prevent 
  significant damage against the pirate ship via long-range 
  spells or other actions by using his spells to best effect 
        Read the following when the Schwartzer Reaper 
  looms out of the fog, 100 feet  from the Deep Thunder: 
   
  The ship that has suddenly appeared out of the 
  morning mist and gloom is closing fast off the 
  starboard aft quarter, the booming of a drum 
  increasing its tempo and can be clearly heard now.  
  Although still too far away to make out any 
  significant details about the ship, you get the distinct 
  impression that they may not be friendly when 
  several flaming arrows leave the ship and thud into 
  the side of yours. You guess that they have now found 
  an optimal range.  Crew members scramble to put out 
  spot fires caused by the flaming arrows. What are you 
  doing? 
  Whatever the PCs decide to do, roll initiative at this 
  point. Give the Schwartzer Reaper its own roll, with a +7 
  modifier based on Uther’s initiative modifier.  Also, give 
  The Deep Thunder an initiative roll with a +1 modifier to 
  reflect Captain Vestmeer’s initiative.  On The Deep 
  Thunder’s turn, Captain Vestmeer attempts an evasive 
  manoeuvre which requires everyone on board to make a 
  sudden DC 15 Reflex save, or fall prone.    
        This is an ultimately futile attempt, as the pirate 
  longship is faster and more manoeuvrable, but has the 
  effect of swinging the stern of the Deep Thunder around 
  in front of the oncoming vessel, stalling it’s speed as it 
  looses the wind.  The Schwartzer Reaper, when it hits, 
  now strikes mid-ship on the port side.  On the 
  Schwartzer Reaper’s turn it fires its Arrow Volley, as well 
  as its light Catapult Volley.  The arrow volley will injure, 
  kill, or otherwise drive below decks the rest of the Deep 
  Thunder’s crew. Only the Captain and the First mate 
  stays, both trying to bring the ship back under control. 
  The Captain shouts the following to the PCs: 
   
  “Prepare to defend your lives!” 
  The Swartzer Reaper (Sailing/Oared Vessel) 
  Longship “Black Reaper”: Colossal vehicle; Profession 
  (sailor) +0; Spd wind x 15 ft (nautical poor), oars 20 ft.  
  (nautical average), sailed & rowed 30 ft (nautical average); 
  Overall AC -3; 14 sections; Section hp 90 (hardness 5); 
  Section AC 3; Rigging 40 hp (hardness 0), AC 1; Ram 8d6; 
  Face 70 ft by 20 ft; Height 10 ft (draft 5ft); Crew 50 (40 
  rowers); Cargo 50 tons; Cost 10,000 gp.  Siege weapons: 1 
  light catapult (forward cone only). 
   
  Arrow Volley: CR 2; mechanical; visual trigger; 
  manual reset; DC15 Reflex save negates; volley of arrows 
  (1d8, piercing); multiple targets (all exposed targets on 
  the deck); never miss; Search DC n/a; Disable Device DC 
  n/a; Market value n/a gp.  Notes: This trap uses a 
  PER5-05 Black Blood 
   
  Page 6 
  
  variation of the Arrow Volley rules from Complete 
  Warrior, pg 124.  
   
  Light Catapult Volley: CR 3; mechanical; visual 
  trigger; manual reset; Atk +15 ranged touch, DC15 Reflex 
  save half; catapult stone (4d6, bludgeoning); multiple 
  targets (all targets in 5’ square); Search DC n/a; Disable 
  Device DC n/a; Market value n/a gp.  The Volley will fire 
  once  . 
   
  There is no xp for the arrow volley or catapult volley, 
  as the effects are easily avoided by fighting back or taking 
  cover below decks. 
        Possible PC Tactic’s: Short of destroying the ship 
  outright, spells like standing wave, summoned water 
  elementals with significant strength, etc, are too late to 
  stop the forward momentum of the ship.  The PCs could 
  delay the impact of the ship by one additional round if 
  you deem they have been used to good tactical effect. 
  Spells like fireball kills low level scum sailors and gives 
  the appearance of clearing the decks, but the significant 
  boarding parties and the oarsmen (oar-skeletons actually) 
  are safe below decks.  The pirates may require a few 
  replacement helmsmen if they keep getting killed.  
  Mercenary PCs may ask for payment to fight, and 
  Captain Hunvold will offer them 10 marks (gp) each 
  from his own purse (plus their pick of the loot) if they 
  can take the enemy ship. 
   
  If the PCs do not trade missile fire or expend spells 
  to suppress the pirates, the pirates sweep the deck of the 
  Deep Thunder with arrows once per round from the 
  arrow volley until the pirates board 
  The Pirates Close In On the PCs 
   
  At 30 feet between, a Spot check DC 23 (DC 8 if someone 
  is using a spyglass) reveals: 
   
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  Through the hail of missiles and surging of spray, 
  you make out the pennant flying from the mast of the 
  quick y gaining ship.  It is a white, grinning skull 
  skewered upon a silver scythe on a black background. 
   The figurehead of the ship is that of a Black Reaper 
  type figure holding a scythe.  The nameplate on the 
  bow reads: The Schwartzer Reaper.  Not the best of 
  omens … 
  A Knowledge (religion) check (DC 10) reveals the 
  pennant to be a variation of the holy symbol of Nerull, 
  god of death used by pirates historically on the Quag and 
  known simply as the Sombre Cyril.  A Knowledge (local) 
  DC 15, or Bardic Knowledge DC 20, identifies the name 
  of the ship as that used a few years ago by a banished 
  dread-pirate called Uthor Oostmeer. 
   
  Unless the PCs are able to sink the pirate ship 
  (thereby losing the treasure and rewards), it eventually 
  smashes into the side of the Deep Thunder.  This requires 
  a DC 20 Reflex safe, or causes the everyone not holding 
  firmly onto something to be knocked prone and suffer 
  1d6 points of damage.  PCs up the mast or in the crows 
  nest need to fail the Reflex save twice to fall. 
        As the ships collide, read the following. 
   
    With a sickening crunch, the two ships collide. 
  Suddenly, well armed enemy boarders swarm onto 
  the deck from below and prepare to throw grappling 
  hooks to hold your two vessels together. 
  Tactics: Each round, three pirates attempt to secure a 
  grappling hook onto the railings of the Deep Thunder, 
  while the rest give cover (using missile fire).  This 
  requires a Use Rope DC 20 (-2 DC for each additional 
  round as the ships close).  Once at least two hooks are 
  secure, the ships are held together after one round of 
  activity by the pirate crew.  Cutting the grapples (AC 9, 2 
  hp, slashing weapons only) will buy more time for missile 
  fire.  Regardless of the grappling attempts, three of the 
  pirates (and Uthor) swing on board using ropes like in 
  the best of movies (Use Rope check DC 10).  Remember, 
  if either of these checks fail by 4 or less, the pirates can 
  make a DC 15 Reflex save to grab the edge and climb up 
  as a move action (DC 10).  If it fails by more than 4, they 
  swing back towards their own ship (possibly drawing an 
  attack of opportunity. 
   
  At APL 4 and above, Uthor drinks a second potion of 
  shield of faith +5 the round before he boards.  At APL 10, 
  Uthor uses his Acrobatic Charge to join his men and 
  then use his Scourge of the Seas ability to try and protect 
  his men (by demoralizing the PCs). 
   
  The ship’s railings may be used as cover (by both 
  sides).  Also, the sway of the ships are steady enough that 
  Balance checks are not required. 
   
  The PCs only have to fight the foes listed below.  The 
  rest of the pirates are presumed to be handled by the 
  crew of the Deep Thunder (who rise and join the fight 
  armed to the teeth) and surrender when, or if, the PCs are 
  victorious. 
        At APL 8 and above, the Schwartzer Reaver’s wizard, 
  Renton Oostmeer, comes into play whenever you deem it 
  best.  He uses both his invisibility and fly spells to head 
  over to the PC’s ship at a height of about 60 feet, where he 
  perches on one of the mastheads before the PCs role 
  initiative; thus he is in place when Schwartze Reaper 
  comes into view.  Even when he is not invisible it 
  requires a spot check Vs Hide check at +10 to see him, as 
  he is dressed in white.  He can do a number of things 
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  depending on the situation, but the first thing he does is 
  hit as many PCs as possible with a stinking cloud on his 
  first initiative turn.  Note that due to the wind conditions 
  it clears within 2 rounds.   
        Renton does not hesitate to fireball Captain Vestmeer 
  and his first mate at the helm, if at least one other PC is 
  within the area of effect.  Otherwise he waits for the PCs 
  to cluster nicely. Apart form that, he takes delayed 
  actions to try and foil spell casters by hitting them with 
  his magic missile wand, and forcing a concentration 
  check.  If a PC(s) comes at him in melee he uses his fly 
  speed to manoeuvre to remain out of melee range and hit 
  them with magic missiles from his wand. 
  Let the fight begin! 
  APL 2 (EL 5) 
  Pirates (6): Male human War1; hp 5; see Appendix 
  One.   
  Rentin Oostmeer: Male human Wiz1; hp 6; see 
  Appendix One. 
  Captain Uthor Oostmeer: Male human Rog2; hp 10; 
  see Appendix One.   
  APL 4 (EL 7) 
  Pirates (6): Male human War2; hp 9; see Appendix 
  Two.   
  Rentin Oostmeer: Male human Wiz2; hp 11; see 
  Appendix One. 
  Captain Uthor Oostmeer: Male human Rog3/Ftr1; hp 
  20; see Appendix Two.   
  APL 6 (EL 9) 
  Pirates (6): Male human War3; hp 13; see Appendix 
  Three.   
  Rentin Oostmeer: Male human Wiz4; hp 21; see 
  Appendix One. 
  Captain 
  Uthor 
  Oostmeer: 
  Male 
  human 
  Rog3/Ftr2/Dread Pirate 1; hp 31; see Appendix Three.   
  APL 8 (EL 11) 
  Pirates (6): Male human Ftr4; hp 28; see Appendix 
  Four.   
  Rentin Oostmeer: Male human Wiz6; hp 31; see 
  Appendix One. 
  Captain 
  Uthor 
  Oostmeer: 
  Male 
  human 
  Rog3/Ftr2/Dread Pirate 3; hp 41; see Appendix Four.   
  APL 10 (EL 13) 
  Pirates (6): Male human Ftr6; hp 37; see Appendix 
  Five.   
  Rentin Oostmeer: Male human Wiz8; hp 41; see 
  Appendix One. 
  Captain 
  Uthor 
  Oostmeer: 
  Male 
  human 
  Rog3/Ftr2/Dread Pirate 5; hp 51; see Appendix Five.   
        Development: After the battle, read the following: 
   
  With their captain dead, the pirates quickly 
  surrender to the superior force, hoping for leniency 
  by the Rector in Schwartzenbruin. 
  Summarily killing surrendered foes is an evil act.  Note 
  such an act on the AR (if a PC does so), and email a report 
  to the triad (as per LGCS 4.2).  If the PCs have a Rector 
  with them, they can hold a military court on board ship, 
  and execute the sentence (and the prisoners) legally.   
   
  Below decks of the Black Reaver, the oarsmen are 
  not pirates or slaves; they are skeletons!  Chained to the 
  benches (as normal slaves would be) they present no 
  threat.  Their orders are to follow the stroke of the drums; 
  although they could be retained to crew the oars into 
  Schwartzenbruin, though not returning them to their 
  rest after reaching the city would be an evil act.  Any 
  cleric of the Old Kerk (in Schwartzenbruin) takes care of 
  this problem for free. 
  The Captain’s Cabin 
   
  Searching Uthor’s cabin (Search DC 15) turns up a 
  treasure chest (containing 600 marks) and the following 
  letter (given as Player Handout One): 
  • 
  Uthor is being paid a bounty for each fresh body he 
  supplies 
  • 
  If he can supply 100 bodies by Earthday, 27 Wealsun 
  595CY, there is the potential for a bonus 500 marks 
  • 
  He is being offered a “real” warship.  The offer is 
  vague about the details, but refers to the Bruin’s Bite. 
    
  Troubleshooting PC actions 
   
  In the unlikely event that the PCs simply obliterate the 
  pirates, the DM must use improvisational skills. 
  Depending on the method of destruction, there could be 
  10 minutes to search it before it sinks, or a water-proof 
  bound logbook could be seen floating to the surface with 
  the letters and other papers.  Needless to say, they don’t 
  get the treasure or item access from defeating the pirates 
  man-to-man (as it all sinks). 
   
  Treasure:  
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  APL 2: Loot – 96 gp, Coin – 110 gp, Magic – +1 chain 
  shirt (104 gp each). 
  APL 4: Loot – 82 gp, Coin – 110 gp, Magic – +1 chain 
  shirt (104 gp each), +1 buckler (97 gp each), potion of 
  cure light wounds (4 gp each), potion of shield of faith +5 
  (75 gp each). 
  APL 6: Loot – 55 gp, Coin – 110 gp, Magic – +1 chain 
  shirt (104 gp each), +1 buckler (97 gp each), +1 rapier (193 
  gp each), potion of cure light wounds (4 gp each), potion 
  of shield of faith +5 (75 gp each). 
  APL 8: Loot – 55 gp, Coin – 110 gp, Magic – +1 chain 
  shirt (104 gp each), +1 light fortification buckler (347 gp 
  each), +1 rapier (193 gp each), potion of cure moderate 
  wounds (25 gp each), potion of shield of faith +5 (75 gp 
  each). 
  APL 10: Loot – 55 gp, Coin – 110 gp, Magic – +2 chain 
  shirt (354 gp each), +1 light fortification buckler (347 gp 
  each), +1 rapier (193 gp each), gloves of dexterity +2 (333 
  gp each), potion of cure serious wounds (62.5 gp each), 
  potion of shield of faith +5 (75 gp each). 
  Encounter Two: Arrival at the 
  Old Harbour 
  Date: Sunday, 23 Wealsun 595CY, mid afternoon. When 
  ready, read or paraphrase the following: 
   
  The spectacular sunset upon Lake Quag s only 
  tempered by the long lines of refugees you can see 
  trailing from the Ferronwold, into The Shore district 
  of Schwartzenbruin.  Your ship, however, docks in 
  the New City.  Sliding into the berth, the dockmaster 
  meets with the captain and, after a short customs 
  inspection, you are released to go ashore.   
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  If the PCs found the note in Uthor’s cabin, read: 
   
  As you leave, Captain Vestmeer steps beside you: 
  “You’d best go direct to the Old Dockside and The 
  Gutted Fish Tavern. It’s rough, but tell ‘em Captain 
  Vestmeer sent you and you might just have some luck 
  in getting transport across to The Shore this 
  afternoon. It’s best you investigate this situation as 
  soon as possible. Good luck to ye al , an’ thanks.”
  Continue … 
   
  Stepping onto the planking of the Old Harbour, 
  you are struck by the hustle and bustle of the busiest 
  port for 700 miles in any direction.  Looking around, 
  you notice several exits from the docks.  One is 
  through the Harbour Gate into Schwartzenbruin 
  herself, where the Voormann resides and Fortress 
  Dian overlooks the sea from its high vantage point.  
  Here, you will also find the Longmarket where just 
  about anything can be acquired… for a price.  
  Another exit goes to the Old Dockside.  From here, 
  you can organise to get a ferry across to The Shore 
  (and the Paleen Rock).  Yet another exit leads to the 
  Dockyards.  You can also see the Arena at the 
  northwest corner of the island, but there are no 
  current entertainments chalked upon the walls in 
  this area. 
  At this point, it is a good idea to hustle the PCs across to 
  The Shore to investigate the Paleen Rock (Encounter 
  Seven). They need to go through the Old Dockside first 
  (to find a captain and get ferry across the harbour). If they 
  want to stop by the Schwartzenbruin Markets to buy 
  something, let them stop brief y.  
        If the PCs do decide to stop by the Marketplace, there 
  is the opportunity for them to hear some local rumours. 
  Give them Player Handout #5. Let them read it, then 
  move on as fast as you can. 
   
  If the players are at a loss for what to do, and don’t 
  want to follow up Player Handout One, you can use the 
  optional Encounter Three to get them back on track. 
  Encounter Three: Without a 
  Clue (Optional)  
  This encounter should only be used if the PCs are really 
  without a clue (or lack self-direction).  It may also be used 
  if they feel the need to report to an Auszug officer.  If 
  they sank the ship, paraphrase appropriately. 
   
  After an hour of wandering the markets and 
  experiencing o her delights in the summer twilight, a 
  smal  weedy-looking man wears an Auszug tabard and 
  the rank marking of a senior NCO steps up and cl cks 
  his heels. 
   
  “Venner Manuel von Lukan at your serv ce.  I 
  believe that you are the heroic individuals who 
  captured that black ship n the harbour, no?”   
  Manual is a standard bearer. Presuming that they answer 
  in the affirmative (otherwise it is a very short day): 
   
  “So then, if you would come with me, please.  
  Kânner Luetheis of the Bruingardt would l ke to talk 
  to you about what this may mean.” 
  Manuel von Lukan: Male human (Flan) Ari4/Ftr2. 
  After a short walk, you arrive at a small non-descript 
  building just inside the Harbour Gate.  Inside the 
  bui ding, there are several wel  patched and honoured 
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  battle standards from the 2
  nd, 3
  rd, 4
  th, 5
  th, 6
  th and Zee 
  Auszug; clearly evidence of military occupancy. 
   
   
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  “Please, take a seat.”  The speaker is a middle aged 
  man dressed in a satin red and white quartered 
  doublet.  “I don’t stand on formality here.  I am 
  Auchfahnlein Kanner Luetheis.  I wish to know what 
  you have found about that black ship you captured.” 
  Let the PCs summarise what they know.  If they did not 
  find Uthor’s letter, give it to them now: 
   
  “We found this letter in the cabin of the pirate 
  ship.  It contains some very disturbing information.” 
  Give the PCs Player Handout #1. After the information 
  sinks in: 
  “Now for the real reason I have brought you here. 
   Our resources are stretched to the limit here in 
  Schwartzenbruin, so I am charging you to find out 
  why so many bodies were supposedly needed by the 
  pirates’ employers.  From the letter, the best place to 
  start will probably be the Paleen Rock.  It’s the only 
  shrine in the city which has been dedicated to 
  Nerul … that we know of.  You should go to the 
  Gutted Fish Tavern in the Old Dockside to arrange a 
  ferry across to The Shore.  
        You should also understand that we have several 
  warships of our own that are wel  protected.  The only 
  one under construction is not scheduled to be 
  launched for a week, and that is after this deadline.  
  Do what you can. That is all.” 
  Those of mercenary spirit are not offered anything for 
  this job.  Loyalty to Perrenland should be reward enough. 
   If the PCs wish to go and inspect the shipyard, 
  paraphrase the descriptions as “business as usual” for a 
  major seaport.  Nothing will be happening in the area 
  until tomorrow night. In theory they may decide to 
  simply mount an extra guard around the “Bruin’s Bite”.  If 
  they do so, skip strait to Encounter Seven. They do not 
  receive any rewards for what they missed. 
  Kânner Luetheis: Male human Flan) Ari3/Ftr3 (Null 
  Auszug member). 
   
  Kanner is a veteran of many years and served with all 
  of the units for which he has a standard.  (Player Handout 
  Two has pictures of the standards).  After 20 years service, 
  he stepped down to a retirement post with the 
  Bruinsgardt, but still works as a reservist for the Null 
  Auszug (which doesn’t exist, as everyone knows).   
  Encounter Four: The Old 
  Dockside  
  The Old Dockside is where fishermen tie up, and boats 
  can be hired as a ferry across to The Shore (and the 
  Paleen Rock).  Directly after this encounter, they should 
  be seeking accommodation, either here (at the Gutted 
  Fish) or over the other side of the harbour (at The Shore). 
    
  Heading around past the Harbour Master’s office, 
  you quick y eye up the fishing vessels in the twilight. 
   Several spellcasters bustle around, chilling the day’s 
  catch with ice and spells.  Aside from the obvious 
  fishing vessels, several larger vessels also catch your 
  eye.  They are the “Iron Lady” (a modified sailing 
  ship); as wel  as the “Crimson Moon” and “Narwal of 
  the North”, both of which are keelships.  A quick 
  enquiry shows that the captains are all ashore at the 
  “Gutted Fish” tavern. 
  The Gutted Fish Tavern 
  Low level PCs (APL 2-6) cannot get a boat across to the 
  Paleen Rock until the following afternoon. This lets them 
  stay at the Gutted Fish overnight and re-learn spells, heal 
  up, etc. Higher level PCs (APL 8-10) must leave straight 
  away. The DM should adjust NPC talk and reactions to 
  the PCs based on their APL during this encounter (and 
  adjust the course of events accordingly). 
  Following simple directions leads PCs to: 
   
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  The Gutted F sh is like any tavern you have seen. 
   It is a rough, wooden, two-story building with a 
  swinging door and a sign hanging above it.  This 
  tavern has the additional odour of fresh fish, but a 
  bathhouse out the back shows that some standards are 
  maintained.   
   
  Swinging open the doors, conversation stops for 
  a moment, until you are dismissed as “landlubbers” 
  and the tavern talk quietly resumes.  Likely captains 
  are easily identified by their overlarge tricorn hats, 
  although some of them appear more “unsavoury” than 
  others. 
  It doesn’t matter which captain the PCs hire to ferry 
  them across to The Shore (they can even hire a small 
  fishing boat – certainly the cheapest option).  This is a 
  role-play opportunity, as these captains have pivotal roles 
  later in the series.  Insulting them is probably NOT a 
  good idea (please note it on the PC’s AR, as it may be 
  important in future games).   
   
  The potential captains are: 
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     Captain Morgan Luprey: Female human (Flan) NG 
  Brd4/Exp2/Honorable Dread Pirate 1 (Profession: sailor 
  +16). 
   
  Captain Luprey is a feisty redhead who has not been 
  above playing pirate.  Hailing from Vuurzward stock, she 
  believes herself to be the superior captain in the room 
  (and may be right).  Her ship is the Iron Lady, a fast 
  sailing ship (20% faster, but only ½ the cargo space).  She 
  hires her passenger launch (holding 12 medium sized 
  passengers) for 2 marks (gp). 
     Captain Stephan “Red” Witstaff: Male human 
  (Oeridian) NG Brb5 (Profession: sailor +6). 
   
  Captain Witstaff is a hulking redhead from the 
  Rosrijder clan.  Finding himself too large for horses, he 
  harnessed a different mount: Lake Quag.  Loud and 
  boisterous, he is partial to beer and women - in that order. 
   His ship is the Crimson Moon, a keelboat primarily used 
  for fishing and occasional smuggling.  He hires his 
  keelboat to transport both passengers and animals for 5 
  marks (gp). 
     Captain 
  Oliver 
  Silberstrom: 
  Male 
  human 
  (Oeridian/Flan) LG Pal6 (Profession: sailor +11); Large 
  shark special mount. 
   
  Captain Silberstrom is a member of the Oostmeer 
  clan.  He is not rabid about the clan split, but will charge 
  extra to carry a Vestmeer (+10% cost).  His ship is the 
  Narwal of the North, a keelboat of disreputable looks but 
  a good turn of speed (5% faster).  The ship even has its 
  own small chapel dedicated to Pelor (with a permanent 
  Consecrate in effect).  He hires his keelboat to transport 
  both passengers and animals for 4 marks (gp). 
     Captain Whelan Gersiten: Male human (Flan) LN 
  Wiz5 (Profession: sailor +13). 
   
  Captain Gersiten is a Vestmeer through and 
  through.  Unable to work with an Oostmeer, he always 
  sits as far away from Captain Silberstrom as possible in 
  the tavern.  Even his keelboat, the Broken Spoke gets tied 
  up separately on the docks.  His longship is currently in 
  dry-dock at The Dockyards due to recent storm damage 
  and should be repaired by the morning.  Since it needs a 
  water test anyway, he hires his longship for 2 marks (gp) 
  if the PCs can wait until morning and meet him at The 
  Dockyards.  If the PCs decide to hire Captain Gersiten, go 
  strait to Encounter Five, and do not run the combat 
  involving the zombies. 
  Generic Fisher Captains: Male human (Mixed) LN 
  Exp2 (Profession: sailor +5). 
   
  These generic fishermen hire their boats as a ferry 
  for 1 mark + 1 kleinmark per passenger.  They will not 
  take large size animals on board. 
   
  In all cases, a successful Diplomacy check DC 25 will 
  reduce the cost of travel by 20%. 
  Crossing the Harbour 
  For any captain except Captain Gersiten: 
   
  “Welcome aboard the <insert ship name>.  It 
  should be an enjoyable trip.”  With that your ship 
  casts off, and you look forward to a short 5 minute 
  journey to the mainland. 
  Those PCs who hired any captain other than Captain 
  Gersiten, are about to be attacked!  Use the deck plans for 
  the Deep Thunder as your combat area.  Place a battle mat 
  down and ask the PCs to place where their character is 
  standing for the journey.  All PCs should be “on deck”.  
  The trip is too brief to go below deck.  The DM should 
  also place down a figure for the captain.   
      Halfway across the harbour, any PC making a Listen 
  check DC 10 hears the following (and are not surprised 
  in the first round): 
   
  Halfway through your trip, you hear a rattling 
  sound coming from the anchor chain, and you see 
  several putrefying creatures climb over the ship’s 
  railing and attack! It appears that someone (or some 
  “thing”) does not want you to get to the other side! 
  APL 2 (EL 2) 
  Human Commoner Zombies (4): hp 18, 17, 16, 16; 
  see Monster Manual page 266. 
  APL 4 (EL 4) 
  Human Commoner Zombies (8): hp 20, 18, 17, 16, 
  16, 16, 15, 15; see Monster Manual page 266.
  APL 6 (EL 6) 
  Bugbear Zombies (4): hp 48, 43, 42, 40; see Monster 
  Manual page 266. 
  APL 8 (EL 8) 
  Bugbear Zombies (4): hp 48, 46, 43, 42; see Monster 
  Manual page 267. 
  Ghast (4): hp 33, 30, 28, 27; see Monster Manual page 
  119. 
  APL 10 (EL 10) 
  Minotaur Zombies (4): hp 85, 81, 81, 80; see Monster 
  Manual page 267. 
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  Wight (6): hp 30, 28, 26, 24; see Monster Manual page 
  255. 
   
  Tactics: The zombies have been given orders to kill.  
  They slam anything that is living, and behave like the 
  mindless zombies which they are. 
   
  Treasure:  
  APL 2: Loot – 0 gp, Coin – 0 gp, Magic – 0 gp. 
  APL 4: Loot – 0 gp, Coin – 0 gp, Magic – 0 gp. 
  APL 6: Loot – 4 gp, Coin – 0 gp, Magic – 0 gp. 
  APL 8: Loot – 4 gp, Coin – 0 gp, Magic – 0 gp. 
  APL 10: Loot – 6.5 gp, Coin – 0 gp, Magic – 0 gp. 
   
  After defeating the threat and tying up at The Shore, 
  the ship’s Captain will say: 
   
  “I thank you for protecting my ship from those 
  terrible zombies.  I thank Procan that we made it 
  alive. If you need my ship again, just ho st my signal 
  flag on the docks.  The harbourmaster will get the flag 
  out for you.”  And with that, that Captain turns the 
  ship around and moves away at a fast pace. 
   
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  Go to Encounter Six once the PCs decide to go and 
  investigate the Paleen Rock. 
  Encounter Five: The Dockyards 
  Late afternoon, near sunset.  
  Use this encounter if the PCs hire Captain Geristen to 
  take them across to The Shore. 
   
  The Dockyards run for nearly 2000 feet from the 
  Old Harbour to the Naval Gate.  Many ships, boats 
  and barges can be seen under construction or repair 
  along its length.   
  There is a sudden rumble and splash as a longship 
  rolls down a dry-dock and back into the water again. 
  Judging by wagon-wheel flag, this must be Captain 
  Gersiten’s ship, the Broken Spoke. 
  If the PCs have negotiated passage and paid the fare, they 
  get on board.  Use the deck plans for the Black Reaver as 
  your combat area.  Place a battle mat down and ask the 
  PCs to place where their character is standing for the 
  journey.  All PCs should be “on deck”.  The trip is too 
  brief to go below deck.  The DM should also place down a 
  figure for the captain. 
  Soon, the Captain says: 
   
  “Welcome aboard my little enterprise.  We’ll just 
  pop you across to The Shore and I’ll be off to do some 
  sea trials.”   
   With that, the Broken Spoke casts off and starts to 
  head out across the harbour.  Then, as the sails begin 
  to unfurl to their full capacity, you spot a small black 
  stone dislodge from atop the mast.  It starts to fall 
  towards the deck.  What do you do? 
  Each PC gets one standard action to do as they wish.  
  Possibilities include: 
  • 
  Catch the stone: A DEX check DC 18 prevents the 
  stone from striking the deck and setting off the trap. 
  • 
  Cast a spell on the stone (such as feather fall which 
  stops the detonation) 
  • 
  Jump over the side of the ship (risks possible 
  drowning).  PCs that do this must make swim checks 
  (DC15) or suffer the consequences as outlined in the 
  Dungeon Master’s Guide. 
  • 
  Take cover behind one of the masts; or behind a 
  tower shield (gaining the benefits of such); or 
  • 
  Some other course of creative action (usually spells 
  such as dispel magic, polymorph any object, gust of 
  wind etc).  Remember that spells like dimension 
  door and teleport don’t work this close to the city 
  due to the protective power of the Girdle of Dian. 
  APL 2 (EL 2) 
   
  Summon Monster I Trap: CR 2; magic device; 
  touch trigger (impact with the deck); no reset; spell effect 
  (summon monster I, 7
  th-level cleric, fiendish small 
  monstrous scorpion, see Appendix One); Search DC 26; 
  Disable Device DC 26; Market value 1,750 gp. 
  APL 4 (EL 4) 
   
  Fireball Trap: CR 4; magic device; touch trigger 
  (impact with the deck); no reset; spell effect (fireball, 5
  th-
  level wizard, 5d6 fire, DC 14 Reflex save half damage); 
  multiple targets (all creatures within 20 ft); Search DC 28; 
  Disable Device DC 28; Market value 3,750 gp. 
  APL 6 (EL 6) 
   
  Fireball Trap: CR 6; magic device; touch trigger 
  (impact with the deck); no reset; spell effect (fireball, 10
  th-
  level wizard, 10d6 fire, DC 14 Reflex save half damage); 
  multiple targets (all creatures within 20 ft); Search DC 28; 
  Disable Device DC 28; Market value 7,500 gp. 
  APL 8 (EL 8) 
   
  Symbol of Weakness Trap: CR 8; magic device; 
  touch trigger (impact with the deck); no reset; spell effect 
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  (symbol of weakness, 13
  th-level cleric, DC 20 Fortitude 
  save negates); multiple targets (all creatures within 60 ft); 
  Search DC 32; Disable Device DC 32; Market value 5,910 
  gp. 
   
  In the extremely unlikely event that all the PCs are 
  disabled by this trap (i.e.: Strength 0 or less), then so are 
  the ships crew.  As they are adrift, zombies are sent to 
  finish them off as they drift onto the rocks.  See 
  Encounter Five for zombie statistics. 
  APL 10 (EL 10) 
   
  Wail of the Banshee Trap: CR 10; magic device; 
  touch trigger (impact with the deck); no reset; spell effect 
  (wail of the banshee, 17
  th-level cleric, DC 23 Fortitude 
  save negates); multiple targets (up to 17 creatures); Search 
  DC 34; Disable Device DC 34; Market value 38,250 gp. 
  After The Trap Is Dealt With 
  Read or paraphrase the following: 
   
  Captain Gersiten thanks you profusely before 
  putting you ashore.  “I’m not sure where that stone 
  came from, but if you need me again, I’ll be back at 
  dawn tomorrow to talk to the shipwright.  Just hoist 
  my signal flag on the docks. The harbourmaster will 
  get it out for you.”  And with that, his crew unfurls 
  the sails and the oars stroke the ship away at a fast 
  pace. 
   
  l
   
   
  Development: The PCs may want to go back to the 
  shipyards and tear them apart (to find out who set the 
  trap).  As Gersiten’s ship was in dock all day, it is 
  impossible to determine at the present time (especially 
  with anti-divination in effect all over Perrenland).  This 
  may be revealed in a later adventure. 
  Encounter Six: Between the 
  Shore and a Rock Place 
  Time: After sunset. Night. 
        As the PCs investigate the area around the Paleen 
  Rock.  During the evening, they should have enough 
  clues to race back to the Naval Gate for the ship-jacking 
  attempt. It is important that the DM provide the PCs 
  with enough clues to let them twig as to where they need 
  to be (and when) so they can do Encounter Seven. This 
  means realising that the Bruin’s Bite (or the docks) will 
  be attacked at Midnight on the pre-arranged date. Whilst 
  wandering around looking for clues is fun, don’t let the 
  PCs go on too long with this, as it could become quite 
  tedious.  
   
  As you come ashore, you can see several 
  landmarks of the area: the Paleen Rock, where 
  prisoners are hurled to their death during the Dance 
  of Nerull on Needfest (Midwinter’s Day); and the 
  Great Barter, a less renowned market of the city 
  (where the Temple of Zi chus operates).  The dread 
  prison, Bapthmorda cannot be seen behind the Paleen 
  headland, but when the wind turns, it can certainly 
  be smelt … 
  Making your way towards The Rock, the mood of 
  the area is extremely depressing.  Refugees are packed 
  into temporary structures, taking up what little space 
  still exists between buildings. 
  The PCs now need to Gather Information. Possible 
  sources of information are: 
  The New Quay (where the PCs land) 
  DC 
  Gather Information 
  8 
  If 
  checking 
  on 
  ship 
  movements, 
  the 
  Harbourmaster is the one to see. 
  12 
  There were reports that several refugees 
  vanished last week.  With so many extra people 
  in the city, it proved difficult to investigate. 
  15 
  Several ships were found adrift last month with 
  their cargo intact but not a single living thing 
  was found aboard. 
  20 
  There was a nosy man poking around a few days 
  ago about ship movements.  Don’t think he 
  found out anything, but did perk up when he 
  found out about the ship dedication and party 
  on Richfest (Midsummer’s Day). 
   
  Harbourmaster’s Office 
  DC 
  Gather Information 
  5 
  A lot more debris than usual has been dredged 
  up by ship’s anchors lately.  There hasn’t been a 
  storm, so it’s an unusual event. 
  10 
  The new warship “Bruin’s Bite” is due to be 
  launched on Richfest (midsummer day).  She’s 
  supposed to be strong enough to take the fight 
  to Iuz. If anybody wanted to sabotage our effort, 
  this ship would be the one! Note to DM: This is 
  an important clue! 
  20 
  Of the ships that vanished, there was evidence 
  of violence.  The strangest thing was the runes 
  carved into the hull; a grinning skull. 
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  Refugees 
  DC 
  Gather Information 
  10 
  Can you spare a pfennig for those who have lost 
  everything? 
  12 
  Strange lights have been seen near the Paleen 
  Rock and the docks, around midnight on nights 
  of the new moon.  Nothing has been found 
  when checked by the Auszug. 
  18 
  Old Roz when missing last week.  Said she was 
  going down the docks to do some washing; 
  never came back.  Reckon she found 
  somewhere better. 
   
  The Paleen Rock  
  This 200 foot high spur of rock is execution site dedicated 
  to Nerull the Tormentor.  During the Dance of Nerull, 
  convicted criminals are thrown onto the rocks below. 
  DC 
  Search 
  10 
  There is evidence of silver dust in a 20’ radius 
  circle and many burned out shells of many 
  black onyx gems.  (Spellcraft DC17; a desecrate 
  spell was cast here; DC18 determines that 
  animate dead was also performed here). 
  12 
  You find a page torn from a diary.  It is 
  waterlogged, but with careful handling can 
  be read. Give the PCs Player Handout #3. 
   
  DC 
  Survival ( with Track Feat +4 to check) 
  15 
  There is evidence of many a shambling gait to 
  the humanoids leaving the area.  The tracks are 
  up to two weeks old, but there are at least 20 
  shambling tracks around. 
  18 
  Shambling tracks leads into the water; directly 
  towards the island.  They are humanoid prints 
  of medium/large size. 
  22 
  At least two people were here in the last 24 
  hours.  More than 2 left. 
   
  Bapthmorda, the Dread Prison 
  DC 
  Gather Information 
  10 
  The smell of the place gets to you, but you 
  manage to find out that those that die here 
  receive a sea burial in the mouth of the Undrill 
  river. 
  15 
  There have been a few more deaths than usual 
  due to a plague, but it is now under control.  
  Those bodies were burnt to prevent infection. 
  20 
  A man in a dark hood came several weeks ago, 
  looking to buy out the sentences of several 
  prisoners.  He seemed very specific in which 
  ones he wanted, but the Kopprijs was a matter 
  of record, so they were released. 
  25 
  Those released used to be members of 
  the Kerk.  The man who released them 
  seemed to have valid Kerk credentials.  
  You are given details of the names used and 
  prisoners released.  (The actual details are 
  unimportant to this adventure). 
   
  Schwartzenbruin Regimental Barracks 
  Any members of the Auszug receive a +5 bonus to the 
  roll. 
  DC 
  Gather Information 
  5 
  The city is under control.  Nothing to see here. 
  10 
  Missing people?  Looked into that, couldn’t find 
  anyone who knew them, so called it off. We’re 
  stretched thinly enough with all these extra 
  people. 
   
  12 
  Patrols have been increased around the docks 
  and beaches due to scare reports of strange 
  lights which appear around midnight on the 
  night of the full moon. 
   
  Shrine to the Kerk (on The Shore, not the main 
  temple) 
  If any PC is a member of the Old Kerk, they receive a +2 
  bonus to this roll. 
  DC 
  Gather Information 
  8 
  I recall something about a cleric found guilty of 
  manslaughter.  Couldn’t pay the Kopprijs, so 
  got sent to Bapthmorda. 
  12 
  A cleric of the Kerk left recently.  Basmor 
  Nagaron.  Had been complaining of nightmares 
  for weeks before up and leaving shortly before 
  midnight every night. 
  16 
  Basmor is a Meerijder.  He kept it to himself as 
  his mother was a Vestmeer and his father was 
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  supposedly an Oostmeer. 
  20 
  If the rift between the two halves of the 
  Meerijder is to be healed, a clear line of 
  secession to the position of Pfalzgraf must be 
  established. 
   
  Development:  If the PCs completely botch the 
  information gathering, or fail to act upon it before 
  midnight, go to Ending B, as they have failed to prevent 
  the Bruin’s Bite from being stolen. 
  Encounter Seven: The Naval 
  Gate at night  
  Time: Just before midnight. 
   
  The Dockyards by night is an eerily quiet place. 
  The normal hustle and bustle of workers and the 
  sound of saws and hammers is gone; to be replaced by 
  old nightwatchmen and rare Auszug patrols.   
   
   
  i
   
  The largest ship can be seen at the Naval Gate: it 
  is a 100’ long, 3 masted warship, which you recognise 
  by now as, the “Bruin’s Bite”.  This ship will be the 
  flagship of a navy specifically designed to combat the 
  forces of Iuz! But as you get closer to inspect the 
  ship…
  Have the PCs make Spot checks DC 20.  If they succeed, 
  they can choose to halve the base encounter distance of 
  80 feet.  See DM’s Aid #5 for the battlefield map. 
   
  Cl mbing onto the docks, a single bone- 
  whitened skeleton appears.  It is quickly joined by 
  five more, and several figures that more or less still 
  retain flesh.  An order snaps out in Staamtaal from 
  one of the fleshed figures: “Kill those meddling 
  adventurers and the ship is ours!”  Chaos ensues, as 
  you realise that the only thing between the monsters 
  and the ship … is you! 
  APL 2 (EL 5) 
  Basmor Nagaron: male human Clr3; hp 20; see 
  Appendix One. 
  Ivud Chendala: male human Clr1; hp 9; see Appendix 
  One. 
  Human Warrior Skeletons (6): hp 8; see Appendix 
  One. 
  APL 4 (EL 7) 
  Basmor Nagaron: male human Clr5; hp 31; see 
  Appendix Two. 
  Ivud Chendala: male human Clr3; hp 20; see 
  Appendix Two. 
  Human Commoner Zombies (4): hp 20; see Monster 
  Manual page 266. 
  Human Warrior Skeletons (6): hp 8; see Appendix 
  Two. 
  APL 6 (EL 9) 
  Basmor Nagaron: male human Clr7; hp 42; see 
  Appendix Two. 
  Ivud Chendala: male human Clr5; hp 31; see 
  Appendix Three. 
  Troglodyte Zombies (4): hp 37; see Monster Manual 
  page 266. 
  Human Warrior Skeletons (10): hp 8; see Appendix 
  Three. 
  APL 8 (EL 11) 
  Basmor Nagaron: male human Clr9; hp 53; see 
  Appendix Four. 
  Ivud Chendala: male human Clr7; hp 42; see 
  Appendix Four. 
  Ogre Zombies (6): hp 71; see Monster Manual page 
  266. 
  Human Warrior Skeletons (6): hp 8; see Appendix 
  Four. 
  APL 10 (EL 13) 
  Basmor Nagaron: male human Clr11; hp 64; see 
  Appendix Five. 
  Ivud Chendala: male human Clr9; hp 53; see 
  Appendix Five. 
  Minotaur Zombies (4): hp 105; see Monster Manual 
  page 266. 
  Wight (6): hp 34; see Monster Manual page 255. 
  Human Warrior Skeletons (6): hp 8; see Appendix 
  Five. 
  Terrain:  It is midnight, and the moon’s illumination 
  means that the docks are shrouded in Concealment (20% 
  miss chance, counts as difficult terrain) unless they have 
  darkvision, low-light vision or provide their own 
  illumination.  See DM’s Aid #5 for a map of the 
  battlefield. Give the players DMAid #6 so they have some 
  idea of the layout as well. 
   
  Tactics: All the undead were created in a desecrated 
  shrine to Nerull (factored into their hit points already).  
  Before leaving the water, the clerics will Bolster their 
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  undead minions (to APL+2 HD), leaving 7 rounds before 
  it wears off.  The clerics will take advantage of their 
  Profane Boost feat in order to both heal their undead 
  minions and use spontaneous inflict spells on the PCs.  
  The first spell they cast will be desecrate over the 
  dockyard area to counter any cleric who might attempt to 
  Turn Undead.  The DM should make sure that he/she is 
  very familiar with these feats and spells before running 
  this combat.   
   
  The zombies are assigned as “shock troops” to 
  bludgeon their way through any opposition.  The 
  skeletons are to act as Flankers for the zombies (well, 
  they fight on the ends of the combat line; the limitation 
  of having no intelligence score).  If the fight is not going 
  well for the zombies, the clerics will order the skeletons 
  to break off (as a Standard Action) and dash themselves 
  onto the ship, in order to burn it using their alchemist 
  fire “suicide vests”.  Either outcome is a win from the 
  cleric’s point of view!   
   
  Development: In the pocket of Basmor Nagaron, 
  there is another letter (Search DC 10 to find).  It gives a 
  little more information about the plot.  Give them Player 
  Handout Four. 
        If the PCs capture Basmor, he will wait for his first 
  opportunity to talk, then bite down on a Dark Wave 
  suicide capsule lodged in his mouth (Search check DC 
  35). Even if this fails, his mind (speech and manner) is a 
  horrid, insane mess, and anything he says (alive or dead) 
  is dark and twisted (ie. Makes no sense). 
   
  If the PCs have defeated the clerics and saved the 
  ship, go to Ending A. 
   
  If the skeletons succeed in reaching the Bruin’s Bite, 
  go to Ending C. 
   
  Treasure: 
  APL 2: Loot – 274 gp, Coin – 25 gp, Magic – wand of 
  inflict light wounds (10 charges) (12.5 gp each), wand of 
  cure light wounds (62.5 gp each). 
  APL 4: Loot – 312 gp, Coin – 50 gp, Magic –wand of 
  inflict light wounds (10 charges) (12.5 gp each), wand of 
  cure light wounds (62.5 gp each). 
  APL 6: Loot – 312 gp, Coin – 50 gp, Magic – brooch of 
  shielding (125 gp each), oil of sonic weapon (25 gp each), 
  wand of inflict light wounds (10 charges) (12.5 gp each), 
  wand of cure light wounds (62.5 gp each). 
  APL 8: Loot – 316 gp, Coin – 50 gp, Magic – Magic – 
  brooch of shielding (125 gp each), oil of sonic weapon (25 
  gp each), wand of inflict light wounds (10 charges) (12.5 
  gp each), wand of cure light wounds (62.5 gp each). 
  APL 10: Loot – 325 gp, Coin – 50 gp, Magic – Magic – 
  brooch of shielding (125 gp each), lesser metamagic rod 
  of silent (250 gp each), oil of sonic weapon (25 gp each), 
  wand of inflict light wounds (10 charges) (12.5 gp each), 
  wand of cure light wounds (62.5 gp each). 
  The Ship 
  Warship “Bruin’s Bite”: Colossal vehicle; Profession 
  (sailor) +2; Spd wind x 15 ft.  (nautical average), oars 20 ft 
  (nautical good), sails & oars 35 ft (nautical average); 
  Overall AC -3; 20 sections; Section hp 100 (hardness 5); 
  Section AC3; Rigging 80 hp (hardness 0), AC 1; Ram 
  15d6; Face 100 ft.  by 20 ft.; Height 20 ft (draft 15 ft.); SA 
  Ramming Prow; Crew 260 (20 sailors, 80 rowers, 160 
  marines); Cargo 5 tons; Cost 25,000 gp.  Weapons: 1 
  heavy catapult (forward cone only), 6 ballistae (3 each 
  broadside), 4 ship’s launches (20 ft by 10 ft, rowed 15 ft.). 
  Conclusion  
  Ending A 
   
  With the threat over, there is time for reflection. 
  Why would a cleric need such a large warship?  What 
  does the mysterious message mean about the 
  Meerijder clan?  What of the veiled references to the 
  destruction of the Meerijder clan?  Perhaps more 
  clues, in time, will reveal the source of the danger 
  before the blood of a highly respected Perrenland 
  clan drains away forever! 
   
   
  PCs receive the “Disfavour of Nerull” and do not 
  receive the “Favour of Nerull” for thwarting the plans of 
  his clerics.  They also receive the “Favour of the 
  Meerijder Clan” if they captured/killed Uthor Meerijder. 
  Ending B 
   
  Your failure to unravel the mystery of the Black 
  Reaver has resulted in the theft of the newest flagship 
  in the Zee Auszug fleet.  Although you have your 
  lives, even the auguries do no  say if this bodes well 
  or ill for the future.  And what o  the veiled 
  references to the destruction of the Meerijder clan?  
  Perhaps more clues, in time, will reveal the source of 
  the danger before the blood of a highly respected 
  Perrenland clan drains away forever! 
  t
  f
   
   
  PCs receive the “Favour of Nerull” and do not 
  receive the “Disfavour of Nerull” as his cleric’s plan is 
  unfolding towards its fruition.  They also receive the 
  “Favour of the Meerijder Clan” if they captured/killed 
  Uthor Meerijder. 
  PER5-05 Black Blood 
   
  Page 16 
  
  Ending C 
   
  As the flames lick far into the sky, the burning 
  hulk of the newest flagship in the Zee Auszug fleet 
  warms the black heart of some scoundrel.  Although 
  you have your lives, even the auguries do not say if 
  this bodes well or ill for the future.  And what of the 
  veiled references to the destruction of the Meerijder 
  clan?  Perhaps more clues, in time, will reveal the 
  source of the danger before the blood of a highly 
  respected Perrenland clan drains away forever! 
   
  PCs receive the “Favour of Nerull” and do not 
  receive the “Disfavour of Nerull” as his cleric’s plan is 
  unfolding towards its fruition.  They also receive the 
  “Favour of the Meerijder Clan” if they captured/killed 
  Uthor Meerijder. 
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished.  Then assign the 
  experience award.  Award the total value (objectives plus 
  role-playing) to each character. 
  Encounter One 
  Defeat the Dread Pirate Oostmeer: 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
  Encounter Four or Encounter Five 
  Defeat the undead attack or survive the trap: 
   
  APL2 60 xp 
   
  APL4 120 xp 
   
  APL6 180 xp 
   
  APL8 240 xp 
   
  APL10 300 xp 
  Encounter Seven 
  Defeat the clerics and their undead: 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
  Story Award 
  Objective(s) met: Preventing the theft or burning of the 
  Bruin’s Bite: 
   
  APL2 60 xp 
   
  APL4 90 xp 
   
  APL6 120 xp 
   
  APL8 150 xp 
   
  APL10 180 xp 
  Discretionary role-playing award 
   
  APL2 30 xp 
   
  APL4 45 xp 
   
  APL6 60 xp 
   
  APL8 75 xp 
   
  APL10 90 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 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 
  PER5-05 Black Blood 
   
  Page 17 
  
  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 adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewellery, and other valuables; M = Magic Items. 
  Encounter One:   
   
  APL 2: L – 96 gp; C – 110 gp; M – 104 gp 
   
  APL 4: L – 82 gp; C – 110 gp; M – 280 gp 
   
  APL 6: L – 55 gp; C – 110 gp; M – 473 gp  
   
  APL 8: L – 55 gp; C – 110 gp; M – 744 gp 
   
  APL 10: L – 55 gp; C – 110 gp; M – 1365 gp 
  Encounter Four:   
   
  APL 2: Loot – 0 gp, Coin – 0 gp, Magic – 0 gp. 
   
  APL 4: Loot – 0 gp, Coin – 0 gp, Magic – 0 gp. 
   
  APL 6: Loot – 4 gp, Coin – 0 gp, Magic – 0 gp. 
   
  APL 8: Loot – 4 gp, Coin – 0 gp, Magic – 0 gp. 
   
  APL 10: Loot – 6.5 gp, Coin – 0 gp, Magic – 0 gp. 
  Encounter Seven:   
   
  APL 2: Loot – 274 gp, Coin – 25 gp, Magic – 75 gp. 
   
  APL 4: Loot – 312 gp, Coin – 50 gp, Magic – 75 gp. 
   
  APL 6: Loot – 312 gp, Coin – 50 gp, Magic – 225 gp. 
   
  APL 8: Loot – 316 gp, Coin – 50 gp, Magic – 225 gp. 
   
  APL 10: Loot – 325 gp, Coin – 50 gp, Magic – 475 gp. 
   
  Total Possible Treasure 
  APL 2: L: 370 gp; C: 135 gp; M: 179 gp  - Total: 684 gp 
  APL 4: L: 394 gp; C: 160 gp; M: 325 gp  - Total: 909 gp 
  APL 6: L: 371 gp; C: 160 gp; M: 698 gp  - Total: 1,229 gp 
  APL 8: L: 175 gp; C: 160 gp; M: 969 gp  - Total: 1,504 gp 
  APL 10: L: 387.5 gp; C: 160 gp; M: 1840 gp  - Total: 2,387.5 
  gp 
  Items for the Adventure 
  Record 
  Special 
  Spellbook of Rentin Oostmeer: APL 2: Burning Hands, 
  Mage 
  Armor, 
  Shocking 
  Grasp, 
  Unseen 
  Servant. 
  (Adventure; PHB; 500 gp); APL 4: All APL2 version + 
  feather fall, magic missile. (Adventure; PHB; 700 gp); 
  APL 6: All APL2-4 version + gust of wind, melf’s acid 
  arrow, protection from arrows, resist energy. (Adventure; 
  PHB; 1,500 gp); APL 8: All APL2-6 version + command 
  undead, 
  dispel 
  magic, 
  fireball, 
  stinking 
  cloud. 
  (Adventure; PHB; 2,700 gp); APL 10: All APL2-8 version + 
  glove of lesser invulnerability, solid fog, shout, mass 
  enlarge person. (Adventure; PHB; 4,300 gp). 
  Longship “Black Reaver”: For your capture of the pirate 
  Uthor Oostmeer, you have been given a share in the prize 
  money from his longship the “Black Reaver”.  As part of 
  your share, you may purchase the vessel at a later date.  It 
  has one light catapult (forward cone only) as armament.  
  If you possess the Leadership feat, the crew can be made 
  up of followers, otherwise it costs you an extra 100 gp per 
  TU of wages in any adventure you use the longship (at 
  least one character must have 5 ranks in Profession: 
  sailor).  This ship has been renamed: ____________________. 
  Market Price: 10,000 gp; Frequency (Regional). 
  Favour of the Meerijder clan: For removing a stain 
  upon the clan (namely one pirate, Uthor Oostmeer), the 
  Meerijder’s owe you a favour.  This may be used for 
  metaorg access, or retained for other benefits at a later 
  date. 
  Disfavour of Nerull: For foiling the plans of his clerics, 
  Nerull has his eye on you.  The next time you are hit by 
  PER5-05 Black Blood 
   
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  any spontaneous Inflict spell cast by a cleric of Nerull, 
  that spell is automatically maximised.  This disfavour is 
  voided after use by the judge of that adventure. 
  Favour of Nerull:  As you have failed to foil the plans of 
  his clerics, Nerull has his eye on you.  The next time you 
  are reduced below zero hit points (but not dead), you 
  automatically stabilise.  Of course, accumulating too 
  many of his favours may come back to haunt you.  This 
  favour is voided after use.  
    
  Item Access 
  APL 2: 
  • 
  Wand of Cure Light Wounds (Adventure; DMG) 
  • 
  Wand of Inflict Light Wounds, (Adventure; DMG) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Potion of Shield of Faith +5 (Adventure; DMG; 900 
  gp) 
  • 
  Songblade (Regional; CV; 6,400 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Brooch of Shielding (Adventure; DMG) 
  • 
  Oil of Sonic Weapon (Regional; CV; 300 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  +1 Light Fortification Buckler (Adventure; DMG) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  +2 Chain Shirt (Adventure; DMG) 
  • 
  Lesser Metamagic Rod, Silent (Adventure; DMG) 
   
  PER5-05 Black Blood 
   
  Page 19 
  
  Appendix One – APL 2
  Encounter One 
   
   
   
   
   
  Pirates (6): Male Human (Flan) War1; Medium 
  humanoid (human); HD 1d8; hp 5; Init +2; Spd 30 ft.; 
  AC 15 (touch 12, flat-footed 13); BAB/GRP +1/+3; Atk 
  +4 melee (1d6+2/18-20, scimitar) or +3 ranged (1d6/x3, 
  shortbow); Full Att +4 melee (1d6+2/18-20, scimitar); 
  AL NE; SV Fort +2, Ref +2, Will +1; Str 15, Dex 14, Con 
  10, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +2, Climb +7, Jump +3, 
  Listen +1, Profession (sailor) +3, Spot +1, Swim +4, Use 
  Rope +3; Athletic, Weapon Focus (Scimitar). 
   
  Languages: Common, Flan. 
   
  Possessions: Leather armor, buckler, scimitar, 
  shortbow, 40 arrows, grappling hook, 100 ft hemp rope. 
   
  Rentin Oostmeer: Male Human (Flan) Wiz1; 
  Medium humanoid (human); HD 1d4+2; hp 6; Init +1; 
  Spd 30 ft.; AC 11 (touch 11, flat-footed 10); BAB/GRP 
  +0/-1; Atk -1 melee (1d4-1/19-20, dagger) or +1 ranged 
  (1d8/19-20, light crossbow); Full Att -1 melee (1d4-
  1/19-20, dagger); AL NE; SV Fort +2, Ref +1, Will +3; 
  Str 8, Dex 13, Con 14, Int 15, Wis 12, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +3, 
  Climb 
  +0, 
  Concentration +6, Jump -1, Listen +1, Profession 
  (sailor) +5, Spellcraft +3, Spot +1, Swim +1, Use Rope 
  +1; Improved Counterspell, Point Blank Shot, Scribe 
  Scroll
  B. 
   
  Languages: Common, Flan, Oeridian. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch, spellbook. 
  Spells Prepared (3/2; base DC = 12 + spell level): 0—
  detect magic, read magic, ray of frost; 1
  st – burning 
  hands, mage armor. 
  Precast spells (not included in stat block): mage armor. 
   
  Uthor Oostmeer: Male Human (Flan) Rog2; 
  Medium humanoid (human); HD 2d6; hp 10; Init +2; 
  Spd 30 ft.; AC 18 (touch 12, flat-footed 16); BAB/GRP 
  +1/+3; Atk +5 melee (1d6+2/18-20, rapier) or +3 ranged 
  (1d4/19-20, hand crossbow); Full Att +5 melee 
  (1d6+2/18-20, rapier); SA Sneak attack +1d6; SQ 
  Evasion, Trapfinding; AL NE; SV Fort +0, Ref +5, Will 
  +1; Str 14, Dex 15, Con 10, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Appraise +6, Balance +8, Climb 
  +6, Escape Artist +6, Jump +8, Listen +1, Profession 
  (sailor) +6, Spot +6, Swim +5, Tumble +10, Use Rope 
  +7; Acrobatic, Weapon Focus (Rapier). 
   
  Languages: Common, Flan. 
   
  Possessions: +1 chain shirt, MW buckler, MW 
  rapier, 3 daggers, hand crossbow, 10 bolts. 
   
  Physical Description: A black bearded Flan male 
  with a red eye patch over his missing left eye. 
  Encounter Five 
   
   
   
   
   
  Fiendish Small Monstrous Scorpion: CR ½; 
  Small magical beast (Augmented Vermin, Extraplanar); 
  HD 1d8+2; hp 6; Init +0; Spd 30 ft.; AC 14 (touch 11, 
  flat-footed 14); BAB/GRP +0/-4; Atk +1 melee (1d3-1, 
  claw); Full Att +1/+1 melee (1d3-1, 2 claws) and -4 
  melee (1d3-1 plus poison, sting); SA Constrict 1d3-1, 
  improved grab, poison, smite good 1/day; SQ Cold & 
  Fire Resistance 5, darkvision 60 ft., spell resistance 6, 
  tremorsense 60 ft., vermin traits; AL NE; SV Fort +4, 
  Ref +0, Will +0; Str 9, Dex 10, Con 14, Int 3, Wis 10, 
  Cha 2. 
   
  Skills and Feats: Climb +3*, Hide +8*, Spot +4*; 
  Weapon Finesse
  B).  * See Monster Manual pg 287 for 
  notes. 
  Encounter Seven 
   
   
   
   
   
  Basmor Nagaron: Male human Clr3 (Nerull); 
  Medium humanoid (human); HD 3d8+3; hp 20; Init -1; 
  Spd 20 ft.; AC 16, (touch 9, flat-footed 16); BAB/GRP: 
  +2/+4;  Atk: +5 melee (2d4+3/x4, scythe) or +1 ranged 
  (1d8/19-20, light crossbow); Full Atk: +5 melee 
  (2d4+3/x4, scythe); SA Turn Undead 8/day (5 left); AL 
  NE; SV Fort +4, Ref+0, Will +5; Str 14, Dex 8, Con 13, 
  Int 10, Wis 15, Cha 12.   
  Skills and Feats: Concentration +7, Knowledge 
  (religion) +5, Profession (sailor) +3, Spellcraft +6; Extra 
  Turning, 
  Martial 
  Weapon 
  Proficiency 
  (Scythe), 
  Profane Boost. 
   
  Possessions: MW half plate, MW scythe, light 
  crossbow, 10 bolts, dagger, 2 holy symbols (Nerull), 
  spell component pouch, scroll of waterbreathing, wand 
  of cure light wounds, 25 gp worth of silver dust. 
  Spells Prepared (4/3+1/2+1; base DC = 12 + spell level): 
  0—cure minor wounds (2), detect magic, guidance; 1
  st 
  – cause fear, death watch, protection from good*; 2
  nd – 
  curse of ill fortune, desecrate*, wave of grief. 
  PER5-05 Black Blood 
   
  Page 20 
  
  *Domain spell.  Domains: Death (Death Touch 1/day); 
  Evil (You cast Evil spells at +1 caster level). 
  Precast spells (not included in stat block): deathwatch, 
  protection from good, waterbreathing. 
   
  Ivud Chendala: Male human Clr1 (Nerull); 
  Medium humanoid (human); HD 1d8+1; hp 9; Init -1; 
  Spd 20 ft.; AC 16, (touch 9, flat-footed 16); BAB/GRP: 
  +0/+2;  Atk: +2 melee (2d4+3/x4, scythe) or -1 ranged 
  (1d8/19-20, light crossbow); Full Atk: +2 melee 
  (2d4+3/x4, scythe) or -1 ranged (1d8/19-20, light 
  crossbow); Space/Reach 5 ft./5 ft.; SA Turn Undead 
  8/day (5 left); AL NE; SV Fort +3, Ref -1, Will +4; Str 14, 
  Dex 8, Con 13, Int 10, Wis 15, Cha 12.   
  Skills and Feats: Concentration +5, Knowledge 
  (religion) 
  +4, 
  Spellcraft 
  +4; 
  Martial 
  Weapon 
  Proficiency (Scythe), Extra Turning. 
   
  Possessions: half plate, scythe, light crossbow, 10 
  bolts, dagger, 2 holy symbols (Nerull), spell component 
  pouch, wand of inflict light wounds (10 charges). 
  Spells Prepared (3/2+1; base DC = 12 + spell level): 0—
  cure minor wounds, detect magic, guidance; 1st—
  Cause Fear, Death watch, Protection from Good*. 
  *Domain spell.  Domains: Death (Death Touch 1/day); 
  Evil (You cast Evil spells at +1 caster level). 
  Precast spells (not included in stat block): deathwatch, 
  protection from good, waterbreathing. 
   
  Human Warrior Skeleton: CR 1/3; Medium 
  undead (Augmented undead); HD 1d12+2; hp 8; Init 
  +5; Spd 20 ft.; AC 20 (touch 11, flat-footed 19); 
  BAB/GRP +0/+1; Atk +1 melee (1d6+1/18-20, scimitar) 
  or +1 melee (1d3+1, claw); Full Att +1 melee (1d6+1/18-
  20, scimitar); SA Alchemist bomb; SQ Damage 
  reduction 5/bludgeoning, darkvision 60 ft, immunity 
  to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will 
  +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1. 
  Skills and Feats: Improved Initiative
  B. 
   
   
  Alchemist Bomb (Ex): Inside the skeleton’s 
  ribcage has been placed a vial of alchemists’ fire.  This 
  vial shatters when the skeleton is destroyed or as a 
  standard action by the skeleton (when commanded to 
  do so).  It deals one point of fire damage from the 5’ 
  splash and sets unattended objects on fire.  (Note that 
  an area shatter spell will detonate this bomb quite 
  easily; Will save negates). 
   
  Possessions: 
  Chainmail, 
  heavy 
  steel 
  shield, 
  scimitar.   
   
  PER5-05 Black Blood 
   
  Page 21 
  
  Appendix Two – APL 4
  Encounter One 
   
   
   
   
   
  Pirates (6): Male Human (Flan) War2; Medium 
  humanoid (human); HD 2d8; hp 9; Init +2; Spd 30 ft.; 
  AC 15 (touch 12, flat-footed 13); BAB/GRP +2/+4; Atk 
  +5 melee (1d6+2/18-20, scimitar) or +4 ranged (1d6/x3, 
  shortbow); Full Att +5 melee (1d6+2/18-20, scimitar); 
  AL NE; SV Fort +3, Ref +2, Will +1; Str 15, Dex 14, Con 
  10, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +2, Climb +8, Jump +3, 
  Listen +1, Profession (sailor) +4, Spot +1, Swim +4, Use 
  Rope +3; Athletic, Weapon Focus (Scimitar). 
   
  Languages: Common, Flan. 
   
  Possessions: Leather armor, buckler, scimitar, 
  shortbow, 40 arrows, 3 daggers, grappling hook, 100 ft 
  hemp rope. 
   
  Rentin Oostmeer: Male Human (Flan) Wiz2; 
  Medium humanoid (human); HD 2d4+4; hp 11; Init +1; 
  Spd 30 ft.; AC 11 (touch 11, flat-footed 10); BAB/GRP 
  +1/+0; Atk +0 melee (1d4-1/19-20, dagger) or +2 ranged 
  (1d8/19-20, light crossbow); Full Att +0 melee (1d4-
  1/19-20, dagger); AL NE; SV Fort +2, Ref +1, Will +4; 
  Str 8, Dex 13, Con 14, Int 15, Wis 12, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +3, 
  Climb 
  +0, 
  Concentration +7, Jump -1, Listen +1, Profession 
  (sailor) +5, Spellcraft +6, Spot +1, Swim +1, Use Rope 
  +1; Improved Counterspell, Point Blank Shot, Scribe 
  Scroll
  B. 
   
  Languages: Common, Flan, Oeridian. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch, spellbook. 
  Spells Prepared (4/3; base DC = 12 + spell level): 0—
  acid splash, detect magic, read magic, ray of frost; 1
  st – 
  burning hands, mage armor, magic missile. 
  Precast spells (not included in stat block): mage armor. 
   
  Uthor Oostmeer: Male Human (Flan) Rog3/Ftr1; 
  Medium humanoid (human); HD 3d6+1d10; hp 20; 
  Init +3; Spd 30 ft.; AC 20 (touch 13, flat-footed 17); 
  BAB/GRP +3/+5; Atk +8 melee (1d6+2/18-20, rapier) or 
  +6 ranged (1d4/19-20, hand crossbow); Full Att +8 
  melee (1d6+2/18-20, rapier); SA Sneak attack +2d6; SQ 
  Evasion, Trapfinding, Trap Sense +1; AL NE; SV Fort 
  +3, Ref +6, Will +2; Str 14, Dex 16, Con 10, Int 13, Wis 
  12, Cha 8. 
   
  Skills and Feats: Appraise +8, Balance +10, Climb 
  +7, Escape Artist +8, Jump +9, Listen +1, Profession 
  (sailor) +8, Spot +7, Swim +6, Tumble +12, Use Rope 
  +8; Acrobatic, Quickdraw
  B, Weapon Finesse, Weapon 
  Focus (Rapier). 
   
  Languages: Common, Flan. 
   
  Possessions: +1 chain shirt, +1 buckler, MW rapier, 
  hand crossbow, 10 bolts, 3 daggers, potion of cure light 
  wounds, potion of shield of faith +5. 
   
  Physical Description: A black bearded Flan male 
  with a red eye patch over his missing left eye. 
  Encounter Seven 
   
   
   
   
   
  Basmor Nagaron: Male human Clr5 (Nerull); 
  Medium humanoid (human); HD 5d8+5; hp 31; Init -1; 
  Spd 20 ft.; AC 16, (touch 9, flat-footed 16); BAB/GRP: 
  +3/+5;  Atk: +6 melee (2d4+3/x4, scythe) or +2 ranged 
  (1d8/19-20, light crossbow); Full Atk: +6 melee 
  (2d4+3/x4, scythe); SA Turn Undead 8/day (5 left); AL 
  NE; SV Fort +5, Ref+0, Will +7; Str 14, Dex 8, Con 13, 
  Int 10, Wis 16, Cha 12.   
  Skills and Feats: Concentration +9, Knowledge 
  (religion) +5, Profession (sailor) +6, Spellcraft +8; Extra 
  Turning, 
  Martial 
  Weapon 
  Proficiency 
  (Scythe), 
  Profane Boost. 
   
  Possessions: MW half plate, MW scythe, light 
  crossbow, 10 bolts, dagger, 2 holy symbols (Nerull), 
  spell component pouch, wand of cure light wounds, 25 
  gp worth of silver dust. 
  Spells Prepared (5/4+1/3+1/2+1; base DC = 13 + spell 
  level): 0—cure minor wounds (2), detect magic, 
  guidance (2); 1
  st – cause fear, cure light wounds, death 
  watch, protection from good*; 2
  nd – curse of ill fortune, 
  death knell, desecrate*, wave of grief; 3
  rd – magic circle 
  against good*, prayer, waterbreathing. 
  *Domain spell.  Domains: Death (Death Touch 1/day); 
  Evil (You cast Evil spells at +1 caster level). 
  Precast spells (not included in stat block): deathwatch, 
  protection from good, waterbreathing. 
   
  Ivud Chendala: Male human Clr3 (Nerull); 
  Medium humanoid (human); HD 3d8+3; hp 20; Init -1; 
  Spd 20 ft.; AC 16, (touch 9, flat-footed 16); BAB/GRP: 
  +2/+4;  Atk: +5 melee (2d4+3/x4, scythe) or +1 ranged 
  (1d8/19-20, light crossbow); Full Atk: +5 melee 
  (2d4+3/x4, scythe); SA Turn Undead 8/day (5 left); AL 
  PER5-05 Black Blood 
   
  Page 22 
  
  NE; SV Fort +4, Ref+0, Will +5; Str 14, Dex 8, Con 13, 
  Int 10, Wis 15, Cha 12.   
  Skills and Feats: Concentration +7, Knowledge 
  (religion) +6, Spellcraft +6; Extra Turning, Martial 
  Weapon Proficiency (Scythe), Profane Boost. 
   
  Possessions: MW half plate, MW scythe, light 
  crossbow, 10 bolts, dagger, 2 holy symbols (Nerull), 
  spell component pouch, wand of inflict light wounds 
  (10 charges), 25 gp worth of silver dust. 
  Spells Prepared (4/3+1/2+1; base DC = 12 + spell level): 
  0—cure minor wounds (2), detect magic, guidance; 1
  st 
  – cause fear, death watch, protection from good*; 2
  nd – 
  curse of ill fortune, desecrate*, wave of grief. 
  *Domain spell.  Domains: Death (Death Touch 1/day); 
  Evil (You cast Evil spells at +1 caster level). 
  Precast spells (not included in stat block): deathwatch, 
  protection from good, waterbreathing. 
   
  Human Warrior Skeleton: CR 1/3; Medium 
  undead (Augmented undead); HD 1d12+2; hp 8; Init 
  +5; Spd 20 ft.; AC 20 (touch 11, flat-footed 19); 
  BAB/GRP +0/+1; Atk +1 melee (1d6+1/18-20, scimitar) 
  or +1 melee (1d3+1, claw); Full Att +1 melee (1d6+1/18-
  20, scimitar); SA Alchemist bomb; SQ Damage 
  reduction 5/bludgeoning, darkvision 60 ft, immunity 
  to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will 
  +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1. 
  Skills and Feats: Improved Initiative
  B. 
   
   
  Alchemist Bomb (Ex): Inside the skeleton’s 
  ribcage has been placed a vial of alchemists’ fire.  This 
  vial shatters when the skeleton is destroyed or as a 
  standard action by the skeleton (when commanded to 
  do so).  It deals one point of fire damage from the 5’ 
  splash and sets unattended objects on fire.  (Note that 
  an area shatter spell will detonate this bomb quite 
  easily; Will save negates). 
   
  Possessions: 
  Chainmail, 
  heavy 
  steel 
  shield, 
  scimitar.   
   
  PER5-05 Black Blood 
   
  Page 23 
  
  Appendix Three – APL 6
  Encounter One 
   
   
   
   
   
  Pirates (6): Male Human (Flan) War3; Medium 
  humanoid (human); HD 3d8; hp 13; Init +2; Spd 30 ft.; 
  AC 15 (touch 12, flat-footed 13); BAB/GRP +3/+5; Atk 
  +6 melee (1d6+2/18-20, scimitar) or +5 ranged (1d6/x3, 
  shortbow); Full Att +6 melee (1d6+2/18-20, scimitar); 
  AL NE; SV Fort +3, Ref +3, Will +2; Str 15, Dex 14, Con 
  10, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +2, Climb +7, Jump +7, 
  Listen +1, Profession (sailor) +6, Spot +1, Swim +4, Use 
  Rope +5; Athletic, Point Blank Shot, Weapon Focus 
  (Scimitar). 
   
  Languages: Common, Flan. 
   
  Possessions: Leather armor, buckler, scimitar, 
  shortbow, 40 arrows, 3 daggers, grappling hook, 100 ft 
  hemp rope. 
   
  Rentin Oostmeer: Male Human (Flan) Wiz4; 
  Medium humanoid (human); HD 4d4+8; hp 21; Init +1; 
  Spd 30 ft.; AC 11 (touch 11, flat-footed 10); BAB/GRP 
  +2/+1; Atk +1 melee (1d4-1/19-20, dagger) or +3 ranged 
  (1d8/19-20, light crossbow); Full Att +1 melee (1d4-
  1/19-20, dagger); AL NE; SV Fort +3, Ref +2, Will +5; 
  Str 8, Dex 13, Con 14, Int 16, Wis 12, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +4, 
  Climb 
  +1, 
  Concentration +9, Jump +0, Listen +1, Profession 
  (sailor) +5, Spellcraft +10, Spot +1, Swim +1, Use Rope 
  +1; Improved Counterspell, Point Blank Shot, Precise 
  Shot, Scribe Scroll
  B. 
   
  Languages: Common, Flan, Oeridian. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch, spellbook. 
  Spells Prepared (4/4/3; base DC = 13 + spell level): 0—
  acid splash, detect magic, read magic, ray of frost; 1
  st – 
  burning hands, mage armor, magic missile, unseen 
  servant; 2
  nd – melf’s acid arrow, protection from arrows. 
  Precast spells (not included in stat block): mage armor. 
   
  Uthor 
  Oostmeer: 
  Male 
  Human 
  (Flan) 
  Rog3/Ftr2/Dread 
  Pirate1; 
  Medium 
  humanoid 
  (human); HD 3d6+2d10+1d8; hp 31; Init +7; Spd 30 ft.; 
  AC 20 (touch 13, flat-footed 17); BAB/GRP +5/+7; Atk 
  +10 melee (1d6+3/18-20, rapier) or +8 ranged (1d4/19-
  20, hand crossbow); Full Att +10 melee (1d6+3/18-20, 
  rapier); 
  SA 
  Sneak 
  attack 
  +2d6; 
  SQ 
  Evasion, 
  Seamanship, Trapfinding, Trap Sense +1; AL NE; SV 
  Fort +4, Ref +6, Will +2; Str 14, Dex 16, Con 10, Int 13, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Appraise +9, Balance +10, Climb 
  +7, Escape Artist +9, Intimidate +1, Jump +9, Listen +1, 
  Profession (sailor) +11, Spot +7, Swim +6, Tumble +14, 
  Use 
  Rope 
  +10; 
  Acrobatic, 
  Combat 
  Expertise
  B, 
  Improved Initiative, Quickdraw
  B, Two Weapon 
  Fighting
  B, Weapon Finesse, Weapon Focus (Rapier). 
   
  Languages: Common, Flan. 
   
  Possessions: +1 chain shirt, +1 buckler, +1 rapier, 
  hand crossbow, 10 bolts, 3 daggers, potion of cure light 
  wounds, potion of shield of faith +5. 
   
  Physical Description: A black bearded Flan male 
  with a red eye patch over his missing left eye. 
  Encounter Seven 
   
   
   
   
   
  Basmor Nagaron: Male human Clr7 (Nerull); 
  Medium humanoid (human); HD 7d8+7; hp 42; Init -1; 
  Spd 20 ft.; AC 16, (touch 9, flat-footed 16); BAB/GRP: 
  +5/+7;  Atk: +8 melee (2d4+3/x4, scythe) or +4 ranged 
  (1d8/19-20, light crossbow); Full Atk: +8 melee 
  (2d4+3/x4, scythe); SA Turn Undead 8/day (5 left); AL 
  NE; SV Fort +6, Ref+1, Will +8; Str 14, Dex 8, Con 13, 
  Int 10, Wis 16, Cha 12.   
  Skills and Feats: Concentration +11, Knowledge 
  (religion) +5, Profession (sailor) +8, Spellcraft +10; 
  Extra Turning, Improved Turning, Martial Weapon 
  Proficiency (Scythe), Profane Boost. 
   
  Possessions: MW half plate, MW scythe, light 
  crossbow, 10 bolts, dagger, 2 holy symbols (Nerull), 
  spell component pouch, brooch of shielding (101 
  charges), oil of sonic weapon, wand of cure light 
  wounds, 25 gp worth of silver dust. 
  Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + 
  spell level): 0—cure minor wounds (2), detect magic 
  (2), guidance (2); 1
  st – cause fear, cure light wounds (2), 
  death watch, protection from good*; 2
  nd – cure 
  moderate wounds, curse of ill fortune, death knell, 
  desecrate*, wave of grief; 3
  rd – dispel magic, magic 
  circle against good*, prayer, waterbreathing; 4
  th – spell 
  immunity, unholy blight*. 
  *Domain spell.  Domains: Death (Death Touch 1/day); 
  Evil (You cast Evil spells at +1 caster level). 
  PER5-05 Black Blood 
   
  Page 24 
  
  Precast spells (not included in stat block): deathwatch, 
  protection from good, spell immunity (scorching ray), 
  waterbreathing. 
   
  Ivud Chendala: Male human Clr5 (Nerull); 
  Medium humanoid (human); HD 5d8+5; hp 31; Init -1; 
  Spd 20 ft.; AC 16, (touch 9, flat-footed 16); BAB/GRP: 
  +3/+5;  Atk: +6 melee (2d4+3/x4, scythe) or +2 ranged 
  (1d8/19-20, light crossbow); Full Atk: +6 melee 
  (2d4+3/x4, scythe); SA Turn Undead 8/day (5 left); AL 
  NE; SV Fort +5, Ref+0, Will +7; Str 14, Dex 8, Con 13, 
  Int 10, Wis 16, Cha 12.   
  Skills and Feats: Concentration +9, Knowledge 
  (religion) +8, Spellcraft +8; Extra Turning, Martial 
  Weapon Proficiency (Scythe), Profane Boost. 
   
  Possessions: MW half plate, MW scythe, light 
  crossbow, 10 bolts, dagger, 2 holy symbols (Nerull), 
  spell component pouch, wand of inflict light wounds 
  (10 charges), 25 gp worth of silver dust. 
  Spells Prepared (5/4+1/3+1/2+1; base DC = 13 + spell 
  level): 0—cure minor wounds (2), detect magic, 
  guidance (2); 1
  st – cause fear, cure light wounds, death 
  watch, protection from good*; 2
  nd – curse of ill fortune, 
  death knell, desecrate*, wave of grief; 3
  rd – magic circle 
  against good*, prayer, waterbreathing,  
  *Domain spell.  Domains: Death (Death Touch 1/day); 
  Evil (You cast Evil spells at +1 caster level). 
  Precast spells (not included in stat block): deathwatch, 
  protection from good, waterbreathing. 
   
  Human Warrior Skeleton: CR 1/3; Medium 
  undead (Augmented undead); HD 1d12+2; hp 8; Init 
  +5; Spd 20 ft.; AC 20 (touch 11, flat-footed 19); 
  BAB/GRP +0/+1; Atk +1 melee (1d6+1/18-20, scimitar) 
  or +1 melee (1d3+1, claw); Full Att +1 melee (1d6+1/18-
  20, scimitar); SA Alchemist bomb; SQ Damage 
  reduction 5/bludgeoning, darkvision 60 ft, immunity 
  to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will 
  +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1. 
  Skills and Feats: Improved Initiative
  B. 
   
   
  Alchemist Bomb (Ex): Inside the skeleton’s 
  ribcage has been placed a vial of alchemists’ fire.  This 
  vial shatters when the skeleton is destroyed or as a 
  standard action by the skeleton (when commanded to 
  do so).  It deals one point of fire damage from the 5’ 
  splash and sets unattended objects on fire.  (Note that 
  an area shatter spell will detonate this bomb quite 
  easily as usual; Will save negates). 
   
  Possessions: 
  Chainmail, 
  heavy 
  steel 
  shield, 
  scimitar.   
  PER5-05 Black Blood 
   
  Page 25 
  
  Appendix Four – APL 8
  Encounter One 
   
   
   
   
   
  Pirates (6): Male Human (Flan) Ftr4; Medium 
  humanoid (human); HD 4d10; hp 28; Init +2; Spd 30 ft.; 
  AC 15 (touch 12, flat-footed 13); BAB/GRP +4/+7; Atk 
  +8 melee (1d6+5/18-20, scimitar) or +6 ranged (1d6/x3, 
  shortbow); Full Att +8 melee (1d6+5/18-20, scimitar); 
  AL NE; SV Fort +3, Ref +3, Will +2; Str 16, Dex 14, Con 
  10, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +2, Climb +5, Jump +7, 
  Listen +1, Profession (sailor) +6, Spot +1, Swim +2, Use 
  Rope +5; Improved Bulls Rush, Point Blank Shot, 
  Power Attack, Rapid Shot, Weapon Focus (Scimitar), 
  Weapon Specialization (scimitar). 
   
  Languages: Common, Flan. 
   
  Possessions: Leather armor, buckler, scimitar, 
  shortbow, 40 arrows, 3 daggers, grappling hook, 100 ft 
  hemp rope. 
   
  Rentin Oostmeer: Male Human (Flan) Wiz6; 
  Medium humanoid (human); HD 6d4+12; hp 31; Init 
  +1; Spd 30 ft.; AC 13 (touch 13, flat-footed 12), ring of 
  protection +2; BAB/GRP +3/+2; Atk +2 melee (1d4-
  1/19-20, dagger) or +4 ranged (1d8/19-20, light 
  crossbow); Full Att +2 melee (1d4-1/19-20, dagger); AL 
  NE; SV Fort +4, Ref +3, Will +6; Str 8, Dex 13, Con 14, 
  Int 16, Wis 12, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +4, 
  Climb 
  +2, 
  Concentration +11, Jump +1, Listen +1, Profession 
  (sailor) +6, Spellcraft +12, Spot +1, Swim +1, Use Rope 
  +2; Craft Magic Arms and Armor
  B, Extend Spell, 
  Improved 
  Counterspell, 
  Scribe 
  Scroll, 
  Sudden 
  Empower, Sudden Maximise. 
   
  Languages: Common, Flan, Oeridian. 
   
  Possessions: Dagger, light crossbow, 10 bolts, ring 
  of protection +2, wand of magic missiles 3d4+3, spell 
  component pouch, spellbook. 
  Spells Prepared (4/4/4/3; base DC = 13 + spell level): 
  0—acid splash, detect magic, read magic, ray of frost; 1
  st 
  – burning hands, mage armor, magic missile, unseen 
  servant; 2
  nd – invisibility, melf’s acid arrow, protection 
  from arrows, resist energy; 3
  rd – fireball, fly, stinking 
  cloud. 
  Precast spells (not included in stat block): mage armor. 
   
  Uthor 
  Oostmeer: 
  Male 
  Human 
  (Flan) 
  Rog3/Ftr2/Dread 
  Pirate3; 
  Medium 
  humanoid 
  (human); HD 3d6+2d10+3d8; hp 41; Init +7; Spd 30 ft.; 
  AC 20 (touch 13, flat-footed 17); BAB/GRP +7/+9; Atk 
  +12 melee (1d6+3/18-20, rapier) or +10 ranged (1d4/19-
  20, hand crossbow); Full Att +12/+7 melee (1d6+3/18-
  20, rapier); SA Sneak attack +3d6; SQ Evasion, 
  Seamanship, Fearsome Reputation +2, Trapfinding, 
  Trap Sense +1; AL NE; SV Fort +5 Ref +9, Will +3; Str 
  14, Dex 17, Con 10, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Appraise +9, Balance +10, Climb 
  +7, Escape Artist +9, Intimidate +9, Jump +9, Listen +1, 
  Profession (sailor) +11, Spot +7, Swim +6, Tumble +14, 
  Use Rope +10; Combat Expertise
  B, Combat Reflexes, 
  Improved Initiative, Quickdraw
  B, Two Weapon 
  Fighting
  B, Weapon Finesse, Weapon Focus (Rapier). 
   
  Languages: Common, Flan. 
   
  Possessions: +1 chain shirt, +1 light fortification 
  buckler, +1 rapier, hand crossbow, 10 bolts, 3 daggers, 
  potion of cure moderate wounds, potion of shield of 
  faith +5. 
   
  Physical Description: A black bearded Flan male 
  with a red eye patch over his missing left eye. 
  Encounter Seven 
   
   
   
   
   
  Basmor Nagaron: Male human Clr9 (Nerull); 
  Medium humanoid (human); HD 9d8+9; hp 53; Init -1; 
  Spd 20 ft.; AC 16, (touch 9, flat-footed 16); BAB/GRP: 
  +6/+8;  Atk: +10 melee (2d4+3/x4, scythe) or +5 ranged 
  (1d8/19-20, light crossbow); Full Atk: +10/+5 melee 
  (2d4+3/x4, scythe); SA Turn Undead 8/day (5 left); AL 
  NE; SV Fort +7, Ref+2, Will +9; Str 14, Dex 8, Con 13, 
  Int 10, Wis 17, Cha 12.   
  Skills and Feats: Concentration +13, Knowledge 
  (religion) +7, Profession (Sailor) +8, Spellcraft +12; 
  Extra Turning, Improved Turning, Martial Weapon 
  Proficiency (Scythe), Profane Boost, Weapon Focus 
  (Scythe). 
   
  Possessions: MW half plate, MW scythe, light 
  crossbow, 10 bolts, dagger, 2 holy symbols (Nerull), 
  spell component pouch, brooch of shielding (101 
  charges), oil of sonic weapon, wand of cure light 
  wounds, 25 gp worth of silver dust. 
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 13 
  + spell level): 0—cure minor wounds (2), detect magic 
  (2), guidance (2); 1
  st – bane, cause fear, cure light 
  wounds (2), death watch, protection from good*; 2
  nd – 
  cure moderate wounds, curse of ill fortune, death 
  PER5-05 Black Blood 
   
  Page 26 
  
  knell, desecrate*, wave of grief (2); 3
  rd – dispel magic, 
  invisibility purge, magic circle against good*, prayer, 
  waterbreathing; 4
  th – freedom of movement, spell 
  immunity, unholy blight*; 5
  th – mass inflict light 
  wounds, slay living*. 
  *Domain spell.  Domains: Death (Death Touch 1/day); 
  Evil (You cast Evil spells at +1 caster level). 
  Precast spells (not included in stat block): deathwatch, 
  freedom of movement, invisibility purge, protection 
  from good, spell immunity (fireball, scorching ray), 
  waterbreathing. 
   
  Ivud Chendala: Male human Clr7 (Nerull); 
  Medium humanoid (human); HD 7d8+7; hp 42; Init -1; 
  Spd 20 ft.; AC 16, (touch 9, flat-footed 16); BAB/GRP: 
  +5/+7;  Atk: +8 melee (2d4+3/x4, scythe) or +4 ranged 
  (1d8/19-20, light crossbow); Full Atk: +8 melee 
  (2d4+3/x4, scythe); SA Turn Undead 8/day (5 left); AL 
  NE; SV Fort +6, Ref+1, Will +8; Str 14, Dex 8, Con 13, 
  Int 10, Wis 16, Cha 12.   
  Skills and Feats: Concentration +11, Knowledge 
  (religion) +10, Spellcraft +10; Extra Turning, Improved 
  Turning, 
  Martial 
  Weapon 
  Proficiency 
  (Scythe), 
  Profane Boost. 
   
  Possessions: MW half plate, MW scythe, light 
  crossbow, 10 bolts, dagger, 2 holy symbols (Nerull), 
  spell component pouch, wand of inflict light wounds 
  (10 charges), 25 gp worth of silver dust. 
  Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + 
  spell level): 0—cure minor wounds (2), detect magic 
  (2), guidance (2); 1
  st – cause fear, cure light wounds (2), 
  death watch, protection from good*; 2
  nd – cure 
  moderate wounds, curse of ill fortune, death knell, 
  desecrate*, wave of grief; 3
  rd – dispel magic, magic 
  circle against good*, prayer, waterbreathing; 4
  th – spell 
  immunity, unholy blight*. 
  *Domain spell.  Domains: Death (Death Touch 1/day); 
  Evil (You cast Evil spells at +1 caster level). 
  Precast spells (not included in stat block): deathwatch, 
  protection from good, spell immunity (fireball), 
  waterbreathing. 
   
  Human Warrior Skeleton: CR 1/3; Medium 
  undead (Augmented undead); HD 1d12+2; hp 8; Init 
  +5; Spd 20 ft.; AC 20 (touch 11, flat-footed 19); 
  BAB/GRP +0/+1; Atk +1 melee (1d6+1/18-20, scimitar) 
  or +1 melee (1d3+1, claw); Full Att +1 melee (1d6+1/18-
  20, scimitar); SA Alchemist bomb; SQ Damage 
  reduction 5/bludgeoning, darkvision 60 ft, immunity 
  to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will 
  +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1. 
  Skills and Feats: Improved Initiative
  B. 
   
   
  Alchemist Bomb (Ex): Inside the skeleton’s 
  ribcage has been placed a vial of alchemists’ fire.  This 
  vial shatters when the skeleton is destroyed or as a 
  standard action by the skeleton (when commanded to 
  do so).  It deals one point of fire damage from the 5’ 
  splash and sets unattended objects on fire.  (Note that 
  an area shatter spell will detonate this bomb quite 
  easily; Will save negates). 
   
  Possessions: 
  Chainmail, 
  heavy 
  steel 
  shield, 
  scimitar. 
  PER5-05 Black Blood 
   
  Page 27 
  
  Appendix Five – APL 10
  Encounter One 
   
   
   
   
   
  Pirates (6): Male Human (Flan) Ftr6; Medium 
  humanoid (human); HD 6d10; hp 37; Init +2; Spd 30 ft.; 
  AC 15 (touch 12, flat-footed 13); BAB/GRP +6/+9; Atk 
  +10 melee (1d6+5/18-20, scimitar) or +8 ranged 
  (1d6/x3, shortbow); Full Att +10/+5 melee (1d6+5/18-
  20, scimitar); AL NE; SV Fort +5, Ref +4, Will +3; Str 16, 
  Dex 14, Con 10, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Climb +5, Jump +7, 
  Listen +1, Profession (Sailor) +8, Spot +1, Swim +4, Use 
  Rope +6; Cleave, Improved Bulls Rush, Point Blank 
  Shot, Power Critical, Power Attack, Rapid Shot, 
  Weapon Focus (Scimitar), Weapon Specialization 
  (scimitar). 
   
  Languages: Common, Flan. 
   
  Possessions: Leather armor, buckler, scimitar, 
  shortbow, 40 arrows, 3 daggers, grappling hook, 100 ft 
  hemp rope. 
   
  Rentin Oostmeer: Male Human (Flan) Wiz8; 
  Medium humanoid (human); HD 8d4+16; hp 41; Init 
  +1; Spd 30 ft.; AC 13 (touch 13, flat-footed 12), ring of 
  protection +2; BAB/GRP +4/+3; Atk +3 melee (1d4-
  1/19-20, dagger) or +5 ranged (1d8/19-20, light 
  crossbow); Full Att +3 melee (1d4-1/19-20, dagger); AL 
  NE; SV Fort +4, Ref +3, Will +7; Str 8, Dex 13, Con 14, 
  Int 17, Wis 12, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +4, 
  Climb 
  +3, 
  Concentration +13, Jump +1, Listen +1, Profession 
  (Sailor) +7, Spellcraft +14, Spot +1, Swim +1, Use Rope 
  +3; Craft Magic Arms and Armor
  B, Extend Spell, 
  Improved 
  Counterspell, 
  Scribe 
  Scroll, 
  Sudden 
  Empower, Sudden Maximise.. 
   
  Languages: Common, Flan, Oeridian. 
   
  Possessions: Dagger, light crossbow, 10 bolts, ring 
  of protection +2, wand of magic missiles 3d4+3, spell 
  component pouch, spellbook. 
  Spells Prepared (4/5/4/4/2; base DC = 13 + spell level): 
  0—acid splash, detect magic, read magic, ray of frost; 1
  st 
  – burning hands, mage armor, magic missile (2), 
  unseen servant; 2
  nd – Invisibility, melf’s acid arrow (2), 
  protection from arrows, resist energy; 3
  rd – dispel 
  magic, fly, fireball, stinking cloud; 4
  th – mass enlarge 
  person, shout. 
  Precast spells (not included in stat block): mage armor, 
  invisibility, fly, protection form arrows. 
   
  Uthor 
  Oostmeer: 
  Male 
  Human 
  (Flan) 
  Rog3/Ftr2/Dread 
  Pirate5; 
  Medium 
  humanoid 
  (human); HD 3d6+2d10+5d8; hp 51; Init +7; Spd 30 ft.; 
  AC 21 (touch 13, flat-footed 18); BAB/GRP +9/+11; Atk 
  +14 melee (1d6+3/15-20, rapier) or +12 ranged (1d4/19-
  20, hand crossbow); Full Att +14/+9 melee (1d6+3/15-
  20, rapier); SA Sneak attack +3d6; SQ Acrobatic Charge, 
  Evasion, Scourge of the Seas, Seamanship, Steady 
  Stance, Fearsome Reputation +2, Trapfinding, Trap 
  Sense +1; AL NE; SV Fort +5, Ref +11, Will +3; Str 14, 
  Dex 19, Con 10, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Appraise +10, Balance +11, Climb 
  +8, Escape Artist +16, Intimidate +14, Jump +10, Listen 
  +1, Profession (Sailor) +13, Spot +7, Swim +6, Tumble 
  +15, Use Rope +11; Combat Expertise
  B, Combat 
  Reflexes, Improved Initiative, Quickdraw
  B, Two 
  Weapon Fighting
  B, Weapon Finesse, Weapon Focus 
  (Rapier). 
   
  Languages: Common, Flan. 
   
  Possessions: +2 chain shirt, +1 light fortification 
  buckler, +1 rapier, hand crossbow, 10 bolts, 3 daggers, 
  gloves of dexterity +2, potion of cure serious wounds, 
  potion of shield of faith +5. 
   
  Acrobatic Charge (Ex):  A dread pirate of 4
  th level 
  or higher can charge over difficult terrain that 
  normally slows movement or through the squares 
  occupied by allies blocking his path.  This ability 
  enables him to charge across a cluttered ship’s deck, 
  leap down from a higher deck, or swing between two 
  adjacent ships to get to his target.  Depending on the 
  circumstances, he might still need to make appropriate 
  checks (such as Jump, Tumble or Use Rope checks) to 
  successfully move over the terrain. 
   
  Steady Stance (Ex):  At 4
  th level and higher, a 
  dread pirate remains stable on his feet when others 
  have difficulty standing.  He is not considered flat-
  footed while balancing or climbing, and he adds his 
  class level as a bonus on Balance or Climb checks to 
  remain balancing or climbing when he takes damage. 
   
  Scourge of the Seas (Ex):  Starting at 5
  th level, a 
  dishonorable dread pirate can instill fear into his 
  enemies.  When the character uses Intimidate to 
  demoralize foes, the attempt affects all enemies within 
  30 feet who can see and hear him, and the effect lasts 
  for a number of rounds equal to his Charisma modifier 
  (minimum of 1 round).  Multiple uses of this ability 
  don’t stack.  This is a mind-affecting ability. 
  PER5-05 Black Blood 
   
  Page 28 
  
   
  Physical Description: A black bearded Flan male 
  with a red eye patch over his missing left eye. 
  Encounter Seven 
   
   
   
   
   
  Basmor Nagaron: Male human Clr11 (Nerull); 
  Medium humanoid (human); HD 11d8+11; hp 64; Init 
  -1; Spd 20 ft.; AC 16, (touch 9, flat-footed 16); 
  BAB/GRP: +8/+10;  Atk: +12 melee (2d4+3/x4, scythe) 
  or +7 ranged (1d8/19-20, light crossbow); Full Atk: 
  +12/+7 melee (2d4+3/x4, scythe); SA Turn Undead 
  8/day (5 left); AL NE; SV Fort +8, Ref+2, Will +10; Str 
  14, Dex 8, Con 13, Int 10, Wis 17, Cha 12.   
  Skills and Feats: Concentration +15, Knowledge 
  (religion) +9, Profession (Sailor) +8, Spellcraft +14; 
  Extra Turning, Improved Turning, Martial Weapon 
  Proficiency (Scythe), Profane Boost, Weapon Focus 
  (Scythe). 
   
  Possessions: MW half plate, MW scythe, light 
  crossbow, 10 bolts, dagger, 2 holy symbols (Nerull), 
  spell component pouch, brooch of shielding (101 
  charges), lesser metamagic rod (silent), oil of sonic 
  weapon, wand of cure light wounds, 25 gp worth of 
  silver dust. 
  Spells Prepared (6/6+1/5+1/5+1/3+1/2+1/1+1; base DC 
  = 13 + spell level): 0—cure minor wounds (2), detect 
  magic (2), guidance (2); 1
  st – bane (2), cause fear, cure 
  light wounds (2), death watch, protection from good*; 
  2
  nd – cure moderate wounds, curse of ill fortune, death 
  knell, desecrate*, wave of grief (2); 3
  rd – bestow curse (-
  6 Con version), dispel magic, invisibility purge, magic 
  circle against good*, prayer, waterbreathing; 4
  th – cure 
  critical 
  wounds, 
  freedom 
  of 
  movement, 
  spell 
  immunity, unholy blight*; 5
  th – flame strike, mass 
  inflict light wounds, slay living*; 6
  th – create undead*, 
  mass inflict moderate wounds. 
  *Domain spell.  Domains: Death (Death Touch 1/day); 
  Evil (You cast Evil spells at +1 caster level). 
  Precast spells (not included in stat block): deathwatch, 
  freedom of movement, protection from good, spell 
  immunity (fireball, scorching ray), waterbreathing. 
   
  Ivud Chendala: Male human Clr9 (Nerull); 
  Medium humanoid (human); HD 9d8+9; hp 53; Init -1; 
  Spd 20 ft.; AC 16, (touch 9, flat-footed 16); BAB/GRP: 
  +6/+8;  Atk: +10 melee (2d4+3/x4, scythe) or +5 ranged 
  (1d8/19-20, light crossbow); Full Atk: +10/+5 melee 
  (2d4+3/x4, scythe); SA Turn Undead 8/day (5 left); AL 
  NE; SV Fort +7, Ref+2, Will +9; Str 14, Dex 8, Con 13, 
  Int 10, Wis 17, Cha 12.   
  Skills and Feats: Concentration +13, Knowledge 
  (religion) +12, Spellcraft +12; Extra Turning, Improved 
  Turning, 
  Martial 
  Weapon 
  Proficiency 
  (Scythe), 
  Profane Boost, Weapon Focus (Scythe). 
   
  Possessions: MW half plate, MW scythe, light 
  crossbow, 10 bolts, dagger, 2 holy symbols (Nerull), 
  spell component pouch, wand of inflict light wounds 
  (10 charges), 25 gp worth of silver dust. 
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 13 
  + spell level): 0—cure minor wounds (2), detect magic 
  (2), guidance (2); 1
  st – bane, cause fear, cure light 
  wounds (2), death watch, protection from good*; 2
  nd – 
  cure moderate wounds, curse of ill fortune, death 
  knell, desecrate*, wave of grief (2); 3
  rd – dispel magic, 
  invisibility purge, magic circle against good*, prayer, 
  waterbreathing; 4
  th – poison, spell immunity, unholy 
  blight*; 5
  th – mass inflict light wounds, slay living*. 
  *Domain spell.  Domains: Death (Death Touch 1/day); 
  Evil (You cast Evil spells at +1 caster level). 
  Precast spells (not included in stat block): deathwatch, 
  invisibility purge, protection from good, spell 
  immunity (fireball, scorching ray), waterbreathing. 
   
  Human Warrior Skeleton: CR 1/3; Medium 
  undead (Augmented undead); HD 1d12+2; hp 8; Init 
  +5; Spd 20 ft.; AC 20 (touch 11, flat-footed 19); 
  BAB/GRP +0/+1; Atk +1 melee (1d6+1/18-20, scimitar) 
  or +1 melee (1d3+1, claw); Full Att +1 melee (1d6+1/18-
  20, scimitar); SA Alchemist bomb; SQ Damage 
  reduction 5/bludgeoning, darkvision 60 ft, immunity 
  to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will 
  +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1. 
  Skills and Feats: Improved Initiative
  B. 
   
   
  Alchemist Bomb (Ex): Inside the skeleton’s 
  ribcage has been placed a vial of alchemists’ fire.  This 
  vial shatters when the skeleton is destroyed or as a 
  standard action by the skeleton (when commanded to 
  do so).  It deals one point of fire damage from the 5’ 
  splash and sets unattended objects on fire.  (Note that 
  an area shatter spell will detonate this bomb quite 
  easily; Will save negates). 
   
  Possessions: 
  Chainmail, 
  heavy 
  steel 
  shield, 
  scimitar. 
  PER5-05 Black Blood 
   
  Page 29 
  
  Appendix Six – New Rules
  Complete Divine 
  PROFANE BOOST [DIVINE] 
  You can channel negative energy to increase the power 
  of 
  inflict 
  wounds 
  spells 
  cast 
  near 
  you. 
   
  Prerequisite: 
  Ability 
  to 
  rebuke 
  undead. 
   
  Benefit: You can spend a rebuke attempt as a 
  standard action to place an aura of negative energy 
  upon each creature within a 60-ft.  burst.  Any inflict 
  spell cast on one of these creatures before the end of 
  your next turn is automatically maximized, with no 
  adjustment to the spell’s level or casting. 
  CURSE OF ILL FORTUNE 
  Transmutation 
  Level: Blackguard 2, cleric 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft.  + 10 ft./level) 
  Target: One living creature 
  Duration: 1 min./level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You place a temporary curse upon the subject, giving 
  her a -3 penalty on attack rolls, saving throws, ability 
  checks, and skill checks.  Curse of ill fortune is negated 
  by any spell that removes a bestow curse. 
  WAVE OF GRIEF 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 2, blackguard 2, cleric 2 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft.  + 5 ft./2 levels) 
  Area: Cone 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  All within the cone when the spell is cast are overcome 
  with sorrow and grief.  They suffer a -3 morale penalty 
  on all attack rolls, saving throws, ability checks and 
  skill checks. 
   
  Material Component: Three tears. 
   
  Complete Adventurer 
  Songblade 
  Every move made with this +1 rapier fills the air with 
  sweet sounds.  While holding a songblade unsheathed, 
  the sword’s wielder gains a +2 enhancement bonus on 
  Perform checks.  A bard wielding a songblade can use 
  her bardic music abilities one additional time per day.  
  The blade is scored in a beautiful, intricate pattern, and 
  air moving across this magical etching generates the 
  music of a songblade.  The blade’s musical qualities do 
  not function underwater, in a vacuum, or in other 
  environments where air cannot freely pass over the 
  blade. 
   
  Moderate transmutation; CL 8
  th; Craft Magic Arms 
  and Armor, sculpt sound, creator must have bardic 
  music class feature; Price 6,400 gp; Cost 3,360 gp + 243 
  XP. 
  SONIC WEAPON 
  Transmutation [sonic] 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 min./level (D) 
  This spell temporarily sheathes a weapon in sonic 
  energy.  While the spell is in effect, the affected 
  weapon deals an extra 1d6 points of sonic damage with 
  each successful attack.  The sonic energy does not 
  harm the weapon’s wielder.  Bows, crossbows, and 
  slings that are affected by this spell bestow the sonic 
  energy upon their ammunition. 
  DREAD PIRATE 
   
  Hit Die: d8 
  Requirements: 
   
  Alignment: Any non-lawful. 
   
  Base Attack Bonus: +4 
   
  Skills: Appraise 8 ranks, Profession (Sailor) 8 
  ranks, Swim 4 ranks, Use Rope 4 ranks. 
   
  Feats: Quick Draw, Weapon Finesse. 
   
  Special: The character must own a ship worth at 
  least 10,000 gp.  The method of acquisition – purchase, 
  force of arms or skullduggery – makes no difference, as 
  long as he can freely operate it on the high seas. 
  PER5-05 Black Blood 
   
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  TABLE 2-7: The Dread Pirate 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1st 
  +1 
  +0 
  +2 
  +0 
  Seamanship, 
  two 
  weapon fighting 
  2nd 
  +2 
  +0 
  +3 
  +0 
  Fearsome reputation +2 
  3rd 
  +3 
  +1 
  +3 
  +1 
  Rally 
  the 
  crew 
  +1 
  (1/day) or sneak attack 
  +1d6 
  4th 
  +4 
  +1 
  +4 
  +1 
  Acrobatic 
  charge, 
  steady stance 
  5th 
  +5 
  +1 
  +4 
  +1 
  Luck of the wind or 
  scourge of the seas 
  6th 
  +6 
  +2 
  +5 
  +2 
  Fearsome reputation +4 
  7th 
  +7 
  +2 
  +5 
  +2 
  Rally 
  the 
  crew 
  +2 
  (2/day) or sneak attack 
  +2d6 
  8th 
  +8 
  +2 
  +6 
  +2 
  Skill mastery 
  9th 
  +9 
  +3 
  +6 
  +3 
  Fight to the death or 
  motivate the scum 
  10th 
  +10 
  +3 
  +7 
  +3 
  Fearsome 
  reputation 
  +6, pirate king 
   
   
  Class Skills: The dread pirate’s class skills (and the 
  key ability for each skill) are Appraise (Int), Balance 
  (Dex), Bluff (Cha), Climb (Str), Craft (Int), Gather 
  Information (Cha), Intimidate (Cha), Jump (Str), Listen 
  (Wis), Perform (Cha), Profession (Wis), Search (Int), 
  Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), 
  Swim (Str), Tumble (Dex) and Use Rope (Dex). 
   
  Skill Points at Each Level: 6 + Int modifier. 
  Class Features 
   
  Weapon and Armor Proficiency:  Dread pirates 
  are proficient with all simple weapons, with light 
  martial weapons, and with the rapier.  Dread pirates are 
  proficient with light armor but not with shields. 
   
  Seamanship (Ex):  A dread pirate adds his class 
  level as an insight bonus on all Profession (sailor) 
  checks.  Allies within sight or hearing of a dread pirate 
  add an insight bonus equal to half this number on their 
  Profession (sailor) checks. 
   
  Two-Weapon Fighting:  A dread pirate wearing 
  light or no armor is treated as having the Two-Weapon 
  Fighting feat, even if he does not have the 
  prerequisites for the feat. 
   
  Fearsome Reputation (Ex):  By the time he 
  attains 2
  nd level, a dread pirate has developed a 
  reputation on the high seas.  At this point, he must 
  choose whether to cultivate a reputation as an 
  honorable pirate (avoiding undue bloodshed, honoring 
  flags of truce, and the like) or as a dishonorable pirate 
  (favoring mayhem and dire treatment of prisoners). 
   
  An honorable dread pirate gains a +2 circumstance 
  bonus on Diplomacy checks, while a dishonorable one 
  gains a +2 circumstance bonus on Intimidate checks.  
  This bonus increases to +4 at 6
  th level and to +6 at 10
  th 
  level.  In addition, a dread pirate gains other abilities at 
  higher levels based on his chosen reputation. 
   
  A dread pirate’s actual activities or alignment need 
  not match his reputation.  However, a radical shift 
  away from his reputation might negate or even reverse 
  that reputation at the DM’s option.  Also, a dread pirate 
  in disguise does not gain any effect granted by his 
  reputation (including the special abilities described 
  below that depend on the dread pirate’s reputation). 
   
  Rally the Crew (Ex):  Starting at 3
  rd level, an 
  honorable dread pirate can inspire his allies (including 
  himself) to great bravery in combat once per day.  This 
  inspiration grants them a +1 morale bonus on saving 
  throws against charm and fear effects and a +1 morale 
  bonus on attack rolls and weapon damage rolls.  To be 
  affected, an ally must be able to see or hear the dread 
  pirate.  The effect requires a free action to activate and 
  lasts for 1 minute per class level, even if the dread 
  pirate moves out of range or loses consciousness.  This 
  is a mind-affecting ability. 
   
  At 7
  th level, a dread pirate can use this ability twice 
  per day, and the bonus increases to +2. 
   
  If a dread pirate has the inspire courage bardic 
  music ability, he can add the morale bonus gained from 
  that ability to the morale bonus gained from this ability 
  to determine the total morale bonus granted.  For 
  example, an 8
  th-level bard/3
  rd-level dread pirate would 
  provide a +3 morale bonus on attack rolls and weapon 
  damage rolls. 
   
  Sneak attack (Ex):  Beginning at 3
  rd level, a 
  dishonorable dread pirate deals an extra 1d6 points of 
  damage when Flanking an opponent or at any time 
  when the target would be denied its Dexterity bonus.  
  This extra damage applies to ranged attacks only if the 
  target is within 30 feet.  See the rogues class feature, 
  page 50 of the Player’s Handbook.  The amount of 
  damage dealt increases to 2d6 at 7
  th level.  If the 
  dishonorable dread pirate gets a sneak attack bonus 
  from another source (such as levels of rogue), the 
  bonuses on damage stack. 
   
  Acrobatic Charge (Ex):  A dread pirate of 4
  th level 
  or higher can charge over difficult terrain that 
  PER5-05 Black Blood 
   
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  normally slows movement or through the squares 
  occupied by allies blocking his path.  This ability 
  enables him to charge across a cluttered ship’s deck, 
  leap down from a higher deck, or swing between two 
  adjacent ships to get to his target.  Depending on the 
  circumstances, he might still need to make appropriate 
  checks (such as Jump, Tumble or Use Rope checks) to 
  successfully move over the terrain. 
   
  Steady Stance (Ex):  At 4
  th level and higher, a 
  dread pirate remains stable on his feet when others 
  have difficulty standing.  He is not considered flat-
  footed while balancing or climbing, and he adds his 
  class level as a bonus on Balance or Climb checks to 
  remain balancing or climbing when he takes damage. 
   
  Luck of the Wind (Ex):  Once per day, an 
  honorable dread pirate of 5
  th level or higher can re-roll 
  any failed attack roll, skill check, ability check, or 
  saving throw.  He must take the result of the re-roll, 
  even if it’s worse than the original roll. 
   
  Scourge of the Seas (Ex):  Starting at 5
  th level, a 
  dishonorable dread pirate can instill fear into his 
  enemies.  When the character uses Intimidate to 
  demoralize foes, the attempt affects all enemies within 
  30 feet who can see and hear him, and the effect lasts 
  for a number of rounds equal to his Charisma modifier 
  (minimum of 1 round).  Multiple uses of this ability 
  don’t stack.  This is a mind-affecting ability. 
   
  Skill Mastery (Ex):  At 8
  th level, a dread pirate 
  becomes supremely confident of his mobility.  He has 
  mastered the skills Balance, Climb, Jump and Tumble 
  to the extent that he can take 10 with them even under 
  stress. 
   
  Fight to the Death (Ex):  At 9
  th level and higher, 
  an honorable dread pirate can inspire his allies to carry 
  on against tremendous odds.  Each ally affected by the 
  dread pirate’s rally the crew ability (see above) also 
  gains temporary hit points equal to 10+ the dread 
  pirate’s Cha bonus (minimum 10), gains a dodge bonus 
  to Armor Class equal to the dread pirate’s Cha bonus 
  (minimum +1), and is treated as having the Diehard 
  feat even if he doesn’t meet the prerequisites.  These 
  effects are lost if the dread pirate loses consciousness. 
   
  Motivate the Scum (Ex):  Once per day, a 
  dishonorable dread pirate of 9
  th level or higher can 
  motivate his allies by killing a helpless individual.  All 
  allies of the dread pirate who see the act gain a +2 
  morale bonus on damage rolls.  This effect lasts for 24 
  hours. 
   
  Most dishonorable dread pirates don’t care 
  whether the victim is a prisoner or one of their own 
  crew.  In fact, if the slain individual is one of the dread 
  pirate’s crew, the morale bonus on damage rolls 
  improves to +4, but the allies also take a -2 penalty on 
  Will saves for the duration of the effect. 
   
  Pirate King (Ex):  A 10
  th-level dread pirate’s 
  exploits have become so legendary that great numbers 
  of able sailors are willing to sign on as his crew for no 
  compensation other than a share of the booty.  Treat 
  this ability as the equivalent of the Leadership feat, 
  except that only followers (and no cohorts) are gained. 
   
  PER5-05 Black Blood 
   
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  DM’s Aid #1:  Effects of A 
  Nation Mocked 
  The Eruption of Mount Hellspaar 
   
  In PER4-06 The Hollows Unveiled, the dormant 
  volcano Mount Hellspaar erupted.  This has spread 
  volcanic ash high into the air over Perrenland and is 
  currently causing the following effects for Perrenland 
  regional adventures: 
   
  Hell’s Gloom: This effect means the daylight hours 
  in Perrenland have been shortened. 
   
  In 
  eastern 
  Perrenland 
  (Traft, 
  Clatspurgen, 
  Kershane, Sepia Uplands and Quagfludt), dawn has all 
  but been blocked out and it is not until 2pm that the 
  sun appears below the cloud of smoke in the west.  The 
  sun disappears again at 6pm. 
   
  Over the remainder of Perrenland, the effects are 
  less, and the sun appears at 10am.  The sun disappears 
  at 6pm. 
   
  Altitudes greater than 6000 ft.  (St Cuthbert’s 
  Monastery, 
  Yatilskaad, 
  Don 
  Craggen 
  Keep, 
  Kloetzenburg and Tielmannschlauss) are above this 
  low lying layer of smoke and ash and are not subject to 
  this effect. 
   
  During these Gloom hours, creatures that are 
  negatively affected by sunlight (such as orcs, vampires, 
  spectres and the like) can walk openly under the skies 
  without penalty! 
  Extra−dimensional Travel in 
  Schwartzenbruin 
   
  All forms of extra-dimensional travel (both via 
  spells, spell-like or class abilities) are blocked within 
  the city of Schwartzenbruin and within ½ mile of any 
  part of the city as per the Dimensional Anchor spell.  
  Conjuration (Summoning) spells still work, but 
  Conjuration (Calling) spells do not.  This is due to the 
  Girdle of Dian.  See PER4-05 Regicide for more 
  information on this. 
  Divination spells within Perrenland 
  IMPORTANT DM's NOTE: At some stage the PCs 
  may decide to cast some form of divination magic.  The 
  Nation Mocked series will be introducing the 
  following effect into Perrenland regional adventures.  
  The following divination spells will no longer function 
  correctly in a Perrenland regional adventure.  They can 
  still be cast but the follow effects occur instead. 
  Speak with dead: The corpse lets out a deep groan and 
  says the following “Your doom is at hand 
  mortal!” and then implodes and turns to dust. 
  Divination: Works normally within a sanctified temple 
  of the caster’s god.  Otherwise it causes the caster to 
  suffer from a blinding headache and 1d4 points of 
  temporary wisdom loss (recovered at the rate of 1 point 
  per minute). 
  Sending: Works normally if sent from the sanctified 
  temple of the caster’s god to another temple of the 
  caster’s god.  Otherwise it instead delivers a Sonic 
  Burst spell instead of a message. 
  Commune with Nature: Works normally if cast from a 
  Grove or similar natural holy place sacred to the PC.  
  Otherwise the PC receives the effects of a Doom spell 
  cast at 9
  th level and an overwhelming feeling that the 
  land is being blighted. 
  Dream: The PC suffers the effects of Nightmare at their 
  caster level. 
  Commune: Works normally within a sanctified temple 
  of the caster’s god.  Otherwise it causes the caster to 
  suffer from a blinding headache and 1d4 points of 
  temporary wisdom loss (recovered at the rate of 1 point 
  per minute). 
  Scrying and Scrying, Greater: The PC’s sensor ends up 
  in an unexpected place, the Scryer’s Hall in Dorakka.  
  Instead of seeing what they thought they would see 
  they instead see the following. 
  Your view is of a large flame lit cavern. Seated in a 
  semi-circle must be upwards of two-dozen Clerics 
  of Iuz, within the circle sits a further four clerics. 
  Your sensor is directly above the centre of the four. 
   They are looking directly at you.  One of them 
  begins casting a spell and you instantly recognise it 
  as a summoning spell.  What do you do? 
   
   
  If the PCs fail to dismiss their scrying spell they are 
  subject to the following effect. 
  APL 2: Summon Monster II (Fiendish monstrous 
  spider, Medium); see below. 
  APL 4: Summon Monster IV (Howler); see Monster 
  Manual pg 154. 
  APL 6: Summon Monster VI (Fiendish monstrous 
  spider, Huge); see below. 
  APL 8: Summon Monster VII (Babau); see Monster 
  Manual pg 40. 
  PER5-05 Black Blood 
   
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  APL 10: Summon Monster VIII (Vrock); see Monster 
  Manual pg 48. 
  APL 12: Summon Monster IX (Hezrou); see Monster 
  Manual pg 44. 
  The PCs get no XP for this encounter as they could 
  have avoided it.  The summoned monster will stay for 
  APL + 5 rounds. 
  Contact other plane: Works normally within a 
  sanctified temple of the caster’s god.  Otherwise it 
  causes the caster to suffer from a blinding headache 
  and 1d4 points of temporary wisdom loss (recovered at 
  the rate of 1 point per turn).   
  Whispering Wind: The spell causes a loud popping 
  when it reaches its destination, and the air is filled with 
  quite a horrid stench in a 20ft radius.  Its message is 
  lost. 
   
  Fiendish Medium Monstrous Spider: CR 1; 
  Medium 
  magical 
  beast 
  (Augmented 
  Vermin, 
  Extraplanar); HD 2d8+2; hp 11; Init +3; Spd 30 ft., 
  climb 20 ft.; AC 14 (touch 13, flat-footed 11); BAB/GRP 
  +1/+1; Atk +4 melee (1d6 plus poison, bite); Full Att +4 
  melee (1d6 plus poison, bite); Face/Reach 5 ft./5 ft.; SA 
  Poison, smite good 1/day, web; SQ Cold & Fire 
  Resistance 5, darkvision 60 ft., spell resistance 7, 
  tremorsense 60 ft., vermin traits; AL NE; SV Fort +4, 
  Ref +3, Will +0; Str 11, Dex 17, Con 12, Int 3, Wis 10, 
  Cha 2. 
   
  Skills and Feats: Climb +11, Hide +7*, Jump +0*, 
  Spot +4*; Weapon Finesse
  B).  * See Monster Manual pg 
  288 for notes. 
   
  Fiendish Huge Monstrous Spider: CR 7; Huge 
  magical beast (Augmented Vermin, Extraplanar); HD 
  8d8+16; hp 52; Init +3; Spd 30 ft., climb 20 ft.; AC 16 
  (touch 11, flat-footed 13); BAB/GRP +6/+18; Atk +9 
  melee (2d6+6 plus poison, bite); Full Att +9 melee 
  (2d6+6 plus poison, bite); Face/Reach 15 ft./10 ft.; SA 
  Poison, smite good 1/day, web; SQ Cold & Fire 
  Resistance 10, damage reduction 5/magic, darkvision 
  60 ft., spell resistance 13, tremorsense 60 ft., vermin 
  traits; AL NE; SV Fort +8, Ref +5, Will +2; Str 19, Dex 
  17, Con 14, Int 3, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +12, Hide -1*, Jump +4*, 
  Spot +4*).  * See Monster Manual pg 288 for notes. 
   
  PER5-05 Black Blood 
   
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  DM’s Aid #2: Key Locations In Schwartzenbruin 
  From “The Visitor’s Guide to Schwartzenbruin” available at http://Perrenland.lythia.com  
  1. 
  Fort Dian.  This is the oldest fortified structure in the city.  The central keep is the home of the magical relic “The 
  Girdle of Dian” and its guardians, an order of the Old Church called the Dian Sect.  The outer towers and ward are 
  used by the Bruinsgardt (bearguard); an ancient martial order, that has heavy links with the Old Kerk.  See “PER4-
  05 Regicide” for information on the girdle itself. 
  2. 
  The Arena is a place where many crowd-pleasing events are held from gladiatorial contests to spectacular plays 
  with magical enhancements.  A small school of illusion is reputed to exist within the actors and stagehands of this 
  large production venue.   
  a. 
  The White Theatre is where many traditional or historical plays are performed; it is the common 
  theatre as admission is always free.   
  b. 
  The Seven Stages is a school for bards that put on paying performances, often of macabre nature.  Its 
  members and teachers include many of the performers from the Arena.  Here aspiring bards can 
  perfect the type of performance medium they are studying. 
  3. 
  Old Harbour is a small sheltered bay were ships and barges can unload and load produces bound for the old city 
  and the Longmarket, it is the oldest harbour.  The harbour Master of the Old Harbour is the highest-ranking 
  harbour official in the city. 
  4. 
  The Longmarket is a massive building three stories in height; a long avenue runs from end to end with many stairs 
  providing access to floors above and below.  Many small shop and crafts line each avenue.  This is 
  Schwartzenbruin's bizarre and almost anything can be found here if you know were to look.  The Mockers refer to 
  the Longmarket as “their market”.   
  5. 
  Harbour Gate the most heavily controlled gate in the old city its guards are the most expensive to bribe. 
  6. 
  Old Temple, Colleges of Rao, Hospital of Zodel, Solcarde House.  All these buildings are owned by the Old 
  Church and play an important role in Schwartzenbruin society.  The massive temple complex of the “Old Temple” 
  houses the seven gods in separate shrines as well as the main worship hall.  Here the offices and administration of 
  the old Church run apace.  Ecclesiastical guards make sure the visitor ends up in the correct corridor.  The "College 
  of Rao" is a prestigious university.  It caters for all the classical education a Perrender could want.  It is also the 
  location of a small but influential college of wizardry with a very high price tag for admission.  The “Hospice of 
  Zodal” will heal freely anyone with the need who cannot afford it.  They are not inclined to use magical methods 
  unless normal healing is inadequate.  They frown upon healing PC’s who have got themselves injured whist 
  exploring the city’s back alleys.  They will, however, heal the sick and the poor.  There efforts are responsible for 
  keeping the over-crowded city essentially disease free and generous donations are made to them by many citizens 
  and the city council.  “Solcarde House” is a church run orphanage and is constantly looking for foster homes for 
  the orphaned or abandoned children of mercenaries who were killed. 
  7. 
  Perren’s Keep is a beautiful old style keep built during the height of Perren’s reign.  It is the traditional home of 
  the Voormann and his offices. 
  8. 
  Perren’s Gate for ceremonial purposes is the official entry point onto the old city and its guards have to lug around 
  the most regalia, which they consider an honour. 
  9. 
  Mocker’s Gate the common gate into and out of the Arena district with all its pubs, taverns, hotels, gambling halls 
  and brothels.  Here a member of the mockers is always waiting to spot easy targets for the guild. 
  10. Garden Gate stands guard over reserved tracts of land put aside by city ordinances a long time ago.  Here citizens 
  often have picnics and the area is well maintained by a dedicated local group of volunteer gardeners.  Drunks are 
  quickly removed by the garden gate guard for 3 square meals and a nap in a cosy cell over-night.  In times of need 
  additional military personal use these areas for camping. 
  PER5-05 Black Blood 
   
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  11. Naval Gate is the district where the lake's navy has ships under repair or construction.  Several warships are always 
  located here with their crews off duty in the city. 
  12. The Necropolis is the place the dead are buried; it is patrolled by guards from the Old Church to prevent grave 
  robbers or necromancers from taking advantage of its inhabitant’s restful state. 
  13. High Gate this is the location of the judicial courts of Schwartzenbruin and the mayor’s official office is here, it 
  meeting halls are full of the politics of Perrenland. 
  14. Dockyards are where shipwrights build and repair the lake’s shipping. 
  15. Procan’s Grotto is the location of a sacred grotto dedicated to Procan.  Much ship’s companies sail round here 
  before leaving on their voyage to make offerings and receive the blessing of the priestess.  A small community of 
  Aquatic elves also resides here. 
  16. Old Dockside is where many fishermen tie up and unload it also the place a ferry ride can be purchased to shore. 
  17. New Quays is where Merchants load and unload produce from the Shore city district.  Many fishermen also tie up 
  and unload here.  It also the place a ferry ride can be purchased to the island. 
  18. Schwartzenbruin Regimental Barracks and the Gate Keep is the location of the Schwartzenbruin regiment, a 
  powerful mixed military unit, under the command of the Voormann by right of custom but generally commanded 
  by the whim of its highest officer “The Voorgardtcaptain”. 
  19. The Old Prison Gate was once the old city prison but is now the location of Schwartzenbruin’s military academy 
  and its “Yunggardt” regiment. 
  20. Paleen Rock (Shrine to Nerull) is an ancient site harking back to the days of the original tribal inhabitants.  The 
  sheer cliff at this site plummets straight down onto a pointed rock from which the site takes it name.  Capital 
  crimes are punished here by hurtling the criminal to their death.  This was always a ritual dedicated to the placation 
  of Nerull the god of evil and death. 
  21. The Green Tower (Lighthouse) was constructed four centuries ago by a cabal of wizards who wanted to re-assure 
  the suspicious inhabitants of their good intentions.  It is the most famous of the lighthouses in Schwartzenbruin.  
  The red light from the tall green stone tower wards ships at night from running aground in the tricky city harbour. 
   In times of peril the light is known to change to an eerie green, an effect the wizards who practice in the tower are 
  loath to explain.   
  22. Village of Narbells is a small ferrying point across the Undrill’s river mouth. 
  23. Bapthmorda (The Dread Prison) is a very dank and foreboding prison constructed about a century ago.  Here the 
  undesirables of Schwartzenbruin are accommodated, sometimes for protracted periods.  It has its own internal 
  subculture and its guards are feared for their methods. 
  24. Village of Weisshaven is a where travellers are likely to stay before crossing the Undrill to Schwartzenbruin. 
  25. The Hillside Market is also called the Common market by those who use it; this is the poorest market in 
  Schwartzenbruin being in the poorest district. 
  26. The Great Barter is a collection of stalls, and tent shops that have almost as much variety as the Longmarket.  Here 
  is located the offices of many trading companies and the Temple of Zilchus. 
  PER5-05 Black Blood 
   
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  DM’s Aid #4: “Deep Thunder” and “Black Reaver” 
   
   
  PER5-05 Black Blood 
   
  Page 37 
  
  DM’s Aid #5: The Naval Gate at Night 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PER5-05 Black Blood 
   
  Page 38 
  
  DM’s Aid #7: Player’s Map Of The Docks Area 
   
   
  PER5-05 Black Blood 
   
  Page 39 
  
  Player’s Handout #1 
   
  A search of Uthor’s cabin turns up the following letter: 
   
  My dear Uthor, 
   
  Thank you for your recent supply of fresh bodies. They made worthy servants to 
  the Reaper and will forward our goals tremendously.  If you can supply at least 100 
  more before Moonday, 24 Wealsun there is the potential for a bonus of 500 marks.  
  Using The Paleen Rock as a shrine has definitely increased their effectiveness, and 
  my servants are making plans that will benefit us all. 
   
  Regarding our agreement, I can supply you with a real warship, but it may take a 
  few more days than planned as construction has fallen behind schedule.  Those 
  damned Zee-Auszug cannot seem to finish anything on time!   
   
  Actions have also been set in motion that will fix our problem with the Meerijder 
  clan – permanently.  Do not look for a quick conclusion, as time is required for the 
  repercussions to be felt. 
   
  If you meet my agents at the usual place on Earthday, 27 Wealsun you can take 
  possession of your new prize and we can conclude our business. 
   
  Servant of the Reaper, 
   
  J. 
  PER5-05 Black Blood 
   
  Page 40 
  
  Player’s Handout #2 
   
  Banners of the Perrenland Auszug: 
   
   
  The First in Traft 
  “White Heart” 
   
   
  The Second in Quagfludt 
  “Steady Second” 
   
   
  The Third in Yattenheid 
   
   
  The Fourth in Krestible 
   
   
   
  The Fifth in Clatspurgen 
  “The Fighting Fifth” 
   
   
  The Sixth in Hugelrote 
  “Ungen Suns” 
   
   
  The Zee Auszug 
   
   
   
  The Aid Auszug 
  Hospital Corp 
   
   
  The Art Auszug 
  Engineer Corp 
   
   
  The Hors Auszug 
  Cavalry Corp 
   
  PER5-05 Black Blood 
   
  Page 41 
  
  Player’s Handout #3 
   
  Found in a crevice of rock.  Although waterlogged it can be made out: 
  … laundry.  Forget to add starch, again. 
  Freeday, 21 Wealsun 
   
  Created 3 new skeletons today.  Will soon be ready to assault the docks and take 
  the ship that my master commands. 
  Starday, 22 Wealsun 
   
  Final zombies are ready for action.  I need a rest after all this work, so it has been 
  set for midnight of 24 Wealsun.  Fitting that when the city awakens for Godsday, the 
  gods will have taken away their new flagship! 
   
  Reminders: 
  Earthday, 27 Wealsun – wash clothes again, new washerwoman needs soap.  Deliver 
  ship to J. 
  Freeday, 28 Wealsun – J. has a new job; take travel clothes and horses.  I wonder if… 
  PER5-05 Black Blood 
   
  Page 42 
  
  Player’s Handout #4 
   
  A search of Basmor Nagaron’s pocket turns up the following letter: 
   
  Brother in Torment, 
   
  I had a nightmare last night, where I saw a warship burning its way along the 
  Velderdyva River, in the hands of the Old One!  Further divination has proven 
  unreliable and many times I have seen the fortress of the enemy instead of my goal.  
  The one time a spell worked, I was praying at the shrine and cast it upon whim.  The 
  information I gained from that encounter has set me upon my course. 
   
  My warning has been ignored by Stefan Oostmeer.  Unless he starts listening to 
  those around him, his reign as a pfalzgraf will be short-lived when he reaches his 
  majority. 
   
  You must acquire the new ship being built by the Auszug, the Bruin’s Bite.  What 
  method you use is up to you, but if you cannot take it, burn it to the waterline.   
   
  I shall contact you again via the usual means. 
   
  Servant of the Reaper, 
   
  J. 
   
   
   
   
   
   
   
   
   
   
  PER5-05 Black Blood 
   
  Page 43 
  
  Player Handout #5 : Rumours Heard In The Marketplace In 
  Schwartenbruin during “Black Blood” 
  “There have been a lot of extra Zee around lately; more drunks throw back to the barracks.  They spend plenty of 
  money, though …” 
  “There has been an increase in the number of hand crossbows confiscated from sailors.  Something may be going on 
  with the shipping. Go and talk to someone over at Bapthmorda, the dread prison.  Ask for Venner Crabmore.”   
  “Good bargain today!  You buy this wonderful hand crossbow?  We sell many to Zee Auszug this month!”
  “The hand crossbows are surplus from a shipment originally destined for the Gehuimbund der Schatzgraebern (Secret 
  Society of Treasure Seekers).  Their headquarters mysteriously burned down so no one could pay for the weapons.” 
  “I’ve been selling quite a bit of foodstuffs up around the Mounds of Dawn this year.  Something about a dragon attack? 
  The orders have tapered off lately, so they must have recovered or perished.” 
  “You’d be amazed at the amount of food Bapthmorda prison goes through.  They dispose of all the stock I can’t sell to 
  anyone else.” 
   
   
   
  “Had an approach from some guy with red skin.  Said my family line was listed in a book of dragon bloodlines. Sent 
  him packing; load of garbage if ever I heard it.” 
  “Lou filled an order for 200 hammocks that went to the Zee Auszug.  One of the Meerijder merchant houses were 
  interested in a large order as well.” 
  “Had an interesting fellow pass through.  Said something about needing more bleach.” 
  “I heard a notorious pirate was captured/killed today.  Rumours are flying everywhere about who did it; I heard it was 
  Null agents and they disintegrated the crew.” 
  “I sold 6 suits of chainmail to a cleric of the Old Kerk last week.  Said he need to outfit some guards for a mission. The 
  cleric kept his hood up the whole time.  Paid cash and loaded his assistant down.  Certainly gave me a bad feeling.  The 
  last time I got that feeling was during the Dance of Nerull at Needfest (midwinter).” 
  “He who has patience will find.  He who does not will meet a sticky end.” 
  “Paper, rock, scissors.  Cut the thread of life and what are you left with?” 
  “The Rhenee make some minor trades with you, mentioning that pirates have been increasing lately, especially along 
  the Velderdyva River.” 
  [Overheard from two monks from the Scarlet Brotherhood]: “Good weather today.  I heard something about the best 
  horses this year were sired by a horse down near Krestible.  Where is Krestible?” The monks confide that they look 
  forward to returning home.  They don’t really hold with the most radical of the Brotherhood’s goals, but at least as 
  traders, they can serve without having to murder. 
   
   
   
   
   
   
   
   
  PER5-05 Black Blood 
   
  Page 44 
  
  Critical Events Summary 
   
  For events played in the period July-September 2005, please complete this event summary and forward to the 
  author, Brendan Robertson. 
   
  Brendan can be contacted on: southernskies@pacific.net.au  
   
  Did the PCs destroy the skeleton crew of the “Black Reaver”? 
  Yes  
  No 
  If no, who were them main instigators behind keeping them? 
  Players Name 
  RPGA # 
  Character Name 
   
   
   
   
   
   
   
  Which captain did the PCs use to reach The Shore? 
   
  Morgan Luprey   /   Stephen “Red” Witstaff   /   Oliver Silberstrom   /   Whelan Gersiten   /   Other 
   
  Which conclusion was used at the completion of the adventure?  
  Ending A   /   Ending B   /   Ending C 
   
  Did any PC permanently die and the body not recovered?  If so, please list the name, race, class/level and alignment of 
  those PCs. 
  Name 
  Race (Subrace) 
  Class/Level 
  Alignment 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PER5-05 Black Blood 
   
  Page 45 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/595/Normal Scenarios/PER5-05 - Black Blood (APL 2-10)/PER5-05 Black Blood.pdf