TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ©2004 Wizards of the Coast ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
   COR4-04 
   
   
   
   
  RED TIDE 
   
  A Two-Round D&D® LIVING GREYHAWK™  
  Core Adventure 
  Version 2 
  Rounds One and Two 
  by James Zwiers 
  Cartography: Daniel Thompson and James Zwiers 
   Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
   
  Stuck on the blue waters of the Azure Sea, stranded in the calms, a simple voyage he said—ferrying goods from Hardby 
  to Marner. Anything can happen on the deep blue waters of the Azure. A two-round continuous play adventure for 
  characters level 4-12. Written for Suel human characters but survivable by all.  
  
  Red Tide 
   
  Page 2 
  INTRODUCTION 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  PREPARATION 
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  SCORING 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” among the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  LIVING GREYHAWK LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  
  Red Tide 
   
  Page 3 
  # 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 
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. 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 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. 
   
  By following these four steps, you will have determined 
  the APL. 
  Throughout this 
  adventure, APLs 
  categorize the 
  level of 
  challenge the 
  PCs will 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 you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are three things that you can do to 
  help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  TIME UNITS AND UPKEEP 
   
  This is a standard two-round Core adventure set in the 
  Lands of the Scarlet Brotherhood. All characters pay 2 
  Time Units per round. Adventurer’s Standard Upkeep 
  costs 1 2gp per Time Unit. Rich Upkeep costs 50 gp per 
  Time Unit. Luxury Upkeep costs 100 gp per Time Unit. 
   
  SPECIAL UPKEEP RULES  
   
   
  Characters may not bring any animals with them that are 
  larger than Small. Additionally, anyone who has 5 or 
  more ranks in Profession (sailor) may take Adventurer’s 
  Standard for half price in exchange for working on the 
  ship. 
   
  ADVENTURE BACKGROUND 
  Pirates, scavengers, fell beasts of the deep, and the ever-
  present menace of the Scarlet Fist roam the Azure Sea. 
  However, all is not harmonious among the brethren. 
  There are factions, and struggles within it. Recently a 
  small faction has put events in motion that they hope will 
  bring them to power. This scheme requires a large 
  number of capable fighting men. The faction the PCs 
  help in this adventure is called Homeland Nobility. They 
  have lost their power to other factions over time and seek 
  to regain that power. 
   
  ADVENTURE SUMMARY  
  The adventure starts in Hardby when the PCs are hired 
  to serve as the crew or guard of a merchant vessel called 
  Silent Wind. What they don’t yet realize is that the first 
  mate and the rest of the crew are servants of the Scarlet 
  Fist.  
   
  The captain of the vessel is serving that capacity 
  under duress: If he doesn’t cooperate, the Scarlet 
  Brotherhood will eradicate his entire village. 
   
  After send off, a the days pass uneventfully until the 
  first mate receives his signal from the Scarlet Fist while 
  off the shore of Lof Tokhil, a relatively remote island of 
  the Tilvanot peninsula. When he receives the signal he 
  uses a staff of the winds to dampen the winds and becalm 
  the vessel. A small group of people is then seen 
  approaching the vessel from the island. They are 
  members of the Homeland Nobility faction of the Scarlet 
  Brotherhood. These people ask the characters to help 
  them. If they PCs refuse (or attack outright) then they 
  will be subdued and forced to help. 
   
  From there the PCs are taken into the tropical forest 
  and to the faction’s camp. Here they undergo some 
  
  Red Tide 
   
  Page 4 
  training, consisting of practicing against captured Dakon 
  (intelligent ape-people from the Amedio Jungle). The 
  heroes who willingly answered their call for aid may be 
  given the option of swearing fealty to the Homeland 
  Nobility, if they desire and deserve it. 
   
  After completing the training the PCs have the 
  actual mission explained to them. They are then ushered 
  back onto the boat, and taken to another island. The first 
  round of this adventure ends as land is sighted. 
   
  Taking up where the first half left off, round two 
  begins with the battle to enter the harbor of Suka, where 
  faction leader Father Imueir is being held. At this time 
  the other faction arrive on the scene. A large-scale battle 
  ensues with the fate of the battle determined by how well 
  the PCs perform. 
   
  During the battle the PCs are faced with moral 
  choices, such as what to do with a group of unarmed 
  women and children or what to do with a group of 
  humanoid slaves who are caught in the fighting. 
  The adventure should end with the PCs worried about 
  their involvement in the entire affair and what they may 
  have helped set in motion. 
   
  INTRODUCTION 
  The Grimy Sailor is a bad inn…a really bad inn. Sleeping 
  there is worse than sleeping in a barnyard. It’s worse than 
  sleeping on the deck of a ship during a storm. But it’s the only 
  place in town that has a room—or something that resembles a 
  room. Hardby is busy of late, lots of people gearing up for the 
  spring shipping season. Everyone is in town for the Rush—
  when captains and mates come round to all the bars to recruit a 
  crew—which is supposed to start tonight. Looking around the 
  place it’s not hard to guess that you’ll likely find work. Most of 
  the other potential sailors are dirty, underfed, and drunk. 
  That’s not to say such things aren’t normal for sailors when 
  they’re at port, it’s just that there are a few higher class ships in 
  port right now, and they’ll likely be picky about who they’re 
  hiring.  
   
  The door opens and a Suel man wearing a fine-cut tunic 
  and with the look of nobility about him stands in the door 
  surveying the room. As his glance moves about the room you 
  can see those salty dogs straighten themselves in a mean 
  attempt to look presentable. They don’t catch his eye. His eyes 
  rest on you. He points at you and says, “You there. Yeah, you. I 
  want you for my crew. Be at the Silent Wind tomorrow 
  morning at dawn if you’re interested.” With that he turns and 
  leaves. 
   
  If the PCs desire they can ask around about this man, and 
  the Silent Wind. They can discover that the man is Boran 
  Umor from Ratik, the first mate of the Silent Wind. The 
  Silent Wind is a merchant vessel makes regular shipping 
  runs to Marner from Hardby. (Gather Information DC 
  10) 
   
  ENCOUNTER 1: THE SILENT 
  WIND 
  The Silent Wind is a 95-foot-long, double-masted merchant 
  cutter. It has both a forecastle and an elevated stern. The ship is 
  swarming with crew even at this early hour. The man from 
  yesterday is standing at the stern, watching the action on the 
  ship and nearby docks attentively. His eye falls on you again 
  and he motions you onboard. “Welcome aboard. Sund show 
  these good folks to their places below decks. I’ll be down to talk 
  with you in a minute or two.” As Sund, a young Suel man, 
  leads you down below decks you notice that the rest of the crew 
  on the ship are also Suel. You’re taken below decks and shown 
  to a set of hammocks. “These’ll be yours. Make yourselves 
  comfortable. The mate’ll be down when he’s ready.” 
   
  After about 5 minutes Boran Umor comes down to speak 
  with the PCs. 
   
  “Thank you for coming. We’re just about to get underway. 
  First, you’re not going to be working on the ship, unless you 
  want to. We need you for some fighting strength if we run into 
  trouble, which is likely given the blockade and all. So, if you 
  would just remain alert for any trouble. Ohh, and enjoy the 
  trip.”  
   
  If the heroes want something about payment, inform 
  them that they’ll be paid 400 gold upon reaching Marner 
  (which they never will). 
   
  The days pass uneventfully as you sail south from Woolly Bay 
  and out into the Azure Sea. Dolphins play in the bow wave 
  during the day, sometimes wandering off to chase a particularly 
  large school of fish. In all, life is good. Four days pass and Boran 
  tells you that soon you’ll have work to do because you are 
  nearing the blockade. 
   
  The heroes may want to talk with the crew. None of them 
  openly speak with the PCs unless he or she is wearing the 
  Badge of Valesh Kem from COR2-01 As He Lay Dying 
  openly. The Badge of Valesh Kem is an ivory badge about 
  the size of a fist. It confers a +1 resistance bonus to saves. 
  Additionally, it identifies the wearer as sympathetic to 
  the goals of the Scarlet Brotherhood to other members of 
  the order, who recognize its significance immediately 
  upon sight. If they do manage to successfully talk with 
  the crew then the following may be gleaned: 
  • 
  The ship runs under the Scarlet Sign. 
  • 
  They have been recruited for something other than 
  simple patrol, but the crew doesn’t know exactly 
  what. 
  The heroes will not see much of the captain. If they ask, 
  Boran tells them that the captain is occupied with the 
  charts, and if he has time he will come to see them. The 
  captain remains unavailable until Encounter 2. 
   
  To pass the time the PCs can lounge around on deck 
  or do what they wish. On the fourth night the ship is 
  attacked by a group of sahuagin with shark mounts. The 
  sahuagin will attack non-Suel characters first and only 
  
  Red Tide 
   
  Page 5 
  TROUBLESHOOTING  
  It is easy for things to go wrong
  during the first two encounters.
  Possibilities include the heroes
  discovering that they are on a
  Scarlet Brotherhood ship. If
  they decide to fight before
  Encounter 
  2 
  then 
  Uncle 
  Ophelus and his guards will not
  appear, and the adventure is
  over. If this occurs they only
  receive 
  half 
  experience 
  for
  Encounter 
  2, 
  due 
  to 
  the
  reduced difficulty. 
   
  Alternatively, 
  they 
  may 
  wish to attack Uncle Ophelus
  as he approaches. If that 
  happens, Boran Umor uses the
  staff of the winds to speed 
  Uncle Ophelus’s boat to the
  side of the Silent Wind in 2 
  rounds, while the crew start
  disarming and incapacitating
  the heroes if they refuse to
  stand down
  when they are all down will they attack Suel characters. 
  The crew of the ship “flees” below decks during the 
  combat. See Appendix 3 for a map of the Silent Wind. 
   
  Creatures:  
  APL 4 (EL 6) 
   
  �Large Shark (2): hp 38, 38; see Monster Manual. 
   
  �Sahuagin (2): hp 11, 11; see Monster Manual. 
   
  APL 6 (EL 8) 
   
  �Large Shark (3): hp 38, 38, 38; see Monster Manual. 
   
  �Sahuagin Warrior (2): hp 35, 35; see Appendix 1.  
   
  �Sahuagin Savant: hp 31; see Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Huge Shark (3): hp 65, 65, 65; see Monster Manual. 
   
  �Sahuagin Warrior (2): hp 51, 51; see Appendix 1.  
   
  �Sahuagin Savant: hp 45; See Appendix I. 
   
  APL 10 (EL 12) 
   
  �Huge Fiendish Shark (3): hp 65, 65, 65; see 
  Appendix 1. 
   
  �Sahuagin Warrior (2): hp 67, 67; see Appendix 1.  
   
  �Sahuagin Savant: hp 59; see Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Huge Half-Fiend Shark (3): hp 90, 90, 90; see 
  Appendix 1. 
   
  �Sahuagin Warrior (2): hp 83, 83; see Appendix 1.  
   
  �Sahuagin Savant: hp 75; see Appendix 1. 
   
  Tactics: The sahuagin begin the attack by ramming 
  the ship. This automatically wakes everyone on the ship. 
  They then board, leaving the sharks in the water to keep 
  ramming the ship. As result of the ramming a successful 
  Balance check is required to not take a -2 penalty to 
  Armor Class, attack roles and Concentration checks each 
  round. The DC for said Balance is 5 if the sahuagins ride 
  Large sharks, and 7 if they ride Huge sharks. One shark 
  breaks off for each opponent that enters the wate. Reduce 
  the Balance DC by one for each Large shark that leaves 
  and by two for each Huge shark that leaves. Once all the 
  sharks have broken off then no Balance checks need to 
  be made. The sahuagin do not have to make these checks 
  due to their ability to communicate with the sharks and 
  thus know when the jarring will occur. 
   
  Treasure: The following treasure is carried by the 
  sauhuagin.  
   
  APL 4: L: 11 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 130 gp; C: 0 gp; M: divine scroll of death 
  knell (12 gp). 
   
  APL 8: L: 121 gp; C: 0 gp; M: divine scroll of death 
  knell (12 gp), +1 banded mail (117 gp), pearl of power (1st) (83 
  gp). 
   
  APL 10: L: 68 gp; C: 0 gp; M: divine scroll of death 
  knell (12 gp), +1 banded mail (117 gp), pearl of power (1st) (83 
  gp), 2 +1 tridents (193 gp each), potion of bull’s strength (25 
  gp). 
   
  APL 12: L: 39 gp; C: 0 gp; M: divine scroll of death 
  knell (12 gp), +1 banded mail (117 gp), pearl of power (1st) (83 
  gp), 2 +1 tridents (193 gp each), 
  potion of bull’s strength (25 gp), 2 +1 
  studded leather (98 gp each), divine 
  scroll of flame strike (94 gp). 
   
   
  ENCOUNTER 2: 
  BECALMED 
  The day after the sahuagin attack 
  dawns calm, clear, and absolutely 
  without wind. Off to the east is a 
  small cluster of islands and beyond 
  those a larger landmass. Boran 
  approaches you. “Well done last night. 
  Well done indeed. Now, it seems that 
  we’ve lost our wind, so we’d do best to 
  keep watch, for there are worse things 
  in these waters than sharks and 
  sahuagin.” 
   
  Magic items (such as a Quaal’s feather token (fan)) fail to 
  produce any noticeable effect, due to the suppression of 
  the wind from a more powerful item (Boran’s staff of the 
  winds). About an hour later there is something to be seen, 
  ask for DC 10 Spot check. The highest check result of at 
  least 10 notices the following before anyone else. 
   
  There’s another boat approaching, by oar, from the islands. 
  There’s a flag flying, but it hangs limply and cannot yet be 
  identified.  
   
  The boat continues its approach. If the heroes look like 
  they are getting ready to attack, then read the following: 
   
  Boran approaches you, “Stand down. These people are 
  expected.”  
  Boran turns to another crewmember. “Go let the 
  captain know that he is needed on deck.” Finally, the smaller 
  boat reaches the side of the Silent Wind. The flag it flies can be 
  made out in detail; it seems to be a black fist on a red 
  background. A group of four men in scarlet robes are board the 
  Silent Wind, one turns to greet Boran. At this point the 
  crewmember returns with a haggard looking Oeridian man. 
  Boran, the crew and the new arrivals all form a semi-circle 
  facing you. “Uncle Ophelus has an offer for you. Listen 
  closely.” 
  “We have a need for some warriors to assist us. A 
  close friend of ours was recently taken from us and we desire to 
  have him back. You were selected because you seemed to be 
  capable warriors, as you proved against the sahuagin we sent. 
  If you aid us we will set the captain’s family and village free. If 
  you don’t then they will die.” 
   
  If the heroes want other concessions any of the following 
  are offered, although only if needed and only as a last 
  resort before fighting: freedom of any slaves who are 
  being held in the city to be attacked; or the removal of 
  any agents of their faction from the character’s home 
  nation(s). Additionally, the captain will pull any hesitant 
  
  Red Tide 
   
  Page 6 
  characters to the side and quietly point out that this is an 
  excellent opportunity to spy on the Scarlet Brotherhood 
  and deliver what could be a serious blow against them at 
  the same time.  
  Give the players as much time as they want to 
  make the decision. If they seem divided or uncertain of 
  what to decide have the captain plead with them, 
  appealing to their nobility. Read the following if the 
  heroes respond yes and then proceed to Encounter 3, 
  regardless of their answer.  
   
  “Excellent, we must also ask you to take a vow of silence 
  pertaining to anything you see while in our lands.” 
   
  Otherwise continue below. 
   
  “Well, that is too bad. We shall have to convince you 
  otherwise.” 
   
  The brotherhood monks, and the ship’s crew, move to 
  attack the heroes.  
   
  Creatures:  
  APL 4 (EL 10) 
   
  �Boran Umor: hp 33; see Appendix 1. 
   
  �Uncle Ophelus: hp 41; see Appendix 1. 
   
  �Ophelus’ Guards (3): hp 27, 27, 27; see Appendix 1. 
   
  �Crew (10): hp 9, 9, 9, 9, 9, 9, 9, 9, 9 9; see Appendix 
  1. 
   
  APL 6 (EL 12) 
   
  �Boran Umor: hp 45; see Appendix 1. 
   
  �Uncle Ophelus: hp 53; see Appendix 1. 
   
  �Ophelus’ Guards (3): hp 39, 39, 39; see Appendix 1. 
   
  �Crew (10): hp 21, 21, 21, 21, 21, 21, 21, 21, 21, 21; 
  see Appendix 1. 
   
  APL 8 (EL 14) 
   
  �Boran Umor: hp 57; see Appendix 1. 
   
  �Uncle Ophelus: hp 61; see Appendix 1. 
   
  �Ophelus’ Guards (3): hp 51, 51, 51; see Appendix 1. 
   
  �Crew (10): hp 33, 33, 33, 33, 33, 33, 33, 33, 33, 33; 
  see Appendix 1. 
   
  APL 10 (EL 16) 
   
  �Boran Umor: hp 69; see Appendix 1. 
   
  �Uncle Ophelus: hp 73; see Appendix 1. 
   
  �Ophelus’ Guards (3): hp 63, 63, 63; see Appendix I. 
   
  �Crew (10): hp 45, 45, 45, 45, 45, 45, 45, 45, 45, 45; 
  see Appendix 1. 
   
  APL 12 (EL 18) 
   
  �Boran Umor: hp 81; See Appendix 1. 
   
  �Uncle Ophelus: hp 81; See Appendix 1. 
   
  �Ophelus’ Guards (3): hp 75, 75, 75; See Appendix 
  1. 
   
  �Crew (10): hp 57, 57, 57, 57, 57, 57, 57,57, 57, 57; 
  See Appendix 1. 
   
  Tactics: The Brotherhood agents use nonleathal 
  attacks at all times. Additionally, they target divine 
  spellcasters first. If any single characters want to accept 
  the Scarlet Brotherhoods offer, or surrender after the 
  fighting starts, they may do so. They are ordered to move 
  to the side and stay out the combat. 
   
  Development: If the PCs somehow manage to defeat 
  these foes, they are done here. They can do what they 
  will, but the adventure is over. 
   
  If the heroes are all brought to unconsciousness 
  during the attack use Encounter 3a instead of Encounter 
  3 when moving the adventure forward. 
   
  ENCOUNTER 3: LOF TOKHIL 
  With your acceptance everyone on board visibly relaxes. Boran 
  tells the crew to tie the other boat behind the Silent Wind, and 
  moves aft. As he does so he gestures and a staff appears in his 
  hand. He moves to the back of the ship, and raises the staff, 
  speaks a few words and the wind begins to blow, toward the 
  islands. As the wind gains strength you’re on your way again. 
   
  After about an hour of sailing the Silent Wind reaches the 
  island. 
   
  Boran gestures at one of the approaching islands. “Welcome to 
  Lof Tokhil. We’ll be settling here for a bit.” The island he 
  pointed out is similar to the others; relatively steep sided with 
  dense jungle. The highest point of the island is treeless, but that 
  is due more to the steep inclination than to its height. The 
  island is likely about 1000 feet above sea level. As Boran draws 
  the boat into a small bay you can see at the far end a pair of 
  stone docks, a small collection of stone buildings with smaller 
  wooden huts set further back toward the encroaching jungle. 
  From this distance it is possible to see numerous red-robed 
  figures moving about, with a smattering of loin-cloth clad 
  figures shuffling between buildings. “We would ask that you 
  surrender your weapons to us as a sign of good faith. We also do 
  not want any of the slaves to accidentally acquire a weapon.” 
   
  The heroes are allowed to keep any weapon that is no 
  longer than 6 inches (use your discretion). If they resist 
  the Scarlet Brotherhood will put them under heavy 
  escort the entire time they are on the island. Heavy escort 
  is listed below (the Brotherhood enforcers). See 
  Appendix 4: Lof Tokhil and Area for reference to the 
  shape and placement of the island. 
  When the ship docks the heroes are led to one of 
  the stone huts. Inside are six bunks, each with a chest at 
  the foot. They are told to wait there. Anyone who is Suel 
  is taken aside and asked if they will testify to their purity. 
  Any who agree have their upper left arm tattooed with 
  the Ancient Suel word “Shar,” which roughly translates 
  to the word “Purity” in the Common tongue. Those who 
  agree to have the tattoo are also given a red robe to wear. 
  All of the red-robed people are Suel, while all other 
  people are non-Suel humans. 
  Proceed to Encounter 4.  
   
  
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  Page 7 
  All APLs (EL 14) 
   
  �Brotherhood Enforcer (4): Male human (Suel) 
  Mnk10; hp 63, 63, 63, 63; see Appendix 1. 
   
   
  ENCOUNTER 3A: OOPS… 
  You wake up with a splitting headache and numerous bruises. 
  You find yourself with your companions lying on cots within a 
  stone hut. Your possessions are gone and there is nothing else in 
  the room. All you wear is a loincloth (in the case of men) or a 
  skimpy body wrap (for women). 
   
  Refer to Appendix 3: Lof Tokhil and Area for reference to 
  the shape and placement of the island. 
  Suel PCs have been tattooed on the left arm with 
  Ancient Suel word “Shar,” which roughly translates to 
  the word “Purity” in the Common tongue.  
  Everyone else is wearing an anklet of restriction.  
  If the PCs to leave the hut a pair of enforcers stop 
  them. If the PCs attack the enforcers another 2d4 
  enforcers arrive every 2 rounds until the PCs surrender 
  or are knocked unconscious. 
  Proceed to Encounter 4.  
   
  All APLs (EL 12+) 
   
  �Brotherhood Enforcer (2): Male human (Suel) 
  Mnk10; hp 63, 63; see Appendix 1. 
   
  ENCOUNTER 4: 
  AUDIENCE 
  After perhaps half an hour a pair of robed men arrive and 
  gesture for you to stand. Once on your feat they lead you toward 
  a large stone building. Once your eyes have adjusted to the dim 
  interior you can make out a table, behind which are seated 11 
  men. Each is dressed in scarlet robes. Arrayed around the room 
  are numerous other men, all similarly attired. You’re told to be 
  seated on the stools provided. 
  “Welcome, I am Father Rehn. I’m not certain what all 
  Brother Boran told you, so I’ll start at the beginning. A few 
  months ago members of a rival faction of the Scarlet 
  Brotherhood kidnapped one of the members of our faction. 
  We’re not certain what provoked this kidnapping, but that’s 
  immaterial. The simple fact is that we need him back. 
  However, we don’t have enough forces on our own to 
  accomplish this, thus we have recruited you. We feel that it’s 
  best if you look and act like brethren, so as to blend in better. 
  For some of you that is nigh on impossible, or so you might 
  think. Regardless, we’re going to give you some training for 
  about a week. Following that we’ll leave here and get 
  everything else into place to start the attack. We’ll be attacking 
  a city that is relatively well defended. You’ll be charged with 
  taking control of the Office of Sorcery building, which is where 
  we believe our friend is being held. Additionally, you’ll be 
  expected to follow the laws of the Brotherhood. The Office of 
  Order here considers you to be members of a Brotherhood Army 
  so you may bear weapons. The laws are summarized in this 
  document. If you break them I’ll be unable to intervene. Now, 
  my brethren and I must return to our normal duties, you may 
  go with Brother Boran.” 
   
  Pass out Player Handout 1 at this time. Refer to Appendix 
  5:  Brotherhood Laws for your reference to penalties. 
  If PCs ask about their missing equipment, they are 
  told that it’ll be returned all in good time. 
  As the audience ends, the sun sets. The PCs are 
  shown their accommodation. Anyone refusing to help 
  the Brotherhood are guarded over the night by a pair of 
  enforcers, with similar rules concerning causing trouble 
  as in Encounter 3a.  
  In the morning Brother Boran wakes the PCs. 
  Before they are taken to training they are given a tour of 
  the camp. Proceed to Encounter 5. 
   
  ENCOUNTER 5: TOUR 
  Pass out Player Handout 2 and to refer to Appendix 6: 
  Homeland Nobility Camp for locations of the following 
  structures. 
  Once the tour is complete the heroes are taken to 
  the arenas for training. See Encounters 6 and 7 for 
  training details. 
   
  1. MEETING HALL 
  The meeting hall, where you had the audience last night, is a 
  two-story stone building. Built of solid granite, it looks like it 
  could survive most storms. There’s a notable lack of decoration. 
  Even small scrollwork is non-existent. Lounging in front of the 
  building is a pair of men in red robes. They glance in your 
  direction. 
   
  The PCs are not allowed into the Meeting Hall until they 
  are summoned. 
   
  2. KITCHENS 
  The kitchens that feed the village are located in a communal 
  center, near the edge of one of the two docks. The smells of fresh 
  bread, roasting meat, and other succulent foodstuffs waft in the 
  air. 
   
  The PCs are allowed to enter the kitchens when they 
  want. There is usually bread (baked daily), fruits, roasted 
  goat or pig, pies (typically avocado or pineapple) available 
  during the day. 
   
  3. HOUSES 
  There are various houses scattered around the village. Boran 
  points most of them out, stressing that you should not enter 
  them unless invited. Most are single-story, stone buildings, 
  although some are constructed of wood. 
   
  These homes are almost always occupied. Any PC 
  attempting to enter one is caught.  
   
  
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  Page 8 
  4. TRAINING YARDS 
  Boran directs your attention to a pair of stone arenas. Inside 
  each is a group of people in red robes fighting a mixture of other 
  combatants. “Those are the training yards. You’ll be training 
  here later today.” 
   
  These are the training yards. The PCs are welcome to 
  train here as often as they want. There are special 
  considerations at the end for any who prove his or herself 
  in the trials. 
   
  5. BARRACKS 
  A pair of ugly wooden buildings squats on the edge of the 
  jungle. There are groups of people, all in the scarlet robes, 
  moving about. Some are sparring against each other, or against 
  the same clockwork automata that were standing in the 
  training yards. 
   
  Boran indicates that the barracks are closed to any who 
  are not citizens of the Brotherhood. The penalty for 
  disobedience is toilet duty for a week. 
   
  All APL’s (EL 18+)  
   
  �Brotherhood Warrior (21): Male Human (Suel) 
  Mnk4; hp 27; See Appendix 1. 
   
  �Brotherhood Enforcer (4): Male Human (Suel) 
  Mnk10; hp 63; See Appendix 1. 
   
  6. SHIPYARD 
  Tucked in among the trees of the jungle, but still on the coast of 
  the bay are the shipyards. There are a few keels under 
  construction, most of which seem to be about the same size as 
  the Silent Wind. 
   
  The PCs are free to poke around the shipyards. Most of 
  the builders happily talk as they work, but they don’t say 
  much about the composition of the Brotherhood Fleets 
  beyond what can be seen from the island (not much of 
  anything). 
   
  7. SLAVE PENS 
  On the south edge of the camp are the slave pens. They look 
  similar to the crude pens that pigs are normally kept in, and 
  besides the scattering of pigs inside, there are also various 
  humans, and other humanoids. 
   
  The slave pits contain approximately 45 slaves right now. 
  The slaves are a mixture of humans, elves, halflings, orcs, 
  kobolds, norkers, goblins, bugbears and a few other races 
  that are common only to Hepmonaland or the Amedio 
  Jungles. 
   
  8. LUMBERYARD  
  On the outskirts of town is the lumberyard where the massive 
  trees of the jungle are logged to provide wood for boats, houses, 
  fuel, and the few tools that are needed. 
   
  The PCs are free to poke around the lumberyards, so long 
  as they don’t get in the way. There is nothing of any 
  import that will happen here. 
   
  9. DOCKS 
  Extending almost 300 feet into the bay are the pair of wooden 
  docks that you disembarked onto when you reached the island. 
  A squad of twelve enforcers guards the landward end of each 
  dock, while another four stand watch at the far end. There are 
  currently two ships at dock.  
   
  Boran tells the PCs that they are banned from 
  approaching the docks, at least without escort. If they 
  violate this they will be killed (if slaves) or enslaved (if 
  not slaves). 
   
  All APL’s (EL 18) 
   
  �Brotherhood Enforcer (16): Male Human (Suel) 
  Mnk10; hp 63; See Appendix 1. 
   
   
  ENCOUNTER 6: PHYSICAL 
  TRAINING 
  Boran leads you back to one of the arenas that he showed you 
  earlier. Seated at the edge is an elderly man, wearing the usual 
  red robes. He rises as you approach, “Welcome. I am Uncle 
  Phearon and I am the Master of the Physical Arena. Here 
  you’ll learn to fight in our way, unarmed and unsupported. 
  This is a test, and magical aid, except healing and boosting 
  spells, is forbidden. If you fail this test … well let us not dwell 
  on such thoughts. Take your places and we’ll begin.”  
   
  The PCs must face a number of slaves (strength and 
  number depends on APL) and fight them unarmed. The 
  slaves fight with vigor, as they have been told that they 
  will be set free if they defeat a PC. If a slave loses, 
  however, he or she will be killed. 
  The dakon are not evil or heartless, and they try to speak 
  with non-Suel PCs about their plight as the fight rages, at 
  least for so long that a PC treats the dakon fairly. The 
  same general chattiness occurs in the magical training as 
  well (see Encounter 7).  
   
  Round 1: We don’t want to fight you, but if we don’t 
  they’ll kill us. 
   
  Round 2: Please, we just want to be free, to be free 
  we have to drop you. 
   
  Round 3: If you take the fall for us, we can free the 
  rest. 
   
  Round 4: We’ll find a way of repay you. Please, help 
  us. 
   
  Round 5: Please, if we lose we’ll die. 
   
   
   
  If the watchers hear this they’ll just laugh. As well, if 
  any hero takes an obvious fall (tries to bluff being 
  unconscious and fails, or anything else you deem to 
  qualify as obvious) then the dakon will all be executed in 
  front of the PCs. The same general rule applies to the 
  magical training. 
  
  Red Tide 
   
  Page 9 
   
  Creatures:  
  APL 4 (EL 7) 
   
  �Dakon Brave (9): hp 12, 12, 12, 12, 12, 12, 12, 12, 
  12; See Appendix 1. 
   
  �Dakon Warrior: hp 36; See Appendix 1. 
   
  APL 6 (EL 9) 
   
  �Dakon Brave (9): hp 20, 20, 20, 20, 20, 20, 20, 20, 
  20; See Appendix 1. 
   
  �Dakon Warrior: hp 52; See Appendix 1. 
   
  APL 8 (EL 11)  
   
  �Dakon Brave (9): hp 36, 36, 36, 36, 36, 36, 36, 36, 
  36; See Appendix 1. 
   
  �Dakon Warrior: hp 68; See Appendix 1. 
   
  APL 10 (EL 13)  
   
  �Dakon Brave (9): hp 52, 52, 52, 52, 52, 52, 52, 52, 
  52; See Appendix 1. 
   
  �Dakon Warrior: hp 84; See Appendix 1. 
   
  APL 12 (EL 15)  
   
  �Dakon Brave (9): hp 68, 68, 68, 68, 68, 68, 68, 68, 
  68; See Appendix 1. 
   
  �Dakon Warrior: hp 100; See Appendix 1. 
   
   
  Development: If the PCs manage to defeat the dakon 
  warriors, they pass the physical test. At this point a cleric 
  of Lydia cures all physical damage the PCs sustained in 
  that combat. Proceed to Encounter 7. Once both tests are 
  completed proceed to Encounter 8. 
   
   
  ENCOUNTER 7: MAGICAL 
  TRAINING 
  Boran leads you to the other arena. A young man, probably in 
  his early 30s’, is waiting there as well. “Ahh, you have survived 
  the physical training. Most excellent. I’m Cousin Terond the 
  Master of the Magical Arena. Here your magical prowess will 
  be tested. To succeed at this test you must defeat these dakon 
  using only magical means. Those of you who don’t have the 
  inclination, or ability to participate may sit here and observe.” 
   
  Those PCs who choose to do so face one or two dakon 
  mages. How many is dependent on the APL and the 
  number of PCs participating. If more than 50% of the PCs 
  is participating in this challenge there are two Dakon 
  mages. The Dakon do not attack anyone seated on the 
  side, nor do they attack those who fall in combat. The 
  Dakon mages will also appeal to the PCs’ sense of right to 
  procure aid in escaping. Unsuccessfully bluffing a defeat 
  has the same consequences that such activity had in the 
  physical test.  
   
  Creatures:  
  APL 4 (EL 4 or 6) 
   
  �Dakon Mage: hp 25; See Appendix 1. 
   
  APL 6 (EL 6 or 8) 
   
  �Dakon Mage: hp 37; See Appendix 1. 
   
  APL 8 (EL 8 or 10) 
  �Dakon Mage: hp 49; See Appendix 1. 
   
  APL 10 (EL 10 or 12) 
   
  �Dakon Mage: hp 61; See Appendix 1. 
   
  APL 12 (EL 12 or 14) 
   
  �Dakon Mage: hp 73; See Appendix 1. 
   
  Development: If the heroes manage to defeat the sakon 
  mage(s) then they have passed the magical test. At this 
  point a cleric of Lydia cures all physical damage that the 
  have sustained from the combat. Proceed to Encounter 8.  
   
   
  ENCOUNTER 8: FEAST TIME 
  “Well, you survived the training. Good work. Now, since it’s 
  nearly mealtime you should all go get cleaned up. I’ll meet you 
  outside the meeting hall in one bells time.” 
   
  Give the heroes a chance to do what they will. 
   
  Boran is waiting for you when you gather in front of the 
  meeting hall. “Come, everyone else is already inside.” He turns 
  and enters the building, motioning for you to follow. The 
  interior is packed, but spaces are made for you all at tables. A 
  simple meal of stew and bread is served, along with plain water 
  and mangoes. 
   
  Once everyone has sated himself or herself Father Rehn 
  rises from his seat. “We leave tomorrow for the fight. However, 
  before everyone leaves to ready themselves, I want to introduce 
  our new found allies in this fight, they are (Heroes’ Names). 
  United we shall prevail. Everyone, rest well tonight for there 
  shall be no rest tomorrow.” 
   
  The heroes are awakened the next morning before first 
  light, and asked to be at the docks within the hour.  
   
   
  ENCOUNTER 9: OFF TO WAR 
  Someone hammering on your door, and yelling about it being 
  time to rise rudely awakes you the next morning. Boran stops 
  by a short while later and asks you to follow him. He leads you 
  over to the meeting hall, and into a small side chamber inside. 
  “Here’s your stuff, you’ll need it today. Once again, I would like 
  to thank you for your help.” 
   
  Continue once they’ve finished gearing up. 
   
  “We should head down to the ships now, they should be almost 
  ready to leave.” The scene at the docks is one of the moderated 
  chaos. People scramble everywhere, moving crates and 
  
  Red Tide 
   
  Page 10 
  preparing the ships, of which there are now six, for departure. 
  “Come, “ Boran, says, “the Silent Wind is over this way.” 
   
  Onboard you can already see Father Rehn, Uncle 
  Phearon, and Cousin Terond, quietly conversing on the aft 
  deck. 
   
  Soon after you’ve gotten settled on board the Silent 
  Wind, it sets sail, and the other five ships with it. Boran tells 
  you that it will take about two days to reach their target.  
   
  During the two days they will be given some maps of the 
  city and the tower of sorcery to study (give them Player 
  Handouts 3 and Player Handout 4). This ends the first 
  round of the adventure. Let everyone know this, and take 
  a short break. This gives you, the DM, a chance to prepare 
  for the upcoming combat, and everyone else a chance to 
  have a break before hitting the combat.  
   
   
  ENCOUNTER 10: ASSAULT 
  During the attack the heroes will have to fight through 
  several waves of attackers. Refer to Appendix 7: Map of 
  Suka and Appendix 8: Details for the locations of where 
  they will fight each wave. There are individual street 
  maps in the following four appendices that detail the 
  conflict areas. There are also several groups of people that 
  they will encounter, and have to make decisions about. 
  Their end goal, the Tower of Sorcery, is detailed in 
  Appendix 13: The Tower of Sorcery. The process of 
  working their way through the tower is detailed in 
  Encounters 11 through 14.  
   
  If the heroes take a different route then space the 
  eight waves across the path they take, and use the given 
  zoom maps as guides when drawing streets. The specific 
  path doesn’t matter; regardless of route they will face 
  eight waves of defenders (not all are combat). 
   
  The waves can be through of as the significant 
  encounters on their way to the tower. Three of the eight 
  waves are roleplaying encounters, and one of the eight 
  waves is similar to an unavoidable trap. When running 
  this part of the module keep it moving fast, and 
  emphasize that the heroes are not alone in their assault 
  and that fighting can be heard all around them in the 
  city. 
   
  WAVE 0: 
  Dawn of the second day is bright, clear, and windless. The ships 
  are anchored just off one of the largest islands in the area. As 
  you are looking about you notice the other ships raise anchor 
  and begins to sail, the Silent Wind soon follows in their wake. 
  Within a few minutes you’ve reached a bay, at the end of which 
  is a town nestled against the cliff that ring this island. Built 
  into the cliff are three towers. The other five ships move into the 
  harbor and start to approach the docks. As they are about to tie 
  up the arcane masters on those boats launch their initial 
  attacks, setting fire to great tracts of the city and sowing 
  confusion and panic in the general populace of the city. People 
  begin to flood from the attacking ships and the resistance on the 
  docks is quickly overcome. Shortly thereafter the Silent Wind 
  draws up to the docks and begins to offload. Father Rehn and 
  Boran Umor bid you luck and providence, while Cousin 
  Terond wishes the blessings of the Stern Lady upon you. They 
  also warn you to watch for summoned creatures, as any that 
  are in the towers will likely be set free into the town. 
   
  WAVE 1: 
  You’ve made it quite a distance into the city without any sign of 
  opposition. However, as news of the attack spreads people have 
  begun jeering at you, and throwing vegetables. The street ahead 
  has been partially barricaded off by a small group of people. 
  They noticed you and leave their barricades to start running 
  toward you. 
   
  These are a few of the people who live in the area. They 
  attempt to stop the PCs (although they should fail since 
  this is the first real fighting the heroes have seen). 
   
  Creatures:  
  APL 4 (EL 4) 
   
  �Brotherhood Trainee (2): hp 9, 9; see Appendix I. 
   
  �Brotherhood Citizen: hp 15; see Appendix I. 
   
  APL 6 (EL 5) 
   
  �Brotherhood Trainee (3): hp 9, 9, 9; see Appendix 
  I. 
   
  �Brotherhood Citizen (2): hp 15, 15, 15; see 
  Appendix I. 
   
  APL 8 (EL 6) 
   
  �Brotherhood Guard (3): hp 21, 21, 21; see 
  Appendix I. 
   
  APL 10 (EL 8)  
   
  �Brotherhood Guard (2): hp 21, 21, 21; see 
  Appendix I. 
   
  �Brotherhood Warden (2): hp 33, 33; see Appendix 
  I. 
   
  APL 12 (EL 9) 
   
  �Brotherhood Warden (3): hp 33, 33, 33; see 
  Appendix I. 
   
  �Brotherhood Watcher: hp 39; see Appendix I. 
   
  Treasure: 
   
  APL 4: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp), 3 
  potions of cure light wounds (4 gp each). 
   
  APL 6: L: 0 gp; C: 0 gp; M: 2 bracers of armor +1 (83 gp 
  each), 5 potions of cure light wounds (4 gp each). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 3 bracers of armor +1 (83 gp 
  each), 3 potions of cure moderate wounds (12 gp each). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2 bracers of armor +1 (83 gp 
  each), 2 bracers of armor +2 (333 gp each), 4 potions of cure 
  moderate wounds (12 gp each). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 4 bracers of armor +2 (333 
  gp each), 4 potions of cure moderate wounds (12 gp each). 
   
  
  Red Tide 
   
  Page 11 
  WAVE 2: 
  Have the heroes attempt a DC 20 Spot check, modified 
  by –1 for each 10 feet they are from the marked location 
  for Wave 2. If they fail the check then the escaping slaves 
  have managed to avoid notice, at least from this group. If 
  they made the check paraphrase the following: 
   
  Through the billowing oily smoke that is flooding across the 
  city from the burning warehouses on the docks you make out 
  the vague shape of movement ahead. It looks like a large group 
  of people moving, at a fair pace, into an alleyway. 
   
  If the PCs approach, describe the composition of the 
  escaping slaves. All of them, except the bugbear, are 
  panicked and the bugbear is shaken. If they believe that 
  the PCs are members of the Scarlet Botherhood, the 
  slaves plead with the heroes for their lives, and that they 
  were just trying to stay safe. If the PCs attack the slaves 
  flee, scattering in the alleyways of Suka. 
   
  �Bugbear: hp 16; see Monster Manual. 
   
  �Hobgoblin (3): hp 5, 5, 5; see Monster Manual. 
   
  �Goblin (17): hp 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 
  4, 4; see Monster Manual. 
   
  �Kobolds (23): hp 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 
  2, 2, 2, 2, 2, 2, 2, 2; see Monster Manual. 
   
  WAVE 3:  
  Through a gap in the shifting mire of smoke you can see the 
  form of a single man. He is dressed scarlet robes, and is 
  standing in the center of the road. He glances in your direction, 
  shrugs, and obviously ignores you.  
   
  The man is fully aware of who the PCs are, and has laid a 
  small ambush for them. He is waiting to lure them 
  forward, at which point his slaves, all more fearful of his 
  wrath than any attackers, rush out from the nearby 
  buildings and alleys to engage the heroes. If the ambush 
  fails, the slaver flees into the smoke-filled alleys of the 
  city. 
   
  If the Slavemaster is disabled, he commands the 
  slaves are told to flee and they do so happily, taking their 
  equipment with them.  
   
  Creatures:  
  APL 4 (EL 4) 
   
  �Brotherhood Slaver: hp 15; see Appendix I. 
   
  �Gnoll: hp 11; see Monster Manual. 
   
  �Goblin (4): hp 4, 4, 4, 4; see Monster Manual. 
   
  APL 6 (EL 6) 
   
  �Brotherhood Slaver: hp 27; see Appendix I. 
   
  �Bugbear: hp 16; see Monster Manual. 
   
  �Gnoll: hp 11; see Monster Manual. 
   
  APL 8 (EL 7) 
   
  �Brotherhood Slaver: hp 39; see Appendix I.  
   
  �Bugbear: hp 16; see Monster Manual. 
   
  �Gnoll: hp 11; see Monster Manual. 
   
  APL 10 (EL 9) 
   
  �Brotherhood Slaver: hp 51; see Appendix I.  
   
  �Bugbear Laborer (3): hp 23; see Appendix I. 
   
  APL 12 (EL 10) 
   
  �Brotherhood Slaver: hp 51; see Appendix I.  
   
  �Bugbear Laborer (3): hp 23, 23, 23; see Appendix I.  
   
  �Hill Giant: hp 102; see Monster Manual. 
   
  Treasure: 
   
  APL 4: L: 14 gp; C: 0 gp; M: quaal’s feather token (whip) 
  (41 gp), elixir of vision (21 gp). 
   
  APL 6: L: 8 gp; C: 0 gp; M: quaal’s feather token (whip) 
  (41 gp), elixir of vision (21 gp), potion of Barkskin +3 (50 gp). 
   
  APL 8: L: 8 gp; C: 0 gp; M: quaal’s feather token (whip) 
  (41 gp), elixir of vision (21 gp), potion of Barkskin +3 (50 gp), 
  bracers of armor +1 (83 gp). 
   
  APL 10: L: 9 gp; C: 0 gp; M: quaal’s feather token (whip) 
  (41 gp), elixir of vision (21 gp), potion of Barkskin +3 (50 gp), 
  bracers of armor +1 (83 gp), elixir of fire breath (92 gp). 
   
  APL 12: L: 12 gp; C: 0 gp; M: quaal’s feather token 
  (whip) (41 gp), elixir of vision (21 gp), potion of Barkskin +3 
  (50 gp), bracers of armor +1 (83 gp), elixir of fire breath (92 
  gp), potion of cure serious wounds (62 gp), potion of aid (25 
  gp). 
   
  WAVE 4: 
  The roiling smoke has thinned here some, and it is possible to 
  make out a group of forms, some sobbing, and huddled against 
  the burnt shell of a building.  
   
  If they approach: 
   
  Upon closer inspection it is possible to make out that these 
  huddled forms are a mixture of women and children of varied 
  races, including humans, elves, dwarves, orcs, kobolds, bugbears, 
  pixies and various other humanoids and fey. All seem to be 
  injured slightly, some look dead, but regardless they are all 
  frightened of you. 
   
  What the heroes do here has no implications for the 
  outcome of the battle, however, their actions will affect 
  their reputation. If they mistreat these people, who are a 
  mixture of slaves and free-people, word spreads as the 
  slaves make their way home, and the heroes brutal 
  actions spurn infamy. However, should they aid these 
  people the PCs are remembered for their generosity.  
   
  �Slave Mothers (23): Female humanoid and fey 
  mothers. 
   
  �Slave Children (17): Female and male humanoid 
  and fey children. 
   
  WAVE 5:  
  If any of the PCs are traveling on the rooftops, or above, 
  they get a DC 20 Spot check to not be surprised when the 
  apes swing down from the rooftops attacking the PCs on 
  the street. Treat this swing as a charge.  
   
  
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  Creatures:  
  APL 4 (EL 4) 
   
  �Ape (2): hp 29, 29; see Monster Manual. 
   
  APL 6 (EL 5) 
   
  �Fiendish Ape (2): hp 29, 29; see Appendix I. 
   
  APL 8 (EL 6) 
   
  �Fiendish Ape (3): hp 29, 29, 29; see Appendix I. 
   
  APL 10 (EL 7) 
   
  �Fiendish Ape (4): hp 29, 29, 29, 29; See Appendix 
  I. 
   
  APL 12 (EL 9) 
   
  �Fiendish Half-Green-Dragon Half-Ape (4): hp 37, 
  37, 38, 37; See Appendix I. 
   
  WAVE 6: 
  This encounter is not a wave of people. Rather the 
  magical defenses on the Tower of Sorcery come to bear 
  on the PCs. Read the following as a description: 
   
  Through holes in the billowing smoke you can see streams of 
  fire, ice, lightning and powerful sonic blasts streaming from the 
  Tower of Sorcery and punching into various groups of attackers. 
  Several beams are launched toward your group, leaving a trail 
  of frost in the air. 
   
  APL 4  
  Ice Ray: +8 ranged (2d6 cold damage, one ray per PC). 
   
  APL 6  
  Ice Ray: +10 ranged (3d6 cold damage, one ray per PC). 
   
  APL 8  
  Ice Ray: +12 ranged (4d6 cold damage, one ray per PC). 
   
  APL 10  
  Ice Ray: +14 ranged (5d6 cold damage, one ray per PC). 
   
  APL 12  
  Ice Ray: +16 ranged (6d6 cold damage, one ray per PC). 
   
  WAVE 7: 
  The billowing smoke clears ahead of you, revealing a squad of 
  forces, many of who are injured and easily recognized as having 
  been on the Silent Wind with you. “Be careful, they’ve got 
  mad experiments: people—well sort of people except they’ve got 
  green skin—block the way and we can’t get through. We’re 
  leaving to look after something a little more… normal.” 
   
  This is indeed a band of Homeland Nobility forces that 
  encountered the half-troll guards just ahead. They are 
  completed unprepared for this, being simple citizens. 
  One of them was downed (see Wave 8 for details), being 
  relatively scared of this whole procedure they decided 
  that was enough and bolted.  
   
  WAVE 8: 
  Before you reach your objective, the Tower of Sorcery, a pair of 
  humanoids. However, warning has given you the clues needed 
  to realize that these are not men. Their limbs, mostly hidden by 
  their robes, are green and have a slight sheen. However, more 
  importantly, the creatures are moving, quickly, to intercept you 
  as they step over the disemboweled corpse of a man dressed in a 
  red robe. 
   
  The half-troll(s) move to attack, as they have been 
  ordered to do. 
   
   
  Creatures:  
  APL 4 (EL 4) 
   
  �Half-Troll Brotherhood Guard: hp 21; see 
  Appendix I. 
   
  APL 6 (EL 6) 
   
  �Half-Troll Brotherhood Guard (2): hp 21, 21; see 
  Appendix I. 
   
  APL 8 (EL 8) 
   
  �Half-Troll Brotherhood Guard (2): hp 39, 39; see 
  Appendix I. 
   
  APL 10 (EL 10) 
   
  �Half-Troll Brotherhood Guard (2): hp 57, 57; see 
  Appendix I. 
   
  APL 12 (EL 12) 
   
  �Half-Troll Brotherhood Guard (2): hp 75, 75; see 
  Appendix I. 
   
  Treasure: 
   
  APL 4: L: 0 gp; C: 0 gp; M: ring of jumping (208 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: 2 rings of jumping (417 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 2 rings of jumping (417 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2 rings of jumping (417 
  gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 2 rings of jumping (417 
  gp). 
   
   
  ENCOUNTER 11: 
   TOWER OF SORCERY – 
  FLOOR ONE 
  The following four encounters are subdivided based on 
  both the floor and room. If time is tight it’s possible to 
  steer the heroes past certain rooms. Feel free to have 
  arcane locks on those doors. To aid you, we suggest you 
  skip rooms marked with an asterisk (*)  
   
  Most rooms have summoning circles in them. The 
  evil creatures were set free, while all the good ones have 
  died.  
   
  
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  1. HALL OF ENTRY 
  This 10-foot square room has double doors on either end, and a 
  single door on each side. In the two remaining corners are 
  statues of mages. The statues are dressed in flowing scarlet 
  velvet robes.  
   
  There is nothing of real interest in this room, at least to 
  the characters. The robes are noble’s outfits, worth 75 gp 
  each.   
   
  2. HALL OF APPRENTICESHIP 
  Spaced evenly along this 20-foot long hallway are nine veils of 
  light. Upon each veil is writing and. Engraved on the floor is a 
  single line of text: “To pass through the Hall of Apprenticeship 
  you must speak the name of each of the nine schools of magic.” 
   
  These veils each represent one of the schools of magic. 
  All that’s required to pass through the veils is to speak the 
  name of the school (in any language). However, the 
  difficult part is identifying the schools. While this may 
  be accomplished through DC 21 + APL Knowledge 
  (arcana) checks per veil, it is better and likely more fun to 
  have the players reason it out. The veils and their phrases 
  are in Player Handout 5: Veils of Light and Appendix 14: 
  Veils of the Arcane. The two sources are similar, although 
  the DM’s resource contains the school names next to 
  each veil as well. 
   
  Note that the last veil is not an actual school of 
  magic, but can still be identified with the Knowledge 
  check. It can also be identified with a DC 21 + APL 
  Knowledge (religion) check as being part of the doctrine 
  of one aspect of the Stern Lady (Wee Jas). 
   
  Only the front most active veil accepts guesses at a 
  time, and any failed guess results in a penalty, depending 
  on the APL (see below). 
   
  APL 4  
  Force Jolt: 2d8 points of damage 
   
  APL 6  
  Force Jolt: 3d8 points of damage 
   
  APL 8  
  Force Jolt: 4d8 points of damage 
   
  APL 10  
  Force Jolt: 5d8 points of damage 
   
  APL 12 
  Force Jolt: 6d8 points of damage 
   
  3. HALL OF GUARDIANS 
  Two sweeping staircases rise from this chamber and extend 
  through the vaulted ceiling. The back wall, out of which the 
  stairs are carved, sports a large mural of two men in scarlet 
  robes holding the leashes of various animals, beasts, and worse. 
  With a sudden grinding noise, a pair of figures steps out of the 
  shadowed corners and move to stop you. 
   
  The half-golems have been ordered to stop the intruders 
  at all costs, and fight until they are destroyed. 
   
  Creatures:  
   
  APL 4 (EL 4) 
   
  �Half-Flesh Golem Brotherhood Guard: hp 30; see 
  Appendix I. 
   
  APL 6 (EL 6) 
   
  �Half-Flesh Golem Brotherhood Guard (2): hp 30, 
  30; see Appendix I. 
   
  APL 8 (EL 8) 
   
  �Half-Flesh Golem Brotherhood Guard (2): hp 42, 
  42; see Appendix I. 
   
  APL 10 (EL 10) 
   
  �Half-Clay Golem Brotherhood Guard (2): hp 54, 
  54; see Appendix I. 
   
  APL 12 (EL 12) 
   
  �Half-Clay Golem Brotherhood Guard (2): hp 66, 
  66; see Appendix I. 
   
  4. MINOR SUMMONING CHAMBER 1 
  This vaulted chamber is occupied by a set of four engraved 
  summoning circles. In the center of one circle is the corpse of a 
  large beetle. Scattered about the room are the varied 
  implements of arcane casting. One wall is engraved with 
  writings. 
   
  The circles can be used to aid in the summoning of 
  creatures via the various summon monster spells. Utilizing 
  the circles casues some interesting changes to the spell. 
  Creatures summoned in the circles do not disappear until 
  the circle is destroyed or the caster dismisses the 
  summoned creature. There is a danger to keeping 
  creatures trapped in the summoning circles for long 
  periods of time. Keeping a creature in a circle for longer 
  than the standard duration angers it, and releasing it can 
  be hazardous. A summoned creature can be released from 
  the circle’s magic by destroying the circle or by having a 
  creature from this plane enters the circle (disrupting the 
  magic for 1d6 minitues and allowing a summoned 
  creatue to escape). When creature escapes the circle it 
  lashes out against any creatures in the general area, but it 
  prefers to attack the summoner. It attacks for as many 
  rounds as half the APL or until slain.   
   
  Strangely a summoned creatures that dies within a 
  circle doesn’t disappear. Its corpse remains.  
   
  There are enough scattered implements and 
  components to form one spell component pouch. It takes 
  30 mintues to collect all the peices.  
   
  The engraved wall features the arcane text needed to 
  cast summon monster I. It radiates faint conjuration magic.  
   
  An arcane spell caster can usee this text as a scroll 
  once per day. After its casting the the engraved writing 
  flashes a bright green, and its magic goes inert for a 24-
  hour period.  
  
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  Creatures:  
  All APL’s 
   
  �Celestial Giant Fire Beetle (Dead)  
   
  5. MINOR SUMMONING CHAMBER 2 
  This vaulted chamber is occupied by a set of five engraved 
  summoning circles. Two of the circles have the corpses of large 
  eagles within them. One wall is covered in engraved script. 
   
  This room is similar to Minor Summoning Room 1. The 
  only differences are what kind of dead creature inhabits 
  the circles (two celestial eagles rather than a celestial 
  giant fire beetle) and that the wall features the arcane 
  writing for a summon monster II spell, rather than the 
  less powerful spell in the other chamber. The circles in 
  this room function just like the circles Minor Summoing 
  Chamber 1.  
    
  Creatures:  
  All APL’s 
   
  �2 Celestial Eagles (Dead)  
   
  6 AND 7. STOREROOMS 
  These two rooms store the varied accoutrements of 
  arcane wizardry. Scattered inside is the equivilant to two 
  spell component pouches. It takes nearly an hour to 
  gather enough for both pouches. Thirty minutes to 
  gather enough for one.   
   
   
  ENCOUNTER 12: TOWER OF 
  SORCERY – FLOOR TWO 
  8. HALL OF MAGES 
  Numerous glowing orbs float at different levels in this room, 
  illuminating its high ceiling. Spaced evenly along the far wall 
  are nine statues. Each is dressed in the familiar flowing scarlet 
  robes of the Scarlet Brotherhood. Each statue holds its right arm 
  extended, palm facing toward the ceiling. Each statue’s left arm 
  is held at its side, slightly out so the palm is facing toward the 
  room’s entrance and outstretched just enough so the palm is out 
  in front of the rest of the body.  
   
  These statues don’t represent specific people. They are 
  rather abstract and featureless; the only real thing that 
  distinguishes one from the other is its robe. Each wears a 
  different robe, and each robe is trimmed with a pattern 
  repeating one of nine symbols of the schools of magic 
  represented on the veils of light (see 2. Hall of the 
  Apprentice).  
   
  PCs soon find that a wall of force blocks the far wall 
  and access to the doors leading out of this chamber. The 
  wall of force starts at the palm of the statues’ left hand. The 
  extended right hand is on the PC’s side of the wall of force. 
    
   
  To lower the wall of force, a representation of each 
  magical school must be placed in the palm the correct 
  right hand by a single character. To be correct, the spell 
  cast must correspond to the school of magic represented 
  on the statue’s robe. Eight of the representation can be 
  one of two things: either a spell from the correct school 
  being cast into the palm, or placing a material component 
  or focus for a spell from the correct school on the palm. 
  For untargeted spells the caster must simply cast the spell 
  while touching the hand, requiring a DC 15 + spell level 
  Concentration check. The ninth statue, the one 
  representing blood magic, requires a blood sacrifice from 
  a willing sentient being. This being cannot be a 
  summoned creature. The blood sacrifice deals either 
  1d4+1 damage at APL’s 4 to 8, or 2d4+2 at APL’s 10 and 12. 
  This damage cannot be healed in any way for an entire 
  day.  
   
  Once completed, the ritual lowers the wall of force 
  lowers it for 10 minutes.  
   
  Once a PC completes the necessary requirements to 
  lower the wall of force effect, they can do so forever more 
  by simply touching one of the statues.   
   
  Each of the items (except the blood) can be found in 
  a typical spell component pouch. 
   
  *9. SUMMONING CHAMBER I 
  The ceiling of this chamber is obscured by darkness. The 
  flickering of scarlet candles dimly lights its lower areas. 
  Engraved into the floor are five summoning circles. Beside one 
  is a humanoid body, smoldering in a pale blue fire. Another 
  circle has the body of a large bovine. 
   
  The body is a badly charred human. A careful 
  investigation (Heal DC 20) ascertains that he was a Suel 
  human male. An apprentice to the tower, he was killed by 
  a creature he summoned. He mispronounced a word or 
  two of the spell and the spell miscast and summoned a 
  creature far too powerful for him to control (see room 11 
  for the exact creature). The room has properties similar to 
  rooms 4 and 5 of the lower level below. The one’s wall has 
  a copy of summon monster III carved into it. 
   
  Creatures:  
  All APL’s 
   
  �Celestial Bison (Dead)  
   
  �Human (Suel) male apprentice wizard (dead) 
   
  *10. SUMMONING CHAMBER II 
  This brightly lit room looks like it was hit by a magical 
  hurricane. Numerous shelves once occupying one wall are on 
  fire, burning with a pale blue flame. The wards that guard the 
  summoning circles have held—one of them has the corpse of a 
  strange looking small earthy humanoid with wings. In the 
  flaring and dancing light of the fires it’s easy to make out the 
  engraved letters on the far walls. 
   
  The books cannot be recovered, and only contained notes 
  on summoning dangerous demons and devils. This room 
  has properties similar to the other summoning rooms on 
  this level and the one below it. The engraving on the wall 
  is the text of a summon monster IV spell.  
  
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  Creatures:  
  All APL’s 
   
  �Earth Mephit (Dead) 
   
  *11. SUMMONING CHAMBER III 
  The source of the blue flame that has devastated other section of 
  the tower is here. Obviously trapped in a circle of powdered 
  silver is a fiend, fully ten feet tall and wreathed in blue flame. 
  Furious at its entrapment, its tail lashes like a whip, testing the 
  borders of its prison. A group of four scarlet-robed wizards stand 
  around the circle, chanting in unison. One notices you, and 
  calls out from the droning mantra: “Leave now! We only barely 
  restrain it!” The strange fiend responds to the wizard’s lax 
  concentration by shouting out something in an obscene 
  sounding language, and then pummels the magical barriers of 
  his prison with renewed vigor.   
  This is a potentially lethal encounter. This is the terror 
  that the apprentice summoned in room 9. Fortunately 
  these four acolytes have trapped it in a cooperative magic 
  circle and a cooperative dimensional anchor, but it is taking all 
  four of them to maintain the prison. They can hold it 
  almost indefinitely, but should one of them fall, die, or if 
  his or her concentration falters for more than a moment, 
  this horror will surely break free.  
   
  The other summoning circles here are empty, and 
  the far wall in this room has the text for the summon 
  monster V spell engraved onto it. 
  If the beast escapes it growl thanks to its liberators, 
  before it attacks the acolytes. If the PCs attempt to 
  intervene it leaves with all the acolytes to feast on them 
  elsewhere. 
   
  Creatures:  
   
  All APL’s 
   
  �Brotherhood Acolytes (4): hp 46; See Appendix I. 
   
  �Cold Elemental Ice Devil (trapped): hp 147; See 
  Appendix I. 
   
  12. SPELL RESEARCH LAB I 
  Inside this vaulted chamber is a truly amazing mess. This place 
  looks like it was once a combination alchemy lab, library, and 
  bird menagerie. The floor is a mess of smashed vials and glass 
  tubing, strewn books and paper, and smashed chicken coops. A 
  couple of dead chickens lie here and there, and the place smells 
  strongly of alchemical materials and chicken dung.  
   
  Treasure: Buried in among the mess (Search DC 
  15) is a single vial of silversheen—All APL’s: L: 0 gp; C: 0 
  gp; M: silversheen (21 gp) 
   
  13. SPELL RESEARCH LAB II 
  This chamber smells strongly of death. This is probably due to 
  the rotten corpses lying atop the many tables here. There are 
  other decomposing bodies on the floor. Paper and tattered books 
  have been strewn around this chamber.  
   
  This is where the acolytes practice dissection and the 
  necromantic magic that exploit the empty vessels of 
  those who pass on. Creatures entering this room must 
  succeed a Fortitude save (DC 11 + APL) or be sickened for 
  5 rounds.  
  Treasure: The papers and books contain information 
  about anatomy and dissection. Buried in one large pile of 
  papers is an elixir of truth—All APL’s: L: 0 gp; C: 0 gp; M: 
  elixir of truth (42 gp). 
   
  *14. SPELL TESTING CHAMBER 
  The walls of this camber are scorched and pitted, and there is a 
  strange smell of faint brine and sulfur. The floor is covered in 
  an extremely fine gray powder that wafts upward with the 
  slightest movement of the air.  
  The acolytes use this room to test new spells. While 
  nothing sinister has occurred here lately, the state of the 
  room should worry PCs.  
   
  A successful Spellcraft check (DC 23) reveals the 
  room’s state is indicative to effects created by repeat 
  casting of fireball and lightning bolt spells.  
   
  The room is also warded to prevent summoned 
  creatures from entering and leaving the room (though 
  they can be summoned inside the room). Also, for spells 
  with an area effects that go off inside the room don’t 
  extend beyond it, and spell effects that go off outside the 
  room don’t extend into it. 
   
   
  ENCOUNTER 13: 
  TOWER OF SORCERY – FLOOR 
  THREE 
  15. HALL OF STALLIONS 
  The walls of this room are lined with cages. Each contains a 
  single creature of a different race. There is a large ebony table in 
  the center of the room. It is covered with scattered papers. 
   
  The papers on the table contain notes on the results of 
  various breeding experiments. The cages contain an 
  assortment of aberrations, giants, and other fell creatures. 
  The creatures cannot fight back as they are caged and 
  drugged. All these creatures are male. 
   
  16. HALL OF MARES 
  This room is packed with cages, some empty, others occupied. A 
  few of the cages have what looks like offspring of the caged 
  creatures. Some are strange half-breeds. 
   
  The cages contain an assortment of aberrations, giants, 
  and other fell creatures. The creatures cannot fight back 
  as they are caged and drugged. All these creatures are 
  either female or offspring (including some half-human 
  mixtures). 
   
  
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  17. HALL OF LEGENDS 
  There are three large cages in this room. The center one hangs 
  from the ceiling, the other two sit on the floor. In the hanging 
  center cage is a great lumbering beast. As you enter the room its 
  massive head swivels toward you. It sniffs loudly in your 
  direction, and then it turns its back, and batters the cage floor 
  with its massive fists. The beast is clearly agitated. The cage 
  rattles with the action, its supporting chain twists left and then 
  right.   
  The other two cages flank the first. The cage to the left 
  contains a magnificent winged unicorn. It’s coat glows softly in 
  the light as it turns toward you. Its regal horn glimmers in 
  contrast to the dark iron of the cage. The opposite cage contains 
  a dark hulking figure, its muscular arms dragging on its cage’s 
  floor. Great leathery wings stretch from its back. Its brooding 
  red eyes examine you attentively as it utters words in foul 
  sounding language.  
   
  Each of these creatures is a rare specimen and has been 
  caged here for some time. They are all moderately 
  intelligent, and all but the unicorn attack when freed. 
  The grigaur is the one suspended from the ceiling. There 
  is no experience given for any of these combats. If only 
  one creature is freed, it does not attempt to free the 
  others. The creatures cannot reach out of their cages to 
  attack, and cannot use any spells, spell-like abilities or 
  supernatural abilities while inside the magical cages. 
   
  The troll mutters curses in Infernal the entire time. 
  If anyone asks the creatures what they are doing in the 
  cages Shulassha, the celestial unicorn, answers that they 
  have been bound in the cages and are the subject of foul 
  experiments. She explains that each of them come from 
  different worlds or planes. If the PCs free Shulassha, she 
  offers to heal them, but does not adventure with the PCs. 
  She must flee the place and find a way back to here home 
  immediately. If the PCs do not free her when they first 
  encounter her, by the time they return to do so they find 
  the acolytes of the tower have killed her. The other two 
  creatures are unharmed.  
   
  Creatures:  
  APL 4 (EL 6 each) 
   
  �Grigaur, Advanced: hp 73; see Appendix I. 
   
  �Fiendish Troll: hp 63; see Appendix I.  
   
  �Shulassha (Half-Celestial Unicorn Cleric of 
  Ehlonna): hp 124; see Appendix I. 
   
  APL 6 (EL 8 each) 
   
  �Grigaur, Advanced: hp 125; see Appendix I. 
   
  �Half-Fiend Troll Warrior: hp 89; see Appendix I. 
   
  �Shulassha (Advanced Half-Celestial Unicorn 
  Cleric of Ehlonna): hp 136; see Appendix I. 
   
  APL 8 (EL 10 each) 
   
  �Legendary Grigaur: hp 175; see Appendix I. 
   
  �Half-Fiend Troll Warrior: hp 126; see Appendix I. 
   
  �Shulassha (Advanced Half-Celestial Unicorn 
  Cleric of Ehlonna): hp 160; see Appendix I. 
   
  APL 10 (EL 12 each) 
   
  �Legendary Grigaur: hp 229; see Appendix I. 
   
  �Half-Fiend Troll Warrior: hp 156; see Appendix I. 
   
  �Shulassha (Advanced Half-Celestial Unicorn 
  Cleric of Ehlonna): hp 184; see Appendix I. 
   
  APL 12 (EL 14 each) 
   
  �Legendary Grigaur: hp 267; see Appendix I. 
   
  �Half-Fiend Troll Warrior: hp 171; see Appendix I. 
   
  �Shulassha (Advanced Half-Celestial Unicorn 
  Cleric of Ehlonna): hp 225; see Appendix I. 
   
  18. HALL OF BROOD-MAGES 
  Lining both sides of this vaulted hall are statues of men. Each 
  stature is of a different man, looking intently forward with a 
  similar steely expression. Besides each statue being of a different 
  person, each features a strange trait unique to that stature. One 
  has faint lines across the face and hands, somewhat resembling 
  the markings of a leopard. Another has fine scales that spread 
  up his neck and across the back of his hands. The last one in the 
  row has faintly marked flames and sharpened incisors. Each 
  man seems to share some trait with an animal, beast, or 
  sometimes even elemental creature.  
   
  These statues depict the former masters of this tower, 
  excepting the last statue that is the current master. All of 
  the statues have various animalistic or supernatural 
  appearances. Use the above description to help describe 
  other statues, but each change is somewhat cosmetic and 
  subtle. All still share a humanoid silhouette. 
   
  *19. HALL OF ACOLYTES 
  There is a simple pillar in each of the side passages of this 
  chamber. Surrounding each pillar are nine veils of light.  
   
  This room is used to test acolytes of the Office of Sorcery 
  and Thralls. The walls do not prevent movement like the 
  one on the first level does. It is a testing mechanism that 
  must be activated by a master of the tower in order to 
  function. The pillar itself is made of the same material as 
  the rest of the structure. 
   
   
  
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  ENCOUNTER 14: TOWER OF 
  SORCERY – FLOOR FOUR 
  20. WALK OF MAGERY 
  Along this hallway are numerous windows looking out into 
  the city. Attached to the windowsill is a crossbow without 
  string or firing mechanism. Burnt sticks litter the ground of 
  this arching corridor.  
  The windows are protected from incoming magic and 
  artillery by way of powerful wards. The crossbows are 
  glued down using sovereign glue, and can only be 
  removed by dissolving the glue with universal solvent. 
  There is nothing really special about the crossbows 
  though; they were used to target wand’s effects. The 
  burnt sticks are used up wands.  
   
  Treasure: Among the spent wands (Search DC 20) is 
  a single usable wand of lightning bolt (5th-level caster), the 
  number of charges the wand has left is determined by the 
  APL.   
  APL 4: L: 0 gp; C: 0 gp; M: wand of lightning bolt 
  (10 charges) (188 gp) 
   
  APL 6: L: 0 gp; C: 0 gp; M: wand of lightning bolt (10 
  charges) (188 gp) 
   
  APL 8: L: 0 gp; C: 0 gp; M: wand of lightning bolt (25 
  charges) (469 gp) 
   
  APL 10: L: 0 gp; C: 0 gp; M: wand of lightning bolt (37 
  charges) (694 gp) 
  APL 12: L: 0 gp; C: 0 gp; M: wand of lightning bolt (50 
  charges) (938 gp) 
   
  21. HALL OF EXPERT RESEARCH 
  A large engraved circle inlaid with silver dominates the center 
  of this chamber. Nothing stirs inside the circle. Standing on the 
  far side of the circle is what appears to be a motley group of Suel 
  men…but some are not totally Suel. The man in the center of 
  the group has sharp teeth and his red skin glistens in the 
  flickering light. Two people flank him; each bears a tattoo on 
  their left cheek. One tattoo is of a mountain while the others 
  tattoo is of a cresting wave. Two other people are, crouched in 
  front of the trio. They spread their wings as you enter, leaping 
  into the air they fly toward you.  
   
  The ceiling is 60 feet high. The Master Breeder has 
  tattoos on both cheeks and both forearms. His cheeks 
  have tattoos of mountains with waves crashing their 
  bases. The tattoos on his forearms are of flame (on the 
  left) and an icicle (on the right). At APL 4 he is oiled with 
  a red pigment. At higher APLs his skin is red and 
  naturally oily. 
   
  Creatures:  
  APL 4 (EL 7) 
   
  �Master Breeder: hp 17; see Appendix I. 
   
  �Brotherhood Arcanist (2): hp 13, 13; see Appendix 
  I. 
   
  �Winged Brotherhood Guard (2): hp 10, 10; see 
  Appendix I. 
   
  APL 6 (EL 9)  
   
  �Master Breeder: hp 25; see Appendix I. 
   
  �Brotherhood Arcanist (2): hp 25, 25; see Appendix 
  I. 
   
  �Winged Insectile Brotherhood Guard (2): hp 17, 
  17; see Appendix I. 
   
  APL 8 (EL 11) 
   
  �Master Breeder: hp 41; see Appendix I. 
   
  �Brotherhood Arcanist of Earth: hp 37; see 
  Appendix I. 
   
  �Brotherhood Arcanist of Water: hp 37; see 
  Appendix I. 
   
  �Winged Insectile Brotherhood Guard (2): hp 31, 
  31; see Appendix I. 
   
  APL 10 (EL 13) 
   
  �Master Breeder: hp 61; see Appendix I. 
   
  �Brotherhood Arcanist of Earth: hp 49; see 
  Appendix I. 
   
  �Brotherhood Arcanist of Water: hp 49; see 
  Appendix I. 
   
  �Winged Insectile Brotherhood Guard (2): hp 45, 
  25; see Appendix I. 
   
  APL 12 (EL 15) 
   
  �Master Breeder: hp 73; see Appendix I. 
   
  �Brotherhood Arcanist of Earth: hp 61; see 
  Appendix I. 
   
  �Brotherhood Arcanist of Water: hp 61; See 
  Appendix I. 
   
  �Winged Insectile Brotherhood Guard (2): hp 59, 
  59; See Appendix I. 
   
  Treasure:  
   
  APL 4: L: 0 gp; C: 0 gp; M: 3 bracers of armor +1 (250 
  gp), lesser metamagic rod of enlarge spell (250 gp), potion of 
  blur (25 gp), 2 arcane scrolls of scorching ray (13 gp each), 2 
  arcane scroll of mage armor (4 gp each). 
   
  APL 6: L: 0 gp; C: 0 gp; M: 3 bracers of armor +1 (250 
  gp), lesser metamagic rod of enlarge spell (250 gp), potion of 
  blur (25 gp), 2 arcane scrolls of scorching ray (13 gp each), 2 
  arcane scroll of mage armor (4 gp each). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 3 bracers of armor +1 (250 
  gp), lesser metamagic rod of enlarge spell (250 gp), potion of 
  blur (25 gp), 2 arcane scrolls of scorching ray (13 gp each), 2 
  arcane scroll of mage armor (4 gp each), light brown elemental 
  gem (188 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 3 bracers of armor +1 (250 
  gp), lesser metamagic rod of enlarge spell (250 gp), potion of 
  blur (25 gp), 2 arcane scrolls of scorching ray (13 gp each), 2 
  arcane scroll of mage armor (4 gp each), light brown elemental 
  gem (188 gp), dusty rose prism ioun stone (417 gp).  
  
  Red Tide 
   
  Page 18 
   
  APL 12: L: 0 gp; C: 0 gp; M: 3 bracers of armor +1 (250 
  gp), lesser metamagic rod of enlarge spell (250 gp), potion of 
  blur (25 gp), 2 arcane scrolls of scorching ray (13 gp each), 2 
  arcane scroll of mage armor (4 gp each), light brown elemental 
  gem (188 gp), dusty rose prism ioun stone (417 gp), 3 potions of 
  cure light wounds (4 gp each), arcane scroll of blur (12 gp), 
  necklace of fireballs (type VI) (12.5 gp / 1d6 of damage left, 
  max 675 gp). 
   
  22. OFFICE OF THE MASTER BREEDER 
  Behind the door is strikingly richly appointed apartment. There 
  is a large mahogany desk in the center, preceded by a pair of 
  couches. Between the couches is a rug, depicting what can only 
  be the Invoked Devastation. Behind the couches are pairs of 
  bookstands, littered with scrolls and tomes. On one of the 
  couches is a man, bound and gagged.  
   
  The man is Father Alionst Imueir. He is the unofficial 
  leader of the Homeland Nobility faction and has been 
  tortured for the past week. He doesn’t show any signs of 
  this other than being mute (his tongue isn’t missing) 
  because he is still somewhat catatonic from the mental 
  damage done to him. 
   
  Among the various books, all of which are written in 
  Ancient Suel and are primarily history texts, is a scroll 
  that may be of interest to some. It is a highly detailed 
  map of the City of Seltaren, the former capital of the 
  Duchy of Urnst. There are various markings on the edge 
  of the map, but they are not in any known (or 
  decipherable, magically or not) language. The history 
  texts are worth a fortune, but the Boran Umor and Uncle 
  Ophelus ask that they remain here where they belong. 
  They don’t care about the map. 
   
  Once the heroes are done poking about here you can 
  proceed to the conclusion. 
   
   
  CONCLUSION 
  Out of nowhere Boran Umor and Uncle Ophelus appear in the 
  room, along with two others from their camp. “Excellent, you 
  have found him. Come we must leave quickly before they can 
  rally forces to strike back. Come join hands and we shall leave.” 
   
  With a lurch you are back in Lof Tokhil. 
   
  The PCs are treated to a feast and celebration of thanks. 
  Given time Father Alionst Imueir recovers, but what 
  happens next is left for another time. 
   
  Read the following, privately, to any Suel PCs: 
   
  After your companions have boarded the Silent Wind for its 
  return to Hardby, Boran Umor and Uncle Ophelus take you 
  aside. “You have proven yourself in battle. You have shown 
  yourself to be a Suel. Can you hold to our ideals, and if you can 
  will you serve us and the remainder of the Brotherhood 
  wherever you path takes you?” 
   
  If they answer yes then read on: 
   
  “Will you take the oath?” 
   
  If they answer yes then continue: 
   
  “Repeat after us. 
   
  I will live by Wee Jas’s Law. I will follow until death and 
  beyond the code of the Brotherhood. I live and work for the 
  return of the Suel People to their rightful place in the order of 
  things. I will not do any harm to those who are my brethren, 
  save at the asking of my leaders, who are at this time Boran 
  Umor, Uncle Ophelus and Father Alionst Imueir.” 
   
  The PC notices that there is a slight tingling and it is now 
  that their tattoo (of Shar) becomes magical. 
   
   
  The End 
   
  
  Red Tide 
   
  Page 19 
  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 1 
  Defeat the sahuagin and sharks 
   
  APL4 180 xp;  
  APL6 240 xp;  
  APL8 300 xp;  
  APL10 360 xp; 
  APL12 420 xp; 
   
  Encounter 2 
  Attacking the Brotherhood forces 
  APL4 -110 xp;  
  APL6 -150 xp;  
  APL8 -220 xp;  
  APL10 -230 xp; 
  APL12 -270 xp; 
  Accepting the Brotherhood’s plea (or surrendering) 
  APL4 110 xp;  
  APL6 150 xp;  
  APL8 220 xp;  
  APL10 230 xp; 
  APL12 270 xp; 
  Defeating the Brotherhood agents 
  APL4 300 xp;  
  APL6 360 xp;  
  APL8 420 xp;  
  APL10 480 xp; 
  APL12 540 xp; 
   
  Encounter 6 
  Defeat the dakon  
  APL4 210 xp;  
  APL6 270 xp;  
  APL8 330 xp;  
  APL10 390 xp; 
  APL12 450 xp; 
  Aiding the dakon  
  APL4 250 xp;  
  APL6 300 xp;  
  APL8 350 xp;  
  APL10 400 xp; 
  APL12 450 xp;  
   
  Encounter 7 
  Defeat the dakon (only awarded to those who participate 
  in the fight) 
   
  APL4 120 xp;  
  APL6 180 xp;  
  APL8 240 xp;  
  APL10 300 xp; 
  APL12 360 xp;  
   
  Encounter 10 – Wave 1 
  Defeat the Brotherhood civilians 
  APL4 120 xp;  
  APL6 150 xp;  
  APL8 180 xp;  
  APL10 240 xp; 
  APL12 270 xp;  
   
  Encounter 10 – Wave 3 
  Defeat the slaver and slaves 
  APL4 120 xp;  
  APL6 180 xp;  
  APL8 210 xp;  
  APL10 270 xp; 
  APL12 300 xp;  
   
  Encounter  10 – Wave 5 
  Defeat the apes 
  APL4 120 xp;  
  APL6 150 xp;  
  APL8 180 xp;  
  APL10 210 xp; 
  APL12 270 xp;  
   
  Encounter 10 – Wave 8 
  Defeat the Brotherhood guards at the tower 
  APL4 120 xp;  
  APL6 180 xp;  
  APL8 240 xp;  
  APL10 300 xp; 
  APL12 360 xp;  
   
  Encounter 11 
  Defeat the Brotherhood guards at the stairs 
  APL4 120 xp;  
  APL6 180 xp;  
  APL8 240 xp;  
  APL10 300 xp; 
  APL12 360 xp;  
   
  Encounter 14 
  Defeat the Master Breeder and associates 
  APL4 210 xp;  
  APL6 270xp;  
  APL8 330 xp;  
  APL10 390 xp; 
  APL12 450 xp; 
   
  Total possible experience:  
   
  APL4 1350 xp;  
  APL6 1800 xp;  
  APL8 2250 xp;  
  APL10 2700 xp;  
  APL12 3150 xp;  
  
  Red Tide 
   
  Page 20 
  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 or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure. Write the total in the GP Gained field 
  of the adventure certificate. Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
  Encounter 1: The Silent Wind  
   
  APL 4: L: 11 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 130 gp; C: 0 gp; M: divine scroll of death knell 
  (12 gp). 
   
  APL 8: L: 121 gp; C: 0 gp; M: divine scroll of death knell 
  (12 gp), +1 banded mail (117 gp), pearl of power (1st) (83 gp). 
   
  APL 10: L: 68 gp; C: 0 gp; M: divine scroll of death knell 
  (12 gp), +1 banded mail (117 gp), pearl of power (1st) (83 gp), 
  2 +1 tridents (193 gp each), potion of bull’s strength (25 gp). 
   
  APL 12: L: 39 gp; C: 0 gp; M: divine scroll of death knell 
  (12 gp), +1 banded mail (117 gp), pearl of power (1st) (83 gp), 
  2 +1 tridents (193 gp each), potion of bull’s strength (25 gp), 2 
  +1 studded leather (98 gp each), divine scroll of flame strike (94 
  gp). 
   
  Encounter 10: Assault: Wave 1  
   
  APL 4: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp), 3 
  potions of cure light wounds (4 gp each). 
   
  APL 6: L: 0 gp; C: 0 gp; M: 2 bracers of armor +1 (83 gp 
  each), 5 potions of cure light wounds (4 gp each). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 3 bracers of armor +1 (83 gp 
  each), 3 potions of cure moderate wounds (12 gp each). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2 bracers of armor +1 (83 gp 
  each), 2 bracers of armor +2 (333 gp each), 4 potions of cure 
  moderate wounds (12 gp each). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 4 bracers of armor +2 (333 
  gp each), 4 potions of cure moderate wounds (12 gp each). 
   
  Encounter 10: Assault: Wave 3  
   
  APL 4: L: 14 gp; C: 0 gp; M: quaal’s feather token (whip) 
  (41 gp), elixir of vision (21 gp). 
   
  APL 6: L: 8 gp; C: 0 gp; M: quaal’s feather token (whip) 
  (41 gp), elixir of vision (21 gp), potion of Barkskin +3 (50 gp). 
   
  APL 8: L: 8 gp; C: 0 gp; M: quaal’s feather token (whip) 
  (41 gp), elixir of vision (21 gp), potion of Barkskin +3 (50 gp), 
  bracers of armor +1 (83 gp). 
   
  APL 10: L: 9 gp; C: 0 gp; M: quaal’s feather token (whip) 
  (41 gp), elixir of vision (21 gp), potion of Barkskin +3 (50 gp), 
  bracers of armor +1 (83 gp), elixir of fire breath (92 gp). 
   
  APL 12: L: 12 gp; C: 0 gp; M: quaal’s feather token 
  (whip) (41 gp), elixir of vision (21 gp), potion of Barkskin +3 
  (50 gp), bracers of armor +1 (83 gp), elixir of fire breath (92 
  gp), potion of cure serious wounds (62 gp), potion of aid (25 
  gp). 
   
  Encounter 10: Assault: Wave 8  
   
  APL 4: L: 0 gp; C: 0 gp; M: ring of jumping (208 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: 2 rings of jumping (417 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 2 rings of jumping (417 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2 rings of jumping (417 
  gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 2 rings of jumping (417 
  gp). 
   
  Encounter 11: Tower of Sorcery: Room 12  
   
  All APL’s: L: 0 gp; C: 0 gp; M: silversheen (21 gp)  
   
  Encounter 11: Tower of Sorcery: Room 13  
   
  All APL’s: L: 0 gp; C: 0 gp; M: elixir of truth (42 gp)  
   
  Encounter 11: Tower of Sorcery: Room 20  
   
  APL 4: L: 0 gp; C: 0 gp; M: wand of lightning bolt (10 
  charges) (188 gp) 
   
  APL 6: L: 0 gp; C: 0 gp; M: wand of lightning bolt (10 
  charges) (188 gp) 
   
  APL 8: L: 0 gp; C: 0 gp; M: wand of lightning bolt (25 
  charges) (469 gp) 
   
  APL 10: L: 0 gp; C: 0 gp; M: wand of lightning bolt (37 
  charges) (694 gp) 
  
  Red Tide 
   
  Page 21 
  APL 12: L: 0 gp; C: 0 gp; M: wand of lightning bolt (50 
  charges) (938 gp) 
   
  Encounter 11: Tower of Sorcery: Room 22  
  APL 4: L: 0 gp; C: 0 gp; M: 3 bracers of armor +1 (250 gp), 
  lesser metamagic rod of enlarge spell (250 gp), potion of blur 
  (25 gp), 2 arcane scrolls of scorching ray (13 gp each), 2 arcane 
  scroll of mage armor (4 gp each). 
   
  APL 6: L: 0 gp; C: 0 gp; M: 3 bracers of armor +1 (250 
  gp), lesser metamagic rod of enlarge spell (250 gp), potion of 
  blur (25 gp), 2 arcane scrolls of scorching ray (13 gp each), 2 
  arcane scroll of mage armor (4 gp each). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 3 bracers of armor +1 (250 
  gp), lesser metamagic rod of enlarge spell (250 gp), potion of 
  blur (25 gp), 2 arcane scrolls of scorching ray (13 gp each), 2 
  arcane scroll of mage armor (4 gp each), light brown elemental 
  gem (188 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 3 bracers of armor +1 (250 
  gp), lesser metamagic rod of enlarge spell (250 gp), potion of 
  blur (25 gp), 2 arcane scrolls of scorching ray (13 gp each), 2 
  arcane scroll of mage armor (4 gp each), light brown elemental 
  gem (188 gp), dusty rose prism ioun stone (417 gp).  
   
  APL 12: L: 0 gp; C: 0 gp; M: 3 bracers of armor +1 (250 
  gp), lesser metamagic rod of enlarge spell (250 gp), potion of 
  blur (25 gp), 2 arcane scrolls of scorching ray (13 gp each), 2 
  arcane scroll of mage armor (4 gp each), light brown elemental 
  gem (188 gp), dusty rose prism ioun stone (417 gp), 3 potions of 
  cure light wounds (4 gp each), arcane scroll of blur (12 gp), 
  necklace of fireballs (type VI) (12.5 gp / 1d6 of damage left, 
  max 675 gp). 
   
  Total Possible Treasure 
  APL 4: L: 25 gp; C: 0 gp; M: 1175 gp - Total: 1200 gp 
  (1200) 
  APL 6: L: 138 gp; C: 0 gp; M: 1537 gp - Total: 1675 gp 
  (1600) 
  APL 8: L: 129 gp; C: 0 gp; M: 2400 gp - Total: 2529 gp 
  (2500) 
  APL 10: L: 75 gp; C: 0 gp; M: 4151 gp - Total: 4226 gp 
  (4200) 
  APL 12: L: 51 gp; C: 0 gp; M: 5971 gp - Total: 6022 gp 
  (6000) 
   
  Special 
  GRATITUDE OF THE DAKON 
  By taking the fall during the training you have helped a 
  dakon tribe escape the clutches of the Scarlet 
  Brotherhood. This influence may be spent to convince a 
  dakon to accompany you as a cohort. There may be other 
  uses for this favor in the future. Dakon have a favored 
  class of wizard. 
   
  �Fel’Cheten’kin: CR 1; Male Dakon Wiz1; Medium 
  humanoid; HD 1d4+2 (6 hp); Initiative +3; Spd 30 ft., 
  climb 30 ft.; AC 15 (+3 Dex, +2 natural), touch 13, flat-
  footed 12; Base Atk/Grp +0/+4; Atk +4 melee (1d3+4, 
  slam); Full Atk +4 melee (1d3+4, 2 slams); SQ Scent, 
  Summon Familiar; SV Fort +4, Ref +3, Will +4; Str 18, 
  Dex 16, Con 14, Int 15, Wis 14, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +7, 
  Climb 
  +12, 
  Concentration +6, Decipher Script +6, Knowledge 
  (arcana) +6, Knowledge (nature) +6, Sense Motive +6, 
  Spellcraft +6; Great Fortitude, Scribe Scroll B. 
   
  Spells Prepared (4/2; save DC 12 + spell level) 
   
  Spellbook: 0—all; 1st—endure elements, obscuring mist, 
  sleep, jump, comprehend languages. 
   
  Skills: Dakon have a +4 racial bonus to Balance and 
  Sense Motive. They also have a +8 racial bonus on climb 
  checks and may always take 10 on a climb check. 
   
  FAVOR OF THE HOMELAND NOBILITY 
  Your aid to the Homeland Nobility faction has resulted 
  in them owing you a debt. This favor may be repaid 
  through one of the following means (although there may 
  be other uses in the future): 
  • 
  One trip through the Brotherhood Blockade 
  without undue trouble. This reduces the TU 
  cost of any Core adventure that takes place on 
  the Azure Sea by 1 TU (minimum 1 TU). 
  • 
  One time access to purchase a monk’s belt. 
  • 
  Freedom from slavery. This may be used to 
  reduce the time spent as a slave by half 
  (maximum 8 TU saved). 
  • 
   
   
  CONTEMPLATIVE 
  By freeing Shulassha you have successfully interacted 
  with an outsider servant of Ehlonna. This meets the 
  special requirement of the contemplative prestige class 
  for followers of Ehlonna. 
   
  Special – Suel AR 
  Give this adventure record to Suel humans only. No 
  other character is eligible to receive the following 
  rewards and access on this adventure record. 
   
  Brotherhood Recognition: Any Suel PC who has the 
  badge of Valesh Kem, and thinks to display it, is granted 
  “any” purchase access to the staff of the winds, due to their 
  affiliation with the Scarlet Brotherhood. If they ever sell, 
  lose, or have the badge taken from them, and do not 
  already have another symbol of their loyalty to the 
  Brotherhood the access is permanently lost. The tattoo of 
  Shar (below) by itself does not count as a symbol of 
  loyalty to the Brotherhood; however, the magical version 
  does count. 
   
  Characters who swear fealty and receive the magical 
  tattoo gain the remainder of the any purchase access for 
  the staff of winds. As with the above, if they ever lose all 
  symbols of loyalty to the Brotherhood, this access is 
  permanently lost. 
   
  Staff of the Winds: This plain silver staff can control certain 
  aspects of weather. The staff protects its bearer from 
  electrical effects, so long as the bearer is holding the staff. 
  This resist energy effect ends when all the charges, of 
  which there are 50 at creation, have been used up. This 
  staff cannot be recharged.  
  • 
  Resist energy (dlectricity) (continuous, 3rd-level caster) 
  
  Red Tide 
   
  Page 22 
  • 
  Control winds (2 charges) 
  • 
  Control weather (4 charges) 
  Strong Transmutation, weak Abjuration; Market Price: 
  22,000 gp; Prerequisites: CL 13th, Craft Staff, control 
  weather, control winds, resist energy. 
   
  Tattoo: You’ve been tattooed on your upper left arm with 
  the Ancient Suel word “Shar” which in rough translation 
  to Common means “Purity.” This serves to indicate that 
  you are pureblooded Suel, and is instantly recognized by 
  anyone associated with the Scarlet Brotherhood.  
   
  Magical Tattoo: The tattoo of Shar, as listed above, is the 
  focus of a mark of justice spell. If the character ever breaks 
  the following oath he or she will suffer a –6 penalty to 
  Wisdom: “I will live by Wee Jas’ Law. I will follow until death, 
  and beyond, the code of the Brotherhood. I live and work for the 
  return of the Suel People to their rightful place in the order of 
  things. I will not do any harm to those who are my brethren, 
  save at the asking of my leaders, who are at this time Boran 
  Umor, Uncle Ophelus and Father Alionst Imueir.”  
   
  This effect can be removed as stated in the mark of 
  justice spell, but if done so the Tattoo also disappears. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  ITEM ACCESS 
  APL 4: 
  Quaal’s feather token (whip) (Adventure; DUNGEON 
  MASTER’s Guide) 
  Elixir of vision (Adventure; DUNGEON MASTER’s Guide) 
  Ring of jumping (Adventure; DUNGEON MASTER’s Guide) 
  Silversheen (Adventure – Limit 1; DUNGEON MASTER’s 
  Guide) 
  Elixir of truth (Adventure – Limit 1; DUNGEON MASTER’s 
  Guide) 
  Wand of lightning (10 charges) (Adventure; DUNGEON 
  MASTER’s Guide; 2,250 gp) 
  Lesser Metamagic Rod of Enlarge Spell (Adventure; 
  DUNGEON MASTER’s Guide) 
   
  APL 6: 
  Potion of barkskin +3 (Adventure; DUNGEON MASTER’s 
  Guide) 
   
  APL 8: 
  Pearl of power (1st level) (Adventure; DUNGEON MASTER’s 
  Guide) 
  Wand of lightning (25 charges) (Adventure; DUNGEON 
  MASTER’s Guide; 5,625 gp) 
  Light brown elemental gem (Adventure; DUNGEON 
  MASTER’s Guide) 
   
  APL 10: 
  Bracer of armor +2 (Adventure; DUNGEON MASTER’s 
  Guide) 
  Elixir of fire breath (Adventure; DUNGEON MASTER’s 
  Guide) 
  Wand of lightning (37 charges) (Adventure; DUNGEON 
  MASTER’s Guide; 8,325 gp) 
  Dusty rose prism ioun stone (Adventure; DUNGEON 
  MASTER’s Guide) 
   
  APL 12: 
  Divine scroll of flame strike (Adventure; DUNGEON 
  MASTER’s Guide) 
  Potion of cure serious wounds (Adventure; DUNGEON 
  MASTER’s Guide) 
  Wand of lightning (50 charges) (Adventure; DUNGEON 
  MASTER’s Guide 11,250 gp) 
  Necklace of fireballs (Type VI) (Adventure; DUNGEON 
  MASTER’s Guide 
   
  ITEM ACCESS – SUEL AR 
  APL 4: 
  Staff of the winds (Any; See Above; 22,000 gp)  
  Monk’s Belt (Any, DUNGEON MASTER’s Guide) 
   
  APL 6: 
  Dusty rose prism ioun stone (Any; DUNGEON MASTER’s 
  Guide) 
   
  APL 8: 
  Minor cloak of dsplacement (Any; DUNGEON MASTER’s 
  Guide) 
   
  APL 10: 
  Boots of speed (Any; DUNGEON MASTER’s Guide) 
   
  APL 12: 
  Amulet of natural armor +3 (Any; DUNGEON MASTER’s 
  Guide) 
   
  
  Red Tide 
   
  Page 23 
  APPENDIX 1: COMBAT STATISTICS
  ALL APL’S 
  �Brotherhood Enforcer: Male Suel human Mnk10; 
  Medium humanoid (human); CR 10; HD 10d8+10; hp 
  63; Init +4; Spd 70 ft.; AC 24, touch 19, flat-footed 20; 
  Base Atk/Grp +7/+8; Atk +8 melee (1d10+1, unarmed); 
  Full Atk +8/3 melee (1d10+1, unarmed) or +8/8/3 
  melee (1d10+1, flurry of blows); SA flurry of blows; SQ 
  evasion, still mind, ki strike (magic, lawful), slow fall 
  (50 ft.), purity of body, wholeness of body, improved 
  evasion; AL LN; SV Fort +11, Ref +14, Will +12; Str 12, 
  Dex 18, Con 12, Int 14, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +14, Escape Artist +25, 
  Hide +17, Jump +23, Listen +12, Move Silently +17, 
  Open Lock +6, Spot +12, Tumble +21; Improved 
  Unarmed 
  StrikeB, 
  Improved 
  GrappleB, 
  Combat 
  ReflexesB, Improved TripB, Acrobatic, Agile, Dodge, 
  Mobility, Whirlwind Attack. 
   
  Possessions: bracers of armor +3, cloak of resistance +3, 
  amulet of natural armor +2, gloves of dexterity +2, boots of 
  springing and striding, vest of escape, ring of protection +2, 
  potion of cure moderate wounds. 
   
  �Brotherhood Warrior: Male Suel human Mnk4; 
  Medium humanoid (human); CR 4; HD 4d8+4; hp 27; 
  Init +2; Spd 40 ft.; AC 16, touch 14, flat-footed 14; Base 
  Atk/Grp +3/+4; Atk +4 melee (1d8+1, unarmed); Full 
  Atk +4 melee (1d8+1, unarmed) or +2/2 melee (1d8+1, 
  flurry of blows); SA flurry of blows; SQ evasion, still 
  mind, ki strike (magic), slow fall (20 ft.); AL LN; SV 
  Fort +6, Ref +7, Will +7; Str 12, Dex 15, Con 12, Int 14, 
  Wis 14, Cha 10. 
   
  Skills and Feats: Balance +12, Escape Artist +11, 
  Hide +9, Jump +12, Listen +6, Move Silently +9, Spot 
  +6, Tumble +13; Improved Unarmed StrikeB, Improved 
  GrappleB, Combat ReflexesB, Acrobatic, Agile, Dodge. 
   
  Possessions: bracers of armor +1, cloak of resistance +1, 
  amulet of natural armor +1, potion of cure moderate wounds, 
  elixir of fire breath. 
   
  �Brotherhood Acolyte: male and female Suel human 
  Abjurer9; Medium humanoid (human); CR 9; HD 
  9d4+18; hp 46; Init +2; Spd 30 ft.; AC 19, touch 14, flat-
  footed 17; Base Atk/Grp +4/+3; Atk +3 melee (1d3-1, 
  unarmed) or +6 ranged; Full Atk +3 melee (1d3-1, 
  unarmed) or +6 ranged; SA spells; SQ summon 
  familiar, school specialization (abjuration), banned 
  schools (illusion, necromancy); AL LN; SV Fort +8, Ref 
  +8, Will +10; Str 8, Dex 14, Con 14, Int 18, Wis 12, Cha 
  10. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (arcana, geography, history, religion, the planes) +14, 
  Spellcraft +18; Scribe ScrollB, Cooperative SpellB, 
  Extend Spell, Dodge, Endurance, Spell Mastery (magic 
  circle, shield, dismissal, protection from energy). 
   
  Possessions: bracers of armor +3, cloak of resistance +3, 
  amulet of natural armor +2, ring of rrotection +2, potion of 
  cure moderate wounds. 
   
  Spells Prepared: (4+1/5+1/5+1/4+1/3+1/1+1; save 
  DC 14 + spell level; DC 16 + spell level for Abjuration) 
  0—resistance†, detect magic, mage hand, mending, arcane 
  mark; 1st—hold portal†, protection from evil, shield†, 
  identify, magic missile (2); 2nd—resist energy†, cooperative 
  daze monster, cooperative gust of wind, levitate, cooperative 
  touch of idiocy; 3rd—cooperative magic circle against evil†, 
  cooperative dispel magic†, lighting bolt, cooperative deep 
  slumber, arcane sight; 4th—cooperative dimensional 
  anchor†, cooperative charm monster, shout, wall of ice; 5th—
  cooperative dismissal†, cooperative feeblemind. 
   
  †Abjuration spell.  
   
  �Cold Elemental Ice Devil: Large outsider (evil, 
  lawful, extraplanar, cold); CR 15; HD 14d8+84; hp 147; 
  Init +5; Spd 40 ft.; AC 35, touch 14, flat-footed 30; Base 
  Atk/Grp +14/+24; Atk +20 melee (2d6+9/x3 plus slow, 
  spear) or +19 melee (1d10+6 plus 1d8 cold, claw); Full 
  Atk +20/+15/+10 melee (2d6+9/x3 plus slow, spear) and 
  +14 melee (2d6+3 plus 1d8 cold, bite) and +14 melee 
  (3d6+3 plus slow and 1d8 cold, tail); or +19/+19 melee 
  (1d10+6 plus 1d8 cold, 2 claws) and +14 melee (2d6+3 
  plus 1d8 cold, bite) and +14 melee (3d6+3 plus slow 
  and 1d8 cold, tail); Space/Reach: 10 ft./10ft.; SA: fear 
  aura, slow, spell-like abilities, summon devil; SQ DR 
  10/good, darkvision 60 ft., immunities (cold, fire, 
  paralysis, poison, sleep and stunning), resistance to 
  acid 10, regeneration 5, see in darkness, SR 25, 
  telepathy 100 ft.; AL LE; SV Fort +15, Ref +14, Will +15; 
  Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +22, 
  Climb 
  +23, 
  Concentration +23, Diplomacy +9, Disguise +5 (+7 
  acting), Intimidate +24, Jump +27, Knowledge (any 
  three) +23, Listen +25, Move Silently +22, Search +23, 
  Sense Motive +23, Spellcraft +23, Spot +25, Survival +6 
  (+8 following tracks); Alertness, Cleave, Combat 
  Reflexes, Power Attack, Weapon Focus (spear). 
   
  Damage Reduction: An ice devil’s natural 
  weapons, as well as any weapons it wields, are treated 
  as evil-aligned and lawful-aligned for the purpose of 
  overcoming damage reduction. 
   
  Elemental: Immune to poison, sleep, paralysis and 
  stunning. Not subject to critical hits. 
   
  Cold Subtype (Ex): Cold immunity, double 
  damage from fire except on a successful save. 
   
  Icewalking (Ex): This ability works like the spider 
  climb spell but applies to all icy surfaces. Within the 
  Elemental Plane of Cold, the cold element creature 
  may more normally. 
   
  Chill (Ex): In addition to the damage from their 
  attacks, cold element creatures deal additional cold 
  damage with their natural weapons. The amount is 1d8. 
   
  Fear Aura (Su): An ice devil can radiate a 10-foot-
  radius fear aura as a free action. A creature in the area 
  must succeed on a DC 22 Will save or be affected as 
  though by a fear spell (caster level 13th). A creature that 
  successfully saves cannot be affected again by the same 
  
  Red Tide 
   
  Page 24 
  ice devil’s aura for 24 hours. Other devils are immune 
  to the aura. The save DC is Charisma-based. 
   
  Slow (Su): A hit from an ice devil’s tail or spear 
  induces numbing cold. The opponent must succeed on 
  a DC 23 Fortitude save or be affected as though by a 
  slow spell for 1d6 rounds. The save DC is Constitution-
  based. 
   
  Spell-Like Abilities: At will—cone of cold (DC 20), 
  fly, ice storm (DC 19), greater teleport (self plus 50 pounds 
  of objects only), persistent image (DC 20), unholy aura 
  (DC 23), wall of ice (DC 19). Caster level 13th. The save 
  DCs are Charisma-based. 
   
  Summon Devil (Sp): Once per day an ice devil can 
  attempt to summon 2d10 lemures or 1d6 bearded 
  devils, 2d4 bone devils with a 50% chance of success, or 
  another ice devil with a 20% chance of success. This 
  ability is the equivalent of a 4th-level spell. 
   
  Regeneration (Ex): An ice devil takes normal 
  damage from good-aligned weapons and from spells or 
  effects with the good descriptor. 
   
  
  Red Tide 
   
  Page 25 
  APL 4 
  Encounter 2 – Becalmed 
  �Boran Umor: Male Suel human Mnk3/Drd2; 
  Medium humanoid (human); CR 5; HD 5d8+5; hp 33; 
  Init +2; Spd 40 ft.; AC 15, touch 15, flat-footed 13; Base 
  Atk/Grp +3/+4; Atk +4 melee (1d6+1, unarmed); Full 
  Atk +4 melee (1d6+1, unarmed) or +2/2 melee (1d6+1, 
  flurry of blows); SA flurry of blows; SQ evasion, still 
  mind, nature sense, wild empathy, woodland stride; AL 
  LN; SV Fort +7, Ref +5, Will +9; Str 12, Dex 14, Con 12, 
  Int 14, Wis 17, Cha 10. 
   
  Skills and Feats: Balance +10, Concentration +6, 
  Escape Artist +8, Jump +9, Knowledge (nature) +6, 
  Listen +9, Profession (sailor) +11, Spellcraft +7, Spot +9, 
  Survival +5, Tumble +10; Improved Unarmed StrikeB, 
  Improved 
  GrappleB, 
  Combat 
  ReflexesB, 
  Dodge, 
  Mobility, Deflect Arrows. 
   
  Possessions: staff of the winds (11 charges), pearl of 
  power (1st level), periapt of wisdom +2, 2 divine scrolls of 
  magic fang. 
   
  Spells Prepared: (4/3; save DC 13 + spell level) 0—
  cure minor wounds (2), guidance (2); 1st—faerie fire, 
  longstrider, produce flame. 
   
  �Uncle Ophelus: Male Suel human Mnk5/Sor2; 
  Medium humanoid (human); CR 7; HD 5d8+2d4+7; hp 
  41; Init +2; Spd 40 ft.; AC 17 (+2 Dex, +2 Wis, +1 class, 
  +2 armor), touch 15, flat-footed 15; Base Atk/Grp 
  +4/+4; Atk +4 melee (1d8, unarmed); Full Atk +4 melee 
  (1d8, unarmed) or +2/2 melee (1d8, flurry of blows); SA 
  flurry of blows; SQ evasion, still mind, ki strike 
  (magic), slow fall (20 ft.), purity of body, summon 
  familiar; AL LN; SV Fort +5, Ref +6, Will +9; Str 10, Dex 
  14, Con 12, Int 12, Wis 14, Cha 15. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +12, 
  Bluff 
  +3, 
  Concentration +11, Escape Artist +10, Jump +10, Listen 
  +10, Spellcraft +6, Spot +10, Tumble +12; Improved 
  Unarmed Strike B, Improved Grapple B, Combat 
  Reflexes B, Endurance, Diehard, Dodge, Leadership. 
   
  Spells Known: (6/5; save DC 12 + spell level) 0—
  resistance, acid splash, detect magic, read magic, arcane mark; 
  1st—shield, chill touch. 
   
  Possessions: bracers of armor +2, potion of cure serious 
  wounds 
   
  �Ophelus’s Guards: Male Suel male Mnk4; Medium 
  humanoid (human); CR 4; HD 4d8+4; hp 27; Init +2; 
  Spd 40 ft.; AC 15, touch 14, flat-footed 13; Base 
  Atk/Grp +3/+4; Atk +4 melee (1d8+1, unarmed); Full 
  Atk +4 melee (1d8+1, unarmed) or +2/2 melee (1d8+1, 
  flurry of blows); SA flurry of blows; SQ evasion, still 
  mind, ki strike (magic), slow fall (20 ft.); AL LN; SV 
  Fort +5, Ref +6, Will +6; Str 12, Dex 15, Con 12, Int 14, 
  Wis 14, Cha 10. 
   
  Skills and Feats: Balance +12, Escape Artist +11, 
  Hide +9, Jump +12, Listen +6, Move Silently +9, Spot 
  +6, Tumble +13; Improved Unarmed StrikeB, Improved 
  GrappleB, Combat ReflexesB, Acrobatic, Agile, Dodge. 
   
  Possessions: bracers of armor +1. 
   
  �Crew: Male Suel human Mnk1; Medium humanoid 
  (human); CR 1; HD 1d8+1; hp 9; Init +2; Spd 30 ft.; AC 
  14, touch 14, flat-footed 12; Base Atk/Grp +0/+2; Atk +2 
  melee (1d6+2, unarmed); Full Atk +2 melee (1d6+2, 
  unarmed) or +0/0 melee (1d6+2, flurry of blows); SA 
  flurry of blows; AL LN; SV Fort +3, Ref +4, Will +4; Str 
  14, Dex 14, Con 12, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +6, Jump +6, Listen +6, 
  Profession (sailor) +6 Spot +6, Tumble +6; Improved 
  Unarmed StrikeB, Improved GrappleB, Power Attack, 
  Improved Bull Rush. 
   
  Possessions: none. 
   
  Encounter 6 – Physical Training 
  �Dakon Brave: Dakon Ftr1; Medium humanoid; CR 1; 
  HD 1d10+2; hp 12; Init +3; Spd 30 ft., climb 30 ft.; AC 
  15, touch 13, flat-footed 12; Base Atk/Grp +1/+6; Atk +6 
  melee (1d3+5, slam); Full Atk +6 melee (1d3+5, 2 
  slams); SQ scent; AL LN; SV Fort +4, Ref +3, Will +2; 
  Str 20, Dex 16, Con 14, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +7, Climb +17, Intimidate 
  +4, Jump +9, Sense Motive +6; DodgeB, Power Attack. 
   
  �Dakon Warrior: Dakon Ftr4; Medium humanoid; 
  CR 4; HD 4d10+8; hp 36; Init +3; Spd 30 ft., climb 30 
  ft.; AC 15, touch 13, flat-footed 12; Base Atk/Grp +4/+9; 
  Atk +10 melee (1d3+7, slam); Full Atk +10 melee 
  (1d3+7, 2 slams); SQ scent; AL LN; SV Fort +6, Ref +4, 
  Will +3; Str 20, Dex 17, Con 14, Int 14, Wis 14, Cha 14. 
   
  Skills and Feats: Balance +8, Climb +20, Intimidate 
  +9, Jump +12, Sense Motive +7; Weapon Focus (slam)B, 
  Dodge, 
  MobilityB, 
  Combat 
  Expertise, 
  Weapon 
  Specialization (slam)B. 
   
  Encounter 7 – Magical Training 
  �Dakon Mage: Dakon Wiz4; Medium humanoid; CR 
  4; HD 4d4+12; hp 25; Init +2; Spd 30 ft., climb 30 ft.; 
  AC 14, touch 12, flat-footed 12; Base Atk/Grp +2/+5; 
  Atk +5 melee (1d3+3, slam); Full Atk +5 melee (1d3+3, 
  2 slams) SQ scent, summon familiar; AL LN; SV Fort 
  +4, Ref +3, Will +6; Str 17, Dex 14, Con 16, Int 18, Wis 
  14, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +6, 
  Climb 
  +11, 
  Concentration 
  +10, 
  Knowledge 
  (arcana) 
  +11, 
  Knowledge (nature) +11, Knowledge (history) +11, 
  Sense Motive +7, Spellcraft +13; Scribe Scroll B, 
  Heighten Spell, Combat Casting.  
   
  Spells Prepared: (4/4/3; save DC 14 + spell level) 0—
  touch of fatigue (2), message, daze; 1st—shield, color spray, 
  cause fear, magic missile; 2nd—heightened touch of fatigue, 
  touch of idiocy, (fog cloud or ghoul touch)*.  
  *If there are two Dakon mages then each has one 
  of the two spells, if there is only one Dakon Mage 
  it has the first of the two listed spells. 
   
  Spellbook: 0—all; 1st—shield, grease, endure elements, 
  true strike, color spray, cause fear, reduce person, magic 
  missile; 2nd—fog cloud, melf’s acid arrow, ghoul touch, touch 
  of idiocy. 
   
  Possessions: Spell component pouch. 
  
  Red Tide 
   
  Page 26 
   
  Encounter 10 – Assault 
  WAVE 1: 
  �Brotherhood Trainee: Male Suel human Mnk1; 
  Medium humanoid (human); CR 1; HD 1d8+1; hp 9; 
  Init +2; Spd 30 ft.; AC 14, touch 14, flat-footed 12; Base 
  Atk/Grp +0/+2; Atk +3 melee (1d6+2, unarmed); Full 
  Atk +3 melee (1d6+2, unarmed) or +1/1 melee (1d6+2, 
  flurry of blows); SA flurry of blows; AL LN; SV Fort +3, 
  Ref +4, Will +4; Str 14, Dex 14, Con 12, Int 12, Wis 14, 
  Cha 10. 
   
  Skills and Feats: Balance +6, Craft (any one) +5, 
  Jump +6, Listen +8, Spot +8, Tumble +6; Improved 
  Unarmed StrikeB, Stunning FistB, Alertness, Weapon 
  Focus (unarmed). 
   
  Possessions: potion of cure light wounds. 
   
  �Brotherhood Citizen: Male Suel human Mnk2; 
  Medium humanoid (human); CR 2; HD 2d8+2; hp 15; 
  Init +2; Spd 30 ft.; AC 15, touch 14, flat-footed 13; Base 
  Atk/Grp +1/+3; Atk +4 melee (1d6+2, unarmed); Full 
  Atk +4 melee (1d6+2, unarmed) or +2/2 melee (1d6+2, 
  flurry of blows); SA flurry of blows; SQ evasion; AL LN; 
  SV Fort +4, Ref +5, Will +5; Str 14, Dex 14, Con 12, Int 
  12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +9, Craft (any one) +6, 
  Jump +9, Listen +9, Spot +9, Tumble +9; Improved 
  Unarmed StrikeB, Stunning FistB, Alertness, Weapon 
  Focus (unarmed), Deflect ArrowsB. 
   
  Possessions: potion of cure light wounds, bracers of armor 
  +1. 
   
  WAVE 3: 
  �Brotherhood Slavemaster: Male Suel Rgr1/Mnk1; 
  Medium humanoid; CR 2; HD 2d8+2; hp 15; Init +2; 
  Spd 30 ft.; AC 14, touch 14, flat-footed 12; Base 
  Atk/Grp +1/+3; Atk +4 melee (1d6+2, unarmed); Full 
  Atk +4 melee (1d6+2, unarmed) or +2/2 melee (1d6+2, 
  flurry of blows); SA flurry of blows, favored enemy 
  (non-suel humans); SQ wild empathy; AL LE; SV Fort 
  +5, Ref +6, Will +4; Str 14, Dex 14, Con 12, Int 12, Wis 
  14, Cha 10. 
   
  Skills and Feats: Balance +6, Escape Artist +6, 
  Handle Animal +5, Jump +6, Listen +8, Spot +8, 
  Survival +5, Tumble +6; Improved Unarmed StrikeB, 
  Stunning FistB, Alertness, Weapon Focus (unarmed), 
  TrackB. 
   
  Possessions: quaal’s feather token (whip), elixir of vision. 
   
  WAVE 8: 
  �Half-Troll Brotherhood Guard: Male half-troll half-
  Suel-human 
  Mnk2; 
  Medium 
  giant 
  (augmented 
  humanoid); CR 4; HD 2d8+8; hp 21; Init +3; Spd 30 ft.; 
  AC 19, touch 15, flat-footed 16; Base Atk/Grp +1/+6; 
  Atk +6 melee (1d6+5, unarmed-claw) or +6 melee 
  (1d6+2, bite); Full Atk +6 melee (1d6+5, unarmed-claw) 
  and +1 melee (1d6+2, bite) or +4/4 melee (1d6+5, flurry 
  of blows); SA rend (2d6+7), flurry of blows; SQ fast 
  healing 5, scent, evasion; AL LE; SV Fort +7, Ref +6, 
  Will +5; Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +10, Jump +17, Listen +7, 
  Spot +7, Tumble +10; Improved Unarmed StrikeB, 
  Stunning FistB, Power Attack, Cleave, Deflect ArrowsB. 
   
  Possessions: ring of jumping. 
   
  Encounter 11 – Tower of Sorcery – Floor 1 
  �Half-Flesh Golem Brotherhood Guard: Male half-
  flesh 
  golem 
  half-Suel-human 
  Mnk1; 
  Medium 
  construct (augmented humanoid); CR 4; HD 1d10+20; 
  hp 30; Init +1; Spd 30 ft. (can’t run); AC 18, touch 13, 
  flat-footed 17; Base Atk/Grp +0/+5; Atk +6 melee 
  (1d6+5, unarmed); Full Atk +6 melee (1d6+5, unarmed) 
  or +4/4 melee (1d6+5, flurry of blows); SA flurry of 
  blows, berserk; SQ construct traits, DR 5/adamantine, 
  magic immunity; AL LE; SV Fort +2, Ref +3, Will +4; 
  Str 20, Dex 12, Con —, Int 8, Wis 14, Cha 6. 
   
  Skills and Feats: Balance +5, Escape Artist +5, Jump 
  +9, Listen +8, Spot +8, Tumble +5; Improved Unarmed 
  StrikeB, Stunning FistB, Alertness, Weapon Focus 
  (unarmed). 
   
  Encounter 13 – Tower of Sorcery – Floor 3 
  �Grigaur, Advanced: Large magical beast; CR 6; HD 
  7d10+35; hp 73; Init +0; Spd 40 ft.; AC 16, touch 9, flat-
  footed 16; Base Atk/Grp +7/+19; Atk +14 melee (2d6+8, 
  claw); Full Atk +14 melee (2d6+8, 2 claws) and +9 
  melee (1d8+4, bite); Space/Reach: 15 ft./20 ft.; SA 
  improved grab; SQ blindsight, scent, immunities, DR 
  5/-; AL N; SV Fort +10, Ref +5, Will +3; Str 27, Dex 11, 
  Con 20, Int 6, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +10, Hide +1*, Listen +4, 
  Move Silently +4, Spot +4; Alertness, Power Attack, 
  Improved Bull Rush. 
   
  �Fiendish Troll: Large giant (extraplanar); CR 6; HD 
  6d8+36 (63 hp), Init +2; Spd 30 ft.; AC 16, touch 11, flat-
  footed 14; Base Atk/Grp +4/+14; Atk +9 melee (1d6+6, 
  claw); Full Atk +9 melee (1d6+6, 2 claws) and +4 melee 
  (1d6+3, bite); Space/Reach: 10 ft./10 ft.; SA rend 
  (2d6+9), smite good; SQ darkvision 90 ft., low-light 
  vision, regeneration 5, scent, DR 5/magic, resistance 
  (cold and fire) 5; AL NE; SV Fort +11, Ref +4, Will +3; 
  Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +6; Alertness, Iron 
  Will, Track.  
   
  Smite Good (Su): Once per day a fiendish creature 
  can make a normal melee attack to deal 6 points of 
  extra damage against a good foe. 
   
  �Shulassha: Large outsider (augmented magical beast 
  extraplanar) Clr2; CR 8; HD 8d10+2d8+70; hp 124; Init 
  +4; Spd 60 ft., fly 120 ft. (good); AC 20, touch 13, flat-
  footed 16; Base Atk/Grp +9/+20; Atk +18 melee 
  (1d8+10, horn); Full Atk +18 melee (1d8+10, horn) and 
  +10 melee (1d4+3, 2 hooves); Space/Reach: 10 ft./5 ft.; 
  SA daylight, smite evil, turn undead (12/day); SQ 
  darkvision (60 ft.), low-light vision, magic circle against 
  
  Red Tide 
   
  Page 27 
  evil, spell-like abilities, immunity (poison, disease, 
  charm and compulsion), scent, wild empathy, 
  resistance (acid, cold, electricity) 10, DR 5/magic, SR 
  20; AL NG; SV Fort +16, Ref +10, Will +12; Str 24, Dex 
  19, Con 25, Int 12, Wis 25, Cha 28. 
   
  Skills and Feats: Jump +27, Knowledge (nature) +8, 
  Knowledge (the planes) +6, Listen +20, Move Silently 
  +19, Spot +20, Spellcraft +12, Survival +21*; Alertness, 
  Skill Focus (survival), Track, Eschew Materials.  
   
  Daylight (Su): Half-celestials can use a daylight 
  effect (as the spell) at will. 
   
  Smite Evil (Su): Once per day a half-celestial 
  creature can make a normal melee attack to deal 10 
  extra damage against an evil foe.  
   
  Spell-like Abilities: at will—detect evil; 3/day—cure 
  light wounds (caster level 5th), protection from evil; 
  1/day—cure moderate wounds (caster level 5th), 
  neutralize poison (caster level 8th, save DC 25), greater 
  teleport (only within native forest), bless, aid, cure serious 
  wounds, neutralize poison, holy smite, remove disease, dispel 
  evil. Caster level (unless otherwise specified) 10th; save 
  DC 19 + spell level. 
   
  Spells Prepared: (4/4+1; save DC 17 + spell level) 0—
  detect poison (2), guidance (2); 1st—bless water, calm 
  animals*, remove fear, sanctuary (2). 
  *Domain spell; Deity: Ehlonna; Domains: Animal 
  (speak with animals 1/day; Knowledge (nature) class 
  skill); Sun (Greater Turning 1/day).  
  Shulassha is a half-celestial unicorn servant of Ehlonna. 
   
  Encounter 14 – Tower of Sorcery – Floor 4 
  �Master Breeder: Male Suel human Wiz4; Medium 
  humanoid (human); CR 4; HD 4d4+4; hp 17; Init +5; 
  Spd 30 ft.; AC 12, touch 11, flat-footed 11; Base 
  Atk/Grp +2/+1; Atk +1 melee (1d4-1/19-20, dagger) or 
  +3 ranged; Full Atk +1 melee (1d4-1/19-20, dagger) or 
  +3 ranged; SQ summon familiar; AL LE; SV Fort +2, 
  Ref +2, Will +5; Str 8, Dex 12, Con 13, Int 18, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Concentration +8, Craft (golem) 
  +11, Decipher Script +11, Knowledge (arcana) +11, 
  Knowledge (history) +5, Knowledge (the planes) +11, 
  Spellcraft +13; Scribe ScrollB, Combat Casting, Reach 
  Spell, Improved Initiative.  
   
  Spells Prepared: (4/4/3; save DC 14 + spell level) 0—
  acid splash, daze (2), ray of frost; 1st—shield, magic missile 
  (2), summon monster I; 2nd—reach touch of fatigue, 
  scorching ray, levitate.  
   
  Spellbook: 0—all; 1st—shield, summon monster I, 
  magic missile, identify, burning hands, color spray, obscuring 
  mist, hold portal; 2nd—summon monster II, scorching ray, 
  levitate, ghoul touch. 
   
  Possessions: lesser metamagic rod of enlarge spell, bracers 
  of armor +1, potion of blur, potion of cure light wounds (2). 
   
  �Brotherhood Arcanist: Male Suel human Wiz2; 
  Medium humanoid (human); CR 2; HD 2d4+6; hp 13; 
  Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base 
  Atk/Grp +1/+0; Atk +0 melee (1d4-1/19-20, dagger) or 
  +3 ranged; Full Atk +0 melee (1d4-1/19-20, dagger) or 
  +3 ranged; SQ summon familiar; AL LE; SV Fort +3, 
  Ref +2, Will +4; Str 8, Dex 14, Con 16, Int 15, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Concentration +8, Craft (golem) +7, 
  Decipher 
  Script 
  +7, 
  Knowledge 
  (arcana) 
  +7, 
  Knowledge (the planes) +7, Spellcraft +9; Scribe 
  ScrollB, Endurance, Diehard.  
  Spells Prepared: (4/3; save DC 12 + spell level) 0—
  acid splash, daze (2), ray of frost; 1st—shield, ray of 
  enfeeblement, burning hands.  
   
  Spellbook: 0—all; 1st—shield, summon monster I, 
  magic missile, burning hands, ray of enfeeblement. 
   
  Possessions: arcane scroll of scorching ray, arcane 
  scroll of mage armor. 
   
  �Winged Brotherhood Guard: Winged male Suel 
  human 
  Mnk1; 
  Medium 
  monstrous 
  humanoid 
  (augmented humanoid); CR 2; HD 1d8+2; hp 10; Init 
  +4; Spd 30 ft., fly 50 ft. (perfect); AC 18 (+4 Dex, +3 Wis, 
  +1 armor), touch 17, flat-footed 14; Base Atk/Grp 
  +0/+1; Atk +1 melee (1d6+1, unarmed); Full Atk +1 
  melee (1d6+1, unarmed) or -1/-1 melee (1d6+1, flurry 
  of blows); SA flurry of blows; AL LE; SV Fort +4, Ref 
  +6, Will +5; Str 12, Dex 18, Con 14, Int 12, Wis 16, Cha 
  10. 
   
  Skills and Feats: Balance +8, Escape Artist +8, Listen 
  +7, Sense Motive +7, Spot +7, Tumble +8; Improved 
  Unarmed StrikeB, Stunning FistB, Fly-by Attack, 
  Dodge.  
   
  Possessions: bracers of armor +1. 
   
  
  Red Tide 
   
  Page 28 
  APL 6 
  Encounter 2: The Silent Wind 
  �Sahuagin Warrior: Male Sahuagin Rgr2; Medium 
  monstrous humanoid (aquatic); CR 4; HD 4d8+12; hp 
  35; Init +2; Spd 30 ft., swim 60 ft.; AC 20, touch 12, flat-
  footed 18; Base Atk/Grp +4/+8; Atk +8 melee (1d4+4, 
  talon) or +9 melee (1d8+5, trident) or +6 ranged (1d10, 
  19-20, heavy crossbow); Full Atk +9 melee (1d8+5, 
  trident) and +8 melee (1d4+2, bite) or +8 melee (1d4+4, 
  2 talons) and +6 melee (1d4+2, bite) or +6 ranged (1d10, 
  19-20, heavy crossbow); SA blood frenzy, rake (+6 
  melee, 1d4+2), favored enemy (non-Suel humans +2), 
  combat style (two-weapon fighting); SQ blindsense 30 
  ft., darkvision 60 ft., freshwater sensitivity, light 
  blindness, speak with sharks, water dependent, wild 
  empathy; AL LE; SV Fort +8, Ref +8, Will +6; Str 18, 
  Dex 14, Con 16, Int 12, Wis 17, Cha 9. 
   
  Skills and Feats: Handle Animal +6 (+10 with 
  sharks), Hide +9 (+13 underwater), Listen +9 (+13 
  underwater), Profession  (hunter) +5 (+9 within 50 
  miles of home), Ride +6, Spot +9 (+13 underwater), 
  Survival +5 (+9 within 50 miles of home); Great 
  Fortitude, Multiattack 
  B, Track 
  B, Two-Weapon 
  Fighting, Power Attack. 
   
  Possessions: 
  masterwork 
  trident, 
  masterwork 
  studded leather, heavy crossbow, 20 bolts. 
   
  �Sahuagin Savant: Female Sahuagin Clr2; Medium 
  monstrous humanoid (aquatic); CR 4; HD 4d8+8; hp 
  31; Init +1; Spd 30 ft., swim 60 ft.; AC 22, touch 11, flat-
  footed 21; Base Atk/Grp +3/+4; Atk +4 melee (1d4+1, 
  talon) or +5 melee (1d8+2, trident) or +4 ranged (1d10, 
  19-20, heavy crossbow); Full Atk +5 melee (1d8+2, 
  trident) and +2 melee (1d4+1, bite) or +4 melee (1d4+1, 
  2 talons) and +2 melee (1d4+1, bite) or +4 ranged (1d10, 
  19-20, heavy crossbow); SA blood frenzy, rake (+2 
  melee, 1d4+1), rebuke undead (4/day); SQ blindsense 
  30 ft., darkvision 60 ft., freshwater sensitivity, light 
  blindness, speak with sharks, water dependent; AL LE; 
  SV Fort +7, Ref +4, Will +10; Str 12, Dex 12, Con 14, Int 
  18, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +7 (+11 for 
  defensive casting), Handle Animal +6 (+10 with 
  sharks), Hide +1 (+5 underwater), Knowledge 
  (religion) +6, Listen +9 (+13 underwater), Profession  
  (hunter) +4 (+9 within 50 miles of home), Ride +3, 
  Spellcraft +9, Spot +9 (+13 underwater), Survival +4 (+9 
  within 
  50 
  miles 
  of 
  home); 
  Great 
  Fortitude, 
  MultiattackB, 
  Weapon 
  Focus 
  (trident), 
  Combat 
  Casting.  
   
  Spells Prepared: (4/3+1; save DC 14 + spell level) 0—
  cure minor wounds (2), guidance (2); 1st—bane, bless, 
  enlarge person*, shield of faith. 
   
  *Domain Spell; Deity: Sekolah; Domains: Strength 
  (+2 to Strength for 1 round once per day); War (Martial 
  Weapon Proficiency (trident) and Weapon Focus 
  (trident). 
   
  Possessions: trident, heavy crossbow, 20 bolts, 
  masterwork banded mail, divine scroll of death knell. 
   
  Encounter 2 – Becalmed 
  �Boran Umor: Male Suel human Mnk4/Drd3; 
  Medium humanoid (human); CR 7; HD 7d8+7; hp 45; 
  Init +2; Spd 40 ft.; AC 15, touch 15, flat-footed 13; Base 
  Atk/Grp +5/+6; Atk +6 melee (1d8+1, unarmed); Full 
  Atk +6 melee (1d8+1, unarmed) or +5/5 melee (1d8+1, 
  flurry of blows); SA flurry of blows; SQ evasion, still 
  mind, nature sense, wild empathy, woodland stride, ki 
  strike (magic), slow fall (20 ft.), trackless step; AL LN; 
  SV Fort +8, Ref +7, Will +10; Str 12, Dex 14, Con 12, Int 
  14, Wis 17, Cha 10. 
   
  Skills and Feats: Balance +11, Concentration +7, 
  Escape Artist +9, Jump +10, Knowledge (nature) +7, 
  Listen +10, Profession (sailor) +13, Spellcraft +8, Spot 
  +10, Survival +8, Tumble +11; Improved Unarmed 
  Strike B, Improved Grapple B, Combat Reflexes B, 
  Dodge, Mobility, Deflect Arrows, Spring Attack.  
   
  Spells Prepared: (4/3/2; save DC 13 + spell level) 0—
  cure minor wounds (2), guidance (2); 1st—faerie fire, 
  longstrider, produce flame; 2nd—chill metal, flame blade. 
   
  Possessions: staff of the winds (17 charges), pearl of 
  power (1st level), pearl of power (2nd level), periapt of 
  wisdom +2, 2 divine scrolls of greater magic fang. 
   
  �Uncle Ophelus: Male Suel human Mnk7/Sor2; 
  Medium humanoid (humanoid); CR 9; HD 7d8+2d4+9; 
  hp 53; Init +4; Spd 50 ft.; AC 20; touch 17, flat-footed 
  16; Base Atk/Grp +6/+6; Atk +6 melee (1d8, unarmed); 
  Full Atk +6/1 melee (1d8, unarmed) or +5/5/0 melee 
  (1d8, flurry of blows); SA flurry of blows; SQ evasion, 
  still mind, ki strike (magic), slow fall (30 ft.), purity of 
  body, summon familiar, wholeness of body; AL LN; SV 
  Fort +6, Ref +9, Will +10; Str 10, Dex 18, Con 12, Int 12, 
  Wis 14, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +16, 
  Bluff 
  +4, 
  Concentration +11, Escape Artist +14, Jump +12, Listen 
  +12, Spellcraft +6, Spot +12, Tumble +16; Improved 
  Unarmed 
  StrikeB, 
  Improved 
  GrappleB, 
  Combat 
  ReflexesB, Endurance, Diehard, Dodge, Leadership, 
  Improved DisarmB, Combat Casting. 
   
  Spells Known: (6/5; save DC 13 + spell level) 0—
  resistance, acid splash, detect magic, read magic, arcane mark; 
  1st—shield, chill touch. 
   
  Possessions: bracers of armor +3, potion of cure serious 
  wounds, gauntlets of dexterity +4. 
   
  �Ophelus’s Guards: Male Suel human Mnk6; 
  Medium humanoid (humanoid); CR 6; HD 6d8+6; hp 
  39; Init +2; Spd 50 ft.; AC 17, touch 15, flat-footed 15; 
  Base Atk/Grp +4/+5; Atk +5 melee (1d8+1, unarmed); 
  Full Atk +5 melee (1d8+1, unarmed) or +4/4 melee 
  (1d8+1, flurry of blows); SA flurry of blows; SQ 
  evasion, still mind, ki strike (magic), slow fall (30 ft.), 
  purity of body; AL LN; SV Fort +5, Ref +6, Will +6; Str 
  12, Dex 15, Con 12, Int 14, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +14, Escape Artist +13, 
  Hide +11, Jump +19, Listen +7, Move Silently +11, Spot 
  +7, Tumble +15; Improved Unarmed StrikeB, Improved 
  
  Red Tide 
   
  Page 29 
  GrappleB, Combat ReflexesB, Acrobatic, Agile, Dodge, 
  Improved DisarmB, Mobility. 
   
  Possessions: bracers of armor +2, potion of bull’s strength, 
  ring of jumping. 
   
  �Crew: Male Suel human Mnk3; Medium humanoid 
  (human); CR 3; HD 3d8+3; hp 21; Init +2; Spd 40 ft.; 
  AC 14, touch 14, flat-footed 12; Base Atk/Grp +2/+4; 
  Atk +4 melee (1d6+2, unarmed); Full Atk +4 melee 
  (1d6+2, unarmed) or +2/2 melee (1d6+2, flurry of 
  blows); SA flurry of blows; SQ evasion, still mind; AL 
  LN; SV Fort +4, Ref +5, Will +5; Str 14, Dex 14, Con 12, 
  Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +10, Jump +10, Listen +8, 
  Profession (sailor) +8, Spot +8, Swim +7, Tumble +10; 
  Improved Unarmed StrikeB, Improved GrappleB, 
  Power Attack, Improved Bull Rush, Combat ReflexesB, 
  Cleave. 
   
  Possessions: ring of swimming. 
   
  Encounter 6 – Physical Training 
  �Dakon Brave: Dakon Ftr2; Medium humanoid; CR 2; 
  HD 2d10+4; hp 20; Init +3; Spd 30 ft., climb 30 ft.; AC 
  15 (+3 Dex, +2 natural), touch 13, flat-footed 12; Base 
  Atk/Grp +2/+7; Atk +7 melee (1d3+6, slam); Full Atk 
  +7 melee (1d3+6, 2 slams); SQ scent; AL LN; SV Fort 
  +5, Ref +3, Will +2; Str 20, Dex 16, Con 14, Int 12, Wis 
  14, Cha 10. 
   
  Skills and Feats: Balance +7, Climb +18, Intimidate 
  +5, Jump +10, Sense Motive +6; DodgeB, Power Attack, 
  MobilityB. 
   
  �Dakon Warrior: Dakon Ftr6; Medium humanoid; 
  CR 6; HD 6d10+12; hp 52; Init +3; Spd 30 ft., climb 30 
  ft.; AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12; 
  Base Atk/Grp +6/+11; Atk +12 melee (1d3+7, slam); 
  Full Atk +12 melee (1d3+7, 2 slams); SQ scent; AL LN; 
  SV Fort +7, Ref +5, Will +4; Str 20, Dex 17, Con 14, Int 
  14, Wis 14, Cha 14. 
   
  Skills and Feats: Balance +9, Climb +22, Intimidate 
  +11, Jump +14, Sense Motive +8; Weapon Focus (slam) 
  B, Dodge, MobilityB, Combat Expertise, Weapon 
  Specialization (slam)B, Whirlwind AttackB, Leadership. 
   
  Encounter 7 – Magical Training 
  �Dakon Mage: Dakon Wiz6; Medium humanoid; CR 
  6; HD 6d4+18; hp 37; Init +2; Spd 30 ft., climb 30 ft.; 
  AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; 
  Base Atk/Grp +3/+6; Atk +6 melee (1d3+3, slam); Full 
  Atk +6 melee (1d3+3, 2 slams); SQ scent, summon 
  familiar; AL LN; SV Fort +5, Ref +4, Will +7; Str 17, Dex 
  14, Con 16, Int 18, Wis 14, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +7, 
  Climb 
  +11, 
  Concentration 
  +12, 
  Knowledge 
  (arcana) 
  +13, 
  Knowledge (nature) +13, Knowledge (history) +13, 
  Sense Motive +7, Spellcraft +15; Scribe Scroll B, 
  Heighten Spell, Combat Casting, Empower Spell B, 
  Silent Spell.  
   
  Spells Prepared: (4/4/4/3; save DC 14 + spell level) 
  0—touch of fatigue (2), message, daze; 1st—shield, color 
  spray, cause fear, magic missile; 2nd—heightened touch of 
  fatigue, touch of idiocy, melf’s acid arrow, (fog cloud or ghoul 
  touch)*; 3rd—empowered magic missile, dispel magic, 
  (stinking cloud or ray of exhaustion)*.  
  *If there are two Dakon mages then each has one 
  of the two spells, if there is only one Dakon Mage, 
  it has the first of the two listed spells. 
   
  Spellbook: 0—all; 1st—shield, grease, endure elements, 
  true strike, color spray, cause fear, reduce person, magic 
  missile; 2nd—fog cloud, melf’s acid arrow, ghoul touch, touch 
  of idiocy; 3rd—dispel magic, stinking cloud, displacement, 
  ray of exhaustion.  
   
  Possessions: Spell component pouch. 
   
  Encounter 10 – Assault 
  WAVE 1: 
  �Brotherhood Trainee: Male Suel human Mnk1; 
  Medium humanoid (human); CR 1; HD 1d8+1; hp 9; 
  Init +2; Spd 30 ft.; AC 14, touch 14, flat-footed 12; Base 
  Atk/Grp +0/+2; Atk +3 melee (1d6+2, unarmed); Full 
  Atk +3 melee (1d6+2, unarmed) or +1/1 melee (1d6+2, 
  flurry of blows); SA flurry of blows; AL LN; SV Fort +3, 
  Ref +4, Will +4; Str 14, Dex 14, Con 12, Int 12, Wis 14, 
  Cha 10. 
   
  Skills and Feats: Balance +6, Craft (any one) +5, 
  Jump +6, Listen +8, Spot +8, Tumble +6; Improved 
  Unarmed StrikeB, Stunning FistB, Alertness, Weapon 
  Focus (unarmed). 
   
  Possessions: potion of cure light wounds. 
   
  �Brotherhood Citizen: Male Suel human Mnk2; 
  Medium humanoid (human); CR 2; HD 2d8+2; hp 15; 
  Init +2; Spd 30 ft.; AC 15, touch 14, flat-footed 13; Base 
  Atk/Grp +1/+3; Atk +4 melee (1d6+2, unarmed); Full 
  Atk +4 melee (1d6+2, unarmed) or +2/2 melee (1d6+2, 
  flurry of blows); SA flurry of blows; SQ evasion; AL LN; 
  SV Fort +4, Ref +5, Will +5; Str 14, Dex 14, Con 12, Int 
  12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +9, Craft (any one) +6, 
  Jump +9, Listen +9, Spot +9, Tumble +9; Improved 
  Unarmed StrikeB, Stunning FistB, Alertness, Weapon 
  Focus (unarmed), Deflect ArrowsB. 
   
  Possessions: potion of cure light wounds, bracers of armor 
  +1. 
   
  WAVE 3: 
  �Brotherhood 
  Slavemaster: 
  Male 
  Suel 
  human 
  Rgr2/Mnk2; Medium humanoid (human); CR 4; HD 
  4d8+4; hp 27; Init +2; Spd 30 ft.; AC 14, touch 14, flat-
  footed 12; Base Atk/Grp +3/+5; Atk +6 melee (1d6+2, 
  unarmed); Full Atk +6 melee (1d6+2, unarmed) or +4/4 
  melee (1d6+2, flurry of blows); SA flurry of blows, 
  favored enemy (humans); SQ wild empathy, combat 
  style (two-weapon fighting), evasion; AL LE; SV Fort 
  +6, Ref +7, Will +4; Str 14, Dex 15, Con 12, Int 12, Wis 
  14, Cha 10. 
  
  Red Tide 
   
  Page 30 
   
  Skills and Feats: Balance +9, Escape Artist +7, 
  Handle Animal +7, Jump +9, Listen +10, Spot +9, 
  Survival +9, Tumble +9; Improved Unarmed StrikeB, 
  Stunning FistB, Alertness, Weapon Focus (unarmed), 
  TrackB, Two-Weapon FightingB, Power Attack, Combat 
  ReflexesB. 
   
  Possessions: quaal’s feather token (whip), elixir of vision, 
  potion of barkskin +3. 
   
  WAVE 5: 
  �Fiendish Ape: Large magical beast (augmented 
  animal, extraplanar); CR 3; HD 4d8+11; hp 29; Init +2; 
  Spd 30 ft., climb 30 ft.; AC 14, touch 11, flat-footed 12; 
  Base Atk/Grp +3/+12; Atk +7 melee (1d6+5, claw); Full 
  Atk +7 melee (1d6+5, 2 claws) and +2 melee (1d6+2, 
  bite); Space/Reach 10 ft./10ft.; SA smite good; SQ low-
  light vision, scent, darkvision (60 ft.), resistance (cold 
  and fire) 5, DR 5/magic, spell resistance 9; AL NE; SV 
  Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 3, 
  Wis 12, Cha 7. 
   
  Skills and Feats: Climb +14, Listen +6, Spot +6; 
  Alertness, Toughness. 
   
  Smite Good (Su): Once per day a fiendish creature 
  can make a normal melee attack to deal 4 extra points 
  of damage against a good foe. 
   
  WAVE 8: 
  �Half-Troll Brotherhood Guard: Male half-troll half-
  Suel-human 
  Mnk2; 
  Medium 
  giant 
  (augmented 
  humanoid); CR 4; HD 2d8+8; 21 hp; Init +3; Spd 30 ft.; 
  AC 19, touch 15, flat-footed 16; Base Atk/Grp +1/+6; 
  Atk +6 melee (1d6+5, unarmed-claw) or +6 melee 
  (1d6+2, bite); Full Atk +6 melee (1d6+5, unarmed-claw) 
  and +1 melee (1d6+2, bite) or +4/4 melee (1d6+5, flurry 
  of blows); SA rend (2d6+7), flurry of blows; SQ fast 
  healing 5, scent, evasion; AL LE; SV Fort +7, Ref +6, 
  Will +5; Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +10, Jump +17, Listen +7, 
  Spot +7, Tumble +10; Improved Unarmed StrikeB, 
  Stunning FistB, Power Attack, Cleave, Deflect ArrowsB. 
   
  Possessions: ring of jumping. 
   
  Encounter 11– Tower of Sorcery – Floor 1 
  �Half-Flesh Golem Brotherhood Guard: Male Half-
  Flesh-Golem 
  half-Suel-human 
  Mnk1; 
  Medium 
  construct (augmented humanoid); CR 4; HD 1d10+20; 
  hp 30; Init +1; Spd 30 ft. (can’t run); AC 18, touch 13, 
  flat-footed 17; Base Atk/Grp +0/+5; Atk +6 melee 
  (1d6+5, unarmed); Full Atk +6 melee (1d6+5, unarmed) 
  or +4/4 melee (1d6+5, flurry of blows); SA flurry of 
  blows, berserk; SQ construct traits, DR 5/adamantine, 
  magic immunity; AL LE; SV Fort +2, Ref +3, Will +4; 
  Str 20, Dex 12, Con —, Int 8, Wis 14, Cha 6. 
   
  Skills and Feats: Balance +5, Escape Artist +5, Jump 
  +9, Listen +8, Spot +8, Tumble +5; Improved Unarmed 
  StrikeB, Stunning FistB, Alertness, Weapon Focus 
  (unarmed).  
   
  Construct Traits: Darkvision (60 ft.), low-light 
  vision, immunity (mind-affecting effects, poison, sleep 
  effects, paralysis, stunning, disease, death effects, 
  necromancy effects, any effect requiring a Fortitude 
  save unless it also works on objects or is harmless), 
  cannot heal, not subject to (critical hits, nonlethal 
  damage, 
  ability 
  damage, 
  ability 
  drain, 
  fatigue, 
  exhaustion, or energy drain), not affected by massive 
  damage, destroyed at 0 hit points or less, cannot be 
  raised or resurrected, no need to eat, sleep or breathe.  
   
  Berserk (Ex): See Monster Manual, Flesh Golem 
  entry.  
   
  Immunity to Magic (Ex): See Monster Manual, 
  Flesh Golem entry.  
   
  Encounter 13 – Tower of Sorcery – Floor 3 
  �Grigaur, Advanced: Huge magical beast; CR 8; HD 
  10d10+70; hp 125; Init -1; Spd 40 ft.; AC 17, touch 7, 
  flat-footed 17; Base Atk/Grp +10/+30; Atk +20 melee 
  (3d6+12, claw); Full Atk +20 melee (3d6+12, 2 claws) 
  and +15 melee (2d6+6, bite); Space/Reach: 20 ft./25 ft.; 
  SA improved grab; SQ blindsight, scent, immunities, 
  DR 5/-; AL N; SV Fort +14, Ref +6, Will +4; Str 35, Dex 
  9, Con 24, Int 6, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +14, Hide –1*, Listen +4, 
  Move Silently +3, Spot +4; Alertness, Power Attack, 
  Improved Bull Rush, Awesome Blow.  
   
  �Half-Fiend Troll Warrior: Ftr1; Large outsider 
  (augmented 
  giant, 
  extraplanar); 
  CR 
  8; 
  HD 
  6d8+1d10+56; hp 89; Init +4; Spd 30 ft., fly 30 ft. 
  (average); AC 19, touch 13, flat-footed 15; Base Atk/Grp 
  +5/+19; Atk +15 melee (1d6+10, claw); Full Atk +15 
  melee (1d6+10, 2 claws) and +10 melee (1d8+5, bite); 
  Space/Reach: 10 ft./10 ft.; SA rend (2d6+15), smite 
  good, spell-like abilities; SQ darkvision (90 ft.), low-
  light vision, regeneration 5, scent, immunity to poison, 
  resistance (acid, cold, electricity and fire) 10, DR 
  5/magic, SR 17; AL NE; SV Fort +15, Ref +6, Will +3; 
  Str 30, Dex 18, Con 27, Int 8, Wis 8, Cha 13. 
   
  Skills and Feats: Balance +8, Hide +4, Jump +15, 
  Listen +8, Knowledge (nature) +1, Move Silently +8, 
  Spot +8, Tumble +8; Alertness, Iron Will, Track, 
  Combat ReflexesB.  
   
  Smite Good (Su): Once per day a half-fiend creature 
  can make a normal melee attack to deal 7 extra points 
  of damage against a good foe.  
   
  Spell-like 
  Abilities: 
  3/day—darkness, 
  poison; 
  1/day—desecrate, unholy blight. Caster Level 7th; save 
  DC (11 + spell level). 
   
  �Shulassha: Large outsider (augmented magical beast, 
  extraplanar) Clr3; CR 10; HD 8d10+3d8+77; hp 136; 
  Init +4; Spd 60 ft., fly 120 ft. (good); AC 20, touch 13, 
  flat-footed 16; Base Atk/Grp +10/+21; Atk +19 melee 
  (1d8+10, horn); Full Atk +19 melee (1d8+10, horn) and 
  +11 melee (1d4+3, 2 hooves); Space/Reach: 10 ft./5 ft.; 
  SA daylight, smite evil, turn undead (12/day); SQ 
  darkvision 60 ft., low-light vision, magic circle against 
  evil, spell-like abilities, immunity (poison, disease, 
  charm and compulsion), scent, wild empathy, 
  resistance (acid, cold, electricity) 10, DR 5/magic, SR 
  
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  Page 31 
  21; AL NG; SV Fort +16, Ref +11, Will +12; Str 24, Dex 
  19, Con 25, Int 12, Wis 25, Cha 28. 
   
  Skills and Feats: Jump +27, Knowledge (nature) +9, 
  Knowledge (the planes) +7, Listen +20, Move Silently 
  +19, Spot +20, Spellcraft +13, Survival +21*; Alertness, 
  Skill Focus (survival), Track, Eschew Materials.  
   
  Daylight (Su): Half-celestials can use a daylight 
  effect (as the spell) at will. 
   
  Smite Evil (Su): Once per day a half-celestial 
  creature can make a normal melee attack to deal 11 
  extra points of damage against an evil foe.  
   
  Spell-like Abilities: at will—detect evil; 3/day—cure 
  light wounds (caster level 5th), protection from evil; 
  1/day—cure moderate wounds (caster level 5th), 
  neutralize poison (caster level 8th, save DC 25), greater 
  teleport (only within native forest), bless, aid, cure serious 
  wounds, neutralize poison, holy smite, remove disease, dispel 
  evil, holy word. Caster level (unless otherwise specified) 
  11th; save DC 19 + spell level. 
   
  Spells Prepared: (4/4+1/3+1; save DC 17 + spell 
  level) 0—detect poison (2), guidance (2); 1st—bless water, 
  calm animals*, remove fear, sanctuary (2); 2nd—aid, 
  consecrate, lesser restoration, heat metal*. 
   
  * Domain Spell; Deity: Ehlonna; Domains: Animal 
  (speak with animals 1/day; Knowledge (nature) class 
  skill); Sun (Greater Turning 1/day). Shulassha is a half-
  celestial unicorn servant of Ehlonna. 
   
  Encounter 14 – Tower of Sorcery – Floor 4 
  �Master Breeder: Male Suel humanWiz5/AcSk1; 
  Medium humanoid (human); CR 6; HD 6d4+6; hp 25; 
  Init +6; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base 
  Atk/Grp +2/+1; Atk +1 melee (1d4-1/19-20, dagger) or 
  +4 ranged; Full Atk +1 melee (1d4-1/19-20, dagger) or 
  +4 ranged; SA spell-like abilities; SQ summon familiar, 
  darkvision 60 ft.; AL LE; SV Fort +4, Ref +3, Will +7; Str 
  8, Dex 14, Con 13, Int 18, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +10, Craft (golem) 
  +13, Decipher Script +13, Knowledge (arcana) +13, 
  Knowledge (history) +7, Knowledge (the planes) +13, 
  Spellcraft +15; Scribe ScrollB, Combat Casting, Reach 
  Spell, Improved Initiative, Empower SpellB, Widen 
  Spell.  
   
  Spell-like Abilities: 1/day—poison. Caster Level 
  16th; save DC 13 + spell level.  
   
  Spells Prepared: (4/4/3/2; save DC 14 + spell level; 
  caster level 5th) 0—acid splash, daze (2), ray of frost; 1st—
  magic missile (2), shield, summon monster I; 2nd—levitate, 
  reach touch of fatigue, scorching ray; 3rd—empowered magic 
  missile, lightning bolt.  
   
  Spellbook: 0—all; 1st—shield, summon monster I, 
  magic missile, identify, burning hands, color spray, obscuring 
  mist, hold portal; 2nd—summon monster II, scorching ray, 
  levitate, ghoul touch; 3rd—summon monster III, lightning 
  bolt. 
   
  Possessions: lesser metamagic rod of enlarge spell, bracers 
  of armor +1, potion of blur, potion of cure light wounds (2). 
   
  �Brotherhood Arcanist: Male Suel human Wiz4; 
  Medium humanoid (human); CR 4; HD 4d4+12; hp 25; 
  Init +2; Spd 30 ft.; AC 13, touch 12, flat-footed 11; Base 
  Atk/Grp +2/+1; Atk +1 melee (1d4-1/19-20, dagger) or 
  +4 ranged; Full Atk +1 melee (1d4-1/19-20, dagger) or 
  +4 ranged; SQ summon familiar; AL LE; SV Fort +4, 
  Ref +3, Will +5; Str 8, Dex 14, Con 16, Int 16, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Concentration +10, Craft (golem) 
  +10, Decipher Script +10, Knowledge (arcana) +10, 
  Knowledge (nature) +4, Knowledge (the planes) +10, 
  Spellcraft +12; Scribe ScrollB, Endurance, Diehard, 
  Enlarge Spell.  
   
  Spells Prepared: (4/4/3; save DC 13 + spell level) 0—
  acid splash, daze (2), ray of frost; 1st—shield, ray of 
  enfeeblement, burning hands, enlarged ray of frost; 2nd—
  web, flaming sphere, blindness/deafness.  
   
  Spellbook: 0—all; 1st—shield, summon monster I, 
  magic missile, burning hands, ray of enfeeblement; 2nd—
  web, flaming sphere, blindness/deafness, scare. 
   
  Possessions: bracers of armor +1, arcane scroll of 
  scorching ray, arcane scroll of mage armor. 
   
  �Winged Insectile Brotherhood Guard: Winged male 
  Suel human Mnk2; Medium aberration (augmented 
  humanoid); CR 4; HD 2d8+4; hp 17; Init +6; Spd 30 ft., 
  climb 30 ft., fly 50 ft. (perfect); AC 22, touch 20, flat-
  footed 16; Base Atk/Grp +1/+2; Atk +2 melee (1d6+1, 
  unarmed); Full Atk +2 melee (1d6+1, unarmed) or 
  +0/+0 melee (1d6+1, flurry of blows); SA flurry of 
  blows; SQ darkvision 60 ft., tremorsense 60 ft., wide 
  vision (can’t be flanked), evasion; AL LE; SV Fort +4, 
  Ref +9, Will +7; Str 12, Dex 22, Con 14, Int 12, Wis 18, 
  Cha 10. 
   
  Skills and Feats: Balance +12, Escape Artist +11, 
  Listen +9, Sense Motive +9, Spot +13, Tumble +13; 
  Improved Unarmed StrikeB, Stunning FistB, Fly-by 
  Attack, Dodge, Deflect ArrowsB.  
   
   
  
  Red Tide 
   
  Page 32 
  APL 8 
  Encounter 1– The Silent Wind 
  �Sahuagin Warrior: Male sahuagin Rgr4; Medium 
  monstrous humanoid (aquatic); CR 6; HD 6d8+18; hp 
  51; Init +2; Spd 30 ft., swim 60 ft.; AC 20, touch 12, flat-
  footed 18; Base Atk/Grp +6/+10; Atk +10 melee (1d4+4, 
  talon) or +11 melee (1d8+5, trident) or +8 ranged (1d10, 
  19-20, heavy crossbow); Full Atk +11/6 melee (1d8+5, 
  trident) and +10 melee (1d4+2, bite) or +10 melee 
  (1d4+4, 2 talons) and +8 melee (1d4+2, bite) or +8 
  ranged (1d10, 19-20, heavy crossbow); SA blood frenzy, 
  rake (+8 melee, 1d4+2), favored enemy (humans +2), 
  combat style (two-weapon fighting); SQ blindsense 30 
  ft., darkvision 60 ft., freshwater sensitivity, light 
  blindness, speak with sharks, water dependent, wild 
  empathy; AL LE; SV Fort +9, Ref +9, Will +7; Str 18, 
  Dex 14, Con 16, Int 12, Wis 17, Cha 9. 
   
  Skills and Feats: Handle Animal +8 (+12 with 
  sharks), Hide +11 (+15 underwater), Listen +11 (+15 
  underwater), Profession  (hunter) +7 (+11 within 50 
  miles of home), Ride +8, Spot +11 (+15 underwater), 
  Survival +7 (+11 within 50 miles of home); Great 
  Fortitude, MultiattackB, TrackB, Two-Weapon Fighting, 
  Power Attack, EnduranceB, Diehard. 
   
  Possessions: 
  masterwork 
  trident, 
  masterwork 
  studded leather, heavy crossbow, 20 bolts. 
   
  Spells Prepared: (-/1; save DC 13 + spell level) 
  1st—longstrider. 
   
  �Sahuagin Savant: Female sahuagin Clr4; Medium 
  monstrous humanoid (aquatic); CR 6; HD 6d8+12; hp 
  45; Init +1; Spd 30 ft., swim 60 ft.; AC 23, touch 11, flat-
  footed 22; Base Atk/Grp +5/+6; Atk +6 melee (1d4+1, 
  talon) or +7 melee (1d8+2, trident) or +6 ranged (1d10, 
  19-20, heavy crossbow); Full Atk +7 melee (1d8+2, 
  trident) and +4 melee (1d4+1, bite) or +6 melee (1d4+1, 
  2 talons) and +4 melee (1d4+1, bite) or +6 ranged (1d10, 
  19-20, heavy crossbow); SA blood frenzy, rake (+4 
  melee, 1d4+1), rebuke undead (4/day); SQ blindsense 
  30 ft., darkvision 60 ft., freshwater sensitivity, light 
  blindness, speak with sharks, water dependent; AL LE; 
  SV Fort +8, Ref +5, Will +11; Str 12, Dex 12, Con 14, Int 
  18, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +9 (+13 for 
  defensive casting), Handle Animal +6 (+10 with 
  sharks), Hide +6 (+10 underwater), Knowledge 
  (history) +8, Knowledge (religion) +10, Listen +9 (+13 
  underwater), Profession  (hunter) +4 (+9 within 50 
  miles of home), Ride +3, Spellcraft +11, Spot +9 (+13 
  underwater), Survival +4 (+9 within 50 miles of home); 
  Great 
  Fortitude, 
  MultiattackB, 
  Combat 
  Casting, 
  Empower Spell.  
   
  Possessions: masterwork trident, heavy crossbow, 20 
  bolts, +1 banded mail, divine scroll of death knell, pearl of 
  power (1st). 
   
  Spells Prepared: (5/4+1/3+1; save DC 14 + spell 
  level) 0—cure minor wounds (3), guidance (2); 1st—bane, 
  bless, enlarge person*, shield of faith (2); 2nd—aid, bull’s 
  strength*, death knell, hold person. 
   
  *Domain Spell; Deity: Sekolah; Domains: Strength 
  (+4 to Strength for 1 round once per day); War (Martial 
  Weapon Proficiency [trident] and Weapon Focus 
  [trident]). *Domain spell. 
   
  Encounter 2 – Becalmed 
  �Boran Umor: Male Suel human Mnk5/Drd4; 
  Medium humanoid (human); CR 9; HD 9d8+9; hp  57; 
  Init +2; Spd 40 ft.; AC 22, touch 18, flat-footed 20; Base 
  Atk/Grp +6/+7; Atk +7 melee (1d8+1, unarmed); Full 
  Atk +7/2 melee (1d8+1, unarmed) or +7/7/2 melee 
  (1d8+1, flurry of blows); SA flurry of blows; SQ 
  evasion, still mind, nature sense, wild empathy, 
  woodland stride, ki strike (magic), slow fall (20 ft.), 
  trackless step, purity of body, resist nature’s lure; AL 
  LN; SV Fort +9, Ref +7, Will +13; Str 12, Dex 14, Con 
  12, Int 14, Wis 20, Cha 10. 
   
  Skills and Feats: Balance +12, Concentration +10, 
  Escape Artist +10, Jump +11, Knowledge (nature) +8, 
  Listen +13, Profession (sailor) +17, Spellcraft +9, Spot 
  +13, Survival +11, Tumble +12; Improved Unarmed 
  StrikeB, Improved GrappleB, Combat ReflexesB, Dodge, 
  Mobility, Deflect Arrows, Spring Attack, Whirlwind 
  Attack.  
   
  Possessions: staff of the winds (31 charges), pearl of 
  power (1st level), pearl of power (2nd level), periapt of 
  wisdom +4, 2 divine scrolls of greater magic fang, bracers of 
  armor +4. 
   
  Spells Prepared: (5/5/3; save DC 15 + spell level) 0—
  cure minor wounds (3), guidance (2); 1st—cure light 
  wounds, faerie fire, longstrider, produce flame (2); 2nd—chill 
  metal, flame blade, gust of wind. 
   
  �Uncle Ophelus: Male Suel human Mnk7/Sor4; 
  Medium humanoid (human); CR 11; HD 7d8+4d4+11; 
  hp 61; Init +4; Spd 50 ft.; AC 22, touch 17, flat-footed 
  18; Base Atk/Grp +7/+7; Atk +7 melee (1d8, unarmed); 
  Full Atk +7/2 melee (1d8, unarmed) or +7/7/2 melee 
  (1d8, flurry of blows); SA flurry of blows; SQ evasion, 
  still mind, ki strike (magic), slow fall (30 ft.), purity of 
  body, summon familiar, wholeness of body; AL LN; SV 
  Fort +7, Ref +10, Will +11; Str 10, Dex 18, Con 12, Int 
  12, Wis 14, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +16, 
  Bluff 
  +8, 
  Concentration +13, Escape Artist +14, Jump +12, Listen 
  +12, Spellcraft +8, Spot +12, Tumble +16; Improved 
  Unarmed 
  StrikeB, 
  Improved 
  GrappleB, 
  Combat 
  ReflexesB, Endurance, Diehard, Dodge, Leadership, 
  Improved DisarmB, Combat Casting. 
   
  Possessions: bracers of armor +3, potion of cure serious 
  wounds, gauntlets of dexterity +4, boots of levitation, amulet 
  of natural armor +2. 
   
  Spells Known: (6/7/4; save DC 13 + spell level) 0—
  resistance, acid splash, detect magic, read magic, arcane mark, 
  daze; 1st—shield, chill touch, shocking grasp; 2nd—touch of 
  idiocy. 
   
  �Ophelus’s Guards: Male Suel human Mnk8; 
  Medium humanoid (human); CR 8; HD 8d8+8; hp 51; 
  Init +3; Spd 50 ft.; AC 20, touch 17, flat-footed 17; Base 
  
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  Page 33 
  Atk/Grp +6/+7; Atk +7 melee (1d10+1, unarmed); Full 
  Atk +7 melee (1d10+1, unarmed) or +6/6/1 melee 
  (1d10+1, flurry of blows); SA flurry of blows; SQ 
  evasion, still mind, ki strike (magic), slow fall (40 ft.), 
  purity of body, wholeness of body; AL LN; SV Fort +6, 
  Ref +7, Will +7; Str 12, Dex 16, Con 12, Int 14, Wis 14, 
  Cha 10. 
   
  Skills and Feats: Balance +17, Escape Artist +16, 
  Hide +14, Jump +21, Listen +8, Move Silently +14, Spot 
  +8, Tumble +18; Improved Unarmed StrikeB, Improved 
  Grapple B, Combat ReflexesB, Acrobatic, Agile, Dodge, 
  Improved DisarmB, Mobility. 
   
  Possessions: bracers of armor +3, potion of bull’s strength, 
  ring of jumping, ring of protection +1. 
   
  �Crew: Male Suel human Mnk5; Medium humanoid 
  (human); CR 5; HD 5d8+5; hp 33;  Init +2; Spd 40 ft.; 
  AC 15 (+2 Dex, +2 Wis, +1 class), touch 15, flat-footed 
  13; Base Atk/Grp +3/+5; Atk +5 melee (1d8+2, 
  unarmed); Full Atk +5 melee (1d8+2, unarmed) or +4/4 
  melee (1d8+2, flurry of blows); SA flurry of blows; SQ 
  evasion, still mind, ki strike (magic), slow fall (20 ft.), 
  purity of body; AL LN; SV Fort +5, Ref +6, Will +6; Str 
  14, Dex 15, Con 12, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +12, Jump +12, Listen +10, 
  Profession (sailor) +10, Spot +10, Swim +7, Tumble +12; 
  Improved Unarmed StrikeB, Improved GrappleB, 
  Power Attack, Improved Bull Rush, Combat ReflexesB, 
  Cleave. 
   
  Possessions: ring of swimming, potion of cure moderate 
  wounds, potion of water breathing. 
   
  Encounter 6 – Physical Training 
  �Dakon Brave: Dakon Ftr4; Medium humanoid; CR 4; 
  HD 4d10+8; hp 36; Init +3; Spd 30 ft., climb 30 ft.; AC 
  15, touch 13, flat-footed 12; Base Atk/Grp +4/+9; Atk 
  +10 melee (1d3+8, slam); Full Atk +10 melee (1d3+8, 2 
  slams); SQ scent; AL LN; SV Fort +6, Ref +4, Will +3; 
  Str 21, Dex 16, Con 14, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +7, Climb +20, Intimidate 
  +7, Jump +12, Sense Motive +6; DodgeB, Power Attack, 
  MobilityB, 
  Weapon 
  Focus 
  (slam), 
  Weapon 
  Specialization (slam) B. 
   
  �Dakon Warrior: Dakon Ftr8; Medium humanoid; 
  CR 8; HD 8d10+14; hp 68; Init +4; Spd 30 ft., climb 30 
  ft.; AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 12; 
  Base Atk/Grp +8/+13; Atk +15 melee (1d3+7, slam); 
  Full Atk +15 melee (1d3+7, 2 slams); SQ scent; AL LN; 
  SV Fort +8, Ref +6, Will +4; Str 20, Dex 18, Con 14, Int 
  14, Wis 14, Cha 14. 
   
  Skills and Feats: Balance +11, Climb +24, Intimidate 
  +13, Jump +16, Sense Motive +9; Weapon Focus 
  (slam)B, Dodge, MobilityB, Combat Expertise, Weapon 
  Specialization (slam)B, Whirlwind AttackB, Leadership, 
  Greater Weapon Focus (slam)B. 
   
  Encounter 7 – Magical Training 
  �Dakon Mage: Dakon Wiz8; Medium humanoid; CR 
  8; HD 8d4+24; hp 49; Init +2; Spd 30 ft., climb 30 ft.; 
  AC 14, touch 12, flat-footed 12; Base Atk/Grp +4/+7; 
  Atk +7 melee (1d3+3, slam); Full Atk +7 melee (1d3+3, 
  2 slams); SQ scent, summon familiar; AL LN; SV Fort 
  +5, Ref +4, Will +8; Str 17, Dex 14, Con 16, Int 19, Wis 
  14, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +7, 
  Climb 
  +11, 
  Concentration 
  +14, 
  Knowledge 
  (arcana) 
  +15, 
  Knowledge (nature) +15, Knowledge (history) +15, 
  Sense Motive +8, Spellcraft +16; Scribe ScrollB, 
  Heighten Spell, Combat Casting, Empower SpellB, 
  Silent Spell.  
   
  Possessions: Spell component pouch. 
   
  Spells Prepared: (4/5/4/4/3; save DC 14 + spell level) 
  0—touch of fatigue (2), message, daze; 1st—shield, color 
  spray, cause fear, magic missile (2); 2nd—heightened touch 
  of fatigue, touch of idiocy, melf’s acid arrow, (fog cloud or 
  ghoul touch)*; 3rd—empowered magic missile, heightened 
  touch of idiocy, dispel magic, (stinking cloud or ray of 
  exhaustion)*]; 4th—empowered touch of idiocy, lesser globe 
  of invulnerability, (shout or enervation)*].  
  *If there are two dakon mages then each has one 
  of the two spells, if there is only one dakon mage, 
  it has the first of the two listed spells. 
   
  Spellbook: 0—all; 1st—shield, grease, endure elements, 
  true strike, color spray, cause fear, reduce person, magic 
  missile; 2nd—fog cloud, melf’s acid arrow, ghoul touch, touch 
  of idiocy; 3rd—dispel magic, stinking cloud, displacement, 
  ray of exhaustion; 4th—lesser globe of invulnerability, charm 
  monster, shout, enervation. 
   
  Encounter 10 – Assault 
  WAVE 1: 
  �Brotherhood Guard: Male Suel human Mnk3; 
  Medium humanoid (human); CR 3; HD 3d8+3; hp 21; 
  Init +2; Spd 40 ft.; AC 15, touch 14, flat-footed 13; Base 
  Atk/Grp +2/+4; Atk +5 melee (1d6+2, unarmed); Full 
  Atk +5 melee (1d6+2, unarmed) or +3/3 melee (1d6+2, 
  flurry of blows); SA flurry of blows; SQ evasion, still 
  mind; AL LN; SV Fort +4, Ref +5, Will +5; Str 14, Dex 
  14, Con 12, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +10, Jump +10, Listen +10, 
  Profession (soldier) +8, Spot +10, Tumble +10; 
  Improved Unarmed StrikeB, Stunning FistB, Alertness, 
  Weapon Focus (unarmed), Deflect ArrowsB, Improved 
  Grapple. 
   
  Possessions: potion of cure moderate wounds, bracers of 
  armor +1. 
   
  WAVE 3: 
  �Brotherhood 
  Slavemaster: 
  Male 
  Suel 
  human 
  Rgr3/Mnk3; Medium humanoid (human); CR 6; HD 
  6d8+6; hp 39; Init +2; Spd 40 ft.; AC 15, touch 14, flat-
  footed 13; Base Atk/Grp +5/+7; Atk +8 melee (1d6+2, 
  unarmed); Full Atk +8 melee (1d6+2, unarmed) or +7/7 
  melee (1d6+2, flurry of blows); SA flurry of blows, 
  favored enemy (human); SQ wild empathy, combat 
  style (two-weapon fighting), evasion, still mind; AL LE; 
  SV Fort +7, Ref +8, Will +6; Str 14, Dex 15, Con 12, Int 
  12, Wis 14, Cha 10. 
  
  Red Tide 
   
  Page 34 
   
  Skills and Feats: Balance +11, Escape Artist +8, 
  Handle Animal +9, Jump +11, Listen +11, Spot +11, 
  Survival +11, Tumble +10; Improved Unarmed StrikeB, 
  Stunning FistB, Alertness, Weapon Focus (unarmed), 
  TrackB, Two-Weapon Fighting 
  B, Power Attack, 
  Combat Reflexes B, Endurance B, Diehard. 
   
  Possessions: quaal’s feather token (whip), elixir of vision, 
  potion of barkskin +3, bracers of armor +1. 
   
  WAVE 5: 
  �Fiendish Ape: Large magical beast (augmented 
  animal, extraplanar); CR 3; HD 4d8+11; hp 29; Init +2; 
  Spd 30 ft., climb 30 ft.; AC 14, touch 11, flat-footed 12; 
  Base Atk/Grp +3/+12; Atk +7 melee (1d6+5, claw); Full 
  Atk +7 melee (1d6+5, 2 claws) and +2 melee (1d6+2, 
  bite); Space/Reach: 10 ft./10ft.; SA smite good; SQ low-
  light vision, scent, darkvision 60 ft., resistance (cold 
  and fire) 5, DR 5/magic, spell resistance 9; AL NE; SV 
  Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 3, 
  Wis 12, Cha 7. 
   
  Skills and Feats: Climb +14, Listen +6, Spot +6; 
  Alertness, Toughness. 
   
  Smite Good (Su): Once per day a fiendish creature 
  can make a normal melee attack to deal 4 extra points 
  of damage against a good foe. 
   
  WAVE 8: 
  �Half-Troll Brotherhood Guard: Male half-troll half-
  Suel-human 
  Mnk4; 
  Medium 
  giant 
  (augmented 
  humanoid); CR 6; HD 4d8+16; hp 39; Init +3; Spd 40 ft.; 
  AC 19, touch 15, flat-footed 16; Base Atk/Grp +3/+8; 
  Atk +8 melee (1d8+5, unarmed-claw) or +8 melee 
  (1d6+2, bite); Full Atk +8 melee (1d8+5, unarmed-claw) 
  and +3 melee (1d6+2, bite) or +6/6 melee (1d8+5, flurry 
  of blows); SA rend (2d8+7), flurry of blows; SQ fast 
  healing 5, scent, evasion, still mind, ki strike (magic), 
  slow fall (20 ft.); AL LN; SV Fort +8, Ref +7, Will +6; Str 
  20, Dex 17, Con 18, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +12, Jump +19, Listen +8, 
  Spot +8, Tumble +12; Improved Unarmed StrikeB, 
  Stunning FistB, Power Attack, Cleave, Deflect Arrows B, 
  Great Cleave. 
   
  Possessions: ring of jumping. 
   
  Encounter 11 – Tower of Sorcery – Floor 1 
  �Half-Clay Golem Brotherhood Guard: Male half-clay 
  golem half-Suel-human Mnk3; Medium construct; CR 
  6; HD 3d10+20; hp 42; Init +1; Spd 40 ft. (can’t run); AC 
  18 (+1 Dex, +2 Wis, +5 natural), touch 13, flat-footed 17; 
  Base Atk/Grp +2/+7; Atk +8 melee (1d6+5 plus cursed 
  wound, unarmed); Full Atk +8 melee (1d6+5 plus 
  cursed wound, unarmed) or +7/7 melee (1d6+5 plus 
  cursed wound, flurry of blows); SA flurry of blows, 
  berserk; SQ construct traits, DR 5/adamantine, magic 
  immunity, evasion, still mind; AL LE; SV Fort +3, Ref 
  +4, Will +5; Str 20, Dex 12, Con —, Int 8, Wis 14, Cha 
  6. 
   
  Skills and Feats: Balance +9, Escape Artist +7, Jump 
  +13, Listen +10, Spot +10, Tumble +9; Improved 
  Unarmed StrikeB, Stunning FistB, Alertness, Weapon 
  Focus (unarmed), Deflect ArrowsB, Power Attack.  
   
  Construct Traits: Darkvision 60 ft., low-light 
  vision, immunity (mind-affecting effects, poison, sleep 
  effects, paralysis, stunning, disease, death effects, 
  necromancy effects, any effect requiring a Fortitude 
  save unless it also works on objects or is harmless), 
  cannot heal, not subject to (critical hits, nonlethal 
  damage, 
  ability 
  damage, 
  ability 
  drain, 
  fatigue, 
  exhaustion, or energy drain), not affected by massive 
  damage, destroyed at 0 hit points or less, cannot be 
  raised or resurrected, no need to eat, sleep or breathe. 
   
  Berserk (Ex): See Monster Manual, flesh golem 
  entry.  
   
  Immunity to Magic (Ex): See Monster Manual, 
  flesh golem entry. 
    
  Encounter Thirteen – Tower of Sorcery – Floor 
  Three 
  �Legendary Grigaur, Advanced: Huge magical beast; 
  CR 10; HD 10d10+120 (175 hp), Init +2; Spd 40 ft.; AC 
  25 (+15 natural, -2 size, +2 Dex), touch 10, flat-footed 
  23; Base Atk/Grp +10/+35; Atk +25 melee (3d6+17, 
  claw); Full Atk +25 melee (3d6+17, 2 claws) and +23 
  melee (2d6+8, bite); Space/Reach: 20 ft./25 ft.; SA 
  improved grab; SQ blindsight, scent, immunities, DR 
  5/-, fast healing 5, reflective hide; AL N; SV Fort +22, 
  Ref +12, Will +8; Str 45, Dex 15, Con 34, Int 8, Wis 14, 
  Cha 12. 
   
  Skills and Feats: Climb +14, Hide +2*, Listen +5, 
  Move Silently +6, Spot +5; Alertness, Power Attack, 
  Improved Bull Rush, Awesome Blow, Improved 
  InitiativeB, MultiattackB. 
   
  �Half-Fiend Troll Warrior: Ftr3; Large outsider 
  (augmented 
  giant, 
  extraplanar) 
  CR 
  10; 
  HD 
  6d8+3d10+81; hp 129; Init +4; Spd 30 ft., fly 30 ft. 
  (average); AC 19, touch 13, flat-footed 15; Base Atk/Grp 
  +7/+21; Atk +17 melee (1d6+10, claw); Full Atk +17 
  melee (1d6+10, 2 claws) and +15 melee (1d8+5, bite); 
  Space/Reach: 10 ft./10 ft.; SA rend (2d6+15), smite 
  good, spell-like abilities; SQ darkvision (90 ft.), low-
  light vision, regeneration 5, scent, immunity to poison, 
  resistance (acid, cold, electricity and fire) 10, DR 
  5/magic, SR 19; AL NE; SV Fort +17, Ref +7, Will +4; 
  Str 30, Dex 18, Con 28, Int 8, Wis 8, Cha 13. 
   
  Skills and Feats: Balance +8, Hide +4, Jump +17, 
  Listen +8, Knowledge (nature) +1, Move Silently +8, 
  Spot +8, Tumble +8; Alertness, Iron Will, Track, 
  Combat ReflexesB, Power AttackB, Multiattack.  
   
  Smite Good (Su): Once per day a half-fiend creature 
  can make a normal melee attack to deal 9 extra points 
  of damage against a good foe.  
   
  Spell-like 
  Abilities: 
  3/day—darkness, 
  poison; 
  1/day—desecrate, unholy blight, contagion. Caster Level 
  9th; save DC (11 + spell level). 
   
  �Shulassha: Large outsider (augmented magical beast, 
  extraplanar) Clr5; CR 12; HD 8d10+5d8+91; hp 160; 
  Init +4; Spd 60 ft., fly 120 ft. (good); AC 20, touch 13, 
  
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  Page 35 
  flat-footed 16; Base Atk/Grp +11/+22; Atk +20 melee 
  (1d8+10, horn); Full Atk +20 melee (1d8+10, horn) and 
  +12 melee (1d4+3, 2 hooves); Space/Reach: 10 ft./5 ft.; 
  SA daylight, smite evil, turn undead (12/day); SQ 
  darkvision (60 ft.), low-light vision, magic circle against 
  evil, spell-like abilities, immunity (poison, disease, 
  charm and compulsion), scent, wild empathy, 
  resistance (acid, cold, electricity) 10, DR 10/magic, SR 
  23; AL NG; SV Fort +17, Ref +11, Will +14; Str 24, Dex 
  19, Con 25, Int 12, Wis 26, Cha 28. 
   
  Skills and Feats: Jump +27, Knowledge (nature) +11, 
  Knowledge (the planes) +9, Listen +21, Move Silently 
  +19, Spot +21, Spellcraft +15, Survival +22*; Alertness, 
  Skill Focus (survival), Track, Eschew Materials, Still 
  Spell.  
   
  Daylight (Su): Half-celestials can use a daylight 
  effect (as the spell) at will. 
   
  Smite Evil (Su): Once per day a half-celestial 
  creature can make a normal melee attack to deal 13 
  extra damage against an evil foe.  
   
  Spell-like Abilities: at will—detect evil; 3/day—cure 
  light wounds (caster level 5th), protection from evil, holy 
  aura; 1/day—cure moderate wounds (caster level 5th), 
  neutralize poison (caster level 8th, save DC 25), greater 
  teleport (only within native forest), bless, aid, cure serious 
  wounds, neutralize poison, holy smite, remove disease, dispel 
  evil, holy word, hallow. Caster level (unless otherwise 
  specified) 13th; save DC 19 + spell level. 
   
  Spells Prepared: (5/5+1/4+1/3+1; save DC 18 + spell 
  level) 0—detect poison (2), guidance (3); 1st—bless water 
  (2), calm animals*, remove fear, sanctuary (2); 2nd—aid, 
  consecrate, lesser restoration (2), heat metal*; 3rd—create 
  food and water, remove blindness/deafness, remove curse, 
  searing light*. 
   
  *Domain Spells; Deity: Ehlonna; Domains: Animal 
  (speak with animals 1/day; Knowledge (nature) class 
  skill); Sun (Greater Turning 1/day). Shulassha is a half-
  celestial unicorn servant of Ehlonna. 
   
  Encounter 14 – Tower of Sorcery – Floor 4 
  �Master Breeder: Male Suel human Wiz5/AcSk3; 
  Medium humanoid (human); CR 8; HD 8d4+16; hp 41; 
  +6; Spd 30 ft.; AC 14, touch 13, flat-footed 12; Base 
  Atk/Grp +3/+2; Atk +2 melee (1d4-1/19-20, dagger) or 
  +5 ranged; Full Atk +2 melee (1d4-1/19-20, dagger) or 
  +5 ranged; Space/Reach: 5 ft./5 ft.; SA: spell-like 
  abilities, fiendish glare (save DC 13); SQ summon 
  familiar, darkvision (60 ft.), resistance (fire) 10; AL LE; 
  SV Fort +7, Ref +4, Will +8; Str 8, Dex 14, Con 14, Int 
  18, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +12, Craft (golem) 
  +15, Decipher Script +15, Knowledge (arcana) +15, 
  Knowledge (history) +9, Knowledge (the planes) +15, 
  Spellcraft +17; Scribe Scroll B, Combat Casting, Reach 
  Spell, Improved Initiative, Empower Spell B, Widen 
  Spell.  
   
  Possessions: lesser metamagic rod of enlarge spell, bracers 
  of armor +1, potion of blur, 2 potion of cure light wounds. 
   
  Spell-like Abilities: 1/day—poison. Caster Level 
  16th; save DC 14 + spell level.  
   
  Spells Prepared: (4/4/4/3; save DC 14 + spell level; 
  caster level 6th) 0—acid splash, daze (2), ray of frost; 1st—
  magic missile (2), shield, summon monster I; 2nd—levitate, 
  reach touch of fatigue (2), scorching ray; 3rd—empowered 
  magic missile, lightning bolt (2).  
   
  Spellbook: 0—all; 1st—shield, summon monster I, 
  magic missile, identify, burning hands, color spray, obscuring 
  mist, hold portal; 2nd—summon monster II, scorching ray, 
  levitate, ghoul touch; 3rd—summon monster III, lightning 
  bolt, suggestion, arcane sight. 
   
  �Brotherhood Arcanist of Earth: Male Suel human 
  Wiz5/Ele1 of Earth; CR 6; Medium humanoid 
  (human) HD 6d4+18; hp 37; Init +2; Spd 30 ft.; AC 13 
  (+2 Dex, +1 armor), touch 12, flat-footed 11; Base 
  Atk/Grp +2/+1; Atk +1 melee (1d4-1/19-20, dagger) or 
  +4 ranged; Full Atk +1 melee (1d4-1/19-20, dagger) or 
  +4 ranged; Space/Reach: 5 ft./5 ft.; SQ summon 
  familiar, immunities (sleep), resistance (acid) 5; AL LE; 
  SV Fort +4, Ref +3, Will +7; Str 8, Dex 14, Con 16, Int 
  16, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +12, Craft (golem) 
  +12, Decipher Script +11, Knowledge (arcana) +12, 
  Knowledge (nature) +7, Knowledge (the planes) +12, 
  Spellcraft +14; Scribe ScrollB, Endurance, Diehard, 
  Enlarge Spell, Energy Substitution (acid)B, Energy 
  Admixture (acid).  
   
  Possessions: bracers of armor +1, arcane scroll of 
  scorching ray, arcane scroll of mage armor, light brown 
  elemental gem. 
   
  Spells Prepared: (4/4/4/3; save DC 13 + spell level) 
  0—acid splash (2), daze (2); 1st—shield, ray of enfeeblement, 
  burning hands, enlarged acid splash; 2nd—web, flaming 
  sphere, blindness/deafness, scare; 3rd—acid substituted 
  fireball, deep slumber, stinking cloud.  
   
  Spellbook: 0—all; 1st—shield, summon monster I, 
  magic missile, burning hands, ray of enfeeblement; 2nd—
  web, flaming sphere, blindness/deafness, scare; 3rd—
  lightning bolt, deep slumber, stinking cloud, fireball. 
   
  �Brotherhood 
  Arcanist 
  of 
  Water: 
  Male Suel  
  humanWiz5/Ele1 of Water; CR 6; Medium humanoid 
  (human) HD 6d4+18; hp 37; Init +2; Spd 30 ft.; AC 13, 
  touch 12, flat-footed 11; Base Atk/Grp +2/+1; Atk +1 
  melee (1d4-1/19-20, dagger) or +4 ranged; Full Atk +1 
  melee 
  (1d4-1/19-20, 
  dagger) 
  or 
  +4 
  ranged; 
  Space/Reach: 5 ft./5 ft.; SQ summon familiar, 
  immunities (sleep), resistance (cold) 5; AL LE; SV Fort 
  +4, Ref +3, Will +7; Str 8, Dex 14, Con 16, Int 16, Wis 
  12, Cha 8. 
   
  Skills and Feats: Concentration +12, Craft (golem) 
  +12, Decipher Script +11, Knowledge (arcana) +12, 
  Knowledge (nature) +7, Knowledge (the planes) +12, 
  Spellcraft +14; Scribe ScrollB, Endurance, Diehard, 
  Enlarge Spell, Energy Substitution (cold)B, Energy 
  Admixture (cold).  
   
  Possessions: bracers of armor +1, arcane scroll of 
  scorching ray, arcane scroll of mage armor. 
   
  Spells Prepared: (4/4/4/3; save DC 13 + spell level) 
  0—daze (2), ray of frost (2); 1st—shield, ray of enfeeblement, 
  
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  Page 36 
  cold substituted burning hands, enlarged ray of frost; 2nd—
  cold substituted flaming sphere, blindness/deafness (2), scare; 
  3rd—cold substituted fireball, deep slumber, stinking cloud.  
   
  Spellbook: 0—all; 1st—shield, summon monster I, 
  magic missile, burning hands, ray of enfeeblement; 2nd—
  web, flaming sphere, blindness/deafness, scare; 3rd—
  lightning bolt, deep slumber, stinking cloud, fireball. 
   
  �Winged Insectile Brotherhood Guard: Winged male 
  Suel human Mnk4; Medium aberration (augmented 
  humanoid); CR 6; HD 4d8+8; 31 hp; Init +6; Spd 40 ft., 
  climb 40 ft., fly 60 ft. (perfect); AC 22, touch 20, flat-
  footed 16; Base Atk/Grp +3/+4; Atk +4 melee (1d8+1, 
  unarmed); Full Atk +4 melee (1d8+1, unarmed) or 
  +2/+2 melee (1d8+1, flurry of blows); Space/Reach: 5 
  ft./5 ft.; SA flurry of blows; SQ darkvision 60 ft., 
  tremorsense 60 ft., wide vision (can’t be flanked), 
  evasion, still mind, ki strike (magic), slow fall (20 ft.); 
  AL LE; SV Fort +5, Ref +10, Will +8; Str 13, Dex 22, 
  Con 14, Int 12, Wis 18, Cha 10. 
   
  Skills and Feats: Balance +14, Escape Artist +13, 
  Listen +11, Sense Motive +11, Spot +15, Tumble +15; 
  Improved Unarmed StrikeB, Stunning FistB, Fly-by 
  Attack, Dodge, Deflect ArrowsB, Mobility.  
   
  
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  Page 37 
  APL 10 
  Encounter1– The Silent Wind 
  �Huge 
  Fiendish 
  Shark: 
  Huge 
  magical 
  beast 
  (augmented animal, extraplanar, aquatic); CR 6; HD 
  10d8+20; hp 65; Init +6; Spd swim 60 ft.; AC 15, touch 
  10, flat-footed 13; Base Atk/Grp +7/+20; Atk +10 melee 
  (2d6+7, bite); Full Atk +10 melee (2d6+7, bite); 
  Space/Reach: 15 ft./10ft.; SA smite good; SQ 
  blindsense 30 ft., keen scent, darkvision 60 ft., 
  resistance (cold and fire) 10, DR 5/magic, spell 
  resistance 15; AL NE; SV Fort +11, Ref +9, Will +4; Str 
  21, Dex 15, Con 15, Int 3, Wis 12, Cha 2. 
   
  Skills and Feats: Listen +10, Spot +10, Swim +13; 
  Alertness, Great Fortitude, Improved Initiative, Iron 
  Will. 
   
  Smite Good (Su): Once per day a fiendish creature 
  can make a normal melee attack to deal 10 extra points 
  of damage against a good foe. 
   
  �Sahuagin Warrior: Male sahuagin Rgr6; Medium 
  monstrous humanoid (aquatic); CR 8; HD 8d8+24; hp 
  65; Init +2; Spd 30 ft., swim 60 ft.; AC 20 (+2 Dex, +5 
  natural, +3 armor), touch 12, flat-footed 18; Base 
  Atk/Grp +8/+12; Atk +12 melee (1d4+4, talon) or +13 
  melee (1d8+6, +1 trident) or +10 ranged (1d10, 19-20, 
  heavy crossbow); Full Atk +13/8 melee (1d8+6, +1 
  trident) and +10 melee (1d4+2, bite) or +12 melee 
  (1d4+4, 2 talons) and +10 melee (1d4+2, bite) or +10 
  ranged (1d10, 19-20, heavy crossbow); SA blood frenzy, 
  rake (+10 melee, 1d4+2), favored enemy (humans +4, 
  elves +2), combat style (two-weapon fighting), 
  improved 
  combat 
  style 
  (improved 
  two-weapon 
  fighting); SQ blindsense 30 ft., darkvision 60 ft., 
  freshwater sensitivity, light blindness, speak with 
  sharks, water dependent, wild empathy; AL LE; SV 
  Fort +10, Ref +10, Will +9; Str 18, Dex 14, Con 16, Int 
  12, Wis 18, Cha 9. 
   
  Skills and Feats: Handle Animal +10 (+14 with 
  sharks), Hide +13 (+17 underwater), Listen +14 (+18 
  underwater), Profession  (hunter) +10 (+14 within 50 
  miles of home), Ride +10, Spot +14 (+18 underwater), 
  Survival +10 (+14 within 50 miles of home); Great 
  Fortitude, MultiattackB, TrackB, Two-Weapon Fighting, 
  Power Attack, EnduranceB, Diehard, Improved Two-
  Weapon Fighting. 
   
  Possessions: +1 trident, masterwork studded leather, 
  heavy crossbow, 20 bolts. 
   
  Spells Prepared: (2; save DC 14 + spell level) 1st—
  jump, longstrider. 
   
  �Sahuagin Savant: Female sahuagin Clr6; Medium 
  monstrous humanoid (aquatic); CR 8; HD 8d8+14 hp 
  59; Init +1; Spd 30 ft., swim 60 ft.; AC 23, touch 11, flat-
  footed 22; Base Atk/Grp +6/+7; Atk +7 melee (1d4+1, 
  talon) or +8 melee (1d8+2, trident) or +7 ranged (1d10, 
  19-20, heavy crossbow); Full Atk +8/3 melee (1d8+2, 
  trident) and +5 melee (1d4+1, bite) or +7 melee (1d4+1, 
  2 talons) and +5 melee (1d4+1, bite) or +7 ranged (1d10, 
  19-20, heavy crossbow); SA blood frenzy, rake (+5 
  melee, 1d4+1), rebuke undead (4/day); SQ blindsense 
  30 ft., darkvision 60 ft., freshwater sensitivity, light 
  blindness, speak with sharks, water dependent; AL LE; 
  SV Fort +9, Ref +6, Will +12; Str 12, Dex 12, Con 14, Int 
  18, Wis 19, Cha 12. 
   
  Skills and Feats: Concentration +11 (+15 for 
  defensive casting), Handle Animal +6 (+10 with 
  sharks), Hide +6 (+10 underwater), Knowledge (arcana, 
  history) +9, Knowledge (religion) +12, Listen +9 (+13 
  underwater), Profession  (hunter) +4 (+9 within 50 
  miles of home), Ride +3, Spellcraft +13, Spot +9 (+13 
  underwater), Survival +4 (+9 within 50 miles of home); 
  Great 
  Fortitude, 
  MultiattackB, 
  Combat 
  Casting, 
  Empower Spell.  
   
  Possessions: masterwork trident, heavy crossbow, 20 
  bolts, +1 banded mail, divine scroll of death knell, pearl of 
  power (1st level), potion of bull’s strength. 
   
  Spells Prepared: (5/4+1/4+1/3+1; save DC 14 + spell 
  level) 0—cure minor wounds (3), guidance (2); 1st—bane, 
  bless, enlarge person*, shield of faith (2); 2nd—aid, bull’s 
  strength*, death knell, hold person (2); 3rd—bestow curse, 
  deeper darkness, magic vestment*, prayer. 
   
  *Domain spell; Deity: Sekolah; Domains: Strength 
  (+6 to Strength for 1 round once per day); War (Martial 
  Weapon Proficiency [trident] and Weapon Focus 
  [trident]). 
   
  Encounter 2 – Becalmed 
  �Boran Umor: Male Suel human Mnk6/Drd5; 
  Medium humanoid (human); CR 11; HD 11d8+11; 69;  
  Init +2; Spd 50 ft.; AC 22, touch 18, flat-footed 20; Base 
  Atk/Grp +7/+8; Atk +8 melee (1d8+1, unarmed); Full 
  Atk +8/3 melee (1d8+1, unarmed) or +8/8/3 melee 
  (1d8+1, flurry of blows); SA flurry of blows; SQ 
  evasion, still mind, nature sense, wild empathy, 
  woodland stride, ki strike (magic), slow fall 30 ft., 
  trackless step, purity of body, resist nature’s lure, wild 
  shape (1/day); AL LN; SV Fort +10, Ref +8, Will +14; 
  Str 12, Dex 14, Con 12, Int 14, Wis 20, Cha 10. 
   
  Skills and Feats: Balance +13, Concentration +12, 
  Escape Artist +11, Jump +12, Knowledge (nature) +9, 
  Listen +14, Profession (sailor) +19, Spellcraft +10, Spot 
  +14, Survival +13, Tumble +13; Improved Unarmed 
  StrikeB, Improved GrappleB, Combat ReflexesB, Dodge, 
  Mobility, Deflect Arrows, Spring Attack, Whirlwind 
  Attack, Improved Trip B.  
  Possessions: staff of the winds (47 charges), pearl of 
  power (1st level), pearl of power (2nd level), pearl of power 
  (3rd level), periapt of wisdom +4, 4 divine scrolls of greater 
  magic fang, divine scroll of flame strike, bracers of armor 
  +4, incense of meditation. 
   
  Spells Prepared: (5/5/3/2; save DC 15 + spell level) 
  0—cure minor wounds (3), guidance (2); 1st—cure light 
  wounds, faerie fire, longstrider, produce flame (2); 2nd—chill 
  metal, flame blade, gust of wind]; 3rd—call lightning, 
  poison. 
   
  �Uncle Ophelus: Male Suel human Mnk9/Sor4; 
  Medium humanoid (human); CR 13; HD 9d8+4d4+13; 
  hp 73; Init +4; Spd 60 ft.; AC 24, touch 17, flat-footed 
  
  Red Tide 
   
  Page 38 
  20; Base Atk/Grp +8/+8; Atk +8 melee (1d10, 
  unarmed); Full Atk +8/3 melee (1d10, unarmed) or 
  +8/8/3 melee (1d10, flurry of blows); SA flurry of 
  blows; SQ evasion, still mind, ki strike (magic), slow 
  fall (40 ft.), purity of body, summon familiar, 
  wholeness of body, improved evasion; AL LN; SV Fort 
  +10, Ref +13, Will +14; Str 10, Dex 18, Con 12, Int 12, 
  Wis 14, Cha 17. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +18, 
  Bluff 
  +8, 
  Concentration +13, Escape Artist +16, Jump +14, Listen 
  +14, Spellcraft +8, Spot +14, Tumble +18; Improved 
  Unarmed 
  StrikeB, 
  Improved 
  GrappleB, 
  Combat 
  ReflexesB, Endurance, Diehard, Dodge, Leadership, 
  Improved DisarmB, Combat Casting, Mobility. 
   
  Possessions: bracers of armor +5, 2 potions of cure serious 
  wounds, gauntlets of dexterity +4, boots of levitation, amulet 
  of natural armor +2, monk’s belt, cloak of resistance +2. 
   
  Spells Known: (6/7/4; save DC 13 + spell level) 0—
  resistance, acid splash, detect magic, read magic, arcane mark, 
  daze; 1st—shield, chill touch, shocking grasp; 2nd—touch of 
  idiocy. 
   
  �Ophelus’s Guards: Male Suel human Mnk10; 
  Medium humanoid (human); CR 10; HD 10d8+10; hp 
  63; Init +3; Spd 60 ft.; AC 22, touch 19, flat-footed 19; 
  Base Atk/Grp +7/+8; Atk +8 melee (1d10+1, unarmed); 
  Full Atk +8 melee (1d10+1, unarmed) or +8/8/3 melee 
  (1d10+1, flurry of blows); SA flurry of blows; SQ 
  evasion, still mind, ki strike (magic, lawful), slow fall 
  (50 ft.), purity of body, wholeness of body, improved 
  evasion; AL LN; SV Fort +6, Ref +7, Will +7; Str 12, Dex 
  16, Con 12, Int 14, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +17, Escape Artist +16, 
  Hide +24, Jump +21, Listen +8, Move Silently +14, Spot 
  +8, Tumble +18; Improved Unarmed StrikeB, Improved 
  GrappleB, Combat ReflexesB, Acrobatic, Agile, Dodge, 
  Improved DisarmB, Mobility, Spring Attack. 
   
  Possessions: bracers of armor +3, potion of bull’s strength, 
  potion of endurance, ring of jumping, ring of protection +2, 
  Suel cloak (cloak of elvenkind). 
   
  �Crew: Male Suel human Mnk7; Medium humanoid 
  (human); CR 7; HD 7d8+7; hp 45; Init +2; Spd 50 ft.; 
  AC 15, touch 15, flat-footed 13; Base Atk/Grp +5/+7; 
  Atk +7 melee (1d8+2, unarmed); Full Atk +7 melee 
  (1d8+2, unarmed) or +6/6 melee (1d8+2, flurry of 
  blows); SA flurry of blows; SQ evasion, still mind, ki 
  strike (magic), slow fall (30 ft.), purity of body, 
  wholeness of body; AL LN; SV Fort +6, Ref +7, Will +7; 
  Str 14, Dex 15, Con 12, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +12, Jump +12, Listen +10, 
  Profession (sailor) +10, Spot +10, Swim +7, Tumble +12; 
  Improved Unarmed StrikeB, Improved GrappleB, 
  Power Attack, Improved Bull Rush, Combat ReflexesB, 
  Cleave, Improved DisarmB, Great Cleave. 
   
  Possessions: ring of swimming, 2 potions of cure 
  moderate wounds, potion of water breathing, potion of bull’s 
  strength. 
   
  Encounter Six – Physical Training 
  �Dakon Brave: Dakon Ftr6; Medium humanoid; CR 6; 
  HD 6d10+12; hp 52; Init +3; Spd 30 ft., climb 30 ft.; AC 
  15 (+3 Dex, +2 natural), touch 13, flat-footed 12; Base 
  Atk/Grp +6/+11; Atk +12 melee (1d3+8, slam); Full Atk 
  +12 melee (1d3+8, 2 slams); SQ scent; AL LN; SV Fort 
  +7, Ref +5, Will +4; Str 21, Dex 16, Con 14, Int 12, Wis 
  14, Cha 10. 
   
  Skills and Feats: Balance +7, Climb +22, Intimidate 
  +9, Jump +14, Sense Motive +6; DodgeB, Power Attack, 
  MobilityB, 
  Weapon 
  Focus 
  (slam), 
  Weapon 
  Specialization (slam)B, Spring AttackB, Cleave. 
   
  �Dakon Warrior: Dakon Ftr10; Medium humanoid; 
  CR 10; HD 10d10+20; hp 84; Init +4; Spd 30 ft., climb 
  30 ft.; AC 16, touch 14, flat-footed 12; Base Atk/Grp 
  +10/+15; Atk +17 melee (1d3+7, slam); Full Atk +17 
  melee (1d3+7, 2 slams); SQ scent; AL LN; SV Fort +9, 
  Ref +7, Will +5; Str 20, Dex 18, Con 14, Int 14, Wis 14, 
  Cha 14. 
   
  Skills and Feats: Balance +12, Climb +26, Intimidate 
  +15, Jump +18, Sense Motive +10; Weapon Focus 
  (slam)B, Dodge, MobilityB, Combat Expertise, Weapon 
  Specialization (slam)B, Whirlwind AttackB, Leadership, 
  Greater Weapon Focus (slam)B, Improved Trip, 
  Improved Disarm. 
   
  Encounter Seven – Magical Training 
  �Dakon Mage: Dakon Wiz10; Medium humanoid; CR 
  10; HD 10d4+30; hp 61; Init +2; Spd 30 ft., climb 30 ft.; 
  AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; 
  Base Atk/Grp +5/+8; Atk +8 melee (1d3+3, slam); Full 
  Atk +8 melee (1d3+3, 2 slams); SQ scent, summon 
  familiar; AL LN; SV Fort +6, Ref +5, Will +9; Str 17, Dex 
  14, Con 16, Int 19, Wis 14, Cha 10. 
  Skills 
  and 
  Feats: 
  Balance 
  +8, 
  Climb 
  +11, 
  Concentration 
  +16, 
  Knowledge 
  (arcana) 
  +17, 
  Knowledge (nature) +17, Knowledge (history) +17, 
  Sense Motive +8, Spellcraft +18; Scribe ScrollB, 
  Heighten Spell, Combat Casting, Empower SpellB, 
  Silent Spell, Still Spell, Quicken SpellB.  
  Possessions: Spell component pouch. 
   
  Spells Prepared: (4/5/5/4/4/2; save DC 14 + spell 
  level) 0—touch of fatigue (2), message, daze; 1st—shield, 
  color spray, cause fear, magic missile (2); 2nd—heightened 
  touch of fatigue, touch of idiocy, melf’s acid arrow (2), (fog 
  cloud or ghoul touch)*; 3rd—empowered magic missile, 
  heightened touch of idiocy, dispel magic, (stinking cloud or 
  ray of exhaustion)*; 4th—empowered touch of idiocy, 
  empowered melf’s acid arrow, lesser globe of invulnerability, 
  (shout or enervation)*; 5th—quickened magic missile, (cone 
  of cold or heightened stinking cloud)*]  
  *If there are two dakon mages then each has one 
  of the two spells, if there is only one dakon mage, 
  it has the first of the two listed spells. 
   
  Spellbook: 0—all; 1st—shield, grease, endure elements, 
  true strike, color spray, cause fear, reduce person, magic 
  missile; 2nd—fog cloud, melf’s acid arrow, ghoul touch, touch 
  of idiocy; 3rd—dispel magic, stinking cloud, displacement, 
  ray of exhaustion; 4th—lesser globe of invulnerability, charm 
  
  Red Tide 
   
  Page 39 
  monster, shout, enervation; 5th—hold monster, cone of cold, 
  seeming, break enchantment. 
   
  Encounter 10 – Assault 
  WAVE 1: 
  �Brotherhood Guard: Male Suel human Mnk3; 
  Medium humanoid (human); CR 3; HD 3d8+3; hp 21; 
  Init +2; Spd 40 ft.; AC 15, touch 14, flat-footed 13; Base 
  Atk/Grp +2/+4; Atk +5 melee (1d6+2, unarmed); Full 
  Atk +5 melee (1d6+2, unarmed) or +3/3 melee (1d6+2, 
  flurry of blows); SA flurry of blows; SQ evasion, still 
  mind; AL LN; SV Fort +4, Ref +5, Will +5; Str 14, Dex 
  14, Con 12, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +10, Jump +10, Listen +10, 
  Profession (soldier) +8, Spot +10, Tumble +10; 
  Improved Unarmed StrikeB, Stunning FistB, Alertness, 
  Weapon Focus (unarmed), Deflect ArrowsB, Improved 
  Grapple. 
   
  Possessions: potion of cure moderate wounds, bracers of 
  armor +1. 
   
  �Brotherhood Warden: Male Suel Mnk5; Medium 
  humanoid; CR 5; HD 5d8+5; hp 33; Init +2; Spd 40 ft.; 
  AC 17, touch 15, flat-footed 15; Base Atk/Grp +3/+5; 
  Atk +6 melee (1d6+2, unarmed); Full Atk +6 melee 
  (1d6+2, unarmed) or +5/5 melee (1d6+2, flurry of 
  blows); SA flurry of blows; SQ evasion, still mind, ki 
  strike (magic), slow fall (20 ft.), purity of body; AL LN; 
  SV Fort +5, Ref +6, Will +6; Str 14, Dex 15, Con 12, Int 
  12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +12, Jump +12, Listen +12, 
  Profession (soldier) +10, Spot +12, Tumble +12; 
  Improved Unarmed StrikeB, Stunning FistB, Alertness, 
  Weapon Focus (unarmed), Deflect ArrowsB, Improved 
  Grapple. 
   
  Possessions: potion of cure moderate wounds, bracers of 
  armor +2. 
   
  WAVE 3: 
  �Brotherhood 
  Slavemaster: 
  Male 
  Suel 
  human 
  Rgr4/Mnk4; Medium humanoid (human); CR 8; HD 
  8d8+8 (51 hp), Init +3; Spd 40 ft.; AC 15 (+3 Dex, +2 
  Wis), touch 15, flat-footed 12; Base Atk/Grp +7/+9; Atk 
  +10 melee (1d8+2, unarmed); Full Atk +10/5 melee 
  (1d8+2, unarmed) or +9/9/4 melee (1d8+2, flurry of 
  blows); SA flurry of blows, favored enemy (humans); 
  SQ wild empathy, combat style (two-weapon fighting), 
  evasion, still mind, animal companion, ki strike 
  (magic), slow fall (20 ft.); AL LE; SV Fort +9, Ref +11, 
  Will +7; Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +14, Escape Artist +10, 
  Handle Animal +10, Jump +13, Listen +13, Spot +13, 
  Survival +13, Tumble +12; Improved Unarmed StrikeB, 
  Stunning FistB, Alertness, Weapon Focus (unarmed), 
  TrackB, Two-Weapon FightingB, Power Attack, Combat 
  ReflexesB, EnduranceB, Diehard. 
   
  Possessions: quaal’s feather token (whip), elixir of vision, 
  potion of barkskin +3, bracers of armor +1, elixir of fire breath. 
   
  Spells Prepared: (1; save DC 12 + spell level) 1st—
  longstrider. 
   
  �Bugbear Laborer: Male bugbear Ftr1; Medium 
  humanoid (goblinoid); CR 3; HD 3d8+1d10+4; hp 23; 
  Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base 
  Atk/Grp +3/+6; Atk +7 melee (1d8+3, morningstar) or 
  +4 ranged (1d6+3, javelin); Full Atk +7 melee (1d8+3, 
  morningstar) or +4 ranged (1d6+3, javelin); SQ 
  darkvision (60 ft.), scent; AL LE; SV Fort +4, Ref +4, 
  Will +1; Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +6, Hide +4, Listen +4, Move 
  Silently +6, Spot +4; Alertness, Weapon Focus 
  (morningstar), Power Attack. 
   
  Possessions: morningstar, 3 javelin, studded leather. 
   
  WAVE 5: 
  �Fiendish Ape: Large magical beast (augmented 
  animal, extraplanar); CR 3; HD 4d8+11; hp 29; Init +2; 
  Spd 30 ft., climb 30 ft.; AC 14, touch 11, flat-footed 12; 
  Base Atk/Grp +3/+12; Atk +7 melee (1d6+5, claw); Full 
  Atk +7 melee (1d6+5, 2 claws) and +2 melee (1d6+2, 
  bite); Space/Reach: 10 ft./10ft.; SA smite good; SQ low-
  light vision, scent, darkvision 60 ft., resistance (cold 
  and fire) 5, DR 5/magic, spell resistance 9; AL NE; SV 
  Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 3, 
  Wis 12, Cha 7. 
   
  Skills and Feats: Climb +14, Listen +6, Spot +6; 
  Alertness, Toughness. 
   
  Smite Good (Su): Once per day a fiendish creature 
  can make a normal melee attack to deal 4 extra points 
  of damage against a good foe. 
   
  WAVE 8: 
  �Half-Troll Brotherhood Guard: Male half-troll half-
  Suel-human 
  Mnk6; 
  Medium 
  giant 
  (augmented 
  humanoid); CR 8; HD 6d8+24; hp 37; Init +3; Spd 50 ft.; 
  AC 20, touch 16, flat-footed 17; Base Atk/Grp +4/+9; 
  Atk +9 melee (1d8+5, unarmed-claw) or +9 melee 
  (1d6+2, bite); Full Atk +9 melee (1d8+5, unarmed-claw) 
  and +4 melee (1d6+2, bite) or +8/8 melee (1d8+5, flurry 
  of blows); SA rend (2d8+7), flurry of blows; SQ fast 
  healing 5, scent, evasion, still mind, ki strike (magic), 
  slow fall (30 ft.), purity of body; AL LN; SV Fort +9, Ref 
  +8, Will +7; Str 20, Dex 17, Con 18, Int 10, Wis 14, Cha 
  8. 
   
  Skills and Feats: Balance +12, Jump +19, Listen +8, 
  Spot +8, Tumble +12; Improved Unarmed StrikeB, 
  Stunning FistB, Power Attack, Cleave, Deflect ArrowsB, 
  Great Cleave, Improved TripB, Improved Sunder. 
   
  Possessions: ring of jumping. 
   
  Encounter 11 – Tower of Sorcery – Floor 1 
  �Half-Clay Golem Brotherhood Guard: Male half-clay 
  golem half-Suel-human Mnk5; Medium construct 
  (augmented humanoid); CR 8; HD 5d10+20l hp 54; Init 
  +1; Spd 40 ft. (can’t run); AC 21 (+1 Dex, +2 Wis, +7 
  natural, +1 class), touch 14, flat-footed 20; Base Atk/Grp 
  +3/+9; Atk +10 melee (1d8+6 plus cursed wound, 
  
  Red Tide 
   
  Page 40 
  unarmed); Full Atk +10 melee (1d8+6 plus cursed 
  wound, unarmed) or +9/9 melee (1d8+6 plus cursed 
  wound, flurry of blows); SA flurry of blows, berserk, 
  cursed wound; SQ construct traits, DR 10/adamantine 
  and bludgeoning, haste, magic immunity, evasion, still 
  mind, ki strike (magic), slow fall (20 ft.), purity of body; 
  AL LE; SV Fort +4, Ref +5, Will +6; Str 23, Dex 12, Con 
  —, Int 8, Wis 14, Cha 6. 
  Skills and Feats: Balance +11, Escape Artist +9, Jump 
  +16, Listen +12, Spot +12, Tumble +11; Improved 
  Unarmed StrikeB, Stunning FistB, Alertness, Weapon 
  Focus (unarmed), Deflect ArrowsB, Power Attack.  
   
  Construct Traits: Darkvision 60 ft., low-light 
  vision, immunity (mind-affecting effects, poison, sleep 
  effects, paralysis, stunning, disease, death effects, 
  necromancy effects, any effect requiring a Fortitude 
  save unless it also works on objects or is harmless), 
  cannot heal, not subject to (critical hits, nonlethal 
  damage, 
  ability 
  damage, 
  ability 
  drain, 
  fatigue, 
  exhaustion, or energy drain), not affected by massive 
  damage, destroyed at 0 hit points or less, cannot be 
  raised or resurrected, no need to eat, sleep or breathe. 
   
  Cursed Wound (Ex): See Monster Manual, Clay 
  Golem entry.  
   
  Berserk (Ex): See Monster Manual, clay golem 
  entry.  
   
  Immunity to Magic (Ex): See Monster Manual, clay 
  golem entry.  
   
  Haste (Su): See Monster Manual, clay golem entry. 
   
  Encounter 13 – Tower of Sorcery – Floor 3 
  �Legendary Grigaur, Advanced: Huge outsider 
  (augmented magical beast, native) Bar1; CR 12; HD 
  12d10+1d12+156; hp 229; Init +2; Spd 50 ft.; AC 25 (+15 
  natural, -2 size, +2 Dex), touch 10, flat-footed 23; Base 
  Atk/Grp +13/+38; Atk +28 melee (3d6+17, claw); Full 
  Atk +28 melee (3d6+17, 2 claws) and +26 melee (2d6+8, 
  bite); Space/Reach: 20 ft./25 ft.; SA improved grab, rage 
  (1/day); SQ blindsight, scent, immunities, DR 5/-, fast 
  healing 5, reflective hide; AL N; SV Fort +25, Ref +13, 
  Will +9; Str 45, Dex 15, Con 34, Int 8, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +22, Hide +4*, Listen +5, 
  Move Silently +6, Spot +5; Alertness, Power Attack, 
  Improved Bull Rush, Awesome Blow, Improved 
  InitiativeB, MultiattackB, Fling Enemy. 
   
  Rage (Ex): HD 12d10+1d12+182 (255 hp); AC 23, 
  touch 8, flat-footed 21; Grapple +37; Atk +27 melee 
  (3d6+19, claw); Full Atk +27 melee (3d6+19, claw) and 
  +25 melee (2d6+9, bite); Fort +27, Will +11; Str 49, Con 
  38; Climb +24. Lasts for 17 rounds, usable once per day. 
   
  �Half-Fiend 
  Troll 
  Warrior: 
  Large 
  outsider 
  (extraplanar) Ftr5; CR 13; HD 6d8+5d10+99; hp 159;  
  Init +4; Spd 30 ft., fly 30 ft. (average); AC 19, touch 13, 
  flat-footed 15; Base Atk/Grp +9/+23; Atk +19 melee 
  (1d6+10, claw); Full Atk +19 melee (1d6+10, 2 claws) 
  and +17 melee (1d8+5, bite); Space/Reach: 10 ft./10 ft.; 
  SA rend (2d6+15), smite good, spell-like abilities; SQ 
  darkvision 90 ft., low-light vision, regeneration 5, 
  scent, immunity to poison, resistance (acid, cold, 
  electricity and fire) 10, DR 5/magic, SR 21; AL NE; SV 
  Fort +18, Ref +7, Will +4; Str 30, Dex 18, Con 28, Int 8, 
  Wis 8, Cha 13. 
   
  Skills and Feats: Balance +8, Hide +4, Jump +19, 
  Listen +8, Knowledge (nature) +1, Move Silently +8, 
  Spot +8, Tumble +8; Alertness, Iron Will, Track, 
  Combat 
  ReflexesB, 
  Power 
  AttackB, 
  Multiattack, 
  Improved Bull Rush.  
   
  Smite Good (Su): Once per day a half-fiend creature 
  can make a normal melee attack to deal 11 extra points 
  of damage against a good foe.  
   
  Spell-like 
  Abilities: 
  3/day—darkness, 
  poison; 
  1/day—desecrate, unholy blight, contagion, blasphemy. 
  Caster Level 11th; save DC (11 + spell level). 
   
  �Shulassha: Large outsider (augmented magical beast, 
  extraplanar) Clr7; CR 14; HD 8d10+7d8+105; hp 184; 
  Init +4; Spd 60 ft., fly 120 ft. (good); AC 20, touch 13, 
  flat-footed 16; Base Atk/Grp +13/+24; Atk +22 melee 
  (1d8+10, horn); Full Atk +22 melee (1d8+10, horn) and 
  +14 melee (1d4+3, 2 hooves); Space/Reach: 10 ft./5 ft.; 
  SA daylight, smite evil, turn undead (12/day); SQ 
  darkvision 60 ft., low-light vision, magic circle against 
  evil, spell-like abilities, immunity (poison, disease, 
  charm and compulsion), scent, wild empathy, 
  resistance (acid, cold, electricity) 10, DR 10/magic, SR 
  25; AL NG; SV Fort +18, Ref +12, Will +15; Str 24, Dex 
  19, Con 25, Int 12, Wis 26, Cha 28. 
   
  Skills and Feats: Jump +27, Knowledge (nature) +13, 
  Knowledge (the planes) +11, Listen +21, Move Silently 
  +19, Spot +21, Spellcraft +17, Survival +22*; Alertness, 
  Skill Focus (survival), Track, Eschew Materials, Still 
  Spell, Silent Spell.  
   
  Daylight (Su): Half-celestials can use a daylight 
  effect (as the spell) at will. 
   
  Smite Evil (Su): Once per day a half-celestial 
  creature can make a normal melee attack to deal 15 
  extra damage against an evil foe.  
   
  Spell-like Abilities: at will—detect evil; 3/day—cure 
  light wounds (caster level 5th), protection from evil, holy 
  aura; 1/day—cure moderate wounds (caster level 5th), 
  neutralize poison (caster level 8th, save DC 25), greater 
  teleport (only within native forest), bless, aid, cure serious 
  wounds, neutralize poison, holy smite, remove disease, dispel 
  evil, holy word, hallow, mass charm monster. Caster level 
  (unless otherwise specified) 15th; save DC 19 + spell 
  level. 
   
  Spells Prepared: (6/6+1/5+1/4+1/3+1; save DC 18 + 
  spell level) 0—detect poison (2), guidance (4); 1st—bless 
  water (2), calm animals*, remove fear (2), sanctuary (2); 
  2nd—aid (2), consecrate, lesser restoration (2), heat metal*; 
  3rd—create food and water, remove blindness/deafness, 
  remove curse (2), searing light*; 4th—restoration (3), 
  summon nature’s ally IV*. 
   
  *Domain spells; Deity: Ehlonna; Domains: Animal 
  (speak with animals 1/day; Knowledge (nature) class 
  skill); Sun (Greater Turning 1/day). Shulassha is a half-
  celestial unicorn servant of Ehlonna. 
   
  
  Red Tide 
   
  Page 41 
  Encounter 14 – Tower of Sorcery – Floor 4 
  �Master Breeder: Male Suel human Wiz5/AcSk5; 
  Medium humanoid (human); CR 10; HD 10d4+30; hp 
  61; Init +6; Spd 30 ft.; AC 16 (+2 Dex, +2 natural, +1 
  armor, +1 insight), touch 13, flat-footed 14; Base 
  Atk/Grp +4/+3; Atk +3 melee (1d4-1/19-20, dagger) or 
  +6 ranged; Full Atk +3 melee (1d4-1/19-20, dagger) or 
  +6 ranged; Space/Reach: 5 ft./5 ft.; SA: spell-like 
  abilities, fiendish glare (save DC 15); SQ summon 
  familiar, darkvision 120 ft., resistance (fire) 10; AL LE; 
  SV Fort +9, Ref +4, Will +9; Str 8, Dex 14, Con 16, Int 
  18, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +15, Craft (golem) 
  +17, Decipher Script +17, Knowledge (arcana) +17, 
  Knowledge (history) +11, Knowledge (the planes) +17, 
  Spellcraft +19; Scribe ScrollB, Combat Casting, Reach 
  Spell, Improved Initiative, Empower SpellB, Widen 
  Spell, Chain SpellB, Sanctum Spell.  
  Possessions: lesser metamagic rod of enlarge spell, bracers 
  of armor +1, potion of blur, potion of cure light wounds (2), 
  dusty rose prism ioun stone. 
   
  Spell-like Abilities: 2/day—poison. Caster Level 
  16th; save DC 15 + spell level.  
   
  Spells Prepared: (4/5/4/3/2; save DC 14 + spell level; 
  caster level 7th) 0—acid splash, daze (2), ray of frost; 1st—
  magic missile (3), shield, summon monster I; 2nd—levitate, 
  reach touch of fatigue (2), scorching ray; 3rd—empowered 
  magic missile, lightning bolt (2); 4th—summon monster IV, 
  enervation] *All spells are cast as Sanctum Spells. 
   
  Spellbook: 0—all; 1st—shield, summon monster I, 
  magic missile, identify, burning hands, color spray, obscuring 
  mist, hold portal; 2nd—summon monster II, scorching ray, 
  levitate, ghoul touch; 3rd—summon monster III, lightning 
  bolt, suggestion, arcane sight; 4th—summon monster IV, 
  enervation. 
   
  �Brotherhood Arcanist of Earth: Male Suel  human 
  Wiz5/Ele3 of Earth; Medium humanoid (human); CR 
  8; HD 8d4+24; hp 49; Init +2; Spd 30 ft.; AC 13, touch 
  12, flat-footed 11; Base Atk/Grp +3/+2; Atk +2 melee 
  (1d4-1/19-20, dagger) or +5 ranged; Full Atk +2 melee 
  (1d4-1/19-20, dagger) or +5 ranged; Space/Reach: 5 
  ft./5 ft.; SQ summon familiar, immunities (sleep), 
  resistance (acid) 5, elemental focus +1, elemental 
  penetration +1; AL LE; SV Fort +5, Ref +4, Will +8; Str 
  8, Dex 14, Con 16, Int 17, Wis 12, Cha 8.  
   
  Skills and Feats: Concentration +14, Craft (golem) 
  +14, Decipher Script +11, Knowledge (arcana) +14, 
  Knowledge (nature) +11, Knowledge (the planes) +14, 
  Spellcraft +16; Scribe ScrollB, Endurance, Diehard, 
  Enlarge Spell, Energy Substitution (acid)B, Energy 
  Admixture (acid).  
   
  Spells Prepared: (4/5/4/4/2; save DC 13 + spell level; 
  save DC 14 + spell level for acid spells) 0—acid splash 
  (2), daze (2); 1st—shield, ray of enfeeblement, acid 
  substituted burning hands, enlarged acid splash; 2nd—web, 
  flaming 
  sphere, 
  blindness/deafness, 
  scare; 
  3rd—acid 
  substituted fireball, deep slumber, stinking cloud; 4th—acid 
  substituted shout, stoneskin.  
   
  Spellbook: 0—all; 1st—shield, summon monster I, 
  magic missile, burning hands, ray of enfeeblement; 2nd—
  web, flaming sphere, blindness/deafness, scare; 3rd—
  lightning bolt, deep slumber, stinking cloud, fireball; 4th—
  stoneskin, shout, rainbow pattern, fear. 
   
  Possessions: bracers of armor +1, arcane scroll of 
  scorching ray, arcane scroll of mage armor, light brown 
  elemental gem. 
   
  �Brotherhood Arcanist of Water: Male Suel  human 
  Wiz5/Ele3 of Water; Medium humanoid (human); CR 
  8; HD 8d4+24; hp 49; Init +2; Spd 30 ft.; AC 12, touch 
  12, flat-footed 11; Base Atk/Grp +3/+2; Atk +2 melee 
  (1d4-1/19-20, dagger) or +5 ranged; Full Atk +2 melee 
  (1d4-1/19-20, dagger) or +5 ranged; Space/Reach: 5 
  ft./5 ft.; SQ summon familiar, immunities (sleep), 
  resistance (cold) 5, elemental focus +1, elemental 
  penetration +1; AL LE; SV Fort +5, Ref +4, Will +8; Str 
  8, Dex 14, Con 16, Int 17, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +14, Craft (golem) 
  +14, Decipher Script +11, Knowledge (arcana) +14, 
  Knowledge (nature) +11, Knowledge (the planes) +14, 
  Spellcraft +16; Scribe ScrollB, Endurance, Diehard, 
  Enlarge Spell, Energy Substitution (cold)B, Energy 
  Admixture (cold).   
   
  Spells Prepared: (4/5/4/4/2; save DC 13 + spell level; 
  save DC 14 + spell level for cold spells) 0—ray of frost 
  (2), daze (2); 1st—shield, ray of enfeeblement, cold 
  substituted 
  burning 
  hands 
  (2); 
  2nd—web, 
  blindness/deafness (2), scare; 3rd—cold substituted fireball, 
  cold substituted lightning bolt, stinking cloud; 4th—acid 
  substituted shout, rainbow pattern.  
   
  Spellbook: 0—all; 1st—shield, summon monster I, 
  magic missile, burning hands, ray of enfeeblement; 2nd—
  web, flaming sphere, blindness/deafness, scare; 3rd—
  lightning bolt, deep slumber, stinking cloud, fireball; 4th—
  stoneskin, shout, rainbow pattern, fear. 
   
  Possessions: bracers of armor +1, arcane scroll of 
  scorching ray, arcane scroll of mage armor. 
   
  �Winged Insectile Brotherhood Guard: Winged Male 
  Suel human Mnk6; Medium aberration (augmented 
  humanoid); CR 8; HD 6d8+12; hp 45; Init +6; Spd 50 ft., 
  climb 50 ft., fly 70 ft. (perfect); AC 23, touch 21, flat-
  footed 17; Base Atk/Grp +4/+5; Atk +6 melee (1d8+1, 
  unarmed); Full Atk +6 melee (1d8+1, unarmed) or 
  +5/+5 melee (1d8+1, flurry of blows); Space/Reach: 5 
  ft./5 ft.; SA flurry of blows; SQ darkvision 60 ft., 
  tremorsense 60 ft., wide vision (can’t be flanked), 
  evasion, still mind, ki strike (magic), slow fall (30 ft.), 
  purity of body; AL LE; SV Fort +6, Ref +11, Will +9; Str 
  13, Dex 22, Con 14, Int 12, Wis 18, Cha 10. 
   
  Skills and Feats: Balance +16, Escape Artist +15, 
  Listen +13, Sense Motive +13, Spot +17, Tumble +17; 
  Improved Unarmed StrikeB, Stunning FistB, Fly-by 
  Attack, Dodge, Deflect ArrowsB, Mobility, Improved 
  Trip B, Weapon Focus (unarmed).  
   
  Possessions: none. 
  
  Red Tide 
   
  Page 42 
  APL 12 
  Encounter 1 – The Silent Wind 
  �Huge Half-Fiend Shark: Huge outsider (augmented 
  animal, extraplanar, aquatic); CR 8; HD 12d8+36; hp 90; 
  Init +8; Spd swim 60 ft.; AC 18 , touch 12, flat-footed 
  14; Base Atk/Grp +9/+24; Atk +14 melee (2d6+10, bite) 
  or +14 melee (1d8+7, clawed fin); Full Atk +14 melee 
  (2d6+10, bite) and +9 melee (1d8+7, 2 clawed fins); 
  Space/Reach: 15 ft./10ft.; SA smite good, spell-like 
  abilities; SQ blindsense 30 ft., keen scent, darkvision 
  (60 ft.), poison immunity, resistance (acid, cold, 
  electricity and fire) 10, DR 10/magic, natural attacks 
  count as magic, spell resistance 22; AL NE; SV Fort +13, 
  Ref +12, Will +5; Str 25, Dex 19, Con 17, Int 8, Wis 12, 
  Cha 4. 
   
  Skills and Feats: Jump +14, Hide +7, Knowledge 
  (nature) +1, Listen +18, Spot +18, Swim +22, Survival 
  +8, Tumble +11; Alertness, Great Fortitude, Improved 
  Initiative, Iron Will. 
   
  Spell-like 
  Abilities: 
  3/day—darkness, 
  poison; 
  1/day—desecrate, unholy blight, contagion, blasphemy. 
  Caster Level 12th; save DC 11 + spell level. 
   
  Smite Good (Su): Once per day a fiendish creature 
  can make a normal melee attack to deal 12 extra points 
  of  damage against a good foe. 
   
  �Sahuagin Warrior: Male sahuagin Rgr8; Medium 
  monstrous humanoid (aquatic); CR 10; HD 10d8+30; 
  hp 83; Init +2; Spd 30 ft., swim 60 ft.; AC 21, touch 12, 
  flat-footed 19; Base Atk/Grp +10/+14; Atk +14 melee 
  (1d4+4, talon) or +15 melee (1d8+6, +1 trident) or +12 
  ranged (1d10, 19-20/x2, heavy crossbow); Full Atk 
  +15/10 melee (1d8+6, +1 trident) and +12 melee (1d4+2, 
  bite) or +14 melee (1d4+4, 2 talons) and +12 melee 
  (1d4+2, bite) or +12 ranged (1d10, 19-20/x2, heavy 
  crossbow); SA blood frenzy, rake (+12 melee, 1d4+2), 
  favored enemy (humans +4, elves +2), combat style 
  (two-weapon 
  fighting), 
  improved 
  combat 
  style 
  (improved two-weapon fighting); SQ blindsense 30 ft., 
  darkvision 
  60 
  ft., 
  freshwater 
  sensitivity, 
  light 
  blindness, speak with sharks, water dependent, wild 
  empathy, woodland stride, swift tracker; AL LE; SV 
  Fort +11, Ref +11, Will +9; Str 18, Dex 14, Con 16, Int 
  12, Wis 18, Cha 9. 
   
  Skills and Feats: Handle Animal +12 (+16 with 
  sharks), Hide +15 (+19 underwater), Listen +16 (+20 
  underwater), Profession  (hunter) +12 (+16 within 50 
  miles of home), Ride +12, Spot +16 (+20 underwater), 
  Survival +12 (+16 within 50 miles of home); Great 
  Fortitude, MultiattackB, TrackB, Two-Weapon Fighting, 
  Power Attack, EnduranceB, Diehard, Improved Two-
  Weapon Fighting, Cleave. 
   
  Possessions: +1 trident, +1 studded leather, heavy 
  crossbow, 20 bolts. 
   
  Spells Prepared: (2/1; save DC 14 + spell level) 1st—
  jump, longstrider; 2nd—spike growth. 
   
  �Sahuagin Savant: Female sahuagin Clr8; Medium 
  monstrous humanoid (aquatic); CR 10; HD 10d8+20; 
  hp 75; Init +5; Spd 30 ft., swim 60 ft.; AC 16, touch 11, 
  flat-footed 15; Base Atk/Grp +8/+9; Atk +9 melee 
  (1d4+1, talon) or +10 melee (1d8+2, trident) or +9 
  ranged (1d10, 19-20/x2, heavy crossbow); Full Atk 
  +10/5 melee (1d8+2, trident) and +7 melee (1d4+1, 
  bite) or +9 melee (1d4+1, 2 talons) and +7 melee 
  (1d4+1, bite) or +9 ranged (1d10, 19-20, heavy 
  crossbow); SA blood frenzy, rake (+7 melee, 1d4+1), 
  rebuke undead (4/day); SQ blindsense 30 ft., 
  darkvision 
  60 
  ft., 
  freshwater 
  sensitivity, 
  light 
  blindness, speak with sharks, water dependent; AL LE; 
  SV Fort +10, Ref +6, Will +13; Str 12, Dex 12, Con 14, 
  Int 18, Wis 19, Cha 12. 
   
  Skills and Feats: Concentration +13 (+17 for 
  defensive casting), Handle Animal +6 (+10 with 
  sharks), Hide +6 (+10 underwater), Knowledge (arcana, 
  history) +13, Knowledge (religion) +14, Listen +9 (+13 
  underwater), Profession  (hunter) +4 (+9 within 50 
  miles of home), Ride +3, Spellcraft +15, Spot +9 (+13 
  underwater), Survival +4 (+9 within 50 miles of home); 
  Great 
  Fortitude, 
  MultiattackB, 
  Combat 
  Casting, 
  Empower Spell, Improved Initiative.  
   
  Possessions: masterwork trident, heavy crossbow, 20 
  bolts, +1 banded mail, divine scroll of death knell, pearl of 
  power (1st), potion of bull’s strength, divine scroll of flame 
  strike. 
   
  Spells Prepared: (6/5+1/4+1/4+1/3+1; save DC 14 + 
  spell level) 0—cure minor wounds (3), guidance (3); 1st—
  bane, bless, doom, enlarge person*, shield of faith (2); 2nd—
  aid, bull’s strength*, death knell, hold person (2); 3rd—
  bestow curse (2), deeper darkness, magic vestment*, prayer; 
  4th—cure critical wounds, divine power*, empowered inflict 
  moderate wounds, greater magic weapon. 
   
  *Domain Spell; Deity: Sekolah; Domains: Strength 
  (+8 to Strength for 1 round once per day); War (Martial 
  Weapon Proficiency [trident] and Weapon Focus 
  [trident]).  
   
  Encounter Two – Becalmed 
  �Boran Umor: Male Suel human Mnk7/Drd6; 
  Medium humanoid (human); CR 13; HD 13d8+13; hp 
  81; Init +2; Spd 50 ft.; AC 23, touch 19, flat-footed 21; 
  Base Atk/Grp +9/+10; Atk +10 melee (1d8+1, 
  unarmed); Full Atk +10/5 melee (1d8+1, unarmed) or 
  +10/10/5 melee (1d8+1, flurry of blows); SA flurry of 
  blows; SQ evasion, still mind, nature sense, wild 
  empathy, woodland stride, ki strike (magic), slow fall 
  (30 ft.), trackless step, purity of body, resist nature’s 
  lure, wild shape (3/day), wholeness of body; AL LN; SV 
  Fort +11, Ref +9, Will +16; Str 12, Dex 15, Con 12, Int 
  14, Wis 22, Cha 10. 
   
  Skills and Feats: Balance +14, Concentration +13, 
  Escape Artist +12, Jump +13, Knowledge (nature) +12, 
  Listen +16, Profession (sailor) +22, Spellcraft +11, Spot 
  +16, Survival +15, Tumble +14; Improved Unarmed 
  StrikeB, Improved GrappleB, Combat ReflexesB, Dodge, 
  Mobility, Deflect Arrows, Spring Attack, Whirlwind 
  Attack, Improved Trip B, Natural Spell.  
   
  Possessions: 2 staff’s of the winds (50 charges, and 13 
  charges), 2 pearls of power (1st level), pearl of power (2nd 
  
  Red Tide 
   
  Page 43 
  level), pearl of power (3rd level), periapt of wisdom +6, 4 
  scrolls of greater magic fang, scroll of flame strike, bracers of 
  armor +4, incense of meditation, druid’s vestment. 
   
  Spells Prepared: (5/5/5/3; save DC 16 + spell level) 
  0—cure minor wounds (3), guidance (2); 1st—cure light 
  wounds, faerie fire, longstrider, produce flame (2); 2nd—chill 
  metal (2), flame blade, gust of wind, heat metal; 3rd—call 
  lightning, greater magic fang, poison. 
   
  �Uncle Ophelus: Male Suel Mnk9/Sor6; Medium 
  humanoid; CR 15; HD 9d8+6d4+15; hp 81; Init +4; Spd 
  60 ft.; AC 25, touch 17, flat-footed 21; Base Atk/Grp 
  +9/+9; Atk +9 melee (1d10, unarmed); Full Atk +9/4 
  melee (1d10, unarmed) or +9/9/4 melee (1d10, flurry of 
  blows); SA flurry of blows; SQ evasion, still mind, ki 
  strike (magic), slow fall (40 ft.), purity of body, 
  summon familiar, wholeness of body, improved 
  evasion; AL LN; SV Fort +12, Ref +15, Will +16; Str 10, 
  Dex 18, Con 12, Int 12, Wis 14, Cha 17. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +18, 
  Bluff 
  +12, 
  Concentration +15, Escape Artist +16, Jump +14, Listen 
  +14, Spellcraft +10, Spot +14, Tumble +18; Improved 
  Unarmed 
  StrikeB, 
  Improved 
  GrappleB, 
  Combat 
  ReflexesB, Endurance, Diehard, Dodge, Leadership, 
  Improved DisarmB, Combat Casting, Mobility, Spring 
  Attack. 
   
  Possessions: bracers of armor +5, 2 potions of cure serious 
  wounds, gauntlets of dexterity +4, boots of levitation, amulet 
  of natural armor +3, monk’s belt, cloak of resistance +3, eyes of 
  doom, lesser metamagic rod of extend spell. 
   
  Spells Known: (6/7/6/4; save DC 13 + spell level) 
  0—resistance, acid splash, detect magic, read magic, arcane 
  mark, daze, touch of fatigue; 1st—shield, chill touch, 
  shocking grasp, identify; 2nd—touch of idiocy, scorching ray; 
  3rd—vampiric touch. 
   
  �Ophelus’s Guards: Male Suel human Mnk12; 
  Medium humanoid (human); CR 12; HD 12d8+12; hp 
  75; Init +3; Spd 70 ft.; AC 22, touch 19, flat-footed 19; 
  Base Atk/Grp +9/+10; Atk +10 melee (2d6+1, 19-20/x2, 
  unarmed); Full Atk +10/5 melee (2d6+1, 19-20/x2, 
  unarmed) or +10/10/10/5 melee (2d6+1, 19-20/x2, 
  flurry of blows); SA flurry of blows, greater flurry; SQ 
  evasion, still mind, ki strike (magic, lawful), slow fall 
  (60 ft.), purity of body, wholeness of body, improved 
  evasion, diamond body, abundant step; AL LN; SV Fort 
  +7, Ref +8, Will +8; Str 12, Dex 17, Con 12, Int 14, Wis 
  14, Cha 10. 
   
  Skills and Feats: Balance +19, Escape Artist +18, 
  Hide +26, Jump +23, Listen +9, Move Silently +26, Spot 
  +9, Tumble +20; Improved Unarmed StrikeB, Improved 
  GrappleB, Combat ReflexesB, Acrobatic, Agile, Dodge, 
  Improved DisarmB, Mobility, Spring Attack, Improved 
  Critical (unarmed). 
   
  Possessions: bracers of armor +3, potion of bull’s strength, 
  potion of endurance, ring of jumping, ring of protection +2, 
  Suel cloak (cloak of elvenkind), Suel boots (boots of 
  elvenkind). 
   
  �Crew: Male Suel human Mnk9; Medium humanoid 
  (human); CR 9; HD 9d8+9; hp 57; Init +3; Spd 60 ft.; 
  AC 16, touch 16, flat-footed 13; Base Atk/Grp +6/+8; 
  Atk +8 melee (1d10+2, unarmed); Full Atk +8/3 melee 
  (1d10+2, unarmed) or +7/7/2 melee (1d10+2, flurry of 
  blows); SA flurry of blows; SQ evasion, still mind, ki 
  strike (magic), slow fall (40 ft.), purity of body, 
  wholeness of body, improved evasion; AL LN; SV Fort 
  +7, Ref +9, Will +8; Str 14, Dex 16, Con 12, Int 12, Wis 
  14, Cha 10. 
   
  Skills and Feats: Balance +15, Jump +14, Listen +12, 
  Profession (sailor) +12, Spot +12, Swim +7, Tumble +15; 
  Improved Unarmed StrikeB, Improved GrappleB, 
  Power Attack, Improved Bull Rush, Combat ReflexesB, 
  Cleave, Improved DisarmB, Great Cleave, Dodge. 
   
  Possessions: ring of swimming, 2 potions of cure 
  moderate wounds, potion of water breathing, potion of bull’s 
  strength. 
   
  Encounter Six – Physical Training 
  �Dakon Brave: Dakon Ftr8; Medium humanoid; CR 8; 
  HD 8d10+16; hp 68; Init +3; Spd 30 ft., climb 30 ft.; AC 
  15, touch 13, flat-footed 12; Base Atk/Grp +8/+14; Atk 
  +16 melee (1d3+9, slam); Full Atk +16 melee (1d3+9, 2 
  slams); SQ scent; AL LN; SV Fort +8, Ref +6, Will +5; 
  Str 22, Dex 16, Con 14, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +7, Climb +25, Intimidate 
  +11, Jump +17, Sense Motive +6; DodgeB, Power 
  Attack, MobilityB, Weapon Focus (slam), Weapon 
  Specialization (slam)B, Spring AttackB, Cleave, Greater 
  Weapon Focus (slam). 
   
  �Dakon Warrior: Dakon Ftr12; Medium humanoid; 
  CR 12; HD 12d10+24; hp 100; Init +4; Spd 30 ft., climb 
  30 ft.; AC 16, touch 14, flat-footed 12; Base Atk/Grp 
  +12/+17; Atk +19 melee (1d3+9, slam); Full Atk +19 
  melee (1d3+9, 2 slams); SQ scent; AL LN; SV Fort +10, 
  Ref +8, Will +8; Str 21, Dex 18, Con 14, Int 14, Wis 14, 
  Cha 14. 
   
  Skills and Feats: Balance +13, Climb +28, Intimidate 
  +17, Jump +20, Sense Motive +11; Weapon Focus 
  (slam)B, Dodge, MobilityB, Combat Expertise, Weapon 
  Specialization (slam)B, Whirlwind Attack B, Leadership, 
  Greater Weapon Focus (slam) B, Improved Trip, 
  Improved Disarm, Greater Weapon Specialization 
  (slam), Iron Will. 
   
  Encounter Seven – Magical Training 
  �Dakon Mage: Dakon Wiz12; Medium humanoid; CR 
  12; HD 12d4+36; hp 73; Init +2; Spd 30 ft., climb 30 ft.; 
  AC 14, touch 12, flat-footed 12; Base Atk/Grp +6/+9; 
  Atk +9 melee (1d3+3, slam); Full Atk +9 melee (1d3+3, 
  2 slams); SQ scent, summon familiar; AL LN; SV Fort 
  +7, Ref +6, Will +10; Str 17, Dex 14, Con 16, Int 20, Wis 
  14, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +9, 
  Climb 
  +11, 
  Concentration 
  +18, 
  Knowledge 
  (arcana) 
  +20, 
  Knowledge (nature) +20, Knowledge (history) +20, 
  Sense Motive +9, Spellcraft +22; Scribe ScrollB, 
  Heighten Spell, Combat Casting, Empower SpellB, 
  
  Red Tide 
   
  Page 44 
  Silent Spell, Still Spell, Quicken SpellB, Maximize 
  Spell.  
   
  Possessions: Spell component pouch. 
   
  Spells Prepared: (4/6/5/5/4/4/2; save DC 15 + spell 
  level) 0—touch of fatigue (2), message, daze; 1st—shield, 
  color spray, cause fear, magic missile (3); 2nd—heightened 
  touch of fatigue, touch of idiocy, melf’s acid arrow (2), (fog 
  cloud or ghoul touch)*; 3rd—empowered magic missile (2), 
  heightened touch of idiocy, dispel magic, (stinking cloud or 
  ray of exhaustion)*; 4th—empowered touch of idiocy, 
  empowered melf’s acid arrow, lesser globe of invulnerability, 
  (shout or enervation)*; 5th—quickened magic missile (2), 
  hold monster, (cone of cold or heightened stinking cloud)*; 
  6th—true seeing, (acid fog or mislead)*.  
  *If there are two dakon mages then each has one 
  of the two spells, if there is only one dakon mage 
  then it has the first of the two listed spells. 
   
  Spellbook: 0—all; 1st—shield, grease, endure elements, 
  true strike, color spray, cause fear, reduce person, magic 
  missile; 2nd—fog cloud, melf’s acid arrow, ghoul touch, touch 
  of idiocy; 3rd—dispel magic, stinking cloud, displacement, 
  ray of exhaustion; 4th—lesser globe of invulnerability, charm 
  monster, shout, enervation; 5th—hold monster, cone of cold, 
  seeming, break enchantment; 6th—acid fog, analyze 
  dweomer, true seeing, mislead. 
   
  Encounter Ten – Assault 
  WAVE 1: 
  �Brotherhood Warden: Male Suel human Mnk5; 
  Medium humanoid (human); CR 5; HD 5d8+5; hp 33; 
  Init +2; Spd 40 ft.; AC 17, touch 15, flat-footed 15; Base 
  Atk/Grp +3/+5; Atk +6 melee (1d6+2, unarmed); Full 
  Atk +6 melee (1d6+2, unarmed) or +5/5 melee (1d6+2, 
  flurry of blows); SA flurry of blows; SQ evasion, still 
  mind, ki strike (magic), slow fall (20 ft.), purity of body; 
  AL LN; SV Fort +5, Ref +6, Will +6; Str 14, Dex 15, Con 
  12, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +12, Jump +12, Listen +12, 
  Profession (soldier) +10, Spot +12, Tumble +12; 
  Improved Unarmed StrikeB, Stunning FistB, Alertness, 
  Weapon Focus (unarmed), Deflect ArrowsB, Improved 
  Grapple. 
   
  Possessions: potion of cure moderate wounds, bracers of 
  armor +2. 
   
  �Brotherhood Watcher: Male Suel human Mnk6; 
  Medium humanoid (human); CR 6; HD 6d8+6; hp 39; 
  Init +2; Spd 50 ft.; AC 17 (+2 Dex, +2 Wis, +1 class, +2 
  armor), touch 15, flat-footed 15; Base Atk/Grp +4/+6; 
  Atk +7 melee (1d6+2, unarmed); Full Atk +7 melee 
  (1d6+2, unarmed) or +6/6 melee (1d6+2, flurry of 
  blows); SA flurry of blows; SQ evasion, still mind, ki 
  strike (magic), slow fall (30 ft.), purity of body; AL LN; 
  SV Fort +6, Ref +7, Will +7; Str 14, Dex 15, Con 12, Int 
  12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +13, Jump +13, Listen +13, 
  Profession (soldier) +11, Spot +13, Tumble +13; 
  Improved Unarmed StrikeB, Stunning FistB, Alertness, 
  Weapon Focus (unarmed), Deflect ArrowsB, Improved 
  Grapple, Improved TripB, Snatch Arrows. 
   
  Possessions: potion of cure moderate wounds, bracers of 
  armor +2. 
   
  WAVE 3: 
  �Brotherhood 
  Slavemaster: 
  Male 
  Suel 
  human 
  Rgr4/Mnk4; Medium humanoid (human); CR 8; HD 
  8d8+8; hp 51; Init +3; Spd 40 ft.; AC 15, touch 15, flat-
  footed 12; Base Atk/Grp +7/+9; Atk +10 melee (1d8+2, 
  unarmed); Full Atk +10/5 melee (1d8+2, unarmed) or 
  +9/9/4 melee (1d8+2, flurry of blows); SA flurry of 
  blows, favored enemy (non-suel humans); SQ wild 
  empathy, combat style (two-weapon fighting), evasion, 
  still mind, animal companion, ki strike (magic), slow 
  fall (20 ft.); AL LE; SV Fort +9, Ref +11, Will +7; Str 14, 
  Dex 16, Con 12, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +14, Escape Artist +10, 
  Handle Animal +10, Jump +13, Listen +13, Spot +13, 
  Survival +13, Tumble +12; Improved Unarmed StrikeB, 
  Stunning FistB, Alertness, Weapon Focus (unarmed), 
  TrackB, Two-Weapon Fighting 
  B, Power Attack, 
  Combat ReflexesB, EnduranceB, Diehard. 
   
  Possessions: quaal’s feather token (whip), elixir of vision, 
  potion of barkskin +3, bracers of armor +1, elixir of fire breath, 
  potion of cure serious wounds, potion of aid. 
   
  Spells Prepared: (-/1; save DC 12 + spell level) 1st—
  longstrider. 
   
  �Bugbear Laborer: Male Bugbear Ftr1; Medium 
  humanoid; CR 3; HD 3d8+1d10+4; hp 23; Init +1; Spd 
  30 ft.; AC 14, touch 11, flat-footed 13; Base Atk/Grp 
  +3/+6; Atk +7 melee (1d8+3, morningstar) or +4 ranged 
  (1d6+3, 
  javelin); 
  Full 
  Atk 
  +7 
  melee 
  (1d8+3, 
  morningstar) or +4 ranged (1d6+3, javelin); SQ 
  darkvision (60 ft.), scent; AL LE; SV Fort +4, Ref +4, 
  Will +1; Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +6, Hide +4, Listen +4, Move 
  Silently +6, Spot +4; Alertness, Weapon Focus 
  (morningstar), Power Attack. 
   
  Possessions: morningstar, 3 javelin, studded leather. 
   
  WAVE 5: 
  �Fiendish Half-Green Dragon Ape: Large dragon 
  (augmented animal, extraplanar); CR 5; HD 4d10+15; 
  hp 37; Init +2; Spd 30 ft., climb 30 ft., fly 60 ft. 
  (average); AC 18, touch 11, flat-footed 16; Base Atk/Grp 
  +3/+16; Atk +11 melee (1d6+9, claw); Full Atk +11 
  melee (1d6+9, 2 claws) and +6 melee (1d8+4, bite); 
  Space/Reach: 10 ft./10ft.; SA breath weapon, smite 
  good; SQ low-light vision, scent, darkvision 60 ft., 
  resistance (cold and fire) 5, DR 5/magic, spell 
  resistance 9, immunity (acid, sleep and paralysis); AL 
  NE; SV Fort +7, Ref +6, Will +2; Str 29, Dex 15, Con 16, 
  Int 5, Wis 12, Cha 9. 
   
  Skills and Feats: Climb +24, Listen +8, Spot +8; 
  Alertness, Toughness.  
  Breath Weapon (Su): Once per day a half-green 
  dragon can breath a 30-foot cone of corrosive (acid) gas. 
  This deals 6d8 damage, and a successful Reflex save 
  (DC 15) halves the damage. 
  
  Red Tide 
   
  Page 45 
   
  Smite Good (Su): Once per day a fiendish creature 
  can make a normal melee attack to deal 4 extra points 
  of damage against a good foe. 
   
  WAVE 8: 
  �Half-Troll Brotherhood Guard: Male half-troll Suel 
  human Mnk8; Medium Giant; CR 10; HD 8d8+32; hp 
  75; Init +4; Spd 50 ft.; AC 21, touch 17, flat-footed 17; 
  Base Atk/Grp +6/+11; Atk +11 melee (1d10+5, 
  unarmed-claw) or +11 melee (1d6+2, bite); Full Atk 
  +11/6 melee (1d10+5, unarmed-claw) and +6 melee 
  (1d6+2, bite) or +10/10/5 melee (1d10+5, flurry of 
  blows); SA rend (2d10+7), flurry of blows; SQ fast 
  healing 5, scent, evasion, still mind, ki strike (magic), 
  slow fall (40 ft.), purity of body, wholeness of body; AL 
  LN; SV Fort +10, Ref +10, Will +8; Str 20, Dex 18, Con 
  18, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +15, Jump +21, Listen +9, 
  Spot +9, Tumble +15; Improved Unarmed StrikeB, 
  Stunning FistB, Power Attack, Cleave, Deflect ArrowsB, 
  Great Cleave, Improved TripB, Improved Sunder. 
   
  Possessions: ring of jumping. 
   
  Encounter 11 – Tower of Sorcery – Floor 1 
  �Half-Clay Golem Brotherhood Guard: Male half-clay 
  golem Suel human Mnk7; Medium Construct 
  (augmented humanoid); CR 10; HD 7d10+20; hp 66; 
  Init +1; Spd 50 ft. (can’t run); AC 21, touch 14, flat-
  footed 20; Base Atk/Grp +5/+11; Atk +12 melee (1d8+6 
  plus cursed wound, unarmed); Full Atk +12 melee 
  (1d8+6 plus cursed wound, unarmed) or +11/11 melee 
  (1d8+6 plus cursed wound, flurry of blows); SA flurry 
  of blows, berserk, cursed wound; SQ construct traits, 
  DR 10/adamantine and bludgeoning, haste, magic 
  immunity, evasion, still mind, ki strike (magic), slow 
  fall (30 ft.), purity of body, wholeness of body; AL LE; 
  SV Fort +5, Ref +6, Will +7; Str 23, Dex 12, Con —, Int 
  8, Wis 14, Cha 6. 
   
  Skills and Feats: Balance +13, Escape Artist +11, 
  Jump +18, Listen +14, Spot +14, Tumble +13; Improved 
  Unarmed StrikeB, Stunning FistB, Alertness, Weapon 
  Focus (unarmed), Deflect ArrowsB, Power Attack, 
  Improved DisarmB, Cleave. 
   
  Construct Traits: Darkvision 60 ft., low-light 
  vision, immunity (mind-affecting effects, poison, sleep 
  effects, paralysis, stunning, disease, death effects, 
  necromancy effects, any effect requiring a Fortitude 
  save unless it also works on objects or is harmless), 
  cannot heal, not subject to (critical hits, nonlethal 
  damage, 
  ability 
  damage, 
  ability 
  drain, 
  fatigue, 
  exhaustion, or energy drain), not affected by massive 
  damage, destroyed at 0 hit points or less, cannot be 
  raised or resurrected, no need to eat, sleep or breathe. 
   
  Cursed Wound (Ex): See Monster Manual, clay 
  golem entry.  
   
  Berserk (Ex): See Monster Manual, clay golem 
  entry.  
   
  Immunity to Magic (Ex): See Monster Manual, clay 
  golem entry.  
   
  Haste (Su): See Monster Manual, clay golem entry. 
   
  Encounter 13 – Tower of Sorcery – Floor 3 
  �Legendary Grigaur, Advanced: Huge outsider 
  (augmented magical beast, native) Bar3; CR 14; HD 
  12d8+3d12+180; hp 267; Init +2; Spd 50 ft.; AC 25, 
  touch 10, flat-footed 23; Base Atk/Grp +15/+40; Atk 
  +30 melee (3d6+17, claw); Full Atk +30 melee (3d6+17, 
  2 claws) and +28 melee (2d6+8, bite); Space/Reach: 20 
  ft./25 ft.; SA improved grab, rage (1/day); SQ 
  blindsight, scent, immunities, DR 5/-, fast healing 5, 
  reflective hide, uncanny dodge, trap sense +1; AL N; 
  SV Fort +26, Ref +14, Will +10; Str 45, Dex 15, Con 34, 
  Int 8, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +22, Hide +10*, Listen +5, 
  Move Silently +6, Spot +5; Alertness, Power Attack, 
  Improved Bull Rush, Awesome Blow, Improved 
  InitiativeB, MultiattackB, Fling Enemy, Cleave. 
   
  Rage (Ex): HD 12d10+3d12+210; hp 297; AC 23, 
  touch 8, flat-footed 21; Grapple +39; Atk +29 melee 
  (3d6+19, claw); Full Atk +29 melee (3d6+19, claw) and 
  +27 melee (2d6+9, bite); Fort +28, Will +12; Str 49, Con 
  38; Climb +24. Lasts for 17 rounds, usable once per day. 
   
  �Half-Fiend 
  Troll 
  Warrior: 
  Large 
  outsider 
  (augmented giant, extraplanar) Ftr6; CR 14; HD 
  6d8+6d10+108; hp 171; Init +4; Spd 30 ft., fly 30 ft. 
  (average); AC 19, touch 13, flat-footed 15; Base Atk/Grp 
  +10/+24; Atk +20 melee (1d6+12, claw); Full Atk +20 
  melee (1d6+12, 2 claws) and +18 melee (1d8+5, bite); 
  Space/Reach: 10 ft./10 ft.; SA rend (2d6+15), smite 
  good, spell-like abilities; SQ darkvision 90 ft., low-light 
  vision, regeneration 5, scent, immunity to poison, 
  resistance (acid, cold, electricity and fire) 10, DR 
  10/magic, SR 22; AL NE; SV Fort +19, Ref +8, Will +5; 
  Str 30, Dex 18, Con 28, Int 8, Wis 8, Cha 14. 
   
  Skills and Feats: Balance +8, Hide +4, Jump +21, 
  Listen +8, Knowledge (nature) +1, Move Silently +8, 
  Spot +8, Tumble +8; Alertness, Iron Will, Track, 
  Combat 
  ReflexesB, 
  Power 
  AttackB, 
  Multiattack, 
  Improved Bull RushB, Awesome Blow, Weapon Focus 
  (claw)B.  
   
  Smite Good (Su): Once per day a half-fiend creature 
  can make a normal melee attack to deal 12 extra points 
  of damage against a good foe.  
   
  Spell-like 
  Abilities: 
  3/day—darkness, 
  poison; 
  1/day—desecrate, unholy blight, contagion, blasphemy. 
  Caster Level 12th; save DC (12 + spell level). 
   
  �Shulassha: Large Outsider (augmented magical 
  beast, extraplanar) Clr9; CR 16; HD 8d10+9d8+136; hp 
  225; Init +4; Spd 60 ft., fly 120 ft. (good); AC 20, touch 
  13, flat-footed 16; Base Atk/Grp +14/+25; Atk +23 
  melee (1d8+10, horn); Full Atk +23 melee (1d8+10, 
  horn) and +15 melee (1d4+3, 2 hooves); Space/Reach: 
  10 ft./5 ft.; SA daylight, smite evil, turn undead 
  (12/day); SQ darkvision 60 ft., low-light vision, magic 
  circle against evil, spell-like abilities, immunity 
  (poison, disease, charm and compulsion), scent, wild 
  empathy, resistance (acid, cold, electricity) 10, DR 
  
  Red Tide 
   
  Page 46 
  10/magic, SR 27; AL NG; SV Fort +20, Ref +13, Will 
  +16; Str 24, Dex 19, Con 26, Int 12, Wis 26, Cha 28. 
   
  Skills and Feats: Jump +27, Knowledge (nature) +15, 
  Knowledge (the planes) +13, Listen +21, Move Silently 
  +19, Spot +21, Spellcraft +19, Survival +22*; Alertness, 
  Skill Focus (survival), Track, Eschew Materials, Still 
  Spell, Silent Spell.  
   
  Daylight (Su): Half-celestials can use a daylight 
  effect (as the spell) at will. 
   
  Smite Evil (Su): Once per day a half-celestial 
  creature can make a normal melee attack to deal 17 
  extra damage against an evil foe.  
  Spell-like Abilities: at will—detect evil; 3/day—cure 
  light wounds (caster level 5th), protection from evil, holy 
  aura; 1/day—cure moderate wounds (caster level 5th), 
  neutralize poison (caster level 8th, save DC 25), greater 
  teleport (only within native forest), bless, aid, cure serious 
  wounds, neutralize poison, holy smite, remove disease, dispel 
  evil, holy word, hallow, mass charm monster, summon 
  monster IX (celestials only). Caster level (unless 
  otherwise specified) 17th; save DC 19 + spell level. 
   
  Spells Prepared: (6/6+1/6+1/5+1/4+1/2+1; save DC 
  18 + spell level) 0—detect poison (2), guidance (4); 1st—
  bless water (2), calm animals*, remove fear (2), sanctuary (2); 
  2nd—aid (2), consecrate, lesser restoration (3), heat metal*; 
  3rd—create food and water, remove blindness/deafness (2), 
  remove curse (2), searing light*; 4th—neutralize poison, 
  restoration (3), summon nature’s ally IV*; 5th—break 
  enchantment, commune with nature*, true seeing] 
   
  *Domain Spell; Deity: Ehlonna; Domains: Animal 
  (speak with animals 1/day; Knowledge [nature] class 
  skill); Sun (Greater Turning 1/day). Shulassha is a half-
  celestial unicorn servant of Ehlonna. 
   
  Encounter Fourteen – Tower of Sorcery – Floor 
  Four 
  �Master Breeder: Male Suel human Wiz5/AcSk7; 
  Medium humanoid (human); CR 12; HD 12d4+36; hp 
  73; Init +6; Spd 30 ft.; AC 16, touch 13, flat-footed 14; 
  Base Atk/Grp +5/+4; Atk +4 melee (1d4-1/19-20, 
  dagger) or +7 ranged; Full Atk +4 melee (1d4-1/19-20, 
  dagger) or +7 ranged; Space/Reach: 5 ft./5 ft.; SA: spell-
  like abilities, fiendish glare (save DC 17), glare of the 
  pit; SQ summon familiar, darkvision (120 ft.), 
  resistance (fire and cold) 10; AL LE; SV Fort +10, Ref 
  +5, Will +12; Str 8, Dex 14, Con 16, Int 19, Wis 12, Cha 
  10. 
   
  Skills and Feats: Concentration +17, Craft (golem) 
  +19, Decipher Script +19, Knowledge (arcana) +19, 
  Knowledge (history) +13, Knowledge (the planes) +19, 
  Spellcraft +21; Scribe Scroll B, Combat Casting, Reach 
  Spell, Improved Initiative, Empower Spell B, Widen 
  Spell, Chain Spell B, Sanctum Spell, Iron Will.  
   
  Possessions: lesser metamagic rod of enlarge spell, bracers 
  of armor +1, potion of blur, potion of cure light wounds (2), 
  dusty rose prism ioun stone, necklace of fireballs (type IV). 
  Spell-like Abilities: 2/day—poison. Caster Level 
  16th; save DC 15 + spell level.  
   
  Spells Prepared: (4/5/4/4/3; save DC 14 + spell level; 
  caster level 8th) 0—acid splash, daze (2), ray of frost; 1st—
  [magic missile (3), shield, summon monster I]; 2nd—
  [levitate, reach touch of fatigue (2), scorching ray]; 3rd—
  [empowered magic missile (2), lightning bolt (2)]; 4th—
  [summon monster IV, enervation, widen burning hands]. 
  *All spells are cast as Sanctum Spells. 
   
  Spellbook: 0—all; 1st—shield, summon monster I, 
  magic missile, identify, burning hands, color spray, obscuring 
  mist, hold portal; 2nd—summon monster II, scorching ray, 
  levitate, ghoul touch; 3rd—summon monster III, lightning 
  bolt, suggestion, arcane sight; 4th—summon monster IV, 
  enervation, wall of fire, dimensional anchor. 
   
  �Brotherhood Arcanist of Earth: Male Suel human 
  Wiz5/Ele5 of Earth; CR 10; Medium humanoid 
  (human); HD 10d4+30; hp 61; Init +2; Spd 30 ft.; AC 13 
  (+2 Dex, +1 armor), touch 12, flat-footed 11; Base 
  Atk/Grp +4/+3; Atk +3 melee (1d4-1, dagger) or +6 
  ranged; Full Atk +3 melee (1d4-1, dagger) or +6 ranged; 
  Space/Reach: 5 ft./5 ft.; SQ summon familiar, 
  immunities (sleep, paralysis), resistance (acid) 10, 
  elemental focus +2, elemental penetration +1, 
  darkvision (60 ft.); AL LE; SV Fort +5, Ref +4, Will +9; 
  Str 8, Dex 14, Con 16, Int 17, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +16, Craft (golem) 
  +16, Decipher Script +11, Knowledge (arcana) +16, 
  Knowledge (nature) +15, Knowledge (the planes) +16, 
  Spellcraft +18; Scribe ScrollB, Endurance, Diehard, 
  Enlarge Spell, Energy Substitution (acid)B, Energy 
  Admixture (acid), Spell Focus (evocation).  
   
  Possessions: bracers of armor +1, arcane scroll of 
  scorching ray, arcane scroll of mage armor, light brown 
  elemental gem. 
   
  Spells Prepared: (4/5/5/4/3/2; save DC 13 + spell 
  level; save DC +2 for acid spells; save DC +1 for 
  evocation spells; save DC +3 for acid evocation spells) 
  0—acid splash (2), daze (2); 1st—shield, ray of enfeeblement, 
  acid substituted burning hands, enlarged acid splash; 2nd—
  web, acid substituted flaming sphere, flaming sphere, 
  blindness/deafness, scare; 3rd—acid substituted fireball, deep 
  slumber, stinking cloud; 4th—acid substituted shout (2), 
  stoneskin; 5th—acid substituted cone of cold, acid 
  admixtured burning hands.  
   
  Spellbook: 0—all; 1st—shield, summon monster I, 
  magic missile, burning hands, ray of enfeeblement; 2nd—
  web, flaming sphere, blindness/deafness, scare; 3rd—
  lightning bolt, deep slumber, stinking cloud, fireball; 4th—
  stoneskin, shout, rainbow pattern, fear; 5th—cone of cold, 
  symbol of pain, waves of fatigue, mind fog. 
   
  �Brotherhood Arcanist of Water: Male Suel human 
  Wiz5/Ele5 of Water; CR 10; Medium humanoid 
  (human); HD 10d4+30; hp 61; Init +2; Spd 30 ft.; AC 13 
  touch 12, flat-footed 11; Base Atk/Grp +4/+3; Atk +3 
  melee (1d4-1/19-20, dagger) or +6 ranged; Full Atk +3 
  melee (1d4-1/19-20, dagger) or +6 ranged; SQ summon 
  familiar, immunities (sleep, paralysis), resistance (cold) 
  10, elemental focus +2, elemental penetration +1, 
  darkvision 60 ft.; AL LE; SV Fort +5, Ref +4, Will +9; Str 
  8, Dex 14, Con 16, Int 17, Wis 12, Cha 8. 
  
  Red Tide 
   
  Page 47 
   
  Skills and Feats: Concentration +16, Craft (golem) 
  +16, Decipher Script +11, Knowledge (arcana) +16, 
  Knowledge (nature) +15, Knowledge (the planes) +16, 
  Spellcraft +18; Scribe ScrollB, Endurance, Diehard, 
  Enlarge Spell, Energy Substitution (cold)B, Energy 
  Admixture (cold), Spell Focus (evocation).  
   
  Possessions: bracers of armor +1, arcane scroll of 
  scorching ray, arcane scroll of mage armor, arcane scroll 
  of blur, potion of cure light wounds. 
   
  Spells Prepared: (4/5/5/4/3/2; save DC 13 + spell 
  level; save DC +2 for cold spells; save DC +1 for 
  evocation spells; save DC +3 for cold evocation spells) 
  0—ray of frost (2), daze (2); 1st—shield, ray of enfeeblement, 
  cold substituted burning hands (2); 2nd—web, cold 
  substituted flaming sphere, blindness/deafness (2), scare; 
  3rd—cold substituted fireball, deep slumber, stinking cloud; 
  4th—cold substituted shout (2), stoneskin; 5th—cone of cold, 
  mind fog.  
   
  Spellbook: 0—all; 1st—shield, summon monster I, 
  magic missile, burning hands, ray of enfeeblement; 2nd—
  web, flaming sphere, blindness/deafness, scare; 3rd—
  lightning bolt, deep slumber, stinking cloud, fireball; 4th—
  stoneskin, shout, rainbow pattern, fear; 5th—cone of cold, 
  symbol of pain, waves of fatigue, mind fog. 
   
  �Winged Insectile Brotherhood Guard: Winged male 
  Suel human Mnk8; Medium aberration (augmented 
  humanoid); CR 10; HD 8d8+16; hp 59; Init +6; Spd 50 
  ft., climb 50 ft., fly 70 ft. (perfect); AC 23 (+6 Dex, +4 
  Wis, +2 natural, +1 class), touch 21, flat-footed 17; Base 
  Atk/Grp +6/+8; Atk +9 melee (1d10+2, unarmed); Full 
  Atk +9/4 melee (1d10+2, unarmed) or +8/+8/+3 melee 
  (1d10+2, flurry of blows); SA flurry of blows; SQ 
  darkvision 60 ft., tremorsense 60 ft., wide vision (can’t 
  be flanked), evasion, still mind, ki strike (magic), slow 
  fall (40 ft.), purity of body, wholeness of body; AL LE; 
  SV Fort +6, Ref +11, Will +9; Str 14, Dex 22, Con 14, Int 
  12, Wis 18, Cha 10. 
   
  Skills and Feats: Balance +18, Escape Artist +17, 
  Listen +15, Sense Motive +15, Spot +19, Tumble +19; 
  Improved Unarmed StrikeB, Stunning FistB, Fly-by 
  Attack, Dodge, Deflect ArrowsB, Mobility, Improved 
  TripB, Weapon Focus (unarmed).  
   
  Possessions: potion of cure light wounds. 
  
  Red Tide 
   
  Page 48 
  APPENDIX 2: NEW RULES 
  NEW ITEMS 
  Staff of the Winds 
  This plain silver staff has control over certain aspects of 
  weather. The staff protects its bearer from electrical 
  effects, so long as the bearer is holding the staff. The 
  resist energy effect ends when all the charges, of which 
  there are 50 at creation, have been used up. This staff 
  cannot be recharged.  
  • 
  Resist Energy (electricity) (continuous, 3rd-level 
  caster) 
  • 
  Control Winds (2 charges) 
  • 
  Control Weather (4 charges) 
  (Strong Transmutation, Weak Abjuration) Market Price: 
  22,000 gp; Prerequisites: Caster Level 13th, Craft Staff, 
  Control Weather, Control Winds, Resist Energy. 
   
  Anklet of Restraint 
  This simple device uses an alarm spell to aid in the 
  capture of someone who tries to run away. Once the 
  target moves more than 300 ft. from the location in 
  which the Anklet was placed on them it begins to 
  produce a mental alarm in creatures within a 1-mile 
  radius. This alarm also provides a direction. 
  Market Price: 2,500 gp; Prerequisites: Craft Wondrous 
  Item, Alarm, Locate Object. 
  CREATURES 
  Changes to the Grigaur for D&D v3.5 
  The Grigaur, as presented in the Living Greyhawk 
  Journal #2, is not consistent with the revised version of 
  Dungeons and Dragons. Use the following entry instead: 
  Medium Magical Beast 
  Hit Dice: 4d10+12 (34 hp) 
  Initiative: +1 (Dex) 
  Speed: 40 ft. (8 squares) 
  Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-
  footed 14 
  Base Atk/Grp: +4/+8 
  Attack: Claw +8 melee (2d4+4) 
  Full Attack: 2 claws +8 melee (2d4+4) and bite +3 
  melee (1d6+2) 
  Space/Reach: 10 ft./15 ft.  
  Special Attacks: Improved Grab 
  Special Qualities: Blindsight, damage reduction 5/-, 
  immunities, scent 
  Saves: Fort +7, Ref +5, Will +2 
  Abilities: Str 19, Dex 13, Con 16, Int 6, Wis 12, Cha 8 
  Skills: Climb +6, Hide +3*, Listen +4, Move Silently +5, 
  Spot +4  
  Feats: Alertness. Power Attack  
  Environment: Any land  
  Organization: Solitary  
  Challenge Rating: 4  
  Treasure: None  
  Alignment: Usually Neutral  
  Advancement: 5-8 HD (Large); 9-12 HD (Huge) 
   
  Improved Grab (Ex): To use this ability, the 
  Grigaur must hit a Medium-size or smaller opponent 
  with a claw attack. 
   
  Blindsight (Ex): Grigaurs can ascertain all foes 
  within 60 feet as a sighted creature would. Beyond that 
  range, they treat all targets as totally concealed. 
  Grigaurs are susceptible to sound- and scent-based 
  attacks, and are affected normally by loud noises and 
  sonic spells (such as ghost sound or silence) and 
  overpowering odors (such as stinking cloud or incense-
  heavy air). Negating a grigaur’s sense of smell or 
  hearing reduces this ability to normal Blind-Fight (as 
  the feat). If both are defeated, the grigaur is effectively 
  blinded. 
   
  Immunities: Grigaurs are immune to gaze attacks, 
  visual effects, illusions and other attack forms that rely 
  on sight. 
   
  Skills: Grigaurs get a +4 racial bonus to Move 
  Silently checks. *In areas of natural earth, they get a +4 
  bonus to Hide checks. 
   
   
  Changes to the Dakon for D&D v3.5 
  The Dakon, as presented in the Living Greyhawk Journal 
  #5, is not consistent with the revised version of 
  Dungeons and Dragons. Use the following entry instead: 
   
  
  Red Tide 
   
  Page 49 
  Medium humanoid 
  Hit Dice: 1d8+1 (5 hp) 
  Initiative: +2 (Dex) 
  Speed: 30 ft. (6 squares), climb 30 ft. 
  Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-
  footed 12 
  Base Atk/Grp: +1/+5 
  Attack: Slam +5 melee (1d3+4) 
  Full Attack: 2 slams +5 melee (1d3+4)  
  Space/Reach: 5 ft./ 5 ft.  
  Special Attacks: — 
  Special Qualities: scent 
  Saves: Fort +3, Ref +2, Will +3 
  Abilities: Str 18, Dex 15, Con 12, Int 11, Wis 12, Cha 11 
  Skills: Balance +6, Climb +12, Hide +4, Jump +4, Listen 
  +3, Sense Motive +5  
  Feats: Iron Will  
  Environment: Temperate and warm forest, hill and 
  mountain  
  Organization: Company (3-12) or tribe (10-40)  
  Challenge Rating: 1/2  
  Treasure: Standard 
  Alignment: Usually Lawful Neutral  
  Advancement: By Character Class 
  Skills: Dakon have a +4 racial bonus to Balance and 
  Sense Motive. They also have a +8 racial bonus on 
  climb checks and may always take 10 on a climb check. 
   
  The above statistics block is a 1st level warrior 
  Dakon. Dakon have a favored class of wizard. 
   
  TEMPLATES 
  Half-Golem (Monster Manual II) 
  Half-golems are the result of good-intentioned actions 
  taken too far. While the application of a poultice 
  infused with curative herbs or the casting of a spell can 
  save the life of an injured or diseased person, only 
  powerful magic can replace a missing limb. Such magic 
  is often beyond the reach of an ordinary person 
  working in a quarry or a mill, or scything a field of 
  grain, who suffers the loss of one or more limbs. 
  Arcane artisans applied their knowledge of golem 
  construction to come up with a way to restore such a 
  person to wholeness. While the initial results where 
  promising, there was a limit to the effectiveness of the 
  technique—many people who received one or more 
  limbs through this process proved unable to withstand 
  the trauma of the transformation and became 
  permanently evil as a result. Individuals of evil intent 
  now exploit this limitation, purposely creating 
  ravening, unholy crosses between living being and 
  golems. 
   
  Construction 
  There are two steps to making a half-golem. The first is 
  constructing the limbs, and the second is attaching the 
  limbs. 
   
  Molding a limb from clay, preparing one from 
  flesh, carving it from stone or forging it from iron 
  requires an appropriate skill (see the specific half-
  golem descriptions for details) and can be done by 
  anyone. Infusing a formed limb with magic requires 
  the Craft Wondrous Item and Craft Magic Arms and 
  Armor feats. It takes one month to complete the 
  magical rituals. The creator must labor for at least 8 
  hours each day in a specially prepared laboratory or 
  workroom.  
   
  The chamber is similar to an alchemist’s laboratory 
  and costs 500 gp to establish. 
   
  When not working on the rituals, the creator must 
  rest and can perform no other activities, just as if he or 
  she were creating a golem. As with a golem, if the 
  creator is personally constructing the limbs, he or she 
  can perform the building and the rituals together. 
   
  Once created, the limbs are treated as spell 
  completion items. Any character capable of casting the 
  appropriate level of spell (see specific descriptions) can 
  attach a limb. All that is left to do is perform the final 
  gestures and speak the words needed to imbue the 
  limb with magic. A;; the limbs to be attacked to a 
  particular body must be of the same type—it’s not 
  possible, for instance, to attach a limb made of iron to a 
  half-golem that already has a new limb made of stone. 
  Any attempt automatically fails, leaving the second 
  type of limb unattached. 
   
  The Danger 
  Each time a limb is attached to his or her body, the 
  recipient makes a Will save. The DC of the save varies 
  according to the number of new limbs the character 
  has received. 
   
  Save DC 
  First New Limb 
  15 
  Second New Limb 
  19 
  Third New Limb 
  25 
  Fourth New Limb 
  33 
  Fifth New Limb 
  43 
  Sixth New Limb 
  55 
   
   A character who succeeds at all the saves he or she is 
  required to make takes on the attributes of a half-golem 
  as described below—except that the character retains 
  his or her alignment, gains a +4 bonus to Constitution, 
  and does not change type or gain construct traits. As 
  soon as the character fails one of the required saves, he 
   
  Flesh 
  Clay 
  Stone 
  Iron 
  Natural Armor 
  +5 
  +7 
  +9 
  +11 
  Special Attacks 
   
  Cursed Wounds 
  Slow 
  Breath Weapon 
  Damage Reduction 
  5/adamantine 
  10/adamantine and bludgeoning 
  10/adamantine 
  15/adamantine 
  Special Qualities 
  Berserk 
  Berserk, Haste 
   
   
  Strength 
  +6 
  +8 
  +10 
  +12 
  Magic Immunity 
  As flesh golem 
  As clay golem 
  As stone golem 
  As iron golem 
  
  Red Tide 
   
  Page 50 
  or she becomes a half-golem of neutral evil alignment. 
  The character then has no Constitution score and the 
  character’s type changes to construct, granting him or 
  her construct traits. A neutral evil half-golem retains 
  the memories and knowledge of its former life, but its 
  personality 
  becomes 
  murderous 
  and 
  cruel. 
  It 
  demonstrates the hatred of flesh creatures common to 
  elementals, and it seeks methods appropriate to its 
  class to slaughter as many flesh creatures as possible. 
  Creating a Half-Golem 
   “Half-golem” is a template that can be added to any 
  animal, beast, giant, humanoid creature, magical beast, 
  or monstrous humanoid (referred to hereafter as the 
  character). There is no minimum level or Hit Dice 
  requirement to become a half-golem. The character’s 
  type changes to construct once a Will save is failed. 
  Each half-golem takes on the characteristics of a 
  particular type of golem (flesh, clay, stone, or iron) as 
  described later in this section 
  A half-golems abilities are primarily those of the 
  character, with the following exceptions. 
  Hit Dice: The character gains bonus hit points 
  according to his size: one-half the bonus construct hit 
  points for his size if he keeps his original type, or all 
  the bonus hit points if he is now a construct.  
  Initiative: Same as character –1, to account for the half-
  golem’s reduced Dexterity (see Abilities, below). 
  Speed: Same as character, but a half-golem cannot run. 
   AC: A half-golem replaces any natural armor bonus it 
  may have with a new natural armor bonus (see the 
  table below). The change to Dexterity (see Abilities, 
  below) also affects the half-golem’s Armor Class. 
  Attacks: Same as character. 
  Damage: Same as character. 
  Space/Reach: Same as character. 
   Special Attacks: Same as character (and see the table 
  below). 
  Special Qualities: Same as character; plus construct 
  traits (upon a failed will save), damage resistance (see 
  table below), and others by type (see table below). 
  Saves: A half-golem gains a +2 racial bonus on 
  Fortitude saves; otherwise same as character. 
  Abilities: Half-golems have –2 Dex, +4 Con (or no Con 
  upon a failed Will save), –6 Int, +0 Wis, and –6 Cha. 
  Strength varies by type (see the table below). The 
  number of limbs attached does not alter a half-golem’s 
  Strength score. 
   Skills: Same as character, modified by new ability 
  modifiers. The drop in Intelligence does not 
  retroactively remove skill points spent. 
  Feats: Same as character. 
  Climate/Terrain: Same as character. 
  Organization: Solitary, pair, or squad (5-20). 
  Challenge Rating: Same as character +3. 
  Treasure: Standard. 
  Alignment: Same as character (if all Will saves 
  succeed) or always neutral evil (if any Will save fails). 
  Advancement: By character class. 
  Combat 
  A half-golem fights as the character from which it is 
  created. Half-golems are usually straightforward, 
  unsubtle combatants that rely on their great strength 
  to win the day. They rarely use teamwork or 
  cooperation, even when banded together. 
  Construct Traits: A half-golem is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effect that requires a Fortitude save unless it also works 
  on objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage. It cannot heal 
  itself but can be healed through repair. It cannot be 
  raised or resurrected. A half-golem has darkvision (60-
  foot range). 
  Magic Immunity (Ex): A half-golem is immune to any 
  spell or spell-like ability that allows spell resistance. In 
  addition, certain spells and effects function differently 
  against the creature, as noted in the appropriate golem 
  descriptions (see MONSTER MANUAL). 
   
  Half-Golem Characters 
  Half-golem characters are shunned by society, so they 
  either seek revenge against the world around them or 
  retreat from it. Those who seek revenge generally 
  become fighters or rogues. Thos who retreat from it 
  become barbarians, rangers, or druids. A rare few 
  become, or remain, evil clerics. 
   
  Flesh Half-Golem 
  A flesh half-golem is a tortured soul whose 
  replacement limbs were stolen from the dead. Flesh 
  golem’s replacement limbs are rudely stitched to their 
  bodies and may have a different skin color or texture 
  from the rest of character’s skin. 
  Berserk (Ex): See MONSTER MANUAL.  
  Construction 
  The pieces of a flesh golem must come from corpses of 
  the same size and type as the recipient (for instance, a 
  Medium-size humanoid character cannot use Small 
  animal limbs). The limbs must not have decayed 
  significantly. “Construction” of the limb requires a 
  successful Craft (leatherworking) or Heal check (DC 
  20). The rituals cost 10,000 gp and 200 XP and require 
  bull’s strength and geas/quest. Attaching the limb requires 
  the ability to cast 6th-level arcane spells.  
  Clay Half-Golem 
  A clay half-golem has a grotesquely distorted 
  musculature, such as an oversize chest, arms attached 
  by thick knots of muscle at the shoulder, stubby 
  fingers, or arms that hang to the ground. Its features 
  often appear partially melted. Typically it drips bits of 
  clay, and its slimy replacement “flesh” coats its 
  weapons. 
  Cursed Wound (Ex): See MONSTER MANUAL. 
  Berserk (Ex): See MONSTER MANUAL.  
  Haste (Su): See MONSTER MANUAL. 
  Construction 
  
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  A clay limb must be sculpted from a single block of 
  clay weighing at least 100 pounds. The sculpting 
  requires a successful Craft (sculpting) or Profession 
  (Mason) check (DC 20). The rituals cost 12,000 gp and 
  240 XP and require animate object and geas/quest. 
  Attaching the limb requires the ability to cast 6th-level 
  divine spells. 
   
  Stone Half-Golem 
  A stone half-golem drags thick limbs of roughly 
  chiseled stone, stylized to suit its creator. For example, 
  one might appear armored, have a particular symbol 
  carved into it, or have designs worked into it. The 
  limbs may be of different types of stone. 
  Slow (Su): See MONSTER MANUAL. 
  Construction 
  A stone limb must be chiseled from a single block of 
  stone weighing at least 300 pounds. The carving 
  requires a successful Craft (stoneworking) check (DC 
  20). The rituals cost 16,000 gp and 320 XP and require 
  geas/quest and stone to flesh. Attaching the limb requires 
  the ability to cast 6th-level arcane spells. 
  Iron Half-Golem 
  The limbs of an iron half-golem appear bolted or 
  riveted to the flesh. Irregular and haphazard iron plates 
  join flesh and metal limbs. The limbs can be fashioned 
  in any manner, just like those of a stone half-golem, 
  although they usually appear armored. They are much 
  smoother than those of a stone half-golem. 
  Breath Weapon (Su): See MONSTER MANUAL. 
  Construction 
  An iron limb is sculpted from 500 pounds of pure iron. 
  The 
  sculpting 
  requires 
  a 
  successful 
  Craft 
  (armorsmithing) or Craft (weaponsmithing) check (DC 
  20). The rituals cost 20,000 gp and 400 XP and require 
  cloudkill and geas/quest. Attaching the limb requires the 
  ability to cast 6th-level arcane spells. 
   
  Half-Troll (Fiend Folio) 
  Trolls, as a rule, breed only with those of their own 
  kind. But from time to time, a troll in rut finds itself 
  without a mate. At such times, many trolls wander into 
  territories of other creatures in a nearly blind state of 
  lust. Such trolls are often less particular about their 
  choice of mates, willing to make an attempt with 
  whatever creature they encounter. 
   
  At other times, trolls might breed with 
  polymorphed 
  or 
  otherwise 
  magically 
  altered 
  spellcasters or other creatures in disguise, hoping to 
  cause just the sort of crossbreed such a union 
  inevitably 
  produces. 
  Some 
  less 
  scrupulous 
  practitioners of the arcane mysteries have, at times, 
  taken captive trolls and bred them forcibly with other 
  creatures, hoping to produce a new breed of powerful, 
  resilient, yet easily controlled minion. 
   
  A half-troll is typically much tougher than a 
  member of its nontroll parent race. It gains much of 
  the troll’s natural ability to shrug off damage; its 
  superior strength, quickness, and hardiness; and some 
  of the natural weaponry that makes trolls so fearsome. 
  Half-trolls also inevitable find that they adopt some of 
  their troll parents’ less desirable qualities as well. 
  Greenish skin, an elongated snout, knobby dermal 
  growths, and an insatiable hunger for raw flesh are 
  only a few of these. Half-trolls typically have longer 
  limbs than their nontroll parents—a trait especially 
  obvious in humanoid, giant, and monstrous humanoid 
  half-trolls. 
   
  The Half-Troll Template 
  "Half-troll" is an inherited template that can be added 
  to any animal, dragon, fey, giant, humanoid, magical 
  beast, monstrous humanoid or outsider (referred to 
  hereafter as the base creature). The creature’s type 
  becomes giant, and a half-troll with an outsider as the 
  base creature also gains the Extraplanar subtype. The 
  half-troll uses all the base creature’s statistics and 
  special abilities except as noted here. 
  AC: Natural armor improves by +4. 
  Attacks: Same as base creature. 
  Damage: Half-trolls have bite and claw attacks. If the 
  base creature does not have these attack forms, use the 
  appropriate damage values based on the half-troll’s size 
  (see the table below). Otherwise, use the values from 
  the table or the base creature’s damage, whichever is 
  greater. 
  Size 
  Bite Damage 
  Claw Damage 
  Fine 
  1 
  — 
  Diminutive 
  1d2 
  1 
  Tiny 
  1d3 
  1d2 
  Small 
  1d4 
  1d3 
  Medium 
  1d6 
  1d4 
  Large 
  1d8 
  1d6 
  Huge 
  2d6 
  1d8 
  Gargantuan 
  2d8 
  2d6 
  Colossal 
  4d6 
  2d8 
   
  Special Attacks: A half-troll retains all the special 
  attacks of the base creature. Half-trolls also gain two 
  claw attacks (or the base creature’s number of claw 
  attacks, whichever is higher) and the special ability to 
  rend. 
  Rend (Ex): If a half-troll hits with two or more claw 
  attacks against the same opponents, it latches onto the 
  opponent’s body and tears the flesh. This attack 
  automatically deals an additional amount of damage 
  based on the half-troll’s size (see the table below). A 
  half-troll adds 1 1/2 times its Strength modifier to this 
  base rend damage. 
  Size 
  Rend Damage 
  Fine 
  — 
  Diminutive 
  1d2 
  Tiny 
  2d2 
  Small 
  2d3 
  Medium 
  2d4 
  Large 
  2d6 
  Huge 
  2d8 
  Gargantuan 
  4d6 
  Colossal 
  4d8 
  
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  Special Qualities: A half-troll has all the special 
  qualities of the base creature, plus darkvision with a 
  range of 60 feet, fast healing 5, and scent. 
  Fast Healing (Ex): A half-troll heals 5 points of damage 
  each round so long as it has at least 1 hit point. Fast 
  healing does not restore hit points lost from starvation, 
  thirst, or suffocation, and it does not allow a half-troll 
  to regrow or reattach lost body parts. 
  Scent (Ex): A half-troll can detect approaching enemies, 
  sniff out hidden foes, and track by sense of smell. 
  Abilities: Adjust from the base creature as follows: Str 
  +6, Dex +2, Con +6, Int –2, Cha –2. 
  Skills: A half-troll has skill points equal to (2 + its Int 
  modifier, minimum 1) x (its Hit Dice +3). Treats skills 
  possessed by the base creature as class skills and other 
  skills as cross-class. If the creature has a class, it gains 
  skill points for class levels normally. 
  Feats: Half-trolls gain feats normally. They tend to 
  favor feats that take advantage of their strength, such as 
  Power Attack and Cleave, or feats that offset their 
  natural weaknesses, such as Iron Will. 
  Climate/Terrain: Same as base creature or any land, 
  aquatic or underground. 
  Organization: Same as base creature or solitary. 
  Challenge Rating: Same as base creature +2 
  Alignment: Usually chaotic neutral or chaotic evil. 
  Level Adjustment: +4. 
  Half-Scrag 
  Scrags, or aquatic trolls, often suffer the same urges or 
  are the subject of the same experiments as their 
  landbound relatives. Half-scrags have the same 
  adjustments as those detailed above for half-trolls, but 
  with the following additional changes: 
   
  A half-scrag’s land speed is reduced by 5 feet, and 
  it has a swim speed of 20 feet. Its fast healing ability 
  works only if it is immersed in water. 
   
  Insectile (Savage Species) 
  Insectile creatures possess the multiple limbs and eyes 
  of vermin, as well as the hard, chitinous shells shared 
  by so many vermin. Despite their alien appearance, 
  insectile creatures are often welcome among other 
  races because of their industrious nature. Insectile 
  creatures often worship Lolth, the most insectlike of 
  the deities, but they also worship the god of humans. 
   
  An Insectile creature is of average height and 
  weight for the base creature from which it is derived. 
  Its chitin may be of any color, but the most common 
  shades are black, green, tan, or yellow. Ridges, bumps, 
  spots, and stripes all serve to differentiate insectile 
  nations from each other. 
  An insectile creature speaks the same languages as 
  the base creature, and a large number of the speak 
  Terran or Undercommon in addition. 
   
  Creating an Insectile Creature 
  "Insectile" is an inherited template that can be added to 
  any giant, humanoid, or monstrous humanoid 
  (referred to hereafter as the base creature). An insectile 
  creature is a biped, and it gains four more arms. It has 
  all the base creature’s characteristics except as noted 
  here. 
  Size and Type: The creature’s type changes to 
  Aberration. 
  Speed: An insectile creature gains a climb speed equal 
  to its land speed. 
  AC: Because of the insectile creature’s chitinous shell, 
  the base creature’s natural armor bonus increases by +2. 
  Attacks: Despite having six arms, insectile creatures 
  gain no additional attacks. 
  Special 
  Qualities: 
  An 
  insectile 
  creature 
  gains 
  darkvision (60-foot range) if it did not already have it, 
  as well as tremorsense and wide vision. 
  Tremorsense 
  (Ex): 
  An 
  insectile 
  creature 
  can 
  automatically sense the location of anything within 60 
  feet that is in contact with the ground. 
  Wide Vision (Ex): Because of its multiple eyes and wide 
  angle of vision, an insectile creature has a +4 racial 
  bonus on spot checks and cannot be flanked. 
  Abilities: +4 Dex, +2 Wis. 
  Climate/Terrain: Same as base creature but never 
  aquatic. 
  Challenge Rating: Base creature’s CR +1 
  Level Adjustment: +2. 
   
  Monster of Legend (Monster Manual II) 
  A monster of legend is a creature chosen by a god to 
  perform an appointed task. The creature is imbued 
  with divine abilities and great strength to better 
  accomplish its goal. A monster of legend is a unique 
  creature and considered to be an archetype for 
  creatures of the same kind. The divinely enhanced 
  creatures are often set to guard artifacts or planar 
  portals. 
   
  Monsters of legend are highly dangerous 
  creatures. They are stronger, tougher, and fiercer than 
  their normally encountered kin. Most have potent 
  attack forms, and special qualities that mark then as 
  having been touched by divine forces. Monsters of 
  legend are rarely encountered by chance. They leave 
  their lairs only when on divine missions or when 
  exacting revenge on those who threaten their divine 
  missions. 
   
  Creating a Monster of Legend 
  "Monster of legend" is a template that can be added to 
  any animal, beast, magical beast, or monstrous 
  humanoid (hereafter referred to as the base creature). 
  The creature's type changes to outsider (native). It has 
  all the base creature's attributes, except as noted here. 
  Hit Dice: all of the base creature's Hit Dice increases to 
  d8s (if smaller than d8, otherwise, same as base 
  creature). 
  Speed: Same as base creature. 
  AC: Base creature's natural armor bonus improves by 
  +5 
  Attacks: Same as base creature. 
  Damage: Same as base creature or as indicated on the 
  table below, whichever is greater. 
  
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  Size 
  Slam 
  Bite 
  Claw 
  Gore 
  Fine 
  1 
  1 
  — 
  — 
  Diminutive 
  1d2 
  1d2 
  1 
  — 
  Tiny 
  1d3 
  1d3 
  1d2 
  1 
  Small 
  1d4 
  1d4 
  1d3 
  1d2 
  Medium 
  1d6 
  1d6 
  1d4 
  1d3 
  Large 
  1d8 
  1d8 
  1d6 
  1d4 
  Huge 
  2d6 
  2d6 
  1d8 
  1d6 
  Gargantua
  n 
  2d8 
  2d8 
  2d6 
  1d8 
  Colossal 
  4d6 
  4d6 
  2d8 
  2d6 
   
  Special Attacks: A monster of legend retains the base 
  creature's extraordinary, supernatural, and spell-like 
  abilities. In addition, it gains one of the following 
  special attacks: 
   
  Breath Weapon (Su): Every 1d4 rounds, the monster 
  of legend can use a breath weapon (15-foot cone, 3d6 
  damage). Choose one of the following energy types: 
  acid, fire, lightning, or cold. A target can make a Reflex 
  save (DC 10 + 1/2 monster of legend's Hit Dice + 
  monster of legend's Constitution modifier) for half 
  damage. 
   
  Frightful Presence (Ex): When a monster of legend 
  makes a loud sound (a roar, growl, or other sound 
  appropriate to its form), it inspires terror in all 
  creatures within 20 feet that have fewer Hit Dice or 
  levels than it has. Each potentially affected opponent 
  must succeed at a Will save (DC 10 + 1/2 monster of 
  legend's Hit Dice + monster of legend's Charisma 
  modifier) or become shaken--a condition that lasts 
  until the opponent is out of range. A successful save 
  leaves that opponent immune to that monster of 
  legend's frightful presence for 24 hours. 
  Poison (Ex): A monster of legend delivers its poison 
  with each successful bite attack. A target that succeeds 
  at a Fortitude save (DC 10 + 1/2 the monster of legend's 
  Hit Dice + the monster of legend's Constitution 
  modifier) does not take poison damage from that 
  particular attack. The initial and secondary damage is 
  the same: 1d6 points of Strength damage. 
   
  Raging Blood (Su): Choose whether the monster of 
  legend has acid, fire, or electricity in its blood. Each 
  time damage is dealt to the creature with a piercing or 
  slashing attack, its blood sprays outward in a 5' cone, 
  dealing 1d4 points of damage of the selected energy 
  type to all within range (no saving throw). A monster 
  of legend is not harmed by its own blood. 
  Spells: the monster of legend casts divine spells from 
  the cleric list and from the Protection, Strength, and 
  War domains as a 5th level cleric (save DC 10 + spell 
  level + the monster of legend's Wisdom modifier). It 
  does not gain extra domain spell slots for these 
  domains as a cleric would. 
   
  Special Qualities: A monster of legend retains the 
  base creature's extraordinary, supernatural, and spell-
  like abilities. In addition, it gains two of the following 
  special qualities. 
   
  Damage Reduction (Su): 10/magic 
   
  Enhanced Attributes (Ex): The save DC for each of 
  the monster of legend's special attacks, spells, and 
  spell-like abilities increases by +4 
   
  Fast Healing (Ex): A monster of legend regains lost 
  hit points at the rate of 5 per round. Fast healing does 
  not restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the monster of 
  legend to regrow or reattach lost body parts. 
  Greater Damage (Ex): Damage dice for the creature's 
  natural attacks are increased by one die type, as 
  indicated on the table below. 
  Old Damage 
  New Damage 
  — 
  1 
  1 
  1d2 
  1d2 
  1d3 
  1d3 
  1d4 
  1d4 
  1d6 
  1d6 
  1d8 
  1d8 
  2d6 
   
  Haste (Su): the creature is supernaturally quick. It 
  always acts as if affected by a haste spell. 
  Immunities (Ex): The creature is immune to two of the 
  following effects: acid, electricity, fear, poison, 
  polymorphing, or mind-affecting effects. 
  Reflective Hide (Su): the creature has a silvery sheen to 
  its skin and is permanently protected by a spell turning 
  effect. 
  Regrow Limbs (Ex): If the creature loses a limb, head, or 
  body part, a new one grows in 1 round. A monster of 
  legend with this ability cannot be slain by a vorpal 
  weapon's head severing ability. 
  See in Darkness (Su): the creature can see perfectly in 
  darkness of any kind, even that created by deeper 
  darkness spells. 
  Spell resistance (Su): the creature has spell resistance 
  equal to 10 + 1/2 monster of legend's Hit Dice. 
  Subtype (Ex): the creature has one of the following 
  subtypes: cold or fire. 
  Saves: Each of the creature's base saves increases by +3 
  Abilities: Increase from the base creature as follows: 
  Str +10, Dex +6, Con +10, Int +2, Wis +2, Cha +4. 
  Skills: A monster of legend has skill points as the base 
  creature, adjusted for its increased Intelligence score. 
  Its class skills are as the base creature. 
  Feats: a monster of legend gains Improved Initiative 
  and Multiattack as bonus feats. 
  Climate/Terrain: Same as base creature. 
  Organization: Same as base creature. 
  Challenge Rating: Same as base creature +2 
  Treasure: Same as base creature. 
  Alignment: Same as base creature. 
  Advancement: Same as base creature. 
  Monsters of Legend can be raised, reincarnated, or 
  resurrected normally. 
   
  Winged (Savage Species) 
  Winged creatures are avian monsters that generally 
  prefer to live in mountainous and heavily forested 
  regions. Some possess feathered wings, some possess 
  
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  Page 54 
  leathery wings and still others possess insect wings. 
  The type of wings is no indication of alignment, 
  sophistication, or attitude. Intelligent winged creatures 
  tend to revere Bahumat and Obad-hai for their control 
  over air. 
   
  A 
  winged 
  creature 
  appears 
  as 
  a 
  normal 
  representative of the base creature, with the addition of 
  a pair of wings on its backs. Intelligent winged folk 
  may be primitive tribes, nomadic wanderers, or as 
  culturally sophisticated as elves. 
   
  Winged creatures, if they possess the gift of 
  language, speak the languages of their base creatures, 
  plus Auran. 
  Creating a Winged Creature 
   "Winged" is an inherited template that can be added to 
  any animal, giant, humanoid, magical beast, monstrous 
  humanoid or vermin (referred to hereafter as the base 
  creature) that does not already have a fly speed. A 
  winged 
  creature 
  has 
  all 
  the 
  base 
  creature’s 
  characteristics except as noted here. 
  Size and Type: Giants and monstrous humanoids do 
  not change types. Animals and vermin become magical 
  beasts, and humanoids become monstrous humanoids. 
  Speed: A winged creature gains a fly speed equal to its 
  land speed plus 20 feet. Maneuverability is based on 
  the winged creature’s Dexterity, as shown on the 
  following table. 
  Maneuverability 
  Required Dexterity 
  Perfect 
  17 
  Good 
  15 
  Average 
  11 
  Poor 
  7 
  Clumsy 
  6 or lower 
   
  Abilities: +4 Dex, +2 Wis. 
  Climate/Terrain: Any mountain or forest. 
  Challenge Rating: Base creature’s CR +1. 
  Level Adjustment: +2. 
   
  PRESTIGE CLASSES 
  Acolyte of the Skin (Tome and Blood) 
  “No pain, no gain.” 
   The temptation of power drives some people to 
  extreme lengths, regardless of the consequences. 
  Replacing your own skin with that of a living demon is 
  a goal that most couldn’t even conceive of, let alone 
  consider. But this ghastly fate is exactly what some 
  spellcasters seek in their desperate quest. 
   
  The Ritual of Bonding is a blasphemy that was 
  long ago eradicated from most arcane libraries, but a 
  few barely legible copies survive—or at least references 
  thereto—along with promises of great power. 
  Spellcasters who happen upon such documents can 
  choose to destroy or ignore the find, but the 
  temptation has already occurred. Those who give in 
  can eventually stumble upon the complete ritual, 
  usually through extended contact with one or more 
  summoned fiends who are all too eager to share their 
  terrible knowledge. 
   
  Acolytes of the skin are ill-suited to any position 
  other than one that wields temporal power. Although 
  NPC acolytes may sometimes serve more powerful evil 
  characters as sinister captains, they would rather be 
  calling the shots. They prefer to remain safely 
  ensconced in well-defended fortresses of evil, though 
  sometimes an acolyte may lead an expedition to 
  retrieve a rumored tome of evil arcane magic or other 
  artifact of malign power. 
  Hit Die: d4. 
  Requirements 
  To qualify to become an acolyte of the skin, a character 
  must fulfill all the following criteria. 
  Alignment: Any nongood. 
  Knowledge (The Planes): 8 ranks. 
  Spells: Ability to cast 3rd-level arcane spells. 
  Special: The acolyte of the skin must have made 
  peaceful contact with a summoned evil outsider. 
   
  Class Skills 
  The acolyte of the skin’s class skills (and the key ability 
  for each skill) are Concentration (Con), Craft (Int), 
  Intimidate (Cha), Knowledge (Int), Profession (Wis), 
  Spellcraft (Int). See the PLAYER’S HANDBOOK for skill 
  descriptions. 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the acolyte of the 
  skin prestige class. 
  Weapon and Armor Proficiency: Acolytes of the skin 
  gain no additional proficiency in any weapon or armor. 
  Spells per Day: At every second level gained in the 
  acolyte of the skin class, the character gains new spells 
  per day as if he had also gained a level in a spellcasting 
  class he belonged to before adding the prestige class. 
  He does not, however, gain any other benefit a 
  character of that class would have gained (improved 
  chance of controlling or rebuking undead, metamagic 
  or item creation feats, hit points beyond those he 
  receives from the prestige class, and so on), except for 
  the increased effectiveness of spellcasting. If a 
  character had more than one spellcasting class before 
  becoming an acolyte of the skin, he must decide to 
  which class he adds the new level for purposes of 
  determining spells per day. 
  Wear Fiend (Su): An acolyte of the skin summons the 
  essence of a fiend to himself and wears it like a second 
  skin. The Ritual of Bonding is painful and not to be 
  undertaken lightly. The ritual requires 10 rounds from 
  initiation to completion, and once begun, nothing can 
  halt its progress. The fiendish essence subsumes the 
  caster’s own skin, and agonizing process that deals 1d4 
  points of damage each round of the ritual—wise 
  candidates keep some cure potions on hand. 
  At the end of the rite, the acolyte’s skin sports an oily, 
  almost unnoticeable sheen. However, as he gains 
  additional levels of the prestige class his skin darkens, 
  sprouts spikes, and gradually gives the wearer a 
  fiendish visage. The fiendish essence also begins to 
  whisper foul secrets to its wearer, urging him to evil. 
  
  Red Tide 
   
  Page 55 
  (The wearer may accept or ignore this advice according 
  to his temperament.) 
  The bonded fiendish skin is for all intents and 
  purposes the character’s own. It grants the acolyte a +1 
  natural armor bonus, a +2 inherent modifier to 
  Dexterity, 60-foot darkvision, and the spell-like ability 
  poison once per day as cast by a 16th-level caster. 
  The DM determines the actual nature of the skin, be it 
  demonic, devilish, or some other fiendish creature. 
  Flame Resistant (Ex): At 2nd level, the fiendish skin 
  binds tighter, granting the acolyte fire resistance 10. 
  Fiendish Glare (Su): At 3rd level, the acolyte of the 
  skin gains the supernatural ability to unnerve 
  opponents with a ferocious glare once per day. This is 
  not a gaze attack, and the target need not meet the 
  acolyte’s eye. Glaring is a standard action that affects 
  any creature he can see within 100 feet. Opponents 
  must succeed at a Will save (DC 10 + class level) or be 
  appalled by the terrible promise of retribution in the 
  acolyte’s eyes, suffering a –2 morale penalty to attack 
  rolls, damage rolls, and saving throws for 10 minutes. A 
  creature with 50 or fewer hit points is also stunned for 
  3d4 rounds, one with 51 to 100 hit points is stunned 
  for 2d4 rounds, and one with 101 to 150 hit points is 
  stunned for 1d4 rounds. A creature with 151 hit points 
  or more is not stunned but still suffers the –2 morale 
  penalty if it fails its saving throw. 
  Fiendish Knowledge: The fiendish skin whispers 
  promises of great power, and to prove it, reveals a 
  hitherto unknown ability. At 4th and 8th level, the 
  acolyte chooses a bonus feat for which he already 
  meets the prerequisites. 
  Skin Adaptation (Su): By 5th level, skin and wearer 
  have grown more comfortable together, as if they had 
  never been separate. The natural armor bonus granted 
  by the fiendish skin increases to +2, the acolyte’s 
  darkvision improves to 120-foot range, and he can now 
  use poison twice per day as cast by a 16th-level caster. In 
  addition, the acolyte gains an inherent +2 modifier to 
  Constitution. 
  Cold Resistant (Ex): At 6th level, the fiendish skin 
  confers cold resistance 10. 
  Glare of the Pit (Su): At 7th level, the acolyte gains the 
  supernatural ability to produce fiery rays from his eyes. 
  Once per day as a standard action, he can project two 
  rays (one from each eye) with a range of 100 feet. He 
  may aim them both at one target, or one each at two 
  different targets, by making a ranged touch attack. A 
  ray that hits the target deals 8d6 points of fire damage. 
  If both rays hit the same target, the damage is 16d6. 
  Summon Fiend (Sp): At 9th level, the acolyte learns to 
  draw on another power of his fiendish skin. If the skin 
  is demonic, once per day he may attempt to summon a 
  vrock with a 35% chance of success; if devilish, once 
  per day he can attempt to summon an ice devil 
  (gelugon) with a 35% chance of success. The 
  summoned creatures do the acolyte’s bidding but 
  automatically return to whence they came after 1 hour. 
  A fiend that has just been summoned cannot use its 
  own summon ability for 1 hour. At the DM’s 
  discretion, using this power leaves the acolyte 
  beholden to the summoned fiend. 
  Symbiosis: At 10th level, an acolyte of skin’s type and 
  subtype become Outsider (Native) rather than its 
  original type and subtype. Additionally, the acolyte of 
  the skin gains damage reduction 10/magic. 
   
  Elemental Savant (Tome and Blood) 
  “O to be the snowflake, the cleansing flame, the ancient stone, 
  the endless wind!” 
  Elemental savants study the basic building blocks of 
  existence—air, earth, fire, and water—learning to 
  harness their powers. Eventually they transcend their 
  mortal forms and become elemental beings. 
  Most elemental savants start out as wizards, although 
  clerics and druids are not unknown. Sorcerers 
  occasionally take this prestige class, but since 
  metamagic feats are of less utility to them, they have 
  difficulty using the class’s strengths to their fullest. 
  NPC elemental savants usually prefer to pursue their 
  studies in solitude or in the company of other 
  elemental savants. Sometimes groups of them gather in 
  places of where an element’s majesty and power is on 
  display, such as the flanks of a volcano, an island, or a 
  high, windy mountain. 
  Hit Die: d4. 
  Requirements 
  To qualify to become an elemental savant, a character 
  must fulfill all the following criteria. 
  Knowledge (Arcana): 8 ranks. 
  Knowledge (The Planes): 8 ranks. 
  Feat: Energy Substitution (acid, cold, electricity or 
  fire). 
  Class Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1 
  +0 
  +2 
  +0 
  +2 
  Wear fiend 
   
  2 
  +1 
  +3 
  +0 
  +3 
  Flame resistant 
  +1 level of existing class 
  3 
  +1 
  +3 
  +1 
  +3 
  Fiendish glare 
   
  4 
  +2 
  +4 
  +1 
  +4 
  Fiendish knowledge 
  +1 level of existing class 
  5 
  +2 
  +4 
  +1 
  +4 
  Skin adaptation 
   
  6 
  +3 
  +5 
  +2 
  +5 
  Cold resistant 
  +1 level of existing class 
  7 
  +3 
  +5 
  +2 
  +5 
  Glare of the Pit 
   
  8 
  +4 
  +6 
  +2 
  +6 
  Fiendish knowledge 
  +1 level of existing class 
  9 
  +4 
  +6 
  +3 
  +6 
  Summon fiend 
   
  10 
  +5 
  +7 
  +3 
  +7 
  Symbiosis 
  +1 level of existing class 
  
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  Spells: Ability to cast at least three spells with one of 
  the acid, cold, electricity or fire descriptors and at least 
  one summon spell. At least one of these spells must be 
  3rd level or higher. Alternatively, the character must 
  be able to cast at least one spell of 3rd level or higher 
  and have access to one of the following clerical 
  domains: Air, Earth, Fire, or Water. 
  Special: The elemental savant must have made prior 
  peaceful contact with an elemental, or with an outsider 
  having an elemental subtype (Air, Earth, Fire, or 
  Water). 
   
  Class Skills 
  The elemental savant’s class skills (and the key ability 
  for each skill) are Concentration (Con), Craft (Int), 
  Handle Animal (Cha), Knowledge (Int), Profession 
  (Wis), Speak Language, Spellcraft (Int). See the 
  PLAYER’S HANDBOOK for skill descriptions. 
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All the following are class features of the elemental 
  savant prestige class. 
   
  Weapon and Armor Proficiency: Elemental 
  savants gain no additional proficiency in any weapon 
  or armor. 
   
  Spells per Day: When a new elemental savant 
  level is gained (except at 10th level), the character 
  gains new spells per day as if she had also gained a level 
  in a spellcasting class he belonged to before adding the 
  prestige class. She does not, however, gain any other 
  benefit a character of that class would have gained 
  (improved chance of controlling or rebuking undead, 
  metamagic or item creation feats, hit points beyond 
  those she receives from the prestige class, and so on), 
  except for the increased effectiveness of spellcasting. If 
  a character had more than one spellcasting class before 
  becoming an elemental savant, she must decide to 
  which class she adds the new level for purposes of 
  determining spells per day. 
   
  Elemental Transition: Beginning at 1st level, the 
  elemental savant begins to transcend her mortal form, 
  on the path toward becoming an elemental creature. 
  On first taking this prestige class, she chooses an 
  element, which must be allied with the type of energy 
  she can substitute using Energy Substitution. Each 
  element also has an opposing element and energy 
  form, as shown below. The elemental savant cannot use 
  Energy Substitution to insert a type of energy opposed 
  to her chosen element. For example, an air elemental 
  savant can substitute lightning for another form of 
  energy in a spell, but she is prohibited from 
  substituting acid. 
  Element 
  Allied Energy 
  Opposing 
  Element 
  and Energy 
  Air 
  Electricity 
  Acid, Earth 
  Earth 
  Acid 
  Air, Electricity 
  Fire 
  Fire 
  Cold, Water 
  Water 
  Cold 
  Fire 
   
  At 1st level, the elemental savant becomes immune to 
  magical sleep effects. 
  At 4th level, she gains darkvision with a range of 60 
  feet and immunity to paralysis. 
  At 7th level, she gains immunity to stunning. 
   
  Resistance (Ex): As the elemental savant gains 
  levels in this prestige class, she becomes more 
  resistance to the type of energy allied with her chosen 
  element. At 1st level, she gains resistance 5 against this 
  energy form. This resistance rises to 10 at 4th level, 
  resistance 15 at 7th level, and complete immunity 
  when she becomes an elemental being (at 10th level). 
   
  Elemental Focus (Ex): Beginning at 2nd level, the 
  elemental savant learns to better manipulate energy 
  allied with her chosen element. The save DC for any 
  spell using that type of energy increases +1. This rises 
  to +2 at 5th level and +3 at 8th level. These increases are 
  cumulative with those granted by the Spell Focus and 
  Greater Spell Focus feats. 
   
  Elemental Penetration (Ex): Beginning at 3rd 
  level, the elemental savant further refines her ability to 
  wield energy allied with her chosen element. When 
  she casts a spell using that type of energy, she gains a 
  +1 competence modifier on caster level checks (1d20 + 
  caster level) to beat a creature’s spell resistance. At 6th 
  level, this modifier increases to +2, and at 9th level it 
  increases to +3. These increases are cumulative with 
  those granted by the Spell Penetration and Greater 
  Spell Penetration feats. 
   
  Elemental Perfection: At 10th level, an elemental 
  savant’s type and subtype become Elemental (type 
  selected at 1st level) rather than her original type and 
  subtype. She gains the advantages and disadvantages of 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1 
  +0 
  +0 
  +0 
  +2 
  Elemental transition, resistance 5 
  +1 level of existing class 
  2 
  +1 
  +0 
  +0 
  +3 
  Elemental focus +1 
  +1 level of existing class 
  3 
  +1 
  +1 
  +1 
  +3 
  Elemental penetration +1 
  +1 level of existing class 
  4 
  +2 
  +1 
  +1 
  +4 
  Elemental transition, resistance 10 
  +1 level of existing class 
  5 
  +2 
  +1 
  +1 
  +4 
  Elemental focus +2 
  +1 level of existing class 
  6 
  +3 
  +2 
  +2 
  +5 
  Elemental penetration +2 
  +1 level of existing class 
  7 
  +3 
  +2 
  +2 
  +5 
  Elemental transition, resistance 15 
  +1 level of existing class 
  8 
  +4 
  +2 
  +2 
  +6 
  Elemental focus +3 
  +1 level of existing class 
  9 
  +4 
  +3 
  +3 
  +6 
  Elemental penetration +3 
  +1 level of existing class 
  10 
  +5 
  +3 
  +3 
  +7 
  Elemental perfection, immunity 
  — 
  
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  Substituting and Admixing Energy 
  When you alter a spell with the Energy Substitution or Energy 
  Admixture feats, the spell behaves exactly as the normal version
  does, a fireball with acid energy substituted for fire or admixed 
  with acid still deals damage in a 20-foot spread. 
  If a spell has a secondary effect, so does the altered version. For 
  example, a shout spell can deafen creatures and deals extra 
  damage to crystalline creatures. If fire is substituted for sonic
  energy, the altered shout spell still has these effects, but deals 
  fire damage instead of sonic. Sometimes, however, a spell’s 
  minor effects are directly related to its energy type; for
  example, a fireball can set things alight, but a sonic or acid fireball 
  cannot. 
  When a spell deals some damage that is not energy-based, that 
  portion of the spell cannot be affected by Energy Substitution. 
  For example, ice storm deals 3d6 points of impact damage and 
  2d6 points of cold damage. Substituting electricity for cold
  produces an electric storm that deals 3d6 points of impact damage 
  and 2d6 points of electricity damage. Energy Admixture, 
  however, matches the full amount of damage dealt by the spell.
  For example, an electric ice storm would deal 3d6 points of impact
  damage, 2d6 points of ice damage, and 5d6 points of electricity
  d
  this type and subtype as per their description in the 
  MONSTER MANUAL. 
  The elemental savant gains the speed and movement 
  modes, special attacks, and special qualities of a 
  medium elemental of the appropriate type, as noted in 
  the MONSTER MANUAL, except that the save DC against 
  her elemental attack form, if any (whirlwind, burn, or 
  vortex) is 20 + her Constitution modifier. 
  Upon achieving this state, the elemental savant’s 
  appearance undergoes a minor physical change, usually 
  to the skin or eyes. An earth elemental savant, for 
  example, might acquire gemlike eyes and hard, pebbly 
  skin. Anyone who shares the elemental savant’s 
  predilection for study of her chosen plane immediately 
  recognizes her transcendent nature. She gains a +2 
  circumstance modifier on all Charisma-based skill and 
  ability checks when interacting with creatures having 
  her elemental type and with other elemental savants 
  who have chosen her element. 
   
  Immunity (Ex): At 10th level, the elemental 
  savant is completely comfortable with energy allied 
  with her chosen element. She gains immunity to that 
  type of energy, in addition to the immunities granted 
  by her elemental form (see Elemental Perfection 
  above). 
   
  FEATS 
  Chain Spell [Metamagic] (Tome and Blood) 
  You can cast spells that arc to other targets in addition 
  to the primary target. 
   
  Prerequisites: Any other metamagic feat. 
   
  Benefit: You can chain any spell that specifies a 
  single target and has a range greater than touch. The 
  chained spell affects that target (the primary target) 
  normally, the arcs to a number of secondary targets 
  equal to your caster level. Each arc affects one 
  secondary target. You choose the secondary targets as 
  you like, but they must all be within 30 feet of the 
  primary target, and no target can be affected more than 
  once. You can affect fewer secondary targets than the 
  maximum. 
  If the chained spell deals damage, the secondary 
  targets each take half as many dice damage as the 
  primary target (rounded down) and can attempt Reflex 
  saving throws for half of the secondary damage. For 
  spells that do not deal points of damage, the save DCs 
  against arcing effects are reduced by 4. For example, a 
  10th-level wizard casts a chained cause fear on a nearby 
  goblin and can specify up to ten secondary targets, The 
  goblin, as primary target, must make a Will save against 
  DC 14, while those affected by the secondary arcs save 
  against DC 10. 
  A chained spell uses up a spell slot three levels higher 
  than the spell’s actual level. 
   
  Cooperative Spell [Meta-magic] (Tome and 
  Blood) 
  You can cast spells to greater effect in conjunction with 
  the same spell cast by another. 
   
  Prerequisites: Any other metamagic feat. 
   
  Benefit: You and another spellcaster with the 
  Cooperative Spell feat can simultaneously cast the 
  same spell (at the same time in the round). You must be 
  adjacent to one another when casting cooperatively. 
  Add +2 to the save DC against cooperatively cast spells 
  and +1 to caster level checks to beat the target’s spell 
  resistance (if any). Use the base DC and level check of 
  the better caster. A cooperative spell uses up a spell slot 
  of the same level as the spell’s actual level. 
   
  Special: For each additional caster with this feat 
  casting the same cooperative spell simultaneously, the 
  spell’s save DC and caster level check both increase by 
  +1. When more than two spellcasters cooperatively cast 
  a spell, each must be adjacent to at least two other 
  casters. 
   
  Energy Admixture [Meta-magic] (Tome and 
  Blood) 
  You can modify a spell that uses one type of energy to 
  mix in an equal amount of another type of energy. 
   
  Prerequisites: Energy Substitution, one other 
  metamagic feat, 5 ranks in Knowledge (arcana). 
   
  Benefit: Choose one type of energy: acid, cold, 
  electricity, fire, or sonic. You can modify a spell with an 
  energy designator to add an equal amount of the 
  chosen type of energy. The altered spell works 
  normally in all respects except the type of damage dealt 
  (see sidebar). Thus, an acid fireball cast at 6th level deals 
  6d6 fire damage and 6d6 acid damage (roll each set of 
  dice separately). The damage cap for a spell cast using 
  this feat remains the same as the base spell but counts 
  separately for each type of energy. So an acid fireball cast 
  
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  at 10th level or higher deals 10d6 fire damage and 10d6 
  acid damage. 
  Even opposed types of energy, such as fire and cold, 
  can be combined using this feat. An admixed spell uses 
  up a spell slot four levels higher than the spell’s actual 
  level. 
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. You can 
  use Energy Admixture to further alter a spell that has 
  already been modified with Energy Substitution. You 
  can also use Energy Admixture to include your chosen 
  energy type with a spell that already uses the same 
  type, in effect doubling the damage dice. 
   
  Energy Substitution [Metamagic] (Tome and 
  Blood) 
  You can modify a spell that uses one type of energy to 
  use another.  
   
  Prerequisites: Any other metamagic feat, 5 ranks 
  in Knowledge (arcana). 
   
  Benefit: Choose one type of energy: acid, cold, 
  electricity, fire, or sonic. You can modify a spell with an 
  energy designator to use the chosen type of energy 
  instead. A substituted spell works normally in all 
  respects except the type of damage dealt (see sidebar). 
  A substituted spell uses a spell slot of the spell’s normal 
  level, modified by any other metamagic feats. 
   
  Special: You can gain this feat multiple times, each 
  time it applies to a different type of energy. 
   
  Fling Enemy (Savage Species) 
  You can pick up an opponent and fling it.  
   
  Prerequisites: Str 23, Huge size, improved grab. 
   
  Benefit: You can make a grapple check at a –20 
  penalty against an opponent at least two size categories 
  smaller than you. If you succeed, on your next action, 
  you can use an attack action to fling the held opponent. 
  The range increment for the thrown creature is 120 
  feet. 
  A creature may be thrown horizontally or vertically. If 
  thrown vertically, it takes normal falling damage. If 
  thrown horizontally, it takes half damage as if it had 
  fallen half the distance thrown (rounded down). For 
  example, if a hurled orc is thrown horizontally 170 feet, 
  it takes 8d6 points of damage. 
  You may also fling the creature at another creature. To 
  do so, make an attack roll at a –4 penalty, with 
  appropriate range penalties against the target creature. 
  If you hit, both creatures take the amount of damage 
  that the thrown creature would have otherwise taken, 
  as given above. 
   
  Reach Spell [Metamagic] (Defenders of the 
  Faith) 
  You can cast touch spells without touching the spell 
  recipient. 
   
  Benefit: You may cast a spell that normally has a 
  range of “touch” at any distance up to 30 feet. The spell 
  effectively becomes a ray, so you must succeed at a 
  ranged touch attack to bestow the spell upon the 
  recipient. A reach spell uses up a spell slot two levels 
  higher than the spell’s actual slot. 
   
  Sanctum Spell [Metamagic] (Tome and Blood) 
  Your spells have a home ground advantage. 
   
  Prerequisites: Any other metamagic feat. 
   
  Benefit: A sanctum spell has an effective spell 
  level one higher than normal if cast in your sanctum 
  (see Special, below)—but if not cast in the sanctum, it 
  has an effective spell level one level lower than normal. 
  (such as save DCs or the ability to penetrate a minor 
  globe of invulnerability) are calculated according to the 
  adjusted level. A sanctum spell uses a spell slot of the 
  spell’s normal level, modified by any other metamagic 
  feats. 
   
  Special: Your sanctum is an area you have 
  previously designated within a 10-foot/level radius 
  from the center. This area can be a particular site, 
  building, or structure. A sanctum can be designated 
  within a large structure, but its special advantages cut 
  off beyond the maximum area. The designated area 
  must be a site where you have spent a cumulative 
  period of at least three months. Once designated, it 
  takes seven days for the site to be your sanctum, the 
  benefits of the old one immediately fade. You may only 
  have a single sanctum at one time. 
  
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  APPENDIX 3: THE SILENT WIND 
   
  
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  APPENDIX 4: LOF TOKHIL AND AREA 
   
   
  
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  APPENDIX 5: BROTHERHOOD LAW 
  Brotherhood Laws 
  The Brotherhood has several key laws that may come into consideration in this adventure. Those that do are 
  summarized below, with the effects of their punishments. The initial wording is from The Scarlet Brotherhood 
  (TSR11374). 
  The Destiny of the Suel: Do not take actions that slow the Suel people on the path to their true destiny. This axiom discourages 
  treason or insurrection against the Brotherhood, or the sabotaging of plans that may benefit the Suel race. 
  The Bonds of Brotherhood: Your brothers and sisters share your birthright; let them demonstrate their worth to the Suel people. 
  This discourages crimes against persons or property. 
  The Words of the Fathers: Acknowledge the experience of your superiors and obey their commands. This discourages the 
  questioning of authority and emphasizes the need to obey the laws set down by the Brotherhood. 
  In addition to the three cardinal laws, the Brotherhood has specific laws covering all sorts of situations and crimes. The 
  laws are reviewed every five years by the Offices, and laws that are frequently abused or ignored, that conflict with other 
  laws, or that upon reflection seem ridiculous are revised or discarded. Some of the more important laws currently in 
  effect involve: 
  Arms: Citizens have the right to carry weapons on their persons. Subcitizens, humanoids and slaves may not carry 
  weapons more than 6 inches in length unless they are part of a sanctioned Brotherhood army. Humanoids may not 
  carry weapons within city limits without a permit. Slaves may not carry weapons within city limits at any time. 
  Punishments include imprisonment, enslavement and/or death. 
  Negligence: Willful or accidental acts, including rioting and Spellcasting, that cause damage to an excess of 100 square 
  feet of property are punishable by fines, imprisonment, enslavement and/or death. 
  Crimes to the Body: Causing the physical injury or death of a citizen through a willful act or negligence is a crime 
  punishable by fines, imprisonment and/or death. 
  Theft and Vandalism: Theft of or damage to the property of a citizen is a crime punishable by fines, imprisonment or 
  enslavement. Slaves and humanoids owned by or currently employed by a citizen are considered property of that 
  citizen. 
  Treason: Willful acts to the detriment of the Scarlet Brotherhood, or crimes against the state — such as revealing state 
  secrets or smuggling contraband materials — are crimes punishable by torture and/or execution. 
   
  Punishments in this Adventure 
  First, all the heroes will be allowed to bear weapons once they have undergone the training. However, the remaining 3 
  specific laws (treason will not be enforceable) above will be punished.  
  Negligence (if they destroy buildings or something of that nature) will be punished by enslavement for 4 weeks (4 TU).  
  Crimes to the Body (if they attack an NPC member of the Brotherhood) will result in imprisonment for 4 weeks (4 TU).  
  Theft and Vandalism (any freeing of slaves, killing of slaves, stealing of weapons, etc) will result in a fine (for anything 
  not involving a slave) of 150% of the normal value of the item. For the freeing or killing of slaves the character in 
  question will be enslaved. 
  
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  APPENDIX 6: HOMELAND NOBILITY CAMP 
  
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  APPENDIX 7: MAP OF SUKA 
  
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  APPENDIX 8: MAP OF SUKA – DETAILS 
   
  
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  APPENDIX 9: WAVE 1 
  
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  APPENDIX 10: WAVE 3 
  
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  APPENDIX 11: WAVE 5 
  
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  APPENDIX 12: WAVE 8 
  
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  APPENDIX 13: THE TOWER OF SORCERY 
  
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  APPENDIX 14: VEILS OF THE ARCANE 
  Each veil is detailed below, as they are in the handout; however, the school is also listed for each.  
  1. 
  Divination:  
   
   
   Fate is not beyond control; but to have control over 
  something it must be known.  
  2. 
  Enchantment:  
   
   
   Subtlety and finesse are the tools of control. 
  3. 
  Abjuration:  
   
   
   The walls of the mind protect the flesh and blood from the 
  ravages of the savage. 
  4. 
  Conjuration:  
   
   
   Aid arrives by force of will and the careful stroke of the 
  stylus. 
  5. 
  Evocation:  
   
   
   Concept becomes truth and the vision of the mind becomes 
  the truth of the action. 
  6. 
  Illusion:   
   
   Masks and shadows succeed where force will fail.  
  7. 
  Transmutation:   
   Concealment is flawed; true shaping is a truth, albeit a mutable 
  truth. 
  8. 
  Necromancy:  
   
   
   Death is not an end, merely a means to an end. 
  9. 
  Power or Blood Magic:  
   The essence of true power lies within all beings, but only a scant 
  few are capable of truly exploiting the truths, and inherent power, 
  of the essence. 
  
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  PLAYER’S HANDOUT 1 – LAWS OF THE BROTHERHOOD 
  The Brotherhood has several key laws that may come into consideration in this adventure. Those that do are 
  summarized below, with the effects of their punishments. The initial wording is from The Scarlet Brotherhood 
  (TSR11374). 
  The Destiny of the Suel: Do not take actions that slow the Suel people on the path to their true destiny. This axiom discourages 
  treason or insurrection against the Brotherhood, or the sabotaging of plans that may benefit the Suel race. 
  The Bonds of Brotherhood: Your brothers and sisters share your birthright; let them demonstrate their worth to the Suel people. 
  This discourages crimes against persons or property. 
  The Words of the Fathers: Acknowledge the experience of your superiors and obey their commands. This discourages the 
  questioning of authority and emphasizes the need to obey the laws set down by the Brotherhood. 
  In addition to the three cardinal laws, the Brotherhood has specific laws covering all sorts of situations and crimes. 
  Some of the more important laws currently in effect involve: 
  Arms: Citizens have the right to carry weapons on their persons. Subcitizens, humanoids and slaves may not carry 
  weapons more than 6 inches in length unless they are part of a sanctioned Brotherhood army. Humanoids may not 
  carry weapons within city limits without a permit. Slaves may not carry weapons within city limits at any time. 
  Punishments include imprisonment, enslavement and/or death. 
  Negligence: Willful or accidental acts, including rioting and Spellcasting, that cause damage to an excess of 100 square 
  feet of property are punishable by fines, imprisonment, enslavement and/or death. 
  Crimes to the Body: Causing the physical injury or death of a citizen through a willful act or negligence is a crime 
  punishable by fines, imprisonment and/or death. 
  Theft and Vandalism: Theft of or damage to the property of a citizen is a crime punishable by fines, imprisonment or 
  enslavement. Slaves and humanoids owned by or currently employed by a citizen are considered property of that 
  citizen. 
  Treason: Willful acts to the detriment of the Scarlet Brotherhood, or crimes against the state — such as revealing state 
  secrets or smuggling contraband materials — are crimes punishable by torture and/or execution. 
  
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  PLAYER’S HANDOUT 2 – FACTION CAMP 
  
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  PLAYER’S HANDOUT 3 – SUKA 
  
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  PLAYER’S HANDOUT 4 – THE TOWER OF SORCERY 
   
   
  
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  PLAYER’S HANDOUT 5 – VEILS OF LIGHT 
  Each of the nine veils is detailed below, using the image followed by the text. 
  1. 
   Fate is not beyond control; but to have control over something it must be known.  
  2. 
   Subtlety and finesse are the tools of control. 
  3. 
   The walls of the mind protect the flesh and blood from the ravages of the savage. 
  4. 
   Aid arrives by force of will and the careful stroke of the stylus. 
  5. 
   Concept becomes truth and the vision of the mind becomes the truth of the action. 
  6. 
   Masks and shadows succeed where force will fail.  
  7. 
   Concealment is flawed; true shape is a truth, albeit a mutable truth. 
  8. 
   Death is not an end, merely a means to an end. 
  9. 
   The essence of true power lies within all beings, but only a scant few are capable of truly 
  exploiting the truths, and inherent power, of the essence. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR4-04 Red Tide (3E).pdf