TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of 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 michaeltlh@earthlink.net. 
  For LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  ULP7-07 
   
   
   
   
  Pieces of Eight 
  A One-Round D&D® LIVING GREYHAWKTM  
  Principality of Ulek Regional Adventure 
  Version 0.1.0 
   
  by Philip J. Slama 
  Reviewer: Principality of Ulek Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Alicia Baldwin, Amy Baldwin, Samantha Baldwin, Andrew Barton, Kevin Becerra, Yvette-
  Brown Losson, Dane Hendricks, Ramon Guillen, Howard Losson, Matthew Tearle, Tom Vick 
   
  Centuries ago a treasure fleet of a renowned merchant consortium, known as the Suss North Greyhawk 
  Company, disappeared in the Azure Sea and for decades adventurers from across Oerth attempted to 
  locate and claim its lost treasures. Many tried and failed, tried and died, and eventually the treasure was 
  considered lost between the devil and the deep blue sea. However, an ancient organization has been 
  reactivated and now armed with new information plans to find and claim the lost treasure to aid the 
  Principality in its time of need. A Principality of Ulek regional adventure for APLs 4-10. 
   
  Note: This adventure will be of particular interest to those who participated in ULP5-I01 Evanescence, 
  ULP5-08: Flotsam and Jetsam, members of the Royal Navy and those playing sea-faring characters. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D 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 the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  ULP7-07 Pieces of Eight 
   
  Page 1 
  
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in the Principality of Ulek. Characters native to 
  the Principality of Ulek pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who 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. 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  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 347 C.Y. a renowned merchant fleet of 
  Greyhawk, known for trafficking in treasure fleets, 
  was given the responsibility of transporting a large 
  cache of gold and valuable items from a 
  successful adventuring run across the Azure Sea.  
   
  Pirates, rival trade organizations and secretive 
  organizations tried to rob the merchant fleet of its 
  lucrative prize. They all failed. As the fleet neared 
  the coast of the Principality of Ulek a great storm 
  rose up and sank the entire fleet as well as its 
  cargo. 
   
  For decades treasure hunters and adventurers 
  attempted to locate the cargo and with limited 
  success. Divinations and other magics failed to 
  locate the treasure, due to the fact that it was 
  shielded by large iron deposits that blocked them, 
  and what little information was gleaned came at a 
  high cost of lives of those who ventured deep into 
  the Azure Sea to claim the prize hidden beneath 
  the calm blue waves.  
   
  In 423 C.Y. the current ruler of the Principality 
  ULP7-07 Pieces of Eight 
   
  Page 2 
  
  of Ulek created a secret organization known as 
  the Royal Order of Expropriators. Their mission 
  was to search for viable treasure caches, research 
  the legends and rumors surrounding them, then 
  infiltrate and return with the valuables within. The 
  organization was created with the intent to help 
  offset the costs of continued warfare in the region 
  as well as locating any objects of power to aid in 
  the defense of the Principality of Ulek. 
   
  Specific guidelines were set as to the 
  demeanor and overall mission of this new group. 
  The Royal Order of Expropriators would be 
  responsible for expropriating the wealth and 
  fortunes of enemies against the crown or 
  legendary treasure sites that were considered “fair 
  game” in the eyes of many of the adventuring 
  organizations of the time. Never would the Royal 
  Order of Expropriators claim any allied or friendly 
  government’s treasure or resources and would be 
  tasked with returning it to its rightful order should 
  that be the case. 
   
  The organization became a counterpoint to 
  the 
  stereotype 
  the 
  Dwarven 
  people 
  had 
  accumulated over the years as a greedy, treasure 
  hoarding race. The Royal Order of Expropriators 
  was welcomed in most allied nations and helped 
  locate and secure several major finds throughout 
  Oerth and also engaged in missions to help 
  reclaim lost or stolen good from its neighbors and 
  allies. 
   
  The 
  organization 
  peaked 
  in 
  492 
  C.Y., 
  eventually collapsed, and officially disbanded in 
  503 C.Y. when most of its membership was killed 
  during a Pomarj raid on their headquarters in   
  “Ne-Ogard.” Of the original forty-three members 
  only two survived. Both of these members were of 
  the ruling council of the organization and are the 
  only survivors of the organization.  
   
  The first, known as Korhm Stormgarde of Clan 
  Ironwraught, was the most successful and well-
  liked of the Expropriators and was rumored to 
  have collected nearly two million gold pieces for 
  the Principality of Ulek as well having assisted the 
  government of Keoland and the Gran March in 
  locating and retrieving several pirated caches from 
  their vaults. 
   
  The 
  second 
  and 
  final 
  survivor of 
  the 
  organization, Orner Besmear of Clan Drachmas, 
  was a junior member of the organization and was 
  mainly responsible for researching promising 
  leads and rumors related to treasure caches and 
  artifacts of power. He joined the organization in his 
  youth and rose through the ranks of the 
  Expropriators faster than any others in his class. 
  When the organization collapsed after a daring 
  raid by the Pomarj on their headquarters Orner 
  was busy collecting scraps of information and 
  rumors relating to the lost fleet merchant fleet that 
  sank in 347 C.Y. He had obtained several 
  promising leads as to the location of the sunken 
  fleet but before he could present his findings he 
  was forced to gather his belongings and flee the 
  outpost. 
   
  Now ninety-four years later, the Prince, under 
  pressure from the noble houses and dwindling 
  coffers has decided to reactivate the ancient 
  organization and train a new generation of 
  Expropriators. He has announced a royal decree 
  reinstating the Royal Order of Expropriators at the 
  most recent meeting of his wartime generals and 
  received a standing ovation at the prospect of 
  increased 
  funds 
  to 
  the 
  military 
  and 
  their 
  operations.  
   
  The Fleet Admiral of the Royal Navy was 
  tasked with putting together the newest generation 
  along with the help of Korhm Stormgarde and 
  Orner Besmear. The surviving members of the 
  Royal Order of Expropriators were overjoyed to 
  learn of the reinstatement of their organization and 
  personally promised to return with the lost 
  treasure of the sunken merchant fleet. 
   
  And so they set out to find suitable members 
  for this latest inception of the organization in 
  secret and have gathered them in Gryrax to 
  explain the situation and the mission should they 
  accept.  
  ADVENTURE SUMMARY 
  The “Introduction” finds the PCs bartering for one 
  of the last few rooms in the Stuck Pig against a 
  rival group of adventurers when a courier of Prince 
  Olinstaad Corond enters the establishment and 
  reads a loud a royal decree asking for adventurers 
  to assist Fleet Admiral Tiberius Mansfield III with 
  the 
  reactivation 
  of 
  the 
  Royal 
  Order 
  of 
  Expropriators. The courier leaves a copy of the 
  decree in the establishment and then exits leaving 
  the PCs with a decision and possible employment 
  from the Royal Navy. 
   
  In Encounter 1 the PCs are able to head to the 
  Royal Naval Academy in Gryrax Harbor where the 
  Fleet Admiral’s office is located. When the PCs 
  mention to the ensign why they have come to the 
  Royal Naval Academy he ushers them up to the 
  Fleet Admiral’s office where they are met by 
  Mansfield and the last two survivors of the Royal 
  ULP7-07 Pieces of Eight 
   
  Page 3 
  
  Order of Expropriators. Mansfield and the two 
  dwarves explain that new rumors have begun to 
  circulate that the treasure fleet of the Suss North 
  Greyhawk Company had been found. Before the 
  Royal Order of Expropriators was overrun by the 
  Pomarj, Orner had deposited most of the 
  information concerning the treasure fleet in the 
  hands of one of his trusted friends, a map maker, 
  who would hold it until it was needed. Fleet 
  Admiral Mansfield wants the players to retrieve the 
  map and meet them in the harbor the next day so 
  they can set sail for the supposed location of the 
  treasure fleet. 
   
  In Encounter 2 the PCs are sent to reclaim the 
  map from a shop known as the North Star and 
  while they are in the shop they are attacked by a 
  Pomarj squad that is also interested in the map 
  discovered by Orner. Their spies have determined 
  that the information pieced together by the Royal 
  Order of Expropriators was hidden here and they 
  have come to take it and claim the treasure as 
  their own. A showdown takes place between the 
  PCs and the Pomarj spies and either the players 
  will defeat them and continue on to Encounter 3 or 
  the Pomarj units defeat the players and escape 
  with the map. 
   
  In Encounter 3 the PCs have sailed for several 
  days and finally arrive at the location of the wreck 
  site. However a slaver vessel is already in the 
  area however it appears to have been deserted. 
  Fleet Admiral Mansfield III orders the PCs to find 
  out what happened aboard the other ship and to 
  look for any clues as to the whereabouts of the 
  treasure. 
   
  In Encounter 4 the PCs are able to board the 
  Slaver ship and have two choices to make. 
  Investigate the captain’s quarters or descend into 
  the hold of the ship. In the captain’s quarters is a 
  trapped chest that holds the initial survey map of 
  the island as well as the possible sea lanes for 
  approaching 
  the 
  island 
  and 
  avoiding 
  the 
  dangerous coral reefs that have sunk previous 
  expeditions. Deep in the hold the players find the 
  bodies of all of the crew stacked inside one of the 
  storage rooms with their tongues cut out while in 
  the bottom of the ship they find the captain at 
  death’s door. He dies telling the players that they 
  were ambushed. 
  In Encounter 5 the players learn that the White 
  Trident Tribe has established a smaller colony 
  here on this remote island, far from the reaches of 
  the Principality of Ulek and their armies. The local 
  Sahuagin Baron Soaladaob was placed in charge 
  of ensuring the survival of this new colony and 
  establishing a new stronghold along with the help 
  of one of the White Trident Tribe’s most 
  accomplish defenders, Tiaras. The PCs will 
  eventually come into contact with Tiaras and 
  should they defeat her Soaladaob attempts to 
  placate the adventurers by explaining what 
  happened to the Slavers and produce an item that 
  they took from the body of a Slaver that ventured 
  to this island nearly a year ago. This item is the 
  decipher key needed to understand the map and 
  will help the PCs navigate the island to the lost 
  treasure. Once the key has unlocked the cipher 
  the map is more understandable and provides a 
  route to a secluded bay where several sunken 
  ships were found laden with treasure; the slavers 
  planned to return with several more ships to claim 
  the discovery and its riches but were stopped by 
  the Sahuagin Tiaras and her companions. 
  In Encounter 6 the PCs finally reach the cove 
  and find the wreckage of several sunken ships; 
  within the wreckage they engage the undead who 
  now guard the treasure as payment for their 
  betrayal of the Suss North Greyhawk Company. 
  The captain and several of his officers will fight the 
  PCs until one side is slain. Once they have been 
  defeated the PCs can search the bodies and the 
  holds of the various ships. They will find the truth 
  behind the storm that day and what happened to 
  the rest of the treasure fleet. 
  PREPARATION FOR PLAY 
  Determine if any of the PCs have participated in 
  ULP5-08: Flotsam and Jetsam. If they have 
  participated in the module determine if they have 
  The Sea-Witch’s Wrath. Also determine if they 
  have the Enmity of the White Trident Tribe; this 
  enmity can also be gained from ULP5-I01 
  Evanescence.  If they have both enmities please 
  note this as it is important later on. 
  INTRODUCTION 
  Allow the players to introduce themselves and 
  provide character introductions to the rest of the 
  table. Once you have completed this formality 
  please continue with the following box text. 
   
  Nine long, tedious months have passed 
  since the end Fireseek when Prince Olinstaad 
  Corond made public his intentions to take 
  back the so-called Disputed Territories and 
  challenged his various enemies in his now 
  famous Reclamation Proclamation. 
  ULP7-07 Pieces of Eight 
   
  Page 4 
  
   
  During 
  that 
  time 
  the 
  forces 
  of 
  the 
  Principality of Ulek, their numerous allies and 
  the various adventurers of the realms have 
  made considerable inroads within the Disputed 
  Territories. Only the provinces that lie on the 
  edges of the Pomarj remain in their hands and 
  within the few remaining months, all of the 
  areas should be reclaimed if the momentum 
  behind this coordinated offensive does not 
  wane. 
   
  But all of that action lies on the warfront 
  with the Pomarj. 
   
  While you are not on the front lines, 
  fighting for the restoration of these lost lands 
  of the Principality of Ulek, you are engaged in 
  another fight; this one taking place within the 
  province of Adirole in Gryrax, where your way 
  of life and welfare are on the line. 
   
  So 
  far 
  you’ve 
  seen 
  almost 
  every 
  underhanded 
  trick, 
  dirty 
  move 
  and 
  dishonorable tactic from your opponents; they 
  are determined to best you in this fight to the 
  finish. 
   
  Apparently they want this room in the 
  Stuck Pig just as badly as you do. 
   
  But before another round of negotiation 
  with the establishment’s owner can begin a 
  man wearing the uniform of the Royal Navy 
  barges in and shouts loudly calling for 
  everyone’s attention. 
   
  Heads slowly turn towards the officer and 
  eyebrows are raised as a message tube, 
  bearing the official seal of the Prince, is 
  removed from his tunic and uncapped. He 
  produces a fine sheet of vellum and begins to 
  read aloud. 
   
  At this point the DM should read aloud Player 
  Handout #1 – A Royal Decree to the players. 
  Once you have finished reading the handout, 
  continue with the following box text. 
   
  As he finishes reading the royal decree 
  from Prince Olinstaad he posts a copy of the 
  message in the Stuck Pig by nailing it to one of 
  the support columns and then exits the 
  establishment. 
   
  All eyes turn to the posted notification and 
  suddenly your fight for a room within the Stuck 
  Pig seems so insignificant and meaningless. 
   
  If the PCs wish to inspect or take the royal 
  decree provide them with Player Handout #1 – A 
  Royal Decree. Let them decide if they wish to 
  accept the opportunity of employment by the 
  Office of the Admiral of the Royal Navy. 
   
  Also some of the PCs may wish to Gather 
  Information regarding several of the people named 
  in the royal decree or the organizations presented 
  within. The only information that is available to the 
  players is in reference to local rumors and the 
  Royal Order of Expropriators. Please refer to DM 
  Aid: Gather Information on page 45-46. 
   
  If the PCs decide not to accept the letter or 
  decide not to go to the Office of the Admiral of the 
  Royal Navy proceed to Conclusion A. 
   
  If the PCs accept the letter and decide to go to 
  the Office of the Admiral of the Royal Navy 
  proceed to Encounter 1. 
   
  ENCOUNTER 1: THE OFFICE 
  OF THE ADMIRALTY 
  The PCs, deciding to accept the request for help 
  from the Royal Navy, have headed to the Royal 
  Naval Academy located near the harbor in Gryrax. 
  Within the complex is the Office of the Admiralty 
  where Fleet Admiral Mansfield III can be found. 
  When the PCs are ready please read the 
  following. 
   
  Arriving at the Royal Naval Academy, 
  located near the expansive harbor in Gryrax, 
  you present yourselves and are invited up to 
  his office within the massive fortifications of 
  the Royal Navy’s headquarters. 
   
  Like all missions you’ve undertaken for the 
  Royal Navy, or heard stories of, people 
  normally end up horribly maimed or disfigured 
  either by barbarous pirates, members of the 
  Scarlet Brotherhood, or traitors from within. 
   
  Standing outside the doors to the Fleet 
  Admiral’s office you knock politely on the 
  oaken barrier and patiently wait while the 
  doors are opened and you are ushered in by a 
  lowly ensign of the Royal Navy. 
   
  Once you have been comfortably seated 
  the nervous ensign quickly excuses himself 
  and dashes out of the spacious room. As he 
  disappears out of sight another man, followed 
  by two elderly dwarves, turns the corner and 
  steps into the Fleet Admiral’s office. 
  ULP7-07 Pieces of Eight 
   
  Page 5 
  
   
  Before you, is a tall human man in his early 
  fifties with close-cropped dark hair, dark eyes 
  and jet black beard flecked with grey. He is 
  dressed in the crimson robes of the Fleet 
  Admiral, a throwback to more traditional and 
  conservative styles within the Royal Navy. An 
  exquisitely crafted rapier rests on his hip with 
  a masterfully shaped mithral pommel and 
  bronze sheath which gleams in the sunlight 
  from large panel windows facing the courtyard 
  below. 
   
  He steps forward to greet you, hand 
  outstretched, “Welcome to the Royal Naval 
  Academy, my name is Tiberius Mansfield III. I 
  am the Fleet Admiral for the forces of the 
  Royal Navy. The man to my left is Korhm 
  Stormgarde of clan Ironwraught and to my 
  right is Orner Besmear of clan Drachmas. 
   
  Please introduce yourselves so we may 
  properly address those who would aid us 
  when called to duty by their Prince and 
  country.” 
   
  At 
  this 
  point 
  the 
  PCs 
  may 
  introduce 
  themselves to the Fleet Admiral and his two 
  guests. 
  Once 
  the 
  pleasantries 
  have 
  been 
  completed please continue with the following. 
   
  With the introductions completed he seats 
  himself behind the massive mahogany desk 
  and continues, “As you no doubt know the 
  Principality has involved itself in a long, drawn 
  out war with the Pomarj in an attempt to 
  reclaim our lost territories and free them from 
  the yoke of Pomarj oppression. Unfortunately, 
  as a result of our buildup of forces in 
  preparation for the final assault, we have 
  stretched our resources thin and our ability to 
  maintain our fleet has become increasingly 
  difficult.” 
   
  He sighs heavily and rubs his forehead; 
  returning his gaze to your group he speaks, “It 
  has come to our attention that there have been 
  substantial rumors concerning the location of 
  the lost treasure fleet of the Suss North 
  Greyhawk Company. If these rumors are to be 
  believed, the value of the lost treasure is 
  enough to fund the military forces of the 
  Principality for decades to come. 
   
  Unfortunately we have little experience in 
  dealing with these types of investigations 
  which is why the Prince has ordered the 
  reactivation 
  of 
  the 
  Royal 
  Order 
  of 
  Expropriators. Korhm Stormgarde can provide 
  better details regarding the situation with the 
  treasure fleet and the proclamation by Prince 
  Olinstaad.” 
   
  He gestures to the dwarf on his left slowly 
  pushes his chair back and rises to greet you. 
  Korhm Stormgarde is of average height for a 
  dwarf, entering his twilight years he appears to 
  be nearly three centuries old with thinning, 
  grey hair that has been carefully groomed and 
  braided. His deep emerald eyes exaggerate the 
  harsh lines of his face and clash with his 
  simple, black linen robe with silver trim. 
   
  Stormgarde clears his throat and then 
  speaks, “The Royal Order of Expropriators was 
  comprised of seasoned adventurers, thrill-
  seekers, and treasure hunters with a strict 
  moral code and duty to fund the activities of 
  the Crown. 
   
  The organization, which was originally 
  formed in 423 C.Y. by Royal Decree, was given 
  a specific mission statement and goals which 
  were aggressively followed and maintained 
  during its long tenure. 
   
  The organization was responsible for 
  researching legends and rumors relating to 
  abandoned treasure caches that were no 
  longer inhabited, or were maintained by 
  enemies of the state. 
   
  Never would the organization engage in 
  any activity that would deprive an allied nation 
  or friendly government of their rightful wealth 
  and should a treasure be discovered that was 
  originally lost by one of these nations it would 
  be reclaimed and returned to them as quickly 
  and efficiently as possible. 
   
  Eventually the organization crumbled after 
  our headquarters was attacked. Both Orner 
  and I are all that remains of this once glorious 
  organization and with its reactivation we have 
  been tasked with training a new generation of 
  Expropriators to carry out the wishes of the 
  Prince and bring the organization to glory once 
  again.” 
   
  Fleet Admiral Mansfield nods in approval 
  as Korhm seats himself and then gestures 
  towards the other dwarf who was introduced 
  as Orner Besmear. 
   
  Orner, clearly the younger of the two, 
  stands almost a head taller than Stormgarde; 
  his beard is still a dark black and has been 
  split into two separate braids. Coal black eyes 
  ULP7-07 Pieces of Eight 
   
  Page 6 
  
  stare back at you from under his bushy 
  eyebrows while his face is still as stone. He 
  wears a simple linen shirt, brown overalls and 
  expensive looking miner’s boots. 
   
  “While Korhm may know much about the 
  daily 
  workings 
  of 
  the 
  Royal 
  Order 
  of 
  Expropriators I was in charge of researching 
  the various treasure caches and determining if 
  they were of significant interest for the 
  organization. 
   
  In 347 C.Y. the Suss North Greyhawk 
  Company, known for trafficking in treasure 
  fleets, 
  was 
  given 
  the 
  responsibility 
  of 
  transporting a large cache of gold and valuable 
  items from a successful adventuring run 
  across the Azure Sea.  
   
  Pirates, rival trade organizations and 
  secretive organizations 
  tried 
  to 
  rob the 
  merchant fleet of its lucrative prize. They all 
  failed. As the fleet neared the coast of the 
  Principality of Ulek a great storm rose up and 
  sank the entire fleet as well as its cargo. 
   
  For 
  decades 
  treasure 
  hunters 
  and 
  adventurers attempted to locate the cargo and 
  with limited success. Divinations and other 
  magic failed to locate the treasure and what 
  little information was gleaned came at a high 
  cost of lives of those who ventured deep into 
  the Azure Sea to claim the prize hidden 
  beneath the calm blue waves. 
   
  When our organization collapsed I was in 
  Gryrax at the time piecing together the last few 
  scraps I had uncovered. I was close to finding 
  its location but had to hide my research for 
  fear that those who attacked our headquarters 
  might come looking for it. 
   
  I left my notes and research materials with 
  a friend of mine who operates a cartographer’s 
  shop in Gryrax and he was able to hide my 
  work from the eyes of the enemy. It’s still in his 
  shop even now which makes it so much more 
  important that we reclaim it before they find it. 
   
  With 
  the 
  Prince 
  making 
  a 
  public 
  proclamation regarding our intentions I can no 
  longer visit the shop myself and reclaim my 
  materials. I need you to go in my stead and ask 
  for it and bring it back to us so as not to alert 
  the enemy to our movements.” 
   
  He seats himself in his chair as the Fleet 
  Admiral Speaks once again, “And there you 
  have it, we need to reclaim the map; once it is 
  in our possession we can set sail for the 
  location of the treasure and have the needed 
  funds to drive the Pomarj out of our territory 
  once and for all. Are you still interested?” 
   
  The PCs have the opportunity to still decline, if 
  they do please continue to Conclusion A. 
  However if the PCs decide to take the mission 
  please read the following. 
   
  The Fleet Admiral and his two companions 
  brighten as you affirm your commitment to the 
  cause, “I assume you’ll want to ask us some 
  questions before you head out no doubt, feel 
  free to, an informed agent is less likely to end 
  up dead.” 
  QUESTIONS 
  Can we become members of the Royal Order 
  of Expropriators? 
   
  (Korhm Responds) That remains to be seen, if 
  this mission is a success you can rest assure that 
  the organization will rise from the ashes and 
  provide you with the opportunity to join our ranks 
  at first notice. 
  Who attacked your headquarters? Who is the 
  enemy? 
   
  (Orner 
  Responds) 
  The 
  Pomarj 
  was 
  responsible for the destruction of our headquarters 
  and has operated a rival organization to our own 
  that has competed with us down the centuries. 
  They slaughtered our compatriots and left Korhm 
  for dead. 
  In which shop are your research materials 
  located? 
   
  (Orner Responds) My friend’s shop is located 
  in the trade quarter and went by the name of “The 
  North Star,” hopefully he hasn’t changed the name 
  in the past century but I heard he is still in 
  operation after all of these years. 
  How do we get the map from your friend? 
   
  (Orner Responds) Once you find and enter his 
  shop ask him if he has reviewed the “Black Eagle 
  Trust Papers” and he will provide you with the map 
  and my materials; don’t worry about paying him, it 
  has all been arranged. 
  Why has no one found the treasure yet? 
   
  (Korhm Responds) We’re not sure why the 
  treasure has never been reclaimed yet, but we are 
  sure that there are other forces at work concealing 
  the treasure site; if the divinations were blocked 
  ULP7-07 Pieces of Eight 
   
  Page 7 
  
  something is definitely protecting it, what or why 
  we don’t know. 
  What happened to the Suss North Greyhawk 
  Company? 
   
  (Korhm Responds) The trading consortium 
  known as the Suss North Greyhawk Company 
  never recovered from the loss of the treasure fleet 
  that sunk; they were ordered to repay the losses of 
  the adventurers who paid for their services and 
  the company eventually went bankrupt. 
  What are we being paid? 
   
  (Fleet Admiral Mansfield Responds) Ah, ever 
  the mercenary at heart, don’t worry the Royal 
  Navy will compensate you for your work with coin 
  if it will suit you; we can also provide you with 
  access to our quartermaster once the mission is 
  successfully completed to select items you may 
  wish to purchase. 
   
  Once the PCs have completed asking 
  questions please continue with the following. 
   
  As the questions come to a close the Fleet 
  Admiral gestures towards the double doors, 
  “Well if we are finished here you should head 
  out and retrieve that map, without it we will 
  never get underway. We’ll leave immediately 
  once we have the map so I suggest you get it 
  and whatever supplies you will need for the 
  mission and meet us in the harbor.” 
  At this point the players may make any 
  purchases they feel the need while in Gryrax to 
  complete the mission. They may purchase 
  anything they have access to as well as any items 
  listed on Table 7-5: Weapons, Table 7-6: Armor 
  and Shields or Table 7-8: Goods and Services of 
  the Player’s Handbook. 
  When they are ready to retrieve the map for 
  Orner Besmear please continue to Encounter 2. 
  ENCOUNTER 2: THE NORTH 
  STAR CARTOGRAPHER 
  Once the PCs are ready to proceed to the North 
  Star, the shop that holds Orner’s maps, please 
  read the following. 
   
  The Trade Quarter is a bustle with activity 
  as the rumors of the lost treasure fleet have 
  surfaced and spread like wildfire amongst the 
  adventurers and thrill-seekers of Gryrax. 
   
  Amidst the chaos and confusion a sickly 
  green Orc rushes from shop to shop searching 
  for a legitimate treasure map that could lead 
  him to the lost treasure. He pesters shop 
  keeps and adventurers alike until the Guard 
  appears and hauls him away for disturbing the 
  peace. 
   
  No one seems to notice as the Orc is 
  dragged away screaming that he is looking for 
  a treasure map, apparently it seems to be quite 
  commonplace here in the Trade Quarter. One 
  of the adventurers laughs as he says under his 
  breath, “I haven’t seen him here in years; I 
  wonder what brought him out of hiding…” 
   
  Eventually you arrive at the North Star; the 
  building is small and quaint, with a fresh coat 
  of paint sprawled across its exterior. The front 
  window is crowded with boxes and scrolls 
  containing yellowed maps and charts each 
  leading to a specific location or possible 
  treasure. The front door is made of glass and 
  framed in oak giving a clear view into the 
  shop; its walls are covered with various sea 
  charts 
  and 
  maps 
  of 
  the 
  realms, 
  each 
  individually framed and placed on display. 
   
  At this point the PCs can choose to enter the 
  North Star and attempt to reclaim the materials 
  that Orner needs. When the PCs are ready to 
  enter the shop please continue with the following. 
   
  Opening the door and stepping inside the 
  shop you are greeted by an ancient dwarf with 
  long white hair and unkempt beard. Spectacles 
  cover his eyes and are nearly half-an-inch in 
  thickness; he smiles at you as he hears the 
  bell jingle. He is clothed in simple attire, a linen 
  shirt and patchwork shorts, currently he is 
  seeing to three customers at the counter; he 
  calls out, “I’ll be with you in just a moment, 
  please let me finish with these people.” 
   
  The customers standing at the counter 
  appear 
  to 
  be 
  another 
  treasure 
  hunting 
  adventuring group comprised of a human, half-
  orc and grey elf. 
   
  The human appears to be the leader and is 
  dressed in dark, greasy leathers. Shoulder 
  length brown hair accentuates his chiseled jaw 
  and the harsh lines of his face show the hard 
  treatment his body has received over the 
  years. Gloved hands rest casually at his side 
  near a matched set of finely crafted weapons. 
   
  The half-orc towers over his comrades and 
  appears to be lost in a far-away gaze. His face 
  is marred with a scar running down the left 
  side of his face, his eye plucked out of his 
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  Page 8 
  
  skull, and his left tusk broken off still jagged 
  as if it had happened just recently. His 
  polished armor is dented in several places and 
  apparently has served him well in recent times 
  while a large weapon protrudes over his 
  shoulder encased in a leathered scabbard. 
   
  The grey elf on the other hand is unlike her 
  friends, well groomed and wearing the finest 
  silks, she walks with a staff in her hand and a 
  small raven perched on her shoulder. She 
  appears extremely interested in the maps 
  lining the walls. 
   
  These people are spies from Highport working 
  for the Pomarj; they are members of the rival 
  group that Orner and Korhm mentioned in the 
  previous encounter. They have learned that Orner 
  hid the maps here and have come to take them for 
  themselves. Using their spies within the Royal 
  Navy they were able to reach the North Star and 
  convince Alder, the dwarf, that they were the 
  adventurers sent from the Royal Order of 
  Expropriators. 
   
  The human smiles as the elderly dwarf 
  presents him with a large box filled with 
  various 
  materials, 
  maps 
  and 
  equipment 
  needed to chart the Azure Sea. He points to the 
  box and the half-orc steps forward to take the 
  package; the human thanks the dwarf, “I’m 
  sure Orner will be happy to know you’ve held 
  on to these maps for so long; I know the 
  Principality of Ulek thanks you for your service 
  to your country and hopefully we’ll find the 
  treasure and be able to stop the Pomarj and 
  their allies once and for all.” 
  The old dwarf smiles in return and says, 
  “You just tell Orner to stop getting into trouble, 
  I know the Expropriators have just been 
  reactivated and he’s all gung-ho about this 
  treasure but it would do him well to watch his 
  back; tell him I said hello.”  
   
  Allow the PCs to take in the situation. 
  Currently someone has already beaten them to 
  the North Star and convinced the old dwarf that 
  they are the team sent by the Royal Navy. 
   
  They can accuse the three spies of not 
  working for the Royal Navy, which they will deny, 
  and produce a copy of the notice that had been 
  posted about the town. Unfortunately the only way 
  to reclaim the maps from this team is to engage 
  them in a fight; however there are laws against 
  attacks others within Gryrax with lethal damage. 
   
  The players should know that lethal damage is 
  not tolerated within the city of Gryrax and those 
  who are caught in such activities are prosecuted 
  to the fullest extent of the law when the watch 
  arrives. 
   
  Once the PCs have expended their role 
  playing options and have realized that they will 
  have to fight the spies for the map please refer to 
  DM Aid: Map #1 – The North Star for the layout 
  of the North Star and the position of the enemy in 
  relation to the players. Inform the PCs that combat 
  is about to begin and to roll their initiative. 
  APL 4 (EL 7) 
  Harvard, Male Human, Rng2/Ftr2: hp 34; see 
  Appendix 1 
  Armelle, Female Grey Elf, Wizard 3: hp 16; 
  see Appendix 1. 
  Ceres, Male Half-Orc, Barbarian 4: hp 46; 
  see Appendix 1. 
  APL 6 (EL 9) 
  Harvard, Male Human, 6: hp 46; see 
  Appendix 2. 
  Armelle, Female Grey Elf, Wizard 5: hp 35; 
  see Appendix 2. 
  Ceres, Male Half-Orc, Barbarian 6: hp 52; 
  see Appendix 2. 
  APL 8 (EL 11) 
  Harvard, Male Human, 8: hp 58; see 
  Appendix 3. 
  Armelle, Female Grey Elf, 7: hp 45; see 
  Appendix 3. 
  Ceres, Male Half-Orc, 8: hp 68; see Appendix 
  3. 
  APL 10 (EL 13) 
  Harvard, Male Human, 10: hp 70; see 
  Appendix 4. 
  Armelle, Female Grey Elf, Wizard 9: hp 55; 
  see Appendix 4. 
  Ceres, Male Half-Orc, 10: hp 84; see 
  Appendix 4. 
  Tactics: Both Harvard and Ceres will move 
  forward to meet the PCs while Armelle supports 
  them with area effect spells to disable the players 
  from combat. Ceres will drop the package in his 
  square and draw his weapon so he can engage 
  the PCs. Armelle at lower levels will attempt to 
  ULP7-07 Pieces of Eight 
   
  Page 9 
  
  incapacitate the PCs with sleep or glitterdust while 
  at the higher levels she will attempt to control the 
  battle field with her larger repertoire of spells. The 
  price for failure in their organization is death and 
  returning with the map is the only objective for 
  them. 
  The Guards of Gryrax will arrive in ten rounds. 
  On the tenth round if Armelle is still alive she will 
  reach out to touch the box containing the maps 
  and either dimension door or teleport away with 
  the materials. If this is the case please proceed to 
  Conclusion B. 
  Treasure: There is no additional treasure 
  beyond the equipment carried. 
  Development: If the PCs have defeated the 
  Pomarj unit that was sent to reclaim the map they 
  can search the bodies of their fallen enemies. On 
  the body of Harvard them they will find a letter 
  addressed to his unit, please provide the PCs with 
  Player Handout #2 – Retrieval Orders. 
  If the PCs were defeated proceed to 
  Conclusion B. If the PCs were able to reclaim the 
  map proceed to Encounter 3. 
  ENCOUNTER 3: A VOYAGE 
  OF EPIC PROPORTIONS 
  When the PCs have completed their preparations 
  and have reclaimed the map from the North Star, 
  run by Alder, they will have the opportunity to rest 
  and prepare new spells for the next day and the 
  coming sea voyage. Once the PCs are ready to 
  continue please read or paraphrase the following. 
   
  Arriving at the Gryrax harbor early the 
  next morning you are greeted by several 
  uniformed members of the Royal Navy who 
  carefully escort you towards the waterfront. 
  They lead you through the twisting and turning 
  corridors of the docks until finally you arrive at 
  the vessel that will take you into the Azure Sea 
  and the location of the lost treasure fleet. 
  The vessel is impressive by itself, nearly 
  two hundred feet in length bristling with 
  magical armaments resting on four separate 
  firing decks; forty-four to a side. Three large 
  masts line the ship, with their sails unfurled, 
  lazily flapping in the soft morning breeze. 
  However more impressive is the adamantine 
  plate that covers this massive ship of the line; 
  it shines brightly in the early morning sun 
  while the name of the ship can clearly be seen 
  etched into one of the plates, it is the H.H.S. 
  Reaver. 
  Standing at the ramp of this impressive 
  vessel is Fleet Admiral Mansfield as well as 
  Orner and Besmear from the Royal Order of 
  Expropriators. As you approach the Fleet 
  Admiral he calls out, “Were you able to secure 
  the map?” 
  Allow the players to respond to the question 
  and explain the situation that occurred at the North 
  Star when attempting to reclaim the maps and 
  research material regarding the map. Once they 
  have finished recanting their tale to the Fleet 
  Admiral please read or paraphrase the following. 
  The Fleet Admiral shifts his position and 
  coughs, “It seems that the Pomarj is also 
  aware of our activities and is attempting to 
  beat us to the treasure fleet in order to fund 
  their own war machine. While this information 
  is troubling we must not let it phase us. We 
  will board the ship and set sail for the 
  coordinates provided for us on the map, Orner 
  if you will please take the maps and begin 
  plotting a course for the captain of the Reaver 
  it would be most appreciated.” 
  Orner bows and steps forward to take the 
  maps and research materials from your group. 
  Once he has secured them in his grip he turns 
  and boards the ship headed for the captain’s 
  quarters to complete his research, stalled for 
  nearly a century. 
  Fleet Admiral Mansfield watches him board 
  the vessel and then gestures for your group to 
  do the same, “We must set sail immediately. 
  The sooner Orner can plot a course the faster 
  we can reach the location of the lost treasure 
  fleet. Please, board the ship; I understand the 
  captain is looking for volunteers for the night 
  watch, if you are interested please speak with 
  him.” 
  With that he leaves you standing on the 
  edge of the harbor and ascends the ramp 
  leading to the main deck of the battleship 
  leaving you to follow him. 
  The PCs have the opportunity to speak with 
  the captain of the H.H.S. Reaver if they wish to 
  join the night watch during the voyage. If they 
  would like to volunteer please read or paraphrase 
  the following, if not, please skip over this section 
  and continue. 
  ULP7-07 Pieces of Eight 
   
  Page 10 
  
  Looking for the captain you find an 
  exhausted looking human standing behind the 
  wheel of the great sailing vessel shouting 
  orders and preparing the ship to set sail for the 
  Azure Sea. He notices your group standing 
  there and calls out, “What do you want, you’re 
  in the way!” 
  The PCs are able to explain that they wish to 
  join the night watch for the ship. The captain will 
  appear to ease up on them as he explains that 
  there are three night watch rotations: early 
  evening, the graveyard shift and the early 
  morning. The PCs may select any of the three 
  rotations to join. Once they have completed 
  volunteering for the night watch please continue 
  with the following. 
  The captain smiles as you sign your names 
  to the rotation list, “I do have other things to 
  attend to, if you wish I can have an ensign 
  escort you to your quarters to settle in; 
  remember the early evening shift begins at 
  sundown.” 
  With that he calls out to an ensign who he 
  charges with escorting you to your rooms 
  while he continues shouting orders and 
  preparing his ship for the rigors of sea travel. 
  The H.H.S. Reaver will have been at sail for 
  three days before anything comes into sight. 
  Please inform the PCs who have The Sea-Witch’s 
  Wrath that they have a -3 luck penalty to all of 
  their attacks, saving throws and checks; this 
  penalty will last throughout the rest of the 
  adventure. When you are ready please read or 
  paraphrase the following. 
  As dawn breaks on the third day an island 
  slowly comes into view, as does the masts of 
  an anchored ship. Orner confirms that these 
  are the coordinates provided for on the map he 
  acquired and that the ship must be from an 
  unknown rival. He calls for the Fleet Admiral to 
  come to the foredeck and asks him to identify 
  the heraldry on the flag of the unknown ship. 
  The Fleet Admiral extends a spyglass and 
  peers towards the derelict ship. As sudden 
  gasp escapes from him as he quickly swallows 
  and turns to the captain, he yells out, “Slavers, 
  man the decks, prepare the weapons!” 
  The main deck becomes a flurry of activity 
  as trained men and women scurry across the 
  ship readying it for battle with an enemy well 
  known and equipped. However there is no 
  activity from the enemy vessel. Its armaments 
  are not extended, the sails are carefully 
  stowed and there are no signs of life at all. 
  As the H.H.S. Reaver slowly approaches 
  the other it is clear that there is no one left 
  alive; something happened to the slaver ship, 
  what it was is anyone’s guess. 
  As the boats are lowered the Royal Navy 
  personnel prepare to begin rowing towards the 
  slaver vessel. Scanning the massive ship it is 
  clear that an attack took place, by who or what 
  is still unclear, but all of the smaller boats are 
  still secured to the ship. 
  The PCs must decide whether or not to board 
  the ship. If the PCs decide not to investigate the 
  slaver ship proceed to Encounter 5; if they wish to 
  investigate the ship please proceed to Encounter 
  4. 
  ENCOUNTER 4A: FURTHER 
  INVESTIGATIONS  
  This section is an investigation of the slaver ship 
  by the PCs. They will be able to learn the fate of 
  the ship and its crew as well as what awaits them 
  on the island. When the PCs have decided to 
  board the vessel please read, or paraphrase the 
  following. 
   
  Tossing 
  several 
  lines 
  of 
  rope 
  with 
  grappling hooks up towards the main deck of 
  the ship, provided to you by the Royal Navy, 
  you are able to easily gain access to the main 
  deck of the ship. 
   
  Please allow the PCs to make a Search 
  Check DC 20 to notice that the deck has been 
  scratched and marred from melee combat and 
  what appears to be natural weapons such as claw 
  attacks; faint red stains also mar the woodwork of 
  the ship suggesting that those who fell in the 
  onslaught were disposed of after the combat and 
  the scene cleansed. 
   
  From your vantage point you are able to 
  make out the captain’s quarters to your left 
  while to your right is clearly a stairwell leading 
  down into the bowels of the deserted ship. 
   
  At this point the PCs have a choice to either 
  enter the captain’s quarters or to proceed down 
  towards the crew quarters and storage areas of 
  the ship. If the PCs choose to investigate the 
  captain’s 
  quarters 
  first 
  please 
  continue 
  to 
  Encounter 4B or if they choose to investigate the 
  ULP7-07 Pieces of Eight 
   
  Page 11 
  
  lower levels of the ship please continue to 
  Encounter 4C. 
  ENCOUNTER 4B: THE 
  CAPTAIN’S QUARTERS  
  If the PCs chose to investigate the captain’s 
  quarters first please read or paraphrase the 
  following. 
   
  Deciding 
  to 
  investigate 
  the 
  captain’s 
  quarters first leads you to an ornate door that 
  has been expertly stained to preserve it 
  against the rigors of sea-travel and salt water. 
  On the front of the door is the standard of the 
  ship identifying it as the Sea Witch. 
   
  The door to the captain’s quarters is not 
  trapped however it is equipped with a lock and can 
  be bypassed with an Open Lock Check DC 
  15+APL. If the PCs are unable to open the lock 
  they may attempt a Break Check DC 20 to break 
  the door open; alternatively they can spend a full 
  minute attacking the door to break off the lock 
  through brute force. 
   
  With the locked door behind you the 
  interior of the captain’s quarters is finally 
  revealed. The floor is covered by an ornate 
  scarlet Flan rug that is several centimeters 
  thick with delicate gold trim. It is lavishly 
  decorated with various plush pillows scattered 
  about the room with the central feature 
  obviously a large oaken desk, upon which sit a 
  platter of uneaten food as well as a small, 
  closed wooden box. 
  Several 
  trophies 
  sit 
  behind 
  the 
  desk 
  showing 
  the 
  victories 
  accomplished under the directorship of the 
  captain and the enemies vanquished while on 
  the high seas. 
   
  Maps and charts line the walls of the room, 
  most of them detailing the waters surrounding 
  the Pomarj and the Principality of Ulek while 
  others provide sailing routes through some of 
  the more treacherous seas surrounding the 
  Lordship of the Isles and the Free City of 
  Greyhawk. 
   
  At this time the PCs may be interested in 
  several of the items describe in the text above. 
  The only item worth any interest is the small 
  wooden box on the captain’s desk. The box 
  unfortunately is trapped and differs at the various 
  APLs; please consult the chart below for the 
  differing traps. 
  APL 4 (EL 4) 
  Poisoned Dart Trap: CR 4; mechanical; 
  location trigger; manual reset; Atk +15 ranged 
  (1d4+4 plus poison, dart); multiple targets (1 
  dart per target in a 10-ft.-by-10-ft. area); 
  poison (Small monstrous centipede poison, 
  DC 10 Fortitude save resists, 1d2 Dex/1d2 
  Dex); Search DC 21; Disable Device DC 22. 
  Market Price: 12,090 gp. 
  APL 6 (EL 7) 
  Chain Lightning Trap: CR 7; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect (chain lightning, 11th-level wizard, 11d6 
  electricity to target nearest center of trigger 
  area plus 5d6 electricity to each of up to 
  eleven secondary targets, DC 19 Reflex save 
  half damage); Search DC 31; Disable Device 
  DC 31. Cost: 33,000 gp, 2,640 XP. 
  APL 8 (EL 8) 
  Prismatic Spray Trap: CR 8; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect (prismatic spray, 13th-level wizard, DC 
  20 Reflex, Fortitude, or Will save, depending 
  on effect); Search DC 32; Disable Device DC 
  32. Cost: 45,500 gp, 3,640 XP.  
  APL 10 (EL 10) 
  Wail of the Banshee Trap: CR 10; magic 
  device; proximity trigger (alarm); automatic 
  reset; spell effect (wail of the banshee, 17th-
  level wizard, DC 23 Fortitude save negates); 
  multiple targets (up to 17 creatures); Search 
  DC 34; Disable Device DC 34. Cost: 76,500 
  gp, 6,120 XP. 
   
  If the PCs are successful in bypassing the 
  trap, or accidentally trigger them, please provide 
  them with Player Handout #3 – Slaver Island 
  Survey regardless. This concludes Encounter 
  4B, if the players would like to continue to 
  Encounter 4C please continue on to the 
  encounter; if not please proceed to Encounter 5. 
  ENCOUNTER 4C: WHAT LIES 
  BENEATH THE WAVES 
  If the PCs chose to investigate the lower levels of 
  the slaver ship first please read or paraphrase the 
  following. 
   
  Deciding that the secrets of this vessel lie 
  beneath the main deck in the bowels of the 
  ship, you proceed to the stairwell opposite the 
  ULP7-07 Pieces of Eight 
   
  Page 12 
  
  captain’s quarters and head downward to the 
  next level of the ship. 
   
  Like many vessels that sail the Azure Sea 
  this one is similar to those you have traveled 
  on that boast a large arsenal and firepower. 
  Rows upon rows of weapons line either side of 
  the ship. 
   
  Nothing appears to be out of place on the 
  fire deck and only another set of stairs leading 
  down another level can be seen to the left of 
  your current position. 
   
  If the PCs decide to continue downwards into 
  the ship please read or paraphrase the following. 
   
  Approaching the stairs two smaller rooms 
  come into view, one of them appears to be a 
  small storage room with personal items of the 
  fire deck’s crew, shielded only by a piece of 
  dirty cloth while the other door is closed and 
  locked. 
   
  The smaller room holds little of interest since 
  most of it is spoiled general goods and trade 
  goods. The locked, larger room can be opened 
  with an Open Lock Check DC 15+APL. If the 
  PCs are unable to open the lock they may attempt 
  a Break Check DC 20 to break the door open; 
  alternatively they can spend a full minute attacking 
  the door to break off the lock through brute force. 
   
  Once the door is opened please read or 
  paraphrase the following to the PCs. 
   
  Opening the door to the larger of the two 
  rooms you are met with a grizzly sight. Most of 
  the crew has been neatly packed into this 
  room and the mystery of the abandoned ship 
  appears to be solved; curiously enough all of 
  their tongues have been cut out. The captain 
  however is missing from the assembled 
  corpses and is no where to be found in this 
  room along with his crew. 
   
  The PCs may search the bodies but will find 
  little of value left on them; someone has already 
  picked them clean. When the PCs are ready to 
  continue allow them to make a Listen Check DC 
  15+APL. Those who succeed at the check will be 
  able to hear a light scraping coming from below 
  near the stairwell. 
   
  The PCs may interpret this as a threat but it is 
  actually the barely alive captain of the vessel 
  attempting to get the players attention. Allow the 
  PCs to take any precautions they wish before 
  venturing further downward still; when they are 
  ready please read or paraphrase the following. 
   
  Cautiously you move down the last flight of 
  stairs and are met with a sight you were 
  unprepared for. The captain of this slaver 
  vessel has been disemboweled but still clings 
  to life at the bottom of the twisting stairwell. 
  He is using his saber to scratch at the post 
  nearby to catch your attention and then his 
  eyes flicker towards the back of the large 
  storage room urging you forward. His blood 
  has 
  poured 
  across 
  the 
  woodwork 
  and 
  permanently stained it; as the light fades from 
  his eyes he mouths one final word in common, 
  “Ambush,” then dies. 
   
  The PCs may feel that the captain is 
  attempting to trick them but a simple Heal Check 
  DC 10 will ensure that he is dead. The PCs can 
  continue to investigate the back end of the ship 
  that the captain indicated to before he died or 
  leave now and proceed to Encounter 5. If they 
  wish to press forward please read or paraphrase 
  the following. 
   
  Moving towards the back of the room you 
  find that the floor has been covered in a thin 
  layer of water, as if the bottom of the ship has 
  been punctured by some unknown force. 
  Rounding the last barrier, you can see that the 
  bottom of the ship has been disturbed by 
  some kind of force that has apparently warped 
  and shaped the planks back into place. 
   
  The PCs, if they have not already, are still free 
  to investigate the captain’s quarters and may 
  proceed to Encounter 4B to do so. If they have 
  already done this and are finished with their 
  investigation they may continue on to Encounter 
  5. 
  ENCOUNTER 5: ATTACK OF 
  THE WHITE TRIDENT TRIBE 
  In this encounter you should remind the PCs that 
  those with The Sea-Witch’s Wrath have a -3 luck 
  penalty to all of their attacks, saving throws and 
  checks; this penalty will last throughout the rest of 
  the adventure. Also check the players to ensure 
  who, if any, have the Enmity of the White Trident 
  Tribe as it will affect the upcoming combat. 
  Once you have completed check for these 
  prerequisites and the PCs are ready to continue to 
  the island please read, or paraphrase the 
  following. 
  Leaving the derelict boat behind you the 
  island looms ahead covered in bright, sandy 
  ULP7-07 Pieces of Eight 
   
  Page 13 
  
  beaches; massive swaths of jungle vegetation, 
  and high, craggy peaks from the mountains 
  that make up its core. According to the survey 
  map the slavers were only able to find two 
  entry points into the island while the rest was 
  surrounded by massive coral reefs which 
  could possibly tear the hold of any ship not 
  approaching on these vectors. 
  Off in the distance on the beachhead you 
  can see several small huts that have been 
  perched upon rickety stilts and clustered 
  about various areas on the shoreline. Small 
  shapes can be seen scurrying back and forth 
  at tremendous speeds running in random 
  paths while others simply patrol the beach and 
  yet more wait in their small huts watching you. 
  Have the PCs roll a Spot Check against the 
  hiding creatures in the water, they have taken 
  twenty on their check, simply add their Hide 
  Modifier to the result. If the players make the 
  check they will notice several of the creatures 
  swimming about beneath the surface of the water 
  and will not be surprised once they reach the 
  shoreline. 
  Once the PCs are at least one hundred feet 
  off-shore roll initiative and begin combat. 
  APL 4 (EL 6) 
  Tiaras, Female Sahuagin, Drd2: hp 32; see 
  Appendix 1. 
  Shark, Medium Animal (Aquatic): hp 16; see 
  Appendix 1. 
  Shark, Huge Animal (Aquatic): hp 65; see 
  Monster Manual I, page 279. 
  APL 6 (EL 8) 
  Tiaras, Female Sahuagin, Drd5: hp 56; see 
  Appendix 2. 
  Rend, Medium Animal (Aquatic): hp 26; see 
  Appendix 2. 
  Shark, Huge Animal (Aquatic): hp 65; see 
  Monster Manual I, page 279. 
  APL 8 (EL 10) 
  Tiaras, Female Sahuagin, Drd8: hp 74; see 
  Appendix 3. 
  Rend, Medium Animal (Aquatic): hp 36; see 
  Appendix 3. 
  Shark, Huge Animal (Aquatic): hp 65; see 
  Monster Manual I, page 279. 
  APL 10 (EL 13) 
  Tiaras, Female Sahuagin, Drd11: hp 92; see 
  Appendix 4. 
  Rend, Medium Animal (Aquatic): hp 44; see 
  Appendix 4. 
  Shark, Huge Animal (Aquatic): hp 65; see 
  Monster Manual I, page 279. 
  Tactics: Tiaras, the Sahuagin druid, will 
  remain mostly submerged underwater while her 
  animal companion and the shark she has 
  befriended attack the PCs while they are sailing 
  towards shore. If any of the PCs have the Enmity 
  of the White Trident Tribe she will direct her allies 
  and her attacks to decimate that person first and 
  then move on towards other targets. The PC or 
  PCs who posses this certificate are targeted and 
  killed one by one, singling them out until they have 
  been killed; this directive supersedes all other 
  tactics if in play. 
  At APLs 8 and 10 Tiaras will begin play 
  already in her Wild Shape form of a Large Shark 
  which is detailed in the statistics after her main 
  section. She is equipped with the Natural Spell 
  Feat as well as Wild Armor and her main statistics 
  are updated to note these changes. 
  The boat the players are on moves at a speed 
  of twenty feet a round and will reach the shoreline 
  in five rounds. In the meantime they are vulnerable 
  to attack by the druid, her animal companion and 
  the befriended shark. At lower levels the animal 
  companion and shark will attempt to drag players 
  beneath the surface and kill them beneath the 
  water by either drowning them or massive 
  damage. In the opening round the druid will begin 
  another summon spell and once that group has 
  entered the combat she will animal growth all of 
  her allies then use her powers to warp the ship 
  and sink it, hoping to bring the PCs into the ocean 
  where her companions will have an easier time 
  with them. 
  Treasure: There is no additional treasure 
  beyond the equipment carried. 
  Development: If the PCs defeat Tiaras and 
  her companions they will have bested the main 
  defender of the Sahuagin development located on 
  the mainland and will cause the local Sahuagin 
  Baron, Soaladaob, to rethink his battle plans. He 
  will instead invite the PCs to his own private hut 
  where he will meet with them to discuss terms for 
  surrender and possibly get the PCs to leave the 
  island and spare their lives and the community 
  ULP7-07 Pieces of Eight 
   
  Page 14 
  
  they have built here. If the PCs are defeated in the 
  battle, please continue to Conclusion C. 
  As your vessel closes in on the shoreline 
  you can see a bustle of commotion from the 
  cluster of huts as a large, elderly Sahuagin 
  male with four arms emerges from an 
  elaborate structure with his arms raised as he 
  heads towards your landing point while 
  speaking in some strange language. 
  If any of the PCs understand Aquan, Sahaugin 
  or have a spell or item handy that can translate 
  please read, or paraphrase the following. If the 
  players have none of the above means Soaladaob 
  will realize that they do not speak Aquan and 
  switch to Common. 
  “Please, please do not harm us, my name 
  is Soaladaob, I am the Baron of this 
  community you have slain our only defender 
  Tiaras. I ask that you do not cause any further 
  harm to our small colony, we wish to 
  capitulate to your superior force; what are your 
  terms?” 
  Allow the PCs to discuss his offer, if they feel 
  that he is being deceptive allow them a Sense 
  Motive Check DC 20 to determine that he is truly 
  worried for the safety of his village and is trying to 
  keep more of his people from being harmed. If the 
  PCs reject his offer of surrender please continue 
  on to Encounter 6. If they wish to accept the 
  surrender of the Baron and his people please 
  continue reading the following. 
  Soaladaob nods and leads you back 
  towards his lavish hut. Several of the younger 
  males regard you with what seems like 
  burning hatred tainted with respect for your 
  martial prowess at defeating their defender 
  Tiaras. 
  The Baron’s hut is a large structure, 
  capable of holding almost twenty creatures 
  comfortably. 
  Built 
  completely 
  of 
  wood, 
  seaweed and dried grasses it towers high 
  above the other structures on stilts that are 
  nearly ten feet in height. 
  Soaladaob points towards a ladder built 
  onto one side of the structure and begins to 
  climb it and enters his hut, once inside he 
  seats himself comfortably on the floor and 
  gestures for you to do the same. 
  He makes a strange croaking noise and 
  then speaks, “With the defeat of our defender 
  we no longer have any protection against the 
  creatures of the depths. Your…unfortunate 
  arrival here at our colony has delayed the 
  construction of our underwater homes and we 
  must now train a new defender from our ranks 
  to help us tame the creatures below so 
  construction can resume. 
  I offer a truce, in the hopes that you will 
  spare my people further harm. I have no wish 
  to continue hostilities with those as powerful 
  as you. As a token of my sincerity please 
  accept these gifts.” 
  He gestures again as several female 
  Sahuagin bring forth a basket of trinkets and 
  treasure as well as several weapons and 
  armors. 
  “I hope that they are satisfactory and to 
  your approval, will you accept our surrender 
  and leave our island without harming us?” 
  Have the PCs roll a Spot Check DC 15 to 
  notice a strange object mixed within the other 
  trinkets. It is covered in strange runes with the 
  symbol of the Slavers of Highport stamped into the 
  middle of the island. If the PCs have discovered 
  the initial survey map with the encrypted text they 
  will notice that the symbols are almost the same. 
  This is the cipher that the Slaver vessel was 
  searching for. 
  If the PCs ask him where they found this item 
  Soaladaob will explain that they acquired it from 
  another human who arrived here with an 
  expedition to chart the island; however the man 
  attempted to double cross them so the village 
  defender slew them and took their equipment 
  since they had no need for it. 
  With the cipher in their hands the PCs will be 
  able to finally locate the treasure without too much 
  difficulty. The only question remaining is whether 
  or not they will accept Soaladaob’s surrender. If 
  they accept his surrender please note this on the 
  Critical Event’s Summary. 
  If they accept Soaladaob’s surrender please 
  continue with the following. If they do not accept 
  his surrender please continue on to Encounter 6 
  and do not award them the Cipher Tool. 
  Accepting Soaladaob’s surrender he claps 
  his four hands together and gestures for the 
  females to provide you with the requested 
  treasure they have collected over the past few 
  years. 
  He 
  thanks 
  you 
  for 
  sparing 
  his 
  community and offers you food for your trek 
  ULP7-07 Pieces of Eight 
   
  Page 15 
  
  into the jungles as well as the blessing of his 
  tribe. 
  The PCs will be more likely to be interested in 
  the Cipher Tool than Soaladaob’s blessings. Once 
  they wave the Cipher Tool over the map please 
  provide them 
  with Player Handout #4 – 
  Deciphered Text. With this new information the 
  PCs now have a route to the sunken treasure 
  fleet. When the PCs are ready to leave, please 
  continue to Encounter 6. 
  ENCOUNTER 6: THE COVE 
  OF SUNKEN DREAMS  
  The PCs, armed with the directions to the cove, 
  are easily able to discern its location and will arrive 
  at the cove, if traveling on foot, within seven hours. 
  Please check any currently active spell durations; 
  if the players did not travel by foot and used 
  magical means please estimate how much time it 
  would have taken to determine active spell 
  durations. 
  Following the carefully prepared directions 
  of the initial survey team you arrive at the 
  location designated as the cove. From your 
  vantage point you can see several half 
  submerged vessels in the large lake beneath 
  the mountains of the island. 
  A large hole in the top of the mountain 
  provides enough room for sunlight to pour 
  through and provide shadowy illumination of 
  the massive cavern and its waterlogged 
  treasures. 
  One ship, the largest of the wrecks, 
  proudly bears the standard of the Suss North 
  Greyhawk Company identifying it as a member 
  of the doomed treasure fleet. 
  The PCs must climb down to the wrecks which 
  would require them to make a Climb Check DC 
  10 to reach the lower levels of the cove. When the 
  PCs are ready to proceed downward please 
  continue with the following. 
  Climbing down to the next level you find 
  yourselves face to face with one of the largest 
  ships you have ever seen. A large gash along 
  the ship’s stern mars it pristine beauty and 
  within, under the water glints thousands of 
  gold and platinum pieces. 
  Please ask the PCs to make a Spot Check 
  DC 10+Hide Modifier of the Incorporeal Captain. 
  APL 4 (EL 8) 
  Captain 
  Silesia, 
  Medium 
  Incorporeal 
  Undead, Level 6: hp 36; see Appendix 1. 
  APL 6 (EL 10) 
  Captain 
  Silesia, 
  Medium 
  Incorporeal 
  Undead, Level 8: hp 48; see Appendix 2. 
  APL 8 (EL 12) 
  Captain 
  Silesia, 
  Medium 
  Incorporeal 
  Undead, Level 10: hp 72; see Appendix 3. 
  APL 10 (EL 14) 
  Captain 
  Silesia, 
  Medium 
  Incorporeal 
  Undead, Level 12: hp 95; see Appendix 4. 
  Tactics: Captain Silesia has become a 
  spectral remnant of himself after he turned against 
  the fleet commander and sailed off on his own with 
  a hold full of gold and treasure. As a result of his 
  failure to follow orders he has become a Ghost 
  and forced to haunt the wreckage of his own ship. 
  Silesia will attack the weakest armored PC first 
  and concentrate most of his attacks on that one 
  person. 
  Captain Silesia begins play by attempting to 
  sneak attacking any player wearing leather or no 
  armor first; if there are not whoever seems the 
  least armored. He will make use of his Improved 
  Feint ability and sneak attack at higher levels. At 
  APLs 8 and 10 he begins play with several spells 
  already engaged while the players climb down and 
  when he attacks it as a Death Attack upon the 
  player with the least armor. He will continue to 
  utilize his ability to hide and move silently as well 
  as his higher feinting abilities to sneak attack the 
  players.  
  If the Captain is able to get close enough to 
  one of the fighters in the party he will attempt to 
  use his Malevolence ability to take control of the 
  player’s body and attack the other players from 
  within it. When he is destroyed he will rise again in 
  2d4 days. If the PCs are able to defeat Captain 
  Silesia please continue to Conclusion D. 
  Treasure: None. 
  Development: When the captain is defeated 
  the PCs will be able to search the ship and claim 
  the treasure, they will also find the journal of the 
  captain that we wrote before he died; he was 
  seeking forgiveness for betraying his Fleet 
  Captain and that he should have completed the 
  mission. If the players successfully return with his 
  ship to the mainland his soul will be put to rest. 
  ULP7-07 Pieces of Eight 
   
  Page 16 
  
  CONCLUSION A 
  Deciding to err on the side of caution you 
  allowed the employment opportunity from the 
  Royal Navy pass you by. In the weeks after this 
  decision you learned that the rumors were true 
  and the fleet was found but not before it fell 
  into the hands of the enemy along with all of 
  its treasures and riches. 
  CONCLUSION B 
  While the fighting within the North Star 
  cartographer’s shop was intense they Pomarj 
  forces bested you with their superior arcane 
  abilities and brute strength. With the map in 
  the hands of the Pomarj the fleet will be theirs 
  for the taking. You have failed the Principality 
  of 
  Ulek, 
  the 
  Fleet 
  Admiral 
  and 
  more 
  importantly allowed evil to gain the upper hand 
  in a decade’s long war that may never end. 
  CONCLUSION C 
  The last thing you remember was the light 
  slowly fading from view as you were dragged 
  beneath the waves by the druid and her 
  companions. As your body slowly overcomes 
  your mind your body begin to spasm as the 
  need 
  for 
  oxygen 
  becomes 
  desperate. 
  Autonomous functions overtake you while 
  your lungs try to breathe water, looking for 
  sustenance to satiate your body’s needs; a 
  futile attempt as they fill with water and seal 
  your fate. 
  CONCLUSION D 
  Emerging from the cove you make your way 
  back towards the shoreline where you are met 
  by 
  Baron 
  Soaladaob 
  and 
  Fleet 
  Admiral 
  Mansfield. You inform the Fleet Admiral of 
  what has transpired and that you have found 
  only a fraction of the lost treasure fleet, the 
  rest is still out there waiting to be discovered. 
  The Fleet Admiral, while clearly dismayed 
  at this news is still surprised that anything was 
  found at all. He complements you on a job well 
  done and that his men are standing by to 
  reclaim the lost treasures from this single ship. 
  Baron Soaladaob has informed you that he 
  will be relocating his small colony to another 
  island after their new home was unfortunately 
  disturbed and discovered by outsiders. He 
  hopes that the local Prince will afford him with 
  a new defender so that they can begin 
  construction on a new underwater home at 
  another site. 
  Both Korhm and Orner approach from one 
  of the many smaller ships that have landed on 
  the beach; they present you with a small 
  medallion marking you as a member of the 
  Royal Order of Expropriators. Both of them 
  beam with pride as their organization has once 
  again risen from the ashes and become a 
  success one final time. 
  But more disturbingly than that is the fact 
  that the treasure fleet is still lost somewhere 
  beneath the depths waiting for someone to 
  find it and claim its wealth. 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter 2 
  Defeat the Pomarj tactical unit. 
   
  APL 4: 120 xp. 
   
  APL 6: 200 xp. 
   
  APL 8: 250 xp. 
   
  APL 10: 300 xp. 
  Encounter 4 
  Disable the trap. 
   
  APL 4: 120 xp. 
   
  APL 6: 200 xp. 
   
  APL 8: 250 xp. 
   
  APL 10: 300 xp. 
  Encounter 5 
  Defeat the Sahuagin Defender. 
   
  APL 4: 120 xp. 
   
  APL 6: 200 xp. 
   
  APL 8: 250 xp. 
   
  APL 10: 300 xp. 
  ULP7-07 Pieces of Eight 
   
  Page 17 
  
  Encounter 6 
  Defeat the undead captain of the Suss North 
  Greyhawk Company ship. 
   
  APL 4: 145 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 230 xp. 
   
  APL 10: 300 xp. 
  Story Award 
  Finding the Captain’s Log. 
   
  APL 4: 70 xp. 
   
  APL 6: 70 xp. 
   
  APL 8: 95 xp. 
   
  APL 10: 95 xp. 
  Discretionary Roleplaying Award 
   
  APL 4: 50 xp. 
   
  APL 6: 50 xp. 
   
  APL 8: 50 xp. 
   
  APL 10: 50 xp. 
   
  Total possible experience 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes. Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold. If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. 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, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 2: 
  APL 4: L: 2085 gp, M: +1 Full Plate (2,650 gp), 
  Cloak of Resistance +1 (1000 gp) x2, Quaal’s 
  Feather Token Whip (500 gp), Scroll of 
  Dimension Door (750 gp), Wand of Magic 
  Missile (2,250 gp). 
  APL 6: L: 630 gp M: +1 Full Plate (2,650 gp), 
  Cloak of Resistance +1 (1000 gp) x2, +1 
  Mithral Chain Shirt (3,100 gp) x2, +1 
  Greatsword (2,350 gp) Quaal’s Feather Token 
  Whip (500 gp) x2, Scroll of Dimension Door 
  (750 gp), Wand of Magic Missile (2,250). 
  APL 8: M: +1 Full Plate (2,650 gp), Cloak of 
  Resistance +1 (1000 gp) x2, +1 Mithral Chain 
  Shirt (3,100 gp) x2, +1 Greatsword (2,350 gp) 
  Quaal’s Feather Token Whip (500 gp) x2, 
  Scroll of Confusion (750 gp), Wand of Magic 
  Missile (2,250), +1 Amulet of Natural Armor 
  (2,000 gp), Headband of Intellect +2 (4,000 
  gp), Gauntlets of Ogre Power (4,000 gp), +1 
  Rapier (2,320 gp), +1 Short Sword (4,000 gp). 
  APL 10: +2 Full Plate (5,650 gp), Cloak of 
  Resistance +1 (1000 gp) x2, +1 Mithral Chain 
  Shirt (3,100 gp) x2, +2 Greatsword (8,350 gp) 
  Quaal’s Feather Token Whip (500 gp) x2, 
  Scroll of Confusion (750 gp), Wand of Magic 
  ULP7-07 Pieces of Eight 
   
  Page 18 
  
  Missile (2,250), +1 Amulet of Natural Armor 
  (2,000 gp), Headband of Intellect +4 (16,000 
  gp), Gauntlets of Ogre Power (4,000 gp), +1 
  Rapier (2,320 gp), +1 Short Sword (4,000 gp), 
  Ring of Protection +1 (1,000 gp). 
  Encounter 5: 
  APL 4: L: 3,300 gp. 
  APL 6: M: +1 Dragon Hide Plate (4,300 gp), 
  +1 Ring of Protection (1,000 gp), +1 Cloak of 
  Resistance (1,000 gp). 
  APL 8: M: +2 Dragon Hide Plate (10,300 gp), 
  +1 Ring of Protection (1,000 gp), +1 Cloak of 
  Resistance (1,000 gp). 
  APL 10: M: +2 Dragon Hide Plate (25,300 gp), 
  +1 Ring of Protection (1,000 gp), +1 Cloak of 
  Resistance (1,000 gp). 
  Encounter 6: 
  APL 4: M: +1 Mithral Chain (2,100 gp), +1 
  Rapier (2,310 gp), +1 Short Sword (2,320 gp). 
  APL 6: M: +1 Mithral Chain (2,100 gp), +1 
  Ghost Touch Rapier (8,310 gp), +1 Ghost 
  Touch Short Sword (8,320 gp). 
  APL 8: M: +1 Glamered Mithral Chain (4,800 
  gp), +1 Ghost Touch Rapier (8,310 gp), +1 
  Ghost 
  Touch 
  Short 
  Sword 
  (8,320 
  gp), 
  Headband of Intellect +2 (4,000 gp), Gloves of 
  Dexterity +2 (4,000 gp). 
  APL 10: M: +2 Slick Shadow Silent Moves 
  Glamered Mithral Chain (19,050 gp), +1 Ghost 
  Touch Rapier (8,310 gp), +1 Ghost Touch 
  Short Sword (8,320 gp), Headband of Intellect 
  +2 (4,000 gp), Gloves of Dexterity +2 (4,000 
  gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 5,385 gp, M: X gp – Total: X gp (450 
  gp). 
  APL 4: L: X gp, C: X gp, M: X gp – Total: X gp 
  (650 gp). 
  APL 6: L: X gp, C: X gp, M: X gp – Total: X gp 
  (900 gp). 
  APL 8: L: X gp, C: X gp, M: X gp – Total: X gp 
  (1,300 gp). 
  APL 10: L: X gp, C: X gp, M: X gp – Total: X 
  gp (2,300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Favor of the Royal Order of Expropriators: For 
  recovering a portion of the lost Suss North 
  Greyhawk 
  Company 
  treasure 
  fleet 
  this 
  organization offered to train as one of their 
  members.  As a result you have gained Regional 
  Access to one of the following items, please circle 
  the item chosen: Panic Button (CS), Rod of Ropes 
  (CS), Bands of Fortune (CS) or a Shrunken 
  Shrieker (CS). 
  Letter of Marquee: The Royal Army Fleet Admiral 
  has provided you with a Letter of Marquee 
  allowing you to claim the salvaged slaver Sailing 
  Ship (as per the PHB) as your own.  A small 
  registration fee of 10,000 gold pieces is required 
  before the ship can be released into your 
  possession.  Please cross out this favor once 
  used.  
  Favor of the Quartermaster: The Quartermaster 
  of the Principality’s forces is grateful for you 
  assistance in the recovery of the lost treasure fleet 
  and has opened his stores to you.  As a result you 
  have gained Regional Access to one of the 
  following items, please circle the item chosen: 
  Overhead Shield (HB), Portable Fox Hole (HB), 
  Daern’s Instant Tent (HB), Everlasting Rations 
  (HB) or a Forgehome Standard (HB). 
  Item Access 
  APL 4 (all of APL 2 plus the following): 
  • 
  Dragon Hide Plate (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +1 
  Mithral 
  Chain 
  (Adventure; 
  Dungeon 
  Master’s Guide) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  +1 Dragon Hide Plate (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +1 Ghost Touch Rapier (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +1 Ghost Touch Short Sword (Adventure; 
  Dungeon Master’s Guide) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  ULP7-07 Pieces of Eight 
   
  Page 19 
  
  ULP7-07 Pieces of Eight 
   
  Page 20 
  • 
  +2 Dragon Hide Plate (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +1 
  Glamered 
  Mithral 
  Chain 
  (Adventure; 
  Dungeon Master’s Guide) 
   
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  +2 Slick Shadow Silent Moves Glamered 
  Mithral Chain (Adventure; Dungeon Master’s 
  Guide) 
  • 
  +1 Wild Dragon Hide Plate (Adventure; 
  Dungeon Master’s Guide) 
  
  Appendix I – APL 4 
   
  ENCOUNTER 2 
   
   
   
   
  Harvard, Male Human Ranger 2 / Fighter 2: 
  Medium Humanoid; CR 4; HD 2d8+2d10+8; hp 
  34; Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 
  15 (+3 Dex, +4 Armor, +1 Shield); Base Atk/Grp: 
  +4/+6; Atk +9 melee (1d6+2 18-20/x2, Masterwork 
  Rapier) or +9 melee (1d6+2 19-20/x2, Masterwork 
  Short Sword); Full Atk +7 melee (1d6+2, 
  Masterwork Rapier) and +7 melee (1d6+2, 
  Masterwork Short Sword; SQ Favored Enemy 
  (Dwarf), Wild Empathy, Combat Style; AL N; SV 
  Fort +6, Ref +3, Will +0; Str 14, Dex 16, Con 14, 
  Int 12, Wis 11, Cha 8. 
   
  Skills & Feats: Balance +10, Escape Artist 
  +10, Heal +6, Hide +10, Move Silently +10, Spot 
  +7, 
  Tumble 
  +10; 
  Track, 
  Weapon 
  Finesse: 
  (Rapier), Weapon Finesse: (Short Sword), Two-
  Weapon 
  Fighting, 
  Improved 
  Two-Weapon 
  Fighting, Weapon Focus: (Rapier), Weapon 
  Focus: (Short Sword). 
   
  Favored Enemy, Dwarf (Ex): At 1st level, a 
  ranger may select a type of creature from among 
  those given on Table: Ranger Favored Enemies. 
  The ranger gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks when 
  using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon damage 
  rolls against such creatures. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  a Diplomacy check to improve the attitude of a 
  person. The ranger rolls 1d20 and adds his ranger 
  level and his Charisma modifier to determine the 
  wild empathy check result. The typical domestic 
  animal has a starting attitude of indifferent, while 
  wild animals are usually unfriendly.  
   
  To use wild empathy, the ranger and the 
  animal must be able to study each other, which 
  means that they must be within 30 feet of one 
  another 
  under 
  normal 
  visibility 
  conditions. 
  Generally, influencing an animal in this way takes 
  1 minute, but, as with influencing people, it might 
  take more or less time. 
   
  The ranger can also use this ability to 
  influence a magical beast with an Intelligence 
  score of 1 or 2, but he takes a -4 penalty on the 
  check. 
   
  Combat Style (Ex): At 2nd level, a ranger 
  must select one of two combat styles to pursue: 
  archery or two-weapon combat. This choice 
  affects the character’s class features but does not 
  restrict his selection of feats or special abilities in 
  any way.  
   
  If the ranger selects archery, he is treated as 
  having the Rapid Shot feat, even if he does not 
  have the normal prerequisites for that feat.  
   
  If the ranger selects two-weapon combat, he 
  is treated as having the Two-Weapon Fighting 
  feat, even if he does not have the normal 
  prerequisites for that feat.  
   
  The benefits of the ranger’s chosen style 
  apply only when he wears light or no armor. He 
  loses all benefits of his combat style when wearing 
  medium or heavy armor. 
   
  Languages: Common, Undercommon. 
   
  Possessions: Masterwork Rapier, Masterwork 
  Short Sword, Mithral Shirt, Cloak of Resistance 
  +1, Quaal’s Feather Token Whip. 
   
  Description: Harvard appears to be the leader 
  and is dressed in dark, greasy leathers. Shoulder 
  length brown hair accentuates his chiseled jaw 
  and the harsh lines of his face show the hard 
  treatment his body has received over the years. 
  Gloved hands rest casually at his side near a 
  matched set of finely crafted weapons. 
  Armelle, Female Grey Elf Wizard 3: Medium 
  Humanoid; CR 3; HD 3d4+6; hp 16; Init +6; Spd 
  30 ft.; AC 20, touch 12, flat-footed 18 (+2 Dex, +4 
  Mage Armor, +4 Shield); Base Atk/Grp: +1/-1; Atk 
  +3 ranged (1d8 19-20/x2, Light Crossbow); Full 
  Atk same; SQ Low-Light Vision, Summon Familiar, 
  Scribe Scroll; AL N; SV Fort +7, Ref +4, Will +5; 
  Str 6, Dex 14, Con 14, Int 18, Wis 12, Cha 8. 
   
  Skills & Feats: Concentration +12, Knowledge: 
  (Arcana) +10, Knowledge: (Planes) +10, Spellcraft 
  +10; Combat Casting, Improved Initiative, Scribe 
  Scroll. 
   
  Summon Familiar (Ex): Description. 
   
  Languages: Common, Elven, Draconic, Dwarf, 
  Undercommon. 
   
  Spells Prepared (4/3/2, save DC = 14 + spell 
  level): 0 – Acid Splash x2, Ray of Frost x2; 1
  st – 
  Color Spray, Mage Armor, Shield; 2nd – Glitterdust 
  x2. 
   
  Spellbook: 0 – All Spells; 1st – Color Spray, 
  Grease, Mage Armor, Magic Missile, Mount, 
  Obscuring Mist, Ray of Enfeeblement, Shield, 
  Sleep; 2nd – Glitterdust, Scorching Ray. 
   
  Possessions: 
  Cloak 
  of 
  Resistance 
  +1, 
  Quarterstaff, Scroll of Dimension Door, Spellbook, 
  Wand of Magic Missile (CL 3, 50 Charges), 20 
  Bolts. 
  ULP7-07 Pieces of Eight 
   
  Page 21 
  
   
  Description: This female Grey Elf appears to 
  be the brains of this operation. Wielding a 
  quarterstaff and a light crossbow holstered to her 
  hip she is prepared for the rigors of undercover 
  life. A large spellbook is attached to her belt with a 
  length of chain and is covered in arcane symbols. 
  Ceres, Male Half-Orc Barbarian 2 / Fighter 2: 
  Medium Humanoid; CR 4; HD 2d12+2d10+12; hp 
  46; Init +1; Spd 20 ft.; AC 20, touch 11, flat-footed 
  19 (+1 Dex, +8 Armor, +1 Enhancement); Base 
  Atk/Grp: +4/+8; Atk +10 melee (2d6+6 19-20/x2), 
  Masterwork Greatsword); Full Atk same; SQ Fast 
  Movement, Illiterate, Rage 1/Day; AL CN; SV Fort 
  +8, Ref +1, Will +1; Str 19, Dex 12, Con 16, Int 6, 
  Wis 12, Cha 6. 
   
  Skills & Feats: Skills; Power Attack, Cleave, 
  Great Cleave, Weapon Focus: (Greatsword). 
   
  Fast Movement (Ex): A barbarian’s land 
  speed is faster than the norm for his race by +10 
  feet. This benefit applies only when he is wearing 
  no armor, light armor, or medium armor and not 
  carrying a heavy load. Apply this bonus before 
  modifying the barbarian’s speed because of any 
  load carried or armor worn. 
   
  Illiterate (Ex): Barbarians are the only 
  characters who do not automatically know how to 
  read and write. A barbarian may spend 2 skill 
  points to gain the ability to read and write all 
  languages he is able to speak.  
   
  A barbarian who gains a level in any other 
  class automatically gains literacy. Any other 
  character who gains a barbarian level does not 
  lose the literacy he or she already had. 
   
  Rage (Ex): A barbarian can fly into a rage a 
  certain number of times per day. In a rage, a 
  barbarian temporarily gains a +4 bonus to 
  Strength, a +4 bonus to Constitution, and a +2 
  morale bonus on Will saves, but he takes a -2 
  penalty 
  to 
  Armor 
  Class. 
  The 
  increase 
  in 
  Constitution increases the barbarian’s hit points by 
  2 points per level, but these hit points go away at 
  the end of the rage when his Constitution score 
  drops back to normal. (These extra hit points are 
  not lost first the way temporary hit points are.) 
  While raging, a barbarian cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skills 
  (except for Balance, Escape Artist, Intimidate, and 
  Ride), the Concentration skill, or any abilities that 
  require patience or concentration, nor can he cast 
  spells or activate magic items that require a 
  command word, a spell trigger (such as a wand), 
  or spell completion (such as a scroll) to function. 
  He can use any feat he has except Combat 
  Expertise, item creation feats, and meta-magic 
  feats. A fit of rage lasts for a number of rounds 
  equal to 3 + the character’s (newly improved) 
  Constitution 
  modifier. 
  A 
  barbarian 
  may 
  prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and 
  restrictions and becomes fatigued (-2 penalty to 
  Strength, -2 penalty to Dexterity, can’t charge or 
  run) for the duration of the current encounter 
  (unless he is a 17th-level barbarian, at which point 
  this limitation no longer applies).  
   
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability 
  once per day. At 4th level and every four levels 
  thereafter, he can use it one additional time per 
  day (to a maximum of six times per day at 20th 
  level). Entering a rage takes no time itself, but a 
  barbarian can do it only during his action, not in 
  response to someone else’s action.  
   
  Languages: Common, Orc. 
   
  Possessions: +1 Full Plate, Masterwork 
  Greatsword. 
   
  Description: The half-orc towers over his 
  comrades and appears to be lost in a far-away 
  gaze. His face is marred with a scar running down 
  the left side of his face, his eye plucked out of his 
  skull, and his left tusk broken off still jagged as if it 
  had happened just recently. His polished armor is 
  dented in several places and apparently has 
  served him well in recent times while a large 
  weapon protrudes over his shoulder encased in a 
  leathered scabbard. 
  (Raging, 8 Rounds) Ceres, Male Half-Orc 
  Barbarian 4: Medium Humanoid; CR 4; HD 
  2d12+2d10+12; hp 54; Init +1; Spd 20 ft.; AC 18, 
  touch 9, flat-footed 17 (+1 Dex, +8 Armor, +1 
  Enhancement); Base Atk/Grp: +4/+8; Atk +12 
  melee (2d6+9 19-20/x2, Masterwork Greatsword); 
  Full Atk same; SQ Fast Movement, Illiterate, Rage 
  1/Day; AL CN; SV Fort +10, Ref +1, Will +3; Str 
  23, Dex 12, Con 20, Int 6, Wis 12, Cha 6. 
  ENCOUNTER 5 
   
   
   
   
  Tiaras, Female Sahuagin Druid 2: Medium 
  Monstrous Humanoid (Aquatic); CR 4; HD 
  2d8+2d8+8; hp 32; Init +1; Spd 30 ft., Swim 60 ft.; 
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 
  Armor); Base Atk/Grp: +3/+3; Atk +3 melee (1d4 
  x2, Talon) or +3 melee (1d4 x2, Bite); Full Atk 4 
  talons +3 melee (1d4 x2, Talon) and +3 melee 
  (1d4 x2, Bite); SA Blood Frenzy, Rake; SQ Animal 
  Companion, Blindsense, Freshwater Sensitivity, 
  Light Blindness, Nature Sense, Speak with 
  Sharks, 
  Water 
  Dependant, 
  Wild 
  Empathy, 
  Woodland Stride; AL N; SV Fort +5, Ref +3, Will 
  +6; Str 10, Dex 12, Con 14, Int 12, Wis 17, Cha 
  10. 
  ULP7-07 Pieces of Eight 
   
  Page 22 
  
   
  Skills & Feats: Handle Animal +7, Knowledge: 
  (Nature) +10, Ride +8, Spot +10, Survival +12; 
  Great 
  Fortitude, 
  Multiattack, 
  Spell 
  Focus: 
  (Conjuration). 
   
  Animal Companion (Ex): A druid may begin 
  play with an animal companion selected from the 
  following list: badger, camel, dire rat, dog, riding 
  dog, eagle, hawk, horse (light or heavy), owl, 
  pony, snake (Small or Medium viper), or wolf. If 
  the campaign takes place wholly or partly in an 
  aquatic environment, the following creatures are 
  also available: porpoise, Medium shark, and 
  squid. This animal is a loyal companion that 
  accompanies the druid on her adventures as 
  appropriate for its kind.  
   
  A 1st-level druid’s companion is completely 
  typical for its kind except as noted below. As a 
  druid advances in level, the animal’s power 
  increases as shown on the table. If a druid 
  releases her companion from service, she may 
  gain a new one by performing a ceremony 
  requiring 24 uninterrupted hours of prayer. This 
  ceremony can also replace an animal companion 
  that has perished.  
   
  A druid of 4th level or higher may select from 
  alternative lists of animals. Should she select an 
  animal companion from one of these alternative 
  lists, the creature gains abilities as if the 
  character’s druid level were lower than it actually 
  is. Subtract the value indicated in the appropriate 
  list header from the character’s druid level and 
  compare the result with the druid level entry on the 
  table to determine the animal companion’s 
  powers. (If this adjustment would reduce the 
  druid’s effective level to 0 or lower, she can’t have 
  that animal as a companion.)  
   
  Blindsense (Ex): A sahuagin can locate 
  creatures underwater within a 30-foot radius. This 
  ability 
  works 
  only 
  when 
  the 
  sahuagin 
  is 
  underwater.  
   
  Blood Frenzy (Ex): Once per day a sahuagin 
  that takes damage in combat can fly into a frenzy 
  in the following round, clawing and biting madly 
  until either it or its opponent is dead. It gains +2 
  Constitution and +2 Strength, and takes a -2 
  penalty to Armor Class. A sahuagin cannot end its 
  frenzy voluntarily.  
   
  Rake (Ex): Attack bonus +2 melee, damage 
  1d4+1. A sahuagin also gains two rake attacks 
  when it attacks while swimming.  
   
  Freshwater Sensitivity (Ex): A sahuagin fully 
  immersed in fresh water must succeed on a DC 
  15 Fortitude save or become fatigued. Even on a 
  success, it must repeat the save attempt every 10 
  minutes it remains immersed.  
   
  Light Blindness (Ex): Abrupt exposure to 
  bright light (such as sunlight or a daylight spell) 
  blinds sahuagin for round. On subsequent rounds, 
  they are dazzled while operating in bright light. 
   
  Nature Sense (Ex): A druid gains a +2 bonus 
  on Knowledge (nature) and Survival checks. 
   
  Speak with Sharks (Ex): Sahuagin can 
  communicate telepathically with sharks up to 150 
  feet away. The communication is limited to fairly 
  simple concepts such as "food," "danger," and 
  "enemy." Sahuagin can use the Handle Animal 
  skill to befriend and train sharks.  
   
  Water Dependent (Ex): Sahuagin can survive 
  out of the water for 1 hour per 2 points of 
  Constitution (after that, refer to the drowning 
  rules). 
   
  Wild Empathy (Ex): A druid can improve the 
  attitude of an animal. This ability functions just like 
  a Diplomacy check made to improve the attitude of 
  a person. The druid rolls 1d20 and adds her druid 
  level and her Charisma modifier to determine the 
  wild empathy check result.  
   
  The typical domestic animal has a starting 
  attitude of indifferent, while wild animals are 
  usually unfriendly.  
   
  To use wild empathy, the druid and the animal 
  must be able to study each other, which means 
  that they must be within 30 feet of one another 
  under normal conditions. Generally, influencing an 
  animal in this way takes 1 minute but, as with 
  influencing people, it might take more or less time.  
  A druid can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, 
  but she takes a -4 penalty on the check. 
   
  Woodland Stride (Ex): Starting at 2nd level, a 
  druid may move through any sort of undergrowth 
  (such as natural thorns, briars, overgrown areas, 
  and similar terrain) at her normal speed and 
  without taking damage or suffering any other 
  impairment. 
  However, 
  thorns, 
  briars, 
  and 
  overgrown areas that have been magically 
  manipulated to impede motion still affect her. 
   
  Languages: Common, Aquan, Sahuagin. 
   
  Spells Prepared (4/3, save DC = 13 + spell 
  level): 0 – Cure Minor Wounds, Guidance, Read 
  Magic, Resistance; 1
  st – Cure Light Wounds, 
  Magic Fang x2. 
   
  Possessions: Dragon Hide Plate. 
  Rend (Animal Companion), Shark: Medium 
  Animal (Aquatic); CR 1; HD 3d8+3; hp 16; Init +2; 
  Spd 60 ft. (Swim); AC 15, touch 12, flat-footed 13 
  (+2 Dex, +3 Natural); Base Atk/Grp: +2/+3; Atk +4 
  melee 
  (1d6+1, 
  Bite; 
  Full 
  Atk 
  same; 
  SQ 
  Blindsense, Keen Scent, Link, Share Spells; AL N; 
  ULP7-07 Pieces of Eight 
   
  Page 23 
  
  SV Fort +4, Ref +5, Will +2; Str 13, Dex 15, Con 
  13, Int 1, Wis 12, Cha 2. 
   
  Skills & Feats: Listen +6, Spot +6, Swim +9; 
  Alertness, Weapon Finesse: (Bite). 
   
  Tricks: Attack. 
   
  Blindsense 
  (Ex): 
  A 
  shark 
  can 
  locate 
  creatures underwater within a 30-foot radius. This 
  ability works only when the shark is underwater. 
   
  Keen Scent (Ex): A shark can notice 
  creatures by scent in a 180-foot radius and detect 
  blood in the water at ranges of up to a mile. 
  ENCOUNTER 6 
   
   
   
   
  Captain Silesia, Male Human Ghost Ranger 2 / 
  Fighter 2: Medium Incorporeal Undead; CR 6; HD 
  4d12; hp 36; Init +3; Spd 30 ft. (Fly, Perfect); AC 
  22, touch 17, flat-footed 18 (+3 Dex, +3 Deflection, 
  +4 Armor, +1 Enhancement, +1 Shield); Base 
  Atk/Grp: +4/+3; Atk +9 melee (1d6 18-20/x2, +1 
  Rapier) or +9 melee (1d6 19-20/x2, +1 Short 
  Sword); Full Atk +7 melee (1d6 18-20/x2, +1 
  Rapier) and +7 melee (1d6 19-20/x2, +1 Short 
  Sword); SA Corrupting Gaze, Corrupting Touch, 
  Draining 
  Touch, 
  Frightful 
  Moan, 
  Horrific 
  Appearance, 
  Malevolence, 
  Manifestation, 
  Telekinesis; SQ Combat Style, Favored Enemy: 
  (Humanoid), Rejuvenation, Turn Resistance, Wild 
  Empathy; AL NE; SV Fort –, Ref +6, Will +2; Str 8, 
  Dex 16, Con –, Int 12, Wis 14, Cha 16. 
   
  Skills & Feats: Jump +6, Diplomacy +10, Hide 
  +18, Listen +17, Move Silently +18, Profession: 
  (Sailor) +9, Search +16, Spot +17, Survival +9; 
  Weapon 
  Finesse: 
  (Rapier), 
  Weapon Focus: 
  (Rapier), Track, Two-Weapon Fighting, Weapon 
  Finesse: (Short Sword), Weapon Focus: (Rapier), 
  Two-Weapon Defense. 
   
  Combat Style (Ex): At 2nd level, a ranger 
  must select one of two combat styles to pursue: 
  archery or two-weapon combat. This choice 
  affects the character’s class features but does not 
  restrict his selection of feats or special abilities in 
  any way.  
   
  If the ranger selects archery, he is treated as 
  having the Rapid Shot feat, even if he does not 
  have the normal prerequisites for that feat.  
   
  If the ranger selects two-weapon combat, he 
  is treated as having the Two-Weapon Fighting 
  feat, even if he does not have the normal 
  prerequisites for that feat.  
   
  The benefits of the ranger’s chosen style 
  apply only when he wears light or no armor. He 
  loses all benefits of his combat style when wearing 
  medium or heavy armor. 
   
  Corrupting Gaze (Su): A ghost can blast 
  living beings with a glance, at a range of up to 30 
  feet. Creatures that meet the ghost’s gaze must 
  succeed on a Fortitude Save DC 15 or take 2d10 
  points of damage and 1d4 points of Charisma 
  damage.  
   
  Corrupting Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack deals 
  1d6 
  points 
  of 
  damage. 
  Against 
  ethereal 
  opponents, it adds its Strength modifier to attack 
  and 
  damage 
  rolls. 
  Against 
  non-ethereal 
  opponents, it adds its Dexterity modifier to attack 
  rolls only.  
   
  Draining Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack drains 
  1d4 points from any one ability score it selects. On 
  each such successful attack, the ghost heals 5 
  points of damage to itself. Against ethereal 
  opponents, it adds its Strength modifier to attack 
  rolls only. Against non-ethereal opponents, it adds 
  its Dexterity modifier to attack rolls only. 
   
  Favored Enemy, Human (Ex): At 1st level, a 
  ranger may select a type of creature from among 
  those given on Table: Ranger Favored Enemies. 
  The ranger gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks when 
  using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon damage 
  rolls against such creatures.  
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living 
  creatures within a 30-foot spread must succeed on 
  a Will save or become panicked for 2d4 rounds. 
  This is a sonic necromantic mind-affecting fear 
  effect. A creature that successfully saves against 
  the moan cannot be affected by the same ghost’s 
  moan for 24 hours.  
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on 
  a Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  be 
  affected 
  by 
  the 
  same 
  ghost’s 
  horrific 
  appearance for 24 hours.  
   
  Malevolence (Su): Once per round, an 
  ethereal ghost can merge its body with a creature 
  on the Material Plane. This ability is similar to a 
  magic jar spell (caster level 10th or the ghost’s Hit 
  Dice, whichever is higher), except that it does not 
  require a receptacle. To use this ability, the ghost 
  must be manifested and it must try move into the 
  target’s space; moving into the target’s space to 
  use the malevolence ability does not provoke 
  attacks of opportunity. The target can resist the 
  attack with a successful Will save (DC 15 + 
  ghost’s Cha modifier). A creature that successfully 
  saves 
  is 
  immune 
  to 
  that 
  same 
  ghost’s 
  ULP7-07 Pieces of Eight 
   
  Page 24 
  
  ULP7-07 Pieces of Eight 
   
  Page 25 
  malevolence for 24 hours, and the ghost cannot 
  enter the target’s space. If the save fails, the ghost 
  vanishes into the target’s body.  
   
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane and, 
  as an ethereal creature, it cannot affect or be 
  affected by anything in the material world. When a 
  ghost manifests, it partly enters the Material Plane 
  and becomes visible but incorporeal on the 
  Material Plane. A manifested ghost can be harmed 
  only by other incorporeal creatures, magic 
  weapons, or spells, with a 50% chance to ignore 
  any 
  damage 
  from 
  a 
  corporeal 
  source. 
  A 
  manifested ghost can pass through solid objects 
  at will, and its own attacks pass through armor. A 
  manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, below). A manifested ghost remains 
  partially on the Ethereal Plane, where is it not 
  incorporeal. A manifested ghost can be attacked 
  by opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane.  
   
  When a spellcasting ghost is not manifested 
  and is on the Ethereal Plane, its spells cannot 
  affect targets on the Material Plane, but they work 
  normally against ethereal targets. When a 
  spellcasting ghost manifests, its spells continue to 
  affect ethereal targets and can affect targets on 
  the Material Plane normally unless the spells rely 
  on touch. A manifested ghost’s touch spells don’t 
  work on nonethereal targets.  
   
  A ghost has two home planes, the Material 
  Plane and the Ethereal Plane. It is not considered 
  extra-planar when on either of these planes. 
   
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a ghost through simple combat: The 
  "destroyed" spirit will often restore itself in 2d4 
  days. Even the most powerful spells are usually 
  only temporary solutions. A ghost that would 
  otherwise be destroyed returns to its old haunts 
  with a successful level check (1d20 + ghost’s HD) 
  against DC 16. As a rule, the only way to get rid of 
  a ghost for sure is to determine the reason for its 
  existence and set right whatever prevents it from 
  resting in peace. The exact means varies with 
  each spirit and may require a good deal of 
  research. 
   
  Telekinesis (Su): A ghost can use telekinesis 
  as a standard action (caster level 12th or equal to 
  the ghost’s HD, whichever is higher). When a 
  ghost uses this power, it must wait 1d4 rounds 
  before using it again. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  a Diplomacy check to improve the attitude of a 
  person. The ranger rolls 1d20 and adds his ranger 
  level and his Charisma modifier to determine the 
  wild empathy check result. The typical domestic 
  animal has a starting attitude of indifferent, while 
  wild animals are usually unfriendly.  
   
  To use wild empathy, the ranger and the 
  animal must be able to study each other, which 
  means that they must be within 30 feet of one 
  another 
  under 
  normal 
  visibility 
  conditions. 
  Generally, influencing an animal in this way takes 
  1 minute, but, as with influencing people, it might 
  take more or less time. 
   
  The ranger can also use this ability to 
  influence a magical beast with an Intelligence 
  score of 1 or 2, but he takes a -4 penalty on the 
  check. 
   
  Languages: Common, Dwarven, Elven, Orc, 
  Undercommon. 
   
  Possessions: +1 Rapier, +1 Short Sword, +1 
  Mithral Chain. 
   
  
  APPENDIX II – APL 6 
   
  ENCOUNTER 2 
   
   
   
   
  Harvard, Male Human Ranger 3 / Fighter 2 / 
  Horizon Walker 1: Medium Humanoid; CR 6; HD 
  3d8+2d10+1d8+12; hp 46; Init +3; Spd 30 ft.; AC 
  19, touch 13, flat-footed 17 (+3 Dex, +4 Armor, +1 
  Shield, +1 Enhancement); Base Atk/Grp: +6/+8; 
  Atk +11 melee (1d6+2 18-20/x2, Masterwork 
  Rapier) 
  or 
  +11/ 
  melee 
  (1d6+2 
  19-20/x2, 
  Masterwork Short Sword); Full Atk +9/+2 melee 
  (1d6+2, Masterwork Rapier) and +9/+2 melee 
  (1d6+2, Masterwork Short Sword; SQ Favored 
  Enemy (Dwarf), Wild Empathy, Combat Style, 
  Terrain Mastery: (Underground); AL N; SV Fort 
  +8, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 12, 
  Wis 11, Cha 8. 
   
  Skills & Feats: Balance +12, Escape Artist 
  +12, Heal +6, Hide +12, Knowledge: (Geography) 
  +9, Move Silently +12, Spot +9, Tumble +12; 
  Track, 
  Weapon 
  Finesse: 
  (Rapier), 
  Weapon 
  Finesse: (Short Sword), Two-Weapon Fighting, 
  Two-Weapon Defense, Weapon Focus: (Rapier), 
  Weapon 
  Focus: 
  (Short 
  Sword), 
  Endurance, 
  Improved Two-Weapon Fighting. 
   
  Favored Enemy, Dwarf (Ex): At 1st level, a 
  ranger may select a type of creature from among 
  those given on Table: Ranger Favored Enemies. 
  The ranger gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks when 
  using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon damage 
  rolls against such creatures. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  a Diplomacy check to improve the attitude of a 
  person. The ranger rolls 1d20 and adds his ranger 
  level and his Charisma modifier to determine the 
  wild empathy check result. The typical domestic 
  animal has a starting attitude of indifferent, while 
  wild animals are usually unfriendly.  
   
  To use wild empathy, the ranger and the 
  animal must be able to study each other, which 
  means that they must be within 30 feet of one 
  another 
  under 
  normal 
  visibility 
  conditions. 
  Generally, influencing an animal in this way takes 
  1 minute, but, as with influencing people, it might 
  take more or less time. 
   
  The ranger can also use this ability to 
  influence a magical beast with an Intelligence 
  score of 1 or 2, but he takes a -4 penalty on the 
  check. 
   
  Combat Style (Ex): At 2nd level, a ranger 
  must select one of two combat styles to pursue: 
  archery or two-weapon combat. This choice 
  affects the character’s class features but does not 
  restrict his selection of feats or special abilities in 
  any way.  
   
  If the ranger selects archery, he is treated as 
  having the Rapid Shot feat, even if he does not 
  have the normal prerequisites for that feat.  
   
  If the ranger selects two-weapon combat, he 
  is treated as having the Two-Weapon Fighting 
  feat, even if he does not have the normal 
  prerequisites for that feat.  
   
  The benefits of the ranger’s chosen style 
  apply only when he wears light or no armor. He 
  loses all benefits of his combat style when wearing 
  medium or heavy armor. 
   
  Terrain Mastery, Underground (Ex): You 
  have magically adapted to your time in the dark. 
  You 
  have 
  60-foot 
  darkvision, 
  or 
  120-foot 
  darkvision if you already had darkvision from 
  another source. You gain a +1 insight bonus on 
  attack and damage rolls against underground 
  creatures. 
   
  Languages: Common, Undercommon. 
   
  Possessions: Masterwork Rapier, Masterwork 
  Short Sword, +1 Mithral Shirt, Cloak of Resistance 
  +1, Quaal’s Feather Token Whip. 
   
  Description: Harvard appears to be the leader 
  and is dressed in dark, greasy leathers. Shoulder 
  length brown hair accentuates his chiseled jaw 
  and the harsh lines of his face show the hard 
  treatment his body has received over the years. 
  Gloved hands rest casually at his side near a 
  matched set of finely crafted weapons. 
  Armelle, Female Grey Elf Wizard 5: Medium 
  Humanoid; CR 5; HD 5d4+10; hp 35 (+11 hp, 
  False Life); Init +6; Spd 30 ft.; AC 21, touch 12, 
  flat-footed 19 (+2 Dex, +4 Armor, +4 Shield, +1 
  Enhancement); Base Atk/Grp: +2/+0; Atk +4 
  ranged (1d8 19-20/x2, Light Crossbow); Full Atk 
  same; SQ Low-Light Vision, Summon Familiar, 
  Scribe Scroll; AL N; SV Fort +7, Ref +4, Will +6; 
  Str 6, Dex 14, Con 14, Int 19, Wis 12, Cha 8. 
   
  Skills & Feats: Concentration +14, Knowledge: 
  (Arcana) +12, Knowledge: (Planes) +12, Spellcraft 
  +12; Combat Casting, Improved Initiative, Scribe 
  Scroll, Extend Spell. 
   
  Summon Familiar (Ex): A wizard can obtain a 
  familiar in exactly the same manner as a sorcerer 
  can. 
  ULP7-07 Pieces of Eight 
   
  Page 26 
  
   
  Languages: Common, Elven, Draconic, Dwarf, 
  Undercommon. 
   
  Spells Prepared (4/4/3/2, save DC = 14 + spell 
  level): 0 – Acid Splash x2, Ray of Frost x2; 1st – 
  Color Spray, Obscuring Mist, Ray of Enfeeblement 
  x2, Shield; 2nd – False Life, Glitterdust x2; 3rd – 
  Haste, Slow. 
   
  Spellbook: 0 – All Spells; 1st – Color Spray, 
  Grease, Mage Armor, Magic Missile, Mount, 
  Obscuring Mist, Ray of Enfeeblement, Shield, 
  Sleep; 2nd – Acid Arrow, False Life, Glitterdust, 
  Scorching Ray; 3rd – Haste, Slow. 
   
  Possessions: Cloak of Resistance +1, +1 
  Mithral Chain, Quarterstaff, Scroll of Dimension 
  Door, Spellbook, Wand of Magic Missile (CL 3, 50 
  Charges), 20 Bolts. 
   
  Description: This female Grey Elf appears to 
  be the brains of this operation. Wielding a 
  quarterstaff and a light crossbow holstered to her 
  hip she is prepared for the rigors of undercover 
  life. A large spellbook is attached to her belt with a 
  length of chain and is covered in arcane symbols. 
  Ceres, Male Half-Orc Barbarian 2 / Fighter 4: 
  Medium Humanoid; CR 6; HD 2d12+4d10+18; hp 
  52; Init +1; Spd 20 ft.; AC 20, touch 11, flat-footed 
  19 (+1 Dex, +8 Armor, +1 Enhancement); Base 
  Atk/Grp: +6/+10; Atk +13 melee (2d6+10 19-20/x2, 
  Masterwork Greatsword); Full Atk same; SQ Fast 
  Movement, Illiterate, Rage 1/Day; AL CN; SV Fort 
  +10, Ref +2, Will +2; Str 19, Dex 12, Con 16, Int 6, 
  Wis 12, Cha 6. 
   
  Skills & Feats: Skills; Power Attack, Cleave, 
  Great Cleave, Weapon Focus: (+1 Greatsword), 
  Victor’s 
  LuckCS, 
  Weapon 
  Specialization: 
  (Greatsword). CSComplete Scoundrel. 
   
  Fast Movement (Ex): A barbarian’s land 
  speed is faster than the norm for his race by +10 
  feet. This benefit applies only when he is wearing 
  no armor, light armor, or medium armor and not 
  carrying a heavy load. Apply this bonus before 
  modifying the barbarian’s speed because of any 
  load carried or armor worn. 
   
  Illiterate (Ex): Barbarians are the only 
  characters who do not automatically know how to 
  read and write. A barbarian may spend 2 skill 
  points to gain the ability to read and write all 
  languages he is able to speak.  
   
  A barbarian who gains a level in any other 
  class automatically gains literacy. Any other 
  character who gains a barbarian level does not 
  lose the literacy he or she already had. 
   
  Rage (Ex): A barbarian can fly into a rage a 
  certain number of times per day. In a rage, a 
  barbarian temporarily gains a +4 bonus to 
  Strength, a +4 bonus to Constitution, and a +2 
  morale bonus on Will saves, but he takes a -2 
  penalty 
  to 
  Armor 
  Class. 
  The 
  increase 
  in 
  Constitution increases the barbarian’s hit points by 
  2 points per level, but these hit points go away at 
  the end of the rage when his Constitution score 
  drops back to normal. (These extra hit points are 
  not lost first the way temporary hit points are.) 
  While raging, a barbarian cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skills 
  (except for Balance, Escape Artist, Intimidate, and 
  Ride), the Concentration skill, or any abilities that 
  require patience or concentration, nor can he cast 
  spells or activate magic items that require a 
  command word, a spell trigger (such as a wand), 
  or spell completion (such as a scroll) to function. 
  He can use any feat he has except Combat 
  Expertise, item creation feats, and meta-magic 
  feats. A fit of rage lasts for a number of rounds 
  equal to 3 + the character’s (newly improved) 
  Constitution 
  modifier. 
  A 
  barbarian 
  may 
  prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and 
  restrictions and becomes fatigued (-2 penalty to 
  Strength, -2 penalty to Dexterity, can’t charge or 
  run) for the duration of the current encounter 
  (unless he is a 17th-level barbarian, at which point 
  this limitation no longer applies).  
   
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability 
  once per day. At 4th level and every four levels 
  thereafter, he can use it one additional time per 
  day (to a maximum of six times per day at 20th 
  level). Entering a rage takes no time itself, but a 
  barbarian can do it only during his action, not in 
  response to someone else’s action.  
   
  Languages: Common, Orc. 
   
  Possessions: +1 Full Plate, +1 Greatsword. 
   
  Description: The half-orc towers over his 
  comrades and appears to be lost in a far-away 
  gaze. His face is marred with a scar running down 
  the left side of his face, his eye plucked out of his 
  skull, and his left tusk broken off still jagged as if it 
  had happened just recently. His polished armor is 
  dented in several places and apparently has 
  served him well in recent times while a large 
  weapon protrudes over his shoulder encased in a 
  leathered scabbard. 
  (Raging, 8 Rounds) Ceres, Male Half-Orc 
  Barbarian 2 / Fighter 4: Medium Humanoid; CR 
  6; HD 2d12+4d10+18; hp 60; Init +1; Spd 20 ft.; 
  AC 18, touch 9, flat-footed 17 (+1 Dex, +8 Armor, 
  +1 Enhancement); Base Atk/Grp: +6/+10; Atk +15 
  melee (2d6+13 19-20/x2, +1 Greatsword); Full Atk 
  same; SQ Fast Movement, Illiterate, Rage 1/Day; 
  ULP7-07 Pieces of Eight 
   
  Page 27 
  
  AL CN; SV Fort +12, Ref +2, Will +2; Str 23, Dex 
  12, Con 20, Int 6, Wis 12, Cha 6. 
  ENCOUNTER 5 
   
   
   
   
  Tiaras, Female Sahuagin Druid 5: Medium 
  Monstrous Humanoid (Aquatic); CR 7; HD 
  2d8+5d8+14; hp 56; Init +1; Spd 30 ft., Swim 60 
  ft.; AC 21, touch 12, flat-footed 20 (+1 Dex, +8 
  Armor, +1 Enhancement, +1 Deflection); Base 
  Atk/Grp: +5/+5; Atk +5 melee (1d4 x2, Talon) or 
  +5 melee (1d4 x2, Bite); Full Atk 4 talons +5 melee 
  (1d4 x2, Talon) and +5 melee (1d4 x2, Bite); SA 
  Blood Frenzy, Rake; SQ Animal Companion, 
  Blindsense, 
  Freshwater 
  Sensitivity, 
  Light 
  Blindness, Nature Sense, Speak with Sharks, 
  Water Dependant, Wild Empathy, Woodland 
  Stride, Trackless Step, Resist Nature’s Lure, Wild 
  Shape 1/Day; AL N; SV Fort +7, Ref +5, Will +8; 
  Str 10, Dex 12, Con 14, Int 12, Wis 16, Cha 10. 
   
  Skills & Feats: Handle Animal +9, Knowledge: 
  (Nature) +12, Ride +10, Spot +12, Survival +14; 
  Great 
  Fortitude, 
  Multiattack, 
  Spell 
  Focus: 
  (Conjuration), Augment Summoning. 
   
  Animal Companion (Ex): A druid may begin 
  play with an animal companion selected from the 
  following list: badger, camel, dire rat, dog, riding 
  dog, eagle, hawk, horse (light or heavy), owl, 
  pony, snake (Small or Medium viper), or wolf. If 
  the campaign takes place wholly or partly in an 
  aquatic environment, the following creatures are 
  also available: porpoise, Medium shark, and 
  squid. This animal is a loyal companion that 
  accompanies the druid on her adventures as 
  appropriate for its kind.  
   
  A 1st-level druid’s companion is completely 
  typical for its kind except as noted below. As a 
  druid advances in level, the animal’s power 
  increases as shown on the table. If a druid 
  releases her companion from service, she may 
  gain a new one by performing a ceremony 
  requiring 24 uninterrupted hours of prayer. This 
  ceremony can also replace an animal companion 
  that has perished.  
   
  A druid of 4th level or higher may select from 
  alternative lists of animals. Should she select an 
  animal companion from one of these alternative 
  lists, the creature gains abilities as if the 
  character’s druid level were lower than it actually 
  is. Subtract the value indicated in the appropriate 
  list header from the character’s druid level and 
  compare the result with the druid level entry on the 
  table to determine the animal companion’s 
  powers. (If this adjustment would reduce the 
  druid’s effective level to 0 or lower, she can’t have 
  that animal as a companion.)  
   
  Blindsense (Ex): A sahuagin can locate 
  creatures underwater within a 30-foot radius. This 
  ability 
  works 
  only 
  when 
  the 
  sahuagin 
  is 
  underwater.  
   
  Blood Frenzy (Ex): Once per day a sahuagin 
  that takes damage in combat can fly into a frenzy 
  in the following round, clawing and biting madly 
  until either it or its opponent is dead. It gains +2 
  Constitution and +2 Strength, and takes a -2 
  penalty to Armor Class. A sahuagin cannot end its 
  frenzy voluntarily.  
   
  Rake (Ex): Attack bonus +2 melee, damage 
  1d4+1. A sahuagin also gains two rake attacks 
  when it attacks while swimming.  
   
  Freshwater Sensitivity (Ex): A sahuagin fully 
  immersed in fresh water must succeed on a DC 
  15 Fortitude save or become fatigued. Even on a 
  success, it must repeat the save attempt every 10 
  minutes it remains immersed.  
   
  Light Blindness (Ex): Abrupt exposure to 
  bright light (such as sunlight or a daylight spell) 
  blinds sahuagin for round. On subsequent rounds, 
  they are dazzled while operating in bright light. 
   
  Nature Sense (Ex): A druid gains a +2 bonus 
  on Knowledge (nature) and Survival checks. 
   
  Speak with Sharks (Ex): Sahuagin can 
  communicate telepathically with sharks up to 150 
  feet away. The communication is limited to fairly 
  simple concepts such as "food," "danger," and 
  "enemy." Sahuagin can use the Handle Animal 
  skill to befriend and train sharks.  
   
  Water Dependent (Ex): Sahuagin can survive 
  out of the water for 1 hour per 2 points of 
  Constitution (after that, refer to the drowning 
  rules). 
   
  Wild Empathy (Ex): A druid can improve the 
  attitude of an animal. This ability functions just like 
  a Diplomacy check made to improve the attitude of 
  a person. The druid rolls 1d20 and adds her druid 
  level and her Charisma modifier to determine the 
  wild empathy check result.  
   
  The typical domestic animal has a starting 
  attitude of indifferent, while wild animals are 
  usually unfriendly.  
   
  To use wild empathy, the druid and the animal 
  must be able to study each other, which means 
  that they must be within 30 feet of one another 
  under normal conditions. Generally, influencing an 
  animal in this way takes 1 minute but, as with 
  influencing people, it might take more or less time.  
  A druid can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, 
  but she takes a -4 penalty on the check. 
   
  Woodland Stride (Ex): Starting at 2nd level, a 
  druid may move through any sort of undergrowth 
  (such as natural thorns, briars, overgrown areas, 
  ULP7-07 Pieces of Eight 
   
  Page 28 
  
  and similar terrain) at her normal speed and 
  without taking damage or suffering any other 
  impairment. 
  However, 
  thorns, 
  briars, 
  and 
  overgrown areas that have been magically 
  manipulated to impede motion still affect her. 
   
  Trackless Step (Ex): Starting at 3rd level, a 
  druid leaves no trail in natural surroundings and 
  cannot be tracked. She may choose to leave a trail 
  if so desired. 
   
  Resist Nature’s Lure (Ex): Starting at 4th 
  level, a druid gains a +4 bonus on saving throws 
  against the spell-like abilities of fey. 
   
  Wild Shape (Su): At 5th level, a druid gains 
  the ability to turn herself into any Small or Medium 
  animal and back again once per day. Her options 
  for new forms include all creatures with the animal 
  type. This ability functions like the alternate form 
  special ability, except as noted here. The effect 
  lasts for 1 hour per druid level, or until she 
  changes back. Changing form (to animal or back) 
  is a standard action and doesn’t provoke an attack 
  of opportunity. Each time you use wild shape, you 
  regain lost hit points as if you had rested for a 
  night.  
   
  Any gear worn or carried by the druid melds 
  into the new form and becomes nonfunctional. 
  When the druid reverts to her true form, any 
  objects previously melded into the new form 
  reappear in the same location on her body that 
  they previously occupied and are once again 
  functional. Any new items worn in the assumed 
  form fall off and land at the druid's feet.  
   
  The form chosen must be that of an animal 
  the druid is familiar with.  
   
  A druid loses her ability to speak while in 
  animal form because she is limited to the sounds 
  that a normal, untrained animal can make, but she 
  can communicate normally with other animals of 
  the same general grouping as her new form. (The 
  normal sound a wild parrot makes is a squawk, so 
  changing to this form does not permit speech.)  
   
  A druid can use this ability more times per day 
  at 6th, 7th, 10th, 14th, and 18th level, as noted on 
  Table: The Druid. In addition, she gains the ability 
  to take the shape of a Large animal at 8th level, a 
  Tiny animal at 11th level, and a Huge animal at 
  15th level.  
   
  The new form’s Hit Dice can’t exceed the 
  character’s druid level.  
   
  At 12th level, a druid becomes able to use wild 
  shape to change into a plant creature with the 
  same size restrictions as for animal forms. (A 
  druid can’t use this ability to take the form of a 
  plant that isn’t a creature.)  
   
  At 16th level, a druid becomes able to use wild 
  shape to change into a Small, Medium, or Large 
  elemental (air, earth, fire, or water) once per day. 
  These elemental forms are in addition to her 
  normal wild shape usage. In addition to the normal 
  effects of wild shape, the druid gains all the 
  elemental’s extraordinary, supernatural, and spell-
  like abilities. She also gains the elemental’s feats 
  for as long as she maintains the wild shape, but 
  she retains her own creature type.  
  At 18th level, a druid becomes able to assume 
  elemental form twice per day, and at 20th level 
  she can do so three times per day. At 20th level, a 
  druid may use this wild shape ability to change 
  into a Huge elemental. 
   
  Languages: Common, Aquan, Sahuagin. 
   
  Spells Prepared (5/4/3/2, save DC = 13 + spell 
  level): 0 – Cure Minor Wounds x2, Guidance, 
  Read Magic, Resistance; 1
  st – Cure Light Wounds 
  x2, Magic Fang x2; 2nd – Bull’s Strength x2, Heat 
  Metal; 3rd – Call Lightening, Cure Moderate 
  Wounds. 
   
  Possessions: +1 Dragon Hide Plate, Cloak of 
  Resistance +1, Ring of Protection +1. 
  Rend (Animal Companion), Shark: Medium 
  Animal (Aquatic); CR 1; HD 5d8+5; hp 26; Init +3; 
  Spd 60 ft. (Swim); AC 18, touch 13, flat-footed 15 
  (+3 Dex, +5 Natural); Base Atk/Grp: +5/+7; Atk +8 
  melee 
  (1d6+2, 
  Bite; 
  Full 
  Atk 
  same; 
  SQ 
  Blindsense, Evasion, Keen Scent, Link, Share 
  Spells; AL N; SV Fort +4, Ref +6, Will +2; Str 14, 
  Dex 16, Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills & Feats: Listen +6, Spot +6, Swim +9; 
  Alertness, Weapon Finesse: (Bite). 
   
  Tricks: Attack, Guard. 
   
  Blindsense 
  (Ex): 
  A 
  shark 
  can 
  locate 
  creatures underwater within a 30-foot radius. This 
  ability works only when the shark is underwater. 
   
  Keen Scent (Ex): A shark can notice 
  creatures by scent in a 180-foot radius and detect 
  blood in the water at ranges of up to a mile. 
  ENCOUNTER 6 
   
   
   
   
  Captain Silesia, Male Human Ghost Ranger 3 / 
  Fighter 2 / Assassin 1: Medium Incorporeal 
  Undead; CR 8; HD 6d12; hp 48; Init +3; Spd 30 ft. 
  (Fly, Perfect); AC 22, touch 17, flat-footed 18 (+3 
  Dex, +3 Deflection, +4 Armor, +1 Enhancement, 
  +1 Shield); Base Atk/Grp: +5/+4; Atk +10 melee 
  (1d6 18-20/x2, +1 Rapier) or +10 melee (1d6 
  [+1d6 Sneak Attack] 19-20/x2, +1 Short Sword); 
  Full Atk +8 melee (1d6 [+1d6 Sneak Attack] 18-
  20/x2, +1 Rapier) and +8 melee (1d6 [+1d6 Sneak 
  Attack] 19-20/x2, +1 Short Sword); SA Corrupting 
  Gaze, Corrupting Touch, Draining Touch, Frightful 
  Moan, 
  Horrific 
  Appearance, 
  Malevolence, 
  Manifestation, Telekinesis; SQ Combat Style, 
  ULP7-07 Pieces of Eight 
   
  Page 29 
  
  Favored Enemy: (Humanoid), Rejuvenation, Turn 
  Resistance, Wild Empathy; AL NE; SV Fort –, Ref 
  +8, Will +3; Str 8, Dex 16, Con –, Int 12, Wis 14, 
  Cha 16. 
   
  Skills & Feats: Jump +8, Diplomacy +12, 
  Disguise +12, Hide +20, Listen +19, Move Silently 
  +20, Profession: (Sailor) +11, Search +18, Spot 
  +19, Survival +11; Weapon Finesse: (Rapier), 
  Weapon Focus: (Rapier), Track, Two-Weapon 
  Fighting, 
  Weapon 
  Finesse: 
  (Short 
  Sword), 
  Weapon Focus: (Rapier), Two-Weapon Defense, 
  Endurance, Combat Reflexes. 
   
  Combat Style (Ex): At 2nd level, a ranger 
  must select one of two combat styles to pursue: 
  archery or two-weapon combat. This choice 
  affects the character’s class features but does not 
  restrict his selection of feats or special abilities in 
  any way.  
   
  If the ranger selects archery, he is treated as 
  having the Rapid Shot feat, even if he does not 
  have the normal prerequisites for that feat.  
   
  If the ranger selects two-weapon combat, he 
  is treated as having the Two-Weapon Fighting 
  feat, even if he does not have the normal 
  prerequisites for that feat.  
   
  The benefits of the ranger’s chosen style 
  apply only when he wears light or no armor. He 
  loses all benefits of his combat style when wearing 
  medium or heavy armor. 
   
  Corrupting Gaze (Su): A ghost can blast 
  living beings with a glance, at a range of up to 30 
  feet. Creatures that meet the ghost’s gaze must 
  succeed on a Fortitude Save DC 15 or take 2d10 
  points of damage and 1d4 points of Charisma 
  damage.  
   
  Corrupting Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack deals 
  1d6 
  points 
  of 
  damage. 
  Against 
  ethereal 
  opponents, it adds its Strength modifier to attack 
  and 
  damage 
  rolls. 
  Against 
  non-ethereal 
  opponents, it adds its Dexterity modifier to attack 
  rolls only.  
   
  Draining Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack drains 
  1d4 points from any one ability score it selects. On 
  each such successful attack, the ghost heals 5 
  points of damage to itself. Against ethereal 
  opponents, it adds its Strength modifier to attack 
  rolls only. Against non-ethereal opponents, it adds 
  its Dexterity modifier to attack rolls only. 
   
  Favored Enemy, Human (Ex): At 1st level, a 
  ranger may select a type of creature from among 
  those given on Table: Ranger Favored Enemies. 
  The ranger gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks when 
  using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon damage 
  rolls against such creatures.  
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living 
  creatures within a 30-foot spread must succeed on 
  a Will save or become panicked for 2d4 rounds. 
  This is a sonic necromantic mind-affecting fear 
  effect. A creature that successfully saves against 
  the moan cannot be affected by the same ghost’s 
  moan for 24 hours.  
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on 
  a Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  be 
  affected 
  by 
  the 
  same 
  ghost’s 
  horrific 
  appearance for 24 hours.  
   
  Malevolence (Su): Once per round, an 
  ethereal ghost can merge its body with a creature 
  on the Material Plane. This ability is similar to a 
  magic jar spell (caster level 10th or the ghost’s Hit 
  Dice, whichever is higher), except that it does not 
  require a receptacle. To use this ability, the ghost 
  must be manifested and it must try move into the 
  target’s space; moving into the target’s space to 
  use the malevolence ability does not provoke 
  attacks of opportunity. The target can resist the 
  attack with a successful Will save (DC 15 + 
  ghost’s Cha modifier). A creature that successfully 
  saves 
  is 
  immune 
  to 
  that 
  same 
  ghost’s 
  malevolence for 24 hours, and the ghost cannot 
  enter the target’s space. If the save fails, the ghost 
  vanishes into the target’s body.  
   
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane and, 
  as an ethereal creature, it cannot affect or be 
  affected by anything in the material world. When a 
  ghost manifests, it partly enters the Material Plane 
  and becomes visible but incorporeal on the 
  Material Plane. A manifested ghost can be harmed 
  only by other incorporeal creatures, magic 
  weapons, or spells, with a 50% chance to ignore 
  any 
  damage 
  from 
  a 
  corporeal 
  source. 
  A 
  manifested ghost can pass through solid objects 
  at will, and its own attacks pass through armor. A 
  manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, below). A manifested ghost remains 
  partially on the Ethereal Plane, where is it not 
  incorporeal. A manifested ghost can be attacked 
  by opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane.  
  ULP7-07 Pieces of Eight 
   
  Page 30 
  
  ULP7-07 Pieces of Eight 
   
  Page 31 
   
  When a spellcasting ghost is not manifested 
  and is on the Ethereal Plane, its spells cannot 
  affect targets on the Material Plane, but they work 
  normally against ethereal targets. When a 
  spellcasting ghost manifests, its spells continue to 
  affect ethereal targets and can affect targets on 
  the Material Plane normally unless the spells rely 
  on touch. A manifested ghost’s touch spells don’t 
  work on non-ethereal targets.  
   
  A ghost has two home planes, the Material 
  Plane and the Ethereal Plane. It is not considered 
  extra-planar when on either of these planes. 
   
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a ghost through simple combat: The 
  "destroyed" spirit will often restore itself in 2d4 
  days. Even the most powerful spells are usually 
  only temporary solutions. A ghost that would 
  otherwise be destroyed returns to its old haunts 
  with a successful level check (1d20 + ghost’s HD) 
  against DC 16. As a rule, the only way to get rid of 
  a ghost for sure is to determine the reason for its 
  existence and set right whatever prevents it from 
  resting in peace. The exact means varies with 
  each spirit and may require a good deal of 
  research. 
   
  Telekinesis (Su): A ghost can use telekinesis 
  as a standard action (caster level 12th or equal to 
  the ghost’s HD, whichever is higher). When a 
  ghost uses this power, it must wait 1d4 rounds 
  before using it again. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  a Diplomacy check to improve the attitude of a 
  person. The ranger rolls 1d20 and adds his ranger 
  level and his Charisma modifier to determine the 
  wild empathy check result. The typical domestic 
  animal has a starting attitude of indifferent, while 
  wild animals are usually unfriendly.  
   
  To use wild empathy, the ranger and the 
  animal must be able to study each other, which 
  means that they must be within 30 feet of one 
  another 
  under 
  normal 
  visibility 
  conditions. 
  Generally, influencing an animal in this way takes 
  1 minute, but, as with influencing people, it might 
  take more or less time. 
   
  The ranger can also use this ability to 
  influence a magical beast with an Intelligence 
  score of 1 or 2, but he takes a -4 penalty on the 
  check. 
   
  Sneak Attack (Ex): This is exactly like the 
  rogue ability of the same name. The extra damage 
  dealt increases by +1d6 every other level (1st, 3rd, 
  5th, 7th, and 9th). If an assassin gets a sneak 
  attack bonus from another source the bonuses on 
  damage stack.  
   
  Death Attack (Ex): If an assassin studies his 
  victim for 3 rounds and then makes a sneak attack 
  with a melee weapon that successfully deals 
  damage, the sneak attack has the additional effect 
  of possibly either paralyzing or killing the target 
  (assassin’s choice). While studying the victim, the 
  assassin can undertake other actions so long as 
  his attention stays focused on the target and the 
  target does not detect the assassin or recognize 
  the assassin as an enemy. If the victim of such an 
  attack fails a Fortitude save (DC 10 + the 
  assassin’s class level + the assassin’s Int 
  modifier) against the kill effect, she dies. If the 
  saving throw fails against the paralysis effect, the 
  victim is rendered helpless and unable to act for 
  1d6 rounds plus 1 round per level of the assassin. 
  If the victim’s saving throw succeeds, the attack is 
  just a normal sneak attack. Once the assassin has 
  completed the 3 rounds of study, he must make 
  the death attack within the next 3 rounds.  
   
  If a death attack is attempted and fails (the 
  victim makes her save) or if the assassin does not 
  launch the attack within 3 rounds of completing the 
  study, 3 new rounds of study are required before 
  he can attempt another death attack.  
   
  Poison Use (Ex): Assassins are trained in the 
  use of poison and never risk accidentally 
  poisoning themselves when applying poison to a 
  blade.  
   
  Languages: Common, Dwarven, Elven, Orc, 
  Undercommon. 
   
  Spells Prepared (1, save DC = 11 + spell 
  level): 1
  st – True Strike. 
   
  Possessions: +1 Ghost Touch Rapier, +1 
  Ghost Touch Short Sword, +1 Mithral Chain. 
  
  APPENDIX III – APL 8 
   
  ENCOUNTER 2 
   
   
   
   
  Harvard, Male Human Ranger 3 / Fighter 2 / 
  Horizon Walker 3: Medium Humanoid; CR 8; HD 
  3d8+2d10+3d8+16; hp 58; Init +3; Spd 30 ft.; AC 
  20, touch 13, flat-footed 18 (+3 Dex, +4 Armor, +1 
  Shield, +1 Enhancement, +1 Natural); Base 
  Atk/Grp: +8/+10; Atk +12 melee (1d6+3 18-20/x2, 
  +1 Rapier) or +12 melee (1d6+3 19-20/x2, +1 
  Short Sword); Full Atk +12/+5 melee (1d6+3, +1 
  Rapier) and +12/+5 melee (1d6+2, +1 Short 
  Sword; 
  SQ 
  Favored 
  Enemy 
  (Dwarf), 
  Wild 
  Empathy, 
  Combat 
  Style, 
  Terrain 
  Mastery: 
  (Underground), 
  Terrain 
  Mastery: 
  (), 
  Terrain 
  Mastery: (); AL N; SV Fort +9, Ref +4, Will +3; Str 
  14, Dex 16, Con 14, Int 12, Wis 12, Cha 8. 
   
  Skills & Feats: Balance +14, Escape Artist 
  +14, Heal +6, Hide +18, Knowledge: (Geography) 
  +11, Move Silently +18, Spot +11, Tumble +14; 
  Track, 
  Weapon 
  Finesse: 
  (Rapier), 
  Weapon 
  Finesse: (Short Sword), Two-Weapon Fighting, 
  Two-Weapon Defense, Weapon Focus: (Rapier), 
  Weapon 
  Focus: 
  (Short 
  Sword), 
  Endurance, 
  Improved Two-Weapon Fighting. 
   
  Favored Enemy, Dwarf (Ex): At 1st level, a 
  ranger may select a type of creature from among 
  those given on Table: Ranger Favored Enemies. 
  The ranger gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks when 
  using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon damage 
  rolls against such creatures. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  a Diplomacy check to improve the attitude of a 
  person. The ranger rolls 1d20 and adds his ranger 
  level and his Charisma modifier to determine the 
  wild empathy check result. The typical domestic 
  animal has a starting attitude of indifferent, while 
  wild animals are usually unfriendly.  
   
  To use wild empathy, the ranger and the 
  animal must be able to study each other, which 
  means that they must be within 30 feet of one 
  another 
  under 
  normal 
  visibility 
  conditions. 
  Generally, influencing an animal in this way takes 
  1 minute, but, as with influencing people, it might 
  take more or less time. 
   
  The ranger can also use this ability to 
  influence a magical beast with an Intelligence 
  score of 1 or 2, but he takes a -4 penalty on the 
  check. 
   
  Combat Style (Ex): At 2nd level, a ranger 
  must select one of two combat styles to pursue: 
  archery or two-weapon combat. This choice 
  affects the character’s class features but does not 
  restrict his selection of feats or special abilities in 
  any way.  
   
  If the ranger selects archery, he is treated as 
  having the Rapid Shot feat, even if he does not 
  have the normal prerequisites for that feat.  
   
  If the ranger selects two-weapon combat, he 
  is treated as having the Two-Weapon Fighting 
  feat, even if he does not have the normal 
  prerequisites for that feat.  
   
  The benefits of the ranger’s chosen style 
  apply only when he wears light or no armor. He 
  loses all benefits of his combat style when wearing 
  medium or heavy armor. 
   
  Terrain Mastery, Underground (Ex): You 
  have magically adapted to your time in the dark. 
  You 
  have 
  60-foot 
  darkvision, 
  or 
  120-foot 
  darkvision if you already had darkvision from 
  another source. You gain a +1 insight bonus on 
  attack and damage rolls against underground 
  creatures. 
   
  Terrain Mastery, Marsh (Ex): You have 
  learned to be quieter than whispering rushes; your 
  mystic connection to the marsh grants you a +4 
  competence bonus on Move Silently checks. You 
  gain +1 insight bonus on attack and damage rolls 
  against marsh creatures. 
   
  Terrain Mastery, Forest (Ex): You have an 
  instinctive sense of camouflage from your time 
  among the trees, granting you a +4 competence 
  bonus on Hide checks. You gain a +1 insight 
  bonus on attack and damage rolls against forest 
  creatures. 
   
  Languages: Common, Undercommon. 
   
  Possessions: +1 Rapier, +1 Short Sword, +1 
  Mithral Shirt, Cloak of Resistance +1, Amulet of 
  Natural Armor +1, Quaal’s Feather Token Whip. 
   
  Description: Harvard appears to be the leader 
  and is dressed in dark, greasy leathers. Shoulder 
  length brown hair accentuates his chiseled jaw 
  and the harsh lines of his face show the hard 
  treatment his body has received over the years. 
  Gloved hands rest casually at his side near a 
  matched set of finely crafted weapons. 
  Armelle, Female Grey Elf Wizard 7: Medium 
  Humanoid; CR 7; HD 7d4+14; hp 45 (+13 hp, 
  False Life); Init +6; Spd 30 ft.; AC 21, touch 12, 
  flat-footed 19 (+2 Dex, +4 Armor, +4 Shield, +1 
  ULP7-07 Pieces of Eight 
   
  Page 32 
  
  Enhancement); Base Atk/Grp: +3/+1; Atk +5 
  ranged (1d8 19-20/x2, Light Crossbow); Full Atk 
  same; SQ Low-Light Vision, Summon Familiar, 
  Scribe Scroll; AL N; SV Fort +7, Ref +4, Will +6; 
  Str 6, Dex 14, Con 14, Int 21, Wis 12, Cha 8. 
   
  Skills & Feats: Concentration +16, Knowledge: 
  (Arcana) +18, Knowledge: (Planes) +18, Spellcraft 
  +18; Combat Casting, Improved Initiative, Scribe 
  Scroll, Extend Spell, Empower Spell. 
   
  Summon Familiar (Ex): A wizard can obtain a 
  familiar in exactly the same manner as a sorcerer 
  can. 
   
  Languages: Common, Elven, Draconic, Dwarf, 
  Undercommon. 
   
  Spells Prepared (4/6/4/3/2, save DC = 15 + 
  spell level): 0 – Acid Splash x2, Ray of Frost x2; 
  1st – Color Spray, Magic Missile, Obscuring Mist, 
  Ray of Enfeeblement x2, Shield; 2nd – False Life, 
  Glitterdust x2; 3rd – Haste, Empowered Ray of 
  Enfeeblement, Slow; 4th – Dimension Door, Fear. 
   
  Spellbook: 0 – All Spells; 1st – Color Spray, 
  Grease, Mage Armor, Magic Missile, Mount, 
  Obscuring Mist, Ray of Enfeeblement, Shield, 
  Sleep; 2nd – Acid Arrow, False Life, Glitterdust, 
  Scorching Ray; 3rd – Fireball, Haste, Ray of 
  Exhaustion, Slow; 4th – Dimension Door, Fear. 
   
  Possessions: 
  Cloak 
  of 
  Resistance 
  +1, 
  Headband of Intellect +2, +1 Mithral Chain, 
  Quarterstaff, 
  Scroll 
  of 
  Confusion 
  (CL 
  7), 
  Spellbook, Wand of Magic Missile (CL 3, 50 
  Charges), 20 Bolts. 
   
  Description: This female Grey Elf appears to 
  be the brains of this operation. Wielding a 
  quarterstaff and a light crossbow holstered to her 
  hip she is prepared for the rigors of undercover 
  life. A large spellbook is attached to her belt with a 
  length of chain and is covered in arcane symbols. 
  Ceres, Male Half-Orc Barbarian 2 / Fighter 6: 
  Medium Humanoid; CR 8; HD 2d12+6d10+24; hp 
  68; Init +1; Spd 20 ft.; AC 20, touch 11, flat-footed 
  19 (+1 Dex, +8 Armor, +1 Enhancement); Base 
  Atk/Grp: +8/+12; Atk +15 melee (2d6+13 19-20/x2, 
  +1 Greatsword); Full Atk same; SQ Fast 
  Movement, Illiterate, Rage 1/Day; AL CN; SV Fort 
  +11, Ref +3, Will +3; Str 22, Dex 12, Con 16, Int 6, 
  Wis 12, Cha 6. 
   
  Skills & Feats: Skills; Power Attack, Cleave, 
  Great Cleave, Weapon Focus: (Greatsword), 
  Victor’s 
  LuckCS, 
  Weapon 
  Specialization: 
  (Greatsword), 
  Advantageous 
  AvoidanceCS. 
  CSComplete Scoundrel. 
   
  Fast Movement (Ex): A barbarian’s land 
  speed is faster than the norm for his race by +10 
  feet. This benefit applies only when he is wearing 
  no armor, light armor, or medium armor and not 
  carrying a heavy load. Apply this bonus before 
  modifying the barbarian’s speed because of any 
  load carried or armor worn. 
   
  Illiterate (Ex): Barbarians are the only 
  characters who do not automatically know how to 
  read and write. A barbarian may spend 2 skill 
  points to gain the ability to read and write all 
  languages he is able to speak.  
   
  A barbarian who gains a level in any other 
  class automatically gains literacy. Any other 
  character who gains a barbarian level does not 
  lose the literacy he or she already had. 
   
  Rage (Ex): A barbarian can fly into a rage a 
  certain number of times per day. In a rage, a 
  barbarian temporarily gains a +4 bonus to 
  Strength, a +4 bonus to Constitution, and a +2 
  morale bonus on Will saves, but he takes a -2 
  penalty 
  to 
  Armor 
  Class. 
  The 
  increase 
  in 
  Constitution increases the barbarian’s hit points by 
  2 points per level, but these hit points go away at 
  the end of the rage when his Constitution score 
  drops back to normal. (These extra hit points are 
  not lost first the way temporary hit points are.) 
  While raging, a barbarian cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skills 
  (except for Balance, Escape Artist, Intimidate, and 
  Ride), the Concentration skill, or any abilities that 
  require patience or concentration, nor can he cast 
  spells or activate magic items that require a 
  command word, a spell trigger (such as a wand), 
  or spell completion (such as a scroll) to function. 
  He can use any feat he has except Combat 
  Expertise, item creation feats, and meta-magic 
  feats. A fit of rage lasts for a number of rounds 
  equal to 3 + the character’s (newly improved) 
  Constitution 
  modifier. 
  A 
  barbarian 
  may 
  prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and 
  restrictions and becomes fatigued (-2 penalty to 
  Strength, -2 penalty to Dexterity, can’t charge or 
  run) for the duration of the current encounter 
  (unless he is a 17th-level barbarian, at which point 
  this limitation no longer applies).  
   
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability 
  once per day. At 4th level and every four levels 
  thereafter, he can use it one additional time per 
  day (to a maximum of six times per day at 20th 
  level). Entering a rage takes no time itself, but a 
  barbarian can do it only during his action, not in 
  response to someone else’s action.  
   
  Languages: Common, Orc. 
   
  Possessions: +1 Full Plate, +1 Greatsword, 
  Gauntlets of Ogre Power. 
   
  Description: The half-orc towers over his 
  comrades and appears to be lost in a far-away 
  ULP7-07 Pieces of Eight 
   
  Page 33 
  
  gaze. His face is marred with a scar running down 
  the left side of his face, his eye plucked out of his 
  skull, and his left tusk broken off still jagged as if it 
  had happened just recently. His polished armor is 
  dented in several places and apparently has 
  served him well in recent times while a large 
  weapon protrudes over his shoulder encased in a 
  leathered scabbard. 
  (Raging, 8 Rounds) Ceres, Male Half-Orc 
  Barbarian 2 / Fighter 6: Medium Humanoid; CR 
  8; HD 2d12+6d10+40; hp 84; Init +1; Spd 20 ft.; 
  AC 18, touch 9, flat-footed 17 (+1 Dex, +8 Armor, 
  +1 Enhancement); Base Atk/Grp: +8/+12; Atk +17 
  melee (2d6+16 19-20/x2, +1 Greatsword); Full Atk 
  same; SQ Fast Movement, Illiterate, Rage 1/Day; 
  AL CN; SV Fort +13, Ref +3, Will +5; Str 26, Dex 
  12, Con 20, Int 6, Wis 12, Cha 6. 
  ENCOUNTER 5 
   
   
   
   
  Tiaras, Female Sahuagin Druid 8: Medium 
  Monstrous Humanoid (Aquatic); CR 7; HD 
  2d8+8d8+20; hp 74; Init +1; Spd 30 ft., Swim 60 
  ft.; AC 22, touch 12, flat-footed 21 (+1 Dex, +8 
  Armor, +2 Enhancement, +1 Deflection); Base 
  Atk/Grp: +6/+6; Atk +6/+1 melee (1d4 x2, Talon) 
  or +6/+1 melee (1d4 x2, Bite); Full Atk 4 talons +6 
  melee (1d4 x2, Talon) and +6 melee (1d4 x2, 
  Bite); SA Blood Frenzy, Rake; SQ Animal 
  Companion, Blindsense, Freshwater Sensitivity, 
  Light Blindness, Nature Sense, Speak with 
  Sharks, 
  Water 
  Dependant, 
  Wild 
  Empathy, 
  Woodland Stride, Trackless Step, Resist Nature’s 
  Lure, Wild Shape 3/Day, Wild Shape: (Large); AL 
  N; SV Fort +9, Ref +6, Will +11; Str 10, Dex 12, 
  Con 14, Int 12, Wis 18, Cha 10. 
   
  Skills 
  & 
  Feats: 
  Handle 
  Animal 
  +11, 
  Knowledge: (Nature) +14, Ride +12, Spot +15, 
  Survival +17; Great Fortitude, Multiattack, Spell 
  Focus: 
  (Conjuration), 
  Augment 
  Summoning, 
  Natural Spell. 
   
  Animal Companion (Ex): A druid may begin 
  play with an animal companion selected from the 
  following list: badger, camel, dire rat, dog, riding 
  dog, eagle, hawk, horse (light or heavy), owl, 
  pony, snake (Small or Medium viper), or wolf. If 
  the campaign takes place wholly or partly in an 
  aquatic environment, the following creatures are 
  also available: porpoise, Medium shark, and 
  squid. This animal is a loyal companion that 
  accompanies the druid on her adventures as 
  appropriate for its kind.  
   
  A 1st-level druid’s companion is completely 
  typical for its kind except as noted below. As a 
  druid advances in level, the animal’s power 
  increases as shown on the table. If a druid 
  releases her companion from service, she may 
  gain a new one by performing a ceremony 
  requiring 24 uninterrupted hours of prayer. This 
  ceremony can also replace an animal companion 
  that has perished.  
   
  A druid of 4th level or higher may select from 
  alternative lists of animals. Should she select an 
  animal companion from one of these alternative 
  lists, the creature gains abilities as if the 
  character’s druid level were lower than it actually 
  is. Subtract the value indicated in the appropriate 
  list header from the character’s druid level and 
  compare the result with the druid level entry on the 
  table to determine the animal companion’s 
  powers. (If this adjustment would reduce the 
  druid’s effective level to 0 or lower, she can’t have 
  that animal as a companion.)  
   
  Blindsense (Ex): A sahuagin can locate 
  creatures underwater within a 30-foot radius. This 
  ability 
  works 
  only 
  when 
  the 
  sahuagin 
  is 
  underwater.  
   
  Blood Frenzy (Ex): Once per day a sahuagin 
  that takes damage in combat can fly into a frenzy 
  in the following round, clawing and biting madly 
  until either it or its opponent is dead. It gains +2 
  Constitution and +2 Strength, and takes a -2 
  penalty to Armor Class. A sahuagin cannot end its 
  frenzy voluntarily.  
   
  Rake (Ex): Attack bonus +2 melee, damage 
  1d4+1. A sahuagin also gains two rake attacks 
  when it attacks while swimming.  
   
  Freshwater Sensitivity (Ex): A sahuagin fully 
  immersed in fresh water must succeed on a DC 
  15 Fortitude save or become fatigued. Even on a 
  success, it must repeat the save attempt every 10 
  minutes it remains immersed.  
   
  Light Blindness (Ex): Abrupt exposure to 
  bright light (such as sunlight or a daylight spell) 
  blinds sahuagin for round. On subsequent rounds, 
  they are dazzled while operating in bright light. 
   
  Nature Sense (Ex): A druid gains a +2 bonus 
  on Knowledge (nature) and Survival checks. 
   
  Speak with Sharks (Ex): Sahuagin can 
  communicate telepathically with sharks up to 150 
  feet away. The communication is limited to fairly 
  simple concepts such as "food," "danger," and 
  "enemy." Sahuagin can use the Handle Animal 
  skill to befriend and train sharks.  
   
  Water Dependent (Ex): Sahuagin can survive 
  out of the water for 1 hour per 2 points of 
  Constitution (after that, refer to the drowning 
  rules). 
   
  Wild Empathy (Ex): A druid can improve the 
  attitude of an animal. This ability functions just like 
  a Diplomacy check made to improve the attitude of 
  a person. The druid rolls 1d20 and adds her druid 
  ULP7-07 Pieces of Eight 
   
  Page 34 
  
  level and her Charisma modifier to determine the 
  wild empathy check result.  
   
  The typical domestic animal has a starting 
  attitude of indifferent, while wild animals are 
  usually unfriendly.  
   
  To use wild empathy, the druid and the animal 
  must be able to study each other, which means 
  that they must be within 30 feet of one another 
  under normal conditions. Generally, influencing an 
  animal in this way takes 1 minute but, as with 
  influencing people, it might take more or less time.  
  A druid can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, 
  but she takes a -4 penalty on the check. 
   
  Woodland Stride (Ex): Starting at 2nd level, a 
  druid may move through any sort of undergrowth 
  (such as natural thorns, briars, overgrown areas, 
  and similar terrain) at her normal speed and 
  without taking damage or suffering any other 
  impairment. 
  However, 
  thorns, 
  briars, 
  and 
  overgrown areas that have been magically 
  manipulated to impede motion still affect her. 
   
  Trackless Step (Ex): Starting at 3rd level, a 
  druid leaves no trail in natural surroundings and 
  cannot be tracked. She may choose to leave a trail 
  if so desired. 
   
  Resist Nature’s Lure (Ex): Starting at 4th 
  level, a druid gains a +4 bonus on saving throws 
  against the spell-like abilities of fey. 
   
  Wild Shape (Su): At 5th level, a druid gains 
  the ability to turn herself into any Small or Medium 
  animal and back again once per day. Her options 
  for new forms include all creatures with the animal 
  type. This ability functions like the alternate form 
  special ability, except as noted here. The effect 
  lasts for 1 hour per druid level, or until she 
  changes back. Changing form (to animal or back) 
  is a standard action and doesn’t provoke an attack 
  of opportunity. Each time you use wild shape, you 
  regain lost hit points as if you had rested for a 
  night.  
   
  Any gear worn or carried by the druid melds 
  into the new form and becomes nonfunctional. 
  When the druid reverts to her true form, any 
  objects previously melded into the new form 
  reappear in the same location on her body that 
  they previously occupied and are once again 
  functional. Any new items worn in the assumed 
  form fall off and land at the druid's feet.  
   
  The form chosen must be that of an animal 
  the druid is familiar with.  
   
  A druid loses her ability to speak while in 
  animal form because she is limited to the sounds 
  that a normal, untrained animal can make, but she 
  can communicate normally with other animals of 
  the same general grouping as her new form. (The 
  normal sound a wild parrot makes is a squawk, so 
  changing to this form does not permit speech.)  
   
  A druid can use this ability more times per day 
  at 6th, 7th, 10th, 14th, and 18th level, as noted on 
  Table: The Druid. In addition, she gains the ability 
  to take the shape of a Large animal at 8th level, a 
  Tiny animal at 11th level, and a Huge animal at 
  15th level.  
   
  The new form’s Hit Dice can’t exceed the 
  character’s druid level.  
   
  At 12th level, a druid becomes able to use wild 
  shape to change into a plant creature with the 
  same size restrictions as for animal forms. (A 
  druid can’t use this ability to take the form of a 
  plant that isn’t a creature.)  
   
  At 16th level, a druid becomes able to use wild 
  shape to change into a Small, Medium, or Large 
  elemental (air, earth, fire, or water) once per day. 
  These elemental forms are in addition to her 
  normal wild shape usage. In addition to the normal 
  effects of wild shape, the druid gains all the 
  elemental’s extraordinary, supernatural, and spell-
  like abilities. She also gains the elemental’s feats 
  for as long as she maintains the wild shape, but 
  she retains her own creature type.  
  At 18th level, a druid becomes able to assume 
  elemental form twice per day, and at 20th level 
  she can do so three times per day. At 20th level, a 
  druid may use this wild shape ability to change 
  into a Huge elemental. 
   
  Languages: Common, Aquan, Sahuagin. 
   
  Spells Prepared (6/5/4/4/3, save DC = 14 + 
  spell level): 0 – Cure Minor Wounds x2, Guidance, 
  Read Magic, Resistance x2; 1
  st – Cure Light 
  Wounds x3, Magic Fang x2; 2nd – Bull’s Strength 
  x2, Heat Metal, Warp Wood; 3rd – Call Lightening, 
  Cure Moderate Wounds, Fog Cloud, Poison; 4th – 
  Dispel 
  Magic, 
  Flame 
  Strike, 
  Freedom 
  of 
  Movement. 
   
  Possessions: +2 Dragon Hide Plate, Cloak of 
  Resistance +1, Ring of Protection +1. 
  Rend (Animal Companion), Shark: Large Animal 
  (Aquatic); CR 1; HD 7d8+7; hp 36; Init +7; Spd 60 
  ft. (Swim); AC 20, touch 13, flat-footed 17 (+3 Dex, 
  +7 Natural); Base Atk/Grp: +7/+9; Atk +9 melee 
  (1d8+2, Bite; Full Atk same; SQ Blindsense, 
  Devotion, Evasion, Keen Scent, Link, Share 
  Spells; AL N; SV Fort +8, Ref +8, Will +3; Str 15, 
  Dex 17, Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills & Feats: Listen +8, Spot +7, Swim +11; 
  Alertness, Weapon Finesse: (Bite), Improved 
  Initiative. 
   
  Tricks: Attack, Guard, Defend. 
  ULP7-07 Pieces of Eight 
   
  Page 35 
  
   
  Blindsense 
  (Ex): 
  A 
  shark 
  can 
  locate 
  creatures underwater within a 30-foot radius. This 
  ability works only when the shark is underwater. 
   
  Keen Scent (Ex): A shark can notice 
  creatures by scent in a 180-foot radius and detect 
  blood in the water at ranges of up to a mile. 
  ENCOUNTER 6 
   
   
   
   
  Captain Silesia, Male Human Ghost Ranger 3 / 
  Fighter 2 / Assassin 3 / Rogue 2: Medium 
  Incorporeal Undead; CR 12; HD 10d12; hp 72; Init 
  +4; Spd 30 ft. (Fly, Perfect); AC 24, touch 18, flat-
  footed 24 (+4 Dex, +3 Deflection, +4 Armor, +2 
  Enhancement, +1 Shield); Base Atk/Grp: +8/+7; 
  Atk +13 melee (1d6 [+3d6 Sneak Attack] 15-20/x2, 
  +1 Rapier) or +13 melee (1d6 [+3d6 Sneak Attack] 
  19-20/x2, +1 Short Sword); Full Atk +11/+6 melee 
  (1d6 [+3d6 Sneak Attack] 15-20/x2, +1 Rapier) 
  and +11 melee (1d6 [+3d6 Sneak Attack] 19-
  20/x2, +1 Short Sword); SA Corrupting Gaze, 
  Corrupting Touch, Draining Touch, Evasion, 
  Frightful Moan, Horrific Appearance, Malevolence, 
  Manifestation, Telekinesis; SQ Combat Style, 
  Favored 
  Enemy: 
  (Humanoid), 
  Rejuvenation, 
  Trapfinding, Turn Resistance, Uncanny Dodge, 
  Wild Empathy; AL NE; SV Fort –, Ref +13, Will +4; 
  Str 8, Dex 18, Con –, Int 14, Wis 14, Cha 17. 
   
  Skills & Feats: Jump +12, Diplomacy +16, 
  Disguise +17, Hide +25, Listen +23, Move Silently 
  +25, Profession: (Sailor) +15, Search +23, Spot 
  +23, Survival +15; Weapon Finesse: (Rapier), 
  Weapon Focus: (Rapier), Track, Two-Weapon 
  Fighting, 
  Weapon 
  Finesse: 
  (Short 
  Sword), 
  Weapon Focus: (Rapier), Two-Weapon Defense, 
  Endurance, Improved Feint, Improved Critical: 
  (Rapier). 
   
  Combat Style (Ex): At 2nd level, a ranger 
  must select one of two combat styles to pursue: 
  archery or two-weapon combat. This choice 
  affects the character’s class features but does not 
  restrict his selection of feats or special abilities in 
  any way.  
   
  If the ranger selects archery, he is treated as 
  having the Rapid Shot feat, even if he does not 
  have the normal prerequisites for that feat.  
   
  If the ranger selects two-weapon combat, he 
  is treated as having the Two-Weapon Fighting 
  feat, even if he does not have the normal 
  prerequisites for that feat.  
   
  The benefits of the ranger’s chosen style 
  apply only when he wears light or no armor. He 
  loses all benefits of his combat style when wearing 
  medium or heavy armor. 
   
  Corrupting Gaze (Su): A ghost can blast 
  living beings with a glance, at a range of up to 30 
  feet. Creatures that meet the ghost’s gaze must 
  succeed on a Fortitude Save DC 15 or take 2d10 
  points of damage and 1d4 points of Charisma 
  damage.  
   
  Corrupting Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack deals 
  1d6 
  points 
  of 
  damage. 
  Against 
  ethereal 
  opponents, it adds its Strength modifier to attack 
  and 
  damage 
  rolls. 
  Against 
  non-ethereal 
  opponents, it adds its Dexterity modifier to attack 
  rolls only.  
   
  Draining Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack drains 
  1d4 points from any one ability score it selects. On 
  each such successful attack, the ghost heals 5 
  points of damage to itself. Against ethereal 
  opponents, it adds its Strength modifier to attack 
  rolls only. Against non-ethereal opponents, it adds 
  its Dexterity modifier to attack rolls only. 
   
  Favored Enemy, Human (Ex): At 1st level, a 
  ranger may select a type of creature from among 
  those given on Table: Ranger Favored Enemies. 
  The ranger gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks when 
  using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon damage 
  rolls against such creatures.  
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living 
  creatures within a 30-foot spread must succeed on 
  a Will save or become panicked for 2d4 rounds. 
  This is a sonic necromantic mind-affecting fear 
  effect. A creature that successfully saves against 
  the moan cannot be affected by the same ghost’s 
  moan for 24 hours.  
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on 
  a Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  be 
  affected 
  by 
  the 
  same 
  ghost’s 
  horrific 
  appearance for 24 hours.  
   
  Malevolence (Su): Once per round, an 
  ethereal ghost can merge its body with a creature 
  on the Material Plane. This ability is similar to a 
  magic jar spell (caster level 10th or the ghost’s Hit 
  Dice, whichever is higher), except that it does not 
  require a receptacle. To use this ability, the ghost 
  must be manifested and it must try move into the 
  target’s space; moving into the target’s space to 
  use the malevolence ability does not provoke 
  attacks of opportunity. The target can resist the 
  attack with a successful Will save (DC 15 + 
  ghost’s Cha modifier). A creature that successfully 
  saves 
  is 
  immune 
  to 
  that 
  same 
  ghost’s 
  ULP7-07 Pieces of Eight 
   
  Page 36 
  
  malevolence for 24 hours, and the ghost cannot 
  enter the target’s space. If the save fails, the ghost 
  vanishes into the target’s body.  
   
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane and, 
  as an ethereal creature, it cannot affect or be 
  affected by anything in the material world. When a 
  ghost manifests, it partly enters the Material Plane 
  and becomes visible but incorporeal on the 
  Material Plane. A manifested ghost can be harmed 
  only by other incorporeal creatures, magic 
  weapons, or spells, with a 50% chance to ignore 
  any 
  damage 
  from 
  a 
  corporeal 
  source. 
  A 
  manifested ghost can pass through solid objects 
  at will, and its own attacks pass through armor. A 
  manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, below). A manifested ghost remains 
  partially on the Ethereal Plane, where is it not 
  incorporeal. A manifested ghost can be attacked 
  by opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane.  
   
  When a spellcasting ghost is not manifested 
  and is on the Ethereal Plane, its spells cannot 
  affect targets on the Material Plane, but they work 
  normally against ethereal targets. When a 
  spellcasting ghost manifests, its spells continue to 
  affect ethereal targets and can affect targets on 
  the Material Plane normally unless the spells rely 
  on touch. A manifested ghost’s touch spells don’t 
  work on non-ethereal targets.  
   
  A ghost has two home planes, the Material 
  Plane and the Ethereal Plane. It is not considered 
  extra-planar when on either of these planes. 
   
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a ghost through simple combat: The 
  "destroyed" spirit will often restore itself in 2d4 
  days. Even the most powerful spells are usually 
  only temporary solutions. A ghost that would 
  otherwise be destroyed returns to its old haunts 
  with a successful level check (1d20 + ghost’s HD) 
  against DC 16. As a rule, the only way to get rid of 
  a ghost for sure is to determine the reason for its 
  existence and set right whatever prevents it from 
  resting in peace. The exact means varies with 
  each spirit and may require a good deal of 
  research. 
   
  Telekinesis (Su): A ghost can use telekinesis 
  as a standard action (caster level 12th or equal to 
  the ghost’s HD, whichever is higher). When a 
  ghost uses this power, it must wait 1d4 rounds 
  before using it again. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  a Diplomacy check to improve the attitude of a 
  person. The ranger rolls 1d20 and adds his ranger 
  level and his Charisma modifier to determine the 
  wild empathy check result. The typical domestic 
  animal has a starting attitude of indifferent, while 
  wild animals are usually unfriendly.  
   
  To use wild empathy, the ranger and the 
  animal must be able to study each other, which 
  means that they must be within 30 feet of one 
  another 
  under 
  normal 
  visibility 
  conditions. 
  Generally, influencing an animal in this way takes 
  1 minute, but, as with influencing people, it might 
  take more or less time. 
   
  The ranger can also use this ability to 
  influence a magical beast with an Intelligence 
  score of 1 or 2, but he takes a -4 penalty on the 
  check. 
   
  Sneak Attack (Ex): This is exactly like the 
  rogue ability of the same name. The extra damage 
  dealt increases by +1d6 every other level (1st, 3rd, 
  5th, 7th, and 9th). If an assassin gets a sneak 
  attack bonus from another source the bonuses on 
  damage stack.  
   
  Death Attack (Ex): If an assassin studies his 
  victim for 3 rounds and then makes a sneak attack 
  with a melee weapon that successfully deals 
  damage, the sneak attack has the additional effect 
  of possibly either paralyzing or killing the target 
  (assassin’s choice). While studying the victim, the 
  assassin can undertake other actions so long as 
  his attention stays focused on the target and the 
  target does not detect the assassin or recognize 
  the assassin as an enemy. If the victim of such an 
  attack fails a Fortitude save (DC 10 + the 
  assassin’s class level + the assassin’s Int 
  modifier) against the kill effect, she dies. If the 
  saving throw fails against the paralysis effect, the 
  victim is rendered helpless and unable to act for 
  1d6 rounds plus 1 round per level of the assassin. 
  If the victim’s saving throw succeeds, the attack is 
  just a normal sneak attack. Once the assassin has 
  completed the 3 rounds of study, he must make 
  the death attack within the next 3 rounds.  
   
  If a death attack is attempted and fails (the 
  victim makes her save) or if the assassin does not 
  launch the attack within 3 rounds of completing the 
  study, 3 new rounds of study are required before 
  he can attempt another death attack.  
   
  Poison Use (Ex): Assassins are trained in the 
  use of poison and never risk accidentally 
  poisoning themselves when applying poison to a 
  blade. 
  ULP7-07 Pieces of Eight 
   
  Page 37 
  
  ULP7-07 Pieces of Eight 
   
  Page 38 
  Uncanny Dodge (Ex): Starting at 2nd level, an 
  assassin retains his Dexterity bonus to AC (if any) 
  regardless of being caught flat-footed or struck by 
  an invisible attacker. (He still loses any Dexterity 
  bonus to AC if immobilized.)  
   
  If a character gains uncanny dodge from a 
  second class the character automatically gains 
  improved uncanny dodge (see below). 
   
  Languages: Common, Dwarven, Elven, Orc, 
  Undercommon. 
   
  Spells Prepared (3/1, save DC = 12 + spell 
  level): 1st – Obscuring Mist, True Strike, True 
  Strike; 2nd – Invisibility. 
   
  Possessions: +1 Ghost Touch Rapier, +1 
  Ghost Touch Short Sword, +2 Glamered Mithral 
  Chain, Headband of Intellect +2, Gloves of 
  Dexterity +2. 
  
   APPENDIX IV – APL 10 
   
  ENCOUNTER 2 
   
   
   
   
  Harvard, Male Human Ranger 3 / Fighter 2 / 
  Horizon Walker 5: Medium Humanoid; CR 10; HD 
  3d8+2d10+5d8+20; hp 70; Init +4; Spd 30 ft.; AC 
  22, touch 15, flat-footed 17 (+4 Dex, +4 Armor, +1 
  Shield, 
  +1 
  Enhancement, 
  +1 
  Natural, 
  +1 
  Deflection); Base Atk/Grp: +10/+12; Atk +16 
  melee (1d6+3 18-20/x2, +1 Rapier) or +16 melee 
  (1d6+3 17-20/x2, +1 Short Sword); Full Atk +16/+9 
  melee (1d6+3 18-20/x2, +1 Rapier) and +16/+9 
  melee (1d6+2 17-20/x2, +1 Short Sword; SQ 
  Favored Enemy (Dwarf), Wild Empathy, Combat 
  Style, Terrain Mastery: (Underground), Terrain 
  Mastery: (Marsh), Terrain Mastery: (Forest), 
  Terrain Mastery: (Plains), Terrain Mastery: (Hills); 
  AL N; SV Fort +10, Ref +5, Will +3; Str 14, Dex 18, 
  Con 14, Int 12, Wis 12, Cha 8. 
   
  Skills & Feats: Balance +17, Escape Artist 
  +17, Heal +6, Hide +21, Knowledge: (Geography) 
  +13, Listen +18, Move Silently +21, Spot +18, 
  Tumble +17; Track, Weapon Finesse: (Rapier), 
  Weapon Finesse: (Short Sword), Two-Weapon 
  Fighting, Two-Weapon Defense, Weapon Focus: 
  (Rapier), 
  Weapon 
  Focus: 
  (Short 
  Sword), 
  Endurance, 
  Improved 
  Two-Weapon 
  Fighting, 
  Improved Critical: (Short Sword). 
   
  Favored Enemy, Dwarf (Ex): At 1st level, a 
  ranger may select a type of creature from among 
  those given on Table: Ranger Favored Enemies. 
  The ranger gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks when 
  using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon damage 
  rolls against such creatures. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  a Diplomacy check to improve the attitude of a 
  person. The ranger rolls 1d20 and adds his ranger 
  level and his Charisma modifier to determine the 
  wild empathy check result. The typical domestic 
  animal has a starting attitude of indifferent, while 
  wild animals are usually unfriendly.  
   
  To use wild empathy, the ranger and the 
  animal must be able to study each other, which 
  means that they must be within 30 feet of one 
  another 
  under 
  normal 
  visibility 
  conditions. 
  Generally, influencing an animal in this way takes 
  1 minute, but, as with influencing people, it might 
  take more or less time. 
   
  The ranger can also use this ability to 
  influence a magical beast with an Intelligence 
  score of 1 or 2, but he takes a -4 penalty on the 
  check. 
   
  Combat Style (Ex): At 2nd level, a ranger 
  must select one of two combat styles to pursue: 
  archery or two-weapon combat. This choice 
  affects the character’s class features but does not 
  restrict his selection of feats or special abilities in 
  any way.  
   
  If the ranger selects archery, he is treated as 
  having the Rapid Shot feat, even if he does not 
  have the normal prerequisites for that feat.  
   
  If the ranger selects two-weapon combat, he 
  is treated as having the Two-Weapon Fighting 
  feat, even if he does not have the normal 
  prerequisites for that feat.  
   
  The benefits of the ranger’s chosen style 
  apply only when he wears light or no armor. He 
  loses all benefits of his combat style when wearing 
  medium or heavy armor. 
   
  Terrain Mastery, Underground (Ex): You 
  have magically adapted to your time in the dark. 
  You 
  have 
  60-foot 
  darkvision, 
  or 
  120-foot 
  darkvision if you already had darkvision from 
  another source. You gain a +1 insight bonus on 
  attack and damage rolls against underground 
  creatures. 
   
  Terrain Mastery, Marsh (Ex): You have 
  learned to be quieter than whispering rushes; your 
  mystic connection to the marsh grants you a +4 
  competence bonus on Move Silently checks. You 
  gain +1 insight bonus on attack and damage rolls 
  against marsh creatures. 
   
  Terrain Mastery, Forest (Ex): You have an 
  instinctive sense of camouflage from your time 
  among the trees, granting you a +4 competence 
  bonus on Hide checks. You gain a +1 insight 
  bonus on attack and damage rolls against forest 
  creatures. 
   
  Terrain Mastery, Plains (Ex): The wide open 
  spaces have sharpened your eyes, granting you a 
  +4 competence bonus on Spot checks. You gain a 
  +1 insight bonus on attack and damage rolls 
  against plains creatures. 
   
  Terrain Mastery, Hills (Ex): The faintest 
  echoes may their way to your ears, granting you a 
  +4 competence bonus on Listen checks. You gain 
  a +1 insight bonus on attack and damage rolls 
  against hill creatures. 
   
  Languages: Common, Undercommon. 
  ULP7-07 Pieces of Eight 
   
  Page 39 
  
   
  Possessions: +1 Rapier, +1 Short Sword, +1 
  Mithral Shirt, Cloak of Resistance +1, Amulet of 
  Natural Armor +1, Gloves of Dexterity +2, Ring of 
  Protection +1, Quaal’s Feather Token Whip. 
   
  Description: Harvard appears to be the leader 
  and is dressed in dark, greasy leathers. Shoulder 
  length brown hair accentuates his chiseled jaw 
  and the harsh lines of his face show the hard 
  treatment his body has received over the years. 
  Gloved hands rest casually at his side near a 
  matched set of finely crafted weapons. 
  Armelle, Female Grey Elf Wizard 9: Medium 
  Humanoid; CR 9; HD 9d4+18; hp 55 (+15 hp, 
  False Life); Init +6; Spd 30 ft.; AC 21, touch 12, 
  flat-footed 19 (+2 Dex, +4 Armor, +4 Shield, +1 
  Enhancement); Base Atk/Grp: +2/+0; Atk +4 
  ranged (1d8 19-20/x2, Light Crossbow); Full Atk 
  same; SQ Low-Light Vision, Summon Familiar, 
  Scribe Scroll; AL N; SV Fort +8, Ref +5, Will +7; 
  Str 6, Dex 14, Con 14, Int 24, Wis 12, Cha 8. 
   
  Skills & Feats: Concentration +18, Knowledge: 
  (Arcana) +20, Knowledge: (Planes) +20, Spellcraft 
  +20; Combat Casting, Improved Initiative, Scribe 
  Scroll, Extend Spell, Empower Spell. 
   
  Summon Familiar (Ex): A wizard can obtain a 
  familiar in exactly the same manner as a sorcerer 
  can. 
   
  Languages: Common, Elven, Draconic, Dwarf, 
  Undercommon. 
   
  Spells Prepared (4/7/6/5/4/2, save DC = 17 + 
  spell level): 0 – Acid Splash x2, Ray of Frost x2; 
  1st –Magic Missile x3, Obscuring Mist, Ray of 
  Enfeeblement x2, Shield; 2nd – False Life, 
  Glitterdust x2; 3rd – Haste, Empowered Ray of 
  Enfeeblement, Slow; 4th – Confusion, Dimension 
  Door, Enervation x2; 5th – Dominate Person, 
  Feeblemind. 
   
  Spellbook: 0 – All Spells; 1st – Color Spray, 
  Grease, Mage Armor, Magic Missile, Mount, 
  Obscuring Mist, Ray of Enfeeblement, Shield, 
  Sleep; 2nd – Acid Arrow, False Life, Glitterdust, 
  Scorching Ray; 3rd – Fireball, Haste, Ray of 
  Exhaustion, Slow; 4th – Confusion, Dimension 
  Door, Enervation, Fear. 5th – Dominate Person, 
  Feeblemind. 
   
  Possessions: 
  Cloak 
  of 
  Resistance 
  +1, 
  Headband of Intellect +4, +1 Mithral Chain, 
  Quarterstaff, 
  Scroll 
  of 
  Confusion 
  (CL 
  7), 
  Spellbook, Wand of Magic Missile (CL 3, 50 
  Charges), 20 Bolts. 
   
  Description: This female Grey Elf appears to 
  be the brains of this operation. Wielding a 
  quarterstaff and a light crossbow holstered to her 
  hip she is prepared for the rigors of undercover 
  life. A large spellbook is attached to her belt with a 
  length of chain and is covered in arcane symbols. 
  Ceres, Male Half-Orc Barbarian 2 / Fighter 8: 
  Medium Humanoid; CR 10; HD 2d12+8d10+30; 
  hp 84; Init +1; Spd 20 ft.; AC 21, touch 11, flat-
  footed 20 (+1 Dex, +8 Armor, +2 Enhancement); 
  Base Atk/Grp: +10/+16; Atk +20 melee (2d6+15 
  19-20/x2, +2 Greatsword); Full Atk +20/+15 
  (2d6+15); SQ Fast Movement, Illiterate, Rage 
  1/Day; AL CN; SV Fort +12, Ref +3, Will +3; Str 
  22, Dex 12, Con 16, Int 6, Wis 12, Cha 6. 
   
  Skills & Feats: Skills; Power Attack, Cleave, 
  Great Cleave, Weapon Focus: (Greatsword), 
  Victor’s 
  LuckCS, 
  Weapon 
  Specialization: 
  (Greatsword), 
  Advantageous 
  AvoidanceCS, 
  Greater 
  Weapon 
  Focus: 
  (Greatsword). 
  CSComplete Scoundrel. 
   
  Fast Movement (Ex): A barbarian’s land 
  speed is faster than the norm for his race by +10 
  feet. This benefit applies only when he is wearing 
  no armor, light armor, or medium armor and not 
  carrying a heavy load. Apply this bonus before 
  modifying the barbarian’s speed because of any 
  load carried or armor worn. 
   
  Illiterate (Ex): Barbarians are the only 
  characters who do not automatically know how to 
  read and write. A barbarian may spend 2 skill 
  points to gain the ability to read and write all 
  languages he is able to speak.  
   
  A barbarian who gains a level in any other 
  class automatically gains literacy. Any other 
  character who gains a barbarian level does not 
  lose the literacy he or she already had. 
   
  Rage (Ex): A barbarian can fly into a rage a 
  certain number of times per day. In a rage, a 
  barbarian temporarily gains a +4 bonus to 
  Strength, a +4 bonus to Constitution, and a +2 
  morale bonus on Will saves, but he takes a -2 
  penalty 
  to 
  Armor 
  Class. 
  The 
  increase 
  in 
  Constitution increases the barbarian’s hit points by 
  2 points per level, but these hit points go away at 
  the end of the rage when his Constitution score 
  drops back to normal. (These extra hit points are 
  not lost first the way temporary hit points are.) 
  While raging, a barbarian cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skills 
  (except for Balance, Escape Artist, Intimidate, and 
  Ride), the Concentration skill, or any abilities that 
  require patience or concentration, nor can he cast 
  spells or activate magic items that require a 
  command word, a spell trigger (such as a wand), 
  or spell completion (such as a scroll) to function. 
  He can use any feat he has except Combat 
  Expertise, item creation feats, and meta-magic 
  feats. A fit of rage lasts for a number of rounds 
  ULP7-07 Pieces of Eight 
   
  Page 40 
  
  equal to 3 + the character’s (newly improved) 
  Constitution 
  modifier. 
  A 
  barbarian 
  may 
  prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and 
  restrictions and becomes fatigued (-2 penalty to 
  Strength, -2 penalty to Dexterity, can’t charge or 
  run) for the duration of the current encounter 
  (unless he is a 17th-level barbarian, at which point 
  this limitation no longer applies).  
   
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability 
  once per day. At 4th level and every four levels 
  thereafter, he can use it one additional time per 
  day (to a maximum of six times per day at 20th 
  level). Entering a rage takes no time itself, but a 
  barbarian can do it only during his action, not in 
  response to someone else’s action.  
   
  Languages: Common, Orc. 
   
  Possessions: +2 Full Plate, +2 Greatsword, 
  Gauntlets of Ogre Power. 
   
  Description: The half-orc towers over his 
  comrades and appears to be lost in a far-away 
  gaze. His face is marred with a scar running down 
  the left side of his face, his eye plucked out of his 
  skull, and his left tusk broken off still jagged as if it 
  had happened just recently. His polished armor is 
  dented in several places and apparently has 
  served him well in recent times while a large 
  weapon protrudes over his shoulder encased in a 
  leathered scabbard. 
  (Raging, 8 Rounds) Ceres, Male Half-Orc 
  Barbarian 2 / Fighter 8: Medium Humanoid; CR 
  10; HD 2d12+8d10+33; hp 107; Init +1; Spd 20 ft.; 
  AC 19, touch 9, flat-footed 18 (+1 Dex, +8 Armor, 
  +2 Enhancement); Base Atk/Grp: +10/+16; Atk 
  +22 melee (2d6+18 19-20/x2, +2 Greatsword); 
  Full Atk +22/+17 (2d6+18); SQ Fast Movement, 
  Illiterate, Rage 1/Day; AL CN; SV Fort +12, Ref 
  +3, Will +3; Str 26, Dex 12, Con 20, Int 6, Wis 12, 
  Cha 6. 
  ENCOUNTER 5 
   
   
   
   
  Tiaras, Female Sahuagin Druid 11: Medium 
  Monstrous Humanoid (Aquatic); CR 13; HD 
  2d8+11d8+26; hp 92; Init +1; Spd 30 ft., Swim 60 
  ft.; AC 21, touch 12, flat-footed 20 (+1 Dex, +8 
  Armor, +1 Enhancement, +1 Deflection); Base 
  Atk/Grp: +8/+8; Atk +8/+3 melee (1d4 x2, Talon) 
  or +6/+1 melee (1d4 x2, Bite); Full Atk 4 talons +8 
  melee (1d4 x2, Talon) and +8 melee (1d4 x2, 
  Bite); SA Blood Frenzy, Rake; SQ Animal 
  Companion, Blindsense, Freshwater Sensitivity, 
  Light Blindness, Nature Sense, Speak with 
  Sharks, 
  Water 
  Dependant, 
  Wild 
  Empathy, 
  Woodland Stride, Trackless Step, Resist Nature’s 
  Lure, Venom Immunity, Wild Shape 4/Day, Wild 
  Shape: (Large), Wild Shape: (Tiny); AL N; SV Fort 
  +10, Ref +7, Will +12; Str 10, Dex 12, Con 14, Int 
  12, Wis 19, Cha 10. 
   
  Skills 
  & 
  Feats: 
  Handle 
  Animal 
  +13, 
  Knowledge: (Nature) +16, Ride +14, Spot +17, 
  Survival +19; Great Fortitude, Multiattack, Spell 
  Focus: 
  (Conjuration), 
  Augment 
  Summoning, 
  Natural Spell, Toughness. 
   
  Animal Companion (Ex): A druid may begin 
  play with an animal companion selected from the 
  following list: badger, camel, dire rat, dog, riding 
  dog, eagle, hawk, horse (light or heavy), owl, 
  pony, snake (Small or Medium viper), or wolf. If 
  the campaign takes place wholly or partly in an 
  aquatic environment, the following creatures are 
  also available: porpoise, Medium shark, and 
  squid. This animal is a loyal companion that 
  accompanies the druid on her adventures as 
  appropriate for its kind.  
   
  A 1st-level druid’s companion is completely 
  typical for its kind except as noted below. As a 
  druid advances in level, the animal’s power 
  increases as shown on the table. If a druid 
  releases her companion from service, she may 
  gain a new one by performing a ceremony 
  requiring 24 uninterrupted hours of prayer. This 
  ceremony can also replace an animal companion 
  that has perished.  
   
  A druid of 4th level or higher may select from 
  alternative lists of animals. Should she select an 
  animal companion from one of these alternative 
  lists, the creature gains abilities as if the 
  character’s druid level were lower than it actually 
  is. Subtract the value indicated in the appropriate 
  list header from the character’s druid level and 
  compare the result with the druid level entry on the 
  table to determine the animal companion’s 
  powers. (If this adjustment would reduce the 
  druid’s effective level to 0 or lower, she can’t have 
  that animal as a companion.)  
   
  Blindsense (Ex): A sahuagin can locate 
  creatures underwater within a 30-foot radius. This 
  ability 
  works 
  only 
  when 
  the 
  sahuagin 
  is 
  underwater.  
   
  Blood Frenzy (Ex): Once per day a sahuagin 
  that takes damage in combat can fly into a frenzy 
  in the following round, clawing and biting madly 
  until either it or its opponent is dead. It gains +2 
  Constitution and +2 Strength, and takes a -2 
  penalty to Armor Class. A sahuagin cannot end its 
  frenzy voluntarily.  
   
  Rake (Ex): Attack bonus +2 melee, damage 
  1d4+1. A sahuagin also gains two rake attacks 
  when it attacks while swimming.  
  ULP7-07 Pieces of Eight 
   
  Page 41 
  
   
  Freshwater Sensitivity (Ex): A sahuagin fully 
  immersed in fresh water must succeed on a DC 
  15 Fortitude save or become fatigued. Even on a 
  success, it must repeat the save attempt every 10 
  minutes it remains immersed.  
   
  Light Blindness (Ex): Abrupt exposure to 
  bright light (such as sunlight or a daylight spell) 
  blinds sahuagin for round. On subsequent rounds, 
  they are dazzled while operating in bright light. 
   
  Nature Sense (Ex): A druid gains a +2 bonus 
  on Knowledge (nature) and Survival checks. 
   
  Speak with Sharks (Ex): Sahuagin can 
  communicate telepathically with sharks up to 150 
  feet away. The communication is limited to fairly 
  simple concepts such as "food," "danger," and 
  "enemy." Sahuagin can use the Handle Animal 
  skill to befriend and train sharks.  
   
  Water Dependent (Ex): Sahuagin can survive 
  out of the water for 1 hour per 2 points of 
  Constitution (after that, refer to the drowning 
  rules). 
   
  Wild Empathy (Ex): A druid can improve the 
  attitude of an animal. This ability functions just like 
  a Diplomacy check made to improve the attitude of 
  a person. The druid rolls 1d20 and adds her druid 
  level and her Charisma modifier to determine the 
  wild empathy check result.  
   
  The typical domestic animal has a starting 
  attitude of indifferent, while wild animals are 
  usually unfriendly.  
   
  To use wild empathy, the druid and the animal 
  must be able to study each other, which means 
  that they must be within 30 feet of one another 
  under normal conditions. Generally, influencing an 
  animal in this way takes 1 minute but, as with 
  influencing people, it might take more or less time.  
  A druid can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, 
  but she takes a -4 penalty on the check. 
   
  Woodland Stride (Ex): Starting at 2nd level, a 
  druid may move through any sort of undergrowth 
  (such as natural thorns, briars, overgrown areas, 
  and similar terrain) at her normal speed and 
  without taking damage or suffering any other 
  impairment. 
  However, 
  thorns, 
  briars, 
  and 
  overgrown areas that have been magically 
  manipulated to impede motion still affect her. 
   
  Trackless Step (Ex): Starting at 3rd level, a 
  druid leaves no trail in natural surroundings and 
  cannot be tracked. She may choose to leave a trail 
  if so desired. 
   
  Resist Nature’s Lure (Ex): Starting at 4th 
  level, a druid gains a +4 bonus on saving throws 
  against the spell-like abilities of fey. 
   
  Wild Shape (Su): At 5th level, a druid gains 
  the ability to turn herself into any Small or Medium 
  animal and back again once per day. Her options 
  for new forms include all creatures with the animal 
  type. This ability functions like the alternate form 
  special ability, except as noted here. The effect 
  lasts for 1 hour per druid level, or until she 
  changes back. Changing form (to animal or back) 
  is a standard action and doesn’t provoke an attack 
  of opportunity. Each time you use wild shape, you 
  regain lost hit points as if you had rested for a 
  night.  
   
  Any gear worn or carried by the druid melds 
  into the new form and becomes nonfunctional. 
  When the druid reverts to her true form, any 
  objects previously melded into the new form 
  reappear in the same location on her body that 
  they previously occupied and are once again 
  functional. Any new items worn in the assumed 
  form fall off and land at the druid's feet.  
   
  The form chosen must be that of an animal 
  the druid is familiar with.  
   
  A druid loses her ability to speak while in 
  animal form because she is limited to the sounds 
  that a normal, untrained animal can make, but she 
  can communicate normally with other animals of 
  the same general grouping as her new form. (The 
  normal sound a wild parrot makes is a squawk, so 
  changing to this form does not permit speech.)  
   
  A druid can use this ability more times per day 
  at 6th, 7th, 10th, 14th, and 18th level, as noted on 
  Table: The Druid. In addition, she gains the ability 
  to take the shape of a Large animal at 8th level, a 
  Tiny animal at 11th level, and a Huge animal at 
  15th level.  
   
  The new form’s Hit Dice can’t exceed the 
  character’s druid level.  
   
  At 12th level, a druid becomes able to use wild 
  shape to change into a plant creature with the 
  same size restrictions as for animal forms. (A 
  druid can’t use this ability to take the form of a 
  plant that isn’t a creature.)  
   
  At 16th level, a druid becomes able to use wild 
  shape to change into a Small, Medium, or Large 
  elemental (air, earth, fire, or water) once per day. 
  These elemental forms are in addition to her 
  normal wild shape usage. In addition to the normal 
  effects of wild shape, the druid gains all the 
  elemental’s extraordinary, supernatural, and spell-
  like abilities. She also gains the elemental’s feats 
  for as long as she maintains the wild shape, but 
  she retains her own creature type.  
  At 18th level, a druid becomes able to assume 
  elemental form twice per day, and at 20th level 
  she can do so three times per day. At 20th level, a 
  druid may use this wild shape ability to change 
  into a Huge elemental. 
  ULP7-07 Pieces of Eight 
   
  Page 42 
  
   
  Venom Immunity (Ex): At 9th level, a druid 
  gains immunity to all poisons. 
   
  Languages: Common, Aquan, Sahuagin. 
   
  Spells Prepared (6/6/5/5/4/3/2, save DC = 14 
  + spell level): 0 – Cure Minor Wounds x2, 
  Guidance, Read Magic, Resistance x2; 1st – Cure 
  Light Wounds x4, Magic Fang x2; 2nd – Bull’s 
  Strength x2, Heat Metal x2, Warp Wood; 3rd – Call 
  Lightening, Cure Moderate Wounds x2, Fog 
  Cloud, Poison; 4th – Dispel Magic, Flame Strike 
  x2, Freedom of Movement; 5th – Animal Growth 
  x2, Baleful Polymorph, Stone Skin. 
   
  Possessions: +1 Wild Dragon Hide Plate, 
  Cloak of Resistance +1, Ring of Protection +1. 
  (Wild Shape, 11 Hours), Tiaras: Large Animal 
  (Aquatic); CR 13; HD 2d8+11d8+26; hp 92; Init 
  +1; Spd Swim 60 ft.; AC 25, touch 12, flat-footed 
  23 (+1 Dex, +8 Armor, +1 Enhancement, +1 
  Deflection, +4 Natural); Base Atk/Grp: +8/+8; Atk 
  +11/+6 melee (1d8+3 x2, Bite); Full same; SQ 
  Animal 
  Companion, 
  Blindsense, 
  Freshwater 
  Sensitivity, Light Blindness, Nature Sense, Speak 
  with Sharks, Water Dependant, Wild Empathy, 
  Woodland Stride, Trackless Step, Resist Nature’s 
  Lure, Venom Immunity, Wild Shape 4/Day, Wild 
  Shape: (Large), Wild Shape: (Tiny); AL N; SV Fort 
  +10, Ref +8, Will +12; Str 17, Dex 15, Con 14, Int 
  12, Wis 19, Cha 10. 
  Rend (Animal Companion), Shark: Large Animal 
  (Aquatic); CR 1; HD 9d8+9; hp 44; Init +7; Spd 60 
  ft. (Swim); AC 23, touch 14, flat-footed 19 (+4 Dex, 
  +9 Natural); Base Atk/Grp: +7/+9; Atk +11 melee 
  (1d8+3, Bite; Full Atk same; SQ Blindsense, 
  Devotion, Evasion, Keen Scent, Link, Share 
  Spells, Multiattack; AL N; SV Fort +8, Ref +8, Will 
  +3; Str 16, Dex 18, Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills & Feats: Listen +8, Spot +7, Swim +11; 
  Alertness, Weapon Finesse: (Bite), Improved 
  Initiative. 
   
  Tricks: Attack, Guard, Defend. 
   
  Blindsense 
  (Ex): 
  A 
  shark 
  can 
  locate 
  creatures underwater within a 30-foot radius. This 
  ability works only when the shark is underwater. 
   
  Keen Scent (Ex): A shark can notice 
  creatures by scent in a 180-foot radius and detect 
  blood in the water at ranges of up to a mile. 
  ENCOUNTER 6 
   
   
   
   
  Captain Silesia, Male Human Ghost Ranger 3 / 
  Fighter 2 / Assassin 5 / Rogue 2: Medium 
  Incorporeal Undead; CR 14; HD 12d12; hp 95 
  (False Life); Init +4; Spd 30 ft. (Fly, Perfect); AC 
  25, touch 19, flat-footed 25 (+4 Dex, +4 Deflection, 
  +4 Armor, +2 Enhancement, +1 Shield); Base 
  Atk/Grp: +9/+8; Atk +14 melee (1d6 [+4d6 Sneak 
  Attack] 15-20/x2, +1 Rapier) or +14 melee (1d6 
  [+4d6 Sneak Attack] 17-20/x2, +1 Short Sword); 
  Full Atk +12/+7 melee (1d6 [+4d6 Sneak Attack] 
  15-20/x2, +1 Rapier) and +12 melee (1d6 [+4d6 
  Sneak Attack] 17-20/x2, +1 Short Sword); SA 
  Corrupting Gaze, Corrupting Touch, Draining 
  Touch, 
  Evasion, 
  Frightful 
  Moan, 
  Horrific 
  Appearance, 
  Malevolence, 
  Manifestation, 
  Telekinesis; SQ Combat Style, Favored Enemy: 
  (Humanoid), 
  Rejuvenation, 
  Trapfinding, 
  Turn 
  Resistance, Uncanny Dodge, Improved Uncanny 
  Dodge, Wild Empathy; AL NE; SV Fort –, Ref +13, 
  Will +4; Str 8, Dex 18, Con –, Int 14, Wis 14, Cha 
  18. 
   
  Skills & Feats: Jump +16, Diplomacy +21, 
  Disguise +21, Escape Artist +29, Hide +33, Listen 
  +27, Move Silently +33, Profession: (Sailor) +20, 
  Search +27, Spot +27, Survival +20; Weapon 
  Finesse: (Rapier), Weapon Focus: (Rapier), 
  Track, Two-Weapon Fighting, Weapon Finesse: 
  (Short Sword), Weapon Focus: (Rapier), Two-
  Weapon Defense, Endurance, Improved Feint, 
  Improved Critical: (Rapier), Improved Critical: 
  (Short Sword). 
   
  Combat Style (Ex): At 2nd level, a ranger 
  must select one of two combat styles to pursue: 
  archery or two-weapon combat. This choice 
  affects the character’s class features but does not 
  restrict his selection of feats or special abilities in 
  any way.  
   
  If the ranger selects archery, he is treated as 
  having the Rapid Shot feat, even if he does not 
  have the normal prerequisites for that feat.  
   
  If the ranger selects two-weapon combat, he 
  is treated as having the Two-Weapon Fighting 
  feat, even if he does not have the normal 
  prerequisites for that feat.  
   
  The benefits of the ranger’s chosen style 
  apply only when he wears light or no armor. He 
  loses all benefits of his combat style when wearing 
  medium or heavy armor. 
   
  Corrupting Gaze (Su): A ghost can blast 
  living beings with a glance, at a range of up to 30 
  feet. Creatures that meet the ghost’s gaze must 
  succeed on a Fortitude Save DC 15 or take 2d10 
  points of damage and 1d4 points of Charisma 
  damage.  
   
  Corrupting Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack deals 
  1d6 
  points 
  of 
  damage. 
  Against 
  ethereal 
  opponents, it adds its Strength modifier to attack 
  and 
  damage 
  rolls. 
  Against 
  non-ethereal 
  opponents, it adds its Dexterity modifier to attack 
  rolls only.  
  ULP7-07 Pieces of Eight 
   
  Page 43 
  
   
  Draining Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack drains 
  1d4 points from any one ability score it selects. On 
  each such successful attack, the ghost heals 5 
  points of damage to itself. Against ethereal 
  opponents, it adds its Strength modifier to attack 
  rolls only. Against non-ethereal opponents, it adds 
  its Dexterity modifier to attack rolls only. 
   
  Favored Enemy, Human (Ex): At 1st level, a 
  ranger may select a type of creature from among 
  those given on Table: Ranger Favored Enemies. 
  The ranger gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks when 
  using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon damage 
  rolls against such creatures.  
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living 
  creatures within a 30-foot spread must succeed on 
  a Will save or become panicked for 2d4 rounds. 
  This is a sonic necromantic mind-affecting fear 
  effect. A creature that successfully saves against 
  the moan cannot be affected by the same ghost’s 
  moan for 24 hours.  
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on 
  a Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  be 
  affected 
  by 
  the 
  same 
  ghost’s 
  horrific 
  appearance for 24 hours.  
   
  Malevolence (Su): Once per round, an 
  ethereal ghost can merge its body with a creature 
  on the Material Plane. This ability is similar to a 
  magic jar spell (caster level 10th or the ghost’s Hit 
  Dice, whichever is higher), except that it does not 
  require a receptacle. To use this ability, the ghost 
  must be manifested and it must try move into the 
  target’s space; moving into the target’s space to 
  use the malevolence ability does not provoke 
  attacks of opportunity. The target can resist the 
  attack with a successful Will save (DC 15 + 
  ghost’s Cha modifier). A creature that successfully 
  saves 
  is 
  immune 
  to 
  that 
  same 
  ghost’s 
  malevolence for 24 hours, and the ghost cannot 
  enter the target’s space. If the save fails, the ghost 
  vanishes into the target’s body.  
   
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane and, 
  as an ethereal creature, it cannot affect or be 
  affected by anything in the material world. When a 
  ghost manifests, it partly enters the Material Plane 
  and becomes visible but incorporeal on the 
  Material Plane. A manifested ghost can be harmed 
  only by other incorporeal creatures, magic 
  weapons, or spells, with a 50% chance to ignore 
  any 
  damage 
  from 
  a 
  corporeal 
  source. 
  A 
  manifested ghost can pass through solid objects 
  at will, and its own attacks pass through armor. A 
  manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, below). A manifested ghost remains 
  partially on the Ethereal Plane, where is it not 
  incorporeal. A manifested ghost can be attacked 
  by opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane.  
   
  When a spellcasting ghost is not manifested 
  and is on the Ethereal Plane, its spells cannot 
  affect targets on the Material Plane, but they work 
  normally against ethereal targets. When a 
  spellcasting ghost manifests, its spells continue to 
  affect ethereal targets and can affect targets on 
  the Material Plane normally unless the spells rely 
  on touch. A manifested ghost’s touch spells don’t 
  work on non-ethereal targets.  
   
  A ghost has two home planes, the Material 
  Plane and the Ethereal Plane. It is not considered 
  extra-planar when on either of these planes. 
   
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a ghost through simple combat: The 
  "destroyed" spirit will often restore itself in 2d4 
  days. Even the most powerful spells are usually 
  only temporary solutions. A ghost that would 
  otherwise be destroyed returns to its old haunts 
  with a successful level check (1d20 + ghost’s HD) 
  against DC 16. As a rule, the only way to get rid of 
  a ghost for sure is to determine the reason for its 
  existence and set right whatever prevents it from 
  resting in peace. The exact means varies with 
  each spirit and may require a good deal of 
  research. 
   
  Telekinesis (Su): A ghost can use telekinesis 
  as a standard action (caster level 12th or equal to 
  the ghost’s HD, whichever is higher). When a 
  ghost uses this power, it must wait 1d4 rounds 
  before using it again. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like 
  a Diplomacy check to improve the attitude of a 
  person. The ranger rolls 1d20 and adds his ranger 
  level and his Charisma modifier to determine the 
  wild empathy check result. The typical domestic 
  animal has a starting attitude of indifferent, while 
  wild animals are usually unfriendly.  
   
  To use wild empathy, the ranger and the 
  animal must be able to study each other, which 
  ULP7-07 Pieces of Eight 
   
  Page 44 
  
  ULP7-07 Pieces of Eight 
   
  Page 45 
  means that they must be within 30 feet of one 
  another 
  under 
  normal 
  visibility 
  conditions. 
  Generally, influencing an animal in this way takes 
  1 minute, but, as with influencing people, it might 
  take more or less time. 
   
  The ranger can also use this ability to 
  influence a magical beast with an Intelligence 
  score of 1 or 2, but he takes a -4 penalty on the 
  check. 
   
  Sneak Attack (Ex): This is exactly like the 
  rogue ability of the same name. The extra damage 
  dealt increases by +1d6 every other level (1st, 3rd, 
  5th, 7th, and 9th). If an assassin gets a sneak 
  attack bonus from another source the bonuses on 
  damage stack.  
   
  Death Attack (Ex): If an assassin studies his 
  victim for 3 rounds and then makes a sneak attack 
  with a melee weapon that successfully deals 
  damage, the sneak attack has the additional effect 
  of possibly either paralyzing or killing the target 
  (assassin’s choice). While studying the victim, the 
  assassin can undertake other actions so long as 
  his attention stays focused on the target and the 
  target does not detect the assassin or recognize 
  the assassin as an enemy. If the victim of such an 
  attack fails a Fortitude save (DC 10 + the 
  assassin’s class level + the assassin’s Int 
  modifier) against the kill effect, she dies. If the 
  saving throw fails against the paralysis effect, the 
  victim is rendered helpless and unable to act for 
  1d6 rounds plus 1 round per level of the assassin. 
  If the victim’s saving throw succeeds, the attack is 
  just a normal sneak attack. Once the assassin has 
  completed the 3 rounds of study, he must make 
  the death attack within the next 3 rounds.  
   
  If a death attack is attempted and fails (the 
  victim makes her save) or if the assassin does not 
  launch the attack within 3 rounds of completing the 
  study, 3 new rounds of study are required before 
  he can attempt another death attack.  
   
  Poison Use (Ex): Assassins are trained in the 
  use of poison and never risk accidentally 
  poisoning themselves when applying poison to a 
  blade. 
  Uncanny Dodge (Ex): Starting at 2nd level, an 
  assassin retains his Dexterity bonus to AC (if any) 
  regardless of being caught flat-footed or struck by 
  an invisible attacker. (He still loses any Dexterity 
  bonus to AC if immobilized.)  
   
  If a character gains uncanny dodge from a 
  second class the character automatically gains 
  improved uncanny dodge (see below). 
   
  Improved Uncanny Dodge (Ex): At 5th level, 
  an assassin can no longer be flanked, since he 
  can react to opponents on opposite sides of him 
  as easily as he can react to a single attacker. This 
  defense denies rogues the ability to use flank 
  attacks to sneak attack the assassin. The 
  exception to this defense is that a rogue at least 
  four levels higher than the assassin can flank him 
  (and thus sneak attack him).  
   
  If a character gains uncanny dodge (see 
  above) from a second class the character 
  automatically gains improved uncanny dodge, and 
  the levels from those classes stack to determine 
  the minimum rogue level required to flank the 
  character. 
   
  Languages: Common, Dwarven, Elven, Orc, 
  Undercommon. 
   
  Spells Prepared (5/4/3, save DC = 12 + spell 
  level): 1
  st – Feather Fall, Obscuring Mist, True 
  Strike, True Strike, True Strike; 2nd – Invisibility, 
  Pass Without Trace, Spider Climb, Undetectable 
  Alignment; 3rd – Deeper Darkness, False Life, 
  Magic Circle vs. Good. 
   
  Possessions: +1 Ghost Touch Rapier, +1 
  Ghost Touch Short Sword, +2 Slick Shadow Silent 
  Moves Glamered Mithral Chain, Headband of 
  Intellect +2, Gloves of Dexterity +2. 
   
  
  DM AID: GATHER INFORMATION 
   
  Gather Information (Rumors): 
  • 
  DC 10: 
  Apparently the year-long offensive campaign in the Disputed Territories is going well, 
  nearly seventy percent of the area has been reclaimed; there are rumors that another 
  concentrated push led by the Royal Army is about to take place sometime within the 
  month of Ready’reat. 
  • 
  DC 15: 
  Recruitment numbers for all branches of the Principality of Ulek’s military have increased 
  steadily since the Reclamation Proclamation and show no signs of slowing, it seems as 
  though the Prince has stirred the hearts and minds of his followers and they have heeded 
  the call to reclaim their lost lands form the hands of the Pomarj. 
  • 
  DC 20: 
  A year has passed since the battle of Mantrax where the “Shrine at Heroes Hill” became 
  the focal point for a Kaorti Cyst and nearly corrupted the Hammer Archon by the power of 
  Nerull, through the Kaorti Cyst, creating an Angel of Decay to bring destruction and ruin 
  upon the Principality; no unusual activity has occurred since that time and the citizens of 
  Mantrax have finally finished repairing the damage and clearing the debris from the 
  shrine. After the dead were identified it was discovered that one Kaorti, a powerful wizard 
  and high-ranking member of the Cyst, was unaccounted for after the battle. Rumor has it 
  that he was taken by the forces of the Pomarj that day for reasons unknown. 
  • 
  DC 25: 
  Adventurers who have recently traveled to Highport have noticed an increase in the 
  number of ships departing from this Pomarj port and fewer of them are returning with 
  slaves but with demands for more supplies and experienced sailors as they plan to 
  lengthen the journey and increasing the number of sectors they can cover; it seems that 
  they are also looking for something, but what no one knows. 
  • 
  DC 30: 
  Reports of attacks on the shipping lanes by the Scarlet Brotherhood have increased 
  sharply; those who have been attacked by Scarlet Brotherhood ships have rarely been 
  taken as slaves and instead interrogated as to their destination and backgrounds and 
  while the ship and its cargo were thoroughly searched, looking for something, what it 
  could be is anybody’s guess at this point but they are desperate to find it. 
  • 
  DC 35: 
  A crazed Orc, known to the locals for harassing various adventurers for treasure maps 
  and sometimes assaulting them, claimed to have found the location of the lost treasure 
  fleet of the Suss North Greyhawk Company that sunk nearly three centuries ago while 
  transporting a tribute cargo across the Azure Sea. His claims, while unsubstantiated, 
  have sparked an interest in the lost treasure fleet and “treasure maps” are selling at an 
  all-time premium. 
  • 
  DC 40: 
  Many believe the recent offensive and string of successes in the Disputed Territories has 
  come only as a result of the renewed interest by various adventurers who have answered 
  the Prince’s call; the military’s involvement has been small and calculated to say the least 
  which some believe is the result of dwindling coffers and lack of funding. 
   
  Gather Information (The Royal Order of Expropriators): 
   
  • 
  DC 15: 
  No one seems to know what the Royal Order of Expropriators are but by the sound of 
  their name they seem to be some kind of organization that is responsible reclaiming 
  things that have been lost, but reclaiming what and for who is unclear. 
  • 
  DC 20: 
  There were unconfirmed rumors that members of an organization known as the Royal 
  Order of Expropriators were involved in the recovery of a fabled text known as the 
  Fundamentals of Dweomercraft from a lost city of the Suel in late 594 C.Y. but the claims 
  were proven to be false. 
  ULP7-07 Pieces of Eight 
   
  Page 46 
  
  • 
  DC 25: 
  Some of the adventurers who entered Castle Greyhawk in 594 C.Y. during the month of 
  the Reaping heard quiet whisperings that several of the parties entering the castle from 
  the Principality of Ulek were armed with information from the Royal Order of 
  Expropriators. All of the groups who were made up of or contained citizens from the 
  Principality of Ulek denied these rumors adamantly even though one of their citizens did 
  find the special key and was named a “Disciple of Zagyg” along with the rest of his party 
  from which the Prophet was named a year later. 
  • 
  DC 30: 
  Several of the older Dwarves, who used to work in the government during the early years 
  of Prince Olinstaad’s reign, remember the Treaty of Orlenddare and that it contained a 
  provisional clause to create an organization called the Royal Order of Expropriators that 
  would report directly to the Prince; their duties were never spelled out. 
  • 
  DC 35: 
  A group of Dwarves, veterans from the Hateful Wars, remember a daring raid by a 
  Pomarj strike force in Ne-Ogard in early 503 C.Y. which was unexplained. They 
  apparently razed a large keep in the outer province and by the time that the Royal Army 
  appeared it was too late to mount a response. There was one survivor, although he was 
  unconscious; before he awoke a contingent of the Adamantine Guard arrived and, under 
  the authority of Prince Olinstaad, took him and his belongings with them and was never 
  seen or heard from again. 
  • 
  DC 40: 
  A Grey Elf, clearly advanced in age, was able to tell you that the Treaty of Orlenddare 
  which helped form the Royal Order of Expropriators was signed with the intent to help 
  offset the costs of continued warfare in the region as well as locating any objects of 
  power to aid in the defense of the Principality of Ulek but was disbanded in 503 C.Y. after 
  their headquarters was destroyed in a Pomarj raid into Ne-Ogard. 
  ULP7-07 Pieces of Eight 
   
  Page 47 
  
  DM AID: MAP #1 – THE NORTH STAR 
   
   
  Combat Preparation: The Pomarj spies are standing next to the counter with Armelle flanked on either 
  side by Harvard and Ceres. The PCs, when they enter the establishment, will begin in the area between 
  the two plants. On the first round of combat Alder will run through the curtains and lock himself in his 
  room until the fight is over. 
  ULP7-07 Pieces of Eight 
   
  Page 48 
  
  DM AID: MAP #2 – SLAVER ISLAND SURVEY 
   
   
   
  Description: This map was obtained from the slaver ship investigated by the PCs. It shows where the 
  Slavers planned to land their craft and begin the search for the lost treasure. Unfortunately no inland 
  surveys have been completed and there have been no forays into the interior of the island. The only 
  marked location on the map is near the landing coordinates spelling out a crude, rudimentary sea-side 
  town that the Slavers made contact with during their first survey, since then no contact has been made. 
   
   
   
  ULP7-07 Pieces of Eight 
   
  Page 49 
  
  DM AID: NEW RULES 
  NEW FEATS 
  Victor’s Luck (Complete Scoundrel) 
   
  Prerequisite: None. 
   
  Benefit: You can expend one luck reroll as a swift action to reroll a critical threat confirmation roll. 
  You gain one luck reroll per day. 
  Advantageous Avoidance (Complete Scoundrel) 
   
  Prerequisite: Character level 3rd, any luck feat. 
   
  Benefit: Expend luck reroll to force foe to reroll critical threat confirmation, or three rerolls to force foe 
  to reroll attack. You gain one luck reroll per day. 
   
  Special: Unlike other luck feats, you can use this feat after seeing the success of the roll being 
  affected. 
   
  ULP7-07 Pieces of Eight 
   
  Page 50 
  
  PLAYER HANDOUT #1 – A ROYAL DECREE 
   
  By 
  Royal Decree of 
  Prince Olinstaad Corond 
  Does hereby state the reactivation of  
  The Royal Order of Expropriators 
  And does recognize their original charter and intent as was previously detailed in 
  423 C.Y. by the Treaty of Orlenddare signed by 
  Prince Olinstaad Corond, 
  The Dwarven Noble Houses, 
  And the Royal Army and Navy of the Principality of Ulek. 
  Those wishing to present themselves to the reactivated Royal Order of Expropriators shall be informed by 
  messenger by the Fleet Admiral of the Royal Navy, Tiberius Mansfield III, and report to the 
  Office of the Admiralty of the Royal Navy 
  in Gryrax Harbor should they wish to participate in the defense and security of the Principality of Ulek. 
   
  Let it be known that Fleet Admiral Tiberius Mansfield III has complete jurisdiction over 
  The Royal Order of Expropriators 
  Until further notice has been given by Prince Olinstaad Corond and the Dwarven Noble Houses and in 
  keeping with the reactivation of this most ancient and sacred order we have called upon two of our own to 
  answer the call. 
  Kohrm Stormgarde of Clan Ironwraught 
  And 
  Orner Besmear of Clan Drachmas 
  ULP7-07 Pieces of Eight 
   
  Page 51 
  
  PLAYER HANDOUT #2 – RETRIEVAL ORDERS 
   
  Forwarded: POMARJ forward unit 
  MESSAGE: 
  YOU 
  HAVE 
  BEEN 
  TASKED 
  WITH 
  LOCATING AND RETRIEVING AN ANCIENT MAP 
  ONCE HELD IN THE HANDS OF ONE OF OUR MOST 
  HATED RIVALS. AN ORGANIZATION KNOWN AS 
  THE ROYAL ORDER OF EXPROPRIATORS ONCE 
  FOUND INFORMATION REGARDING THE LOST 
  TREASURE FLEET OF THE SUSS NORTH GREYHAWK 
  COMPANY. 
  WE WANT YOU TO RECLAIM IT. 
  OUR SPIES IN THE ROYAL NAVY HAVE CONFIRMED 
  ITS LOCATION AND WE WANT YOU TO GET THERE 
  BEFORE THEY DO. WE HAVE ALREADY PROVIDED 
  YOU 
  WITH 
  THE 
  NEEDED 
  CODEWORDS 
  TO 
  CONVINCE THE MAPMAKER TO GIVE YOU THE 
  MATERIALS. 
  DO NOT FAIL US. 
  YOUR LIVES DEPEND ON IT. 
  RECEIVED: FORWARD COMMAND POST ALPHA 
  ULP7-07 Pieces of Eight 
   
  Page 52 
  
  PLAYER HANDOUT #3 – SLAVER ISLAND SURVEY 
   
   
   
  Description: This map has seen better days and appears to be an initial survey of the island. Several 
  sea lanes have already been discovered along the bottom portion of the map. Scrawled along the 
  backside of the parchment are several strange symbols which are indecipherable, however written in 
  Common beneath them, presumably by the captain are the following, “Must find translation key, originally 
  lost during initial survey; presumed missing on island.” 
  ULP7-07 Pieces of Eight 
   
  Page 53 
  
  PLAYER HANDOUT #4 – DECIPHERED TEXT 
   
   After our initial survey of the island we 
  found no evidence that the lost treasure 
  fleet of the Suss North Greyhawk Company 
  had ever visited this island. We made camp 
  within one of the caves on the north side of 
  the island and prepared to settle down for 
  the night. 
   While exploring the cave system we found 
  a strange sight indeed. Stuck inside one of 
  the larger caverns was the wreckage from 
  several 
  different 
  ships, 
  one 
  of 
  them 
  displayed the decaying heraldry of the Suss 
  North Greyhawk Company. 
   I immediately ordered my Commander to 
  retrace our route and encode it on the back 
  of our survey map so that we could relocate 
  the treasure when we returned with a larger 
  fleet. The directions are as follows. 
   North from the village is a small statue to 
  a heathen god the Sahuagin call Sekolah, 
  from their travel northwest until you come 
  to a treacherous river, follow it upstream 
  until you come to a canyon within the 
  mountain system; once inside the canyon 
  ULP7-07 Pieces of Eight 
   
  Page 54 
  
  search the right side until you find the first 
  cave, enter it and then continue following 
  the right side of the network. 
   If done correctly it will lead you to the 
  cove with the ships. 
   I will return to claim this treasure but first 
  I must deal with this Sahuagin threat, 
  should we return later they may not be as 
  friendly as the first time we engaged them; 
  we are planning an attack on their village 
  tonight, when we are finished with them the 
  treasure will be ours… 
   
  ULP7-07 Pieces of Eight 
   
  Page 55 
  
  ULP7-07 Pieces of Eight 
   
  Page 56 
  CRITICAL EVENT SUMMARY: ULP7-07 PIECES OF EIGHT 
  For use only at Weekend in the Principality of Ulek 2007. 
   
  1. Did the PCs accept the surrender of Soaladaob and his community? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  2. Did the PCs discover the encryption tool and decipher the survey map? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  3. Did the PCs learn the true fate of the Suss North Greyhawk Company’s treasure fleet? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  4. Did the PCs accept membership into the Royal Order of Expropriators? 
   
   
   
   
   
   
   
  Yes 
   
  No  
  If so, list whom here: 
   
   
   
   
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/597/Normal Scenarios/ULP7-07 - Pieces of Eight (APL 4-10)/ULP7-07 - Pieces of Eight.pdf